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Page 1: Dragon Magazine #90 - annarchive
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D R A G O N 1

Page 4: Dragon Magazine #90 - annarchive

2 OCTOBER 1984

C o n t e n t sC o n t e n t sVol. IX, No. 5 October 1984

SPECIAL ATTRACTION

AESIRHAMAR . . . . . . . . . . . . . . . . . . . .43An AD&D� game adventure,for better or for Norse

OTHER FEATURES

The enchanting incantatrix . . . . . . . . . . . . 8A spell-stealing NPC class

Hold that person! . . . . . . . . . . . . . . . . . . .16The return of EGG�s column

GEN CON* show was a winner. . . . . . .18

The World Gamers Guide . . . . . . . . . . . .18

Bats that do more than bite . . . . . . . . . . .20Six new species take flight

Playing the political game . . . . . . . . . . .30Change of pace from hack �n� slash

Plane facts on Gladsheim. . . . . . . . . . . . .36The world according to Asgard

REGULAR OFFERINGS

Out on a Limb . . . . . . . . . . . . . . . . . . . . . . 3Letters from readers

The forum . . . . . . . . . . . . . . . . . . . . . . . . . . 6Opinions and observations

Gods of the Suel pantheon. . . . . . . . . . . . .24Part 5: Phyton, Xerbo, and Osprem

Game review:Horribly simple to learn . . . . . . . . . . . . . .62

Evaluating the CHILL� game

The ARES� Section. . . . . . . . . . . . . . . . .6916 pages of SF gaming articles

Convention calendar . . . . . . . . . . . . . . . . . . . . . 86

Gamers� Guide . . . . . . . . . . . . . . . . . . . . .87

Index to advertisers . . . . . . . . . . . . . . . . .89

W o r m y . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 0

Dragon Mirth . . . . . . . . . . . . . . . . . . . . . .93

Snarfquest . . . . . . . . . . . . . . . . . . . . . . . . 94

Publisher: Mike CookEditor-in-Chief: Kim MohanEditorial staff: Roger Raupp

Patrick Lucien PriceMary KirchoffRoger Moore

Subscriptions: Mellody KnullContributing Editors: Ed Greenwood

Katherine KerrKen Rolston

This issue�s contributing artists:Jeff Busch Dave TrampierBob Walters Denton ElliotDave LaForce David HuttonJeff Butler Joseph PillsburyRoger Raupp Larry ElmoreJim Holloway

DRAGON® Magazine (ISSN 0279-6848) ispublished monthly for a subscription price of $24per year by Dragon Publishing, a division ofTSR, Inc. The mailing address of DragonPublishing for all material except subscriptionorders is P.O. Box 110, Lake Geneva WI 53147;the business telephone number is (414) 248-8044.

DRAGON Magazine is available at hobbystores and bookstores throughout the UnitedStates and Canada, and through a limitednumber of overseas outlets. Subscription ratesare as follows: $24 for 12 issues sent to an addressin the U.S., $30 in Canada; $50 U.S. for 12issues sent via surface mail or $95 for 12 issuessent via air mail to any other country. Allsubscription payments must be in advance, andshould be sent to Dragon Publishing, P.O. Box72089, Chicago IL 60690.

A limited quantity of certain back issues ofDRAGON Magazine can be purchased from theDungeon Hobby Shop. (See the list of availableissues printed elsewhere in each magazine.) Pay-ment in advance by check or money order mustaccompany all orders. Payments cannot be madethrough a credit card, and orders cannot be takennor merchandise reserved by telephone. Neitheran individual customer nor an institution can bebilled for a subscription order or a back-issuepurchase unless prior arrangements are made.

The issue of expiration for each subscription isprinted on the mailing label for each subscriber�scopy of the magazine. Changes of address for thedelivery of subscription copies must be receivedat least six weeks prior to the effective date of thechange in order to insure uninterrupted delivery.

All material published in DRAGONMagazine becomes the exclusive property of thepublisher upon publication, unless special ar-rangements to the contrary are made prior topublication. DRAGON Magazine welcomesunsolicited submissions of written material andartwork; however, no responsibility for such sub-missions can be assumed by the publisher in anyevent. Any submission which is accompanied bya self-addressed, stamped envelope of sufficientsize will be returned if it cannot be published.

DRAGON is a registered trademark forDragon Publishing�s monthly adventure playingaid. All rights on the contents of this publicationare reserved, and nothing may be reproducedfrom it in whole or in part without first obtainingpermission in writing from the publisher.Copyright ©1984 TSR, Inc.

Second-class postage paid at Lake Geneva,Wis., and additional mailing offices.

POSTMASTER: Send address changes toDragon Publishing, P.O. Box 110, Lake GenevaWI 53147, USPS 318-790, ISSN 0279-6848.

DRAGON, DUNGEONS & DRAGONS, ADVANCED DUNGEONS & DRAGONS, D&D, AD&D, TOPSECRET, BOOT HILL, and GAMMA WORLD are registered trademarks owned by TSR, Inc.� designates other trademarks owned by TSR, Inc., unless otherwise indicated.

Just a d10 awayThe tens column in the top right corner

of the cover is as high as it can go, whichhas got us to thinking about what happenswhen we roll it back to zero.

Issue #100 will be published in August1985. In the grand tradition of numerologi-cal celebrations, we�d like to make it a veryspecial issue. We will have started planningfor it by the time you read this, and nowI�m asking you to join the process.

A lot of you write letters asking us topublish an article or feature on this or that.Feedback like that helps us decide whatdirection the magazine should take over thelong haul. Now what we need are ideas fora particular issue. The next time you writeus a letter, tell us what you think we coulddo to make issue #100 special for you.

They say there�s no such thing as a badidea, and I tend to believe them. (OtherwiseI would have had quite a few by now.) Inother words, no reasonable request will bedisregarded. We won�t publish a 500-pagebook, we won�t produce The CompleteUnpublished Works of E. Gary Gygax, andwe won�t put a color painting on everypage. If something like that is what wouldmake the issue special for you, you�re notgoing to like #100 very much. But if there�ssomething you�ve always wanted to see usdo and you think we can do it, don�t beafraid to ask.

We�re not asking you to do all our think-ing for us � obviously, we�re going to havesome brilliant ideas of our own (one of thesedays). We won�t be able to satisfy all thepossible requests, let alone the impossibleones, in a single issue. But issue #100 willbe special indeed to a few people whoseideas help to shape it � and one of thosepeople could be you.

In issue #88, in the space next to this one,I talked about Arn Ashleigh Parker�s articleon falling damage, referring to �Ms.Parker� and �her knowledge� of the subjectmatter. Well, Mr. Parker called the officeright after the issue came out to say that hewas surprised. I�m sorry, Arn; I hope thiswill set the record straight � and whileyou�re at it, you can mark down one badidea for me.

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erhaps the most popular his-torical pantheon amongAD&D® game players is theNorse mythos. Certainly themost popular kind of special

inclusion in DRAGON® Magazine is anadventure for the AD&D game. We tookthose two facts, mixed them together,stirred in a good dose of Roger Moore�simagination, and came up with Aesirhamar,this issue�s main feature. If your campaignhas characters who are able to cope with theout-of-this world environment of the planeof Gladsheim, they just might be pressedinto service one of these days; it seems thatthe gods of Asgard have a problem that onlya group of worthy mortals can solve.

Accompanying the Aesirhamar adventureis �Plane facts on Gladsheim,� in whichRoger lays down all the ground rules thatwill apply when characters make their wayalong the Rainbow Bridge into the land thatOdin and Thor call home. The task await-ing your characters is a great one, but in theinterest of fairness � which is a big thingwith the Norse gods � so are the rewardsfor successfully completing it.

We welcome another cover artist to thefold this month. Jeff Busch prepared thisrendition of a hungry harpy descending ona shipwrecked sailor who�s probably wishinghe had been washed overboard when hisschooner smashed into the rocks.

All of you who�ve been clamoring formore articles from E. Gary Gygax can stopclamoring and start reading. The author ofthe AD&D game did some writing just afterreturning from the GEN CON® XVIIconvention in late August, and we�reblessed with a few issues� worth of columnsthat you�ll be seeing in the months to come.His first offering is a comprehensive list ofall the creature types that can be affected bythe charm person and hold person spells,followed by an update on what�s been hap-pening with many of the projects that Garyhas been involved in.

Contributing editor Ed Greenwood hashis name on two of this month�s features:�The enchanting incantatrix,� an NPCclass that can make life very tough for op-posing spellcasters, and �Bats that do morethan bite,� in which our old friend Elmin-ster makes another appearance.

Articles about superhero games dominatethe ARES� Science Fiction Section thistime around. Gregg Sharp, in a feature onthe CHAMPIONS� game, describes someorganizations that are looking for a fewgood super agents. Steve Perrin, who de-signed the SUPERWORLD� game, up-dates his own rules with new powers,advantages, disadvantages, and handicapsthat have shown up in the comics since thegame came out a year ago. Unfortunately,the new powers don�t include predictingwhat the comics will come up with in thefuture. Fortunately, that means we canexpect another article from Steve in a yearor so. . . . .. . . .�KM

NPCs & levelsDear Editor,

I was wondering if there was any way for DMsto build up the levels of their NPCs like duelistsand bandits. Are they just supposed to be createdalready as high-level characters or is there aspecial way to take them through their ownadventures? I can�t find any place in the DMGwhich mentions anything about this.

