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Page 1: Dragon Magazine #129.pdf
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CONTENTSIssue #129

Vol. XII, No. 8January 1988

PublisherMike Cook

EditorRoger E. Moore

Assistant editor Fiction editorRobin Jenkins Patrick L. Price

Editorial assistantsEileen Lucas Barbara G. Young

Debbie Poutsch Georgia Moore

Art directorRoger Raupp

Production staffMarilyn Favaro Lori Svikel

Subscriptions AdvertisingPat Schulz Mary Parkinson

Creative editorsEd Greenwood Jeff Grubb

2 JANUARY 1988

SPECIAL ATTRACTION 7 Demi-humans:

Pointed ears aren�t the only things that make them different.

8 Arcane Lore � Len CarpenterMagic that serves the people: new dwarven clerical spells.

2 0 Children of the Spider Goddess � Eric OppenThe long-awaited �point of view� of the darkest elves.

2 4 Give Demi-humans an Even Break! � John R. PragerIf elves are so smart, why can�t they roll more dice for intelligence? Now they can.

2 6 Don�t Sell Them Short! � Peter DosikThe guardians are looking for a few good halflings.

3 0 Entering the Drider�s Web � C.E. MissoDrow who fail Lolth�s big test get no chance to make up the exam.

OTHER FEATURES3 2 The Role of Computers � Hartley, Patricia, and Kirk Lesser

Ship-to-ship combat and the Tower of Myraglen await you.

4 6 A Sorcerer's Supplement � Michael DeWolfeA bridge to the Moon? A cow that�s a werewolf? All-new RUNEQUEST® game spells.

5 4 The Dragon�s Bestiary � Dean ShomshakColder than ice and less forgiving: Ice para-elementals.

57 The Game Wizards � James M. WardThe world in a book � the WORLD OF GREYHAWK� setting, that is.

58 The Old Ways Are Best � fiction by Larry WalkerTwo heads are better than one, but not by much!

66 �Who�s in charge here?" � Bryan CaplanHow many high-level gnomes will a gnome city have? As many as it can get.

7 0 Armored and Dangerous � David DennisTrash the Sathar! Powered armor comes to the STAR FRONTIERS® game.

7 4 The Role of Books � John C. BunnellWould you let a wargamer be your lawyer?

7 8 The Marvel®-Phile � Jeff GrubbJustice is served � and Scourge� is your waiter.

8 2 Role-playing Reviews � Ken RolstonThe FORGOTTEN REALMS� setting and the D&D® game�s Known World.

1 0 4 The Last Word � Gregg Sharp�You don�t suppose that evil high priest is mad at us, do you?�

DEPARTMENTS3 Let ters 48 Sage Advice 90 Convention Calendar 4 World Gamers Guide 88 Gamers� Guide 94 Dragonmirth 6 F o r u m 89 Index to Advertisers 99 SnarfQuest

COVERWhile their cleric of Thor stands guard, a group of dwarves hauls out (or hides

away) their massive chest of treasure. �These guys,� said cover artist KeithParkinson, indicating the dwarves holding the chest, �are basically �greeddwarves.� � Entitled �The Big Stash,� this painting will soon be available as a print.Keith recently won the coveted 1987 Dark Fantasy award at the World FantasyConvention in Nashville, for his painting �What Do You Mean, We�re Lost?� See theadvertisement on page 77.

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LETTERS

Businesses &booksDear Dragon:

I have a few questions. Have you ever pub-lished an article dealing with PCs owning asmall business? If not, I would like to see itcovered; if so, what issue was it in?

Also, I enjoy the short stories you often pub-lish in your magazine. Are these from actualnovels, or are they stories written for yourmagazine? Are they available in book form tothe public?

Eric EdmondsHendersonville TN

We published an article on PCs and businessesin issue #113: “A capital idea,” by Vince Garcia.You may find this to be of use in your cam-paigns. We would welcome any other articlesthat would add more useful information to thetopic.

The short stories written for DRAGON®Magazine are complete within themselves, andgenerally not excerpts from longer works. TheArt of DRAGON Magazine, available early thisyear from TSR, Inc., has several short storiesthat previously appeared in this magazine.Future anthologies are being discussed.

Mini-spiesDear Dragon:

Although I love the D&D® game and othersuch fantasy games, my personal preference liesin games such as your TOP SECRET® game. Infact, this is my current favorite. A fine job, guys!I am curious as to where a person can find25mm lead miniatures for the modern spymotif. Is there anybody you know of who pro-duces contemporary miniatures? It is easy tofind a horse, worg, or dragon miniature, butjust try and locate a Lamborghini Countach orWellcraft 38� Scarab special edition deep-�V�! Isthere anyone who fashions custom-made minia-tures, based on photos and drawings, for areasonable cost? Please let it be so!

J. Anthony DixonPetawawa, Ontario

It would be worthwhile to write for a copy ofthe TSR Mail Order Hobby Shop catalog if youare not able to find the miniatures you need inyour local hobby stores. You might also considerwriting directly to the major miniature-figuremanufacturers (using the addresses provided intheir ads in this magazine) and asking them fora copy of their current catalog, with emphasison the particular miniature castings you want.You could also discuss pricing for custom-mademiniatures with those companies, though youmight be better off converting existing minia-tures into the shapes you want using a hobbyknife, spare parts, and lots of glue (and luck).

So who won?Dear Dragon:

I am interested in expanding the number ofrole-playing games that I own and was im-pressed by your list of ORIGINS �87 winners. Iwould like to know who won the awards inprevious years but am unable to find any lists.How can I find this information?

Also, what do the initials �S.I.� stand for in theTOP SECRET/S.I.� game?

Rob LysyWindsor, Ontario

Just as we were going to press, we received acall from Anne Jaffe, the chairman of the ORI-GINS Awards Committee. She agreed to serve asthe point of contact for any gamers who areinterested in finding out the previous winnersof the various ORIGINS game conventionawards. Write to: Anne Jaffe, ORIGINS AwardsCommittee Chairman, P.O. Box 2712, Fairfax VA22031. Send a self-addressed, stamped envelopefor a reply.

I am reliably informed that the initials “S.I.” inthe TOP SECRET/S.I. game’s title stand for“Special Intelligence.” This reflects the elitenature of the game’s PC agents.

Name that coverThe request for possible titles for the cover

painting of DRAGON issue #127 led to someamusing entries. Among them were:

“Mowing the Front Lawn,” from Tim Emrick(Whitestown IN);

“So, Whaddya Think of the Party?" also fromTim Emrick;

“I Still Say It Tastes Great,” from Andy Rodich(Emporium PA); and,

“Does the Name ‘Custer’ Mean Anything toYou?” from Aaron Johnson (Houston TX).

Thanks to all who entered.A number of people continue to express

interest in acquiring copies of the cover art forDRAGON Magazine. You may write a letter to anartist, c/o DRAGON Magazine, P.O. Box 110,Lake Geneva WI 53147. We’ll forward theletters as best we can to the artists. Be sure toenclose an SASE for the artist to use in writingback to you.

The name of artist Jeff Menges wasmisspelled on page 26 of DRAGON® is-sue # 127. We apologize for the error.

We wish to credit Stephanie Tabat forher excellent DRAGON Magazine logodesign, which premiered in issue #128.Thank you, Stephanie!

Close to homeI had the game board set up and

most of the pieces out when myuncle came into the kitchen to checkout the refrigerator. He wanderedover as I was sorting out the Ameri-can and German counters.

�That one of your war games?� heasked, taking a seat. I nodded andstarted a new pile for the grenadecounters. My first year of collegewas over, I was with my family atmy grandparents, and I lookedforward to some goof-off time.

My uncle looked over the boardand the designs on the counters.�What�s your game about?�

�It�s on city fighting in World WarII,� I explained, still sorting thepieces. �The counters represent oneman each, German and Americaninfantry. One player controls eachside. It�s pretty good.�

My uncle nodded again. Hewatched me work for some time.

�I was at Remagen,� he said.I forgot about the counters and

looked up. �When they took thebridge," I said.

�Yeah,� he said slowly. �We had togo from house to house. It waspretty terrible.� He looked at theboard and the piles of counters Ihad made, then sighed and stood up.�Have fun,� he said as he left.

I sat alone and poked a pile ofcounters with my finger, trying toimagine what it had been like formy uncle at Remagen. It was not apleasant thought. This was the firsttime I realized that modern-eraboard or role-playing games had aspecial catch to them � they some-times cut close to home. In somecases, this works to the game�s ad-vantage; many gamers enjoy therealistic feel of games depicting theworld of the espionage agent,Vietnam-era Ranger, or D-Day gen-eral. The more realism, the better.

Of course, if you like modern-eragames, you may eventually enter theclose-to-home zone. Games on theVietnam War only became popularin this country in the 1980s, and Irecall some of comments, pro andcon, that gamers had about them. Asmall board game on the FalklandIslands war drew great criticismsome years ago because it came outvery quickly after the war, when thetopic was quite touchy. I�ve latelyseen three different role-playing andboard games about combat againstskyjackers and other terrorists.

(continued on page 19)

DRAGON 3

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The World Gamers GuideWith issue #131 of DRAGON® Magazine,

�The World Gamers Guide� will come to aclose. We will run the listings in thiscolumn until they have appeared for threetimes, then discontinue the column. Nofurther listings will be taken. Our in-creased distribution and circulation world-wide are responsible; because of the great

SN J. (Steve) Hudak (AD,MSH,TS)P.O. Box 37-611 NSGA(NSA Naples, Italy)FPO NY 09521-4000UNITED STATES OF AMERICA

increase in international sales, we willsoon not be able to cope with the increasein WGG entries with our small staff size.

However, we are always open to submis-sions far the �Letters� and �Forum�columns, as well as regular gaming artic-les, and we welcome contributions fromanywhere in the world. We also encouragegamers to organize gaming clubs, set upconventions, and use the resources of theirlocal game and hobby stores.

This column had a long run and a goodone. We wish all gamers across the worldthe best this year. Keep gaming!

Antonio Marcelo F. da Fonseca (AD,SF,DD)Rua Hadock Lobo 131 casa 7Tijuca, Rio de Janerio, RJBRAZIL CEP 20260

Kevin Armstrong (AD,SF)25 West WayHolmes Chapel, CreweCheshire CW4 7DGUNITED KINGDOM

René Rasmussen (AD,DD,OA,SL)Sandergade 15

Bill McQuilian (AD,CH,CW)042-74-1095HHC 7th SUPCOM, Box 43APO NY 09712

UNITED STATES OF AMERICA

Waye Mason109 Wolsey RoadNorthwood, MiddlesexHA6 2EBGREAT BRITAIN

Carlos Mondragón, Jr. (AD)Boulevard Campestre #128-3Col. Jardines del MoralC.P. 37160León, G40MEXICO

Aaron McDowell (AD,DD,GW,RQ,TT)44 Carters Tce.AshburtonSouth Island

NEW ZEALAND

Chai Tze Hwa (AD,BS,CW,DD,MSH,OA,SF,TMNT,TS)

Bishan Road, Street 12Block 137, #11-414SINGAPORE 2057

Siobhan McDonnell (AD)218 Haleys Gully RoadHurstbridgeVictoria 3099

AUSTRALIA

DK-9493 SaltumDENMARK

Colin Campbell (AD,BS,CC,OA,SFB,T)92 Oswald AvenueGrangemouthScotlandUNITED KINGDOM

AD: AD&D® gameBS: BATTLESYSTEM� SupplementCC: CALL OF CTHULHU® gameCH: CHAMPIONS� gameCW: CAR WARS® gameDD: D&D® gameGW: GAMMA WORLD® gameMSH: MARVEL SUPER HEROES� gameOA: AD&D Oriental Adventures systemP: PARANOIA� gameRQ: RUNEQUEST® gameSF: STAR FRONTIERS® gameSFB: STAR FLEET BATTLES gameSL: SQUAD LEADER® game T: TRAVELLER®

gameTMNT: TEENAGE MUTANT NINJA

TURTLES® gameTS: TOP SECRET® gameT2000: TWILIGHT: 2000� game

Jeffrey Jongko (AD,DD,TS,T2000)12 Yellowstone StreetWhite Plains, Metra.ManilaPHILIPPINES

Alberta Halphen (AD,GW,SF,TS)Lomas de ChapultepecM. Chimborazo 520/701Mexico DF C/P 11000MEXICO

Jeff JohnsonSPDC Ext. NordB.P. 328MarouaCAMEROUN

Thomas B. Mason (AD,CH,CW,GW,OA,P)502 MI Co., 2 ACR(Nurnberg, West Germany)APO NY 09093UNITED STATES OF AMERICA

Torben M. Husum (AD,DD)Granvej 14100 RingstedDENMARK

Jorge Manuel Martins (AD,DD)

Steven Eggerking (AD,DD,GW,TS)145 Omao StreetKailua, Oahu, Hawaii 96734UNITED STATES OF AMERICA

George Anastasoulis (AD,RQ,SF,T)Apostolaki 1Nea SmyrniAthens 17122GREECE

Kristoffer (Chris) Kvello (AD)214-59170 LongyearbyenSvalbardNORWAY

Av. Salvador Allende, 21 -AOeiras 2780PORTUGAL

Adrian Martinez (AD,DD,GW,MSH,TS,SF)#9 Chestnut StreetFairview, Quezon City, ManilaPHILIPPINES

Butch Sy Yap (AD,DD,GW,MSH,TS,SF)#18-D West RoadCubao, Quezon City, ManilaPHILIPPINES

J.V. Barredo (AD,DD,GW,MSH,TS,SF)#180-A Wilson StreetAllenby EntranceSan Juan, ManilaPHILIPPINES

DRAGON® Magazine (ISSN 0279-6848) is published monthly by TSR, Inc. The mailing address for all material except subscription orders is DRAGON Magazine, PO.Box 110, Lake Geneva WI 53147; the business telephone number is (414) 248-3625. DRAGON Magazine is available at hobby stores and bookstores throughout theUnited States and Canada, and through a limited number of overseas outlets. Newsstand distribution throughout the United Kingdom is by Seymour Ltd., 334 BrixtonRoad, London, SW9 7AG, United Kingdom; telephone: 01-733-4444. Subscription rates via second-class mail are as follows: $30 in U.S. funds for 1 year (12 issues)sent to an address in the U.S. or Canada, $50 for 12 issues sent by surface mail to any other address, and $90 for 12 issues sent airmail to any other address. Paymentin full must accompany all subscription orders. Methods of payment include checks or money orders made payable to TSR, Inc., or charges to valid MasterCard orVISA credit cards. Send subscription orders with payments to: TSR, Inc. PO. Box 72089, Chicago IL 60678. A limited quantity of back issues are available from theTSR mail order department, PO. Box 756, Lake Geneva WI 53147. For a copy of the current catalog listing available back issues, write to the mail order department atthe above address. The issue of expiration of each subscription is printed on the mailing label for each subscriber’s copy of the magazine. Changes of address for thedelivery of subscription copies must be received at least six weeks prior to the effective date of the change in order to assure uninterrupted delivery. All materialpublished in DRAGON Magazine becomes the exclusive property of the publisher, unless special arrangements to the contrary are made prior to publication. DRAGONMagazine welcomes unsolicited submissions of written material and artwork; however, no responsibility for such submissions can be assumed by the publisher in anyevent. Any submission accompanied by a self-addressed, stamped envelope of sufficient size will be returned if it cannot be published.

DRAGON is a registered trademark of TSR, Inc. All rights to the contents of this publication are reserved, and nothing may be reproduced from it in whole or in partwithout first obtaining permission in writing from the publisher. Copyright ©1988 TSR, Inc. All Rights Reserved.

AD&D, ADVANCED DUNGEONS & DRAGONS, ADVANCED D&D, AMAZING, BOOT HILL, D&D, DRAGONLANCE, DUNGEONS & DRAGONS, FIEND FOLIO,GAMMA WORLD, TOP SECRET, STAR FRONTIERS, and TSR are registered trademarks owned by TSR, Inc. GEN CON is a service mark owned by TSR, Inc. ARES,BATTLESYSTEM, BLACKMOOR, DEITIES & DEMIGODS, DRAGONCHESS, DRAGONQUEST, DUNGEON, FORGOTTEN REALMS, GANGBUSTERS, GREYHAWK,POLYHEDRON, RPGA, TOP SECRET/S.I., WORLD OF GREYHAWK, and the TSR logo are trademarks owned by TSR, Inc. ©1988 TSR, Inc. All Rights Reserved.Marvel and all Marvel character names and likenesses are trademarks of the Marvel Entertainment Group, Inc. and are used under license. Copyright ©1988 MarvelEntertainment Group, Inc. All Rights Reserved.

Second-class postage paid at Lake Geneva, Wis., and additional mailing offices. Postmaster: Send address changes to TSR, Inc., PO. Box 110, Lake Geneva WI53147. USPS 318-790, ISSN 0279-6848.

4 JANUARY 1988

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FORUM

I am responding to Mr. Barnes�s [second] letterin issue #122, specifically to the suggestion thatlower-level magic-users be allowed to use weap-ons and armor to protect their fragile selves,disdaining such crude practices as level, hitpoints, and spell capability increases. A similarsystem has been presented, as it was used withthe psionicist (which appeared in DRAGON®Magazine in October 1983, issue #78).

I cannot imagine any logical basis for theseverity of the restrictions placed on the armsand armor usable by AD&D® game magic-users.I would suggest the following rule changes:

First, allow the magic-user a better weaponselection. This should probably have somethingto do with the weapon�s speed factor; for in-stance, perhaps a magic-user could use anyweapons with a speed factor of 5 or less. Thisencompasses the more popular sword choices,several blunt weapons, and several missileweapons. A mage can�t very well engage in fullcombat while trying to cast a spell anyway, sowhy not allow wider choice?

Second, allow the magic-user some armorprotection. The casting of a magic-user spell islargely psychic in nature, and the �spell compo-nents� only serve to focus the internal/invokedpower. Thus, the only restrictions should be onarmor that severely impedes the spell�s work-ings. Any armor up to and including chain mailcould be worn without interference; after that,you might impose a greater chance of spellfailure (it�s hard to make finger movements infull plate) or just forbid the bulkier armorsaltogether. Shields could be used, but not duringspell-casting if a somatic component is involved.A small helm could be worn, because it hampersneither the mouth nor the eyes; a great helm,on the other hand, is out of the question.

Third, give the poor guy some hit points! At1st level, even the slimy, skulking little thief atthe rear of the party has a better overall chanceof living through the day than the intellectualwizard-to-be. Chances are that the two charac-ters do the same amount (at least initially) ofweapon practice. A modified magic-user maybegin his career as a cleric-type character,training both martially and magically. Gradually,his physical training takes up less and less of histime as he looks harder and deeper into theworld of magic. To mirror this development, wecould give him 1d8 at his lower levels (perhaps1st-3rd, or so), 1d6 later on, 1d4 at the next fewlevels, and finally a mere 1 hp bonus everylevel. Also, the attack tables could be modifiedto reflect this training at lower levels, but somemight say that�s going overboard.

Of course, some will state that �game balance�is better served by a wimpy, easily killablemagic-user. But how easily we forget the exam-ple of the cleric, who instead of being repre-sented by a robed, unarmed friar who heals thesick by the grace of his god, is almost as formi-dable a warrior as the fighter or cavalier, andstill hurls potentially deadly spells to boot! Themagic-user (and possibly the illusionist as well)should not be forced to face these inequalities

6 JANUARY 1988

any longer. Since magic-users are undoubtedlythe most interesting and best-loved of all charac-ter classes, it�s hard to believe that nobody hasrecognized sooner the unfair discriminationbuilt into the game.

Scott WhitmoreKissimmee FL

The debate, I see, is on again! What to doabout the �poor, defenseless� magic-user? Issue#122�s �Forum� had a raft of letters on variousaspects of the plight of the mage. Some of thesolutions were good, others were poor.

In her letter, Ms. McGuire offered a well-thought out replacement for the now outdatedIntelligence Table II as well as an ingeniousanswer to the problem arising from a mage�sinability to learn a given spell. Her solutions donot affect game balance, and add more versatil-ity and cohesion to the magic-user class.

Mr. Barnes, on the other hand, offers somedangerous solutions. The difficulties involved inplaying a low-level mage center mostly on thePCs� ineffectuality as regards number of spellsand combat. These are recurring themes in theongoing debate over 1st-level magic-users, andBarnes�s letter is no different.

First, to the idea of giving mages spell bonusesa la the cleric�s wisdom, I can only say one thingto DMs who are thinking of trying it: �Don�t!� Iran a campaign for a year like that and, whilethings started out just fine, they quickly fellapart as the mages advanced in level. Considerthat a mage with an intelligence of 18, uponreaching 5th level will, with bonuses, haveseven first-level spells, four second-level spells,and two third-level spells! If Mr. Barnes believesthat this will encourage the use of some of theminor spells, he is mistaken: in my campaign,mages invariably loaded up with a handful ofmagic missiles (at two missiles each), some webspells, and a couple of fireballs or lightningbolts. Other minor spells were added to fill outthe mage�s capacity, but they weren�t needed asthe PC could effectively blast to bits just aboutanything a 5th-level character might meet. Inaddition, mages with these bonuses are wont tobecome �ball hogs� and steal a lot of the otherPCs� thunder.

To the proposed use of armor for mages,again I say �No!� If a player wants a mage witharmor, he can choose fighter/magic-user orcleric/magic-user options. Additional weaponrymight not be harmful, as long as hand-to-handweapons are not promoted. My campaign allowsbows as a choice of weapons for mages, as theydo not necessarily require a great deal ofstrength. This keeps the unarmored mage out ofmelee, but allows an option for greater involve-ment. But if you give the additional weaponproficiencies to your magic-users, be preparedto allow them to keep them. A player whose PCmust give up a spell or weapon is not going tofeel very good about it.

The point involving the ability to cast one spella day, but choosing which one to cast �on thefly,� was intriguing as it is often very difficult for

a mage to pick the proper spell in advance; butMr. Barnes did not elaborate on this option.Another possibility is to relax the requirementsfor relearning spells. Allowing a mage to relearna spell in a couple of hours while the party restswill allow greater flexibility on the part of themage without creating too deadly a character.

The most unfortunate aspect of Mr. Barnes�sletter is what seems to be a lack of understand-ing of the personality of the magic-user class.The picture of the magic-user as a �one-chargemagical item,� �cowering and cringing,� etc., andwho, after casting a spell, has companions with�little incentive to further risk their necks on hisbehalf� is not a picture of a mage, a wizard, asorceress.

The magic-user is a class of power, arcane andmysterious. Any 1st-level character who candrop eight goblins from 30� in one round with-out even breaking into a sweat (using a sleepspell) will command a great deal of respect,even admiration, from comrades. The magemay be �woefully unprepared� for defense withweapons, but this is the nature of wizards.Huddled over strange tomes through the night,constantly in search of new incantations, themage has tasted power, is imbued with it, andwants more. The mage becomes somewhatotherworldly, not completely of this plane. Thisis the personality of the class and, while somemagic-users may indeed cower and cringe,others will take pride in their arcane skills,perhaps even delight in the fear which theymay instill in mundane folk.

Kurt R.A. GiambastianiBellevue WA

W. Brian Barnes has a few points concerningthe problems of low-level magic-users in hisletter in issue #122. [However,] these limits wereput in to let high-level magic-users becomepowerful without becoming omnipotent.

If low-level magic-users can have certaincantrips permanently usable (without need ofmemorizing them or taking up spell capacity),why shouldn�t high-level magic-users be permit-ted to get a few first- and second-level spells thesame way without using the permanency spellor acquiring the penalties the use of a perma-nency spell requires? It would sure be nice to beable to cast an unlimited number of magicmissiles in addition to having all the spells amagic-user is normally allowed to have. Andwhy should a game be balanced if game balancekeeps me or W. Brian from having a powerfulcharacter?

I�m being sarcastic, but it is true. The typicalwizard or higher-level magic-user is a verypowerful character. (And when the magic-userand illusionist are combined into the sorcererclass next year, look out.) It is not that difficultto raise a low-level magic-user to higher level,unless you put the magic-user into the thick ofbattle.

With a bit of common sense (leaving combatto the hit-point factories, etc.), your characterwill survive without too much difficulty. Onceyou�ve gone through an adventure, use yourshare of the treasure sensibly.

A PC with enough cash to buy six first-levelscrolls after an adventure usually buys sixdifferent spells and puts all six into his book.Try this instead: Buy two spells to add to yourbook and get two magic missile and armorscrolls each for use in the next adventure.You�ve tripled your offensive capacity andshould be able to take more damage. If you haveto play a combat machine, you now can.

(It should also be noted that scrolls are usually(continued on page 51)

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D e m i - h u m a n s

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Arcane Lore Magic of the dwarven priests

by Len Carpenter

One of the many overlooked fields ofmagic in the AD&D® game concerns dwar-ven magic. Dwarves are not commonlythought of as a magic-using race, butrather as hardy warriors or mechanicallyminded thieves. Now that dwarven clericsare permitted as a PC class, it�s time toexplore the special types of magic mas-tered by dwarven clerics to promote theaims and needs of the dwarven race.

The general list of cleric spells is inade-quate for describing the special areas ofmagic of great interest to dwarven clerics.Dwarves have little desire to use spellsthat animate dead creatures or commandsnakes and insects. Dwarves need spellsthat work directly to satisfy the needs ofthe race � magic useful in mining, craft-ing, construction, and command over thesubstances of the earth. Clerics of thedwarven race play a special role in theirsociety, and their spells should be suitedfor the demands of dwarvenkind.

Indeed, dwarven clerics hold a uniqueplace in their community, as they are theonly spell-casting class known to the dwar-ven race. Because of this monopoly onmagic, dwarven clerics hold greater powerin their society than most other spell-casting groups hold in other cultures.

Dwarven clerics are more than justcombat medics and religious leaders totheir people. They are scholars of dwar-ven learning, teachers of lore and history,and preservers of dwarven art and cul-ture. Dwarven high priests are creators ofmighty magical items and weapons, conse-crators of holy ground, founders of newcommunities, seekers of mineral re-sources, and defenders of dwarven strong-holds and homeland. The most renowneddwarven priests of history and legend maybe wise sages, skilled artisans, dedicatedphysicians, or mighty warrior-priests.

Elder clerics hold a position in dwarvensociety that inspires deep reverence andawe. Their centuries of experience givethem a wisdom and understanding thatshort-lived humans can only scarcely

comprehend. Only the most steadfastdedication to the dwarven gods and tolawful dwarven society can enable a dwar-ven cleric to attain the exalted levels re-quired to be able to cast the powerful 6th-and 7th-level magic spells. Dwarven highpriests who rise to high experience levelscommand enormous respect and authorityin their culture.

Just as druids have a special place in thesunlit world to protect the fields and for-ests, so too do dwarven clerics have theirspecial charges. Dwarven clerics have adeep, heartfelt veneration for the earthand stone of the dwarven homeland.Dwarves view earthly rock as druids viewliving plants and animals. Stone, metal,and minerals are not simply inanimatesubstances to be exploited and callouslymanipulated, but are living things to becherished, protected, and preserved.Thoughtless and careless use of the re-sources of the earth is a great blasphemy.Careless, haphazard mining and destruc-tion of the earth are as immoral to a dwarfas hewing down a whole forest for lumberis to an elf.

Dwarves do not speak of crudely exploit-ing mineral resources, but of cultivatingthe bounty of the earth. Dwarven homesand strongholds are not carved out ofmountains in the quickest or easiest man-ner, but are designed so that stone andearth are sculpted and shaped to bestdisplay the great beauty and divine art ofthe earth. Dwarves do not dig out gems ormetal ores from the earth in a haphazard,thoughtless manner; mines are createdwith long-term use and enjoyment inmind. A dwarf does not talk of repairingdamage to stone walls or earthen ram-parts, but of healing damage to the fleshand bones of the world. Great caverns areespecially prized as homelands, and manyancient dwarven enclaves are built intovast cave systems.

Dwarven clerical spellsThe full range of spells in the clerical

spell list is not available to dwarven clericsbecause there are spell areas of little con-cern to dwarves. Dwarves have little con-

tact with the great outdoors. The naturalworld of green, growing plants and wildanimals is generally foreign to them. Spellsdealing with nature are usually limited tothe typical dwarven environment of hillsand mountains. Spells that influencesnakes and insects do not interestdwarves; as a result, dwarven deities willnot bestow such spells to their clerics.Speaking with plants or playing with magi-cal rainbows are not ways in whichdwarves like to spend their time.

Dwarven clerics have a great antipathytoward the dark arts of necromancy. Ani-mating dead creatures to create mindlessslaves may be considered useful by someclerics, but it is an appalling concept todwarves. In another vein, feigning deathto fool an enemy is a coward�s trick, andno self-respecting dwarf would attemptthe feat. Only in healing is �necromancy�valuable.

Dwarves have only limited interest inthe substances and beings of the higherplanes. The only elemental planes to drawthe attention of dwarves are the planes ofEarth, Fire, and Magma, for obvious rea-sons. The plane of Air does not concerndwarves, and no dwarven cleric wouldsummon a dust devil or aerial servant.Walking on air or transforming into acloud of vapor does not impress anearthbound dwarf.

Spells normally prohibited to dwarvenclerics are listed on Table 1. Only in ex-traordinary circumstances would a dwar-ven deity grant any of these spells to oneof his clerics.

Of all the different forms of magic in theAD&D game world, dwarves are mostinterested in magic that affects the mate-rial resources of the earth. Dwarves cher-ish magic that gives them control overearth, stone, metals, and minerals. Spellsthat can shape stone or move soil are veryuseful in mining and construction. Spellsthat can bestow characters with some ofthe qualities associated with the earth arealso of interest to dwarves. At the highestspell levels, spells that can conjure upstone or metal structures or can summonextraplanar beings of use in mining or the

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forging of items are strongly desired bydwarven clerics. On the whole, dwarvesare more skilled with earth-related magicthan any other race.

Additionally, dwarven clerics are veryadept with all forms of rune-magic.Dwarves employ protective runes, glyphs,and symbols to protect property or helpdefend dwarven fortifications. Dwarvesemploy runestones as a common materialcomponent for divination spells. The so-matic components of many dwarven spellsare runes inscribed in the air with hand orholy symbol. Dwarves have knowledge ofrunes or symbols unavailable to otherclerics, and they use common glyphs to agreater effect than any other type ofpriest. [The use of runestones amongdwarves in the FORGOTTEN REALMS�setting is described by Ed Greenwood in�Runestones,� in the Best of DRAGON®Magazine Anthology Vol. IV.]

Spell alterationsTo reflect the likes and dislikes of dwar-

ven clerics in the magic they use, somechanges should be made in the specifics ofcertain clerical spells. Some spells cast bydwarven clerics are more powerful thanwhen cast by other clerics, especiallythose spells that influence the earth. Otherspells cast by dwarves are less effectivethan for most clerics. These changes arenoted below.

Combine: This spell is often employed toboost the power of spells used for thebenefit of the dwarven community. Com-bine is also used as an integral part of thespell-casting process of certain powerfulspells, which are described in the list ofnew spells given later. The number ofclerics linked by a combine spell to castone of these new spells usually depends onwhich number is deemed lucky or magicalby the dwarven community. The numberof clerics linked by combine may exceedfive if the magic number is greater thanfive, but the power rise of the cast spellcannot exceed the limit described in Un-earthed Arcana.

Magic stone: Any stone or pebble en-chanted by a dwarven cleric is +2 �to hit�and does 2 hp damage when it strikes.

Portent: If dwarven runestones (see thenew second-level spell, enchant rune-stones, discussed later) are used in thecasting of this spell, the casting time isreduced to one round. The runestones aretossed on the ground as the spell is cast,then the runestones are read to tell theresult of the portent.

Augury: If enchanted runestones areused when casting this spell, the stonesadd a +10% bonus to the chance of cor-rect divination.

Messenger: This spell is only effective ina hilly or mountainous area, or an envi-ronment otherwise similar to the dwarvencleric�s homeland. Only a creature nativeto hills, mountains, or caverns may besummoned by this spell; this list includescreatures such as badgers, moles, moun-

10 JANUARY 1988

tain goats, rams, or birds native to thehills. Dwarven clerics have little influenceover animals of other environments.

Speak with animals: If the cleric is com-municating with a creature of an environ-ment foreign to the dwarf, then theduration of this spell is only one round/level, and the cleric�s charisma score isreduced by two points to determine theanimal�s reaction roll.

Spiritual hammer: This spell is a greatfavorite with dwarves, but they don�t wantto expend a continuing stream of goodhammers to employ this spell. Instead of aregular hammer, a miniature hammer (1gp cost) is used with this spell; this compo-nent disappears at the end of the spell-casting. If a magic hammer is used as anemergency component by the dwarvencleric, it adds no additional �to hit� ordamage bonus to the spell, but will notdisappear. The spells duration is extendedby one round for dwarven clerics.

Glyph of warding: Because of the dwar-ven skill with rune-magic, any glyph cre-ated by a dwarven cleric acts as if cast bya cleric of one experience level higher.

Meld into stone: The duration of thisspell is 11-20 (1d10 +10) rounds for adwarven cleric.

Speak with dead: Because of the innatedwarven antipathy for necromancy, thisspell is only bestowed by a dwarven godwhen the spell�s use will benefit dwar-venkind during a time of great peril. Thecleric casting this spell is treated as beingone level lower in experience, due to thelack of skill dwarves have with this sort ofmagic.

Divination: If dwarven runestones areused with this spell, the chance of correctdivination increases by 10%.

Plane shift: Use of this spell by dwarvenclerics is often limited to those few planeswith which dwarves have common con-tact. Dwarves only shift to the innerplanes of Earth, Fire, and Magma, and theonly Outer Plane of interest to dwarves isthe home plane of the dwarven gods. Acleric may, of course, plane shift an oppo-nent to an inhospitable plane.

Spike stones: The spikes created by adwarven cleric inflict 1-6 hp base damagefor each spike that hits a creature.

Animate object: If the object to be ani-mated is made of earth, stone, metal, ormineral, then up to two cubic feet/levelmay be animated.

Conjure animals: Only animals com-monly found in a hilly or mountainoussetting may be conjured. Using the con-jured animals table on page 222 of theDungeon Masters Guide, the followinganimals are the only ones that may beconjured: wild dogs, badgers, giant badg-ers, war dogs, giant goats, mountain lions,mules, wolves, wolverines, black bears,giant beavers, giant eagles, giant owls,giant rams, giant weasels, dire wolves,giant otters, giant skunks, giant wolver-ines, brown bears, giant porcupines, orcave bears. No animal of the 9-HD cate-

gory or greater can be conjured by thisspell.

Stone tell: The duration of this spell istwo turns, allowing a dwarf more time toacquire detailed information.

Control weather: Because dwarves oftenhave little regard for the weather condi-tions of the great outdoors, this spell isseldom used. A dwarven cleric generallyonly casts this spell to provide cover for amilitary operation (fog), to make condi-tions harder for an enemy (rain or snowto hinder movement, sunshine to pesterhumanoids), or to summon an electricalstorm in preparation for casting a light-ning water spell (see new spells). If cast inan environment foreign to a dwarvencleric, the spell duration is reduced byone-half.

Earthquake: For dwarves, this is a spellof last resort, since dwarves have such adeep revulsion for damage and destruc-tion to the earth. If used against a greatenemy in desperation, the spell acts as ifcast by a cleric of two levels higher due tothe control dwarves have over the earth.

Gate: This spell is usually limited to thesame planes discussed under the planeshift notes.

Symbol: As dwarves are so skilled withrune-magic, dwarven clerics are able touse all the symbols described under theeighth-level magic-user spell, save forsymbols of death and stunning.

Spells from other sourcesCertain magic spells from other spell

lists would seem proper for dwarves toemploy. Spells useful in the day-to-dayprojects and pursuits of the race areadapted from the magic-user and wu jenspell lists. These suggested spells are givenin Table 2. Beside each spell in Table 2 isan abbreviation that shows the original listfrom which the spell came and the originalspell level. Magic-user (MU) spells comefrom the spell lists in the Players Hand-book or Unearthed Arcana, while all wujen (WJ) spells come from Oriental Adven-tures. This tabulated information is sup-ported by notes on or recommendedchanges in the spells, as follows:

Magnetism: This spell cannot be cast onother characters.

Melt metal: The material component forthis spell is a ruby chip worth 100 gp.

Metal skin: The material component forthis spell is a strip of metal foil wrappedabout the cleric�s wrist.

Rust to metal: The reverse of this spell,metal to rust, is never cast by dwarvenclerics.

Stone to flesh: This spell can only beused in limited circumstances. Stone toflesh can only be used to restore a stonedcreature back to its original flesh-and-blood form. The spell cannot be used toturn stone or earthen substance into afleshy mass. The reverse of this spell, fleshto stone, can only be used to reverse theeffect of a stone to flesh spell that has

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turned original stone matter to a mass offlesh.

Warp stone: This spell sees only re-stricted use by dwarven clerics, since theyare so loath to damage good stoneworkunless a good reason can be found for thespells use.

Elemental servant: Only a fire or earthelemental may be summoned with thisspell; dwarves have no interest in thebeings of the planes of Air or Water. Theduration of the specified task to be donecan last no more than one day per twolevels of the cleric.

New clerical spellsBelow are 14 new spells that may be cast

by dwarven clerics. The spells should beintroduced into the campaign a few at atime, through new scrolls discovered or aspecial bestowal by a dwarven deity.When cast by an NPC cleric encounteredduring play, one of these new spells canprovide a novel surprise. Some of thesenew spells may be known only throughmachines created or runes conjured in thedistant past, and so may provide usefuladventure background material.

Detect Harmful Gas (Divination)Level: 1 Components: V,S,MRange: 0 CT: 1 roundAE: 6�-diam. sphere ST: NoneDuration: 1 turn + ½ turn/levelExplanation/Description: Useful in min-ing and underground exploration, thisspell enables the caster to detect the pres-ence of harmful gas in a sphere 6� indiameter around the caster. The primaryuse of this spell is to detect undergroundhazardous natural gases such as explosivemethane or poisonous sulphur dioxide, orfire-caused gases like carbon monoxide,but this spell can also detect any otherharmful gas that occurs naturally or isproduced by alchemy or magic. Althoughthis spell always reveals the presence ofsuch gas, there is only a 5% chance perlevel of experience of the caster to identifythe specific type of gas found (e.g., chlo-rine gas, methane, or carbon monoxide).Some rare, exotic gases may be beyond acleric�s ability to identify exactly, althoughthe identification roll may indicate thepossible danger from or effect of the gas.The material component of this spell is thecleric�s holy symbol.

Detect Metal and Minerals (Divination)Level: 1 Components: V,S,MRange: 12� CT: 1 roundDuration: 1 turn ST: NoneAE: 1� -wide pathExplanation/Description: This spell issimilar in effect to the wand of metal andmineral detection. The caster concentrateson finding a specific type of metal or min-eral. If the substance is within a path 12�long by 1� wide, the exact location andapproximate quantity of the metal ormineral is revealed. The caster may try todetect different substances throughout the

12 JANUARY 1988

duration of the spell, one different type ofmetal or mineral per round. Metals andminerals of all types may be found, and adetermination may be made of whetherthey are in a pure, refined form orwhether they occur as a raw ore. Thecaster can move at a walking rate and stillconcentrate on the spell, but cannot en-gage in strenuous activity and maintainthe spell. The material component for thisspell is the cleric�s holy symbol.

Enchant Runestones (Alteration-Evocation) Level: 2 Components: V,S,MRange: 1� CT: 1 turnDuration: Perm. ST: NoneAE: 6-20 stonesExplanation/Description: With this spell,a dwarf may prepare a set of runestonesused in divination spells such as portent,augury, or divination. The cleric takes aset of 6 to 20 stones and engraves specialdwarven runes on each stone. The exactnumber of stones and specific runes in-scribed vary with the religion or homelandof the cleric. A bless spell is then cast uponthe runestones, followed by the enchantrunestones spell. The runestones can nowbe used to improve the chance of a correctdivination with such a spell. A cleric oftencarries the runestones in a leather pouchwherever he or she travels.

When a divination spell is cast, thestones are tossed upon the ground andread as part of the divination process. Thereading of the runestones provides greateraccuracy with a divination spell, the exactgain in accuracy varying from spell tospell. The runestones do not disappear atthe end of the spell-casting, and so can beused over and over again.

Forge Fire (Alteration)Level: 2 Components: V,S,MRange: 2� CT: 1 roundDuration: 3 turns/lvl.. ST: NoneAE: Single forge or furnaceExplanation/Description: This spellenables a dwarf to create a strong, effi-cient fire in a forge or furnace withoutburning up large quantities of fuel. Only asmall bundle of sticks or a single lump ofcoal is needed to start a forge fire. There-after, the fire burns without need formore fuel for the duration of the spell.This spell only works in a smithy forge orsmelting furnace which was magicallyprepared to accept the spell by having hada prayer spell cast upon it by a dwarvencleric when the forge or furnace wasbuilt. No harmful gases are given off bythe use of this spell.

The power and heat of the fire increaseswith the level of the caster, so metals thatare harder and have higher melting pointscan be melted by a forge fire cast byhigher-level clerics. A list of typical metalsthat can be melted by a forge fire spellcast by a cleric of a given level follows:

3rd level: Lead, zinc, tin.5th level: Copper, silver, gold, brass,

bronze, electrum.7th level: Iron, common steel alloys,

meteoritic-steel alloy.9th level: Mithral-steel alloy, platinum.16th level: Adamantite-steel alloy.The material components for this spell

include the bundle of sticks or lump ofcoal used as starter fuel and a pinch ofsulphur. [See "Fire for Effect!� in DRAGONissue #123 for further information onmetals.]

Earth Sense (Divination)Level: 3 Components: V,S,MRange: 0 CT: 1 roundDuration: 3 turns/lvl. ST: NoneAE: SpecialExplanation/Description: This spellempowers a cleric to key his senses intothe surrounding earth or stone structureto monitor the conditions of the area. Thisspell can be used to monitor all the earthand stone in a spherical volume with aradius of 1� per level of the caster. Thecleric is then able to note anything unu-sual or important happening within thearea of effect through a vague feeling ofunease or impending danger. Once thefeeling is experienced, the cleric may tryto concentrate on determining the specificthing that has set off the feeling of alarm.The chance of identifying the specificevent is 5% per level of the caster. Onlyone identification roll can be made foreach event that may trigger the feeling. Ifthe roll fails, the cleric is unable to deter-mine the exact problem, but does identifythe general area where the problem isoccurring.