Bob DenallBend, Ore.

NPCs such as the duelist (from DRAGON®Magazine #73) are generally meant to be createdat specified levels, high or low, to challengeplayer characters at those levels. It isn’t necessaryto take NPCs through their own adventures inorder to raise their levels; this may be donearbitrarily by the DM so that certain NPCs in acampaign rise in levels at about the same rate asthe PCs.

We include experience-point tables for NPCs inour articles for one principal reason. The num-bers provide a way of measuring roughly howlong a time it takes for an NPC to “naturally”rise from one level to the next highest. If youdevelop a 6th-level NPC for your 6th-level PCs tocontend with, and you intend the NPC to be acontinuing character in the campaign, you needsome way to determine when he rises to 7th level,8th, and so on. Assuming that he’s an adventurer(and not all NPC classes are), then he is probablygaining experience points at about the same rateas the PCs are, and on that basis he should berewarded with new levels when appropriate —even if he hasn‘t actually been present in everyone of the player characters’ adventures. Afterall, there is more than one dungeon in theworld . . . . — KM

Lendor & SyrulDear Dragon:

In issue #86 Lendor is said to have 1 attack perround, but having 13th level fighter ability heshould get 2 attacks per round. I hope this is atypo and not his true no. of attacks.

Jim GroverMacomb, Ill.

Dear Dragon,In the description of Syrul (#88), she has a

movement rate of 14�. But she is also listed asbeing an 11th level monk and the Players Hand-book states that an 11th level monk�s movementrate is 25�, Could you please explain this for me?

Scott ParvinCarbon Hill, Ala.

A deity by its very nature, has none of therestrictions that a normal character has. Thepowers implied by a god’s character class abilitieswill stand unless supplemental information isspecifically given about them. In these two exam-

ples, Lendor’s figure for number of attacks andSyrul’s figure for movement rate take precedenceover what those figures would be if they were“simply” a 13th-level fighter and an 11th-levelmonk respectively. No contradiction of the rulesoccurs in cases like this: the gods have superhu-man powers and abilities, and do not follow lawsmade for mortals. — RM

Norebo & Wee JasDear Dragon,

Issue #86 states that Norebo �is the lover ofWee Jas and is often in her company.� Issue #88,though, states that Wee Jas �is not on good termswith any chaotic deity.� Okay, so maybe godsfantasize too, but I can�t imagine a lawful greatergod such as Wee Jas allowing a chaotic lesser godsuch as Norebo to make such public statementswithout some form of punishment. So what�s thestory?

Sgt. Mark LindnerSHAPE, Belgium

I can think of two possible explanations, andanyone who cares about having this explainedcan choose between them:

1) Opposites attract. Norebo and Wee Jas aremadly in love with each other, but she doesn‘twant her lawful reputation besmirched by havingthis fact be common knowledge, so she doesn’tadmit to it. Norebo, being incurably chaotic,blabs about his love for Wee Jas to anyone whowill listen — but that’s okay, because nobodybelieves him.

2) We goofed by allowing those contradictorystatements to be printed. The description of WeeJas wasn’t edited until after the description ofNorebo had been published. If we had producedthe descriptions in reverse order, we probablywould have noticed the problem and removed thepassage in question from Norebo’s text, which iswhat you should do to set things straight. — KM

Subs & storesDear Editor:

Since issue #81 a store in my city has had thecurrent issue of DRAGON Magazine for salebefore I received my copy in the mail. Othermagazines are usually sent to their subscribersbefore they are shipped to stores. Is this not yourpolicy, or is there some other explanation?

Ali T. KokmenRochester, Minn.

The mailing of the magazine to subscribers andto wholesale and retail outlets (distributors andstores) takes place right away after the magazineis printed. Technically, subscriber copies do goout before shipments to stores, but the differenceis usually only one day. Subscriber copies are sentby second-class mail, which works the way it’ssupposed to but is not exactly the fastest way of

D R A G O N 3

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getting something from point A (the post office)to point B (your mailbox). Shipments to storesare sent through various freight services � notthrough the U.S. Postal Service � which is oftensomewhat faster;

So, it�s not unusual for a store to get its ship-ment before subscribers in the same city receivetheir copies, and I suppose it happens fairly oftenwhen the delivery destination is not too far awayfrom where they�re mailed (the magazine isprinted in and mailed from a city near Milwau-kee). Even if you don�t get your magazine asquickly as your neighborhood store does, theadvantages of subscribing are still worth it: Eachmagazine costs you less, and (assuming nothinggoes wrong with the mails) you�re guaranteed toreceive each issue, and get one that�s in the bestpossible condition. � KM

Big, bad Baba YagaDear Dragon,

I greatly enjoyed �The Dancing Hut� in #83.But its version of Baba Yaga very much contra-dicted the version in issue #76. For instance, in#76 Baba Yaga has a strength of 22, but in the#83 version she only has a strength of 20. I amwondering why this happened.

Melvil LoganToronto, Ontario, Canada

Dear Editor:I thought �The Dancing Hut� by Roger

Moore in issue #83 was very well designed. I canonly find two faults with it. First, in the introduc-tion Mr. Moore said that Baba Yaga is immune to

all magic and later he said that she cannot be hitby any non-magical weapon. If that is true, thenshe cannot be killed! The second flaw was that inthe DMG it says Baba Yaga�s Hut is worth only90,000 g.p., but within Mr. Moore�s Hut, BabaYaga�s throne is of value beyond reason or count-ing alone. Could you please clarify this for me?

Martin StuartHonolulu, Hawaii

Several people have written in to say that theBaba Yaga who was described in the "DancingHut� module in #83 was not the same one asdescribed in the Sage Advice column of issue #76.Others have also noted that the �Dancing Hut�is not like the Baba Yaga�s Hut described in theDMG.

This was done on purpose. I knew a lot ofpeople would be familiar with the description ofthe hut from the DMG, and I didn�t want theversion in the module to resemble it too closelyThis adds an element of surprise and freshness tothe module � no one knows what to expect, andthis is as it should be. If your players knew fromthe start what your dungeon was going to be like,would you enjoy running them through it?

The descriptions of Baba Yaga and her hutfrom other sources can be taken to be "rumors�and �legends� told about them. If players haveread those descriptions, that�s fine. They knowahead of time that Baba Yaga is bad news and herhut has many rooms inside it. But everything elsethey know is wrong, which is how it goes withrumors and legends if you put all your faith inthem. If some readers were particularly disturbedthat the hut and its owner were not like they hadbeen described, then they can alter the text asthey see fit. The module wasn�t �official,� if that

means anything to you.I described the throne as being beyond value

(and this of course applies to the entire hut, too)because I found it impossible to make even agood estimate of what such a thing would beworth. The hut described in the module is muchmore detailed and more lavish than what theDMG description seems to imply and its value� if such a thing could ever be determined �would certainly exceed 90,000 gold pieces by anincredible amount.

Finally, yes, Baba Yaga (as described in #83) ispretty terrible. I made her that way on purpose.Lots of people look for a challenging opponentwhen their characters reach high levels, but findnone. Most high-level characters are also veryversatile and have many ways of attacking anddefending themselves. Baba Yaga is no exception,and because she might often be pitted aloneagainst numerous opponents, I wanted to giveher a chance to make the player characters sweatbullets. The Russian legends about her make herpretty terrible to begin with.

I don�t think it�s a good idea for PCs to go afterBaba Yaga with the intention of slaying her,which isn�t easy to do anyway. (For the record,the module did not say that Baba Yaga wasimmune to all magic.) I have no idea what theexperience-point value for her would be if shewere slain. She works best as a long-playing NPCwho can show up to harass or assist charactersacross a number of adventures, and perhaps evendifferent campaigns. Really powerful characterslike Baba Yaga, saints (as described in issue #79),or the quasi-deities of Greyhawk (issue #71) canserve as exciting encounters for high-level cam-paigns to bring adventure, danger, and thrillsinto the lives of powerful characters. � RM

4 OCTOBER 1984

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The forumOpinions and observations

After the publication of the lengthy article�Physics and Falling Damage� in issue #88, Ifeel compelled to voice a concern.

When I first opened my Players Handbook,one thing was clear to me � this was a game, nota simulation. Characters could do superhumanfeats of strength and magic. Also, the combatsystem revolved around one-minute intervals oftime. It was very unrealistic � it was a game.

However, in the last few years DRAGONMagazine has time and again presented �realis-tic� studies about combat, weather, etc. In fact,the general attitude of the gaming public hasshifted toward simulations.

The most extreme example of this attempt atrealism came in the form of the aforementionedarticle. Six pages were devoted to a complicateddetailing of a falling damage system. �Scientific�facts and theories were presented to give a realis-tic simulation of the effects of a falling body in agravity field. It was very interesting, verylengthy, and very un-needed.

Mr. Gygax himself states on page 9 of theDMG that AD&D is a game, not a simulation.Further, he says that any attempt at realismwould be an �absurd effort.� Also, he writes thata realistic simulation in the realm of make-believe�can be deemed only a dismal failure�; and alsothat readers who seek realism �must searchelsewhere.�

Often, this magazine presents articles trying to

explain rules (in the AD&D game) in realisticterms. What a waste of energy, time, and space!To try to add realistic changes into an inherentlyunrealistic game would bring about its collapse.Many times you have tried to explain, in realisticterms, why certain classes can or cannot usecertain weapons. This is un-needed, for thoserestrictions were made to keep the game in bal-ance and to aid in role-playing. Instead of ex-plaining why or why not certain weapons can beused, for instance, maybe the space could be usedto list new weapons, or ways players can maxi-mize available weapon use.

In conclusion, I would like to say (in my opin-ion, of course) that the downfall of the AD&Dgame may not come from an outside agent, butfrom within the gaming world. In the quest forquasi-realism, the game may be greatly altered oreven forgotten. This would be a great loss.

Jeff MartinMarion, Ill.

* * * *

I am writing in response to the article �Physicsand Falling Damage� (#88). According to thatarticle, �falls of between 2 and 5 feet, includingfalls from horseback, should cause 1d6 of dam-age.� I think that�s ridiculous. That means thatthe average first-level character (who has about 6hit points) who falls off a horse seven times (at themost) would be into negative hit points. Maybeit�s unlikely that someone will fall off a horseseven times, but it might be while he�s just learn-ing to ride, or it doesn�t even have to be off ahorse; he just has to fall from between 2-5 feet.

Also, the article says, �For falls of 2 feet orless, only 1 point of damage is incurred.� Only 1point of damage !! That means that when youtrip, you take a point of damage. (When you trip,most of your body travels 2 feet or more beforehitting the ground.)

I, for one, think that the system presented inthe article is a waste when there is an easier andbetter system in the Players Handbook.

Jim TuttleMillbury, Mass.

* * * *

I read with interest Arn Ashleigh Parker�sarticle concerning falling damage in DRAGON#88. It appeared well organized and showedevidence of a lot of hard work. That�s what makesit painful for me to point out the fatal error in hissystem. He is correct to assume that velocity isthe most important factor in calculating damage.However, the relationship between velocity andfalling damage is not linear, but geometric.

According to the ballistics tables in the SpeerReloading Manual Number Ten for Rifle andPistol, the energy generated by a bullet increasesproportionally to the square of the increase in thevelocity. Thus, an object moving twice as fast willgenerate 4 times as much energy, and an objectmoving 3 times as fast will generate 9 times asmuch energy.

As a graphic example, a person�s nose hitting abrick wall 30 times at a velocity of 1 mph (about1.5 feet per second) should not incur as muchdamage as the same nose hitting once at 30 mph.

Steven Winter has, in his rebuttal article,picked up on this error, and on one other �

6 OCTOBER 1984

namely, that kinetic energy is what does thedamage. A soft, falling body is unable to transferall of its kinetic energy to the ground. It is theenergy not transferred which does the damage tothe body.

Jay D. GlitheroBensalem, Pa.

* * * *

I regret that you have relegated the fundamen-tal rules governing the universe to a matter ofopinion in the pages of DRAGON #88. WhileSteve Winter�s rebuttal does much to mitigate myhorror, I still feel the need to comment on ArnAshleigh Parker�s article about falling damage.

Mr. Parker presents a cogent and physicallyvalid argument for kinetic energy determininginjury from a fall, only to arbitrarily dismiss theconclusion because it doesn�t sound right. Wehave precious few physical laws and � despite hisclaim to the contrary � one of these does necessi-tate kinetic energy having a direct effect on fallingdamage. It is the often-quoted Law of Conserva-tion of Matter and Energy, which says in part�energy is neither created nor destroyed.� Thedirect consequence of this law is that all factors ofthe kinetic energy equation (not just the squareroot of one factor) come into play.

Mr. Parker�s reply is that �physics . . . isvery much intuitive. It does not make sense thatthe squaredamage.�

of velocity linearly relates to falling

Reasoning based on intuition and what soundsright is not science. It is handwaving and quack-ery. Furthermore, the lack of professionalismdisplayed by DRAGON Magazine in printingsuch pseudo-science is disturbing.

In closing, let me say that Steve Winter�srebuttal was eloquent and meticulously correct asfar as he took it. There remains, however, anopen niche for a falling damage system based ona given amount of damage per unit of distancefallen (like the Players Handbook method), butwhich incorporates a few other factors. There isno current provision for good or poor landings,no weight factor (mass is every bit as importantas the squared velocity), short falls are entirelytoo lethal for zero- and first-level characters, andlong falls are much too safe for high-level adven-turers. Each of these points must be addressed inany viable alternative.

Jonathan HeilesPleasant Valley, N. Y.

* * * *

In issue #88, I read an article called �Physicsand Falling Damage.� In this article is a newsystem for falling damage which prescribes 1 hpof damage for a 2� or less fall, and a full d6 ofdamage for falls of 2� to 5� and falls from ahorse. If someone took 1-6 points of damageevery time he or she fell off a horse, therewouldn�t be many bareback riders in the circus,would there? What about little rich kids, ornobles� kids with ponies?

I think that people who fall 2� should be inac-tive for 4 or 5 segments, and those who fall offhorses should take 1-3 points, or thereabouts.

Ted Van HornSilver Spring, Md.

* * * *

In response to the letter from David Godwih inissue #87, I believe he is correct in stating that anatural imbalancing factor exists in the game aswritten. Unless a DM takes pains to regulate acampaign, advancement and acquisition will

(Continued on page 89)

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The enchanting incantatrixA spell-shielding, spell-stealing NPC classby Ed Greenwood

�But how could a mere wizard defeat the Archmage with a spellso beyond her powers?� asked the sage skeptically.

�It is said,� replied the teller-of-tales in a low, guarded voice,�that she stole the spell from his own mind!�

�Impossible!� sputtered the sage.The other shook his head slowly. �No, my friend," he corrected

the learned one. �Not for an incantatrix.�

Although the spells and powers of incantatrixes are akin to thoseof magic-users, these rare and mysterious individuals have uniquespells and a dweomercraeft all their own. They are especially adeptat countering and negating the magics of other spellcasting creaturesand individuals, and at dealing with creatures who exist simultane-ously on more than one plane (such as certain undead). But at thesame time, incantatrixes are woefully weak in physical combat ofany sort, and their offensive spells are severely limited. Althoughincantatrix spells resemble the magics of many spellcasting classes,the penalty paid for such breadth of ability is the lessened power, bycomparison, of most incantatrix spells.

In the Realms, according to the sage Elminster, such individualswere and are very rare. It was not until the Testing of the �witch�Alaertha by the Council of the Mighty in long-ago Guldethym thatsuch spellcasters were recognized as a distinct breed (or class) ofmagic-users, even as we look upon illusionists, with unusual talentsin their own right. Most were previously thought, as apprentices, tobe magic-users of limited intelligence and a twisted or �tainted�intellect; they seemed unable to comprehend and wield certain ma-gics (such as burning hands, magic missile, and shocking grasp), butwere capable of grasping some illusionist magics, and of self-trainingthemselves to an astonishingly great mastery of certain spells � evenif with painfully slow years of practice and study.

All those identified as incantatrixes (and there are only sevenknown living incantatrixes in the Realms at present) thus far havebeen females of human or half-elven stock. It is not known whetherbeings of other races and sexes can become incantatrixes, but somesages suspect that the (human male) spellcaster known as Durn-grym, an adventurer who lived some seven hundred winters ago,was an incantatrix (the male term, according to the sage Marridus,is �incantatar�). The individual presently known only as �TheMage of Stars� may also be an incantatar.

An incantatrix must have the same faculties for mastery of magic(minimum ability scores) as a magic-user, and they learn their craftthrough tutelage, practice, and study as do magic-users. They thususe cantrips as an apprentice, and are as restricted in the use ofarmor and weapons as magic-users are.

All incantatrixes can immediately grasp both read magic and readillusionist magic (see below) when introduced to those spells, andwith continued study their powers become quite different from thoseof both magic-users and illusionists. To learn spells �belonging� toclasses other than magic-user that are understandable to them,incantatrixes must employ tutors of those classes or obtain theknowledge from scrolls (a process which, once the scroll is deci-phered, requires long, painstaking research and experiment). Thosefew spells unique to the class must be learned from another incanta-trix who can herself cast them, or developed through much research.(An incantatrix must have an intelligence of 18 to cast 7th-levelincantatrix spells, a minimum intelligence of 17 to cast 6th-levelincantatrix spells, and so on.)