Once the spell is cast, the dwarven clericmust remain quietly in place to continueconcentrating on the spell. If the clericmoves more than 10� from the spot wherethe spell was cast or engages in strenuousactivity such as melee, the spell is broken.

Many different things may set off thefeeling of alarm. Digging or sapping in thearea, movements by burrowing creatures,spells or magic that currently affect theearth, nonsilent movement across theearth or through a nearby passage, strenu-ous physical activity (such as melee) occur-ring on a section of the earth, or animpending natural disaster are all thingsthat can trigger the sense of alarm. Anatural disaster that sets off the alarmcould be unstable geological conditionsthat foreshadow a mine collapse or natu-ral earthquake, a natural gas pocket aboutto explode, or volcanic or geyser activitythat could become dangerous.

Dwarven clerics often maintain a line ofsentries in a stronghold and use this spellto monitor anything that may signal animpending attack. Clerics might note asection of castle wall being undermined,an attempt to batter through a castle gate,invaders scaling a fortress wall, or apasswall spell suddenly cast upon a sectionof stone wall. The material componentsfor this spell are the cleric�s holy symbol

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and a small sample of earth or stone fromthe area to be monitored.

Lightning Water (Conjuration/Summoning, Alteration)Level: 3 Components: V,S,MRange: 1� CT: 5 roundsDuration: Special ST: NoneAE: 2 cubic feet of water/levelExplanation/Description: This spellenables a dwarven cleric to cause a quan-tity of water to become infused with themagical spirit of the lightning. The wateris then used in the forging or creation ofcertain items to improve the quality of thegoods. To prepare the water, a trough orcontainer made of fine wood inlaid withsilver decorations must be constructed.The container must be made from materi-als worth no less than 5,000 gp. The con-tainer is then blessed by a dwarven cleric.Thereafter, the container can be used anynumber of times to collect lightning water.

The water-filled trough is first placedoutdoors. The lightning water spell is thencast over the water, and the trough is leftout overnight to capture the spirit of thelightning from a nighttime thunderstorm(either natural or summoned). If no stormoccurs, the spell is wasted. Once thelightning-spirit is captured by the water,the water itself is not electrified, nor is thewater dangerous to touch; instead, thewater is simply infused with the magicalpotential and spiritual strength of thelightning.

When the water is retrieved the nextmorning, it holds its lightning-spirit chargefor 12 hours or until the water is used upin the smithy. The lightning water is usedin the forging of weapons, armor, or metalgoods to improve the quality of the itemsor to prepare them for magical enchant-ment. To treat items, two cubic feet ofwater is necessary for each piece of metaljewelry or other small item crafted, sixcubic feet of water for each weapon, and12 cubic feet of water for each suit ofarmor.

The lightning water removes imperfec-tions, strengthens metal, and generallymakes the items superior in quality. Metaljewelry crafted with lightning water be-comes one category better in value (see thetable of jewelry values on page 26 of theDMG). All metal items, weapons, and armorcrafted with lightning water make a savingthrow to avoid damage at +1 (see the SavingThrow Matrix on page 80 of the DMG).

When an item crafted with lightningwater is to be enchanted by dwarvenclerics, there is a 2% cumulative chanceper day of the item becoming magicallyenchanted (DMG, page 118). Using thelightning water spell before an item is tobecome enchanted is a standard practicewith clerics of the dwarven race.

The material components for this spellare a miniature, silver lightning rod(worth at least 500 gp) and a vial of holywater sprinkled into the trough of waterto be ensorcelled.

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Pillar of Borogar (Alteration)Level: 4 Components: V,S,MRange: 3� CT: 7 segmentsDuration: 1 rnd/lvl. ST: NoneAE: SpecialExplanation/Description: This spell, firstbestowed to the ancient, dwarven highpriest Borogar, causes a pillar of earth toerupt upward from the ground. The pillarrises up from a surface of earth, stone,sand, or clay, but not from any othersubstance. The height of the pillar can becontrolled by the caster, and can be raisedor lowered at will (in the same manner asan elevator is controlled). The pillar can becontrolled while the caster is atop thepillar or beside it, as long as the caster iswithin 30� of the pillar. The pillar canattain a height of 10� per level of thecaster. The pillar�s height can rise or fall atthe rate of 60� per round (10� per seg-ment). The pillar�s width is normally 10� indiameter, but can be doubled to 20� indiameter by reducing the pillar�s height byone-half. It takes one round to alter thepillar�s diameter in this way.

A pillar can rise vertically only � neverhorizontally or diagonally. A pillar canbreak through wooden flooring or roofingslate of no greater than 1� in thickness. Inthis way, a pillar may be used as a verticalbattering ram against light, thin materials.

The pillar of Borogar might also be usedto create a small, temporary islet in amarsh or shallow pool of water if thepillar can rise from the ground below thewater to reach the surface. The pillarbegins not from the upper level of theground, but from 10� below the ground,where the earth is more solid and notmuddy.

The pillar can be destroyed by casting atransmute rock to mud spell at its earthenbase, an attack by a water elemental,precipitation equal in strength to a tropicalstorm, or by any other means to turn thepillar�s earthen base into muck and mire.The material component for this spell is asmall cylinder made of earth or clay.

Restore Earth (Alteration)Level: 4 Components: V,S,MRange: Touch CT: 1 roundDuration: 1 rnd./lvl. ST: NoneAE: SpecialExplanation/Description: This spell, amore powerful version of the stone shapespell, allows a dwarven cleric to heal dam-age to an earthen structure. Once the spellis cast, the structure restores itself towardits original condition gradually over aperiod of time. The spell remains in effectfor as many rounds as the cleric has levelsof experience. The spell heals damage tostone, earth, or metal at the rate of onepoint of structural damage per round.Thereafter, the repair to the earthen struc-ture is permanent (unless the structure isdamaged again, of course). If the structureis totally destroyed or demolished, thespell has no effect. The spell cannot re-store a castle wall that has been battered

into rubble or an iron gate that has beensmashed to pieces. The material compo-nent for this spell is a piece of clay withiron fillings mixed into it, which is thenshaped to resemble the original appear-ance of the structure to be repaired.

Commune with Earth (Divination)Level: 5 Components: V,S,MRange: 0 CT: 1 turnDuration: Special ST: NoneAE: SpecialExplanation/Description: This spellenables the dwarven cleric to become onewith his environment. The cleric is able tolearn one fact about the surrounding areafor each level of experience he has, inmuch the same manner as the druid�scommune with nature spell. This spell isonly effective in the typical dwarven envi-ronment of rocky mountains or hills, orunderground caverns or mines. The spelloperates in a radius of one-half mile perlevel of the cleric and to a depth of one-quarter mile per level. The material com-ponents needed are the cleric�s holysymbol and a bit of earth, rock, or clay.

Mother Lode (Divination)Level: 5 Components: V,S,MRange: 0 CT: 3 turnsDuration: Special ST: NoneAE: SpecialExplanation/Description: This spell is amore powerful version of the detect metaland minerals spell. With this spell, a dwar-ven cleric can locate a major ore deposit ofany metal or mineral. When the spell iscast, the type of deposit to be located mustbe specified. Only one type of deposit maybe divined per casting of the spell. Fur-thermore, the material component em-ployed in the spell must pertain to thetype of deposit sought. For example, a tinyiron anvil is required to find the locationof an iron ore deposit, while a diamondmust be expended to locate a diamondmine. The cost of the material componentmust be comparable to the value of thedeposit to be found. Typical material com-ponents will cost 1,000 gp for base metals,5,000 gp for precious metals or gemstones,or 10,000 gp for very rare metals such asmithral or adamantite.

Once the spell is cast, there is a 100%chance of finding the deposit if the depositis within the area of effect of the spell.The DM must decide whether such adeposit is present because the DM is theonly one who knows the geology of hisgame world. Obviously, the rarer thesubstance, the less chance there is of thedeposit being present. If the DM wishes toleave the decision of whether the ore ispresent up to chance, he may use thefollowing percentages: 60% chance forfinding a desired base metal, 30% chancefor a precious metal ore or gemstonedeposit, 5% for a very rare substance, and5% for no substance whatsoever. The spelldetects the desired deposit in a radius of10 miles per level of the caster and to a

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depth of one-half mile per level.Any deposit located should be quite

substantial, an amount sufficient to sup-port the needs of a dwarven communityfor months or even years. Alternately, theDM could use the �Duration of a MiningSite� rules on page 53 of the Dungeoneer�sSurvival Guide. The material componentsrequired are the cleric�s holy symbol and asmall amount of the ore to be found.

Create Machine (Conjuration/Summoning,)Level: 6 Components: V,S,MRange: 2� CT: 6 turnsDuration: Special ST: NoneAE: SpecialExplanation/Description: This spellencompasses a wide variety of spell forms,all used for the creation and enchantmentof various machines and constructs. Cre-ate machine is similar to the magic used tocreate golems and other magical automa-tons. With this spell, dwarven clerics maycreate a variety of machines or large de-vices useful to dwarves (such as miningmachines, pumps, elevators, water wheels,load-carrying carts, and other industrial-type devices).

First, the machine must be made fromthe finest materials, equal in value to from25,000 to 250,000 gp, depending on thesize and power of the project. Next, acircle of dwarven clerics linked by a seriesof combine spells must cast commune,prayer animate object, and finally, createmachine, upon the device. A period ofprayer, fasting, and meditation must thenbe observed until the machine is en-chanted, just as with any other magicalitems enchanted by clerics (see page 118of the DMG).

The machine created is nonintelligentand can follow no more than 10 simplecommands programmed into the machinewhen created. (Such machines are typi-cally controlled by manual controls ratherthan by verbal commands.) The powerand range of abilities of any machine mustbe strictly regulated by the DM, just aswith any other enchanted item allowedinto the campaign. Machines comparablein power to an artifact cannot be createdby PCs using this spell. Only legendaryNPCs have the ability to create very pow-erful machines.

Any device created by this spell func-tions without fail or error for centuries,never requiring major repair other thancommon-sense maintenance unless themachine is severely damaged. The armorclass and hit point total of the machinevary with the function and materials ofthe device; these figures usually have AC 4to AC 1 and are able to sustain 30-50 hpdamage.

No machine with obvious military func-tion can be made with this spell. An en-chanted waterwheel that runs forever oran underground mining machine may becreated, but not a magical siege machineor armored attack vehicle. Such powerful

16 JANUARY 1988

military machines come under the headingof artifacts, and so are well beyond thisspell�s power and effects.

Hand of Borogar (Alteration,Conjuration/Summoning)Level: 6 Components: V,S,MRange: 6� CT: 9 segmentsDuration: 1 rnd./lvl. ST: NoneAE: SpecialExplanation/Description: This spellcauses a great hand of earth and stone toemerge from any earthen surface � floor,wall, or ceiling. Once created, the handperforms the bidding of the caster for theduration of the spell. The base of the handis rooted to the spot chosen by the caster,and cannot move from that spot. The handdoes, however, have a reach of 10� in anydirection. The hand possesses a strengthof 20, equal to that of a stone giant. Thehand could be used to uproot a small tree,lift a boulder, or help support a structurethreatening to collapse.

The hand is too slow and awkward tograb any object that can move faster than3� per round, but if the hand grasps aliving creature, it inflicts 2-12 hp constric-tion damage per round if the spell-casterso commands. The hand can also punch anopponent chosen by the caster. The handcan attack once per round, attacking withthe same chance to hit in melee as thespell-caster. The hand always attacks lastin a melee round because it is so slow. Thehand does 2-16 hp damage when itpunches. The hand can also attack byhurling stones just as does a stone giant,provided there are sufficient boulderswithin its reach. The hand can hurl stonesa maximum range of 30�, and a boulderinflicts 3-30 hp damage if it hits.

The hand of Borogar has AC 4 and cansustain 30 hp damage before being de-stroyed. Sharp weapons inflict only one-half damage to the hand. The hand ofBorogar can also be destroyed by turningits earthen base into mud and mire, so it isvulnerable to any of the attacks that maydestroy the pillar of Borogar (see thefourth-level spell listed herein). The mate-rial components for this spell are a pinchof earth and a finely crafted, miniaturestone fist worth no less than 1,000 gp.

Renew Deposit (Alteration, Evocation)Level: 7 Components: V,S,MRange: 0 CT: 12 turnsDuration: Special ST: NoneAE: SpecialExplanation/Description: This spellpermits a dwarven high priest to renewthe normally nonrenewable mineral re-sources upon which dwarven societydepends. With this spell, a depleted min-eral or metal ore deposit can slowly growand renew itself. First, a mineral �seed�must be prepared. The type of seed mustbe the same as that of the deposit to berenewed (e.g., a gold seed is used to renewa gold vein, a diamond seed is used torestore a diamond mine). The value of the

seed ranges from 5,000 gp for a basemetal (such as iron) up to 25,000 gp ormore for a very rare substance (such asmithral or adamantite).

Next, a circle of dwarven clerics linkstogether using a combine spell. The highpriest casts prayer upon the seed, thencasts the renew deposit spell with thecircle linked again by combine. The seed isplanted in the depleted vein at the midwaypoint of the spell-casting. The clerics in-volved in the circle must then rest for 72hours after the spell is completed, becausethe spell is so physically and spirituallydraining.

Once the spell is cast, the depleted de-posit slowly grows new ore until the veinis completely renewed. The vein renewsitself at a rate that depends on the sub-stance growing in the vein, as follows:

Base metal (iron or copper): 5-30 years.Precious metal (silver or gold): 20-80

years.Very rare metal (mithral): 70-100 years.Semiprecious stones: 5-20 years.Fancy stones: 10-60 years.Gems tones: 20-80 years.The substance grows until the deposit is

fully renewed, up to the total volume ofthe original deposit. If the vein is againdepleted, the spell may be cast again. Ifthe vein is hastily mined before the de-posit is fully renewed, the spell is brokenand no additional growth occurs. Further-more, no additional growth can ever oc-cur, even if the spell is cast again, becausethe vein has been spiritually polluted bythe greed and haste of the foolish miners.Only a special act of forgiveness by adwarven deity can overcome the spiritualpollution of the area.

Rune of Impregnable Defense (Altera-tion, Evocation)Level: 7 Components: V,S,MRange: 6� CT: 12 turnsDuration: Special ST: SpecialAE: SpecialExplanation/Description: This spell isused to strengthen the fortifications of adwarven stronghold by increasing theresistance of a castle wall, gate, portcullis,drawbridge, or other defensive structureagainst physical or magical attack. Thespell is cast by a circle of dwarven clericslinked by a combine spell. Next, a largerune is inscribed on the surface of thestructure to be protected in the last turnof the spell-casting. The rune is created toprotect a surface of up to 2,500 squarefeet in area (such as a 50� by 50� section ofcastle wall). The rune is invisible after thespell is cast, but may be revealed by adetect magic spell.

The protection provided by the rune isnot permanent; it expires after one month,and the rune fades away if the spell is notrenewed. To renew the rune�s power, adwarven cleric of at least 7th-level experi-ence must cast a glyph of warding spellupon the rune before it fades; the rune isthus renewed and remains in effect for

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another month. The dwarves must con-stantly renew the runes protecting astronghold every month on a regularschedule, or else the runes fade away andbecome useless.

This powerful rune protects a surfacefrom the attacks of battering rams, siegemachines, stones hurled by catapults orgiants, ballistae missiles, or other suchphysical attacks that inflict structuraldamage. All physical attacks inflict nodamage to the surface. A section of castlewall or stone tower protected by this runecannot be undermined and collapsed bysappers, because the rune maintains thestrength and integrity of the structure andits underlying foundation.

This rune also provides protection frommany magical attacks. Against an attackthat inflicts structural damage, such as alightning bolt, disintegrate spell, or a hornof blasting, a saving throw vs. spells maybe made to reduce the damage by one-half. The saving throw made by the struc-ture is that used by a 19th-level or greatercleric. Thus, if an earthquake spell strikesa structure protected by this rune, theearthquake�s damage is reduced by 50% ifa saving throw of 7 or better is rolled. Ifthe save vs. spells is made against apasswall spell cast upon a protected sur-face, the passwall does not take effect.

This rune has one additional protectivefunction. If a prayer spell is cast upon therune by a dwarven cleric, any structuraldamage suffered by the protected struc-ture repairs itself at the rate of two pointsof damage per round. The repair con-tinues for as long as the prayer spell is ineffect.

It is possible for the rune to be de-stroyed or dispelled, of course. If thesurface upon which the rune is inscribedis utterly destroyed, the rune is also de-stroyed, and no repair may take place if aprayer spell is cast upon the rune. A sec-tion of castle wall reduced to rubble or adrawbridge smashed apart also loses itsprotective rune. A dispel magic spell castby a high-level spell-caster might possiblydispel the rune. Again, the rune is treatedas if cast by a 19th-level or greater cleric.

Table 1Prohibited Dwarven Clerical Spells

Spell level Prohibited spells2nd level Dust devil, snake charm3rd level Animate dead, feign death4th level Giant insect, speak with plants, sticks to snakes5th level Air walk, animate dead monsters, insect plague, rainbow6th level Aerial servant7th level Wind walk

Table 2Additional Dwarven Clerical Spells

Spell level3rd level4th level5th level

6th level

7th level

Additional spellsStone shape (MU5)Dig (MU4), magnetism (WJ3)Melt metal (WJ4), stoneskin (MU4), strength (MU2), transmute rockto mud (MU5)Metal skin (WJ5), move earth (MU6), rust to metal (WJ6), stone toflesh (MU6), wall of stone (MU5), warp stone (WJ6)Elemental servant (WJ7), wall of iron (MU5)

The material components for this spellare a golden writing stylus with a diamondpoint (worth at least 5,000 gp), which isused to inscribe the rune, and the holysymbols of all the clerics involved in thecombine circle.

ics in his campaign who are different fromthe clerics of other deities in their abilities

Concluding notesThe suggestions in this article may help

the DM who wishes to create unique cler-

and interests. While the above spells areprimarily intended for dwarven clerics,the DM could adapt these spells for use byother spell-casters. For instance, a varia-tion of the rune of impregnable defensemight be used as an eighth-level magic-user spell, with which mages help defenda castle or walled city from invaders. Someof the spells related to underground explo-ration, the earth, or mining might bebestowed to the gnomish clerics of Segojan

Earthcaller or Flandel Steelskin. One ortwo of the spells dealing with metals orthe smithy might be granted by a humandeity such as Hephaestus (Greek mythos)or Goibhnie (Celtic).

than the clerics of the marriage goddessBerronar. The war god Clanggedin Silver-

The spells bestowed to dwarven clericsmay vary with the specific deity wor-shiped by a priest. Clerics of the earth godDumathoin will certainly have greaterneed for spells that affect earth and stone

beard will emphasize spells useful in battle(such as strength, stoneskin, or metalskin). Clerics of Vergadain will especiallylove spells used to divine the location ofwealth. Berronar would probably stressthe use of protective runes to defend thedwarven home, while one of Abbathor�sevil traps is a special glyph of greed, usa-ble by clerics of 9th level or higher, thatinspires in the victim an unquenchablelust for wealth. DMs and players who havean interest in rune-magic should look upLarry DiTillo�s excellent article �TheGlyphs of Cerilon," in DRAGON issue #50.

Clerics in the AD&D game needn�t all becut from the same cloth. Of all the charac-ter classes in the game, clerics should bethe most varied in their weaponry, armor,spells, skills, and aims. Clerics should bequite specialized in their abilities to reflectthe natural differences among the class asthey emulate the interests, goals, andpowers of their chosen deity. A pacifisticcleric of Kuan Yin should be vastly differ-ent from a hell-bent-for-leather warrior-priest of Thor. As a whole, the clerics ofdwarven gods should be different fromthe clerics of other races for the samereason. By granting them their own spe-cial spells and runes, dwarven clerics aremade a distinct part of the game.

18 JANUARY 1988

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(continued from page 3)Role-playing games covering combatand survival immediately followingan atomic exchange or a major landwar also fall into the close-to-homezone for many.

I have my moments in the close-to-home zone now and then, mostoften when I look at games showingthe European situation during WorldWar III. I was stationed in WestGermany for three years and nowfind that games on WWIII make mea little nervous. I was a mental-health counselor in a medical com-pany that would have been placednear the front lines of combat,where mental health would havebeen a moot issue. I was tagged todeal with casualties who could notbe evacuated if the unit was aboutto be overrun. It�s hard not to lookat games on this topic without won-dering about might-have-beens.

Still, such worries didn�t keep mefrom playing such games entirely. Agame is a game, and though I amopposed to nuclear war, I haveenjoyed playing things like Blade/Flying Buffalo Inc.'s NUCLEAR WARcard game when the mood struckme. Some people say that playingwargames desensitizes you to war,in which case I suppose playingParker Brothers� MONOPOLY® gameshould desensitize you to money, orplaying lots of DUNGEONS &DRAGONS® games should desensi-tize you to the sight of a real orc.

The best way I found to deal withthe close-to-home zone was to real-ize that a game was, after all, agame. Modern-era games is thatthey allow you to experience a bit ofhistory or a certain current event,while removing you from the nega-tive consequences of the event (youwon�t really get captured if you losea battle). You get a chance to see the�big picture� in modern conflicts,and you can understand some of theproblems that the people who actu-ally fought in the war came upagainst. And we do have populargames on the American and BritishCivil Wars, which still merit strongopinions from residents of eithercountry.

Modern-era games thus haveconsiderable merit. Though reactionto them is understandable, playingthem is of no harm. I still like load-ing up my missiles to nuke the oppo-sition now and then. It does take theedge off my day.

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Children of theSpider GoddessThe darkest elves� point of view

by Eric Oppen

The drow, or dark elves, are easily themost distinctive elves found in the AD&D®game. From their very appearance to theirway of life, dark elves are as differentfrom surface elves as is possible; in moreways than one, dark elves are like photo-graphic negatives of surface elves. At thesame time, the common ancestry of darkand surface elves shows up in the manysimilarities between the races. Indeed, theenmity between these races could well liein the fact that each side sees a horridcaricature of itself in the other.

Pride and personalityThe key to the dark elf�s personality is

pride. Any dark elf, no matter how lowlyhis station, feels that he is a natural aristo-crat. No matter how powerful a nondrowis, or how awe-inspiring his achievementsare, the most open praise a dark elf willusually give is: �You did about as well ascould be expected, for a [fill in racialname].� When dealing with drow, otherbeings often note a hint of elaborate,subtle mockery in the dark elven manner.When among other races, even the hum-blest beggar-drow carries himself like aprince in exile.

For a dark elf, pride in clan comes justafter pride in self. The achievements of anoble house are believed to reflect uponall its members; a merchant clan�s suc-cesses, for example, are sources of pridefor each member. At the same time, thispride often leads to bitter feuds betweennoble houses, since no drow is willing tobelieve that a house other than his ownshould be more prominent in a drowcolony. These internecine feuds oftengrow very nasty, with assassins plyingtheir trade briskly or with open battlesbreaking out in little-traveled corridors.One reason the drow give for the preemi-

Illustration by Richard Bennett

nence of the priestesses of Lolth amongthem is that the priestesses ensure thatthese feuds are never taken to the point ofendangering any one colony of drow. As aresult, many dark-elven ballads celebrateheroes and heroines whose loyalty to theirclans and kin saved the day.

The third sort of pride all dark elves feelis pride in their race and its accomplish-ments. To be sure, the drow do have rea-sons for being proud. In one of the mostthreatening environments on the PrimeMaterial Plane, they not only survive butthrive within and dominate their sur-roundings. Dark-elven legend states that inthe beginning, all elves were challenged toenter the underworld and test themselvesagainst its elements. The ancestors of thedrow accepted this challenge, and weremade different from all other elves tocommemorate their courage. Because ofthis, dark elves scorn their surface-dwelling kinfolk for choosing the easy,untroubled life. �More danger, more glory�is a common drow saying.

Dark societiesSome commentators have wondered

how the chaotic-evil drow manage to holdthemselves together and survive at all,much less how they have done as well asthey have. The answer lies in clan loyalty,as noted earlier. Even the most chaotic,evil, and primitive drow differentiatebetween the �in group� with whom anindividual cooperates and the �out groups�who are fair game. This is reflected amongprimitive tribes in our own world: Manyof the names these tribes give themselvestranslate as �the people,� indicating thatoutsiders are not quite regarded as hu-man. The drow feel much the same, al-though more so about their merchant clanor noble house, purely as a matter ofsurvival. Clan loyalty among dark elves isintense and deep, even though it does notpreclude nonlethal infighting for positions,

of dominance within the group. The drowfeel that leadership should go to thosewho show themselves worthy, and aleader worthy of the title is able to keepsubordinates loyal to the clan.

Drow adventurers are usually socialexiles, and have no clan to which they maycleave. This loss tends to make drow ad-venturers intensely loyal to their adven-turing party, although their normaltendency for domination is exacerbated bydealing with nondrow. Such a drow de-fends the group with fervor and fury(simply as a matter of survival) in order topreserve the only surface-dwellers withwhom he feels even partially comfortable� yet may constantly quarrel with andengage in petty rivalries with group mem-bers when with the group alone.

One tendency drow share with the otherelves is a deep appreciation of beauty andquality in all things. For the drow, thisappreciation is manifested in a drive toexcel at whatever is done. A drow crafts-man with centuries of perspective thinksnothing of taking a few decades off tobecome skilled in some new craft tech-nique. This drive for excellence ensuresthat any items manufactured by drow areof the best quality and beauty. The love ofbeauty is somewhat spoiled by the sharpand egotistical pride they feel in viewingtheir own works.

The drow love of beauty is one mainreason their race engages in the construc-tion of free-standing buildings in the high,wide caverns they favor. Queried on thispractice, a drow often responds: �Whatscope for skill can holes grubbed out ofthe rock afford?� This tendency for build-ing runs contrary to that of most otherunderground races.

The drive to excel at all things, com-bined with personal pride, tempts mostdark elves to leave menial work to slavesor servants, thus providing the free-timefor studying spell-casting or practicing the

DRAGON 21

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warrior�s arts. Even drow thieves andassassins take great pride in their skills,often competing to see who can steal themost in a set time, or to see who can assas-sinate a particularly difficult target first.

Dark-elven society, unlike that of anyknown race of surface elves, is basicallymatriarchal. Whether or not this camefrom the widespread worship of the de-moness Lolth is unknown. In any case,noble houses are usually led by their mostdominant female member. The malesaccept this rule without cavil. Like otherelves, the dark elves do not discriminateagainst a dark elf of proven ability simplyon account of sex (noble houses led bymales exist, though they are rare).

The priestesses of Lolth, along with theirmale assistants, form an elite group andprovide such race-wide leadership asexists. When an intrafamily vendettathreatens the colony, or an outside threathas been detected, the priestesses of Lolthusually rally the other dark elves to theirbanner. No drow could willingly acceptdomination by any single noble house, butthose who serve Lolth serve a cause thatalmost all evil (and even some neutral)dark elves revere.

The drow adventurerDrow adventurers are even rarer than

halfling adventurers. A drow needs verypowerful motives to leave his or her clan.One common motive for such departure isalignment. Any good-aligned dark elf findshis entire society repugnant. The casualacceptance of betrayal and treachery asmethods of advancing the clan�s cause, theworship of Lolth and trafficking withother demons and devils, the casual cru-elty with which slaves are treated � all ofthis tends to alienate a good dark elf.Attempts at reforming drow society mightfollow, only to be promptly quelled by theamused majority. When a good dark elfhas had enough, he might well decide todefect to the side of the predominantlygood, surface-dwelling races.

Evil drow might also find themselvestrying their luck among the surface-dwellers. In this case, the predominantmotive could well be that their clans havebeen virtually destroyed as a result of avendetta or assassins� war. With no clanand many enemies, the surface might holdfewer terrors than the drow�s subterra-nean home.

Still another motive that could apply toany drow adventurer is greed. Dark elvesare well aware of their relative advantagesover other races, and a dissatisfied darkelf might easily decide to put his skills touse against inferior opposition. This sortof dark elf usually plans a brief surfacesojourn with intentions of returning muchricher than when he set out.

As can be expected with such a uniquerace of beings, the dark elves approacheach profession in their own distinctivemanner. Often, their perspective on agiven profession is unlike that of any other

22 JANUARY 1988

known race.Dark-elven cavaliers are immediately

recognizable (even in full plate mail with aclosed visor) by the holstered hand-crossbow they invariably carry. Sincecavaliers must start out as good charac-ters, these dark elves are converts fromevil. Like many other converts, they areoften more fervent about the cause thanthose whose lives have been spent in itsservice. Good and neutral drow cavaliersare among the most relentless foes evilhas. Their race is often an advantage initself, for many evil beings are more athome in darkness � an element in whichthe drow operates at peak efficiency. Asthe drow reach higher levels, their innatespells become more useful, particularlyagainst enemies who are unaware of thefact that they�re up against a dark elf.

Dark-elven clerics are almost all female.Unlike other elves, dark-elven females haveunlimited advancement in the clerical class,which gives rise to some anomalous situa-tions. A case is known in which a dark-elven female cleric of Corellon Larethianrose far past the highest level that theworship of Corellon Larethian normallyallowed. Like regular cavaliers, good-aligned, dark-elven clerics are particularlyremorseless in battling evil; their familiarityfuels their hatred of it.

Fighters hold a relatively low statusamong dark elves, even among the ranksof adventurers. Most dark-elven fightersare multi-classed, if any talent for anothercareer exists. No dark elf likes to thinkthat all he is good for is fighting. Neverthe-less, a dark elf with fighting skills aloneworks just as hard to perfect these skillsas he would in any other profession.

Drow rangers are a rare and specialbreed. Like dark-elven cavaliers, they areusually converts from evil, and are just asfervent against it as are dark-elven cava-liers. Not surprisingly, drow rangers pre-fer operating at night, making theminvaluable members of any rangers� orga-nization. Since many evil beings think thatthe night is their time, a few drow rangerscan often be more effective than theirnumbers warrant. This is due, in part, tothe overconfidence of their foes. Takingadvantage of their race�s evil reputationalso helps. A drow ranger has a betterchance of entering an orc encampmentand being accepted as a nonthreateningstranger than any surface-dwelling demi-human does.

Magic-users among the drow tend to bemale for the same reasons that femaledrow tend to be clerics. Often, a dark-elven male who chafes at female domina-tion within his society takes up magic inan effort to excel at something few femaledrow are capable of. Good drow magic-users tend to be less dismayed over theconcept of dealing with demons than theydo over dealing with magic-users of otherraces, especially since drow magic-usersare so familiar with various beings fromthe lower planes.

Thieves and thief-acrobats of dark-elvenrace steal primarily to prove their super-iority over nondrow characters. Theirpredilection for operating in darkness,combined with their innate spell-abilityand high dexterity, make drow thievesdifficult to stop. In thieves� guilds, darkelves often specialize in the kinds of jobsthat cause other thieves to despair. Drowthieves believe that success where otherthieves fear to dare demonstrates dark-elven superiority.

Drow assassins seldom bother to goadventuring. In drow society, these char-acters perform a function that is bothvaluable and in high demand, and one inwhich they take great pride. In the eternalcold war between various noble housesand their associated merchant clans, dark-elven assassins often do the perilous workof removing leaders who pose a particularthreat. At other times, they perform thetask of removing particularly charismatictroublemakers who threaten dark-elvensociety with reform or the overthrow ofLolth�s priestesses. Since the drow seldomdare to war openly among themselves, theskillful assassin receives much of the sta-tus that a fighter receives among otherraces. In fact, the drow attempt to hire theservices of nondrow assassins of higherrank than they themselves can attain.These higher-level assassins are offeredenticing rewards and challenging work.Several human Guildmaster Assassins haveaccepted these offers; one Grandmother ofAssassins who disappeared mysteriously issaid to have taken on the job of defendinga hard-pressed noble house.

Racial considerationsDark elves distrust most characters �

dark elven or not � who are not membersof their noble house or clan, but they domake some judgments by race. Generally,dark elves respect humans of higher levelthan they themselves can attain. Contraryto Unearthed Arcana, dark elves shouldhave a neutral disposition with respect tohalflings. Unlike the other races to whichthey bear antipathy, halflings are notcompetitors for dark-elven food and livingspace. Furthermore, halflings do not evenvaguely resemble races whom the drowdisdain; as a result, most dark elves areentirely unfamiliar with halflings.

Gnomes, despite their similarities tohalflings, are another story. Deep gnomesand dark elves have feuded throughouthistory, fighting over alignment, food, andliving space. The deep gnomes are alsotempted by the wealth of the dark elves,who share an envious greed over thewealth of the gnomes. This tends to makedark elves prejudiced toward all gnomes,whether �deep� or not. The gnomes� loveof pranks and japes makes matters evenworse. Although dark elves have a goodsense of humor, they find jokes directed atthem extremely unamusing.

Hill and mountain dwarves, being easilythe most subterranean of all the surface-

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dwelling races, have a long history ofconflict with the dark elves. The dwarvesusually claim they were tunneling alongwhen the dark elves ambushed themwithout warning. Likewise, the dark elvesclaim that the dwarves, having discoveredthe drow wealth, deliberately tunneledtoward their treasure caches. The usualdwarven-elven differences in outlookmerely make things more bitter. To thedisdainful drow, dwarves are grotesque,self-enslaved, compulsive hoarders. Thedwarves, for their part, can�t understandhow any race with the undeniable subter-ranean skills of the drow can be so flighty.Furthermore, the drow penchant forslavery and evil enrages dwarves.

The dark elves are of two minds abouthalf-orcs. The few half-orc assassins oflevels above those the drow themselvescan attain are respected (though never tothe same extent that humans of equal levelare). Other half-orcs are lumped togetherwith orcs, hobgoblins, and other human-oids in the dark-elven mind. Such human-oids are regarded as useful cats-paws andpatsies, but are not deserving of muchrespect. Thus, half-orcs are often underes-timated by the dark elves. The excellentcraftsmanship of the gnomes and dwarvesis respected by the drow, and the fewhalflings the drow encounter are re-spected for their superlative thievingabilities. But half-orcs have no crafts orarts, nor any real prospect of improvingthemselves, Consequently, half-orcs oftenreceive exaggerated praise from the darkelves for anything they manage to do.("Oh, look! You actually managed to killthat monster! Isn�t that wonderful!�)

Gray dwarves are probably the racewith whom the drow feel most at ease. Asunderground demi-humans, both raceshave a lot in common. In many areas, bothraces have discovered that cooperationbenefits both sides. Dark elves and graydwarves have often fought as allies. Like-wise, the two races often engage in a greatdeal of trade. The dangers of the under-ground environment force both sides tosuppress the traditional dwarven-elvendistrust that is typical of their surface-dwelling cousins.

Surface elves, as is well-known, are thepeople the drow hate most. Even good-aligned, surface-dwelling dark elves sharesome of this feeling, albeit to a lesser de-gree. The drow feel contemptuous of theeasy life led by the surface elves; in likefashion, the surface elves are revolted bythe demon-worship common among thedrow. Civil wars and intrafamily feuds areusually the most bitter, and the feud be-tween dark and surface elves is no excep-tion. Indeed, many dark elves who defectto the surface because of alignment do notassociate with surface elves if possible.Often, these defectors find it difficult toquell their childhood training of fear andhatred for their surface-dwellingcousins.

DRAGON 23

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Give Demi-humans anMore dice are nice when rolling ability scores

better endowed.Furthermore, the rules in Unearthed

Arcana allow a player to specify the classof his human character beforehand, thusbeing assured of meeting the minimumstandards for that class. Indeed, he usuallyreceives exceptionally high ratings in hisprime requisite area due to the distribu-tion of dice rolls. A player desiring a demi-human character, on the other hand, mustmake the best of whatever is rolled, andconsequently may not qualify for the classdesired. Otherwise, he may just meet theminimum criteria in the prime requisites.The net result is that demi-human PCs areeven more effectively discouraged underthe new rules.

This article seeks to redress this situa-tion by providing a new method of gener-ating demi-human ability scores. As withall such changes, these rules can only beincorporated in an existing campaign withthe DM�s approval. The proposed methodallows for higher ability scores overall andsome preselection of class. Coupled withaccess to higher experience levels, thisshould encourage more demi-human PCsin a campaign.

Die-rolling procedureOnce the player decides to generate a

demi-human character, he should consultthe Character Generation Table, whichspecifies the number of six-sided dice to berolled for each of the ability scores. Ingeneral, the number of dice rolled reflectthe natural tendencies of the racial type.For example, dwarven races roll severaldice for constitution, but few for cha-risma. The three highest dice for any rollare added together; the sum is the ratingfor that ability.

In addition, the player is allowed to addfour more dice to those to be rolled. Thesedice may be incorporated in the roll forone ability score, or distributed amongseveral. In this manner, the player may tryto preselect his class, and obtain a goodchance of high prime requisite abilities.For example, a player, desiring his hilldwarf character to be a strong fighter,may choose to roll as many as 11 dice for

by John R. Prager

Characters of the major demi-humanraces begin their AD&D® game lives withdistinct advantages. Some advantages,such as infravision, resistance to magicand poison, and bonuses to attack rolls,inhibit the attrition rate of these 1st-levelcharacters. Thus, a demi-human characteroften has a greater chance of surviving toadvanced levels than an identical charac-ter of the human race. The lifespans ofdemi-humans are nearly always longerthan those of humans as well. To offsetthis, the demi-human character is limitedto relatively few classes and cannot ad-vance to the highest reaches in most ofthese. This guarantees that virtually alllong-term AD&D games are dominated byhumans, because of that race�s capacityfor unlimited advancement. At best, theremay be a few demi-human henchmen orhirelings.

Unearthed Arcana attempts to redressthis imbalance by extending the maximumlevels of demi-human races, as well as byopening up more classes in which theymay participate. The idea seems to be thatthere will be greater impetus to developdemi-human PCs, now that higher experi-ence levels are accessible to them. Sadly,Unearthed Arcana offsets this by addingthe new method for generating PC abilityscores (page 74). This method, which isrestricted to human characters, givesmuch higher totals than those methodsavailable to demi-humans (Dungeon Mas-ters Guide, page 11). It can be argued thatthe human character needs better scoresin order to survive at lower experiencelevels, and that such scores serve to bal-ance out the initial advantages of the otherracial types. Certainly, it is true that anadventurer must be an unusual individual,with unusually high scores in his funda-mental attributes. Nevertheless, any con-test involving either a human or ademi-human of equal class and level willultimately favor the character with thebetter ability scores � and the currentrules guarantee the human will be the

24 JANUARY 1988

strength, instead of the usual seven dice.Another player, hoping to create a high-elven magic-user/thief, may opt to roll ninedice for both intelligence and dexterity. Yeta third may reject the stereotypical half-orc, and use his extra dice to boost comeli-ness and charisma.

In all cases, the player must tell the DMwhere his extra dice rolls will be spentbefore he begins rolling for any ability. Nomore than four extra dice may be rolled.The player may not decrease the numberof dice rolled for any category below theminimum listed on the table; in particular,he may not reduce the dice for one abilityin order to increase the dice for anotherability.

Once the ability ratings are generated,they are modified according to the stand-ard rules for adjusting demi-human scoresin order to find the character�s final attri-butes. At this point, the player may offi-cially choose his class. The new charactermust meet the normal score requirementsfor the chosen class; if the prime requisitescores are too low, another class must beselected instead.

Racial notesThe �generic� dwarf character is typi-

cally a hill dwarf or mountain dwarf. Asdetailed in the Players Handbook, suchcharacters receive a +1 bonus to initialconstitution, and a -1 penalty to cha-risma. No such adjustments apply to thescores of their evil subterranean cousins,the gray dwarves.

Both high elves (the most common sub-race) and gray elves use the same num-bers for generating ability scores; eachrace gains a +1 bonus to dexterity and a-1 penalty to constitution. Additionally,gray-elven characters receive a +1 modi-fier to their initial rolls for intelligence.Wood elves are stronger, but less intelli-gent, with a +1 on strength and a -1 tointelligence scores. Wild elves tend to bethe strongest of all, with a +2 modifier tothe initial strength roll. Note that a playerchoosing to create a drow character mustspecify the gender before he rolls the dice;

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Even Break!

Character Generation Table

Race

Dwarf, gray 8 5 5 6 8 3 3Dwarf, hill 7 5 5 6 8 4 3Dwarf, mountain 8 5 5 4 9 4 3

Elf, dark (male) 4Elf, dark (female) 4Elf, gray or high 5Elf, valley 4Elf, wild 4Elf, wood 5

Gnome, deepGnome, surface

Half-elf, dark 6 7 7 7 5 6Half-elf, all others 6 6 6 6 6 6Halfling, all 5 5 5 6 6 6Half-orc 7 4 5 6 7 3

StrNumber of dice rolled for

Int Wis Dex Con Cha

5 8 6 7 4 55 6 8 7 4 56 7 6 7 5 56 7 5 6 6 48 6 6 6 5 67 5 5 7 5 5

6 7 6 6 7 46 6 5 6 7 4

Com

44

5653

dark-elven ability scores are not adjusted

few of dark-elven parentage gain a modi-cum of the drow�s native attributes. The

once generated.

DM should require any player who wishesto generate a half-elf of drow stock tojustify the existence of such a character.

Half-elves are the most humanlike of the

Few humans venture to the depths wheredrow make their homes, and drow, for

demi-human races; this is reflected by the

their part, rarely visit the surface lands;consequently, such crossbreeds must be

range of dice in their ability scores. Those

rare indeed. And why would such a char-acter become a surface-dwelling adven-turer? [�Children of the Spider Goddess,�in this issue.] The player proposing a half-drow character should provide a completehistory for the DM�s approval before any

constitution and one more die for strength

dice are rolled.

than is indicated above; those of puretallfellow stock gain two dice for dexterityand one for intelligence. In either of these

All halfling characters receive a penalty

cases, the player is only allowed two addi-

of

tional dice, not the customary four, to berolled at his discretion. When a halfling of

-1 to their initial strength score, and a

mixed ancestry is created, all four bonus

bonus of +1 to dexterity. Those of pure

dice are used.Gnomes of all sorts do not have modifi-

stoutish ancestry roll two more dice for

cations to their initial scores. Half-orcsgain +1 bonuses to both strength andconstitution, but must accept a -2 penaltyto their initial charisma score, as thePlayers Handbook requires.

HAVE YOURESUBSCRIBED?

Life is hard enough without miss-ing a year’s subscript ion toDRAGON® Magazine. Check thebrown mailing wrapper in whichyour issue arrived; if it has a sub-scription warning on it, then sendyour mailing label and a check ormoney order to: Subscriptions,TSR, Inc., P.O. Box 72089, ChicagoIL 60678 (with the subscriptioncard in this issue).

DRAGON IS a trademark of TSR, Inc.©1988 TSR Inc. All Rights Reserved

Page 28: Dragon Magazine #129.pdf

by Peter Dosik

Halfling guardians are a rare subclass offighters with special abilities and clericalspell-use. Guardians are typically com-manders of halfling fighters in wartimeand troubleshooters in times of peace. Inareas where guardians appear, an averagehalfling community has one guardian forevery 25 halflings. Villages situated indangerous areas may have more, perhapstwo or three for every 25 halflings, whilethose in safer locales have less (one forevery 50 halflings or none at all). In anycase, no more than 10 will guard anysingle community.

The patron god of all guardians is Arvo-reen the Defender (see Unearthed Arcana,pages 115-116, or the Best of DRAGON®Magazine Anthology, Volume III, pages 20-21). Guardians are taught to have utmostrespect for their patron and his clerics, asboth play an important part in guardiantraining. Guardians are often sheriffs ordeputies whose function is to keep domes-tic affairs in order. Even if guardians donot hold these positions, the sheriff or

clerics of the halflings can always callupon guardians for assistance.

Abilities and characteristicsOnly exceptional halflings can become

halfling guardians. The class requires noprime requisite, and guardians do notreceive an experience-point bonus for highability scores. To determine the neededscores, use Table 1. Saving throws andcombat attacks are made on the fighter�stables. Hit dice are eight-sided, with onegained for every level up to the 9th (themaximum level that can be gained). Anyarmor, shield, or weapons may be used, aswell as oil, but poison cannot be used atall. Initial weapon selection is restricted, asnoted under �Proficiencies� below, and

26 JANUARY 1988

Page 29: Dragon Magazine #129.pdf

their size prohibits the use of many weap-ons as well [see �Two Hands Are BetterThan One,� in DRAGON issue #127].

Race: Halfling guardians must be half-lings, of course, but may be of the tallfel-low, stout, or hairfeet subrace.

Alignment: Guardians may only be law-ful good, lawful neutral, or neutral good.Wandering guardians may have changedto chaotic good or neutral alignments, butthis is extremely rare. About 70% of allguardians are lawful good.

Starting money: Guardians receive 30-180 gp.

Number of attacks per round: Guardiansreceive attacks of 1/1 up to 6th level, and3/2 at 7th-9th level.

Followers: Guardians do not gain anyfollowers.

Proficiencies: Guardians begin theircareers with proficiencies in four weap-ons; they acquire one additional weaponproficiency at 4th, 7th, and 9th levels.Their nonproficiency penalty is -2. Half-ling guardians may use any weapon theirsize permits, but must be proficient withthe short sword, the short bow, and thesling at 1st level. The fourth weapon isusually the dagger, although the axe,spear, knife, hammer, mace, dart, scimitaror even the trident are possible. Guardiansof 1st-level experience have two non-weapon proficiencies (see Dungeoneer�sSurvival Guide, pages 23-29).

Special abilitiesGuardians have the bonuses normal

halflings have, as per the Players Hand-book, page 17. They are + 3 to hit withbow and sling, and save at + 4 or + 5against rods, staves, wands, and poison(according to constitution).

At 1st level, guardians are + 1 to hit anddamage when wielding short swords; at6th level, they are + 2.

Guardians have the ability to track asrangers do (as per Unearthed Arcana), butat -20%. Thus, a 1st-level guardian has abasic - 10% chance to track quarry. Whenindoors, there is an additional - 10%.

A guardian can heal himself by callingon religious power. He must be in a stateof complete rest similar to a trance. Thepower heals 1 hp per level of the guardianfor every five rounds spent in concentra-tion, up to a maximum of 15 rounds. Thishealself ability can only be used once perday. For example: A 7th-level guardianspends one turn healing himself. He re-gains 14 hp (7 X 2). He can�t heal himselfagain that day, although he could havespent five more rounds healing himself ifhe hadn�t stopped.

At 3rd level, guardians acquire a specialwarning sense. If a guardian is in a famil-iar place and evil is nearby, there is achance that he will sense it by making asaving throw vs. poison (without bonuses).If the roll fails, the guardian senses noth-ing unless the evil being remains nearbyfor another turn. The range of this power

is 120 yards, and it only functions whenthe guardian concentrates upon using it.

At 5th level and above, guardians areable to cast spells. Spell-use ability up tothird level is available for clerical andsome druidic spells (including five newspells); see Tables 2 and 3 for details.

Guardians who are with a specific com-munity and church need pay only a quar-ter of the normal fees required to gain alevel of experience. This fee represents adonation to the clerics. Wandering guard-ians, however, must pay normal costs toadvance in level.

Rules and restrictionsHalfling guardians have a number of

restrictions and rules they must follow:Guardians defending a specific commu-

nity may not accumulate wealth beyondwhat they need to cover moderate livingexpenses. (This restriction is usually re-laxed slightly for the rare and importanthigh-level guardians.) Any excess moneyacquired from monsters or intruders isimmediately donated to the communitygovernment and the churches. (In a typicalhalfling village, there may be only one ortwo churches that have shrines for all thehalfling gods.)

If a guardian becomes evil, he is immedi-ately stripped of all special powers andbecomes a normal fighter. If the alignmentchange was involuntary, the former guard-ian might be allowed to return to the classafter performing a quest and penance,

Like cavaliers and paladins, halflingguardians must follow a code of conduct,but it is simpler and less restrictive thanthose of other classes. If obeying a rule ofconduct would cause the death of theguardian, he is allowed to break it, al-though he may be expected to perform asimple penance later. The first rule is theexception:

1. Guardians may never flee from anenemy unless all those under his protec-tion have safely escaped.

2. Like their patron Arvoreen, guardiansnever attack first. However, if obviousinvaders (such as orc raiders) are about toenter the village, the invaders are consid-ered to have attacked first. This point issubject to interpretation, of course, butArvoreen may be flexible in his finaljudgment.

3. Guardians will defend the honor oftheir god and race.

4. Guardians will respect and obey theclerics and druids of all the halfling gods.

Guardians in the campaignThe guardians� job of defending halfling

communities does not leave time to prac-tice another trade. Consequently, halflingguardians receive money by collectingtaxes from the community. In simplercommunities, guardians request what theyneed from other halflings, who are obligedto fulfill the request. In return, guardians

patrol the community and surroundingareas, driving away or killing monstersand intruders. They also command thedefense of the village when invaders at-tack and keep the peace within the village.

Any zero-level halfling who feels quali-fied to be a guardian can apply for train-ing. Training for this class often lasts forseveral years. In the final test, clericsperform a special ritual to determine if thecandidate meets Arvoreen�s standards andis finally worthy of becoming a guardian.There are usually several candidates at thestart of a training period; most, however,aren�t determined or competent enough tocomplete the course. Sometimes, though,two, three, or even more halflings com-plete training and are approved. If thereare more guardians than the communityneeds and can comfortably support, somemust leave. If none of the older guardiansretire, one of the younger ones must vol-unteer to return to normal halfling life orbecome a wanderer. Because only themost adventuresome halflings becomeguardians anyway, there are usually somewho are happy to take the second option.Regardless of what they do (such as be-coming an adventurer or finding a steadyjob), wandering guardians must still followthe guardian�s code and defend those whoneed to be defended.

If the DM agrees, wandering halflingguardians may be used as PCs. Note thatguardians are not an official class andmight not be well-fitted to a campaign.

New spellsThe following are spells gained only by

halfling guardians. The spell-use informationfor guardians is found in Tables 2 and 3.

Humansize (Alteration)Level: 1 Components: V,SRange: Touch CT: 2 segmentsAE: One halfling ST: NoneDuration: 5 rounds/level above the 4thExplanation/Description: This spellmakes a halfling grow to the size of ahuman and appear exactly human in allways. Everything the halfling is wearingand carrying also grows proportionately. Ashort sword, for example, grows to thesize of a long sword. The spell does notcause the halfling to be disoriented orclumsy; the recipient is adjusted to and incontrol of the larger body as if it werenormal-sized. The larger halfling also gainstwo additional points of strength. If thehalfling�s strength goes above 18, it goes tothe first percentile rank on the strengthtables on page 9 of the Players Handbook(e.g., a halfling with a strength of 17 in-creases to 18, which becomes 18/01 forthe duration of the spell). The true race ofhumansized halflings can not be discov-ered even by magical means. If the guard-ian casts the spell on himself, he canreturn to normal at will. But if the spellwas cast on another, that halfling remainshumansized until the spell expires.

D R A G O N 2 7

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Warning Shout (Alteration)Level: 1 Components: V,SRange: 0 CT: 1 segmentDuration: Instant. ST: NoneAE: ½-mile radiusExplanation/Description: A halflingguardian who casts a warning shout canproject a single word loud enough to beheard outdoors approximately a half-mileaway. The sound is magically amplified sothat it is the same volume close to thespell-caster as it is at the edge of the spell�sradius. Only one word may be projectedusing this spell (such as �Intruders!� or�Help!�). The caster must decide what theword is when praying for the spell, notwhen casting it.

Sparkling Sword (Evocation)Level: 2 Components: V,MRange: 0 CT: 1 segmentDuration: See below ST: NoneAE: Spell-caster’s swordExplanation/Description: When thisspell is cast, the guardian�s sword takes ona bright, sparkling silver glow (silver isArvoreen�s holy color). There are twoapplications of the spell. The first effectlasts for only one round and only oneattack; that attack is at +2 to hit and +3to damage. It allows the spell-caster tostrike creatures hit only by +2 weapons.If the attack misses, the spell is wasted.

28 JANUARY 1988

The second form of the spell is not aspowerful as the first but lasts longer. Thiseffect lasts for five rounds plus one roundper level above 6th. All attacks made whilethe spell is in effect are at +1 to hit and+1 to damage, and affect creatures hitonly by +1 weapons. When the spell isfinished, the sword must save vs. crushingblow as hard metal or be ruined. If thereis 10 gp or more worth of silver in thesword or hilt, the sword receives a +2bonus on the saving throw. The materialcomponents are a short sword and a pinchof sulfur, which is tossed upon the sword�sblade.

Blazing Sword (Evocation)Level: 3 Components: V,MRange: 0 CT: 1 segmentDuration: See below ST: NoneAE: Spell-caster�s swordExplanation/Description: Blazing swordis a stronger version of sparkling sword.The first version of the spell lasts oneround and makes the caster�s next attack+3 to hit and +5 to damage. The seconduse makes the sword +1 to hit and +2 to

Giantsize (Alteration)Level: 3 Components: V,SRange: Touch CT: 3 segmentsAE: One halfling ST: NoneDuration: 9 rounds +3 rounds/level

above 7thExplanation/Description: Giantsize issimilar to the first-level spell humansize,except that the recipient and his posses-sions grow to the size of a hill giant. In thiscase, a short sword grows to the size of abastard sword (which a giant could wieldfor full effect with one hand). The half-ling�s strength automatically becomes 19for the duration of the spell. A giantsizedhalfling wielding a blazing bastard swordis a very formidable opponent while thespells last. There is no effect on armorclass while the spell-caster is giantsized asthe halfling lacks a tough hide.

Table 1Guardian Score Determination

Ability

ScoreMinimum generation

score (Method V)damage for four rounds plus one per level Strength 14 6d6over 7th. The effect upon the sword fol- Intelligence 11 4d6lowing the spell�s casting is the same as Wisdom 11 4d6that of a sparkling blade spell. The compo- Dexterity 14 6d6nents used are also the same as for the Constitution 14 6d6sparkling blade. Charisma 14 6d6

Table 2Experience Levels for Halfling Guardians

8-sided Spells usableExperience dice for � b y l e v e l �

points Level hit points 1 2 3 Level title0-2,000 1 1 � � � Patroller

2,001-4,000 2 2 � � � Minor Guardian4,001-9,000 3 3 � � � Sheriff

9,001-18,000 4 4 � � � Major Guardian1 8 , 0 0 1 - 4 0 , 0 0 0 5 5 1 � � Watcher40,001-70,000 6 6 2 1 � Master Guardian70 ,001-140 ,000 7 7 2 1 1 Halfling Protector140,001-250,000 8 8 3 2 1 Halfling Defender

250,001+ 9 9 3 2 2 Halfling Champion

Table 3Spells for Halfling Guardians

First level Second level Third level1 Animal friendship (D1) Aid (D2) Blazing sword (new)2 Bless (Cl) Barkskin (Dl) Detect lie (C4)3 Command (Cl) Cure light wounds (Cl) Dispel magic (C3)4 Detect evil (Cl) Find traps (C2) Feign death (C4)5 Detect magic (Cl) Hold person (C2) Giantsize (new)6 Entangle (D1) Messenger (C2) Locate object (C3)7 Humansize (new) Slow poison (C2) Neutralize poison (C4)8 Remove fear (Cl) Sparkling sword (new) Prayer (C3)9 Speak with animals (D1) Trip (D2) Pyrotechnics (D3)10 Warning shout (new) Warp wood (D2) Snare (D3)

C1-4 indicates the level of a clerical spell.D1-4 indicates the level of a druidic spell.

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Entering the Drider's What happens after a drow fails Lolth�s test

by C.E. Misso

�Your failure has proven you too weak torepresent the race of the drow. I thereforesentence you to the form of the drider!"With those final words from the demonessLolth, a dark elf is painfully transformedinto the hideous shape of the drider: amisshapen creature, half-drow, half-spider � the possible fate of all Lolth-worshipingdrow who fail her test, as described in theMonster Manual II, page 60.

The first drider was created many cen-turies past by Lolth, queen of the Abyssalplane known as the Demonweb Pits. In thefirst few years of the drow�s existence,Duagloth, a drow in the service of Lolth,was bribed into stealing Lolth�s platinumegg (as detailed in AD&D® module GDQ 1-7 Queen of the Spiders). When Lolthlearned of this treachery, she turnedDuagloth into a hideous cross between adrow and a spider. Now, to insure a finerracial stock of drow, Lolth tests all drowof promising ability who worship her;failures result in driders. Duagloth isrumored to still survive in some remotearea of the world; and may be more pow-erful (and dangerous) than other driders.

Upon reaching 6th level or thereabouts,a promising evil drow is summoned byLolth to the drow homeland in the under-world, where he or she is brought to theAbyss. Lolth there puts the drow througha specially devised test. Clues as to thenature of this test may be found in GDQ1-7 Queen of the Spiders, in the section onthe Demonweb. Those drow who fail thetest become driders and are dropped offon the Prime Material plane in randomspots. Note that a drider�s form is perma-nent; nothing short of a wish spell ordivine intervention will restore it to itsdrow form.

Once a drow becomes a drider, it seeksthe seclusion of caverns and tunnels;avoiding contact with nondriders as muchas possible out of shame, hatred, and fear.Due to ill feelings about its failure andbloated appearance, the drider becomestotally self-centered. As a result, its

30 JANUARY 1988

alignment changes to chaotic evil if it wasnot so already. Once a drider has claimeda certain area as its territory, it receivesthe service of 2-12 huge spiders (Monster Manual, page 90) as a sort of parting giftfrom Lolth. New spiders may be attracted

chance exists that the drider is also en-dowed with the ability to spin a web. Theresultant web covers a 10�-square areaand acts as a net of entanglement. Up to10 such webs can be spun per day, andthey can only be used by the drider who

to replace those lost in combat later. spun them.Many of the drow�s former abilities are The drider also acquires a natural thirst

greatly altered by the change to drider for blood, as if it were a real spider. Aform. A brief summary of these changes drider must consume blood at least onceappears in Table 1. Those abilities which every four days or receive 1-6 hp damageare not lost include: the creature�s former per day. The damage is cumulative andknowledge and languages known; abilitiesto detect secret and concealed doors (Play-

only heals once a live creature�s blood hasbeen digested. Because of this need for

ers Handbook, page 16); 12� infravision;clerical and magic-user spell-casting abili-ties (6th or 7th level in the former case,and 6th, 7th, or 8th level in the latter);90% sleep and charm resistance; innatedrow spells as per sex and level (FIENDFOLIO® Tome, page 34; and Monster Man-ual II, page 60); sharp senses allowingsurprise only on a roll of 1 on 1d8; abilitiesto detect slopes, new construction, slidingwalls, certain traps, and depth under-ground as per dwarves (PlayersHandbook, page 16); +2 bonus to save vs.spells (as per drow); sensitivity to andpenalties from exposure to bright light(FIEND FOLIO Tome, page 34); and knowl-edge of the �silent tongue� (though thedrider cannot master this unspoken lan-guage in its new form, it understands itperfectly well, and can still make a few of

blood, the drider is constantly creatingnew and efficient weaponry to use on itsvictims.

If attacked and harmed, a drider be-comes enraged, having only a will to kill.Consequently, the drider never checksmorale in combat and gains a +4 save vs.fear. The drider enjoys using its weaponson victims and attackers, but it also has ataste for employing traps, and prefers tosingle out its victims for ambush, biting toparalyze and then drink the victim�s blood.

With its new body structure, the dridergains a dexterity of 18 and a +2 bonus tostrength (for a maximum of 18). The effec-tive intelligence, wisdom, and constitutionscores of the drider�s drow form are re-tained intact. As a result of its appearance,the drider PC receives a -8 penalty to itscharisma and comeliness (minimum score

the gestures). A drider, like a drow, can of 1). All elves hate and fear driders.use a weapon in either hand, and can even All driders, regardless of their drowattack with weapons in both hands, mak- backgrounds, gain certain skills similar toing two attacks per round so long as each those used by assassins, thieves, and thief-of the weapons is of long sword size or acrobats. These skills (and those skills notsmaller. Drow (and thus driders as well) do so gained) are given below and in Table 2not have the sword and bow �to hit� bo- (see Unearthed Arcana, pages 23-25, fornuses of other elves. most details). These skills cannot be im-

Unlike drow, however, driders gain proved save by changes in the drider�spoisonous saliva and needle-sharp teeth, dexterity or strength scores. All basemaking their bite dangerous (1-4 hp dam- chances for success are those of a 6th-levelage, plus save vs. poison or victim is para- thief-acrobat or assassin, unless the drow-lyzed for 1-2 turns). Any psionic abilities turned-drider previously had a higher skillonce possessed by a drow are lost if the level in these classes.drow fails a system shack survival roll

during the transformation into driderTightrope walking: The drider is perfect

with this ability because of its spiderlikeform. All driders are sterile. structure.

Other changes may occur as well. A 50% Pole vaulting: This ability is not possible

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Web

Table 1Ability Changes from Drow to Drider

Former drow abilityArmor and dexterity determine armor classMove 12" or 15" (females)Hit dice as per class*Drow-made armor and weapons

Present drider abilityNatural AC 7 from thick skin (AC 3 from 18 dexterity)Move 12" (either sex)HD6+6Weapons as can be found; no armor (magical items possible)

50% or better magic resistance 15% magic resistance

* Dark elves entering Lolth�s test are usually multiclassed, with levels of abilitybetween 6th and 8th level in the highest-rated class; other classes may have lowerscores. Acceptable classes include fighter, cleric, assassin, thief, thief-acrobat, andmagic-user; see DRAGON issue #103 for acceptable class combinations for drow.

Table 2New Drow Abilities

because of the size and shape of the dri- dexterity of the drider, along with its new Ability Bonus/penaltyder. Also, because of its jumping ability, shape, provide a greater maneuverability Tightrope walking 100%this skill is actually of little use to the than that of a normal human or drow. Broad jumpdrider. Move silently: The drider receives a Standing +18�

High jumping: Because of the drider�s leg penalty when executing this ability due to Running +28'strength and its additional number of legs, its increased weight and number of legs (a Pole vaulting Not possiblethe drider gains an 18� bonus on this skill. lone drider can still surprise opponents on Tumbling maneuvers

Assassination: This is one of the drider�s a 1-3 on 1d6, in the manner of an elf). Attack +5%main abilities due to its dependence on Wide in shadows: The drider receives Evasion +7%living organisms for sustenance. Due to a advantages when using this skill, as a Falling +5% for every 10'repeated use of this skill, the drider gains result of the drider�s adapted color and High jumping +18�a 15% bonus for this skill. shape. Move silently -15%

Pick pockets: Because of its awkward Hear noise: The drider gains bonuses in Assassination +15%shape and height, the drider receives a this ability as a result of its heightened Hide in shadows +15%penalty when attempting this maneuver. senses. Pick pockets -15%This skill (like the others here) is gained Climb walls: Because of its spiderlike Hear noise +5%even if the drow was not a thief before ability, the drider can perform this skill Climb walls 100%being turned into a drider. flawlessly. Open locks Normal

Open locks: This is similar to the thief Stalk: This ability is similar to the beast- Stalk 100%ability. master ability given in DRAGON® Maga- Find/remove traps Normal

Find/remove traps: This is similar to the zine, issue #119. The drider is able to Track 100%thief ability. perform this function without error be- Read languages Normal

Read languages: This is similar to the cause of its familiarity with its naturalthief ability (driders are easily bored and habitat. The drider uses this ability to As noted in the text, these bonuses andreading passes the time between victims). follow and capture its prey. penalties are based upon either the 6th

Broad jumping: Because of its increased Track: This ability is similar to the beast- level of ability as a thief, thief-acrobat, orleg strength, the drider gains a bonus master ability given in DRAGON Magazine, assassin, or upon the skill level possessedwhen broad jumping. issue #119. in these classes as a drow, if such levels

Tumbling maneuvers: The increased were over the 6th level.

D R A G O N 31

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Naval warfare and tower adventures

The Role of Computers©1988 by Hartley, Patricia,and Kirk Lesser

We�ve completed two weeks� worth ofadventuring that has presented a newfrontier for our gaming environment,filling it with animated sights and stereo-phonic sounds. This frontier is from:

PBI Software1163 Triton DriveFoster City CA 94404(415) 349-8765

Feature reviewTower of Myraglen * * * ½

Tower of Myraglen is programmed forthe Apple IIGS. The stereo capability isavailable to IIGS gamers only if your com-puter has an MDIdeas Supersonic Cardinstalled inside. MDIdeas is a companyrelated to PBI; thus, its stereoboard insertsinto the motherboard of the IIGS easily.With such a board installed, the previously

32 JANUARY 1988

restricted boundaries of miniature mono-phonic speakers are dramatically ex-panded. We managed to borrow such acard for this review and hooked up thatboards output jacks to two Bose externalspeakers, and � WOW! � what a differ-ence stereo sound can make in a computergame! Wait until you hear the orchestralscore that accompanies the opening titlescreen!

In this adventure game, you are cast inthe role of a Knight of Justice who an-swers the King of Myraglen�s plea for help.The Medallion of Soul Stealing, which candrain a victim�s soul from his body, restswithin the Tower of Myraglen. The forcesof good and evil are each trying to locatethe artifact. The King needs this medallionto defeat evil, but only a Knight of truehonor and goodness can retrieve the me-dallion, and that Knight must face untoldhorrors during his hunt for it. The Towerpossesses the nastiest creatures this side ofthe AD&D® game module T1-4 The Templeof Elemental Evil, as well as precariousportal spells, perilous tricks, brain-teasing

puzzles, and hazardous tests to prove yourmettle as a Knight of Justice.

Although we have not yet finished theentire game, it has kept us spellbound forhours, despite a few drawbacks. The mostannoying problem is the method by whichmessages are relayed to the player. You�llencounter many messages throughout thegame; some are extremely important, butothers could have been just as easily han-dled in properly written documentation.Messages are located by either looking atsomething or tripping a message algorithmin a certain area of the Tower.

A message brings into being a wizardlyon-screen character who explains certainrelevant facts of life to you; he departswhen you move onto another �square."Unfortunately, many of these textual pre-sentations seem to go on forever, slowingthe game considerably; they could havebeen better presented within the gamemanual. When these displays are on-screen, it behooves the player to immedi-ately write down what is contained in thepresentation � regardless of how long this

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takes. Otherwise, it is possible to forgetwhat a particular message states. Onceyou leave that scene, you cannot return tothat locale and expect the same message tobe presented once again. To reread thesemessages, you�ll have to reboot or reload asaved game; then the notations will appearonce again at the same locales.

As is common in many adventure games,most messages are vital to an upcomingencounter or are designed to lead youthrough a myriad of horrible haunts toreach a specific sublevel goal. Clues arehidden in messages, and the player shoulddecipher them if he plans to finish thequest successfully. Some of Tower ofMyraglen�s messages are quite helpful, asthe following example shows:

The tower�s size may be a surpriseBut you must realize that it harbors

many a prize.The gorgon guards no key you seekSo search abroad and don�t be meek.

Certainly, this is not Walt Whitman; ithowever, a timely note for players who

Screen 1: Two gunners prepare a little presentfor an oncoming man-o-war in Broderbund’sThe Ancient Art of War at Sea. See page 36.

may not have encountered the solitarygorgon. If the message is received first,the gorgon can be avoided (the treasurewe had hoped the creature might beguarding doesn�t exist in the first place).Let this be a warning to Tower ofMyraglen participants � if you believe adeadly monster is simply a motile hazardplaced to make you earn a treasure, re-think your strategy.

One last note regarding the game�s mes-sages: A few should be far briefer, as onlya scant amount of text can be displayed onthe on-screen message window (see screen#2). One particular message, found on thefirst level of the Tower, requires nearly 30presses of the RETURN key to scroll throughthe information � which should havebeen published in the manual instead of inthe game itself. The text deals with theorigins of the soul-draining medallion andhow the lad Mendalick knew he mustprotect the world from its powers. Theintroductory piece also explains how Men-dalick constructed a tower of tremendousstone, known as Myraglen Rock. Thissubstance was specifically created by himfor the sole purpose of the medallion�sprotection, and it was impervious to allforms of attack. Instead of taking up valu-able playing time, this message could havebeen printed with script type on parch-ment paper and inserted into the manualfor easy reference. As the message itself isimportant to know, the player must con-tinually scroll through the material until itis completed, hurriedly writing down the

is,

contents. What could have been managedin a pleasing fashion turns out to be moreof an annoyance.

Here end the complaints. Tower ofMyraglen is certainly a fantasy-adventuretreat. Your on-screen character can becontrolled by using either the mouse or byselecting alphanumeric keys on the key-board or the IIGS�s keypad jets. We prefer-red the numeric keypad keys forcharacter movement, as they allow you topause the character anytime you wish.The drawback to using the mouse is thatonce you�ve indicated the direction inwhich you wish the character to walk (bymoving the mouse in that direction: up fornorth, left for west, down for south, rightfor east), it continues to move in thatdirection until it runs into something solidor horrid. One blessing is that the charac-ter doesn�t enter the game unequipped! Hepossesses the Ring of Unlimited Arrows,which affords your Knight an unlimitednumber of arrows to fire at approachingbrutes. Through use of the w, s, z, and A

keys, you can direct the firing of an arrowinto the associated direction: w for north,s for east, z for south, and A for west.Players should learn how to combine thenumeric keypad and the arrow-shootingkeys immediately for game success.

One trick we used to conserve our char-acter�s hit points at the start of the gamewas to move the character to the edge ofone screen and pause before moving intothe next screen. For example, as the char-acter approaches a door (see screen #3),have the Knight open the door, move intothe doorway, and pause prior to movingthrough the doorway and into the nextscreen. This allows you to position a fingerabove the required direction key (in thecase of screen #3, the s key) for full effectfrom the Ring of Unlimited Arrows to fireat anything that moves in the next screen.We saved our skins many a time throughsuch strategic actions. Believe us: The1,000 hit points your character starts withare soon used up through a variety ofhostile encounters within the Tower.

There are numerous goodies locatedthroughout the Tower that your Knightshould attempt to recover for his owndefensive and offensive purposes; theseinclude the battle axe, chain mail, halberd,leather armor, long sword, magic weap-ons, plate mail, and short sword. Thosethat do all in their power to dent yourarmor and wreak havoc upon your bodyinclude the likes of the axebeak, cat, giantcentipede, demon, dragon, fire beetle, flat-headed humanoid (which looks like aberserk Gumby), flying manta ray, fuzzyhumanoid, gargoyle, ghost, guiser (a waterelemental), Hades Hound, indescribablebeast (yeech!), giant lizard, mud man,mind warper, repair zombie (immortal,unfortunately), skeleton, slime, giantsnake, unseen force, and giant wasp. Not asingle one of these beings is in any waykind, generous, or forgiving. You shoulddo unto them before they do unto you.

Once the quest is underway, you can usethe Open-Apple key in combination withalphanumeric keys to access Game Screenmenus. For example, using the D key al-lows you to diagnose yourself, whichreveals your character�s statistics. The Ekey lets you see your inventory, while theG key enables you to charitably give goldto someone (or something). In some cases,such a benevolent act can deter a rathernasty attack from ever taking place. The Lkey lets you look in a specific direction,with an on-screen explanation given ofwhat you are gazing at, while the o keyallows you to open items, such as a dooror a chest. In the latter case, follow upwith the T key, and you can take whateverwas in the opened chest.

Advice time again: Don�t be greedy!There�s a tremendous amount of loot andother treasures laying in wait within thetower, especially in the numerous chestsyou�re going to find. When the on-screenmessages hint at greed being an undoing,consider such words most fortuitous.These hints don�t mean you can�t retrieveanything you find � just that you shouldbe selective about your acquisitions.

You can also hit the v key for viewingmonsters, which explains what breed ofcreature you are facing and offers anapproximation of the brute�s current num-ber of hit points. You can also press Y toyell or talk (especially in response to ariddle) or select either mouse or keyboardoperation of your on-screen Knightthrough the use of the c key. You can setthe game speed with the R key, and quitwith the Q key. Using the last key takesyou directly to the IIGS�s DeskTop, whereyou can save your game in progress, re-load an old game, or reset the Tower andstart over with a new character. (You�ll

find yourself involved in the last activityquite frequently!) You can also view theHall of Honor, where the top 10 playersare listed with their completed levels andscores.

The graphics in Tower of Myraglen areexcellent. Throughout the game, variousdigitized sounds accompany the on-screenaction. For example, when you finallyreach the Tower�s second level, listen forthe �thud-dud� of what sounds like a behe-moth pounding on a locked door. Thethumping grows louder and louder as youapproach the door, and you question yoursanity in even thinking about opening theclosed portal.

Other game hints note that your gate-way to that treacherous second level ticksby with time, and involves some activity inreal-time through the IIGS�s Control Panel!(Witching hours are not only for witches.)You should also note that it is not manda-tory to engage in combat with everythingyou happen to hail. Hit points are an ex-tremely valuable commodity, and mostfellow Tower travelers are of the inclina-tion to radically decrease your life force. Itis possible to regenerate hit points byfinding a strength potion, but these are

D R A G O N 33

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few and far between. There are manyhidden passages and false walls that leadnot only to treasures but to secret keys aswell. Finally, remember the magic wordsof Myraglen � �Servo Devy Unum� �which could hold you in good steadthroughout the game.

This is not one of the most difficultadventure games we�ve ever played, nor isit one whose plot is impossible to decipher.It won�t take you forever and a day tocomplete your quest! The digitized stereosound and superb IIGS graphics makeTower of Myraglen a great deal of fun.

Before we get to the news and Mini-Reviews, here�s something for our readers.One of the finest adventure-game review-ers and writers we follow is Shay Adams.You may have seen his name as one of thefine contributing editors for Family andHome Office Computing Magazine. Shay isalso the editor for QUESTBUSTERS�: TheAdventurer�s Journal, a marvelousmonthly newsletter devoted to role-playing and adventure games for all com-puter systems. In the QUESTBUSTERSSeptember 1987 issue, Wizardry IV isreviewed, as are Pirates and The Land ofthe Lounge Lizards. Coverage is also af-forded to Dan Dare and Golden Path.also runs an Adventure Hotline which

Shay

offers coded newsletters� hints and tips, soif you�re desperate enough to utilize thecode to break through a particular gamingproblem, the answer is right there foryour use. The September issue is 12 pagesin length.

Shay has indicated that if any of �TheRole of Computers� readers sends a re-quest to QUESTBUSTERS and encloses abusiness-sized, self-addressed, stampedenvelope, a free copy of the newsletterwill be sent. A 12-issue subscription ispriced at $16.00 ($28.00 for overseas and$22.00 for Canadian subscribers). Inquiriesfor the sample issue should be mailed to:

34 JANUARY 1988

QUESTBUSTERSP.O. Box 525Southeastern PA 19939-9968

News and new products

Accolade, Inc.20813 Stevens Creek BoulevardCupertino CA 95014(408) 446-5757

Mini-ReviewPinball Wizard * * * * ½

Accolade continues to release someinteresting games, not the least of which istheir brand new Pinball Wizard arcadeand pinball construction set for the AtariST and IBM micros and compatibles. Youhave full-featured graphics, great soundand lights, and even �tilt� capability! Wetested the Atari ST version and found theplay both stimulating and exciting. Thereare four simulations with varying obsta-cles on the ST version. Flipper and back-board controls are manipulated by the STmouse. But beware: If you move yourmouse too much, the tilt sensors let youknow right away that you�ve goofed. Youcan customize the game by changing pa-rameters such as point scores, table slope,bumper elasticity, and the number ofgame balls. With the parts menu, you canassemble your own pinball machine, andcan paint or decorate your creation anyway you like with the game�s paint menu($34.95).

Also from Accolade comes a ratherdifferent but enjoyable offering calledMini-Putt. This miniature-golf game has acartoonlike approach to miniature golf,using really crazy golf courses and holesto play. You control your player with thejoystick. For the Commodore 64, this gameis priced at $29.95.

Lastly, Accolade has ported their aerial-

combat simulator, Ace of Aces, to the IBMPC and compatibles. We haven�t looked atthis package yet, but the company�s pastPC performance is a solid indicator of yetanother hit ($29.95 for the Commodore).

Activision, Inc.2350 Bayshore ParkwayMountain View CA 94043(415) 960-0410

This company continues its impressivegrowth cycle. It has now signed an affili-ated label agreement with MicroIllusions,the developers of Discovery and Faery TaleAdventure, which are both CommodoreAmiga programs. The latest game, GeeBeeAir Rally, a truly spectacular treat on theCommodore 64, is a combination air-racesimulation and arcade game. You becomean airborne racer in 1932, flying one of 16different air courses. With 3-D graphicsand increasing levels of difficulty, this is afast and exciting offering. Activision hasalso released The Last Ninja, a martial-artsgame, and has finally released. . .

Mini-ReviewGBA Championship Basketball * * * *

GBA Championship Basketball is for theApple IIGS. This offering finds you in a head-to-head, two-on-two basketball game withhook and jump shots, slam dunks, three-pointers, and more. With the practice modeavailable, you can really get the feel for thegame prior to competition. This game is alsoavailable in a 24-team, four-division Games-tar Basketball Association version. (Gamestar,by the way, is the developer of this game,which is distributed by Activision.) You cansee how your team is doing at any timethrough the box scores in the GamestarGazette. We�ve played this game for severalevenings straight; we have found the com-petitive environment and the keyboard ormouse handling of the on-screen playerseasy to learn.

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Applications Plus, Inc.P.O. Box 24-293St. Paul MN 55124(612) 432-5560

Here�s a company intent on improvingyour odds should you ever decide to learnhow to play (and win) at blackjack orpoker. Two new offerings teach the playernot only how to succeed at either game,but also offer experience running thegames on your Apple II computer. VegasVideo Poker ($29.95) incorporates a gooddegree of skill, as the way in which youcalculate odds affects potential payoffs asyou play. Beating The House At Blackjack($34.95) includes methods for countingcards and features strategy tables whichexplain how you should play every handpossible. Again, the game�s the thing; allother elements are included to give you allof the practice you�ll ever need to becomea successful blackjack player. Despite theless-than-inspiring graphics, both offeringsare entertaining and (in a financial way)educational.

Baudville5380 53nd Street SEGrand Rapids MI 49508(616) 957-3036

A company that heretofore has beeninvolved in the productivity arena, Baud-ville has released its first adventure game.This offering, called Dream Zone, wascreated by two young programmers whoused Baudville�s computer paint and draw-ing program, 8/16 Paint for the Apple IIGS.In this game, you become the prisoner ofyour own dreams and must escape theDream Zone. With stereo sound and hu-morous dialogue, this is another gamesuitable for the entire family ($49.95).

36 JANUARY 1988

Broderbund Software 17 Paul DriveSan Rafael CA 94903-2101(415) 492-3200

Mini-ReviewThe Ancient Art of War at Sea * * * * *

There are any number of worthwhilegames on the market today, ranging fromarcade to adventure interests. One of ourpersonal favorites happens to be the se-quel to the Murry�s hit, The Ancient Art ofWar. We believe The Ancient Art of War atSea is even better, and is a �must-have� forwargamers. This naval-combat simulationtakes place in the mid-19th century, whenfull-riggers plied the oceans in search oftrade and pirates. The game manual in-cludes an in-depth look at the historicalperiod represented by the game and thesailing warships of that era. You commandan entire fleet against one of five historicopponents: the Duke of Medina Sidonia(1588); Blackbeard (1718); John Paul Jones(1779); Horatio Nelson (1805); and onerather strange (and fictitious) Thor Foote.Each opponent has a different strategythat he employs against you.

The game is based on the writings ofSun Tzu, a Chinese tactician (c. 400 B.C.).

This game has every avenue of naval com-bat imaginable, including boarding tacticsand a game generator that allows you tobuild your own map. The tactics are well-presented, and should enable any noviceCaptain to advance to Admiral with pa-tience and application of the lessonstaught in both book and battle. We thor-oughly enjoyed the ability to zoom in on aspecific combat between ships, enabling usto maneuver the ship into appropriatedefensive or offensive positions, as well asramming, if necessary. Heartiest congratu-lations go to the authors and to Broder-

bund for releasing this fine naval-simulation game. This game is available forIBM micros and compatibles (see screens#l and #4) at $44.95.

Also coming from Broderbund is a mostexciting flight simulation called Wings ofFury, wherein you become the pilot of aF6F Hellcat. With six Browning machineguns and the punch of 100-pounders,you�re taking off from your flattop lookingto engage enemy fighters, destroy enemyantiaircraft guns, and even take on a hos-tile destroyer or two. This offering is forthe Apple II family at $34.95.

Cosmi415 North Figueroa StreetWilmington CA 90744(800) 843-0537 (outside CA)(800) 654-8829 (inside CA)

Talk about production � Cosmi hasdebuted 14 new software programs to addto their bestselling Huey II and Defcon 5programs. Titles making their marketentrance that might be of interest toDRAGON® Magazine readers include:Chernobyl, Legend of Knucker Hole, Psy-castria, Mediator, Fearless Fred, TimeTunnel, and Foto Fitter, some of which arebudget offerings. Call for prices and moreinformation.

Epyx, Inc.600 Galveston DriveRedwood City CA 94063(415) 366-0606

Mini-ReviewCalifornia Games * * * * ½

California Games is a new, action-packedoffering that is totally awesome, like fromEpyx, you know. Like, you can pick fromeight radical events, from skating to tubu-

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DRAGON 37

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lar skateboarding, from BMX racing tosome totally radical moves in the footbagevent. This game has some of the bestgraphics for the Commodore ever seen.The games are original, challenging, andwill have you coming back for more.

After the opening screen (that includes aCalifornia license plate and the song�Louie, Louie�), you are allowed to selectfrom the menu whatever sport in whichyou wish to participate. You can competein all of the games or in just one event.You can also practice one event, look atthe saved high scores, or view the openingscreen over again. When you compete inan event, you can even select a corporatesponsor, selecting from: Ocean Pacific,Auzzie, Kawasaki, Casio, and others.

The events of California Games areexciting and graphically appealing. Theskateboarding, or �Half Pipe� event, is oneof the hardest to master, as this sportrequires you to keep momentum or fall offthe board, leaving you to start all overagain. Tricks can be achieved throughhours of practice, and we do mean hours!You can do handplants, aerial turns, andkick turns for a variety of points. Theevent ends after 1 minute and 15 secondsof blistering fun, or three falls, whichevercomes first.

The second event is footbag, the gameplayed by preppies worldwide. In thisevent, you control your athletic represent-ative in keeping a hacky-sack off theground and performing tricks for extrapoints. Your computer partner can turnand jump, and do such tricks as the head-banger, half and full axles, axel foley, doda,jester, and horseshoe to name a few. After1 minute, 15 seconds have elapsed, youare awarded a variety of points for thenumber of different tricks that you suc-cessfully completed.

The scene is Santa Cruz; the event,surfing; the challenge, the wave. In thisevent, you control a surfer who doescutbacks, 360s, catches air (jumps), ridesthe crest of the wave, and goes into thetube. But not all is well on the waterfront;you have to maintain your board�s speed,

make almost perfect landings for jumps,and stay above the bottom of the screen(otherwise, you wipe out and become the�geek of the week�). Controlling the surferis the easy part � it�s using the wave that�sthe hard part. After 1 minute and 30 sec-onds of riding, or four wipeouts, you areevaluated on the length of your ride andon how you used the wave on a 10-pointrating system.

After you get the sand out of your hair,you have a date in Malibu for rollerskat-ing. You must avoid cracks in the sidewalk,grass, sand, puddles of water, missingsidewalk pieces, runaway beach balls, andmore. All these hazards must be avoidedwhile performing jumps and finishing thetrack in the shortest amount of time possi-ble. You control the skater�s speed and thejumping that takes place (which is hard tomaster at first). While in the air, you cando 360s for additional points and also earnsome respect for yourself. After complet-ing the track, the scores are tallied to findwho is King/Queen of skating.

Want something more on two wheels?How about BMX racing? Not only do youhave to avoid obstacles and complete thecourse in the best time possible, but youcan also do tricks for bonus points. Usingthe joystick, you must learn to gain speed,do wheelies, tabletops, 360s, and othertricks of the trade. This event is extremelydifficult to compete in, and practice isessential to perform the tricks. After threeminor and one major crash, the eventends.

The last event is frisbee throwing,wherein you throw a frisbee to a catcherand have that catcher move left or right,dive, jump, or run to catch the frisbee. Atthe beginning, you must use the joystick tosend the frisbee on its voyage. A radar-type screen shows where the catcher isand the location of the frisbee. Using thejoystick, you maneuver the catcher so hecan catch the frisbee without letting thedisc touch the ground. You get points forhow well you catch the frisbee, and forwhich way you moved (left or right).