The few incantatrixes known have all been secretive, quiet loners,revealed as at least a bit paranoid by their words and actions. Their

8 O C T O B E R 1 9 8 4

lives seem dominated by an urge to improve their arts, and thosewho have risen to the highest levels (23rd and above), it is whis-pered, do study and sometimes master the offensive spells of magic-users that were beyond their powers when they were of lower level.

Incantatrixes may be of any alignment. Although they do not inany sense seem to be an organized sisterhood or �secret society,�they often, having similar aims and interests, act together to combatcommon foes � notably, those individuals who use magic in a dan-gerous, irresponsible manner. They seem to particularly dislike thosewho often create gates or otherwise compel or allow creatures toenter the Prime Material Plane from other planes. As a druid pro-tects his forest, and in another sense all forests, an incantatrix willattempt to police the unrestrained use of magic about her abode, orchallenge (not always openly) such uses that she observes elsewhere.An incantatrix who does not have to do this often may live in seclu-sion and study, like a sage � and anyone who lives nearby may noteven realize that she has spellcasting ability.

To advance in level, an incantatrix must accumulate the necessaryexperience points and then be tutored (for 1-4 weeks, dependingupon her skills and prior accomplishments) by an incantatrix of atleast as high a level as the one she is trying to achieve, or by amagic-user of at least 3 levels higher than the level she is trying toachieve. If none are available, an incantatrix can self-train, a processrequiring access to a sizable library of magical tomes and 4-12 weeksof isolated, continuous study. This training is distinct from learningindividual spells from illusionists, clerics, and druids. An incantatrix

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can herself master magic-user spells of attainable level without spe-cific teaching from a magic-user.

In addition, incantatrixes have a number of unique talents andabilities. At 3rd level (Dweomaedar), an incantatrix gains the abilityto see ethereal creatures, including out-of-phase creatures and thoseemploying temporary magic such as spells or magic items, when theincantatrix is on any plane that the ethereal plane permeates (suchas the Prime Material), and so long as the ethereal creature occupiesan equivalent Ethereal Plane position within 3" of the incantatrix�slocation.

At 4th level (Memurge), an incantatrix gains the ability to physi-cally or magically attack creatures who are out of phase, ethereal,blinking rapidly about, and so on. For magical attacks of this sort,the incantatrix may use several of the spells she gains at higherlevels, such as disrupt undead, ray of oblivion, feeblemind, holdmonster, and power word, stun � but not stealspell or unbinding.

At 6th level (Weirworker), an incantatrix gains immunity to thelevel-draining powers of creatures employing energies from theNegative Material Plane, such as xeg-yi and many undead.

At 8th level (Spellbinder), an incantatrix gains the ability to sensethe general nature of a spell�s effects as it is being cast, if the castingis done by a spell-user within 4" that the incantatrix can clearlyobserve. This ability will also work through a wizard eye or a crystalball. The spell-like natural powers and vocal-only spells of dragonsand certain other beasts cannot be identified in this way.

For example, this power would allow an incantatrix observing theopening gestures of the casting of a ray of enfeeblement (by a magic-user) to determine that the spell affects only one target creature andthat it is in some way connected with weakness. The spell�s dura-tion, precise intended effects, and specific effectiveness against thetarget in question would not be known to the incantatrix, except bysubsequent observation. Note that this ability is not the same as thatimparted by an ESP spell, and usually does not give an incantatrixtime to determine what spell is being cast, for the purpose of castingher own counterspell.

At 20th level, an incantatrix gains a still-mysterious ability todrain magic from an item or device that has charges, and use thatmagical force to restore her own vitality. (Only two incantatrixes, thelong-ago Alaertha and the present-day Ishaera, are known to havereached this level of accomplishment, and neither has revealed muchof her arts to others.) This power does not work on a permanentitem that has no charges, nor on an artifact or relic. It cannot beused to augment or restore spells or magical items possessed by theincantatrix, but only as a form of cure light wounds magic; onedrained magical charge gains 2-8 hit points for the incantatrix.

To use this power, the incantatrix must remain still, holding theitem to be drained with her bare hand or hands, for one round percharge drained. An incantatrix can use this ability before combat totemporarily augment her hit points above her normal maximum �but this does not raise her level or hit dice for purposes of spellcast-ing, saving throws, and the like. These extra, �phantom� hit pointslast for only 1 turn before their energy is forever lost, but any magi-cal or physical damage suffered by the incantatrix during that turndiminishes and exhausts the "phantom� hit points before the incan-tatrix suffers any real hit-point damage.

INCANTATRIX TABLE I4-sideddice for

Experience Experience accumulatedpoints level hit points Level title0 � 2 , 5 0 0 1 1 Gramaryaer

2 , 5 0 1 � 5 , 0 0 0 2 2 Coronar5,001 � 12,000 3 3 Dweomaedar

12,001 � 24,500 4 4 Memurge24,501 � 44,000 5 5 Diathosil44,001 � 69,000 6 6 Weirworker69,001 � 120,000 7 7 Nightstar

120,001 � 190,000 8 8 Spellbinder190,001 � 290,000 9 9 Incantatrix

250,000 experience points per level after the 9th.Incantatrixes gain 2 hit points per level after the 9th.

INCANTATRIX TABLE IIIncantatrix Spells usable by level

level 1 2 3 4 5 6 71 2 � � � � � �2 2 1 � � � � �3 2 2 � � � � �4 3 2 � � � � �5 4 2 1 � � � �6 5 3 1 � � � �7 5 4 2 � � � �8 6 5 2 � � � �9 6 6 3 � � � �

10 6 6 4 1 � � �11 6 6 5 2 � � �12 6 6 6 3 1 � �13 6 6 6 4 2 � �14 6 6 6 5 3 � �15 6 6 6 6 4 1 �16 6 6 6 6 5 2 �17 6 6 6 6 6 3 118 6 6 6 6 6 4 219 6 6 6 6 6 5 320 6 6 6 6 6 6 421 6 6 6 6 6 6 522 6 6 6 6 6 6 6

An incantatrix attains maximum spell progression at 22nd level,although she may still continue to gain levels and hit points.

D R A G O N 9

INCANTATRIX SPELLS1st level 2nd level 3rd level

1 Comprehend Continual light Blinklanguages

2 Dancing lights Detect charm Clairaudience3 Detect magic Detect invisibility Clairvoyance4 Dispel illusion Dispel magic Detect lie5 Erase ESP Explosive runes6 Feather fal l Forget Haste7 Ident i fy Invisibility Infravision8 Light Knock Invisibility 10� r.9 M e s s a g e Know alignment *Maladweomer

10 Nystul�s magic aura Leomund�s trap Minor globe of

11invulnerability

+Read illusionist Levitate Non-detectionmagic

12 Read magic Magic mouth Remove curse13 Remove fear Mirror image Resist fire1 4 S h i e l d Obscurement Slow15 Ventriloquism Resist cold Suggestion1 6 W r i t e Wizard lock Tongues

4th level 5th level 6th level1 Confus ion Anti-magic shell Cloudkill2 Dimension door Bigby�s interposing *Dispel possession

hand3 Dispel exhaustion Feeblemind Enchant an item4 *Disrupt undead Globe of Hold monster

invulnerability5 Locate object Guards and wards Legend lore6 Protection from *Spell shield Repulsion

normal missiles7 *Ray of oblivion Teleport *Spell reflection8 Wizard eye Wall of force True seeing

7th level1 Duo-dimension2 Maze * = Unique spell3 Mind b lank (described hereafter)4 Power word, stun5 Prismatic sphere + = Official spell first6 *Stealspell published in DRAGON7 T im e s t o p issue #66 (text8 *Unbinding reproduced hereafter)

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Spell notesExcept for read illusionist magic and the unique spells, all spells

employed by incantatrixes are described in the Players Handbook,with differences from the �standard� (Players Handbook) formnoted on the table and in the following text. Such differences existprimarily because earlier incantatrixes (from whose writings youngones study) learned or developed such variations. With sufficientresearch, an incantatrix might be able to develop variant spellscloser to the standard form. For that matter, magic-users could welllearn and cast the unique spells described hereafter � but no incan-tatrix has ever taught these spells to a non-incantatrix; they remainsecrets of the class. The DM must judge whether a magic-user�s ownunaided research is successful in deriving such spells. In general,unless otherwise noted, incantatrixes cast spells as do magic-users ofthe same level with respect to casting time, duration, etc. If a spell isreversible, an incantatrix can choose to learn and cast the reverse, atthe same level as the spell is listed here.

1st levelDispel illusion � This spell is identical in range, duration, and

effects to the 3rd-level illusionist spell, but requires as its materialcomponent a handful of glass beads or shards, marbles, cut gems, ornon-precious translucent or transparent stones. Casting time is 7segments.

Remove fear � As in the 1st-level cleric spell, but the maximumbonus given to a second saving throw vs. fear is +9, regardless of anyhigher experience level(s) of the incantatrix.

2nd levelDetect charm � As in the 2nd-level cleric spell, except that the

range of the spell (and of its reverse) is by touch only (�to hit� rollrequired to touch an unwilling, unconstrained creature).