California Games is a must for every

38 JANUARY 1988

sports enthusiast. The graphics are su-perb, and the music and sound are ter-rific. This game will have you returning tothe computer for more and more contests,and developing different techniques forearning high points.

Electronic Arts1820 Gateway DriveSan Mateo CA 94404(415) 571-7171

The Bard�s Tale is now released for theAtari ST, with advanced animation tech-niques and audio enhancements incorpo-rated into this new version. The three-dimensional scrolling throughout thestreets of Skara Brae and the halls of thedungeons is extremely realistic and pro-vides an accurate adventuring environ-ment for participants. Also for the ST,Electronic Arts released their fantasticarcade game, Marble Madness. This ver-sion also has an all new Secret Level totest your skills. For Atari 8-bit aficionados,the latest conversion to that machine forthe Alternate Reality: The Dungeon fan-tasy role-playing Series has been madeavailable by Datasoft. One of the bestflight-simulator programs, Chuck Yeager�sAdvanced Flight Trainer, is now availablefor the Commodore 64/128 systems, and isin the definite �must� category.

Firebird Licensees, Inc.71 Franklin TurnpikeWaldwick NJ 07463(201) 444-5700

Note the new address for this company.A number of new games have made theirappearance from Firebird. Tracker, origi-nally released for the C64/128, is nowavailable for Atari ST gamers. This versioncombines artificial intelligence with amassive playing area, along with actionthat is exhilarating and graphics that areoutstanding ($44.95). An adventure gametrilogy, Knight Orc, has also made its ap-pearance. This three-part game allows theorcs to wreak their revenge on the hu-mans, who have been persecuting the orcsfor centuries. This game is released forC64/128, Amiga, Atari ST, Apple II, Macin-tosh, and IBM micros! Also unveiled forthe Atari ST is the company�s latest ver-sion of The Sentry, in which you become alone robot in a battle for supremacy of analien landscape ($44.95).

Infocom, Inc.125 Cambridge Park DriveCambridge MA 02140(617) 492-6000

Watch for a hit software offering comingfrom Infocom! Without a doubt, BeyondZork is going to be a smash for the com-pany. Here, the Zork series continues, but

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with additional features and game en-hancements not found in the-original text-only bestsellers. Beyond Zork allows youto create your own character, and alsocreates a map for you as you hunt for thefabled Coconut of Quender, within whichlies the essence of magic. Author BrianMoriarty will be interviewed in an upcom-ing issue. We have managed to view theAtari ST version of this fantasy adventureand believe this is one of those “biggies”that only comes around once in a greatwhile (see screen #5).

IntelliCreations (Datasoft)19808 Nordhoff PlaceChatsworth CA 91311(818) 886-5922

The Atari ST version of Alternate Reality— The City has been released with en-hanced graphics. Additionally, the com-pany has reduced the pricing on some oftheir games: Mercenary — Escape fromTarg now $19.95 for both the Atari andCommodore 8-bit versions; Theatre Eu-rope is now $24.95 for all three formats;Zorro is now $14.95 for the Atari andCommodore 8-bit floppy diskette, andGunslinger is now $19.95.

Mindscape, Inc.3444 Dundee RoadNorthbrook IL 60062(312) 480-7667

Two great releases for Apple computershave debuted from Mindscape. The first isnone other than the release of thefantastic Balance of Power by Chris Craw-ford (for the Apple II computer). Thesecond is a new program entitled RiddleMagic, which allows users to create andprint their own riddle books using a 5,000-word riddle dictionary. There’s also acontest running in conjunction with thisprogram, wherein winning riddlers will beawarded Mindscape software for theirefforts.

PBI Software1163 Triton DriveFoster City CA 94404(415) 349-8765

PBI, whose Tower of Myraglen is re-viewed in this column, has also releasedfour more games for the Apple IIGS com-puter. They include Strategic Conquest II(war and strategy tactics), Cavern Cobraand Sea Strike (arcade action-games forflying a Cobra attack chopper), and MonteCarlo (full time casino royale). Prices forthese games are $49.95 for Strategic Con-quest II and Cavern Cobra, and $39.95 forSea Strike and Monte Carlo.

Sierra On-Line, Inc. P.O. Box 485Coarsegold CA 93614(209) 683-4468

We’ve been writing about Sierra On-Lineprograms in numerous computer maga-zines for nearly a decade! As founders ofone of the original software companies,Ken and Roberta Williams have been re-sponsible for some of the best adventuregames ever created for the computer.Such classics as The Wizard and the Prin-cess will forever remain an important partof our computing heritage. Now, withsuperior packaging, the company hasproduced an Amiga version of The BlackCauldron, turning the Disney Studiosanimated feature into an adventure-gamedelight. With more than 70 3-D screens,there are eight different musical scores,six built-in arcade sequences, over 30characters, and several possible solutionsto this game. For those of an “older” per-suasion, there’s The Land of the LoungeLizards, another 3-D animated adventure-game. Herein, the player becomes Larrythe Nerd for one night — and what a nightit is! The latter offering contains adultsubject matter and should not be playedwithout parental guidance.

40 JANUARY 1988

Simulated Environment Systems800 South Pacific Coast HighwaySuite 8-331Redondo Beach CA 90277(213) 379-6742

Save your money for a great fantasyrole-playing software program calledQuarterstaff from this new game com-pany. The best description of the gamethat comes to mind is “impressive!” Re-leased for the Macintosh, this adventuregame is actually based on a world gov-erned by Artificial Intelligence (AI). Envi-ronments change as you play, with themonsters’ actions toward you and youradventuring party governed by how hun-gry, tired, or angry these beasties are at aspecific time. This is a game where whatyou do affects what occurs from that pointon. There are wizards, demons, anddragons, all providing you with an ex-tremely realistic adventuring environmentas you and two cohorts investigate thedisappearance of the Tree Druid colony.

Spectrum HoloByteA division of SPHERE2061 Challenger DriveAlameda CA 94501(415) 522-3584

The company responsible for marketingthe smash hits GATO and Orbiter hasmanaged to acquire the rights to Intrigue!,an adventure game for the Apple II com-puter family. If you like classic Bogartmovies and really enjoy solving mysteries,this black-and-white interactive adventuregame will become an addictive addition tothe time you allot to computer entertain-ment. With over 2,000 possible solutions,Spectrum HoloByte has (quite thought-fully) provided game hints for those timeswhen you’re so stymied that you wouldconsider putting a contract out on thegame’s programmers. This game alsoallows players to run either male orfemale characters.

Strategic Simulations, Inc.1046 North Rengstorff AvenueMountain View CA 94043-1716(415) 964-1353

As one of the forefront gaming-softwaredevelopers, SSI is in the process of releas-ing a number of exciting new programconversions. First of all, one we’ve all beenwaiting for is the Amiga conversion ofPhantasie III: The Wrath of Nikademus.The wait was worth the enhanced graph-ics; this is one of SSI’s better offerings.Phantasie III can be played as both a se-quel to the original Phantasie fantasy role-playing games, or can be equally enjoyedas a stand-alone adventure offering. AtariST users can thoroughly enjoy the fullyanimated fantasy adventure, Rings ofZilfin, which is now available for those

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machines. This latter release is, by far, ourfavorite version of the quest for bringingthe legendary rings back together to ridthe lands, once and for all, of the darkoverlord.

Mini-ReviewThe Eternal Dagger * ½

SSI is one of the premiere software-gaming developers in the business; it isresponsible for many computer-gamemasterpieces and delightful fantasy role-playing adventure games. Unfortunately,we cannot say the same for one of its mostrecent releases, The Eternal Dagger. De-signed as the sequel to the exciting Wiz-ard�s Crown game, we found a number ofproblems with The Eternal Dagger, not theleast of which involved initiating success-ful play.

We were looking forward to this adven-ture, which continues the tale of the de-feat of Tarmon and the recovery of theEmperor�s Crown from the first game. Anew Wizard�s Fellowship has been formedto seek the cause of a series of mysteriousand evil attacks; it learns that the nastyArghan is once again preparing to invade.With the ability to port your Wizard�sCrown adventurers to this sequel, wewere expecting some exciting adventures.For all we know, those adventures still layin wait somewhere in the bits and byteson the disk � but we never found them.

First, you must Create your game disksusing the same method as Wizard�sCrown; this takes about five minutes.Once you are done, the only time youroriginal program disk is required is whenyou boot the game.

However, if you are a Wizard�s Crownadventurer, don�t import your completedcharacters into The Eternal Dagger. Thetranslation program does away with allbut one wizard, and the remaining charac-ters are really knocked down in abilities.This is too bad; after all, we spent severalenjoyable hours adventuring in Wizard�sCrown, but the hard-earned accumulationof experience and weaponry is all fornaught when bringing those characters

into The Eternal Dagger.You can create your adventuring party

from scratch, but before doing so, youshould determine if the premade party onthe disk is to your liking. Eight adventur-ers are offered; each one is rather ordi-nary in capabilities, and certainly not thekind of folk we wanted to risk life andlimb with. We Sent each SSI-created char-acter home, freeing up an adventurer slotfor characters of our own creation. Andhere�s the warning: One mistake or acci-dental slip of the finger could cause you toexit the creation module. If that occurs,you can�t return to complete your adven-turing party (and believe us: you needeight characters to succeed). As a result,you must start the party creation se-quence from scratch again, which is reallyrather annoying.

There is absolutely no way that wecould find that allows you to start fromscratch to recreate your characters. Youhave to Create disks from the Main Menuonce again, should the party you�ve cre-ated be inadequate in both number andpower. You could Tell your deeds to theminstrel as you create characters (whichsaves the current condition of your partyto disk) � but if you forget to save justonce, you are without your full compli-ment of adventurers should you acciden-tally exit the first castle.

This accidental exiting happened to usthree times. We decided to try playingwith the SSI-created characters. We got nofurther than a few miles with these adven-turers, coming at last to a temple in thesouth. The party turned out to be entirelyinadequate in holding its own against thehostiles that abound in nearly every hex.We tried playing with the SSI charactersfive times, and finally gave it up as a lostcause. A combination of undead farmers,giants, and swamp things totally elimi-nated the SSI group each time, regardlessof whether the Quick or Tactical combatmode was selected. After spending a totalof nine frustrating hours with The Forgot-ten Dagger; we decided to forget the dag-ger � permanently.

Curtis Manufacturing Company305 Union StreetPeterborough NH 03458(603) 924-3821

Finally, for Nintendo EntertainmentSystem fans, a little game holder has beenproduced by Curtis Manufacturing Com-pany. Called the Curtis Game Caddy, thisdevice can store as many as 10 Nintendocartridges conveniently and in a compactspace. This is a nice little product to helpkeep organization around the house �and your room � for $5.99.

The Clue CornerOur thanks to Mel Huang of San Fran-

cisco who wrote to us and described someof the hints he had managed to uncoverthrough intense play in several adventuregames. They follow:

�My first hint is for SSI�s Gemstone War-rior — every level has the same roomlayouts except the Labyrinth.

�In The Bard�s Tale II, to earn experiencepoints quickly, go to the Maze of the Dead inTessalonica and fight the Dream Mages.Don�t kill them until the very last moment.Allow the Dream Mages to continue sum-moning creatures, then cast a DIIL spell. If asummoned monster is disbelieved, you rackup as many points as you would have hadyou killed it. I recommend you wait untilthere are approximately 30 monsters, thencast the spell, disbelieve the creatures, andkill the mages. You should then be able torack up the maximum amount of experiencepoints possible for one combat.

�For Might & Magic, make all of yourcharacters female, as only males get sexisttreatment. Also, to find out Sheltem�sname in the Soul Maze � OOPS. To quicklyget to the Clerics of the South, go to CastleBlackridge South and use spells to gothrough some walls located near thethrone room. You�ll then locate the Pits ofPeril, which takes you close to the Clerics.�

Thanks for your help, Mel. As for therest of you gamers, don�t forget to sendthose hints and tips to us at the followingaddress (no phone calls, please):

Hartley and Patricia Lesser179 Pebble PlaceSan Ramon CA 94583

Also, if you have a favorite game, don�tforget to vote for it in the first DRAGONMagazine software game awards. Justwrite the name of the program on a post-card, include your name and address, andinclude any comments you�d like to makeregarding the game. We�ll tally the resultsearly this year for our �Best Of . . .�column. Until next month, game on!

42 JANUARY 1988

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DRAGON 43

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44 JANUARY 1988

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DRAGON 45

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©1988 by Michael DeWolfe

Chaosium�s third-edition RUNEQUEST®game has an extensive list of sorceryspells, as given in the Magic Book, but thelist can still be expanded. This articlepresents 12 new spells for RUNEQUESTgame players. The spell statistics present-ed fit the format for The Avalon Hill GameCompany�s version of this game.

BridgeRanged, Passive, Temporal

This spell creates a bridge to cross thegap between two points. The bridge iscapable of supporting two SIZ points perIntensity (remember to treat 6 ENC as 1SIZ). The length of the bridge is equal tothe Range of the spell (normally 10meters). A bridge can be as long, last aslong, and hold as much as the sorcerer canhandle. For example, a bridge could holdan average unencumbered man and allowhim to travel from Earth to the Moon, butwould require 32 Free INT and MagicPoints to be used and would last only 10minutes. The atmospheric and tempera-ture effects around the caster are dupli-cated across the bridge. Thus, a bridgecould be established across a chasm,through a blistering fire, or throughwater. The bridge has to be simple indesign and no steeper than 40° at anypoint. The bridge is a solidified, mistytunnel big enough to accommodate the SIZfor which it was cast.

ComprehendRanged, Active, Temporal

This spell allows the caster to compre-hend written and spoken ideas more clear-ly. This can aid in research, readingscrolls, and understanding difficult foreignlanguages. Duration, instead of Intensity, isthe main magical skill used with this spell,although the latter is still used. While the

46 JANUARY 1988

spell is in effect, anyone talking to thecaster speaks as though he is 10 percentilepoints greater in proficiency in his SpeakOther Language ability. For anything read,the caster gains a 10 percentile increase inthe Read portion of his Read/Write Lan-guages skill. Spell research from scrollstakes 5% less time per Intensity during theeffect of the spell. Thus, if a Duration 6,Intensity 2 Comprehend spell is used dur-ing a 10-hour reading of a scroll, the cast-er is able to take 11 hours of researchfrom it, gaining one extra hour from theuse of the spell. Note that this spell doesnot increase the caster�s chance to writeor speak languages.

CoolRanged, Passive, Temporal

This spell cools a defined area. Thetemperature within the caster�s 10-meterradius may be decreased by 5°C per Inten-sity. This may be used to cool an especiallyhot and fatigued group of adventurers orto bring the temperature to a chilling low.The spell can also be used to freeze sub-stances such as water.

Create LycanthropeRitual (Enchanting)

This spell binds an intelligent creature toa double life as an animal and as itself atvarying exclusive times. The enchantmentis performed on the character as if thecaster were enchanting a Spirit SpellMatrix worth three points plus the differ-ence in INT between the two forms thetarget will later take. For example, if acharacter (INT 11) were to transform acow into a lycanthrope, the change wouldmean an extra expenditure of seven MagicPoints for a total of 10 Magic Points. ThreePOW points are used by the caster whenthis ritual is performed. After expendingthe POW and the Magic Points, the castermust match his POW versus the MagicPoints of the target. The creature must

have an INT in order for this spell to beeffective.

During the casting, the sorcerer mustdeclare under what exact conditions thelycanthropy comes into effect. There is,however, one limitation: The target cannotconsciously control its lycanthropy or itsunintelligent alter ego. There must be acondition describing when the targetbecomes its alter form and when itchanges back. For example, a lycanthropecould change from a human to a bearevery full moon until the moon leaves its�full� state. This could also occur when-ever the character ate meat, continuinguntil the meat has been fully digested.Likewise, the lycanthrope could change inthe presence of a certain person or in aparticular place. The change takes onesecond per point of differing SIZ. The newform starts with 2d6 less Fatigue Pointsthan normal to simulate exhaustion. Thelycanthropy may even come into effectunder very special conditions and notshow itself until it proves detrimental. Thesorcerer has the choice of allowing thelycanthrope to remember what it does inboth forms or having it forget what it doeswhile in animal form.

Any damage incurred to the hit pointsor POW of the lycanthrope shows itseffect in both forms. This enchantmentcan be broken by killing the afflicted crea-ture, which means death for both forms ofthe creature. Otherwise, the creaturemust have one or more of its characteris-tics reduced to zero or less while in animalform, through magical means or through acondition such as disease. This results inthe death of the animal and leaves theintelligent form without reduced charac-teristics; any damage incurred to the ani-mal form, however, remains with theintelligent form until healed.

The character�s animal statistics must berolled up and kept for use when theadventurer changes form. When generat-ing the characteristics, keep in mind whatthe abilities of the adventurer are; theseshould be reflected in the animal�s charac-teristics (e.g., an above-average adventurercharacteristic means the animal�s samecharacteristic must be above average). Allskills are at their base chances, thoughthey can be increased through experiencewhile the lycanthrope is in its alternateform. It is possible for a lycanthrope tohave this spell cast upon it a second, third,or even more times to gain even moreforms; this can get very confusing, though,and is not advised.

ExpandRanged, Passive, Temporal

This spell allows containers to hold morethan their normal capacity for the dura-tion of the spell without increasing theexterior size of the container. The Expand-ed container masks its volume; its weightis reflected by the actual ENC contained.The space available in the object isincreased by an additional 100% of the

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original capacity per level of Intensity. Forexample, an Expand with Intensity 3 caston a bag capable of holding 10 ENC makesthe bag capable of holding 40 ENC for theduration of the spell. This spell takeseffect on any sort of nonliving container.Intensity must be devoted to adding to thecapacity of the container; the maximumbasic capacity affected is 20 ENC, unlessthe Intensity is raised one to double thebasic capacity affected. Thus, to affect a20 ENC capacity container to make it hold40 ENC, an Intensity 1 spell is needed. Toaffect a 40 ENC capacity container so thatit holds 80 ENC, an Intensity 2 spell isneeded. To make the latter container hold120 ENC, an Intensity 3 spell is needed.

FadeRanged, Passive, Temporal

This spell causes an object to phase outof existence into a state of limbo for theduration of the spell. This limbo is a placeof stasis where the object suffers no dam-age. If the object is living, it will not die,unless it is already on the verge of death.The spell affects 1 SIZ or 6 ENC per Inten-sity. For example, an average Humanrequires an Intensity of 13 for a successfulFade to be cast upon him � more if thecharacter is encumbered. After the spell iscast, it takes effect on the target immedi-ately and automatically. The caster cannotput himself into a Fade spell. Creaturesaffected by Fade leave the effect of thespell with one Fatigue Point and half theMagic Points they had when they enteredthe Fade state. Objects with spells castupon them which are then placed underthe effects of a Fade spell will leave theFade state with their own spells continu-ing in duration as if no time at all hadpassed while under Fade�s effects.

Detect Magic or similar spells are capa-ble of finding the exact location of theobjects affected. Dispel Magic can undothe Fade spell. When the spell is over,objects affected leave the field at the pointwhere they entered it; living beings retainno knowledge of anything occurring in thespell interim. Anything in the way of thereturning objects is shunted to one side.Spells cast on the area have no effect onthe objects while they are under theeffects of the Fade spell.

ImplantRanged, Active, Instant

This spell allows a sorcerer to implant ortake away memories within the minds ofintelligent creatures. The caster can alterone minor memory per Intensity of thespell and one major memory per (target�sINT/7) Intensity. A minor memory mightinclude a tally of the money in one�s pos-session, and a major memory couldinclude information on one�s own identity(referee�s discretion advised). To be suc-cessful, a caster must first use his percen-tile skill successfully with the spell, thenmatch his Magic Points to the target�s INT.Once cast, the alteration occurs, and the

victim fails to notice unless a POW x 1roll is made directly following the casting.If successful, this POW roll tells how longit takes for the character to recollect thealteration; the actual percentile dice roll isapplied to the Duration/Cost table in theMagic Book (page 42) as the Free INTvalue. For example, if the dice roll resultedin an 11, the character notices the altera-tion 20,480 minutes (two weeks and fivehours) later. The caster must know inadvance exactly what memory is going tobe altered before performing the spell.Mind Probe (see below) can be used tofind what information there is and wheth-er or not information of particular interestis there.

Magic ClothesTouch, Passive, Temporal

This spell allows the caster to don anillusion which gives the appearance thathe is wearing clothes. Depending on theIntensity, more complex or more lavishclothes can be cast. A comparative listfollows:

Apparentvalue (in

Intensity pennies) Quality1 1 Cheap rags2 20 Cheap wear3 45 Common wear4 100 Superior wear5 400 Noble wear

+1 300 Average jewelry+2 5,000 F i n e j e w e l r y

The spell lasts until the caster is eitherasleep, Befuddled, Fanaticized, renderedunconscious, or stricken with Madness,Fear, Dispel Magic, Dismiss Magic, orNeutralize Magic. When in use, MagicClothes occupies an extra point of FreeINT regardless of its Intensity. Others maytouch the clothing, which have the look,feel, smell, etc., of real fabric. MagicClothes can be worn by themselves orover a full suit of clothing or armor. Thespell provides no protection againstattacks or the elements. The main use ofthis spell is as a parlor trick or cantrip.

M i n d P r o b eRanged, Active, Temporal

This spell allows a sorcerer to probe theminds of creatures for information, memo-ries, or facts. The spell can be cast onfixed or normal INT creatures, but thetarget must have an INT. Those creatureswith normal INT resist the attempt bymatching their Magic Points against thePOW of the caster. Note that this spellcannot be used to gain skills or experi-ence. Those searching the minds of char-acters cannot be affected by any mentalmaladies afflicting the target character(such as Befuddle, Fear, and so forth). Theuser must first specify what he is lookingfor before casting the spell. If he is lookingfor more than one piece of information, hemust name all subjects he is searching for

in detail.per level

The caster can findof spell Intensity.

one memory

TransmuteRanged, Passive, Temporal

This spell, when cast on a substance,turns it into the same shape and amountof another substance. The two types ofsubstances must be chosen in advance ofthe spell�s acquisition. Each Intensityaffects 1 ENC of material. If one ENC ofthe material takes up more than 20 cubiccentimeters of space, count every 20 cubiccentimeters of material as being worthone ENC. The transmutation of a sub-stance is complete during the spell�s dura-tion, and the transmuted object gains allthe proper physical qualities of theproduct substance. For example, if awooden board had Transmute Wood toGold cast on it, it would temporarilybecome gold; it would melt if heated andbe pliable to a hammer blow. When thespell�s effects fade, the object returns to itsprevious state, but not the previous shape.If, in the above example, the board oftransmuted gold was hammered into fiverings and a puddle of the liquid, it wouldeventually become five wooden rings anda puddle-shaped piece of solid wood. Anysubstance can be transmuted to and fromanother substance; consequently, even aircould qualify as the base substance.

WarmRanged, Passive, Temporal

This spell can heat an area to a reasona-bly desired temperature. The temperaturewithin the caster's 10-meter radius isincreased by 5°C per Intensity. This spellmay be used to heat a cold group ofadventurers or to raise the temperature ofan area to an uncomfortable height. Warmmay be used to melt ice, metal, or othersubstances without the use of a flame. Thespell can be countered with an oppositespell, such as Cool.

YouthTouch, Ritual (Enchanting), Instant

This spell restores the youth of a charac-ter without actually making him immortal.This spell costs one point of the caster�sPOW and CON when attempted. If success-ful, it turns all current characteristicsback to their original figures. Agility andPerception skills cannot be greater than(DEX x 5) - SIZ, as with any Parry skills.Knowledge skills that can be increasedthrough experience and Communicationskills cannot exceed INT x 5%. Manipula-tion skills cannot exceed ((INT +DEX) x2) +STR. Sorcery skills cannot be greaterthan (POW + INT) x 3% and Ritual Magicskills cannot exceed (POW + INT) x 2%.This spell reduces the recipient�s age by 10years or to age 25 (whichever is less of adifference) for the purpose of determiningan Aging and Inaction check. This spell israre and should only be available to anexperienced sorcerer, such as an Adept orMagus.

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SAGE ADVICE

by Skip Williams

If you have any questions on the gamesproduced by TSR, Inc., write to:

Sage Advicec/o DRAGON® MagazineTSR, Inc.P.O. Box 110Lake Geneva WI 53147

This column goes back to the basics �the D&D® Basic and Expert Sets, that is �with advice for novice Dungeon Mastersand players.

How should experience be dividedamong PCs after an adventure?

It is best to divide any experience awardequally among all the characters whostarted an adventure � even if a few ofthem were killed and cannot collect anyexperience. This has two advantages: Itprovides an incentive for keeping all char-acters alive, since their "cut" of the experi-ence is otherwise lost; and it discouragesthe practice of killing other party mem-bers at the end of an adventure in orderto increase the survivors� experienceawards.

How much damage does a two-handed staff do? How is it differentfrom a one-handed staff?

A staff is always used with two hands.Its base damage is 1-6 hp (Expert Rule-book, page 19). A �one-handed staff� is justa club.

What is a-concealed door?A concealed door is a door or portal that

has been physically hidden from view. The

portal could be behind a bookcase, cov-ered with a layer of paint or plaster, orsimply hidden behind a curtain. This is notthe same as a secret door, which is con-structed so that it appears to be somethingelse entirely.

Can a good creature such as a golddragon be convinced to join a partyof adventurers?

Gold dragons generally have their ownbusiness to mind and rarely join parties ofadventurers. If the party is trying to per-form a great good deed, however (such asrescuing an important person, driving offa particularly evil wizard or monster, orother heroic and self-sacrificing task), agold dragon might be persuaded to jointhe group, provided that: the dragonthinks that the mission is important; atleast 90% of the PCs are of lawful align-ment (and none are chaotic); and, thedragon is offered a generous share of anytreasure gained on the adventure. If thedragon is very young, this would have tobe a share bigger than what is given anyparticular PC; the older the dragon, the

more it would demand, so that a dragon ofadult age or older would have to be prom-ised the majority of the treasure. Applythese same principles to requests for aidfrom other good creatures.

How can the effects of yellowmold spores be removed?

The effects of yellow mold spores can beremoved with a neutralize poison spell(Expert Rulebook, page 8).

When can ability-score points beexchanged?

48 JANUARY 1988

You may only switch ability-score pointswhen you�re generating a character. Oncea character starts play, you have to leavehis ability scores as they are. You might, ofcourse, find certain magical spells or itemsthat allow you to alter your character�sscores (or alter them without your con-sent!), but this is up to your DM.

My dictionary defines a crossbowas a device for hurling rocks or ar-rows. Is this correct? If so, whycan�t clerics use crossbows, sincerocks are blunt weapons?

Your dictionary is correct. Crossbowswere sometimes used to hurl small rocksand similar bulletlike projectiles, but thiswas not very common because quarrelshad much better range and ability to pene-trate heavy armor. The only reason rocksand such were used in warfare at all isbecause they were cheaper and easier tofind than quarrels. If you want to use thisoption in the D&D game, reduce the rangeby one-third and the damage to 1-4 (lightcrossbow) or 1-6 (heavy crossbow) whenusing pellets or stones.

It might interest you to learn that bluntarrows and quarrels were invented in thelate Stone Age and are still used today.They kill birds and small game (like squir-rels) without mangling them and render-ing them inedible.

In any case, bows and crossbows are stilloff-limits to clerics. Clerics are too busystudying spells to have time to learn theuse of these weapons. This limitation isalso desirable from the point of view ofgame balance. Keeping such missile weap-ons out of the hands of clerics gives play-ers a reason for choosing fighters ordemi-humans.

How long is a melee round? Ex-actly how many times can a charac-ter or creature attack during amelee round?

A D&D game melee round is 10 secondslong. A creature gets the number of at-tacks listed in the �Attacks� row in itsdescription each round. A character maymake one attack or cast one spell eachround (except for high-level fighters anddemi-humans, as per the Companion Set).

How do you determine how fast acharacter can move?

Movement for characters is given on theEncumbered Movement Rates Table onpage 30 of the Basic Set Players Manual. Acharacter who is exploring a dungeonnormally moves a number of feet per turnaccording to his encumbrance (see �Nor-mal Speed� column). If the character getsinto a fight, he moves fewer feet perround (�Encounter Speed�). The charactermay run at the rate given in the �RunningSpeed� column, but he can�t map, fight,cast spells, or do anything except run.

What is the difference betweenchain mail and plate mail armor?

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Chain mail consists of padding coveredby a mesh of steel links. The mesh pro-tects the entire body. Plate mail is paddingcovered by light chain, with solid plates ofmetal covering the torso, shoulders, andlimbs. Elbow and knee guards are alsofound with plate mail.

What are the abilities of the differ-ent kinds of elves found in the D&Dgame?

There is only one kind of elf in the D&Dgame, just like there is only one kind ofhuman. You might introduce racial sub-types for all the races for the sake of vari-ety; I recommend that you keep anydifferences superficial, so that any sub-type of each race still uses the same rules.

I remember an article in DRAGONMagazine that said elves make thebest archers of any fantasy race.Why, then, don�t elves get some sortof bonus when firing bows in theD&D game?

Opinions expressed in the DRAGONMagazine are not official unless labeled assuch. The author of the article you readwas fully entitled to express his opinionabout the quality of elven archers, but thatdoes not affect the D&D game, however.The author was probably referring to theAD&D® game, in which elves are quitedifferent from those in the D&D game.

The reason elves in the D&D game don�thave a special ability with bows is gamebalance. Elves in the D&D game alreadyhave a lot of abilities, such as infravision,immunity to ghoul paralysis, and the abili-ty to cast magic-user spells while wearingarmor. Elves can also fight almost as wellas fighters. This is quite enough to putthem on a par with the other characterclasses.

What, exactly, is encumbrance?Encumbrance is simply the amount of

treasure and equipment a character cancarry. Encumbrance is measured in unitsof weight equal to one coin (cn). The moreweight carried, the slower the charactermoves. The table on page 30 of the BasicSet Players Book gives character move-ment rates at different encumbrances.The tables on page 19 of the Expert Rule-book gives weights in coins for variousequipment. If you are not using the ExpertSet, assume that each fully equipped PChas normal (400 cn) encumbrance.

When a character uses a wand ofmagic detection or a wand of enemydetection, who can see the glowwhen a magical or unfriendly objectis revealed? How long does the glowlast?

Any character who can see the object(s)revealed can see the glow. If the view isobstructed by a solid object (such as achest), not even the user can see the glow.This means that a camouflaged creaturespotted with a wand of enemy detection

would appear as a glowing spot under thecamouflage. Anything spotted by a wandglows for one round.

Which monsters have infravision?All monsters, except normal animals and

creatures who don�t have eyes (such asgreen slime), have infravision. Note thateyeless creatures have ways other thansight to detect prey and enemies, and theyfunction equally well in light or darkness.

Is a character using infravisionstill subject to gaze attacks, such asthat of a medusa?

Yes, the character with infravision can�see� the medusa.

Can a character using infravisionsee undead creatures?

Yes, they appear cold (blue) and can onlybe seen dimly. Optionally, skeletons mighthave the same temperature as the roomaround them, thus being �invisible� toinfravision.

Can a character using infravisionsee invisible creatures such as amagic-user using an invisibilityspell or ring? Could the charactersee a thief hiding in shadows?

An invisibility spell or ring also defeatsinfravision. Infravision might reveal a thiefhidden in shadows. If there is a heatsource nearby (a torch or fire), infravisionis spoiled and the thief remains hidden. Ifthere is no heat source, infravision revealsthe thief.

Can a character with infravisionuse a mirror to look around acorner?

Only with great difficulty. Mirrors donot reflect infrared light very well. Onlycreatures who are very close can be seenin the mirror, and only if there are noother heat sources nearby.

Do character levels equal hit dice?For example, can a 5th-level magic-user be affected by a sleep spell?According to the monster lists, hu-

mans have only one hit die.Levels equal hit dice in this case. The

5th-level magic-user (or any other charac-ter of 5th level or above) in your exampleis immune to sleep spells.

Can PC magic-users or elves addspells that they find into their spellbooks?

Yes, PC magic-users and elves can copyspells from scrolls or �captured� spellbooks into their own spell books. In eithercase, the copied spell disappears from itsoriginal scroll or book when it is copiedinto the PC�s book.

The DM can impose time or moneyrequirements on copying spells into books.The section on destroyed spell books(Expert Rulebook, page 26) is a good guide.

What is the penalty for a clericusing an edged weapon or a magic-user using a sword?

No character will willingly use a weaponthat is not allowed to his class. No penaltyneed apply � just don�t allow it. In a life-or-death situation, a character might beallowed to pick up a restricted weapon �violating the principles of one�s professionis better than being dead � but this wouldhave to be a desperation move, and youshould assess hit-roll and damage penal-ties. I suggest -4 to the hit roll and -2 todamage (1 hp damage minimum).

What is the highest level a charac-ter can attain?

All human classes are limited to 36thlevel. The demi-human limits are: Dwarf12, Elf 10, and Halfling 8. Demi-humanscan gain extra skills after they havereached maximum level. The D&D Expert,Companion, and Masters Sets cover thehigher levels of play.

What is the best saving throw acharacter can have?

The lowest possible saving throw is a 2.No matter how high a character�s level andhow many magical protections he has, aroll of 1 always fails a save. There is nobest saving throw � just a successful one.

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What do �1-in-6� and �2-in-6� equates to 7, 14 or 21 meals � I suggest 14mean? (two meals a day).

The term �1-in-6� refers to one chanceout of 6, or a roll of 1 on a six-sided die(1d6). Similarly, �2-in-6� means a roll of 1or 2 on 1d6.

If a human had a child by an elf ordwarf, wouldn�t the offspring be ahalf-elf or half-dwarf? Why aren�tthere rules for such characters?

The D&D game does not consider cross-breeds, mostly for reasons of simplicity.Since introducing a new demi-humancharacter type would require constructinga whole new character class, we don�trecommend trying it. When dealing withcharacters of mixed parentage, the DMshould decide if the races in questioncould have children in the first place, thentreat the character the same as a full mem-ber of one race or the other. Most human/demi-human crossbreeds should betreated as humans.

How many hit points does a char-acter regain when he eats hisrations?

None. Characters have to eat to stayalive. Food provides sustenance but doesnot heal wounds.

How do you determine a charac-ter�s hit points at 1st level? When acharacter gains a level, how do youdetermine his new hit points?

At 1st level, roll the character�s hit dieand adjust for constitution (see the BasicSet Players Manual, page 50, 1983 edition).Some DMs allow 1st-level characters toreroll the first hit die if 1 hp is rolled,since 1 hp characters usually don�t survivetheir first adventures. When a charactergains a level, he gets a new hit die (exceptafter �name� level). Simply roll the newdie, adjust for constitution, and add thetotal to the character�s old hit points.

Exactly how much food does apack of iron rations contain?

A standard pack of iron rations lasts oneweek. It is up to the DM whether this

Can a character turned to stone bya medusa ever be turned back?

A wish from an item or powerful spell-caster will restore a �stoned� character.Generally, however, petrification is re-moved by the sixth-level magic-user spellstone to flesh. It takes a magic-user of atleast 12th level to cast this spell (see theExpert Set).

How many experience points arenormal and giant rats worth?

A normal rat has an experience-pointvalue of 1; a giant rat has an experience-point value of 6.

What is the armor class of a sprite?A sprite has an armor class of 5.

How long does a character whodrinks a potion of gaseous form stayin gaseous form?

The character remains gaseous as longas the potion lasts; a potion of gaseousform has the standard potion duration7-12 turns, or 70-120 seconds.

Do breath weapons and other areaeffects (like fireballs from the Ex-pert Set) hit automatically?

Breath weapons and other area effectsrequire no �to hit� roll. Creatures in thearea must save against the attack or sufferits full effects..

Exactly which weapons can a half-ling use? Which weapons candwarves use?

Halflings are too small to use normal-sized weapons such as regular swords,and they may not use two-handed weap-ons. Weapons usable by halflings include:whip, club, war hammer, mace, shortsword, blowgun, bola, short bow, lightcrossbow, sling, hand axe, dagger, throw-ing hammer, javelin, spear, and trident. Allof these weapons are from the variousD&D boxed sets. If the rules that you areusing don�t include all these weapons,

50 JANUARY 1988

ignore them for now.Some Lake Geneva campaigns allow

halflings to use regular one-handed weap-ons (such as swords) as two-handed weap-ons. A halfling using a normal weapon thisway would do standard damage, but couldnot use a shield and would automaticallylose initiative. This is a variant.

Dwarves can use any weapons exceptlong bows and two-handed swords.

How do you run missile fire?You run missile fire the same way you

run melee. Just remember the missiles�rates of fire and range modifiers.

Is there any way to regain lost hitpoints except the cure light woundsspell?

Resting can also restore lost hit points.One full day of rest restores 1 hp. After afull week of rest, the character regains 5hp for each day thereafter. A full month ofrest restores all lost hit points. Charactersare assumed to sleep, eat, and drink asnecessary while resting.

Is there anything special aboutholy symbols, or are they just �win-dow dressing?�

Holy symbols are not magical items anddo not have any extraordinary propertiesor powers. It is generally assumed, how-ever, that a cleric must have his holy sym-bol to cast spells or turn undead.

Are creatures that are immune tonormal weapons also immune toparalysis? Are undead monstersimmune to paralysis?

Paralysis can effect any creature thatfails its saving throw against it.

Can a character wear just one of apair of gauntlets of ogre power andgain increased strength in only halfof his body?

Both gauntlets must be worn in order togain any benefit at all.

How many charges does a rodhave?

Rods in the D&D game are permanentlyenchanted items, unless the rod�s descrip-tion states otherwise. They don�t usecharges.

How do you determine the encum-brance of a miscellaneous magicalitem?

It is the same as a normal item of thesame type, unless the item�s descriptionstates otherwise.

How do you determine theexperience-point value of amonster?

If you have 1983 edition books, theexperience-point value of each monster iscalculated for you; award experiencepoints for each monster defeated. If youare using the experience-point chart in-

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stead (Basic Set Dungeon Masters Rule-book, page 12), start with the base valuefor the monster�s hit dice, then add thebonus for any special abilities (once foreach asterisk).

I don�t really understand how tokeep time or why time keeping iseven necessary.

There isn�t really much to understandabout time keeping in the D&D game. Infact, if you are a player, you don�t have toworry about it at all.

The basic unit of time in the game is oneturn, which equals 10 minutes. The otherunit of time in the game is the round,which is 10 seconds long. Both turns androunds represent game time that passesfor the player characters � not for theplayers. Game time is �make believe,� justlike everything else in the game, and hasno relationship to real time.

You have to keep track of game time sothat you know when your player charac-ter needs to rest, and when any spells thathe casts will run out. You keep time bysimply keeping track of what the PC does,and recording the rounds or turns thatare used up as a result. Exactly how muchtime a PC uses depends on what he does.Exploring a dungeon requires that a PCmove about; how much time this takesdepends on how fast he can move. In afight, each character can normally makeone attack or cast one spell per round.Overland travel is generally measured ingame days; this is more fully explained inthe Expert Set.

Time keeping can be easier if you markoff units of time as they are used. There isa sample time track in the Masters SetMaster DM�s Book, as well as a whole setof time charts in �Time Flies . . ." by LisaCabala, in DRAGON issue #123.

Will a character turned into a vam-pire retain any character abilities?Can such a character still use hismagical items? Can lycanthropescarry or use magical items?

A character turned into a vampire orlycanthrope becomes a monster under theDM�s control, unless the character�s fate ischanged by a wish. Whether or not thenew vampire retains any of his formerabilities is up to the DM.

A vampire can wear or use any magicalitem that it could have used in life (al-though it couldn�t use wands, staves, orscrolls unless it has retained magic-userabilities). Lycanthropes can use magicwhile in their human forms, but theydiscard and ignore any items carried whenthey take animal form. A lycanthropealways takes animal form when it attacksor is attacked.

the party with cantrips such as clean, stitch, andwarm. In one instance, the PCs needed to inter-rogate a prisoner, so my PC used a color cantripwhile threatening to give him gangrene all overhis body. He didn�t believe my PC, who then castthe spell, turning the prisoner an odd shade ofgreen. Needless to say, the NPC gave out hisbest-kept secrets. Other spells, such as mendingand identify, can also be of great benefit.

Giving a 1st-level magic-user extra spells dueto high intelligence is giving too much power tothe magic-user. If you don�t like that imbalancewhich clerics possess, then don�t let your clericshave their high wisdom bonuses.

Knowledge of cantrips? Give me a break!Every monster in the book would be tripping,belching, blinking, etc., several times per en-counter after the offensive spells run out!Armor and weapons? Magic-users are notfighters!

Also, if the DM doesn�t want a sorcerer to bepowerful at high levels, then he or she does nothave to give them the more powerful spells.Game balance is in the hands of the DM, not inthe books, and not in the ideals of the PCs. If themagic-user is in real trouble, he should first goto his fellow adventurers for help. If that isfutile, the DM should lighten up the pressure.

To give last light to the ending paragraph, Idon�t feel any sympathy for the 1st-level magic-user. When 1st-level PCs are together, they hadbetter stay together or else they will pay theconsequences. A monk will always be lesser tothe magic-user at any level unless acquiringsome major magics. So sympathize with them?No way!

To the following letter by Jeanne McGuire ofState College, Pa., I like the first part abouthaving 40 spells and being able to learn all ofthem with a 19 intelligence. The limit of 22 isacceptable to me, but as for the rest, I am a bitskeptical. To each his own.

The last bit of info which I would like todiscuss is weapon specialization. It is unfair toall of the other PC classes to let only fightersand rangers dish out so much more extra dam-age than anyone else. But, since it is in print andprobably accepted all around the nation, whynot let magic-users become specialized at cast-ing spells? Just use the number of spells know-able as proficiency slots, and have one extraproficiency slot per level used to become spe-cialized, thus reducing the casting time by halfor making it possible to cast quick spells at arate of two per round instead of only one. Forexample: A 3rd-level mage with an 18 intelli-gence wants to become specialized in magicmissile. It is a first-level spell, so it takes one

(continued from page 6)

FORUMwritten to give the effectiveness of one levelhigher than the minimum level needed to castthe spell, which makes armor scrolls secondlevel in effect, and which gives the magic-usertwice as many bonus hit points as his owncasting gives. Also, scrollmakers tend to keepsuch scrolls for their own use, and they mightwell boost the effective level of a scroll of armorto give themselves extra protection. With luck,they may forget to charge extra for such scrollsor mistakenly give the higher-level scroll to theircustomer.)

Pay an illusionist to cast phantom armor onyour character�s robe, and if you have a DMwho goes by the letter of the rules rather thanthe spirit, have the spell put on the inside.(Technically, the armor-class and damage reduc-tions are in effect whether the attacker sees thephantom armor or not. Wearing it inside-outmerely prevents an attacker from realizingwhat is being used and thereby disbelieving andeliminating the armor. (Presumably, �Sage Ad-vice� will close this loophole in the near future,but until then, we gonna have fun!)

Magic-users are not supposed to get intofights. Using that precept, I�ve managed todevelop quite a few high-level magic-users andillusionists. I don�t need a bunch of minor rulechanges made to get my characters developed,and neither should you.

Larry MaddenGlendale CA

I just finished reading an article in the �Fo-rum� of issue #122 of DRAGON Magazine. I feelthat [W. Brian Barnes�s] letter is well-written,[but] this is going just a little too far.

To me, this insults the basic nature of themagic-using class. Playing the part of a magic-user has to be the most challenging, fun activitythat there is because of the great diversity andpower that is gained by spell use. In the pastyear to year and a half, I have played onlymagic-users in our long Saturday-night gamingsessions.

One thing that I have found is that first-levelspells are probably the most useful and mostpowerful spells available in the entire spell list.For the past two months, I have played a magic-user with almost no offensive spells at all, buthe has still proven his services are invaluable to

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extra slot, leaving only 16 other slots for spells.The spell thus takes only one-half segment tocast; otherwise, the magic-user is able to casttwo magic missile spells in one round. Or let�ssay a 6th-level magic-user with a 16 intelligencecan know up to 14 spells. To become specializedin a fireball, a third-level spell, it would takethree extra slots, leaving a total of 10 other spellslots. As a result, there wouldn�t be many peo-ple crazy enough to be specialized in high-levelspells such as wish because they couldn�t havemany other spells.

This may look like a crazy idea, but so is aranger doing a minimum of 10 hp damage froma normal arrow + 1 per level, without strengthadditions or magic bonuses, etc. Imagine a l0th-level ranger with an 18/00 strength, a bow +2,and arrows +2: too much #@&$?! power!

Bruce JohnsonAnchorage AK

Mr. Barnes talked about trying to balance themagic-user at low levels [in issue #122]. A magic-user should receive spell bonuses for excep-tional intelligence. A smart mage should get a,greater benefit from his intelligence thanmerely having a greater selection of spells to tryto choose from. As Jeanne McGuire said in herfollowing letter, �Hence the tie-in to intelligence:the smarter mage can keep track of more setsof data [astrological data, manna fields, etc. inspell-casting] at once.� Next is the permanentknowledge of some cantrips. This bonus shouldonly be bestowed upon mages with intelligenceof 18 or greater, as it is already easy enough fora magic-user of average intelligence to be able tocast many cantrips. Again, this is another use ofhigh intelligence for mages.

Another issue is allowing magic-users to wearlight armor. During a magic-user�s early stages(1st-4th levels), his spells are simple and easy tocast. Therefore, padded or leather armor wouldnot restrict his movement enough to interferewith spell-casting. As the higher levels arereached, however, spells become more complexand difficult to cast, so he would have to shedhis protective coverings. In addition, he is nowready to face the dangers of adventuring withmore hit points and spells with which to defendhimself. Giving the mage additional weaponsand fighting abilities is unnecessary, as he is amagic-user, not a fighter!

The last idea Mr. Barnes suggested was that ofusing �spell points.� I�ve seen this system usedwith other games and it works well. A low-levelmagic-user with few spells to cast would bemuch better off with such freedom. I also feel,however, that this ability would become unbal-ancing at higher levels, and such an abilityshould be phased out as the magic-user in-creases in level. There are many reasons forforcing the magic-user to start memorizing hisspells again. For one, he is able to cast manymore spells now, and he should now be able toassemble a wide variety of spells from pastexperience. The second argument I shall associ-ate with another spell-caster, the cleric. A clericis able to receive his lowest-level prayers andspells on his own or at a local temple. As thespells progress in power, the spells come fromhigher places, more important temples, demi-gods, and � for the highest spells � the cleric�sown deity. Well, a magic-user is easily able tokeep track of the knowledge of lower-levelspells, but as they increase in complexity, theirknowledge comes less easily, thus requiring

52 JANUARY 1988

outright memorization. All of this new data forthe higher-level spells and the knowledge of allthe lower spells begins to clutter his mind. Tosolve this problem, he has to organize thisinformation and select only the knowledge ofhow to cast certain spells at a time.

These are just my ideas about how to createadditional abilities for low-level magic-users, andI am sure that other people have many more. Ihope that such ideas help the many pitifulmages out there. Maybe such abilities should beconsidered while the AD&D game is beingrevised.

Keith SuttonAlliance NE

Recently, a magic-user in my campaign grewout of her old spell book � she�d discovered acache of scrolls she needed to transcribe � andasked me how one would go about fashioning astandard spell book. Checking Unearthed Ar-cana, I discovered something totally ridiculous:Those things are supposed to be 6� thick! Notonly is there nothing in this world that com-pares to this (I measured the complete works ofShakespeare and didn�t even hit 4½�!), it makeslife very difficult for the average magic-userwith a strength of 9.

Where does this volume come from? One spellto a page, correct? Considering that the vellumused is as thick as the cardboard used to bindhardback books (Shakespeare gets to be prettyhandy!), about one-eighth inch, I�d say that thethickest standard spell book would be 3�. Eight-een sheets of vellum � a cantrip on each side �stacks up to a bit more than 2�. Add heavierleather and metal bindings, and there�s 3�.

If someone wants to write in and tell me howwrong I am, go ahead. I�d be interested to seehow they came up with these silly dimensions(I�m still baffled by the height and width). Untilthen, let�s show a bit of concern for the magic-users of our worlds, who certainly should havethe right to carry something besides spell booksin their backpacks.

Elisabeth AtwoodPrinceton NJ

I was just reading your July issue (#123) whenI spotted some flaws in a couple of argumentswhich I would like to point out.

Eric Krein�s mistakes are simple ones causedby a failure to examine the use a magic-user hasfor a given spell book. By letting form followfunction, one can see that a traveling spell bookwould need to store all the spells known andcollected by the mage during his adventures. Itwould also have to be able to survive the dan-gers faced on an average adventure. This woulddictate the need for a book with an armoredcover and pages made of the thinnest possiblematerial, possible choices being silk or gold leaf.

On the other hand, the standard spell book ismade for a quiet life in a wizard�s library, wherethe book serves the same general function as ahoard serves a dragon. This kind of spell bookwould not need a high volume-to-weight ratio,so decoration would replace armor.

It should also be noted that one cantrip equalsone-fourth of a first-level spell. This means thata traveling spell book can hold 72 cantrips and astandard spell book can hold 288 cantrips.

The other letter, by Leung Chi Kong on thesubject of waterborne combat and naval fire-power, also deserves to be challenged becauseof a misinterpreted passage quoted from issue#116, This passage illustrates that a magicalcounterpart to cannons would evolve for use onwarships in the same way that magic wands areused as guns and flying brooms are used as

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airplanes. There is no reason why enchant-ments used on smaller weapons can�t be appliedto siege engines to give cannonlike effects.

To prove my point, I�m giving examples ofmagical counterparts to real weapons:

Example 1: An ogre in full plate (AC 1), armedwith a pole cleaver, long bow, an assortment ofmagic arrows, and a wand of wonder; on atriceratops in plate mail, is about equal to atank.

Example 2: A dragon is equal to a B-52 incapabilities without any help. With some magic,he can be equal to a space shuttle.

When the Lord Nelson of a fantastic world isconfronted by his ramming fleet, he should beable to call forth magic equal to cannons. Hemay even have subs and carriers.

Douglas M. BurckCincinnati OH

I would like to respond to Ed Friedlander�ssuggestion in issue #126 that chaotic-alignedcharacters be regularly and arbitrarily placed injail to provide a reason for adventuring. Heclaims the players like this. His players may likeit, but I believe many players prefer to controltheir characters actions. The DM has no right toforce a character to commit a crime. The situa-tion may arise, but only in role-playing or byagreement.

Stephen C. PaylorTowson MD

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by Dean Shomshakthemselves. Now, what Dungeon Mastercould resist a challenge like that? Present-ed for your enjoyment are four denizens

There are quite a few monsters from theplanes of Air, Earth, Fire, and Water, but

of the para-elemental plane of Ice, readyto be summoned by wizards or slip

as yet, the only creatures from the para-elemental planes are the para-elementals

through nexus points to your local glacieror snowstorm.

54 JANUARY 1988

SHIVERBUG

FREQUENCY: Rare (Common on homeplane)

NO. APPEARING: 3-18ARMOR CLASS: 5MOVE: 9�HIT DICE: 2% IN LAIR: NilTREASURE TYPE: NilNO. ATTACKS: Up to 4 (claw/claw/claw/

bite)DAMAGE/ATTACK: 1-3/1-3/1-3/1-4SPECIAL ATTACKS: Shiver venom; sur-

prise on 1-5 in snow or iceSPECIAL DEFENSES: Resistances to vari-

ous attack formsMAGIC RESISTANCE: StandardINTELLIGENCE: Semi- to lowALIGNMENT: Neutral SIZE: S (2-3' diameter, 1-1½� high)PSIONIC ABILITY: NilLEVEL/XP VALUE: III/44 + 2 per hp

Shiverbugs are very minor elementalsfrom the plane of Ice. Their flattenedbodies are hexagons with alternating longand short sides, with a short leg ending ina trifurcate claw at each vertex (six in all).Between and above each pair of legs onthe three short sides of the body is a 2�-long arm ending in three-fingered nippers.In the middle of each long side is a trifur-cate beak between a pair of eyes. Shiver-bugs are composed entirely of cloudywhite ice, except for their eyes which areof glittering clear ice.

In each round of combat, shiverbugshave a single biting attack and up to threepincer attacks; they can only use two oftheir pincers on a single target, so unlessthere are two or more properly placedopponents near a shiverbug, it gets onlytwo nipper attacks. If a bite attack suc-ceeds, the shiverbug also injects a frigidvenom into the victim, who must save vs.poison or immediately start shivering fromextreme cold (dexterity drops 1-3 points,automatic -1 on �to hit� rolls, effects lastfor one turn). The effects of multiple orsequential attacks are cumulative.

Being used to extreme cold, shiverbugsare immune to all cold-related attacks;being inorganic and chemically- inert, theyare not affected by chemical attacks �acid, alkalis, poison, or even ghoul paraly-sis. Fire and intense heat, however, dodouble damage.

Like many of the lesser elementals,shiverbugs do not look for trouble, butthey are easily annoyed. For instance,stepping on one shiverbug will rile thewhole pack. This event is not as improba-ble as it might seem, since shiverbugs areeasy to overlook when they squat motion-less in the snow and ice in which theydwell while on the Prime Material plane.They do not collect treasure and do nothave true lairs.

Illustrations by Dave Sutherland

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ICELING

FREQUENCY: Very rare (Common on homeplane)

NO. APPEARING: 1-6 (4-24 on home plane)ARMOR CLASS: 7MOVE: 9�HIT DICE: 4% IN LAIR: NilTREASURE TYPE: NilNO. ATTACKS: Up to 3DAMAGE/ATTACK: 1-6/1-6/1-6SPECIAL ATTACKS: SpellsSPECIAL DEFENSES: Resistances to vari-

ous attack formsMAGIC RESISTANCE: StandardINTELLIGENCE: LowALIGNMENT: NeutralSIZE: MPSIONIC ABILITY: NilLEVEL/XP VALUE: IV/150 + 4 per hp

Icelings are lesser inhabitants of theplane of Ice. Like the other minor elemen-tals, once in a while they slip throughnexus points to the Prime Material plane.Naturally, icelings are usually met on or

near glaciers or other icy, snowy regions.They are triradial beings standing about astall as a man, with three arms, three legs,and a hexagonal body. The head is also six-sided, with one bright eye in each side,and it rises to a blunt, pyramid-like point.Icelings are made entirely of cloudy ice.They radiate the intense cold of theirhome plane, but not enough to do damageat a distance. One-third of the 1-6 hp dam-age done by a stab from an iceling�s arm,however, is from the effects of intensecold on soft body tissues; opponents whoare immune to cold take only 1-4 hp dam-age. Icelings are immune to cold attacksthemselves, as well as chemical attacks,while fire attacks do double damage tothem.

Icelings also have limited magic powers.Once per turn, each iceling can create asnow cloud: a 20� x 20� x 20� zone ofwhirling snow lasting 4 rounds. Its effectsare much like those of a stinking cloud, asthose caught within are blinded and disori-ented, stuck within for 2-5 rounds (thesnow cloud�s effects can last a round long-er than the cloud itself), unless they savevs. poison. Even those who make the savewill be occupied with clearing eyes andnose of snow for a round. Special circum-stances, like a visored helm or some otherprotection, may reduce or even totallynegate the snow cloud�s effects. Charac-ters suffer the usual penalties for inabilityto see an opponent while they are in asnow cloud. Also, once per day threeicelings together can create an ice stormequal to one cast by a 6th-level magic-user.They have no other magical powers.

Icelings do not collect treasure and areusually inoffensive if not disturbed. Some-times they spontaneously throw snowclouds around other creatures, apparentlyjust for the fun of it.

SNOWFURY

FREQUENCY: Very rare (Uncommon onhome plane)

NO. APPEARING: 1 (1-4 on home plane)ARMOR CLASS: 5MOVE: /18� (MC: C)HIT DICE: 6% IN LAIR: NilTREASURE TYPE: NilNO. ATTACKS: 3DAMAGE/ATTACK: 2-5/2-5/2-5SPECIAL ATTACKS: Blinding; envelopSPECIAL DEFENSES: Cold affinity; weapon

resistanceMAGIC RESISTANCE: StandardINTELLIGENCE: LowALIGNMENT: NeutralSIZE: M (large volume, but diffuse)PSIONIC ABILITY: NilLEVEL/XP VALUE: V/450 + 6 per hp

Like the other ice para-elementals, snow-furies occasionally slip through nexuspoints to wander glaciers and snowfields.Usually they seem to be no more than

snow-laden gusts of wind. In this condi-tion, they are harmless and probablywon�t be noticed. Fire enrages them, how-ever, and on sensing a fire, they gatherthemselves into denser form and rush toput out the offending fire. A snowfury willalso attack any nearby creatures its lim-ited intellect connects with the fire. Highwinds put snowfuries into a manic state inwhich they may randomly attack othercreatures. Fortunately, snowfuries are notvery persistent; indeed, they are a bitscatterbrained.

In combat, the snowfury continuallyextrudes and reabsorbs tentacles of snowand ice pellets. It can attack with three ofthese tentacles per round, each tentacledoing 2-5 hp damage from the combina-tion of intense cold and impact by numer-ous sharp bits of ice. All three attacks canbe on a single target. Opponents who areresistant to cold still take 1-3 hp damageper attack. If the snowfury gets a 20 on itsattack roll, it has managed to get snow inits opponent�s eyes, blinding him for around. A snowfury can also try to envelopa single human- or smaller-size opponent;

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to do this, it must make a special attackroll, foregoing all other attacks in thatround. The victim takes 2-7 hp damagethat round and on all subsequent roundsuntil he escapes the snowfury�s grip.Escape is made by making a successfulattack against the snowfury. The victim isalso blinded, as if by a snow cloud (see theiceling�s description) while enveloped, andthis special �escape attack� is the onlyattack he can make that will not be penal-ized because of his blindness. Even afterescaping, the victim is still blinded for oneround. While holding an enveloped victim,a snowfury can still make one normalattack. Attacks upon a snowfury have astrong chance of also hitting an envelopedvictim, who takes half the damage theweapon does. The only way to avoid this isto make a second �to hit� roll against thesnowfury: the first to hit the snowfury,

FRIGIDARCH

FREQUENCY: Very rareNO. APPEARING: 1ARMOR CLASS: 1MOVE: 9�HIT DICE: 12% IN LAIR: 75%TREASURE TYPE: NilNO. ATTACKS: Up to 6DAMAGE/ATTACK: 2-12/2-12/2-12/2-12/

2-12/2-12SPECIAL ATTACKS: Spells; cold aura;summoningSPECIAL DEFENSES: See belowMAGIC RESISTANCE: 60%INTELLIGENCE: ExceptionalALIGNMENT: NeutralSIZE: L (6’high, 8’ diameter, 15’ arms)PSIONIC ABILITY: NilLEVEL/XP VALUE: IX/9,600 + 16 per hp

the second to avoid hitting the trappedvictim.

Snowfuries are not hard to hit, but theirdiffuse nature means that weapons �even magic weapons � only do half dam-age to them. (Flame tongue swords are anobvious exception; see below.) Their icycomposition means that snowfuries take1½ times normal damage from all fieryattacks. On the other hand, they regain hitpoints from cold-based attacks like whitedragon�s breath or ice storm: if cold dam-age is measured in dice, then 1 hp per dieof the attack is healed; otherwise, thenumber of hit points healed equals one-eighth the hit-point damage of the attack(round fractions down). Finally, if theambient temperature is below freezingand there is ice or snow in the vicinity,snowfuries regenerate 1 hp per fiverounds.

These beings, known as the �FrostKings,� are the most powerful of the icepara-elementals, second only to mightyCryonax. Only six of them exist. Althoughnot very tall, frigidarchs are quite broad.They are shaped like shallow, facetedpyramids about 4� high and 8� in diameter.They scuttle on 12 short, spike-shaped legsset in the underside of the body, whilearound the rim are set six long, slendertentacles. These many-jointed arms aresurprisingly flexible, considering their icynature. At the apex of the body is themouthless, noseless head with its ring ofsix gleaming eyes and coronet of icicles.Because this creature can see in all direc-tions at once and has very quick reactions,it is not normally possible to surprise it.

Each of the six tentacles can attack eachround, as long as there is an enemy within

reach, each doing 2-12 hp damage � 1-6hp from jagged flakes of ice, and 1-6 hpfrom the frigidarch�s intense cold. Anyonenot immune to cold takes 2-5 hp damagefrom contact with a frigidarch, and evenresist cold only reduces this to 1-3 hpdamage. (This only applies to contact otherthan the frigidarch�s attacks, of course.)This cold extends in an aura 10' out fromthe main body, doing 1-3 hp damage perround to those not resistant to cold or notwarmly dressed.

Naturally, frigidarchs are immune to allcold attacks; in fact, such attacks healdamage to a frigidarch, 1 hp healed perdie of normal damage, or one-eighth nor-mal damage if the attack damage isn�tmeasured in dice. Fire, on the other hand,does 1½ times normal damage (rounddown). The frigidarchs are only hit byweapons with a +1 or better enchant-ment, and they are immune to poison, gas,acids, alkalis, all other chemical attacks,paralysis, and petrification. In a pinch,frigidarchs can meld into ice and snowexactly as a xorn merges with stone. Theyregenerate 2 hp per round if the tempera-ture is below freezing.

Finally, frigidarchs have magical powers.They freeze water by touch, up to 100square feet per round, and the ice will be1" thick for every segment the frigidarchspends creating it (to a maximum thick-ness of 6�). Beyond that, the ice insulatesthe water beneath, so that further freez-ing is impractical. Frigidarchs are alsouncannily skilled at fracturing ice withslashes of their tentacles. Fractures arenot more than 10� long or over 1� deep,but the limits and uses of this skill are leftto the DM�s imagination. Once per fiverounds, frigidarchs can use change tem-perature (always producing colder temper-atures), snow cloud (equal to that of aniceling, but lasting 12 rounds), chill metal(the reverse-of heat metal), or wall of ice.Three times per day, once per turn, theycan use cone of cold, ice storm, or sum-mon creatures from the plane of Ice with80% success. These will be:

1d100 Result01-30 3-12 shiverbugs31-60 2-7 icelings61-80 1-4 snowfuries81-00 1-2 ice para-elementals

All spells are cast as if by a 12th-levelspell-caster of the appropriate type. Frigi-darchs are capable of fighting with threetentacles while using the other three tocast these innate magical powers. Finally,once per week, a frigidarch can controlweather, lowering temperatures by 30°Fwithin a one-mile radius for 5-8 hours; ifthe temperature began at 40°F or less, thetemperature change and duration are both1½ times greater, and the frigidarch canadd a stiff wind to make an impressivelocal blizzard. Damage from exposure tosuch inclement weather is covered in theWilderness Survival Guide.

56 JANUARY 1988

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by James M. Ward

This month�s column offers a goldenopportunity to all AD&D® game fans. I amin charge of assembling the GREYHAWK�Adventures hardback book, to be releasedat the 1988 GEN CON® games fair. I have afairly good idea of what will be put intothe volume, and I�ll present these ideas inthis article � but I am also open for inputfrom you, the readers of DRAGON® Maga-zine. If you have some ideas about materi-als that you feel must be placed in themanual, send those ideas to me. I�ll sendan autographed book back to those peoplewhose ideas I use. Write to:

GREYHAWK Adventures ideasc/o James M. WardTSR, Inc.P.O. Box 756Lake Geneva WI 53147

Please don�t expect a reply to your won-derful ideas unless your ideas are picked.Write in for fun.

There are a lot of things I want to throwinto the book that haven�t been in bookslike this before, though I�ll have to checkthe production costs with the purchasingdepartment to make sure the ideas don�tmake the book unprofitable. It would benice to see some full-color plates in thebook, as well as full-page black-and-whiteart from the TSR house artists.

The lands of Greyhawk have a lot ofgame history behind them. Many specialcharacters, deities, monsters, and magicalitems appear in WORLD OF GREYHAWK�setting products. The book will bring themtogether and expand upon them. GREY-HAWK Adventures will thus be useful forboth the player and the DM, by providinga wide variety of material that the playerscan use for ideas and that the DM caneasily place in the ongoing campaign.

With all of the above in mind, here aresome things I�m considering for use in thebook:

1. Greyhawk�s Hall of Heroes:Through the years, many interesting

characters from Oerth have been de-scribed for game use, in publications likeRogues Gallery, the WORLD OFGREYHAWK setting booklets, andDRAGON Magazine. This section wouldhave full-page art, and would includegame and historical statistics on 10-15characters who are still active across theFlanaess. Imagine tales of the mighty Robi-lar in all his glory, with notes on his life,times, associates, and anything else thatwould make interesting springboards foradventures with player characters.

2. Greyhawk�s Book of Creatures:Through the years, there have also beenmany useful monsters (at least, from theDM�s point of view) that could each receivean illustration and detailed treatment in asingle page. This section could have 10-20creatures and their typical lairs. Picturethe scene as a golden knight stalks thehalls of the underground warrens nearthe city of Greyhawk. This creature ap-pears to be made of solid gold, but movesfaster than the fastest horse. It�s a walkingtreasure that refuses to sit still longenough to be collected.

3. Greyhawk�s Books of Magic:There are several famous spell castersfrom the games and books � beings likeMordenkainen, Bigby, and Drawmij � whocould have their (as yet unseen) spellsjotted down for easy reference. Adventur-ers could find pages of spells written in

the hand of Drawmij himself. Low-levelspells of new types could present them-selves for the player and DM to use intheir campaigns. Drawmij�s spells of magi-cal transport and monster friendshipcould become part of your PC�s spellbooks.

4. Greyhawk�s Magical Devices: Agreat many items from modules and theGREYHAWK� novels could be placed inthis book. The novels in particular haveseveral types of magical items that wouldgreatly enhance the role-playing aspect ofany campaign. For example, there is amagical gem that greatly enhances thespell-casting ability and power of anymagic-user. The gem is also oriented to-ward one sex or the other, so if a �male�gem gets in the hands of a female magic-user and she frequently employs itspower, she becomes more and moremasculine.

5. The Free City of Greyhawk: A lothas been going on around the city, andinformation on the types of forces nearthe city and the Wild Coast (and what theyare doing) could be interesting to every-one. Imagine, for example, that the FreeCity of Greyhawk is filled with reports ofhuge deposits of gold, found where theNeen and Ery River meet. Thousands ofbeings of all types rush to the spot to findsome of the yellow metal themselves �and the PCs come along as well.

Please note that I firmly that city ofGreyhawk deserves special treatment in aproduct all its own. If you write to me,please give me your thoughts on what a�City of Greyhawk� book should include.

6. Greyhawk�s Clerics and Temples:The dieties of Greyhawk are very special,and more information about their clericsand temples could be of use to all Grey-hawk gamers. Picture, for example, a full-page drawing of the largest temple to St.Cuthbert of the Cudgel, with details on theclerical order and some of the unusualfeatures of the temple itself.

That�s about the size of the product in itspresent form. There�s room for majoradditions � especially if those great ideascome rolling in. Go to it!

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lgerd Stufsdatter, looking like a large,undecided lemming, peered inthrough the door of the kitchen-houseat her daughter Syrfiid. The girl saton a bench, cutting meat out of aboiled hog�s head for headcheese. Sheused her knife awkwardly, and a tear

ran down either side of her proud nose. Syrfrid was awell-grown girl, red-haired and fat, with a walleye, butUlgerd knew that, for all that, she had never been able tothink of herself as pretty. Ulgerd went inside and tried tocheer her.

�Did you hear the one about the Lapp, the Wend, andthe Frisian?� she asked.

Syrfrid looked at her, one eye at a time, and sniffed.�You�ve got to bear up, girl,� said Ulgerd, tipping

down onto the bench beside her. �Your papa knows best. Iknow it seems hard now, but someday, when you�re older,all this will seem like years ago.�

�I�ll never forget Fundin!� said Syrfrid. �I�ll love himalways. If I can�t marry him, I�ll waste away and die ofgrief. Or throw myself into the sea. I haven�t made up mymind yet.�

�Girl, girl. I remember when I was fourteen likeyou �"

�I�m nineteen, Mother.��Nineteen? And not married yet?��I want to marry, Mother. I want to marry Fundin

Nyrsson.�Ulgerd sighed. �When I dreamed of your wedding day,

I never thought of you with someone whose feet pointedbackward.�

�There are more important things in life than the wayyour feet point.�

�There�s his nose, too. It�s half an ell long.��Since when do we get to carp at the size of people�s

noses? Look at Papa�s nose. Try not to look at Papa�s nose.He�s had it stepped on twice this year.�

�Only when he was drinking, dear. Besides, it�s morethan feet and noses. Why couldn�t you find a nice Norwe-gian boy?�

�Fundin is Norwegian.��Yes, but he�s not human. He�s a troll. There�s lots of

nice human boys in the valley. Why don�t you marrySnorri Borresson?�

�He�s already married, Mother.��Why don�t you marry Ulf Haldorsson?��He�s only seven years old, Mother.��Why don�t you marry Stig Rolfsson?��He�s insane, Mother.��Why don�t you marry Vidkin Anlaugsson?��He�s dead, Mother. . . .�

As they spoke, Buri Bjarkasson the Bull-strangler (notto be confused with Buri Bjarkasson the Sheep-thief, whodoes not come into this story), husband to Ulgerd andfather to Syrfrid, was falling out of his box-bed to greetthe new day with a nosebleed. He lurched out the doorinto the yard, hitting his head, as usual, on the lintel. Buriwasn�t very tall, but neither was the lintel.

The sun shone fair on the valley and on his farm,

THE OLD WAYSARE BESTby Larry Walker

Illustrations by Stephen E. Fabian

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60 JANUARY 1988

gleaming on the green slopes of the mountains and soften-ing the many bumps on the mound, just to the north,where his forefather Kolbjorn the Unreasonable lay bur-ied. Buri licked his lips for a moment, thinking of thetreasure said to rest with the old warlock, then he shookthe thought from his head.

Birds sang. Butterflies flitted. Wildflowers blazed blueand yellow and purple. Buri put his hands over his eyesand damned them all in the voice of a walrus dying in abarrel.

He was built badger-wise, with red hair, a red spikybeard, and a big red nose with footmarks on it. Walkingas if his skin had tightened, he lumbered out the gate anddown the muddy bank to the river. He knelt and dunkedhis head. Water spouted and the surface foamed. Deadfish rolled up. At last he pulled his head out, shook it, andstood.

He noted grudgingly that the farm work was going onas it should. Several of his children and thralls were up inthe summer pasture with the stock, but here in the yard athrall-woman was butchering a goose, two of his youngersons were trading punches absentmindedly, and hisdaughter Syrfrid was coming out of the kitchen-house witha pan of hog skull and skin for the geese.

From within he could hear his wife saying, �Why don�t you marry Odvin Ketilsson?�

�He�s an outlaw, Mother.��Why don�t you marry Arnvid Burisson?��He�s my brother, Mother.��That�s right, I was forgetting. Well, why don�t you

marry ���WHERE�S YOUR MOTHER?� Buri bellowed.�IN THE KITCHEN!� Syrfrid bellowed back.�WELL TELL HER I WANT MY BREAKFAST!�Buri knew where his wife was, of course, and Ulgerd

could hear him (as could the entire valley). But Buri andUlgerd had not spoken straight on for eighteen years.Neither remembered why. But the sham kept their sixteenchildren (there are things you can do without talking)running useless errands for hours each day, preventingmischief and encouraging them to leave home young,which Buri liked, so long as they didn�t run off with trolls.

Syrfrid turned back to the kitchen-house.�And don�t look at me like a heartsick halibut!� Buri

yelled at her back.�That�s a line girl,� said a voice like local thunder from

across the river. �I can understand his feelings.��Yes, but is it fair to the children?� said another voice

like it.�Quiet now. Let me talk,� said the first.Buri had never heard such bottom-feeding voices

before. He turned to see, on the bank across, a big, bulky,two-headed troll. There was a blond on Buri�s right, and aredhead on his left. The two heads were talking, cheek tocheek. He could feel their talk in his footsoles.

He yelled, �Who are you and be off with you,� drop-ping his own voice a few steps.

The troll leaned on a carven club. �We are HaurThekksson,� rumbled the blond head. �I am Gull-Haur,and this is my brother Rauth-Haur. We come in friend-ship and claim the right of hospitality.�

�Don�t talk hospitality to me!� said Buri, puffing a bit.�You�re kin of Fundin Nyrsson! He came after my daugh-ter a week since, and I packed him off like a kicked her-ring. I told him humans arrange these matters decently,through their families. The old ways are best.�

�Couldn�t agree more,� put in Rauth-Haur. �Our tradi-tion is just to carry the girl off. But Fundin won�t listen �says he wants to do it your way, to please her. You can�ttell young folks anything these days.�

Buri had trouble working out whether to agree or not, itbeing pretty early in the morning yet, so he said, �Well,be that as may be, I don�t want a troll at the table, andyour kinsman knows it.�

�You made that clear,� said Gull-Haur. �You threw himover the hog wallow.�

�Glad to do the same for you.� Buri cracked his knuck-les and tried to breathe from his belly.

�No talking to him,� said Rauth-Haur. �We�ll have todo it the traditional way. Hold him underwater until heturns blue.�

Gull-Haur shook his head, and Rauth-Haur sneezed.�What�s wrong with Fundin?� the Troll asked. �He�s oursister�s son, and a promising lad. He�s about your size,and he has only one head, which you humans seem toprefer. He can understand the speech of stoats, and heknows a spell for curdling milk. Think of it as not losing adaughter, but gaining a cheese-maker.�

Buri snorted. �I�ll be hung up like a salmon andsmoked before I�ll wed my daughter to somebody who sitsunder bridges to pick fights with billy goats and who turnsto stone at daybreak!�

�We fight other animals, too,� said Rauth-Haur stoutly.�And only wicked trolls turn to stone,� said Gull-Haur.�I don�t care if you turn into codfish pudding! Your

nephew isn�t getting my little girl. So you can just toddlehome and devise smithwork of cunning craftsmanship, orwhatever it is you do.� He turned back to the house. Thisrumbling was making him thirsty.

Gull-Haur said, �It�s a pity. I thought we could talkabout Kolbjorn�s Mound.�

Buri stopped and turned around.�What do you know of Kolbjorn�s Mound?� he asked,

forgetting to drop his voice.Gull-Haur turned his head to look at the mound, while

Rauth-Haur looked at the ground and smirked.�I know you�ve done some digging there,� said Gull-

Haur.�Some digging! My boys and I wore our hands bait-

raw spading up that cursed heap! But it�s useless! There�sa bewitchment � when you take a spadeful out, you findtwo more where it came from! After a while you�re stand-ing on a little mound of your own. The whole place isgoitered with them!�

�Kolbjorn always loved to send folks the long wayround. A proper, traditional warlock he was,� said Rauth-Haur.

�You knew Kolbjorn? He�s been dead these two hundredyears!�

�We are better than four hundred years old,� said Gull-Haur. �You learn the odd secret in so much time. Ah, thestories we could tell! A pity we can�t stay.� The troll turned.

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Gull-Haur.�Hard to say. What do you think?��Oh, you know me. I�m hopeless at judging time.��I�m asking what you think.��I�ve no idea. Really.��All right, I think it�s time.��I would have said wait a few minutes. But have it your

way.�Gull-Haur growled, and the troll rose like a thunder-

head, looming up until it seemed they could pluck themoon away and leave the sky unwarded.

Rauth-Haur said, �Buri Bjarkasson, behold and besilent. You are about to witness the traditional TrollGrave-Opening Rite. Take your knife and cut a piece ofturf.�

�I�ve told you, digging�s no use,� said Buri. �You onlyend up with one of these fool lumps underfoot. Look �there�s three or four right here.�

�I said cut a turf, not dig, half-wit. It�s the turf wewant, not a hole.�

Buri grumbled but set to work cutting a piece of sodout. He left a little grassy lump behind. �What now?� heasked.

�We put them on our heads.� said Rauth-Haur. Theyripped their turf in two and placed half on each head.

�I�ve never been keen on calling up the dead,� Burigrumbled.

�This is Kolbjorn�s house,� said Gull-Haur. �If youwant to enter, you must hail him.�

�They say that the ghosts in southern lands go withouttheir bodies.�

�Everybody takes the easy way in southern lands,� saidRauth-Haur.

Buri slapped his turf on his head. He shivered in spiteof the mild breeze.

The troll spread their arms wide, edged with sunset-red,and Gull-Haur began to sing, so high and sweet that Burilooked at him twice. His melody floated somewhere overtheir heads, in a place above the trees but under themoon.

Rauth-Haur�s voice marched below, round and grave,picking a patient rhythm that Buri couldn�t quite catch.Nor could he catch the words.

“WHO ARE YOU AND WHAT ARE YOU TOME?”

Buri all but broke his neck turning to the voice. In adoorway behind them, where no doorway had been, deepin shadow, a cloaked form stood, helmeted, with sword inhand.

Buri opened his mouth and forgot to close it.Gull-Haur said, �We are Haur Thekksson, known to

you of old. The little fellow with drool in his beard is BuriBjarkasson the Bull-strangler, not to be confused with BuriBjarkasson the Sheep-thief, a son of your sons in the tenthgeneration.�

�Kin, eh?� Kolbjorn made an odd head movement.Buri could not make out his features. �And you come tovisit me after all these years? As I recall, living menmostly do their best to stay out of graves.�

�Much can be learned from the dead,� said Gull-Haur.�Truly. Much can be gained as well, from grave-goods.

�WAIT!� cried Buri, lumbering down the bank.�Maybe I spoke overhastily. We could find you a place tosleep for, say, one night, I�m sure, and we could discussmatters � talk things over, you know. You�re too big forthe guest bed, and it�s full of salt fish just now, anyway,but you could sleep on a bench ��

The troll turned back. �I�m not sure we care to stay,�Gull-Haur sniffed. �Maybe it�s best all around that wejust go our way.�

�Yes,� said Rauth-Haur. �The farm has a lice-riddenlook.�

�LICE-RIDDEN!� shouted Buri. The mountainsechoed: ridden!

�Fundin�s probably better off without the girl. Silly,and untraditional, to wed a human.�

Buri was chewing on his beard, but he snarled, �Allright! I�m asking you please!�

Gull-Haur smiled. �Don�t lose your head. You haven�tone to spare. And don�t worry where we�ll sleep � nosleep tonight. Not if you want to enter the mound.�

�Enter the mound tonight?��This is Midsummer Night, the one night of all the

year it can be done. If you know how to summon Kolb-jorn.�

�Summon him?� Buri went pale. His face, with its richnose, looked like a bowl of milk with an apple in it.

Gull-Haur squinted at him. �Ghosts don�t scare you,do they?�

�Me? NO, no, no, no, no, no, no, no, no, no, no.No.�

�Good. Of course we must understand each other. Youdo agree that if we get you in, and if you get Kolbjorn�streasure, Fundin and Syrfrid can wed?�

Buri scowled and scratched his head. �Yes, all right.Yes. I agree.�

Haur sloshed across the river. Rauth-Haur whispered,�If I had the body-rule, we�d hold him underwater till heturned blue. Or change him into a hedgehog. Of coursewe�d need a black-tailed goose and a white catskin forthat. . . .�

�You be good,� Gull-Haur whispered back.�Oh, don�t mind me. Just pretend I�m not here.�

At the east end of Kolbjorn�s great, boat-shapedmound, Haur and Buri sat, side by side. Though the hourwas late, the sky shone silver-blue, except for the flame-glory in the west that washed the near side of every treetrunk in orange. The moon rode high and round as ashield, shedding yet more light on the shortest �lightnight� of the year. Farther north, there�d be no night atall.

Here and there in the valley, bonfires burned as thefarmers kept Midsummer Night vigil for their dead. Theycould question those sad visitors, but woe to anyone whotold what he�d learned from them.

Crickets sang and sang and sang and sang.The troll seemed to be digging in the earth with their

knife, talking to himselves. Buri drew a flask from hisshirt and took a long pull from it. He was wondering ifeating a lot of whale meat might not bring his voice down.

�You think it�s time yet?� Rauth-Haur asked

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But why should I bicker? I get so little company, and theyears are long. There are rules in my house, of course.You may question me, but only when I�ve questioned you.Three riddles � what could be more fair?�

Rauth-Haur whispered, �You�ll be at home here, Buri.Kolbjorn�s hospitality matches yours.�

�Answer me true,� said Kolbjorn, �and I�ll tell youwhat you wish to know. The truth is dear to me.� Heturned and went in at the door. �Wipe your feet. Andtake those stupid turves off your heads.�

Haur picked up their club and pushed Buri inside. Atthe end of a downward-sloping shaft they entered a longhall, raftered and pillared. The only light was at the cen-ter, where the hearth should be, but it was not fire. It wasa bluish glow, and it brightened as they stepped in.

What it lit set Buri coughing. The dreams of his greedynights had not come near. The hall blazed with stackedand crowded and piled and spilled treasure. Gold andsilver in coins and bracelets and rings and brooches.Swords and spears and axes, silver-chased and gold-inlaid.Armor for men and harness for horses, rich with smith-work. Drinking horns and bowls and kettles and buckets,all glowing in soft metal, all full of coins and spirals ofhack-silver.

Buri turned to old Kolbjorn, almost the only darkthing, with Haur and himself, in the hall. Kolbjorn�s back

was turned, and his cloak, once rich, could be seen for aragged ruin. A rusty mail shirt showed through its rents.White hair hung lank from under his silver helmet. Butthe sword in his right hand gleamed. His shadow loomedhigh on the wall, bent backward under the roof.

He whirled to face them, and the sight knocked Buri offhis feet.

Kolbjorn�s face was bone, the skin tight-wrapped like anold saddle. He grinned at that unspeakable joke only thedead know, and his eyes glowed like hot cheeses.

�You�re kin of mine, you say!��S-son of your sons,� Buri stammered, on his knees,

�Out of � out of Ingvald, your second eldest.��Most worthless of the lot, except for ThorvaId and

Vidar. And perhaps Augvald. But they were all worthlessin their own ways.

�Thought they knew better than I, they did. Wantedfarms of their own � ships of their own. Only the costwould be mine.

�I ask you, why should I have given them my gold?Did my father give me my own farm, my own ship? Notlikely! Greedy old worm!

�Come now, son of my sons, I�ll riddle you and you�llanswer me. Answer right, and I promise I�ll tell you whatyou want to know � yes, I�ll tell you how to carry off mytreasure! You think I don�t know why you�re here?

�Are you ready?��Y-yes.� Shaking, Buri got to his feet.�You understand, of course, that if you answer wrong,

I get to take your head?�Buri�s mouth fell open. He looked at Kolbjbrn�s naked

sword, bright in the witch-light.He thought he did not want to die in a hole full of magic,

with a dead man and a troll.Kolbjorn laughed, a sound like an auger at work.

�How thin the blood flows at the last!� he cried. �In myday we�d have never had to think whether to wager ourheads! There�s little of me left in you, Buri Bjarkasson!This troll is more man!�

Buri turned red. �Ask on then, old carcass!� he yelled.�I�ll not be baited by carrion!�The auger-laugh turned again. �Well spoken! Let�s

begin!�First riddle: How can a man tell if his children are

lying to him?�Buri snorted. �That�s easy. A man�s children are always

lying to him.�Kolbjorn made a scraping sound in his chest. �All

right,� he said, �that�s one on your side. You must havechildren of your own.� He stepped closer and whirled hissword above his head in a blue ring. Buri took a stepback.

�Next riddle!� said Kolbjorn. �This one is harder.Why did the gods make babies small and weak?�

Buri thought a moment, but he knew he had the drift.�I�d guess,� he said, �that it was to give fathers the

chance to drown them like wolf cubs before they grewdangerous!�

Kolbjorn spun away and stood for a moment, shiver-ing, holding his sword straight up before him. His mailshirt rattled. Buri shivered too, and his hand stole towardhis belt-knife.

�My oldest son defied me,� Kolbjorn said. �In my ownhall, with a belly full of my meat! Said it was folly to buildthis mound while I lived, said the cost was eating up theproperty. My property! Called me a liar! Me!

�I could have killed him!�I should have killed him!

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�Come to think of it, I did kill him!�He whirled to face Buri. �You think you�re clever, don�t

you? You think you�ve figured the old man out, think youcan laugh behind his back while you rob him? Answer methis then �

�If a man promises to spare the life of the son of hissons, and if he promises to tell him what he wants toknow, is there any reason why he should keep that promise� bearing in mind that the sons� son is a bloodsucker anda sneaking thief?�

Looking in Kolbjorn�s eyes, Buri did not know how toanswer. If he said yes, the old snake would say no, but ifhe said no. . . .