Dispel magic � As in the 3rd-level magic-user spell, except thatspell range is 9".

Know alignment � As in the 2nd-level cleric spell, except that the

duration is one round per level of the incantatrix (or until dispelledby the incantatrix commencing to cast another spell, use a magicitem, or turning her concentration elsewhere � i.e., to emply psion-ics, read an inscription, etc.). One creature per round can be exam-ined. This duration also holds true for the reverse of the spell.

Obscurement � As in the 2nd-level druid spell, except that theduration of the obscurement is only 2 rounds per level of the incan-tatrix, and at least a few drops of liquid (water, wine, lamp oil,saliva) must be put on the gesturing hand of the spellcaster to effectthe obscurement; this is consumed in the casting.

Resist cold � As in the 1st-level cleric spell, except that the dura-tion is only 2 rounds per level of the incantatrix.

3rd levelDetect lie � As in the 4th-level cleric spell, but an incantatrix

requires a full round to cast it.Minor globe of invulnerability � As in the 4th-level magic-user

spell, except that casting time is only 3 segments.Non-detection � As cast by an incantatrix, non-detection is iden-

tical in all respects to the 3rd-level illusionist spell of the same name,except that it affects only the incantatrix and sounds emitted by her� and not a 5� radius around her, nor any other creature(s). Notethat the incantatrix would still be invisible to detect spells, ESP,clairvoyance, etc., and not revealed by an outline or �blank area.�

Remove curse � This spell is identical to the 3rd-level cleric spellas regards casting time, and not the 4th-level magic-user version.

Resist fire � This spell is identical in effects to the 2nd-level clericspell, but its casting time varies: only 3 segments if the incantatrixcasts it upon herself, but 9 segments if she casts it on another crea-ture (touch necessary).

4th levelDispel exhaustion � Identical to the 4th-level illusionist spell,

except the duration is 1 turn per level, not 3.Locate object � As in the 3rd-level cleric spell, except that the

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range for both locate object and its reverse, obscure object, is only2" plus 1� per level of the incantatrix.

Protection from normal missiles � This spell is identical to the3rd-level magic-user spell, but an incantatrix requires 4 segments tocast it. A piece of nutshell (coconut, walnut, etc.) is acceptable as amaterial component if the incantatrix has no turtle shell.

5th levelAnti-magic shell � Identical to the 6th-level magic-user spell,

except that its area of effect is always a 12-foot-diameter spherecentered on the pelvis of the incantatrix.

Globe of invulnerability � Identical to the 6th-level magic-userspell, except that the casting time is only 6 segments.

Guards and wards � Identical to the 6th-level magic-user spell,except that it lasts for only 4 turns per level of the incantatrix.

6th levelCloudkill � As in the 5th-level magic-user spell, except that

casting time is 1 round.Hold monster � As in the 5th-level magic-user spell, except that

casting time is 6 segments, and the maximum number of creaturesthat can be affected is three.

True seeing � Like the 5th-level cleric true seeing (and not the6th-level illusionist true sight), the incantatrix spell allows exactdetermination of the alignment of creatures viewed. It also allowsitems (i.e., magic swords) dedicated to a certain alignment to beidentified by their auras, a power not given by the cleric spell or thesimilar illusionist spell. Casting time is 1 round, material compo-nents are as for the cleric spell, and the area of effect is 9" sightrange.

7th levelMaze � As in the 8th-level magic-user spell, except that the

range can never be more than 7�, regardless of the incantatrix�slevel.

Mind blank � As in the 8th-level magic-user spell, except that therange is by touch (or upon the incantatrix herself).

Prismatic sphere � As in the 9th-level magic-user spell, exceptthat duration is only 4 rounds per level of the incantatrix.

Time stop � As in the 9th-level magic-user spell, except thatcasting time is 1 round, and duration is 11-18 (d8 +10) segments,regardless of the incantatrix�s level. Note that during the time stopthe incantatrix can only cast spells which affect herself, and notspells that directly affect other creatures.

New spellsA number of spells available to incantatrixes are unique to that

class, and these are detailed below. A full description is also givenfor read illusionist magic, an official spell that was put forth by E.Gary Gygax in his article on new illusionist spells printed in issue#66 of DRAGON® Magazine, for the benefit of readers who do nothave access to that issue.

Read illusionist magic (Divination) ReversibleLevel: 1 Components: V, S, MRange: 0 Casting Time: 1 segmentDuration: 2 rounds/level Saving Throw: NoneArea of Effect: Special

Explanation/Description: This spell is the same as the 1st-levelmagic-user spell read magic, except that it applies only to spellsusable by and used by illusionists, as well as to various other inscrip-tions written in illusionist-type magic script by illusionists. Thematerial component(s) for the spell (and its reverse) are also thesame as for read magic (and unreadable magic).

Maladweomer (Alteration) ReversibleLevel: 3 Components: V, S, MRange: 1" + 1�/level Casting Time: 3 segmentsDuration: 1 round/level Saving Throw: Neg.Area of Effect: One person

Explanation/Description: By means of this spell, an incantatrixcauses any and all spells and spell-like powers cast or wielded by a

target creature, including those of items employed by the target, tobe at the nadir of their effectiveness; i.e., any damage caused byoffensive magics will be the minimum possible, saving throws vs.such magics are enhanced by a +4 bonus, and spells which are extant(such as magical charms) and ongoing at the time the maladweomertakes effect are altered in efficacy. (For instance, a charmed individ-ual who had previously failed to save vs. the spell would immedi-ately be allowed another saving throw, with the +4 bonus.) Thematerial component for this spell is a small, clear glass or crystalprism, which is smashed (with a weapon-blow, and/or against awall, rock, or floor) in the spellcasting.

The reverse, empradweomer (or �dweomerboost�), does notrequire that the crystal be smashed; rather, it vanishes whenspellcasting is complete. The reverse does not require a savingthrow, has the same duration as maladweomer, and permits allmagic cast or wielded by the recipient creature during that time tobe of maximum efficacy (maximum damage and effects). Both formsof the spell can be cast upon the incantatrix herself, so that mala-dweomer would enable an incantatrix to lessen her powers whencompelled to work magic against her wishes.

Disrupt undead (Necromantic)Level: 4 Components: V,S,MRange: 7" Casting Time: 4 segmentsDuration: 4 rounds Saving Throw: NoneArea of Effect: Cone, flaring to 1� diameter when 1� from

caster�s handExplanation/Description: This magic requires a pinch of dust or a

strand of cobweb to activate. When cast, the spell causes a cone ofmildly cold, invisible, silent force to come into being, extendingfrom the caster�s outstretched hand. This field remains in existencefor 4 rounds, and moves with the caster�s hand. Any undead crea-tures within its confines at any time, or touched by any part of it,are affected as follows:

Skeletons, zombies, ghouls, shadows, and such weaker undead areinstantly blasted out of existence. Wights, ghasts, wraiths, mum-mies, spectres, vampires, ghosts, liches, and similar evil creaturesfrom other planes that can be turned by clerics, as well as otherpowerful undead not specifically named here, instantly suffer 1d6damage per level of the incantatrix, with no saving throw. Thesepowerful undead may remain in the field for additional rounds oreven leave and re-enter it without suffering more damage; each suchdisruption field affects a particular undead creature only once, butrepeated castings of the same spell would do additional damage. Inthe only reported incidence of two incantatrixes casting overlappingdisruption fields, undead caught in the area of intersection suffereddamage from both fields.

Ray of oblivion (Enchantment/Charm)Level: 4 Components: V, S, MRange: 1�/level Casting Time: 4 segmentsDuration: Permanent Saving Throw: Neg.Area of Effect: One person

Explanation/Description: The material component for this magicis a pinch of dust; it vanishes as the incantatrix tosses it into the airand points at a target to complete the casting. From her hand, ashimmering, colorless ray stabs out to the target; if the target iswithin range and not completely enclosed by solid or liquid material,the ray will strike the target unerringly (no �to hit� roll required),dodging around obstacles, other creatures, etc.

When struck, the target creature must save vs. spell (magic-usersand other spellcasting beings at +l, other creatures at par) or forgetone item of magical knowledge at random (the information lost isnot able to be specified by the incantatrix or her victim). If the targethas one or more spells memorized, one spell will be forgotten �harmlessly lost, as if an attempt to cast it had failed. If the target isnot a spellcaster, or has no spells memorized at the time, he or shewill forget the command word of a magic item; the name of a spell-caster known to the victim; a legend, rumor, or piece of news involv-ing magic use; the name or configuration of a magical symbol,glyph, or rune; or some other fact of the same sort. Only a wish or aclerical heal or restoration spell will restore the lost knowledge.

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The target creature must have been seen, however briefly, by theincantatrix in the turn prior to the casting of the ray of oblivion. Theray will seek out a target that is within range but obscured by cover,invisible, blinking, or even ethereal at the moment of the completionof casting; the incantatrix need not know the target�s precise loca-tion, only the fact that it is present (and, presumably, within range).