�Come on, come on! You�re a clever one! You youngfolks know all the answers! You�ll howl like babies if youthink you�ve been cheated, but let me turn my back andyou�ll slip a knife in it, not so?� The skull-face was a holein the blue light, and at the bottom of the hole two yelloweyes burned. �Answer yes or no!�

Buri opened his mouth and shut it. He swallowed,coughed and said, �Yes. I think, yes, he must keep hispromise.�

�WRONG!� came the shout. The bright sword whis-tled, and Buri ducked and rolled, jarring up against a seachest, dead-heavy with gold.

In the sliver of time it took, Buri had space to watch thearc of the sword as it swung down on him. He thought heheard a voice somewhere shouting, �The pillars! Thepillars!� but it made no sense and was far, far off in anycase.

The sword stopped in midarc, stayed by a swing ofHaur Thekksson�s club.

Buri scuttled off, beetle-wise.With a shout the dead man pushed Haur away, and the

troll flew backward onto a carved bucket, which fell inpieces. The club skidded away.

�The pillars! The pillars!� Rauth-Haur gasped.�What are you gibbering about?� said Gull-Haur,

shaking his head.�No time!�Kolbjorn was over them now, sword raised, shouting,

�Which head first?�Rauth-Haur cried, �Buri, you ingrate, where are

you?�The question stopped Kolbjorn, who began to peer

around the hall. �Yes, where is the ungrateful puppy?They were all ungrateful, all of them!�

He spotted Buri at the chamber end, frantically search-ing for the door, which was no longer there. He set outafter him, harness ringing.

Haur scrambled up and retrieved the club.�Strike the pillars!� said Rauth-Haur. �You�ve got the

body-rule � I can�t do it!��But why?� Gull-Haur yelled back. Kolbjorn was near-

ing Buri, who cowered, his back to the wall.�Because of the little bumps!��The bumps! Of course!� said Gull-Haur. The troll ran

to the nearest pillar and swung the club at it.Kolbjorn raised his sword.The club shattered the pillar.WHOOSH!

DRAGON 63

The pillar vanished, with its rafters and a piece of theroof. Crimson light poured in. A rush of gold flew upwardand out, like swallows.

Kolbjorn turned, shrieking, �NO!�The troll ran to another pillar. �It�s a contrary spell!�

said Rauth-Haur. �So the pillars aren�t holding the roofup � they�re holding it down!�

CRACK!WHOOSH!As they smashed the next pillar, Kolbjorn was upon

them, and being part of the mound himself, he went flyingupward with his grave-goods, screaming towards themoon.

�UNGRATEFUL!�

The sun shone bright as Buri and Haur limped backtoward the farmyard, cradling in their arms shirt frontsstuffed near ripping.

�I can�t say you�ve much to boast of in your ancestors,�Rauth-Haur observed.

Buri only grunted.�You�ll notice the sun is shining again, and we still

haven�t turned to stone.�Buri croaked, �Should that make me like you better?�

He was still trying to match their voices, which left himhoarse, and he felt sore all over from the fight, like amackerel ridden hard.

�Well, like us or not, you�ll have to get used to us,� saidGull-Haur.

Buri stopped and squinted up at them. �Why�s that?��We�ll be in-laws.��How do you figure?��Your daughter marries our nephew. That makes us in-

laws. Think about it � I�m sure you can work it out.��And stop talking like a frog,� said Rauth-Haur.

Buri said, �What makes you think anybody�s marryingany body?�

�Come, come, Buri,� said Gull-Haur. �You promisedthat if we got you into the mound, you�d let the youngfolks wed.�

�I said they could wed if you got me in and I got thetreasure. You lost me the treasure, flat-fish!�

Gull-Haur sputtered, and Rauth-Haur cried, �Whyyou little red louse-nit! What�s that in your shirt then?�

Buri glanced down at the load above his belt, which hadhim walking bent over.

�Gleanings! Crumbs from the table! The real treasureis scattered over the valley! I�ll have to go out with mysons and thralls to pick up what we can, and they�ll try topinch some of it, and I�ll have to fight my neighbors forwhat they pick up, and where�s my profit? There mayeven be a feud before all�s done. I�ve little to show for thisnight�s work.�

�You�ve your life to show!� Rauth-Haur stormed. Thehousehold, rubbing sleepy eyes, was drifting out of thegate now to see what was the matter. Buri and Haur didnot mark them. �Who saved your life when Kolbjorn wasset to slice your fat head off? And who got near killedthemselves while you were scrambling for a weasel hole?�

�Why should I help you? You got me into the thing!The way I figure it, you wanted me dead, so you could set

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up the marriage with my half-wit next of kin!��An excellent idea!� roared Rauth-Haur.�Besides,� said Buri, �a tradition-monger like you

should know the oldest tradition of all!��And what�s that?��Any bargain with trolls can be wiggled out of! It�s in

all the stories!� Buri loosed his belt and spilled his loot onthe ground, then leaped up onto Haur�s chest, pummel-ling at both faces with a fat fist.

The troll let go another stream of gold and grabbedBuri by the scruff of the neck, straining to prize him off.But Buri stuck like a third head, punching hard and often.

They were soon ringed by watchers, in a half-circle onthe uphill side. There was the thrall-woman, and Ulgerd,and several sons and daughters including Syrfrid, whowas holding the hand of a fine-looking fellow with a nosehalf an ell long and feet that pointed backward.

Fundin Nyrsson was thinking, as he watched the twograpple, that Buri looked just like a swollen tick on hisuncle�s necks. He didn�t speak his thought. He had afeeling that, marrying into this family, tongue-holdingwould be a useful skill.

Roaring in anger and pain, Haur lurched down toward

the river. They sloshed in, found a deep spot, and bentover, ducking Buri.

�THE OLD WAYS ARE BEST!� bellowed Rauth-Haur.

Buri, too strong to be unclamped, was not strongenough to get free. He thrashed and kicked while Ruth-Haur, roaring, and Gull-Haur, clenching his teeth, heldhim under.

Many fish died.Buri�s struggles weakened at last, and the troll let him

up just enough to uncover his face.�He�s blue,� said Gull-Haur.Rauth-Haur shook his head. �Not blue enough.�They dunked him again.When they pulled him up a second time, Gull-Haur

asked, �Well, what do you say now?”Buri sputtered, �Let them marry, curse you!��Well spoken, kinsman!� cried Rauth-Haur, spitting

two teeth out. They tossed Buri onto the bank andclimbed up to Syrfrid and Fundin. Picking the girl up offher feet, the troll kissed her on both cheeks at once.

Ulgerd, standing a little off, wiped a tear away. �I thinktraditional betrothals are just beautiful,” she sniffed.

64 JANUARY 1988

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D R A G O N 65

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by Bryan Caplan

In the Monster Manuals, the FIENDFOLIO® Tome, and Oriental Adventures,demi-human clans and human villagesreceive certain above-average level charac-ters, depending upon the number of demi-humans or humans present. For example,on page 39 of the Monster Manual, it isstated that for every 20 (male) elves, thereis one with above-average fighting ability:a 2nd- or 3rd-level fighter in this case. Thisseems to work in theory; in practice, how-ever, something is slightly amiss.

The main problem is that not all multi-class options are covered in the previouslymentioned game books. The whole systemseems arbitrary, ignoring certain classes,class combinations, and levels. But logicdictates that there are more low-leveltypes than high-level types, though certainlevels are often missing while higher onesare found in every community.

These problems alone weren�t importantenough to justify the effort it would taketo work out an entirely new leadershipsystem, completely rehashing the old. Butthen, Unearthed Arcana came along, creat-ing even more problems! New classes arenow open to each race; more races andsub-races have appeared. It now seemsreasonable to fix both systems at once.

66 JANUARY 1988

Fortunately, the new Oriental races andclasses also fit neatly into the revisedsystem presented here.

Every race that establishes its own com-munities is covered herein. There aredwarves (gray, hill, and mountain), elves(dark, gray, high, valley, wood, and wild),gnomes (deep and surface), halflings (sev-eral sorts), three basic types of humans(barbarians, Western or Occidental, andOriental), and korobokuru. Some races arenot included (the half-elves, half-orcs,hengeyokai, and spirit folk), because theygenerally exist in the societies of otherpeoples, rather than creating their ownsocieties.

Once a community�s inhabitants areknown, it�s easier to find needed NPCs,plan invasions using the BATTLESYSTEM�supplement, or run urban adventures. Ofcourse, government, politics, and otherdetails should also be included, but thesecampaign elements are up to the DM. Thepurpose of this system is merely to deter-mine the leaders of any group of anyparticular race.

The figures below are guidelines only,meant for typical groups of humans anddemi-human races � not every single one.It is very possible that a group of five 1-HDdwarves would be led by a 6th-level dwar-ven cleric and no one else, or that threedwarves may be encountered who are 6th-

level, 5th-level, and 4th-level fighters,respectively. The system described belowmerely gives general guidelines for aver-age groups, not universal guidelines forevery group.

Interpreting the tablesEach of the major variations of the PC

races receives a table herein, listing theexceptional NPC leaders gained because ofgroup size. There are a couple of thingsthat should be explained about thesetables, however.

All exceptional characters are in additionto a group�s total number. For example, agroup with 10 1-HD dwarves gains two2nd-level fighters and one 3rd-level fighter,plus one 1st-level cleric and one 1st-levelthief. This does not mean that three of the10 1-HD dwarves �become� higher-levelfighters, one of the dwarves becomes acleric, or another becomes a thief; itmerely means that there are additional,leader-type dwarves. Furthermore, theseadditional leaders do not add more lead-ers. In other words, the above groupwould not suddenly be counted as a groupof 15 dwarves after its leaders were as-signed. Instead, the group receives theleaders appropriate for a group of 10 1-HDmale dwarves, and that is the end of it.Otherwise, the problems could go onforever, with each addition of leadersprompting more leaders, and so on.

While exceptional persons can comefrom either sex, only the total number ofmales is used to determine numbers andtypes of leaders. Otherwise, there wouldbe twice the number of leaders thatshould actually be present in a group.

These �pyramid tables� are built uponthe typical member of a certain race; forhumans and halflings, the average personis zero-level. All of the other races, how-ever, have 1-HD (optionally, 1st-levelfighter) individuals as the average commu-nity member. Halflings and humans areindicated by the Dungeon Masters Guideto be the only races with zero-level beings.DMs may wish to turn 1-HD demi-

Table 1Dwarves(gray, hill, and mountain)

Size ofgroup Special characters

5 F210 F3, C1, T120 F4, C2, CF1, CT1, FT150 F5, C3, CF2, CT2, FT2100 F6, C4, CF3, CT3, FT3200 F7, C5, CF4, CT4, FT4500 F8, C6, CF5, CT5, FT5

1,000 F9, C7, CF6, CT6, FT6

Note: In any group of graydwarves, 20% of all thieves areactually assassins.

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Table 2Elves (dark, gray, high, valley, and wood)

Size of group Special characters5 F2, C1, Mu1, T1

10 F3, C2, Mu2, T2, CF1, CMu1, CT1, FMu1, FT1, MuT120 F4, C3, Mu3, T3, CF2, CMu2, CT2, FMu2, FT2, MuT2, CFMu1, CFT1, CMuT1, FMuT150 F5, C4, Mu4, T4, CF3, CMu3, CT3, FMu3, FT3, MuT3, CFMu2, CFT2, CMuT2, FMuT2

100 F6, C5, Mu5, T5, CF4, CMu4, CT4, FMu4, FT4, MuT4, CFMu3, CFT3, CMuT3, FMuT3200 F7, C6, Mu6, T6, CF5, CMu5, CT5, FMu5, FT5, MuT5, CFMu4, CFT4, CMuT4, FMuT4500 FB, C7, Mu7, T7, CF6, CMu6, CT6, FMu6, FT6, MuT6, CFMu5, CFT5, CMuT5, FMuT5

1,000 F9, CB, Mu8, TB, CF7, CMu7, CT7, FMu7, FT7, MuT7, CFMu6, CFTG, CMuT6, FMuT6

Notes:Dark elves: Among drow, 20% of all thieves are actually assassins.Gray and high elves: Every fighter or multiclassed fighter, regardless of level, has a 25% chance of being a ranger. Also, 25% of all

clerics and multiclassed clerics are actually druids. For every fighter, there is a 10% chance that an additional cavalier of equallevel exists. If this chance exceeds l00%, there is automatically one cavalier of equal level, plus the possibility for additional onesif the percentage is greater than 100. This process continues indefinitely. For example, a community with 19 3rd-level fighterswould have at least one 3rd-level cavalier and a 90% chance of having a second one.

Valley elves: 25% of clerics are druids, and 25% of fighters are actually rangers.Wood elves: 50% of the fighters are actually rangers, and 50% of the clerics are actually druids.

Table 3Wild Elves

Size of group5102050

100200500

1,000

Special charactersF2F3, D1, T1F4, D2, DF1, DT1, FT1F5, D3, DF2, DT2, FT2F6, D4, DF3, DT3, FT3F7, D5, DF4, DT4, FT4F8, D6, DF5, DT5, FT5F9, D7, DF6, DT6, FT6

Table 4Gnomes (deep and surface)

Size of group5102050

100200500

1,000

Special charactersF2, Cl, I1, T1F3, C2, I2, T2, CF1, CI1, CT1, FI1, FT1, IT1F3, C3, I3, T3, CF2, CI2, CT2, FI2, FT2, IT2F5, C4, I4, T4, CF3, CI3, CT3, FI3, FT3, IT3F6, C5, I5, T5, CF4, CI4, CT4, FT4, FT4, IT4F7, C6, I6, T6, CF5, CI5, CT5, FI5, FT5, IT5F8, C7, I7, T7, CF6, CI6, CT6, FI6, FT6, IT6F9, C8, I8, T8, CF7, CI7, CT7, FI7, FT7, IT7

Table 5Halflings (hairfeet, stouts, tallfellows, and mixed)

Size of group5

102050

100200500

1,000

Special charactersF1, T1F2, T2, C1, FT1F3, T3, C2, FT2, CF1, CT1F4, T4, C3, FT3, CF2, CT2F5, T5, C4, FT4, CF3, CT3F6, T6, C5, FT5, CF4, CT4F7, T7, C6, FT6, CF5, CT5F8, T8, C7, FT7, CF6, CT6

Note: 25% of all halfling clerics are actually druids, if the community�s alignmentallows.

humans into 1st-level fighters to avoid thequestion of where the 1st-level fighters arein a society; otherwise, one may assumethat NPC demi-humans are able to godirectly from 1-HD status to 2nd level.

When the leaders of any racial commu-nity are being figured, first round off thenumber considered to the nearest five(five is the base factor of the tables). De-pending upon the race being considered,

various higher-level types are thus ac-quired. For example, a dwarven groupreceives a 2nd-level fighter for every five1-HD adult males. Therefore, a group of63 dwarves (rounded to 65) receives 13such leaders. Next, round to the nearest10, which in the case of the exampleabove, is 60. Therefore, six sets of leadersare found for every 10 1st-level dwarves.In the case of dwarves, every 10 1-HD

Table 6Barbarian Humans (Occidentalor Oriental)

Size of Special

group characters5 B2

10 B320 B4, C1*50 B5, C2*

100 B6, C3*200 B7, C4*500 B8, C5*

1,000 B9, C6*

* May be shaman, witch doctor, orspecial barbarian cleric from Un-earthed Arcana and DRAGON® issue#109, page 14. Only one kind of�priest� is usually accepted by thetribe, but this varies according tothe tribe�s makeup.

D R A G O N 6 7

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male fighter dwarves means that a 3rd-levelfighter, a 1st-level cleric, and a 1st-levelthief are also acquired. Next, round to thenearest 20; in the case of this example,there are 60. Every 20 dwarves means thata 4th-level fighter, a 2nd-level cleric, a 2nd-level thief, a 1st-level cleric/fighter, a 1st-level cleric/thief, and a 1st-level fighter/thiefare received. The group of dwarves de-scribed above receives three sets of this lastgroup of leaders mentioned.

This system of rounding continues,going from 5 to 10 to 20 to 50 to 100 to200 to 500, and finally to 1,000. When agroup receives but a single set of leaders,then no more leaders are received. Stillusing the example of 63 dwarves above,the group would cease to receive addi-tional leaders after it received one set ofthe exceptional dwarves awarded forevery 50 1-HD dwarves. A group of 246dwarves, on the other hand, would re-ceive 49 sets of leaders given for everyfive dwarves, 25 sets of leaders given to agroup for every 10 dwarves, 12 sets ofleaders given for every 20 dwarves, fivesets for every 50, two for every 100, andone set given for every 200. Fortunately,most of these calculations can be donementally in a matter of seconds � even forvery large groups.

The reason that cavaliers and rangers ofdrowish descent are not mentioned is thatthese classes do not fit into a dark-elvencommunity. How could a cavalier livingunderground learn how to ride a horse?Furthermore, what would a good-aligned,nature-oriented class like the ranger bedoing in an evil society that lives in rockycaverns? Logic dictates that these classeswould not be found in any normal (evil)community of drow. Similarly, assassinsare generally not found among groups ofraces which are basically good in align-ment (such as hill and mountain dwarves,and all elves save for drow). The existenceof thief-acrobats, because of their specialnature, is best left up to the DM�s owndiscretion.

Humans are typically zero-level types,but the specific make-up of their forcesdepends upon their cultural extractionand other factors. Certain cultures ofhumans in a campaign may not have cer-tain classes; in such instances, these arebest ignored. These types of humans donot refer to any particular kind of human,such as berserkers or merchants; they aresimply the ordinary men found in villagesand towns everywhere. Humans arewidely variable in the subclasses that theirgroups contain. Like their Occidental kin,the specific make-up of Oriental forcesdepends upon their cultural extractionand other factors.

The alignment of these leader types willgenerally follow racial tendencies, or willcome as close to it as allowed. Thus,thieves in a colony of lawful-good halflingsmay be neutral good, true neutral, orlawful neutral. The DM may decide ifspecial cases exist or not, such as an evil

68 JANUARY 1988

Table 7Occidental (Western) Humans

Size of group Special characters5 F110 F2, C1, T120 F3, C2, T2, Mu150 F4, C3, T3, Mu2100 F5, C4, T4, Mu3200 F6, C5, T5, Mu4500 F7, C6, T6, Mu5

1,000 FB, C7, T7, Mu6

Notes:There is a 10% chance of having a cavalier of equal level for every normal fighter;

10% of all cavaliers are actually paladins.Among woodsmen and other nature-oriented humans, 20-50% of their fighters will

be rangers, depending upon how strongly tied to nature the group is.In most societies, 10% of these clerics are actually druids, but it may be as high as

100% or as low as 0% in certain cultures, the degree being dependent upon thegeneral importance of nature to that particular people.

10% of all magic-users are actually illusionists.20% of all thieves are actually assassins.

Table 8Oriental Humans

Size of group5

102050

100200500

1,000

Special charactersBu1Bu2Bu3, Sh1, Sol, Y1Bu4, Sh2, So2, Mo1, W1, Y2, N1Bu5, Sh3, So3, Mo2, W2, Y3, N2Bu6, Sh4, So4, Mo3, W3, Y4, N3Bu7, Sh5, So5, Mo4, W4, Y5, N4Bu8, Sh6, So6, Mo5, W5, Y6, N5

Notes:For every bushi, there is a 10% chance of having an additional samurai of equal

level.For every bushi, there is a 5% chance of having an additional kensai of equal level.A ninja will be a split-class bushi, sohei, wu jen, or yakuza.

Table 9Korobokuru

Size of

group5102050100200500

1,000

SpecialcharactersBO2BO3BO4BO5, W1BO6, W2BO7, W3BOB, W4BO9, W5

halfling ruling a group of good ones.The following abbreviations are used for

the character classes: C = cleric, D =druid, Sh = shukenja, So = sohei, F =fighter, B = barbarian, BO = Orientalbarbarian, Bu = bushi, Mo = monk, Mu= magic-user, I = illusionist, W = wu jen,T = thief, Y = yakuza, and N = ninja.Multiclassed characters are noted by sim-ply placing one class after the other; thus,a cleric/fighter is listed as �CF�. The level islisted after the class.

Using these tables, the leaders for anytypical group of a PC race may be deter-mined. Interaction at all levels with theleader-types of any group is made possible,opening up another field of possibilitiesfor players and DMs alike.

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The power of powered armor in the STAR FRONTIERS® game

by David Dennis

Powered armor is a device commonlyused in science-fiction role-playing gamesand occasionally used in fantasy RPGs.TSR�s own GAMMA WORLD® game haspowered armor. A suit of powered armoralso appears in AD&D® module S3 Expedi-tion to the Barrier Peaks. Unfortunately,the game that would most likely havepowered armor lacks it. Spacesuit armor isfound in the STAR FRONTIERS® KnightHawks rulebook, but it is not powered.Here, then is real powered armor.

Properties of powered armor Certain characteristics apply to any

powered-armor suit, no matter what thedesign. The main property of such armoris the protection it provides. The degree ofprotection for each weapon type is listedon Table 3. The percentages listed therework on the same principal as spacesuitarmor. If a character is hit by a weapon,look on the chart for the proper percent-age and roll percentile dice. If the numberis less than or equal to the listed percent-age, the weapon fails to penetrate thearmor. If the weapon penetrates the ar-mor, the character still takes only halfdamage. Powerscreens may be combinedwith powered armor (using the SEU in themiscellaneous powerpack, if there is one),but defensive suits may not. Thus, a po-werscreen that allows only half damagethrough (such as an inertia screen) meansonly one-fourth the total damage affectsthe character.

Besides providing protection, poweredarmor boosts the wearer�s Strength andStamina. A person wearing a fully func-tional suit of armor has triple his normalStamina. This benefit comes from lack of

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fatigue, lack of effort expended whenwounded, decreased penetration by weap-ons, and many other factors. Even morebenefits are received from the increasedstrength the armor gives. An armoredcharacter is able to lift one metric ton(1,000 kg) over his head, carry 200 kg atencumbered movement, and carry 120 kgencumbered. The suit�s strength adds anadditional 35 points to damage done inmelee combat. For purposes of hitting inmelee combat, such that half of the attack-er�s Strength is the chance to hit, give thewearer a base 100% chance to hit. Jump-ing is also boosted by the armor�s strength,allowing jumps of 200 meters in height.Jet-assisted jumps may be made to 400meters, but only 10 jet-assisted jumps maybe made before the suit runs out of fuel.Horizontal jumps of 180 meters, with a 40-meter peak at the height of the arc, mayalso be made. Rate of movement in pow-ered armor depends upon the type ofarmor purchased. All of the options listedfor vehicles also apply to powered armor(with the exception of skid turns).

The key word in the phrase �poweredarmor� is �powered�. These machines ofdestruction consume massive amounts ofpower. Powered armor suits are fuelled bytype I parabatteries (600 Cr each) that last48 hours each. If the suit runs out ofpower, the wearer is stuck with an incred-ibly cumbersome suit that leaves himalmost helpless. Fortunately, every suitcarries two spare parabatteries that maybe exchanged for the used battery in 10turns. In addition to the normal powersupply, most suits have two separate po-werpacks for weapons and miscellaneousdevices such as screens, cameras, andinfrared jammers. The amount of SEU ineach of these varies from suit to suit. Theweapons pack has connections for twoweapons, and the miscellaneous pack hasconnections for one screen and two auxil-iary items.

A soldier on a battlefield as dangerous asthose of the STAR FRONTIERS game needsto be completely aware of his surround-ings. Therefore, every suit of poweredarmor contains a compass, infrared gog-gles, magnigoggles, radiophone, toxy-radgauge, and an external microphone thatdampens loud noises and amplifies quietones. This microphone also allows thewearer of the suit to communicate withcreatures outside. Every suit also containsa vital-statistics monitor on the outsidethat measures the wearer�s rate of respira-tion, pulse, brainwaves, and the locationsof his wounds. (In game terms, characterswill be able to tell the current Stamina ofwounded soldiers.)

In case of a gas or radiation attack,every suit of powered armor contains agas mask and a four-hour air supply(which means that powered armor iscompletely usable underwater or inspace). The air supply may be renewedwhere there is clean air. Powered armoralso contains a four-day supply of food for

one person (stored in a freeze-dried form).The solid supply of food is only to be usedwhen the suit�s main supply runs out. Themain food supply consists of a constantintravenous flow of nutrients that allowsthe soldier to fight and be fully nourishedwithout stopping to eat. This supply offood also lasts four days. Two doses ofstimdose, two doses of biocort, and onedose of staydose make up the suit�s medici-nal supply. The suit automatically adminis-ters these drugs to the suit user whennecessary. Note that the effect of thebiocort is tripled because it is added to thewrearer�s original Stamina. Furthermore, ifa character�s armor breaks down in thewilderness, the suit contains a survivalpack identical to that found in the Crashon Volturnus module included in the Al-pha Dawn game set. As a final note, get-ting into a suit of armor takes four rounds(five for Vrusk).

Uses for powered armorPowered armor is used by the UPF and

certain rich and powerful megacorpora-tions and planetary governments for plan-etary raids, antiarmor strikes, search-and-destroy missions, and various otheractivities across the Frontier. Soldiers inpowered armor are usually landed byshuttles or dropped to a planet from orbitby assault transports: large, bulky shipsequipped with ion engines, each capable ofcarrying 1,000 normal troops, or 700powered troops and 10 shuttles. (Eachshuttle carries 100 soldiers of either type.)Along with the shuttles, each transportcarries numerous one-man reentry cap-sules for orbital drops by powered-armortroops. The Knight Hawks statistics forthese ships are in Table 1.

Prior to an orbital drop, powered-armorsoldiers are encased in individual capsules.A capsule consists of several layers, two ofwhich contain parachutes and one whichcontains retrorockets. As the capsuleenters the atmosphere, the layers burnaway, protecting the soldier inside. Withthe combined use of the parachutes, retro-rockets, and the powered armor�s bootjets, the capsule is able to make a safe andgradual descent.

As the ablative layers of the capsulebreak off, they show up as numerous blipson radar, thus making it difficult to trackdescending capsules. To further this end,dummy capsules, exploding capsules,magnetic decoys, ion-window devices,white-noise broadcasters, and radar jam-mers are also launched from orbitingships. Together, these elements producethousands of images on radar when thereare in actuality only a few hundredmanned capsules being dropped. Conse-quently, the drop is probably the safestpart of the mission. A 2% chance exists forany dropped soldier to become a casualtyin the actual drop; casualties during thedrop are almost invariably fatalities.

Powered-armor drop capsules are notfor sale to the general public. They are

considered high-security military hard-ware, and possession of such a capsule ora drop-capable ship (or a suit of poweredarmor, for that matter) is a major felony.

Powered armor designThe system provided in this section

allows you to custom-design a suit of pow-ered armor. This system gives the designer545 points with which to build a suit. Thebasic cost of a suit of powered armor is3,500 Cr for a stripped-down versionwithout weapons, sensors, or specialmovement capabilities. Prices for addi-tional equipment may be added to thisbase price. The system for designing a suitis explained below:

Weapons: Weapons cost one point forevery kilogram of weight they possess. Forpurposes of game balance, pistols weigh 3kg and rifles 7 kg. A character may neverhave more than five pistols or three riflesper arm. In addition, a suit may neverhave more than 30 kg of weapons builtinto one arm. However, a character may

still hold a handheld weapon in an armwith 30 kg. Handheld weapons must stillbe paid for in points. Total point cost forall weapons desired may never exceed 85points. All costs for weapons purchasedare added to the base cost.

Movement: When designing a poweredsuit, the turn speed, top speed, accelera-tion, and deceleration must be bought inpoints. Each of these is paid for using anumber of points equal to that ability inmeters/turn (thus, a turn speed of 90meters/turn costs 90 points). Flight capabil-ity may also be bought, but a 190 meters/turn top speed on the ground and aminimum ground acceleration of 80meters/turn are needed to qualify for therunning take-off needed to fly. Flight costsan additional number of points equal tothe top air speed in meters/turn divided by10, rounded up. The monetary price formovement is 5 Cr per meters/turn in everyground ability and 10 Cr per meter/turn oftop speed in flight. Flying suits accelerate,decelerate, change altitude, and maketurns just like a jetcopter. However, flyingsuits may perform nap-of-the-earth flyingwith no movement penalties.

Power: The amount of SEU stored in theweapons and the miscellaneous power-packs must be decided upon. Add up thetotal SEU carried in each powerpack anddivide this number by 10, rounding up.This is the number of points that must bepaid. The monetary cost is 5 Cr for everySEU carried. Powerpacks may be re-charged at the same places as power back-packs (at no more than a 50-pointexpenditure).

Ammunition: Again, the listed weight inkilograms is taken in points. A dash on theAmmunition chart (in the Alpha DawnExpanded Game Rules booklet, page 40)means that the item weighs 0.5 kg or less.For point costs, assume that these itemsweigh 0.5 kg each and therefore cost ½point each.

D R A G O N 7 1

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Table 1Assault Transport and Shuttle Statistics

Ship type HS HP ADF MR DCR Weapons DefensesShuttle 3 15 � 4 29 None R HAssault transport 10 50 1 4 50 LB,RB(x3) RH, MS, ICM ( x 4)

Table 2 Standard UPF Assault Model Powered Armor

Weapon systemBasic suitTwo rocket launchers (right forearm)One grenade mortar (back)One flamethrower (left forearm)Two missile packs (one each shoulder)Turn speed: 90 meters/turnTop speed: 150 meters/turnAcceleration: 70 meters/turnDeceleration: 50 meters/turnWeapons power: 300 SEUMisc. power: 200 SEUFlamethrower ammunitionEight grenade mortar shellsNine rocketsOne heavy laser (handheld)Total

Points�

15(x2)15102090

15070503020104

4 (x 9)10

Cost (Cr)35,0000

5,000 (x 2)2,0003,000

1,200 (x 2) 450

750350250

1,5001,000

508 (x 8)15 (x 9)

6,000

545 62,949

equipment such as more communications,Extras: If you wish to include special

radar, infrared jammers, cameras, holo-screens, and so forth, the point cost is upto the referee. A good ballpark estimate ofcost may be made by dividing the cost incredits by 100, thus giving the point cost.Under this system, an infrared jammerwould cost 5 points, a holoscreen wouldcost 10 points, and a subspace radio wouldcost 200 points.

An example of an armored suit is shownin Table 2 �the standard UPF AssaultModel powered unit. The UPF armor is,naturally, highly efficient in its use ofpoints, with no leftover or wasted points.The total listed cost in credits includes thebase price.

Weapons for armorSome weapons listed in Tables 2 through

6 are probably not familiar to you. Thesedevices are weapons that are especiallywell-suited for use with powered armor.When designing armor, you may want tolook at the weapons described in AlexCurylo�s excellent article �Tanks a Lot!�from DRAGON® issue #99. The weaponsdescribed therein may be designed intopowered armor. Here are the weaponsthat may be used:

ECM (electronic countermeasures) rifle:This weapon shoots a beam of magneticenergy. Its main function is to disruptrobots and computers, though it may

72 JANUARY 1988

the iron content of the creature�s blood and by jamming the creature�s neural

affect living beings by causing disorders in

synapses. To find the chance of jamming acomputer or robot, multiply the numberof SEU used by five for a base percentagechance of success. From this base, sub-tract the level of the computer or robotmultiplied by four; this will yield thechance of a malfunction. When a malfunc-tion occurs, roll on the malfunctions table(page 15 in the Expanded Game Rulesbooklet) for the results. To cause damageto living targets, an expenditure of twoSEU is necessary. When firing at vehiclesor armor, treat the number of SEU used asthe number of dice of damage done whenusing the damage table. Even if 15 SEU arefired at an armored soldier, the attack stilldoes 5d10 to the wearer, but it is a 15-diceattack for the damage table.

Flamethrower: Originally mentioned inAlex Curylo�s article, this weapon may alsobe used in a suit of powered armor. Thisdevice is hooked to a tank of napalm. Theflamethrower�s purpose is incendiarywork, but it works well when used as ananti-personnel weapon.

Missile pack: Although guided missileswere mentioned in �Tanks a Lot," missilepacks were not. Each missile pack containssix missiles. Missile packs come with a fullsupply of ammo when purchased. Whenfired, the wearer of the suit may com-mand the missiles to divide themselvesbetween as many targets as the number of

missiles launched. In addition, the suitwearer may dispatch different numbers ofmissiles to different targets. For example,a soldier in a suit with missile packs seesone civilian, one skimmer, and one enemypowered-armor soldier. The soldierlaunches eight missiles, aiming one at thecivilian, three at the skimmer, and four atthe enemy suit. All missiles must roll sepa-rately to hit, but receive a 30% bonus tohit because each missile is guided. Asmany missiles may be fired as are remain-ing in the suit, although all need not befired. Missile packs may never be mountedin the arms or legs of a suit.

Armored combatCombat in powered armor is conducted

like normal ranged combat except for afew modifiers. Computerized targetingsystems are built into every poweredarmor suit. As a result, characters wearingpowered armor receive a 20% bonus to hitwhen using ranged weapons. If the char-acter uses a missile pack, this bonus is alsoadded to that given under the description.

If a weapon penetrates the armor duringcombat, there is a chance that damage tothe suit occurs. The following sequenceprovides a step-by-step system for resolv-ing this type of damage. Note that resultsderived from this are cumulative. Based onthis premise, if speed is reduced by halftwice in a row, the overall speed falls toone-quarter normal. As a final note, dam-age to powered armor may be repaired bytechnicians using the repair machinerysubskill.

1. Check if the weapon penetrated thearmor. If so, additional suit damage mayhave occurred. (The nature of this damagewill be checked later on Table 7.) Charac-ter damage also results. If not, no charac-ter damage results.

2. Check if damage to the armor occurs.Subtract the number rolled from the num-ber needed to hit for the difference. If thedifference is equal to or greater than 35,then additional damage to the suit�s func-tions has occurred.

3. Add the number of dice of damagecaused by the weapon to a 2d10 die roll.

4. Divide the percentage of protection by5, then multiply the quotient by 2. Sub-tract the product from the sum in step 3.

5. Consult Table 7. Apply the results nextturn.

6. Roll for normal damage to the charac-ter, reducing the damage by half; reduce itby one-quarter if using a powerscreeneffective against that weapon type.

For example: Jn�kri, a Vrusk, is hit by a

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T a b l e 3Powered Armor Protection

Weapon typeLasersSonicsElectrostunnerBulletsNeedlersRecoilless rifleGyrojetFrag. grenadeRocket launcherAxe, knife, etc.Electric swordSpear or swordShock glovesStunstickGuided missileFlamethrowerCannonHowitzerBombMineECM rifle

Degree ofprotection

50%60%100%70%

100%40%55%45%35%

100%65%85%70%85%30%90%30%15%20%50%45%

rocket launcher fired from an attackingground transport. First, Jn�kri checks tosee if the rocket has penetrated the armor.Jn�kri rolls a 49 and sees that the rockethas indeed penetrated the armor. Now, hechecks to see if his suit sustains any fur-ther damage. The ground transportneeded to roll a 60 to hit; it does so. Thedifference between 60 and 20 is greater

Table 4Special Weapons� Effects

Weapon typeECM rifleFlamethrowerMissile pack missile

Damage Ammo SEU Rate * * Defense5d10 or jam Varies 2-20 2 Gauss

3d10* 10 � 1 None6d10 each 6 � 1-6 Inertia

* Flamethrowers cause 1d10 of damage per turn to a target for three turns afterfiring, or until the flames are extinguished.* * A character in powered armor may fire all weapons he possesses in the sameturn except those on the gun arm. Here, the wearer must choose between the hand-held weapon and the weapons built into that arm.

Table 5Special Weapons� Ranges

Range

Weapon typeECM rifleFlamethrowerMissile pack missile

PB0-100-100-10

Short Medium Long Extreme11-30 31-100 101-150 151-30011-20 21-30 31-45 46-7011-50 51-150 151-300 301-500

than 35 (60 - 20 = 40), so his suit mighttake additional damage. He now rolls 2d10and comes up with a 17. To this, he adds15 (because a rocket launcher does 15d10);the result is 32. He then divides the suit�sresistance to rocket launchers (35%) by 5and gets 7, then multiplies this by 2 to get14. The result of this calculation is sub-tracted from 32 to get 18. Jn�kri checks a

result of 18 on Table 7 and sees that itmeans no further damage is taken by thesuit, although damage to himself is taken.

Vrusk who are buying powered armormust add an additional 10% to the baseprice, resulting in a base price of 38,500Cr. This increase is needed for the addi-tional cost of more limbs, additional artifi-cial muscles, strangely shaped gloves and

Table 6Special Weapons� Statistics

Ammunition

Weapon type Cost (Cr) Mass (kg) Type Cost (Cr) Mass (kg) RoundsECM rifle 8,000 15 Pack Varies Varies VariesFlamethrower 3,000 10 Napalm 50 10 10Missile pack 1,200 10 Missiles 1,000 10 6

Table 7Damage to Powered Armor

Die rollplus damage Effect

2-19 No effect20 Turn speed -20 meters/turn21 Acceleration -25 meters/turn22 Top speed -35 meters/turn23 Jumping length (horizontally) -20 meters24 Jumping length (vertically) -35 meters25 Boot jets out, no vertical jumps over 200 meters26 All Strength functions by half27 Gyros out, no jumps28 Top speed reduced by half29 Lose half energy in suit power supply30+ Suit�s muscles locked, paralyzed for 1d10 turns

helmets, air vents on the suit�s bottom, andso on.

Now that you know what powered ar-mor is and isn�t, what do you use it for?No, not for a barroom brawl against thatYazirian who tells you to go jump on anArcturian slime amoeba. Neither is it usedfor capturing the last remaining tree-dwelling rhinosquid on Antares IV. Pow-ered armor should be used wisely, becausetime is literally money where poweredarmor is employed. Such devastating fire-power would be useful against armoredvehicle or fortified positions held bydeadly enemies � e.g., Sathar, pirates, etc.But just because you took on a dozenspace pirates without a scratch doesn�tmean that it�s safe to go tackle those threehovertanks hiding around the corner.

D R A G O N 73

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©1988 John C. Bunnell

MURDER AT THE WARMary Monica Pulver

St. Martin’s 0-312-00622-5 $16.95The parallel may be inexact, but the

Society for Creative Anachronism is cer-tainly as legitimate an exercise in role-playing as are the AD&D® orRUNEQUEST® games. Not convinced?Murder at the War serves both to provethe point with amusing insights and toprovide a clever whodunit with more thanenough misdirection to counter its oneobvious clue.

Mary Monica Pulver, herself an SCAmember, has liberally spiced her novelwith references that will make fellowanachronists chuckle knowingly. (Thanksare due to the expert consultant whopointed out several of the better in-jokes.)Yet the tale is just as enjoyable to readersoutside the Society who have never heldan imitation sword or knelt before themonarch presiding over a modern-daymedieval court. It is, in fact, a charmingand remarkably evenhanded introductionto the SCA, and Pulver retains a perceptiveeye for the often eccentric appearancesthe group creates when faced with uniniti-ated observers.

Her scenario revolves around an annual“war” held in Pennsylvania in which SCAmembers from all over the eastern UnitedStates take part. Pulver’s version of thewar finds interkingdom politics bumpingagainst the mundane problem of a roughand unpopular bully who is too fond ofbeer and too impatient with the rules ofcombat. It’s no surprise that someonemurders Thorstane early in the battle,though his dying message puzzles theassembled investigators for much too long.But if Pulver’s first clue is virtually givenaway, those that follow are tucked coylyinto the corners of a colorful, intricatelystitched tapestry full of rapidly unfoldingevents.

Both the assorted SCA folk and the mun-dane investigators are likable and well-drawn, with nuances and reactions thatbear the stamp of someone who hassharply observed reality. Sleuths Kori andPeter Brichter are especially well-conceived, and several subtle hints suggestthat Pulver may be planning more novelsabout the duo, though not necessarily talesof SCA crimes. Such future books may heof peripheral interest to gamers, but Mur-der at the War is a wry, often wise delightfor role-players as well as a pleasantlytwisted puzzle. Rarely has a game been aswell-planned.

AGNES DAYLionel Fenn

Tor 0-812-53789-0 $2.95One sign that this third book in a trilogy

concerning a “Quest for the White Duck”is less than brilliant is that the testimonial

74 JANUARY 1988

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quote on the cover hasn�t changed since itappeared on the first volume. It�s painfulto disagree with a writer as good as DianeDuane, but Lionel Fenn is not a �funny,funny writer,� though not for lack of try-ing. Fenn, in fact, doesn�t exist � which isthe other sign. Lionel Fenn is the pseudo-nym for horror novelist Charles Grant,who doesn�t need the anonymity to keephis works categorized or to avoid saturat-ing the market.

Agnes Day and its predecessors lack adiscernible sense of structure or a drivingforce, so they seem to consist of a gravelly,uneven track crowded with sight gags andset pieces. Only sheer force of will � theauthor�s � connects the sequence. Thethird book�s title is a prime example: It�ssupposedly a wickedly clever, multilingualpun, but Fenn/Grant fails to exploit thedouble meaning. The phrase sits there likean unloaded grenade waiting not to go off.

Protagonist Gideon Sunday and his sisterTuesday (Grant thinks that�s hilarious) fareequally badly. Gideon is a former profootball star � a third-string would-bestar, that is. But he readily admits hischronic ineptitude and bad luck as a quar-terback, and it�s boredom, not desperation,that sends him through his pantry into therealms of Chey. (Grant practically revels inhis use of the cliche.) Once there, Gideon�scontent to be led by the nose into oneinconclusive chase after another. Tuesday,meanwhile, seems more at home whentrapped in a duck�s body than she�d be ifGideon could change her back.

Most competent comic fantasy, in gameor book form, has been successful eitherby virtue of memorable characters or byspinning its humor off a traditional style,situation, or plot. Agnes Day attempts toget by merely by telling jokes (and thinjokes at that). It�s an effort that simplydoesn�t work, and both Grant and manygame masters can learn from the book�s(and trilogy�s) lack of success.

MASTERPLAYWilliam F. Wu

Questar 0-445-20504-0 $2.95Reaching legal or political decisions via

personal combat isn�t a new concept;duels, battles, and agreements throughouthistory document the point. But William F.Wu�s novel, like any good science-fictiontale, takes the idea to its logical conclusionin a tightly conceived story that places theplot setting somewhere east of the SQUADLEADER game and west of the AD&D®game system, adding high-tech assistancefor good measure.

In Masterplay�s near-future world,wargamers are organized into a profes-sional guild whose members may be hiredas duelists, as an alternative to resolvinglegal disputes in a terminally overcrowdedcourt system. Each gamer takes one sideof a randomly selected historical battle,and the computer-determined winner ofthe simulation wins the lawsuit for his or

her client. As a side benefit, the gameshave become something of a spectatorsport and (at least by implication) bettor�spastime; therefore, master-level gamersneed agents, publicists, and the othertrappings of stardom.

Ken Li has become a master just in timeto join a controversy. New laws allow thebeleaguered courts to order �trial bygame� even if one of the parties involvedin a case doesn�t want it. A protest grouphas formed to oppose the Guild Act, andKen�s adjustment to his new status is com-plicated by a series of games that cast himas an international policy-maker, find himfighting for the life of a friend and rivalgamer, and force him to confront his new-found lover across a holographic battle-field.

Wu has developed a thoroughly plausi-ble background against which to lay histale, showing a keen eye for secondarydetail and corollary development. He alsoframes his issues concisely and objectively,so Ken�s and Donna�s opposing viewpointsboth have merit, and both charactersremain sympathetic to readers. And evenwhen not engaged in philosophical argu-ments, Wu�s lightly sketched charactershave a sense of matter-of-fact authenticityabout them, as if they had been pulled outof a real-life convention into the book.

Masterplay is neither epic nor high-powered allegory; it�s a mild-mannerednovel that doesn�t pretend to importance.Wu�s tale deserves high marks, however,for delivering a thought-provoking plot aswell as an entertaining gaming scenario.This is the sort of science fiction thatcould very well come true � and that�s acommodity far too rare not to appreciate.

SWORD AND SORCERESS IVedited by Marion Zimmer Bradley

DAW 0-88677-210-9 $3.50

TALES OF THE WITCH WORLDcreated by Andre Norton

Tor 0-312-94475-6 $15.95For busy game masters, short stories

have several advantages over novels. Shortstories demand less reading time at asingle stretch, tend to come in sizablequantities, and are often far more practi-cal than novels when it comes to adaptingpublished fiction for an established cam-paign. The trick, then, is to find goodshort-story collections � of which bothBradley�s and Norton�s latest offerings aresolid examples.

Marion Zimmer Bradley is one of thefew fantasy authors with a visible cadre ofantifans, primarily as a result of the brandof feminism perceived to run through herDarkover novels. Whatever merits thatdebate has, they shouldn�t be allowed toobscure the fact that Bradley�s editorialtalents are substantial. Sword and Sorcer-ess IV, latest in an annual series, contains adiverse blend of tales featuring femaleheroines � and the very first story dispels

any worry over feminist stereotypes.Indeed, the tales are varied enough that

no one reader is likely to find all of themto his or her taste. My personal favoritesare from Mercedes Lackey, Charles deLint, and Deborah Vogel (Vogel�s storybeing a potent vignette), but those whoprefer a bit more blood and thunder willlikely be drawn to Diana Paxson�s andRobin Bailey�s offerings. Dorothy Heydt�sneo-Greek story is in a category unto itself.Though the authors are a mixed bag ofveterans and brand-new talents, theirworks are of consistent quality � which isa credit to editor Bradley�s skill.

Andre Norton�s Tales of the Witch Worldopens her world to 17 new authorial vi-sions. This anthology is just as good if notbetter at its high points than is Sword &Sorceress IV. It is not, however, as evenlyabsorbing as Sword & Sorceress IV, as notall of the contributors make the best useof the materials provided for Norton�sworld.

A.C. Crispin, Mercedes Lackey, andCaralyn Inks stand out as the best story-tellers in this volume. All draw liberallyand directly from Witch World lore intheir offerings, and all present strong-minded characters faced with grave chal-lenges. Of the three authors, Inks presentsthe most effective tale, a sharply stylizedstory of witchcraft, but Crispin andLackey shine brightly as well.

Kiel Stuart, Carol Severance, and Mary-lois Dunn are less successful with worksthat are shaded too young and are looselytied to Norton�s universe. The Severancetale, by the author�s own admission,strains to fit the setting and might easilyhave been published elsewhere. All threealso share a tired lonely-or-misunderstood-child-matures theme that is carried outwith insufficient subtlety to compensatefor its familiarity.

Still, despite the uneven spots and apuzzling editorial glitch � why is JudithTarr�s biography in the back of the bookwithout a story to go with it? � Nortonhas still produced an above-average collec-tion. Game masters looking for literaryinspiration from which to adapt newworlds for their players can do muchworse than Tales of the Witch World.

The virtues of the fourth Sword & Sor-ceress book are less easily translated intomodules, but the craftsmanship in Brad-ley�s choices bears appreciation. Bothanthologies are able to teach as well asentertain, and in an age where it isn�t easyto market short stories, both deserve allthe rewards they can ask for.

WAR FOR THE OAKSEmma Bull

Ace 0-441-87073-2 $3.50If I�m ever persuaded to migrate out of

Portland, I�ll seriously consider moving toMinneapolis. Something in that city�s atmo-sphere or water supply seems to turnpeople into highly skilled fantasy novelists.

D R A G O N 75

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Of course, if Emma Bull�s War for the Oaksis to be believed, I�d be taking up residencein a combat zone. But the purely magicalnight life awaiting visitors to Bull�s citymakes it worth the risk.

Emma Bull is a member of theMinneapolis-based Scribblies, a writers�group whose ranks have already producedseveral talented writers. War for the Oaks,though, is special even in that company.Very few modern fantasists can meldreality and faerie so closely that a photo-graph would fail to show signs of thespecial effects. For example, Peter Beagle�sThe Folk of the Air is a brilliant book, butthere�s never any doubt that Beagle�s townof Avicenna is an imaginary place. Yet it isnever questioned that somewhere in Min-neapolis, there is a rock-and-roll bandwhose members include a phouka, a faerielord, and a bass player of magical skill.

Actually, the phouka is just the roadmanager, and band leader Eddi McCandryis entirely mortal. At first, the band seemsmostly peripheral to the war into whichthe phouka has drafted Eddi, on the sideof the Seelie Court. But as events andvarious sorts of rehearsals unfold, it be-comes clear that music has a crucial partto play in the battle Eddi must fight, as thepowers of faerie wage increasing influ-ence on mundane Minneapolis.

Part of this story�s uncannily believabletone comes from Bull�s knowledgeableview of behind-the-scenes band life, partfrom her matter-of-fact yet fog-edgedportraits of assorted sprites and faerielandscapes, and a very large part from thephouka, who almost steals the novel fromEddi. The mischievous cheerfulness of alarge dog (which is this phouka�s alternateshape), a relentlessly stubborn streak, anda penchant for infuriatingly clever come-backs combine to make Eddi�s faerieguardian completely irresistible andutterly human.

The plot of War for the Oaks isn�t all thatcomplex. But the characters are drawnwith such convincing detail that theymight easily be living next door. Thrustingnormal people into Bull�s magical conflictalso produces all the fireworks one couldhope for. This book is one to read for thesheer wonder of seeing a master story-teller at work, in hopes that a touch of thewizardry might rub off. The fact that it�slots of fun as well is almost beside thepoint.

TRIPLETTimothy Zahn

Baen 0-671-65341-5 $3.95Triplet's premise would make a nearly

perfect challenge for an RPG campaign, ifit could be comfortably accommodated byone set of game mechanics. As it is, theunusual blend of magic and ultrahightechnology coupled with a diabolical detec-tive mission makes Timothy Zahn�s novelan even more eclectic stew than is oftenthe result in speculative fiction.

76 JANUARY 1988

Zahn does not delve too deeply into theexplanation of a universe in which magicand technology are both legitimate physi-cal phenomena, but he does keep hismagic on a very tight metaphysical leash.The world of Karyx, innermost of thethree world�s which make up the planetknown as Triplet, has access to a veritablearmy of intangible spirits in a hierarchyranging from lowly spirits to awesomeelementals and demogorgons. The humaninhabitants of Karyx rely on a host ofspells to control this population and makeit do their bidding.

The catch is that subtle, unknown loop-holes in the rules seem to be enabling thespirits to filter upward and outward fromKaryx into Shamsheer, the middle layer ofTriplet�s spherical sandwich. The progres-sion is hard to detect and slow to build(spirits apparently have trouble operatingthe infinitely detailed microcircuitry ofShamsheer�s elegantly disguised technolog-ical hardware), but could pose an enor-mous threat to the civilized galaxy if notstopped.

Which is where Danae mal ce Taegercomes in. Danae, the daughter of an ab-surdly wealthy space tycoon, has planneda visit to Triplet�s inner worlds as a meansof finally escaping the force-feeding luxuryof �Daddy Dear.� Guided by a trained ex-pert in world travel and followed by herunwanted but unshakable personal body-guard, Danae stumbles across the spiritrebellion and triggers an involved chaseback toward Triplet�s outer shell.

The individual confrontations in thisnovel aren�t especially striking, and thecharacters are mostly ordinary (except forHart, the bodyguard, who gets off somegood lines in an intriguingly conceivedseries of dilemmas). What makes Tripletdistinctive is the logic behind it � whichreally isn�t a surprise, as Zahn is knownfor science fiction rather than fantasy, andthe novel is clearly in the former categorydespite its thick fantasy sugarcoating.

By themselves, though, the ideas aren�tenough to make Triplet worth recom-mending. Zahn doesn�t follow themthrough; instead, he rushes the story�sclimax, shortchanging both heroes andvillains in the process. But if the novel isbarely worth reading on its own, it�s a goldmine for gamers seeking a unique settingin which to develop a campaign. As agaming aid, Triplet is beautifully detailedand more than worth its price. As a novel,it�s quite a disappointment. Zahn is capableof far better work; clearly, he hasn�t putforth his best effort in this case.

Recurring rolesA full-fledged Mongol horde of sequels

and continuations is rising from my deskthis month, nearly all of them distinctiveenough to warrant specific comments. Theremaining few threaten to leap off the topof the stack and land on my head. Self-preservation demands at least an attempt

to thin their ranks before the next dead-line. Therefore. . . .

Jack Chalker�s three new books testifymostly to an increased typing speed ratherthan to a creative outburst. Best of them isWarriors of the Storm (Del Rey, $3.95), thethird book in his Rings of the Masterscience-fiction series, mostly because ofthe extremely odd, artificial civilizationthat takes up most of the story and largelypushes aside the ongoing plot. Ideas likethis might be enough to propel Chalkerinto the ranks of �thinking� novelists likeAsimov and Clarke . . .

. . . but The Shadow Dancers (Tor, $3.95)and When the Changewinds Blow (Ace,$3.50) signify a truly shocking lack ofjudgment both on Chalker�s part and onthe parts of his editors. Both books featurefemale protagonists, and both take theirheroines through bizarre and lengthyadventures disguised as plot development� adventures that lead the women intoprostitution, for example. ShadowDancers, second in the G.O.D. Inc. series,at least gives undercover agent BrandyHorowitz some justification for her actionsand seems aimed at a fairly mature audi-ence. But Changewinds stars two school-aged girls thrust into a magical world, andoffers its characters no real options. (It�salso nearly devoid of plot, serving as abook-length set-up for the series premise.)Like most fantasy, this book will be readlargely by young people, but its charactersare potentially bad role models. (Debatesover sexual freedom aside, Chalker mightat least have shown some sign of havingheard of AIDS.) These books are not forlight reading.

The Warlock Heretical (Ace, $2.95) is amuch more pleasant surprise. In turningto matters of the medieval Church, Chris-topher Stasheff has breathed new life intohis Warlock cycle and has worked anabsorbing twist on the continuing saga ofroyal politics in Gramarye. There�s notquite as much sharp comedy this timearound, but the Order of St. Vidicon ismore than startling enough to make up forthe lack. It�s also an advantage thatStasheff�s tales are mostly self-contained,thus making it possible for a reader tostart in the middle of the series and stillunderstand the action.

That�s the chief liability of Diana Pax-son�s The Earthstone (Tor, $3.50), fourth ina sequence concerning the realm of Wes-tria. The first two volumes are currentlyout of print, though they provided somesignificant background that won�t be avail-able to those who joined the adventurewith Silverhair the Wanderer. But theproblem is a minor one, and this newestchapter in the saga adds a certain richnessof vision to Paxson�s world. On the otherhand, she may have a hard time toppingthe climax of this book in the three slatedto follow.

Swords of the Legion (Del Rey, $3.95)concludes Harry Turtledove�s cycle set inVidessos in highly impressive style, with

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the emphasis on personal quests ratherthan large-scale battles. Yet the seriesmaintains its overall unity, and it stands asa solid combination of historically basedfantasy and darkly magical adventure. Thedark sorcerer Avshar is definitely one ofthe more memorable servants of evil tocrop up in recent months.

Villains are much harder to find in Sus-picion (Ace, $2.95), second in the IsaacAsimov�s Robot City sequence. MikeMcQuay�s solution to the whodunit posedat the end of the first book is flawlesslylogical, yet somehow disappointing. WhileMcQuay�s mastery of Asimovian roboticdialogue doesn�t quite match that of earlierwriter Michael Kube-McDowell, that�s aminor problem beside the casual disap-pearance of the Key to Perihelion from thetale�s plot. The series seems to be leftwithout a McGuffin, and MasterplaysWilliam F. Wu has lots of pieces to fit intothe next book.

On the other hand, there�s a genuineAlfred Hitchcock McGuffin in John M.Ford�s How Much for Just the Planet?(Pocket, $3.95), which arrived just in timeto throw this column�s deadline into chaos.Ford�s second Star Trek novel is an outra-geously spectacular farce in which in-jokesbreed faster than tribbles, yet leave morethan enough gags accessible to bewilderKirk and his crew several times over. One

ploy that didn�t quite work in The Romu-lan Way fits much better here � a veryclose check of character names revealsthat Ford�s dedication should be takenquite literally. And oh, what readers mightpay for the videotape version!

Less flash marks Arrow�s Flight (DAW,$3.50), but the middle volume of MercedesLackey�s trilogy makes up for the relativemildness with strong narrative style thatdraws readers firmly into Talia�s world.There are again potent echoes of McCaf-frey�s Harper Hall, and again Lackey virtu-ally ignores the supposedly imminentcrisis that caused Talia to be Chosen as theQueen�s Own Herald. Nevertheless, thenovel remains quite enjoyable due to itsstrong characterizations. The next bookmay finally deliver on the sequence�s initialpromise of a rousing action-adventureyarn.

Liavek: Wizards Row (Ace, $2.95), thethird volume in a shared-world series, hasno problem delivering on its promise ofenjoyment. Though editors Will Shetterlyand Emma Bull provide a rather slim vol-ume this time around, the stories are aswell-crafted as ever, and offer a pleasantbalance between new and returning char-acters. In particular, John M. Ford�s �Greenis the Color� is a dark-edged mysterywhose success testifies to his versatility.

The Crossroads gamebook series can

now be moved from the experimentalshelf to the successful one. Both MattCostello�s, Revolt on Majipoor and TomWham�s Prospero's Isle (both Tor, $3.50)accomplish the difficult, threefold task oftelling absorbing stories, weaving signifi-cant game mechanics into the tales, andremaining essentially true to the worlds inwhich the adventures occur. Costello�ssolution to the game-mechanics problem isunusual in this format, while Wham givesmore of the intricate, unpredictable flavorof the form in his offering. One technicalcriticism: Harold Shea�s magic in Pro-spero�s Isle should ideally have called forShakespearean blank verse, but Wham�sastutely zany sense of plot makes up forthe slightly off-key poetry.

Night Arrant (New Infinities, $3.95) isharder to classify. Gary Gygax does indeedturn out to be more effective at craftingshort stories than he is at sustaining novel-length plots, but a tendency to interlinksome of the tales in this collection some-times undercuts the benefits of the shortform. Still, there�s a substantial body ofGreyhawk lore in the collection, and sev-eral of the stories turn on plot pointseasily adapted to individual campaigns. Itshould also be noted in passing that thetitle�s wordplay doesn�t quite fit either thebook or its linguistic origins.

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TheMarvel®-Phile

Justice is served! (Part 1)

by Jeff Grubb

The results are in on our informal pollon whether or not to do all of the victimsof the recent slayer of Marvel Super Vil-lains: Scourge. The readers made twopoints: First, the majority of people said�Yes, let�s see everyone that Scourge hasbumped off.� Apparently, being deaddoesn�t count against your popularity inthe Marvel Universe. But strongly voiced,too, was: �Don�t take up too much room,or use multiple 'Marvel-Philes,' in order todo it." [We had to split this into two parts.The list was too long! � Editor]

Hmm. What follows is the first part of�The Marvel®-Phile�s Two-Minute Drill," inwhich I cram as much as I can into assmall a space as possible. If we�ve covereda particular victim elsewhere in aMARVEL SUPER HEROES® game product,the reference is mentioned. Here, then,are the known victims of the Scourge ofthe Underworld � and (in the next issue)Scourge as well.

ENFORCER� Charles L. Delazny, Jr.F A S E R I PEX GD GD EX GD GD EXHealth: 60 Karma: 30Resources: TY Popularity: -10KNOWN POWERS:

other criminal (the Termite), the Enforcer

CONTACTS: No major contacts.HIS LIFE: A criminal mercenary, theEnforcer fought the Ghost Rider, Spider-Woman, Spider-Man, and Werewolf, oper-ating primarily on the West Coast.HIS DEATH: On assignment to kill an-

was shot by Scourge, who was disguisedas a bag lady.

Body Armor: EX rank, with silver-nitrate-covered vest for werewolves (seeDRAGON® issue #126, page 76).

Infravision: RM intensity.Weapons: Two .45 caliber guns with

special ammo:* Ordinary bullets (TY damage);* Silver bullets (TY damage, for were-

wolves);* Tranquilizer pellets (IN intensity);* Pyrogranulate capsules (RM-intensity

fire damage); and,* IN-intensity �Tingler� that changes the

victim�s metabolism, causing the victimto burst into flame (IN intensity) bypost-hypnotic command.

Disintegrator Amulet: Later a ring, lostbefore the Enforcer�s death (IN intensity,1-area range).TALENTS: Handguns, Martial Arts A, andHypnotism.

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MIRACLE MAN� Name unknownF A S E R I PPR GD TY TY EX EX UNHealth: 26 Karma: 160Resources: PR Popularity: -30KNOWN POWERS:

Mass Hypnotism: UN intensity; requiredeye contact to maintain and worked overTV screens; mildly telepathic in nature.

Psionic Powers: Powers taught toMiracle Man by Cheemuzwa Indians:

* Increase his Strength to the MN rank;* Produce power blasts of AM energy or

force; and,* Rearrange nonliving matter with AM

ability.LIMITATION: These psionic powers hadthe negative effect of reducing the stabilityof Earths radioactive materials, such thatthose materials within 50 miles were+1CS in damage and -1CS in stability perhour of exposure.TALENTS: None.CONTACTS: No major contacts.HIS LIFE: An egotistical world conqueror,Miracle Man used his hypnotic powers tofight the Fantastic Four. He gained psionicabilities from an ancient Indian tribe andbattled the Thing, Ghost Rider, and theDefenders.HIS DEATH: Miracle Man was shot byScourge, who was disguised as a fellowbus passenger, after causing a battle be-tween the Thing and the Rhino.MORE INFO: MA4 The Fantastic Four�Compendium.

HATE-MONGER III� �H.M. Unger�F A S E R I PTY TY TY GD PR PR MNHealth: 28 Karma: 83Resources: NA Popularity: -40KNOWN POWERS:

Emotion Control: Hate generation inothers, at a range of 2 areas (AM intensity)or on touch (UN intensity).

Shape Changing: IN rank.TALENTS: None.CONTACTS: Psycho-Man.HIS LIFE: Created by the Psycho-Man ashis agent in creating havoc in our dimen-sion by stirring up hate, Hate-Mongerfought the Fantastic Four. Note that Hate-Monger I was a clone of Adolf Hitler, andHate-Monger II was the Man-Beast, a crea-ture from Counter-Earth.HIS DEATH: The Hate-Monger was killedfrom the shadows by Scourge after beingabandoned by his master.MORE INFO: MHSP2 Secret Wars� II.

MEGATAK� Gregory NettlesF A S E R I PEX EX RM AM TY TY TYHealth: 130 Karma: 18Resources: TY Popularity: 0KNOWN POWERS:

Electrical Power: MN intensity; couldcreate video images in 3D, which couldthen attack (RM material strength anddamage); could also inflict MN electricaldamage on touch or up to 1 area away.TALENTS: Espionage.CONTACTS: None.HIS LIFE: An industrial spy, Nettles wasinside an experimental video display andthus gained his powers. He was defeatedby Thor and Sif.HIS DEATH: It is unknown if Megatakregained his electrical abilities, whichwere drained by Thor. As soon as he reap-peared in New York, he was gunned downby Scourge.

MELTER� Bruno HorganF A S E R I PGD TY TY GD EX TY TYHealth: 32 Karma: 32Resources: EX Popularity: -20KNOWN POWERS:

Melting Ray: Microwave device whichcould �melt� (actually liquify) stone, wood,metal, and flesh on the separate settings,with RM effects and range; more powerfulversion of this ray rumored to exist.TALENTS: Engineering, Repair/Tinkering,and Business/Finance.CONTACTS: Masters of Evil I and II, andJustin Hammer.HIS LIFE: A madman inventor, the Melterwas a former competitor of Tony Starkwho usually fought Iron Man and theAvengers. He became quite infamous as aresult.HIS DEATH: The Melter was slain byScourge, disguised as a lab assistant, onthe eve of the Melter�s latest plot againstthe Avengers. His latest Melter device wasdestroyed by Scourge. The Melter wasprobably Scourge�s most important victim.MORE INFO: MA2 Avengers� Coast-to-Coast.

TITANIA� Davida DeVitoF A S E R I PR M E X RM EX TY TY TYHealth: 100 Karma: 18Resources: GD Popularity: 5KNOWN POWERS: None.TALENTS: Martial Arts A, B, C, and E.CONTACTS: The Power Broker, theUCWF�s Grapplers, and Roxxon Oil.HER LIFE: A mercenary and formerwrestler turned criminal agent for Rox-xon, Titania fought the Thing, Giant-Man,Quasar, and Dazzler before going straightand joining the Unlimited Class WrestlingFederation with her former teammates.HER DEATH: Titania was killed in theshower by Scourge, who was disguised asanother female wrestler named Golddig-ger. This hit lends support to the possibil-ity that there were multiple Scourges, atleast one of whom was a woman.

BASILISK� Basil ElksF A S E R I PTY GD EX RM GD TY TYHealth: 66 Karma: 18Resources: PR Popularity: -5KNOWN POWERS:

Body Armor: GD rank.Resistance to Heat: AM intensity.Force Blasts: MN intensity force.Heat Blasts: AM intensity energy.Ice Blasts: IN intensity, GD Strength ice

(all �blasts� came from Basilisk�s eyes).Flight: Shift Z rank.

TALENTS: None.CONTACTS: None.HIS LIFE: A former burglar given specialabilities by the Kree Alpha-Stone andOmega-Stone, Basilisk fought Spider-Man,the Thing, Captain Mar-Vell, and Mr.Fantastic.HIS DEATH: Basilisk found his way intothe subbasement of the FF�s new HQ, butwas killed in the building by Scourge, whowas disguised as a construction worker.

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HAMMER�ANVIL�

Leroy JacksonJohn Anvil

F A S E R I PRM EX EX RM PR TY TYRM EX EX RM PR TY TYHealth: 100 each, 200 combinedKarma: 16 each Popularity: -5Resources: PRKNOWN POWERS:

Synthecon: This was an alien device thatlinked the two men at the wrist, allowingthem to absorb physical (slugfest or force)damage without harm, and to use thatrank of Strength for the next 10 turns.Those coming in contact with the device(other than Hammer and Anvil) took thatstrength rank of energy damage. Energyand missile attacks were unaffected bythis protection.TALENTS: None.CONTACTS: Deterrence Research Corpo-ration.THEIR LIVES: Chain-gang prisoners whoescaped and inadvertently rescued analien who gave them the Synthecon de-vice, Hammer and Anvil usually fought theHulk, but also fought Spider-Man, Spider-Woman, and the Guardians of the Galaxy.THEIR DEATHS: Lured into the desert tofight the Hulk, Hammer was shot byScourge, disguised as an Indian shaman.Linked by the Synthecon to his dead ally,Anvil died soon afterward.

FLY� Richard DeaconF A S E R I PEX IN RM IN PR M N G DHealth: 130 Karma: 91Resources: PR Popularity: -5KNOWN POWERS:

Flight: EX (10 areas/turn).Wall Crawling: RM intensity.

TALENTS: None.CONTACTS: None.HIS LIFE: Given his abilities by a criminalscientist who merged Deacon�s geneticmakeup with that of a fly, Deacon killedthe scientist but discovered that his ownpersonality was being taken over by flylikebehavior. In his last few months of life, hewas a mad man-monster.HIS DEATH: The Fly escaped from con-finement and was immediately slain byScourge.MORE INFO: MHAC7 Concrete Jungle.

80 JANUARY 1988

DEATH ADDER� Roland BurroughsF A S E R I PRM GD RM GD TY GD TYHealth: 80 Karma: 22Resources: GD Popularity: -5KNOWN POWERS:

Body Armor: EX rank.Gills: Could breath water.Swimming: 4 areas/turn.Bionic Tail: Fully functional fifth limb

that could inflict IN damage.Poison: On claws, AM intensity.

LIMITATION: Death Adder was mute.TALENTS: None.CONTACTS: Roxxon Oil and the SerpentSociety.HIS LIFE: Created by Roxxon Oil to be amember of the Serpent Squad, Burroughsfought the Thing, Stingray, and CaptainAmerica. He later joined the independentSerpent Society. HIS DEATH: His �Serpent Saucer� dam-aged, Death Adder was forced to take acab. Scourge was the cabbie. Following therecovery of Death Adder�s body from apolice morgue, the Serpent Society did allin its power to find and slay Scourge.MORE INFO: MHAC7 Concrete Jungle.

BLUE STREAK� F A S E R I PTY EX TY GD TY TY TYHealth: 42 Karma: 18Resources: TY Popularity: 0KNOWN POWERS:

Rocket Skates: AM ground speed, for-ward and backward, allowing GD leaping.

Body Armor: GD rank.Lasers: Mounted on arms of suit, doing

IN damage.Caltrops: Used to puncture tires of pur-

suing cars.TALENTS: Espionage.CONTACTS: The Corporation.HIS LIFE: A foreign spy who infiltratedthe SHIELD �super-agents� program, BlueStreak pursued a career as a freelancecriminal in the Midwest after his prisonterm. He usually fought Captain Americaand once worked with Vamp (see nextmonth�s �The Marvel-Phile�).HIS DEATH: After a battle with Cap, oneof Blue Streaks rocket skates was dam-aged. Hitching a ride with a trucker, BlueStreak found out too late that the truckerwas Scourge.

WRAITH� Brian DeWolffF A S E R I PGD GD GD GD GD EX INHealth: 40 Karma: 70Resources: TY Popularity: 0KNOWN POWERS:

Thought Reading: AM intensity.Image Projection: MN intensity, 3-area

range; used to make himself invisible andundetectable as a power stunt.

Telekinesis: AM intensity.Mental Attack: 2-area range, MN inten-

sity, affected Health without harmingsomeone�s physical body.

Mind Control: MN intensity.TALENTS: Law Enforcement and Hand-guns.CONTACTS: Tony Stark/Iron Man and theNYPD.HIS LIFE: Patrolman Brian DeWolff wasshot by criminals and rescued by his fa-ther, who used experimental technologiesto restore Brian�s health and to give himboth psionic abilities and a link with hisfather�s mind. Controlled by his father,Brian killed several criminals and foughtSpider-Man, Iron Man, and DoctorStrange. Brian was found innocent of thecrimes, but his father was sent to prison.The Wraith became a costumed adven-turer and an ally of the original Iron Man.HIS DEATH: Driven mad by the murderof his sister Jean, the Wraith returned toNew York to attack the New York PoliceDepartment. He arrived at a station houseas Scourge was leaving (having failed tokill Flash Thompson, believed by Scourgeto be the Hobgoblin). Scourge shot downWraith down instead. While Wraith hadcriminal intent when Scourge shot him,Brian DeWolff had no criminal record.

Next month, we visit the �bar with noname� � and say good-bye to more MarvelSuper Villains.

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©1988 by Ken Rolston

TSR, Inc., may plausibly claim to be thepioneer among fantasy campaign settingpublishers. The EMPIRE OF THE PETALTHRONE game, published in 1975, is acampaign setting based on variant D&D®game rules (see “Role-playing Reviews” inDRAGON® issue #128). However, TSRneglected the EPT supplement and failedto exploit its potential as a setting forpublished fantasy adventures. Further-

82 JANUARY 1988

more, TSR did not develop another cam-paign setting at this time, although thebasic elements of the Greyhawk and Black-moor campaigns might easily have formedthe foundation for such supplements. Itremained for other game publishers toprovide the early models for FRPG cam-paign settings.

In 1979, Chaosium published the classicCults of Prax supplement, the first of thegreat Gloranthan campaign supplements.In 1982, Iron Crown Enterprises beganpublishing its Middle-earth® game supple-

ments. In 1983, Columbia Games beganpublishing its HARN™ supplements. Thesethree are only the most eminent of thepublished campaign supplements of thisperiod; other companies — Judges Guild(City State of the Invincible Overlord),Gamelords (The Free City of Haven), andMidkemia (Carse and Jonril) — also madevaluable contributions to the art of thecampaign supplement, particularly in thearea of city design. Throughout this per-iod, however, TSR continued to concen-trate on adventure modules rather thancampaign supplements. Sophisticatedgamers like myself slyly observed to oneanother that TSR was missing out on agood thing.

Then, in 1983, it looked like TSR, Inc.,caught on. The WORLD OF GREYHAWK™setting, Gary Gygax’s campaign, was pub-lished in a two-volume boxed set, completewith pretty maps. And the revised D&DExpert boxed set featured its own cam-paign setting, including a campaign mapand brief descriptions of various nationsand cultures.

But the WORLD OF GREYHAWK settingnever really caught on. It was not as richlyimagined or presented as the Chaosium,Iron Crown, or Harn campaign settings,and TSR did little to support it with subse-quent packages. And though a number ofrevised D&D game adventure moduleswere based in the D&D game world set-tings, no dedicated campaign supplementswere published.

In 1984, the first DRAGONLANCE® sagamodule was published. The subsequentDRAGONLANCE novels, modules, andother supplements have been very popu-lar, though the quality of the backgroundmaterial has been stretched a hit thin bythe relentless exploitation of the trade-mark. The Gloranthan, Middle-earth, andHarn campaigns, developed over a numberof years specifically as FRPG campaignsupplements, have a deeper text and finertexture than the DRAGONLANCE materi-als. The real strength of the assortedDRAGONLANCE novels was in plot, char-acterization, and theme, rather than inbackground and setting detail, so gamedesigners had less to work with in devel-oping subsequent campaign supplements.However, even given the uneven quality ofsome DRAGONLANCE products, the cam-paign as a whole is still remarkable for itspopularity and for the sheer volume ofsupplements and spin-off products.

The success of DRAGONLANCE materialconvinced TSR that there was a marketfor campaign supplements. For the D&Dgame, TSR decided to produce a series ofcampaign supplements called Gazetteers,that would flesh out and develop the D&Dgame world introduced in the D&D ExpertSet. For the AD&D® game, the parting ofways with Gary Gygax discouraged fur-ther development of the WORLD OFGREYHAWK setting. Ed Greenwood, afrequent contributor to DRAGON Maga-zine, had a detailed, 10-year-old house

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campaign that TSR elected to develop asthe FORGOTTEN REALMS� campaignsetting.

The Gazetteers promise a variety ofcompatible campaign settings rather thana single, coherent world campaign. Nosingle publication (other than the scantynotes in the D&D Expert Set rulebook)provides an overview of the featuredcontinent. The inside cover of the MasterDM�s Book displays a map of the D&Dgame Known World, based on our world�sprehistoric Pangea protocontinent, with alist of 31 nations and empires � but nonotes, no nothing. (Name three principalexports of Zyxl. Name one.) This campaignsetting doesn�t even have a proper name,other than �The Known World� � hardly asonorous title to compare with Glorantha,Middle-earth, or Harn.

However, from a designer and gamemaster�s point of view, this casual attitudeis refreshing and appealing. The Gazet-teers promise to be tolerant of offbeat,divergent, and experimental notions ofwhat makes a good FRPG campaign. TSRapparently envisions its revised D&Dgame line as the home for the liberal,spontaneous wing of D&D game fantasyrole-players. The detailed review of Princi-palities of Glantri that follows elaborateson this more open-ended, free-wheelingattitude toward D&D game campaigns.

The FORGOTTEN REALMS setting andthe AD&D game line, on the other hand,appear to be aimed more at the conserva-tive, coherent faction of fantasy role-players. The tone is neither harsh norrepressive, as it occasionally was in TSR�spast; rather, it encourages exploitation ofthe wealth of rules and resources pro-vided by the AD&D game hardback rule-books. In terms of the campaign world,the FORGOTTEN REALMS setting prom-ises to expand the area covered by theoriginal boxed set in future publications,and even intends to integrate Kara-Tur, theOriental Adventures AD&D game cam-paign setting, into this world. For gamemasters and players who appreciate acoherent, plausible world setting using arelatively stable set of rules and conven-tions, the FORGOTTEN REALMS setting isthe appropriate choice.

Sizing up the settingsThree of the classic campaign settings �

the RUNEQUEST® game�s Glorantha andAlternate Earth, and the MERP� game�sMiddle-earth � are brilliant, esoteric, andnarrowly conceived. They are also rule-specific and difficult to adapt to D&Dgame systems. The RUNEQUEST game alsosuffers from a dearth of support material,with many of its finest supplements nowout-of-print and with new products fewand far between. As a final evaluation:Great, but for a limited audience.

Two strong campaign settings � Harnand the WARHAMMER FANTASY ROLE-PLAY game�s Old World � are closer to the

D&D game�s style of fantasy role-playing.Harn is distinctive for its color and detail.The WFR campaign, though promising andoriginal in atmosphere and presentation,has yet to prove itself in a series of cam-paign supplements. Harn is complete, well-developed, open-ended, superior inquality, and similar in style to the D&Dgame. WFR is a promising but immaturecampaign � one worth watching in theyears to come.

The DRAGONLANCE saga�s Krynn is awell-developed, fairly orthodox, but nar-rowly conceived AD&D game campaign.Unless you�re thinking of running aDRAGONLANCE campaign, it is not suit-able as an AD&D game campaign setting.These materials are well-done, but toonarrow to support most typical D&D gameadventures.

The D&D game Gazetteers are state-of-the-art, well-developed, open-ended cam-paign settings with a high tolerance forexperimentation in tone, theme, and vari-ant rules. The contrasting styles and cul-tures of each Gazetteer give game mastersa variety of campaign models to shopthrough in search of one that suits hisown preferences. The Gazetteers are idealfor free-wheeling DMs and players with amore casual attitude toward establishedrules and coherent campaign overviews.

The FORGOTTEN REALMS setting isdeeply rooted in the traditional AD&Dgame style of dungeon and wildernessadventures. The presentation is particu-larly supportive of beginning DMs insearch of their first campaign world; atthe same time, it provides substantialmaterial for characters of intermediatelevels of character power. This campaignsupplement is the best choice for mostestablished AD&D gamers.

GAZ 3 The Principalities of GlantriA D&D game campaign supplementTSR, Inc. $8.95Design: Bruce HeardEditing: Karen Martin and Aaron AllstonCover: Clyde CaldwellInterior illustrations: Stephen FabianGraphic design and cartography: Dave

Sutherland, Dennis Kauth, and RonKauth

A nation run by an aristocracy of magic-users? And numbered among that aristoc-racy are, in disguise, lycanthropes,vampires, necromancers, liches, and Im-mortals? And a nation where religion isprohibited, and where being a cleric is acapital offense? Quite an unusual D&Dgame setting, yes?

Each Gazetteer treats one nation orempire of the D&D game�s Known World.The Gazetteers have three basic elements:cultural and geographic background,features, and adventures. The cultural andgeographic campaign background sectionoffers a brief history and timeline for eachnation; basic geography, climate, andecology; and, fundamental social and

political concepts of the region. The fea-tures section could include any of a vari-ety of typical FRPG campaign elements.For example, the first Gazetteer, TheGrand Duchy of Karameikos, features anextensive collection of detailed NPCs. Thesecond Gazetteer, The Emirates of Yla-ruam, features a detailed desert village.Glantri�s special features include a fantasycity and variant magic systems. Finally,each Gazetteer offers a list of scenarioideas appropriate to the campaign setting.

The campaign background section iscompletely executed, with several excep-tionally noteworthy virtues. First, thenation�s economy is explicitly developed inaccordance with the dominion rules fromthe D&D Companion Set, providing a goodexample of their application in a campaigncontext. The nation�s armed forces are alsodescribed in War Machine terms (the D&DCompanion Set�s mass-combat system), forthose who like a strategic warfare compo-nent to their fantasy campaigns.

Most notable, however, are the textdescriptions and mechanics supporting thepolitical element of a Glantri campaign. InGlantri, various aristocratic clans andhouses struggle for control of the Councilof Princes. The origins, objectives, andmain personalities of each house and clanare described, along with the number ofvotes it controls in the council. Includedamong the political factions are medievalScottish refugees from beyond space andtime, blood-sucking nosferatu, liches,albino werewolves, dark-skinned elves inthe manner of 17th-century Spanish no-bles, expatriate Mongol princes, Immortalsincognito � all in all, a pretty colorful andoddly assorted bunch, even if you ignorethe fact that, all nobles in Glantri are alsoat least 9th-level magic-users. Nobody saidpolitics had to be dull.

Initially, PCs are more often caught upwilly-nilly in political intrigues, but as theygrow in power and influence, they maycampaign and negotiate with various fac-tions to get support for their activities.Suppose, for example, one faction pro-poses an aggressive policy of seeking outand eliminating subversive lycanthropicelements from society. The faction con-trolled by disguised werewolves maycovertly seek a defensive alliance withother factions of equally repellent pedi-grees. The PCs may knowingly or unknow-ingly be hired by one or the other factionto support its cause. Higher-level charac-ters may compete for noble titles, theirentailed dominions, and the votes con-trolled by those dominions. Involvingcharacters in the politics of the campaign,whether indirectly through adventuringor directly through maneuvering as noblesin the Council of Princes, can add a newlevel of participation in and enjoyment ofan FRPG campaign.

With the exception of TSR�s Lankhmar�:City of Adventure, Glantri City is the best-developed AD&D or D&D game city I�veseen. FRPG city settings are generally such

D R A G O N 8 3

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specialized and esoteric subjects that I wassurprised to find such an elaboratelydetailed city included in a Gazetteer.

Here�s what I like best about GlantriCity: Like Venice, Glantri City has canalsrather than streets, and travel is bybridge, gondola, or private boat. The cityalso has a wonderful assortment of guildsand brotherhoods � the Beggar�s Court,the Elven Liberation Front, the Free Fun-damentalist Farmers, the Monster Han-dler�s Syndicate, and the Thousand Fists ofKhan, for example � with lively conflict-ing interests and dark political machina-tions. Also noteworthy is the calendar ofseasonal festivals, each a charming invita-tion to a spirited city-adventure scenario.

I also like the smooth, almost tongue-in-cheek acceptance of the way D&D gamefantasy conventions are integrated into theeveryday life of Glantrian citizens. Forexample, the Monster Handler�s Syndicatemakes the presence of monsters almostcommonplace here. The People�s Spell-Casters Company is a criminal organiza-tion that employs foreign magic-users whocannot obtain local spell-casting licenses;the matter-of-fact acknowledgement ofbureaucratic intrusion on spell-castingrights, and the equally matter-of-fact ac-knowledgement that mages denied legalemployment will seek illegal employment,make the fantasy setting seem particularlyplausible.

This Gazetteer offers a completely re-vised and elaborated view of the career ofa magic-user. Enrollment in the GlantrianSchool of Magic permits a magic-usercharacter to learn new skills, like quickspell-casting and spell combination. A newsystem for awarding experience points tomagic-users is proposed, one more inkeeping with the peculiar character of themagic-user class. Alternate Glantrian spellresearch and enchantment rules are of-fered, which permit magic-users to de-velop distinctive variations of commonspells and magical items. Most importantly,the role-playing aspects of being a magic-user are emphasized. All the suggestedoptional rules and trappings encourage amagic-user to think of himself more as asorcerer and enchanter than as a form ofheavy artillery for dungeon-delving.

This Gazetteer also provides somethingthat has been popular in variant D&Dgame systems for a decade, though neverbefore sanctioned in an official TSR publi-cation � PC spell-casting specialties. TheSeven Secret Orders of the Great School ofMagic are Alchemists, Dracologists, Ele-mentalists, Illusionists, Necromancers,Cryptomancers (runemasters), andWitches. Access to new magical abilities isprobably enough to excite the players inyour campaign, but even nicer is the factthat once a PC enters a field of specializa-tion, his magical abilities have a role-playing coherence never achieved with thehodge-podge of spells traditionally availa-ble to D&D game mages.

Finally, the Glantri campaign centers

84 JANUARY 1988

around a charming magical artifact fromthe long-gone Blackmoor culture. It wouldbe tasteless to reveal this elegant littlemystery, but a hint may suffice. Can yousay �Chernobyl?� Sure. I knew you could.

The 20 suggested scenario ideas are tiedto distinctive features of the Glantriancampaign, and are good guides to the toneand character of adventures suitable inthis setting. For example, one idea involvesa night shipment of bugbears to the An-nual Monster Fair in Glantri City. Some-how, the PCs� barges get tangled up withthe barges of some of the monster han-dlers in the canals of Glantri. Some bug-bears get loose and dive overboard intothe water, there to play havoc with thelocal gondola traffic. Fishing the littledevils out of the canals in the dark is nopicnic, nosirree. A good 4-page �gradua-tion test� is provided as well � a completedungeon adventure designed to test L8magic-users hoping to graduate from theGreat School of Magic.