Spell shield (Abjuration)Level: 5Range: 0" (touch)Duration: 2 rounds/levelArea of Effect: One creature

Components: V,S,MCasting Time: 1 roundSaving Throw: None

Explanation/Description: By casting this spell upon herself oranother creature that she touches, the incantatrix confers strongprotection against certain spells and magical attack forms. Thematerial component is a diamond of any size, which disappears,with a flash of white light, during casting. The protection gives asaving throw bonus as follows:

+7 vs. beguiling, charm, suggestion+5 vs. command, domination, fear, hold, scare+3 vs. geas, quest+1 vs. confusion, feeblemind, antipathy/sympathy

Dispel possession (Abjuration)Level: 6Range: TouchDuration: 2 rounds/levelArea of Effect: One creature

Components: V,S,MCasting Time: 1 roundSaving Throw: None

Explanation/Description: By means of this spell, an incantatrixcan temporarily free a recipient creature from a charm, psionicattack or domination, or ESP or similar control and �eavesdrop-ping� magics. If dispel possession is cast upon the body of the victimof a prior magic jar spell, the life force controlling the victim�s bodywill be driven out of the stolen body, back into its jar. If the jar is notwithin range of the body (see magic jar description in the Players

Handbook) when the dispel possession is cast, the life force is merelyquelled for the duration of the spell, allowing the mind of the trueowner of the body to reassert itself and temporarily regain control ofits body.

By application of this spell, a charm is forever broken, but othermental attacks and controls may resume at the spell expiration. Thematerial component of this spell is a sample of teardrops (one willsuffice) from the eye of a human, elf, or half-elf.

Spell reflection (Abjuration/Alteration)Level: 6 Components: V, S, MRange: 0" (touch) Casting Time: 3 segmentsDuration: 6 rounds Saving Throw: NoneArea of Effect: One creature

Explanation/Description: The material component for this spell isa small glass or metal mirror, held by the recipient (which may bethe incantatrix herself or another creature she touches) and con-sumed during the casting. An invisible dweomer field or aura comesinto being around the protected creature, and protects him or her asa ring of spell turning does, turning all magics back upon the caster.The exceptions to this are noted in the description of the ring in theDungeon Masters Guide. Spells cannot be cast by a being who isprotected by this spell, but the spellcaster can end the protectioninstantaneously if she so wills. Note that this �dispelling� must be adeliberate act; it does not occur automatically if the incantatrix turnsher attention to another matter or is rendered unconscious.

Stealspell (Enchantment/Charm)Level: 7 Components: V, SRange: 1�/level Casting Time: 7 segmentsDuration: Special Saving Throw: Neg.Area of Effect: One creature

Explanation/Description: This powerful magic is famous in leg-end, and the one power that above all others identifies the incanta-trix as a person of special powers. By means of this incantation, any

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single being that the incantatrix points at (who is within range) mustsave vs. spell at -1 (creatures from planes other than the Prime Ma-terial save at par), or suffer the theft of any one memorized spellfrom his or her mind. (If there is no memorized spell to be stolen,the stealspell has no effect and is lost.) The stolen spell is determinedrandomly, and is not chosen by either the incantatrix or her victim.The magic of the stealspell works even against a victim who is un-conscious or insane; psionic protections, anti-magic shell and allsimilar shielding spells, and mind bar and the like, are all powerlessagainst this spell.

A stolen spell may be �cast� immediately by the incantatrix orheld in her mind for later use (subject to the restrictions describedbelow), without material components or even any need for the in-cantatrix to understand the spell. She will not automatically knowthe identity or the nature of the stolen spell (and would probablyonly find out this information, without expelling the magic, if it wasrevealed by the victim from whom the spell was stolen). By expellingthe stolen spell from her mind, the incantatrix may be able (by thismeans only) to use a spell to which she would not normally be enti-tled � but because she doesn�t know what the spell is, she may endup aiding rather than harming an opponent. Any stolen spell takeseffect, when expelled, as though it was cast by the being from whichit was stolen, with regard to level of effectiveness, damage caused,alignment considerations, and so forth. Spell-like natural powersemployed by beings, and psionics, cannot be stolen by means of thisspell.

The stolen spell is transferred from the victim�s mind to the incan-tatrix at the end of the casting of stealspell, and the transfer takesone segment. A spell which the victim has already begun to cast willnever be stolen; if it is the last or only spell in the victim�s mind, thespell will be ruined and lost (just as if the victim had been disturbedduring the attempted casting), but no energy or information will betransferred to the incantatrix.

The incantatrix can retain the stolen spell, instead of expelling itfrom her mind, and subsequently record it by means of a write spell,which erases the stolen spell from the incantatrix�s mind as it isrecorded, without discharging its power. However, an incantatrixcannot herself use a spell denied to her by class or level that she hasrecorded in this manner; she will have produced only a scroll that isuseless to her, except as an item to sell or barter. When a stolen spellis recorded in this fashion, the identity and nature of the spell canbecome known to the incantatrix (by means of read magic), so she isable to determine whether the scroll is of use to her.

Unbinding (Alteration)Level: 7 Components: V,S,MRange: 0� Casting Time: 1 roundDuration: 7 rounds Saving Throw: NoneArea of Effect: 2� radius sphere around caster

Explanation/Description: When an unbinding spell is cast (aprocess involving a lodestone � not necessarily magical � and a

pinch of saltpeter), a sphere of magical force comes into being aboutthe caster, and moves with her for the duration of the spell. It affectsmany magics that are within, or come to be within, its area of effect,as follows:

Hold spells of all types, guards and wards, temporal stasis, impris-onment, time stop, and wizard lock spells, as well as cubes and wallsof force, are all ended or negated immediately; i.e., an imprisonedcreature emerges as though a freedom spell had been cast, and soforth.

Pentagrams, thaumaturgic circles, and similar magical circles orconfining runic constructions are shattered or obliterated, freeingany previously trapped occupants (who will know who has freedthem, but are not in any way under the control of the incantatrix).

A magic mouth will speak, regardless of its specific trigger, andvanish forever. The effects of a statue spell are ended, and a magicjar is shattered � forever destroyed, and the life force within itsnuffed out.

Any magics that contain, constrain, or conceal (i.e. invisibility)creatures or items are destroyed by contact with the area of effect ofthis spell (with the exceptions noted below); the spell also causesphysical locks to open, props and wedges or spikes to come loose,chains to part, bars to lift, and seals to break, etc.

Note that all of these effects occur regardless of the caster�s wishes,and are not discerning: all seals break, not just a few specific targets� even including the stoppers on potion bottles, ties on wineskins,fastenings on clothing, and the like. Those on the person of theincantatrix, or being carried or worn by her, will remain undis-turbed, but any others (even those of allies) will be affected. Notealso that the opening of locks or other closures does not prevent anyalarms or booby traps attached to them from functioning normally.

Spells such as anti-magic shell, Leomund�s tiny hut, minor globeof invulnerability, globe of invulnerability, prismatic sphere, shield,and similar protective magics are not affected by an unbinding, nordoes it reveal or change back (to flesh) petrified creatures. Untrig-gered symbols or glyphs of warding are unaffected by an unbinding,and it does not set free elementals and invisible stalkers bound toservice by others.

Notes to the Dungeon MasterAn incantatrix should be a rare and mysterious character � a

secretive being who walks her own way. She may accompany a partytemporarily to further her own ends, or in return for sufficient mon-etary or magical reward.

At no time should an incantatrix be a handy-for-the-hire NPC,nor a party member as such. The incantatrix class is too strong to beused for player characters � and yet, weaker at high levels thanmagic-users or clerics, and weak in a physical light at any level.Note that an incantatrix character would realize this about herself,and thus would avoid getting into situations of open conflict as oftenas it is possible to do so.

Write on!Got a question about an article? Asubject you�d like us to cover � ornot cover? What do you think of themagazine you�re reading? Drop us aline at �Out on a Limb,� P.O. Box I110, Lake Geneva WI 53147. We�llread every letter we get, and we�llselect certain letters of general in-terest for publication � maybe evenyours!

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D R A G O N 1 5

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Hold that person!The definitive list of charm -able humanoidsby E. Gary Gygax ©1984 E. Gary Gygax. All rights reserved.

With the vast array of new monstersfound in the FIEND FOLIO® Tome andthe Monster Manual II, most players andDMs are left wondering which �humanoid�types are affected by the charm person andhold person spells. No need for furtherconcern � the expanded list is printedbelow.

The creature types are keyed to the bookin which they are found: (M) for the origi-nal Monster Manual, (II) for MonsterManual II, and (F) for the FIEND FOLIObook. Note that the half-elf and half-orc arealso included, even though they don�t have�monster� descriptions, because they arecharacter races.

Aarakocra (F)Atomie (II)Azer (II)Booka (F)Brownie (M)Buckawn (II)Bullywug (F)Dark Creeper (F)Dark Stalker (F)Derro (II)Dryad (M)Duergar (II)Dwarf(M)Elf(M)Firenewt (F)Flind (F)Forlarren (F)Frost Man (F)Gibberling (F)Githyanki (F)Githzerai (F)Gnoll (M)Grig (II)Gnome (M)Goblin (M)Grimlock (F)Halfling (M)Half-elfHalf-orcHobgoblin (M)Jermlaine (F)

Kenku (F)Killmoulis (F)Kobold (M)Korred (II)Lizard King (F)Lizard Man (M)Meazel (F)Men (M)Mite (F)Mongrelman (II)Nereid (II)Nixie (M)Norker (F)Ogrillon (F)Orc (M)Pech (II)Pixie (M)Quaggoth (F)Quickling (II)Qullan (F)Shade (II)Sirine (II)Snyad (F)Spriggan, size S (II)Sprite (M)Svirfneblin (F)Swanmay (II)Taer (II)Tasloi (II)Troglodyte (M)Xvart (F)

If you, as a player, are grateful to havethis expanded list, your gratitude is cer-tainly appreciated � but keep in mind thatit is a mixed blessing. Players must attemptto remember the list of creatures affected bycharm person and hold person, for when itcomes time to cast a spell, the DM mustnever allow them to consult their referenceworks � except for the Players Handbook.On the other hand, the DM can use any

1 6 O C T O B E R 1 9 8 4

reference source at his disposal (includingarticles like this one) to check for desiredinformation.

AND NOW, THE NEWS!Conventions are always helpful, for they

keep one in touch with the whole of what isgoing on. The GEN CON® XVII Conven-tion being the biggest such gathering ever, Ihad the opportunity to learn much. Severalarticles have been written because of discus-sions and requests made there, and I amanswering the most commonly asked ques-tions in these pages over the span of thenext few issues.

On the entertainment front, theDUNGEONS & DRAGONS® cartoonshow was renewed by CBS for the 1984-85season, and it should appear in a new timeslot. No fewer than eight new shows will beaired, and we are still working towardanother five to make 13 new shows, a totalof 26 for the two-year period. There is alsoconsiderable interest in other animatedshows, live televsion features, and whoknows what else. However, although thereis a polished motion picture script (byJames Goldman) and a treatment (by Gy-gax and Dille), no studio has yet optionedeither. If that happens, you will know aboutit by reading this column!

With regard to games, Frank Mentzer isnow nearing completion of part four of theD&D® game system (the Masters set), andhe will thereafter go on to finish the fifthand final portion of the game proper (theImmortals). To keep himself amused duringodd moments and fill his spare time duringthe undertaking, Frank also has the 300 orso pages of the manuscript for module T2(Temple of Elemental Evil) � a bequeathalof guess who. The upshot of that is this:The expansion, reorganization, and revi-sion of the AD&D® game system will notbegin for about one year. Furthermore, theactual task might take over two years tocomplete, although early material will bereleased as it becomes ready. My first sug-gestion will be to combine all works con-taining monsters into two volumes,arranged alphabetically, breaking at K or L.

All new monsters not included in the threeextant works would be brought into the newcyclopedia. More illustrations would bedone, old ones redone in some cases, anderrors corrected. As of now, Frank Mentzerand I are the only ones slated for designwork on the project, but I am hopeful thatwe can add writers such as FrancoisMarcela-Froideval and Roger Moore whenwork begins.

This does not mean that a second volumeof Players Handbook is not underway. Infact, Francois is currently organizing thematerial it is to contain. He and I havecollaborated on such material, and he isnow compiling what we devised for includ-ing Oriental characters in the game. Thetext will be written in French, translatedinto English at TSR, and then given a finalpolish. Perhaps it will be ready by the fall of1985.

There have been quite a number of youwho have contacted TSR or me personallyof late to mention something odd. Thegeneral theme of these reports has been aninability to find the TSR® product line inthe shops where you customarily purchasesuch things. There is too much smoke forthere not to be a fire! Now, admittedly,TSR sold out of the D&D® Companion setand the INDIANA JONES� andMARVEL SUPER HEROES� gamesalmost before they hit the shelves. Theseproducts will be back soon � undoubtedlyby the time you are reading this. However,the complaints of shortages are concernedwith modules, hardbound books, and so on.

Here�s what to do if you are experiencingthe same problem: Go to the manager of thestore where you normally purchaseproducts, and tell him that you are disap-pointed that no (whatever the product is) isavailable from that place. Then tell him thatunless they rectify this soon, you will haveto go to some other outlet for your gamingneeds. That should wake up the managerand get the proper merchandise into placeonce again. On TSR�s end, we are jumpingall over our sales reps and customers tomake certain that this sort of problem notonly stops but doesn�t again occur.

That�s it for now!

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D R A G O N 1 7

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GEN CON® show was a winnerIf there was a game about putting on a

convention, the 1984 GEN CON® GameFair would be an example of how to win.

The 17th annual show, sponsored byTSR, Inc., set records for the number ofpeople who attended, the number of gamingevents that were offered, and the number ofexhibitors who took part in the trade show.More than 8,600 people roamed the campusof the University of Wisconsin-Parksideduring the four-day convention. Most ofthem came to play, and there were morethan 1,500 events for them to choose from.

Those are impressive figures � all themore remarkable because the registrationprocedure was so streamlined and efficientthat an observer would have thought thecrowd and the schedule were smaller insteadof larger than ever before.

�The lines were shorter and movedfaster,� said convention director Phil Griso-lia, who made an improved registrationsystem one of his top priorities when orga-nizing the show. �In other years therewould be a 3-4 hour wait,� he said, but thisyear the standing-in-line time was cut toabout a third of that figure. People whocame to enjoy the convention were able tospend much more time doing just that.

This was Grisolia�s first year as director

of the convention, and he admits that �lackof continuity and lack of history was anobvious problem.� But when show timerolled around on Aug. 16, most of the prob-lems had been solved or sidestepped.�Things were done later [than in previousyears], but that was partly by design,� hesaid. Despite the fact that the pre-registration brochure didn�t get out to peo-ple until a month later than usual, moregamers were pre-registered this year thanever before.

The trade show, held in the campusgymnasium, was so crowded with exhibitorsthat some of them had to be put up in asmaller room across the hall from the maincomplex. �I�m sorry we had to do that,�said Grisolia, �but there was no other wayto get in everybody who wanted to be there.And the reaction we�ve gotten from thetrade has been very good. Several peoplehave said that they had their best conven-tion ever in terms of sales.�

One of the things that didn�t change wasthe Strategists Club Awards. For the 10thconsecutive time, voters chose the bestgaming products released during the pre-vious year. The award categories and thewinners were as follows: Outstanding BoardGame, the Dragonriders of Pern� gamefrom Mayfair Games; Outstanding Role-Playing Game, the James Bond 007 game

from Victory Games; Outstanding Game,Open Category, the Lost Worlds� gamesystem by Nova Game Design, Inc.; Out-standing Game Play-Aid, the Ravenloftmodule for the AD&D® game by TSR,Inc.; Outstanding Miniature Figure Line,the Fantasy Lords� series from GrenadierModels, Inc.; and Outstanding GamingMagazine, DRAGON® Magazine fromTSR, Inc.

Although this year�s show is still a vividmemory for Grisolia and the dozens of TSRemployees who worked at the show, plansare already being made for the 1985 con-vention. Two of the major changes that havebeen decided on already, according to Gri-solia, are these: All the arts & crafts contestsand exhibits (including the art show, theminiatures painting contest, and otherdisplays involving artwork and miniaturefigures) will be concentrated in a singlearea. And, in an effort to make registrationrun even more smoothly, virtually all of thegame-players will be accommodatedthrough pre-registration with, as Grisoliaputs it, �limited on-site registration.�Which boils down to this: If you want toattend next year�s convention, you hadbetter start planning for it now, because thepeople who will be running the show arealready mapping their strategy for an evenbigger victory in 1985.

The World Gamers GuideWe're proud of the fact that many of ing something we can't decipher. If you

the people who read DRAGON® Mag- want to, you can also list up to threeazine live in countries around the role-playing games that you enjoy, soworld. But we know, from letters we that anyone who writes to you willreceive from some of them, that a lot of know something about what you like.our readers in foreign countries are We will publish each name and addressfrustrated because few, if any, other for three consecutive issues; if youplayers live close enough to them to want to be listed for more than threemeet them. issues, you'll have to send us another

Our solution is the DRAGON Mag- postcard when your first listing expires.azine World Gamers Guide, a feature Sorry, but we can't extend this offerthat will begin appearing as soon as we to U.S. servicemen who live overseas,receive information from some of those or to people who live in sparsely popu-frustrated gamers. Here's how it lated areas of the United States orworks: Canada, because there are still more

If you live outside the continental gamers per square mile in places likeUnited States and Canada, you are Utah or Alberta than there are ineligible to have your name and address places like Japan and India. We canprinted in the guide, free of charge, only afford to use a limited amount ofPut your name and full address on a space for the World Gamers Guide,postcard or in a short letter and send it and we would run into a severe prob-to World Gamers Guide, c/o lem if we tried to expand it any further.DRAGON Magazine, P.O. Box 110, We hope that you who live in the conti-Lake Geneva WI 53147, USA. nental United States and Canada will

Your address must be complete still appreciate the Guide, and use it to(including the country you live in) and get in touch with gamers from otherlegible; we won't take a chance on countries who would love to hear fromprinting a bad address by publish- you.