Visually, this campaign setting is one ofthe nicest things from TSR in a long time.The 22� x 34� map is printed in color onboth sides. One side is a political/terrainhex map of Glantri, with insets of twovillages and an army camp. The reverse isa spiffy map of Glantri City and its water-ways. The map keys and building labelsare in the text, so the map can be sharedwith the players. The Stephen Fabianinterior illustrations are strikingly orna-mented and full of character. The text isenergetically and entertainingly presented,and is meant to be read with pleasurerather than dutifully studied. The textincludes some fine bits of narrative anddialog to illustrate the rules and descrip-tive text, and generous suggestions andgame-mastering tips for integrating Glantriinto your campaign. And the good writingis not just a matter of style � there are alot of clever, charming, and original in-sights into the peculiar role of the magic-user in fantasy role-playing games, andhow he fits into the more-or-less medievalsetting of the D&D game universe.

Evaluation: The Principalities of Glan-tri is well-written, nicely presented, andfull of nifty and original suggestions forrunning a campaign in a land ruled bymagic-users. There are plenty of ideas,tones, and themes to choose from, with arefreshingly flexible and spontaneousattitude toward introducing new rules andoffbeat ideas.

The focus on magic-users in the cam-paign is the source of this campaign sup-plement�s greatest strengths, but manyDMs may hesitate to run a campaign in asetting where clerics are illegal but can beplayed covertly, and where MUs are heav-ily favored by rules and background. I�djust ignore what I found inconvenient. Ithink the pack is worth owning and read-ing, even if you never play it as a cam-paign. Don�t worry if you primarily playthe AD&D game � most of the ideas,characters, and settings are perfectly

appropriate for the AD&D game, and noAD&D game supplement offers such arich development of the role of the magic-user.

FORGOTTEN REALMS� CampaignS e t

An AD&D game campaign supplementTSR, Inc. $15.00Design: Ed GreenwoodDesign and development: Jeff GrubbEditing: Karen MartinCover: Keith ParkinsonInterior illustration: Jeff Easley, Keith

Parkinson, Clyde Caldwell, and TimConrad

To properly appreciate the FORGOTTENREALMS setting, consider two importantbut conflicting design requirements theofficial AD&D game campaign settingmust satisfy:

1. Compatibility with existing AD&Dgame campaigns. Several million AD&Dgame house-campaigns currently exist,and, given the institutionalized imperativefor creativity of FRPGs, you can bet thateach one is distinctive and personalized �and probably incompatible with mostother house campaigns.

2. Colorful characters, themes, andcultures. To appeal to creative and imagi-native FRPG players, a setting has to havelots of color, detail, and atmosphere � justthe thing to insure incompatibility withother colorful, detailed, and atmospherichouse campaigns.

Each Gazetteer can be as colorful anddistinctive as it likes; if you don�t like agiven setting, just keep hunting until youfind one you like. The FORGOTTENREALMS setting must encourage existinghouse campaigns to move to this newuniverse to make it a worthwhile purchasefor experienced AD&D gamers. Unfortu-nately, the more colorful and distinctivethe campaign setting is, the more likely itis to conflict with features of an existinghouse campaign. The DRAGONLANCEcampaign is a good example � lots of nifty,offbeat ideas and striking features, but notlikely to fit in well with many existinghouse campaigns.

The FORGOTTEN REALMS settingachieves these design objectives in a num-ber of ways. First, the setting is vast. Thisfirst package covers only a piece of acontinent, but that piece is several timeslarger than the United States. Second, theRealms campaign avoids the epic themesand theological frames of campaigns likeGlorantha, Krynn, and Middle-earth, leav-ing room for the complex and contradic-tory jumble of pantheons and culturesencouraged by the AD&D game�s develop-mental history. Finally, the Realms settingis a game setting, � not a narrative settinglike Krynn and Middle-earth � and it isfirmly rooted in the traditions of a decadeof AD&D game campaigns and adven-tures, both published and �house."

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The 96-page DM�s Sourcebook of theRealms introduces the campaign setting,explains how to use it, offers some adven-ture resources, and provides two completedungeon-style adventures. As I�ve said, theRealms are big enough to tolerate plentyof contrasting AD&D game campaigns andstyles of play. Large areas are specificallyset aside for house campaigns � no pub-lished materials will exploit those areas. Inaddition, one area is detailed in this pack-age, but no subsequent publications willuse that area; thus the DM gets basicbackground development but can exploit itas he likes, with no fear of contradictingfuture publications. Another nice featureis that this package covers only the west-ern half of a continent; the eastern half isreserved for future publication of Kara-Tur, the official AD&D game Orientalcampaign setting � a thoughtful gestureto those AD&D game characters who'dlike to walk or sail to a well-developed andrules-compatible inscrutable East.

Three methods of entering the campaignare discussed: as novice gamers with 1st-level characters, as experienced gamerswith 1st-level characters, and as charac-ters of various levels from other cam-paigns. The Shadowdale village setting isaimed at novice campaign designers. Thepractical advice to DMs is particularlysound and well-presented using a rareeconomy of words. The suggestions forhandling immigrants from other cam-paigns are less comprehensive. For exam-ple, there is no elegant rationale forstripping entering PCs of gross or incon-gruent magical items, and out-of-townclerics apparently receive their spells fromtheir home-campaign�s gods without ado.However, this is a tricky subject which hasbeen extensively discussed in variousmagazine articles, and is only a problemfor experienced gamers who presumablyalready have some experience in dealingwith the problem.

The section on random encounters andthe notes on the FORGOTTEN REALMSsetting�s dragons rub me the wrong way. Ipersonally don�t like random encounters,and I don�t like assigning arbitrary per-centage chances to creature behaviors(e.g., �Chaotic Dragons are only 50% likelyto honor the terms of their contract�).These are traditional and honored ele-ments of the AD&D game, though, andthis sort of thing fortunately makes uponly a tiny percentage of the total text.The selected NPCs are not particularlyuseful or appealing; they don�t read verywell, and there�s no context into whichthey fit. An exception is Elminster, thesage and narrator of the package, who isan effective informant and presentationmouthpiece. Also, the detailed descriptionof the Flaming Fist Mercenary Company isan interesting, extreme design example.Considering the DMG hirelings tables[pages 28-34], it�s hard to see how thisbunch can stay in business even at 10,000gp a day, but I still think it is a neat idea

that is well presented.The recent-news-and-rumors section, on

the other hand, is excellent, offering per-fect examples of AD&D game-scale fantasyscenario ideas in a charming and flavorfulstyle. The two dungeon adventures arealso first-class. �Halls of the Beast-Tamers�provides a solid rationale for the ever-popular monster-motel adventure. It�s aclassic AD&D game dungeon with lots ofweirdness and magical flourishes, andplenty of unconventional problem-solvingexercises. My one reservation is that itmay be too tough for novices; unless theyare very careful, this scenario maydampen the spontaneous exuberance ofthe first-time dungeoneer. �Lashan�s Fall� is

a nifty dungeon with a mystery (�Say,whatever happened to that other partythat came in here?�) and a loony monsterthat may not necessarily rip into the PCsat the first opportunity, thus providing anunconventional role-playing opportunity toparley with a real boogie-man.

Another fine section is �Books of theForgotten Realms,� a 33-page treatment ofseveral magical tomes. Each of these sug-gests a variety of adventures, and sparkleswith the fantasy flavor of AD&D gamemagic at its very best. The appearance ofeach book is described, along with itshistory and background, including theoriginal owner and the series of charac-ters subsequently involved with the tome.The contents of each spell book are given,along with one or more unique spells thatwill stimulate the acquisitive itch ofpower-hungry magic-user PCs. Finally,there�s a two-page index, an oft-omittedbut priceless aid for DM reference.

The 96-page Cyclopedia of the Realmsbegins with a fair treatment of time,names, language, and currency in theRealms, and with a less-satisfying treat-ment of gods and religion. Veteransbrought up on the DEITIES & DEMIGODS�Cyclopedia, Legends & Lore, and othermore robust fantasy theologies will findthis thin fare. Though the major arche-types and game elements are covered,there�s little detail, motivation, or gameinformation provided for the deities. Morecompatibility with the published AD&Dgame books would have been nice; a fewFinnish and Celtic gods appear, along withTyr of the Norse pantheon, but most ofthe gods are unique to the Realms. How-ever, you can�t do everything in two book-lets, and vague religions could be a virtue

for experienced DMs and players whowant to stick with the established gods oftheir house campaigns. An excellent ap-pendix, a list of NPCs presented as a cen-sus of the village of Shadowdale, offers afine sense of the tone of the FORGOTTENREALMS campaign setting.

The rest of the book, 75 pages worth, isan encyclopedic, alphabetic listing of im-portant places, races, nations, cultures,character classes, and organizations of theRealms. Encyclopedic presentations havesome advantages for reference, but often

read about as well as encyclopedias, andmay represent a timid unwillingness tostruggle with other more complex butmore coherent organizational schemes �for example, a series of chapters, eachdealing with a specific topic like majorraces or cultures. This book is not too bad,however, as long as you treat the longerentries as essays, and don�t worry aboutreading all the skimpy citations concerningminor towns and countries.

Concerning places, the best entries areseveral large- and medium-sized cities andtowns, complete with maps and keys to themajor establishments. Detail is understand-ably scanty, but the titles and types of busi-nesses as listed in the map keys are adequateimprovisational inspirations for an experi-enced DM. There is also a good treatment ofShadowdale, a village proposed as the settingfor novice campaigners.

The treatment of races is unexceptional,though there is a nice touch with theelves, who are apparently abandoning theland for some mysterious reason, conven-iently leaving plenty of derelict settle-ments, habitations, and dungeons justbegging for genteel looting and grave-robbing � er, excuse me, I meant to say�adventuring.� The treatments of nationsand cultures are also understandablysuperficial, given space constraints; Cor-myr, the nation receiving the most atten-tion, gets only three pages. However, thefew details given are at least plausible andare often good hooks for adventuring.

The entries on the various characterclasses describe their roles in the Realmssetting and offer role-playing suggestions.For example, the thief class is rationalizedas employing its skills only in the adven-turing context, thereby removing theimmoral, antisocial elements of the thief�srole. I also sympathize with Elminster�sdeprecatory comments on dogmatic cava-liers and paladins. Elminster gratefullyobserves that the more fanatic examplesgenerally die young, while the more toler-ant and understanding of their ilk aregenerally more successful in achievingtheir aims.

The strongest element of this encyclope-dic section is the treatment of variousorganizations like Iron House (a dwarvenclan), the Knight of the North and Knightsof the Shield, harpers, the Lord�s Alliance,adventuring, mercenary, and merchantcompanies, the Shadow Thieves, and theZhentarim (a criminal network and wor-shipers of Bane: a feared, evil god). Theseorganizations are backdrops for intrigueand adventure, and provide backgroundmaterial for PC and NPC role-playingdevelopment. Skim through a couple ofthese entries; they�re quite good.

Four full-color, 34� x 22� maps areincluded. Two are combined to form alarge-scale (1" = 90 miles) map of thewestern half of the vast Realms continent.The other two combined provide a moredetailed (1� = 30 miles) map of the re-gions featured in this campaign pack.

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Artistically, they�re decent but unimpres-sive. Graphically, they�re exceptionallyclear and useful. The best part is the omis-sion of hex grids from the maps, and theinclusion of two transparent plastic hexgrids for figuring distances and travelrates. These ingenious devices are sure toplease mappers and travel freaks.

So, how does the FORGOTTEN REALMSsetting shape up as a campaign setting?The physical space is vast and varied �just what the official AD&D game cam-paign needs. It includes, at least in plan,the AD&D game Oriental world � a realplus, given the exceptional quality of theOriental campaign materials. Detailedgeography, climate, ecology, and so forthmust await development in subsequentsourcebooks.

These elements need further elaboration,

Political and social institutions likewiseneed further elaboration in supplements,but the basic concepts devised by Green-wood and colleagues are appealing andperfectly in keeping with honored AD&Dgame conventions. For example, the ideaof royal charters for established adventur-ing companies is perfect for PC parties.The names of several adventuring com-panies described in the text will suggestthe tone and charm of this conception:The Company of the Wolf; The Four; Half-lings, Inc.; The Hunt; The Knights of MythDrannor; Mane�s Band; The Men of theBasilisk; The Savage Seven; and, ThePurple Flame.

The important guiding themes of anycampaign � good vs. evil, megavillains,depraved gods, quests, loot, power � areall available in profusion. The Cult ofDragons marshals the Evil Dragonkind ofthe Forsaken North against hapless vil-lagers. Zhengyi, Witch King of Vaasa, ruleshis burgeoning empire of ruthless con-quest from the brooding solitude of CastlePerilous. The haughty and arrogant RedWizards of Thay employ their awesomesorcerous powers in their expansionisticand imperialistic policy of swallowing upneighbor states. The Black Lords Altar isserved by Patriarch Fzoul Chembryl andthe scheming clergy of the cruel god Bane.

but even as they stand, they are flavorfuland evocative.

The sense of wonder � the aura and

tial of the campaign setting.

tone of the alien and fantastic � is rela-tively conventional and restrained, buttrue to the style and spirit of most AD&Dgame campaigns. Many other campaignsettings are more bizarre and distinctive(see, for example, the DRAGONLANCEcampaign and last month�s �Role-playingReviews� column), but such a settingwould be inappropriate for the officialAD&D game campaign. In general, theFORGOTTEN REALMS setting does a com-mendable job in staying close to the basictraditions of the AD&D game and develop-ing them in clever and original ways.

And what is the prospect for future sup-plements? Well, FR1 Waterdeep and theNorth was released in October 1987, a citypack by Ed Greenwood, and FR2 Moonshaeby Doug Niles has been released: a source-book for the setting of his novel Darkwalkeron Moonshae, �replete with unicorns,druids, and bards, and including severalshort adventures,� says the catalog. In thisindustry, product support must be timely,and bimonthly publication is quite timely. Asa result, top designers, not green freelan-cers, have been assigned for follow-upproducts � a good sign that TSR intends todo right by the Realms.

Evaluation: This setting is well-conceived as the official AD&D gamecampaign setting � vast enough to accom-modate a multitude of house campaignsand variable playing styles, and true to theestablished traditions of a decade ofAD&D game campaigning. The componentquality is quite satisfying � particularlythe maps and the nifty transparent hexgrids � and the presentation is concise,readable, and appealing. Because of thevast scope of the project, this packageoften lacks the detailed development ofspecific topics featured by other, morenarrowly focused products (the Gazet-teers, for example), but certain sections �notably the recent news and rumors, thedungeons, and the magical tomes � areearnest and excellent tokens of the poten-

Short and sweetWhimsy Cards, by Jonathan Tweet and

Mark Rein�hagen [sic]. Lion Rampant,$3.95. A truly original FRPG concept � aset of cards distributed to players at theGM�s discretion, designed to allow theplayers to intervene directly in the GM�scontrol of the narrative.

For example, Penny Forthright, a CALLOF CTHULHU® game investigator, turns acorner and stumbles into a soul-eatingdemon. Penny�s player hands the GM her�Tables Turn� Whimsy card, which reads�Something in the situation reverses, anadvantage turns into a disadvantage, adisadvantage turns into an advantage. It isa surprise to all." Penny�s player says, �Loand behold! This soul-eating demon is not(to Penny�s surprise) intent on eating Pen-ny�s soul, but is indeed seeking a human�said in locating an escaped criminal demon,with the intent of returning said fugitiveto his home dimension for a fair trial.Please, Mr. Game Master, isn�t that an ever-so-charming dramatic reversal?�

Mr. Game Master grins wryly at theirony, then says, �Well, I�m not sure you�vegot the tone quite right, but I like the idea.Okay, how�s this: The demon is looking forPenny�s aid, but the task he proposes isless noble than Penny would like. Give mea minute to work out the details."

Whimsy Cards can be used with anyFRPG. Their successful use depends on theplayer�s ingenuity in proposing appropri-ate interventions and on the GM�s comfortwith improvising responses to unantici-pated shifts in plot and character motiva-tion. I really like the idea of the cards, butthey may be appropriate only for fairlysophisticated gamers or folks with astrong dramatic and improvisational flair.Since the cards are so inexpensive, andhave only four pages of rules, trying themis not much of a risk. They are availablefrom Lion Rampant, P.O. Box 621,Northfield MN 55057.

WARHAMMER 40,000: Rogue Trader, byRick Priestley. Games Workshop Ltd.,$30.00. This is colossal, stupendous, andspectacular. This game volume contains anumber of diverse elements: orcs anddwarves in space, ultra-high-tech Eldarand the Craft-Worlds, Mutants, Psychers,The Tenth Millenium of the Eternal Em-peror�s reign over Known Space, the Adep-tus Terra, the Inquisition, the AdeptusAstra Telepathicus, the Legiones Astartes(Space Marines), Rogue Traders, Abhu-mans, the Ork Domains, Tyranids, and theHive-Fleets, to name a few.

Simply referred to as Warhammer Forty-Kay, this is a science-fiction/fantasyminiatures system analogous to GW�sWarhammer Fantasy Rattle Rules, exceptForty-Kay is a squad-sized-unit skirmishsystem with fewer miniatures on the table,and more flexible and dispersed unitmaneuvering.

This is the first science-fiction/fantasy

86 JANUARY 1988

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game setting to make my blood boil. Itdoesn�t contain role-playing rules, but whocares? If Games Workshop doesn�t publishsome real soon, I�ll make up my own.Forty-Kay cheerfully plunders dungeon-style fantasy for archetypal elements andthemes, yet offers a galactic panorama andscience-fictional sense-of-place that re-minds me of Dune and other SF epics.

My critical faculties are temporarily out-of-service, I�m afraid; I like this so muchthat I must be disqualified as a coherentreviewer. You�d better go look at it your-self, or you�re going to think I�ve lost mymarbles. The visuals are stunning. Thetone and conception of the campaignuniverse are brilliant. Paying $30 for a288-page hardback book seems a bit muchat first glance, but then again folks gladlybuy 128-page AD&D game hardbackbooks for $15 each. This is available fromGames Workshop Ltd., Chewton Street,Hill Top, Eastwood, Nottingham, NG163HY, United Kingdom; or Games WorkshopU.S., 8920 Route 108, Columbia MD 21045,United States.

I13 Adventure Pack I, by various au-thors. TSR, Inc., $12.00. Here, perhaps, isthe future of the module market. This is agood collection of short, stand-aloneAD&D game adventures by a number ofestablished and promising designers. Theplots, tones, and flavors of these adven-

tures are particularly original and offbeat.My favorites are Allen Varney�s �Steaks� (acompact, charming, nicely staged gamingvignette with a clever central plot device)and Paul Jaquays� �Terror in SkytumbleTor� (a sharp little adventure with cleverplot devices and vivid NPCs in a derelictsky castle that is ponderously tumblingend-over-end toward the earth).

The module format has always been themost practical for presenting an FRPGadventure, but reading long modules ispainfully dull, and 64 pages of the sametone and style can make the GM�s taskeven more tedious. These short adven-tures are a good length � long enough topresent an idea, but short enough to read

straight through without introducingnarcolepsy. Also, the varied tones � somelight and clever, some earnest and heroic� make for a more pleasant reading expe-rience. And the adventures here are com-fortably conventional in their AD&D gamefeel, and can easily be slipped into a typi-cal house campaign.

Citybook� III: Deadly Nightside, by vari-ous authors. Blade/Flying Buffalo Inc.,$10.00. This another volume in the excel-lent Citybook series of generic FRPG sup-plements featuring colorful urbanestablishments with richly imagined andillustrated NPCs and stimulating scenario

Mike Stackpole, project coordinator andcontributor, has assembled the typicalcollection of preeminent free-lance gamedesigners, professional fantasy writers,and other cheerful Citybook contributors,including Greg Gorden, Warren Spector,Allen Varney, Scott Haring, Paul Jaquays,Jennifer Roberson, Dennis L. McKiernan,and Ed Andrews. Liz Danforth providesexcellent interior illustrations, as usual.Previous Citybook projects have alwaysbeen original, offbeat, and well-written;Citybook III is no exception. This is availa-ble from Blade/Flying Buffalo Inc., P.O. Box1210, Scottsdale AZ 85252.

Who reviews the reviewers?I�m honestly interested in your thoughts

about these game reviews. Despite theconfident, assertive tone of my commen-tary, I am (like most writers) profoundlyskeptical of my own insights and lucidity.(In other words, if I�m barking up thewrong trees, I hope someone will mentionit to me.)

My mailing address is: Ken Rolston, Box28, Tabor NJ 07878 (no phone calls,please). My nightmarish schedule probablyprecludes responding personally to yourletters, but I�d love to have my mistakesand misjudgments pointed out to me,along with a nurturing dose of back-patting, if you feel it is appropriate.

D R A G O N 8 7

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GAMERS’ GUIDE

88 JANUARY 1988

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Index toAdvertisers

Alternate Dimensions Enterprises . . .86AMAZING® Stories . . . .69, insert cardArmory . . . . . . . . . . . . . . . . . . . . . .13Bard Games . . . . . . . . . . . . . . . . . .52Britton Designs . . . . . . . . . . . . . . . . .38Chaosium Inc. . . . . . . . . . . . . . .5Columbia Games Inc. . . . . . . . . . . . . . . . .23Crazy Dwarf* . . . . . . . . . . . . . . . . . . . .48Doubleday SF Book Club . . . . . . . . .11Dragon Light Enterprises . . . . . . 25DRAGON® Magazine . . . .25, 103, insert

cardstDUNGEON™ Adventures . . . .29, insert

cardEsdevium Games* . . . . . . . . . . . . .91Fantasy World* . . . . . . . . . . . . . . .42FASA Corporation . . . . . 15, inside back

coverGame Designers' Workshop . . . . .1, 35Game Systems Inc. . . . . . . . . . . . . . .40Gamers in Exile* . . . . . . . . . . . . . . . 28Games Workshop US . . . .Inside front

cover, center insert, 96-97, 24, 101Guardroom* . . . . . . . . . . . . . . . . . .104Hobbyhorse* . . . . . . . . . . . . . . . . . 51Iron Crown Enterprises, Enc. . . . .Back

coverKJC Games* . . . . . . . . . . . . . . . . .41Krackers Games Shop* . . . . . . . . .18Leading Edge Games . . . . . . . . . 87Leisure Games* . . . . . . . . . . . . .57Mayfair Games . . . . . . . . . . . . .39, 93Palladium Books . . . . . . . . . . . . .17, 65Ral Partha Enterprises, Inc. . . . . . .19Rieder Design Ltd.* . . . . . . . . . .44-45Shadow Graphics . . . . . . . . . . . .77Skyrealms Publishing, Inc. . . . . . . .37Spirit Games* . . . . . . . . . . . . . . . . . . .50Steve Jackson Games . . . . . . . . . .53, 64TSR, Inc. . . . . . . . . . . . . . . . . . . . .53, 9821st Century Games . . . . . . . . . . . . .19Virgin Games Center* . . . . . . . . . 43Warlord Games Shop* . . . . . . . . .49West End Games . . . . . . . . . . . . .81

* United Kingdom

D R A G O N 89

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CONVENTIONCALENDAR

Convention Calendar Policies

This column is offered as a service to ourreaders around the world. Anyone mayplace a free listing for a game conventionhere, but the following guidelines must beobserved.

In order to ensure that all conventionlistings contain accurate and timely infor-mation, all material should be either typeddouble-spaced or printed legibly on 8½” x11" paper. The contents of each listingshould be short, succinct, and under 150words long.

The information given in the listing mustinclude the following information, in thefollowing order:

1. Convention title and dates held;2. Site and location;3. Guests of honor (if applicable);4. Special events offered;5. Registration fees or attendance re-

quirements; and,6. Address(es) and telephone number(s)

where additional information and confirma-tion can be obtained.

Convention flyers, brochures, newslet-ters, and other mass-mailed announce-ments run the risk of not being consideredfor use in this column; we prefer to see acover letter with the announcement as well.No call-in listings are accepted. Domesticand foreign conventions are welcome.

WARNING: We are not responsible forincorrect information sent to us by conven-tion staff members. Please check yourconvention listing carefully! Our widecirculation ensures that over a quarter of amillion readers see each issue. Accurateinformation is your responsibility!

Convention listings should be mailed bythe copy deadline date to ConventionCalendar, DRAGON® Magazine, P.O. Box110, Lake Geneva WI 53147. Copy dead-line dates are the last Monday of eachmonth, two months prior to the on-saledate of an issue. For example, the copydeadline for the July 1988 issue is the lastMonday of May 1988. Plan ahead; earlylistings pay off!

If a convention listing must be changedbecause the convention has been can-celled, the dates have changed, or incor-rect information has been printed, pleasecontact us immediately! For any ques-tions or changes related to this column,please call either Robin Jenkins or RogerE. Moore at TSR, Inc., at (414) 248-3625.

indicates Canadian convention. indicates European convention.

CONFUSION, January 15-17This science-fiction convention will be held at

the Southfield Hilton in Southfield, Mich. Roomprices are $55 per night. Guests of honor in-

90 JANUARY 1988

clude Joe Haldeman, Larry Tucker, Marta Ran-dall, and David Cherry. Membership fees are$20 at the door. Write to: AASFA/CONFUSION,P.O. Box 8284, Ann Arbor MI 48107.

PROJECT...GENESIS II, January 17This PATCO protoriginal convention celebrates

its second incarnation at Chiminello�s Hall, 2221N. Weber in Fresno, Calif. Featured tourna-ments include AD&D®, BATTLETECH®, CALLOF CTHULHU®, CHAMPIONS�, and othergames. Open gaming will be available, alongwith a swap meet for those wishing to buy, sell,or trade old games or gaming material (tablespace required). Preregistration is $3 beforeJanuary 10, or $5 thereafter. Tables for theSwap Meet are $10 for an entire table and $6.50for half a table. Write to: PATCO, c/o Phil Pittz,5415 E. Washington, Fresno CA 93727; or call:(209) 255-4682.

NEW ORLEANS SCIENCE FICTION ANDFANTASY FESTIVAL, January 22-24

This science-fiction and fantasy event will takeplace at the Pallas Suite Hotel, Canal Boulevard,in New Orleans, La. George R.R. Martin, GeorgeAlec Effinger, and others are guests of honor.Registration is $15 at the door. Write to: NEWORLEANS SCIENCE FICTION AND FANTASYFESTIVAL, P.O. Box 791089, New Orleans LA70179-1089; or call: (504) 482-0908.

PANDEMONIUM 5, January 23-24This two-day gaming convention will be held

at the Hub Cafeteria of the Ryerson Polytechni-cal Institute at 350 Victoria Street in Toronto,Ont., Canada. Events include FRPG tourna-ments, board games, miniatures competitions,auctions, dealers, and more. Preregistration feesare $10 for Saturday, $8 for Sunday, or $15 forboth days; fees must be received before January7. At-the-door fees are $12 for Saturday, $10 forSunday, and $20 for both days. There are notournament fees. For details, write to: TheGeneral Staff, P.O. Box 425, Station A, Downs-view, Ontario, CANADA M3M 3A8; or call: DougRichards at (416) 598-1693, or Dave Simpson at(416) 597-1934.

CHIMERACON V, January 29-31This science-fiction and fantasy convention

will be held at the University of North Carolinacampus in Chapel Hill, N.C. Guests of honorinclude Nancy Springer, Hugo and NebulaAwards winner Orson Scott Card, ColleenDoran, Allen Wold, Lisa Cantrell, and Mark vanName. Events include a costume workshop andcontest (costumed guests receive $1 off admis-sion for Saturday registration), an Outer LimitsCantina Variety Show, filksinging, gaming,panels, and more. Admission prices are $6 perday, $11 for two days, or $15 for all three days.Preregistration for all three days is $12.50.Write to: 15-A University Gardens, Chapel HillNC 27514; or call: (919) 933-3003.

JACKSONVILLE SKIRMISHES �88January 29-31

SKIRMISHES presents the grand opening ofthis role-playing/wargaming convention at theJacksonville Hotel in Jacksonville, Fla. Eventsinclude: AD&D®, TRAVELLER®, STAR FLEETBATTLES, and CAR WARS® game tournaments;Napoleonics; board gaming; a dealers� room; acostume contest; SCA demonstrations; and,other role-playing and historical gaming events.For hotel reservations, call: (904) 398-8800.Registration is $18 for the entire weekend. Sendregistration fees to receive a program booklet.For further information, contact: SKIRMISHES,P.O. Box 2097, Winter Haven FL 33883; or call:(813) 294-9166.

REDCON 88, February 5-7The Royal Military College of Canada will hold

its second annual Wargames Conference at theCadet Recreation Centre on the campus groundsin Kingston, Ont., Canada. Scheduled eventsinclude SQUAD LEADER®, BATTLETECH®,microarmor, AD&D®, and BATTLESYSTEM�game tournaments, with plenty of open gaming.Retail vendors and board-game company repre-sentatives will introduce, promote, and sell theirproducts. Registration is $5 (Canadian) for theentire conference, and must be filed beforeJanuary 15. For details, send an SASE to: RMCWargames Club, c/o OCdt. Dray, 1 Sqn., RoyalMilitary College, Kingston, Ontario, CANADAK7K 5L0.

WARCON �88, February 5-7Texas� oldest gaming convention will be held

at Texas A&M University in College Station,Texas. The featured event is an RPGA� NetworkAD&D® Open Team Tournament. Other eventsinclude board games, miniatures events, androle-playing game tournaments, a dealers� room,and 24-hour open gaming. Preregistration is $8,or $11 at the door. The guest of honor is LarryBond (coauthor of Red Storm Rising and de-signer of the HARPOON® game). Write to: MSCNOVA, Box J-1, Memorial Student Center, TexasA&M University, College Station TX 77844; orcall: (409) 845-1515.

DALCON 88, February 6-7This annual wargaming convention will be

held in the McInness Room of the Student UnionBuilding, Dalhousie University, Halifax, NovaScotia. Events include role-playing, board, andminiatures games, along with a miniaturespainting contest. Prizes will be awarded inseveral of these events. Registration is $4 bymail or $7 at the door. Day passes will also bemade available. Write to: DalSim, c/o the En-quiry Desk, Dalhousie University, Halifax, NovaScotia, CANADA, B3H 4J2; or call: Dan DelVil-lano at (902) 469-7545.

THE EGYPTIAN CAMPAIGN, February 6Sponsored by the Southern Illinois University

Strategic Games Society, the EGYPTIAN CAM-PAIGN will be held in the Student Center Renais-sance Room on the Southern Illinois UniversityCampus in Carbondale, Ill. Events run from 9A.M. to midnight. Scheduled programs include:an AD&D® game tournament; a DIPLOMACYtournament; MARVEL SUPER HEROES®, BAT-TLETECH®, CAR WARS®, and other game tour-naments; open gaming; and, afantasy-miniatures painting contest. Preregistra-tion is $3 for the day, or $5 the day of the event.For details, write to: SIU Strategic Games Soci-ety, Office of Student Development, 3rd Floor,Student Center, Southern Illinois University at

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Carbondale, Carbondale IL 62901-4425; or call: 9962, University Station, Clemson SC 29631;David T. Blustein at (618) 457-6416. or call: (803) 656-6650.

DUNDRACON XII FANTASYROLE-PLAYING AND PLAY-BY-MAILGAME CONVENTION, February 12-16

Held at the Oakland Airport Hilton Hotel inOakland, Calif., this gaming convention willfeature a variety of events including tourna-ment and open gaming, a miniatures-paintingcontest, SCA demonstrations, a flea market, anda dealers� room. This year�s events will alsoinclude a play-by-mail Mini-Con featuring anumber of guests and live versions of favoritePBM games. Registration fees are $20 untilFebruary 1, and $25 thereafter (or $10 per day).For details, write to: DUNDRACON, 386 Alca-traz, Oakland CA 94618.

GENGHIS CON IX, February 12-14Join the Horde as GENGHIS CON IX moves to

winter quarters at the Airport Hilton in Denver,Colo. This convention is sponsored by the Den-ver Gamers Association and the Colorado Mili-tary Historians. Events include all varieties ofboard, miniatures, computer, and role-playinggames. The ever-popular game auction willmake another appearance this year. Specialgaming events include competitions in VICTORYIN THE PACIFIC, TITAN, CIVILIZATION, KING-MAKER, and ADVANCED SQUAD LEADER. TheColorado Military Historians will also sponsorone of the first qualifying rounds for the WRGAncients National Championships. Registrationis $12 until January 31, and $15 thereafter.Write to: Denver Gamers Association, P.O. Box2945, Littleton CO 80161.

ORCCON 11, February 12-15Brought to you by STRATEGICON, the people

who also brought you ORIGINS �86, this gamingconvention will be held at the Los AngelesAirport Hyatt Hotel. Role-playing, wargame,computer game, and family board game tourna-ments are offered, as well as various seminarsand demonstrations, a flea market, a gameauction, and an exhibitors� area. Write to: ORC-CON 11, c/o DTI, P.O. Box 8399, Long Beach CA90808; or call: (213) 420-3675.

FAL*CON I, February 19-21This gaming convention will be held at the

Howard Johnson Convention Center in Merid-ian, Miss. Guests of honor will include SteveJackson, Dave Miller, Phil Foglio, and RobertAsprin. Scheduled events include an RPGA�Network AD&D® game tournament, opengaming, a video room, blacksmithing, cloth-weaving, and pottery demonstrations, an artshow and auction, a masquerade party, an SCAdemonstration, and much more. Membershiprates are $20 for the entire weekend. Interestedgamers may send their checks, money orders,or information requests to: FAL*CON, P.O. Box4707, Meridian MS 39304.

NOT-A-CON, February 20-21This mini-convention will be held at the

Palmetto Ball Room on the Clemson Univer-sity campus in Clemson, S.C. Activities willinclude an AD&D® game tournament, aCHAMPIONS� game tournament, and aminiatures-painting contest. Registration feesare $3, with $2 fees for tournament play.There is a $1 fee for up to four entries in theminiatures-painting contest, with each addi-tional entry over four costing $0.50. All pre-registration fees must be postmarked no laterthan January 15. For details, send an SASE to:Clemson University Adventurers� Guild, Box

92 JANUARY 1988

CONTEMPLATION 88, February 26-28This science-fiction, fantasy, and gaming

convention will be held at the Ramada Inn inColumbia, Mo. Guests of honor include Jerryand Roberta Pournelle, and Larry Niven. J.R.Daniels is the artist guest of honor, and KeithBerdak is fan guest of honor. Events include anart show and auction, panels, a masquerade, avideo room, a hucksters� room, and games.Membership fees are $14. Write to: CONTEM-PLATION, P.O. Box 7242, Columbia MO 65205.

CREATURECON 88, February 26-28Sponsored by The Creature Shop, this gaming

convention will be held at the Ice House BallRoom at the corner of W. Eldorado and VanDyke in Decatur, Ill. Featured events includetwo miniatures-painting contests, RPGA� Net-work tournaments (including AD&D®, MARVELSUPER HEROES®, and TRAVELLER® games),open gaming, fantasy drawing contests, science-fiction games, a dealers� room, an art show, anauction, lectures on fantasy gaming conceptsand on writing fantasy adventures, and a num-ber of guest authors and lecturers. Registrationis $15 through February 20, and $20 at the door.Preregistration fees must be paid in advance bycheck or money order, made payable toCREATURECON 88. For tickets or details, sendan SASE to: CREATURECON, P.O. Box 2875,Decatur IL 62526; or call: (217) 875-1316.

UNIVERSITY CHALLENGE 88February 26-28

Sponsored by the University of SaskatchewanGamers Club and The Wizard�s Corner, thisconvention will be held in Room 148 of thePhorvaldson Building on the University ofSaskatchewan in Saskatoon. Events include anAD&D® game tournament with a grand prize of$50, a STAR FLEET BATTLES tournament with aprize of $50 and a figurine painting contest. Theentrance fees are: $80 for a team of four in theAD&D game tournament; $10 for the STARFLEET BATTLES tournament; and, $1 for thefigurine painting contest. The prizes for theseevents depend upon the number of teamsentered. Write to: The Wizards Corner, 801 CBroadway Avenue, Saskatoon, Saskatchewan,CANADA S7N 1B5; or call: (306) 934-4777.

BASHCON �88, March 4-6Sponsored by the University of Toledo Benevo-

lent Adventurers� Strategic Headquarters, thissixth annual event will be held on the thirdfloor of the University of Toledo Main CampusStudent Union in Toledo, Ohio. This conventionwill feature a host of events, including a gamesauction, a miniatures-painting contest, a gameexhibitors� and dealers� room, an RPGA� Net-work AD&D® game tournament, an AADA CARWARS® tournament, a schedule of movies, aswell as more than 120 other role-playing, board,and miniatures gaming features. Steve Jacksonis the guest of honor. Send an SASE to: StudentActivities Office, UT-BASH, BASHCON, 2801 W.Bancroft Street, Toledo OH 43606; or call: (419)537-4654.

JAXCON SOUTH 12, March 4-6This 12th annual gaming convention will be

held at the Jacksonville Hotel on the Riverwalkin Jacksonville, Fla. Numerous miniatures, boardgame, and role-playing game events will be held,as well as a large dealers� room, a flea market,tournaments, movies, door prizes, and more.Registration is $18 at the door. Dealers should

write to: JAXCON SOUTH 12, Dept. D., P.O. Box4423, Jacksonville FL 32201. Write to: JAXCONSOUTH, Dept. A., P.O. Box 4423, Jacksonville FL32201; or call: (904) 772-9040 between 7 and 9P.M. only.

CALCON III, March 11-13This role-playing, board, and miniatures-

gaming convention will be held at the GlenmoreInn in Calgary, Alberta, Canada. Sponsoredevents include a major AD&D® tournament($250 first-place prize offered), TUNNELS &TROLLS� games, a Monty Hall Bake-off Extrava-ganza, CALL OF CTHLJLHU® games, and a hostof minor tournaments. Other events include anauction, miniatures competitions, a miniatures-painting contest, LAZER TAG® games, intros anddemos of many RPG systems, and much more.Registration is $5 until January 1; $7 untilMarch 1; or $10 thereafter. For details, write to:CALCON III, P.O. Box 204, Station �M,� 220 4Avenue SE, Calgary, Alberta, CANADA, T2P 2H6.

TOTAL CONFUSION 2, March 11-13The second-annual TOTAL CONFUSION game

convention will be held at Clark University inWorcester, Mass. RPGA� Network events will beheld for AD&D® and CALL OF CTHULHU®games. Regular events include 10 �unlimited�AD&D game events, and CHAMPIONS�, DC�HEROES, CAR WARS®, and numerous otherboard and role-playing game features. Aminiatures-painting event, a dealers� room,seminars, 24-hour open gaming, and much moreare also offered. Preregistration for all threedays is $15, or $6 for each individual day. Regis-tration after March 1 is $7 per day. Write to:TOTAL CONFUSION, 151 Chandler Street,Worcester MA 01609; or call: (617) 793-0853,(617) 562-2554, or (617) 755-4207.

UMF-CON, March 13This science-fiction, fantasy, and gaming

convention takes place at the Student Center ofthe University of Maine in Farmington, Maine.Barry B. Longyear, the nationally knownscience-fiction writer, will be attending. UMF-CON features AD&D®, TOP SECRET®, RISK®,and BATTLESYSTEM� game events, along withnumerous other board and role-playing games.Registration is $5; each game requires a $2entry fee. Write to: Table Gaming Club, c/oStudent Life Office, Student Center, SouthStreet, Farmington ME 04938.

DRACONIS, March 18-20This science-fiction and fantasy convention

will be held at the Galt House in Louisville, Ky.Anne McCaffrey will be the guest of honor, andJulia Ecklar will be fan guest. Featured eventswill include the Dragon Bazaar, open gaming,filksinging, a masquerade contest, an art showand auction, panels, workshops, a LAZER TAG�area, and a child-care center. Registration feesare $17.50 until February 17, and $20 thereaf-ter. Children ages 6-12 may be registered forhalf price. For details, write to: DRACONIS, P.O.Box 162, Concord MA 01742.

SIMCON X, March 18-20This convention will be held in the Wilson

Commons on the University of Rochester�s RiverCampus in Rochester, N.Y. Events include role-playing game tournaments, wargames, minia-tures competitions, movies, demonstrations, anda dealers� room. Registration is $5 before March1, and $10 thereafter. For details, write to:SIMCON X, P.O. Box 29142, River Station, Roch-ester NY 14627; or by calling: (716) 275-9379.

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D R A G O N 95

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DRAGON 99

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The Last Word

Adventurers say the darndestthings before you

squash them

by Gregg Sharp

“Well, I think that’s the last ofthem.”

“Hey, what do you suppose thislever does?”

“I couldn’t find any traps.” “I disarmed the trap."“That’s not really poison gas.”“Come on in! The water’s fine.”“Sure glad that’s over with. I’m

taking off my armor.”“Okay, wishing well — make me a

[insert name of a nonliving or inani-mate object]."

“I hope the bridge holds up." “What landshark?”

“Death before dishonor! Attack!”“Things couldn’t possibly get any

worse."“Of course I trust the thief. He’s in

our party."“What does that mark on the door

mean?”“We really didn’t need a cleric

anyway."“I’ll drink it."“I think I can make it.”“Oops."“This is a wimp dungeon.”“Why did our torch flames turn

blue?”“What? No, I wasn’t reading your

module. I was just looking at thepictures."

“I go up to the lich and try to pickits pocket."

“Geez, what an ugly [insert charac-ter class name]."

“That door wasn’t trapped the lasttime we were here."

“The minotaur’s got me in a bear-hug? Great! I cast my flame strike onit."

“Brak? That’s a stupid name for abarbarian."

“A wizard, huh? I throw my drink

at him.”“I don’t need to read the instruc-

tions."“It’s a troll. So what?”“This looks like a good place to set

up camp.”“I open the door and rush forward

with my spear set in a charge."“I don’t care. I won’t retreat no

matter how big or powerful anopponent is."

“They’ll never find me here."“Does a 3 save?”“Push the red button first, then

the blue one. No, wait —”“We’ll go in. We can handle any-

thing!”“What do you suppose that rush-

ing noise is?”“Oh no, not again."“Nothing ever happens on the first

level."“Shh! There it is again.”“Naw, the DM won’t hit us with

anything till we get to the dungeon."“If the merchant doesn’t like it, I’ll

just run him through. I’ll kill hisguards, too.”

“I don’t need any help.”“I’ve never seen a ballista before.

What’s it do?”“Hey, in there! Come on out and

fight!” “Giants: The bigger they are, the

harder they fall.”“I’m a cleric. I can turn all un-

dead."“What luck: a demon prince! If we

kill him, we get a horde of treasureand experience points."

“Oh, we won’t die. The DM won’tlet us."’

“It looks like some kind of mold.”“I’ve got a bad feeling about this."“They’re just kobolds."

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