18 OCTOBER 1984

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Bats that do more than biteSix species from Elminster�s latest lectureby Ed Greenwood

On one of his visits not long ago, I con-veyed Elminster up to my cottage in thewilderness (I�ll spare you his comments onthe cramped back seat of my car), lest heshould think our world all concrete andgarbage and noise. He loved it, and oftenburst into song when walking in the woods� but when I pressed him to translate thelyrics for the consumption of DRAGON®Magazine readers, the sage informed megruffly that I was much too young to hearsuch things.

In the evenings, we would sit out underthe stars and talk far into the night, the oddgreen smoke from Elminster�s pipe keepinginsect pests away. One night as the sun wassetting, we saw a family of bats emergefrom the boathouse, one by one, and flit outover the water, skimming for insects.Elminster leveled his pipe at one thatswooped past our noses and said, �Thatreminds me . . .� � and I got the taperecorder on in time to catch news of sixmonstrous species of bats known in theRealms; here they are.

SINISTER

FREQUENCY: RareNO. APPEARING: 1-6ARMOR CLASS: 3MOVE: 1�/21� (MC: A)HIT DICE: 4+4% IN LAIR: NilTREASURE TYPE: NilNO. OF ATTACKS: 1DAMAGE/ATTACK: 2-5SPECIAL ATTACKS: Spell useSPECIAL DEFENSES: Energy fieldMAGIC RESISTANCE: 70%INTELLIGENCE: Average to exceptionalALIGNMENT: NeutralSIZE: L (9� wingspan)PSIONIC ABILITY: Nil

Attack/Defense Modes: Nil

These mysterious creatures are known fortheir magical powers and unnerving appear-ance � a natural ability of levitation allowsthem to hang motionless in midair, usuallyin a woodland glade or sheltered valley.Because of this and their jet-black, gauntbodies, they have become known as sinis-ters, though they are not evil. Sinistersprefer to hunt at night (when their 180�-range infravision is effective) and are om-nivorous, biting for 2-5 points of damage.They will eat carrion if no other food isa v a i l a b l e .

2 0 O C T O B E R 1 9 8 4

Sinisters are both resistant to magic andadept in its use. In addition to their abilityto levitate (which allows them to maneuverwith pinpoint aerial precision), sinisters areat all times surrounded by a 5� -radiusenergy field akin to a wall of force. Thisfield affords the creature no protectionagainst magical attacks or physical attacks,except for certain missile attacks � it de-flects all non-magical missiles and absorbsmagic missiles, dissipating their force harm-lessly. In addition, all sinisters can use thepower of one hold monster spell per day (asthe 5th-level magic user spell). This theyuse in hunting or to escape from or to over-come more powerful creatures.

Curiously, although they are always silent(communicating only with other sinisters ina 2� -range form of limited telepathy), sinis-ters love music, both song and instrumentalwork. Many a solitary harper or bard mak-ing music at a campfire in the wilderlandshas found himself surrounded by a silentcircle of floating sinisters. Unless suchmusicians directly attack the sinisters, themonsters will not molest them in any way,but may follow the source of the music,gathering in greater numbers night afternight to form a rather daunting audience.

NIGHT HUNTER

FREQUENCY: UncommonNO. APPEARING: 1-12 (1-30)ARMOR CLASS: 6MOVE: 1�/18� (MC: A)HIT DICE: 2+1% IN LAIR: 25%TREASURE TYPE: M, O, Z (in lair)NO. OF ATTACKS: 4DAMAGE/ATTACK: 1-4/1-2/1-2/1-6

or 3-12SPECIAL ATTACKS: NilSPECIAL DEFENSES: NilMAGIC RESISTANCE: StandardINTELLIGENCE: Average to highALIGNMENT: NeutralSIZE: M (7� wingspan)PSIONIC ABILITY: Nil

Attack/Defense Modes: Nil

This cunning predator is found in ruraland wilderness areas, and is almost alwaysencountered while hunting at night. It willeat carrion, but prefers to slay living prey.Night hunter packs (or �swoops,� as theyare usually called) have been known to eathumans and even livestock, but they usuallyattack smaller prey, swooping to bite, rake

with their wing claws, and slash (1-6 dam-age) or stab (3-12) with their dextrous,triangular-shaped, razor-sharp tails. Nighthunters have 180� infravision and oftenstalk their prey, flying low and dodgingbetween trees, behind hillocks and ridges,so as to attack from ambush. They rarelysurprise opponents, however, because theyemit weird, echoing, loonlike screams whenexcited.

Night hunters fly alone or in groups of upto a dozen in number when hunting, but alair typically contains more creatures, per-haps several hunting groups, of up to thirtyoverall. Night hunter lairs are typically talltrees in deep woods (where sleeping nighthunters roost hanging head down frombranches, like many of their smaller kin) orin caves. Such lairs may contain treasurefallen from prey that has been carried there(for night hunters will not tarry to eat wherethey feel endangered).

WEREBAT (�Man-Bat�)

FREQUENCY: RareNO. APPEARING: 1-2ARMOR CLASS: 7MOVE: 3"/14� in bat form (MC: C)HIT DICE: Varies% IN LAIR: NilTREASURE TYPE: All possibleNO. OF ATTACKS: 1DAMAGE/ATTACK: 1-2SPECIAL ATTACKS: Bite causes

weakness, etc.SPECIAL DEFENSES: NilMAGIC RESISTANCE: StandardINTELLIGENCE: VariesALIGNMENT: VariesSIZE: MPSIONIC ABILITY: Nil (but see below)

Attack/Defense Modes: Nil

The bite of a werebat can transmit a rarevariety of lycanthropy, causing humans,demi-humans, or humanoids to change to abatlike form on most nights (and always,uncontrollably, under a full moon). Were-bats retain the intelligence, hit dice, align-ment, and ability of speech possessed whenin their non-bat form. Exceptional beingswho possess psionic powers before beingafflicted with lycanthropy retain the use oftheir psionics when in werebat form.

Werebats are heavy, clumsy fliers. Theyhunt, obsessed by blood-lust, when in were-form, and are usually solitary. The bite of awerebat�s long, hollow fangs punctures and

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drains blood for 1-2 points of damage;saliva on the fangs causes weakness (lasting1-4 rounds, 70% strength loss, see 2nd-levelmagic-user spell ray of enfeeblement foreffects) with no saving throw. In addition, ifexorcise, neutralize poison, or cure diseaseis not cast upon the bitten victim within 9turns, the unfortunate being will (80%chance) contract lycanthropy or (20%chance) become insane. The lycanthropywill be of werebat form only, and its effectswill be felt gradually over the month follow-ing the werebat�s attack. Madness sufferedby a victim may be of any type (see DMG,insanity). If a slow poison spell is cast upona bitten victim within 9 turns, the onset oflycanthropy or insanity is delayed for 36turns (6 hours) thereafter, during which oneof the curing spells mentioned above willstill have the desired effect. Repeated appli-cations of slow poison will prevent lycan-thropy or insanity indefinitely, so long aseach application is made within 9 turns ofthe previous one � but only exorcise, neu-tralize poison, or cure disease will make thecure complete.

Werebats are virtually indistinguishablefrom normal humans, humanoids, anddemi-humans when in non-bat form, al-though most become silent, solitary types,and may be dark-eyed, shy, and elusive.Werebats are mentally fully alert and, awarein either form, and have acute hearing inboth forms. They rarely inhabit lairs asbats, returning to their habitations as hu-mans between excursions in bat form. Mostwerebats exult in the hunt when the blood-lust is upon them, but few enjoy their con-dition, and many hoard and actively seektreasure in hiding places (called �lairs� bythose who hunt werebats) so that they canpurchase a magical cure for their lycan-thropy from a temple or a mage. Silver,holy water, and the like do no special dam-age to werebats in either form.

HUNDAR (�Horse-Bat�)

FREQUENCY: UncommonNO. APPEARING: 1 (1-3)ARMOR CLASS: 5MOVE: 6�/19�//16� (MC: C)HIT DICE: 6+6% IN LAIR: 33%TREASURE TYPE: All possible

(but no silver)NO. OF ATTACKS: 2DAMAGE/ATTACK: 1-3/2-8 or specialSPECIAL ATTACKS: �Drowning dive�SPECIAL DEFENSES: NilMAGIC RESISTANCE: StandardINTELLIGENCE: AverageALIGNMENT Neutral (evil)SIZE: L (14�-22� wingspan)PSIONIC ABILITY: Nil

Attack/Defense Modes: Nil

The heavy-bodied, fearsome black hun-dar resembles a vast worm with bat-wingsand a horselike head (hence its nickname),appearing rather like a wyvern. It is a soli-

Sinister

tary hunter and will always be encounteredalone except when mating. Hundars live inruins, sea-caves, swamps, or atop moorlandcrags, preferring desolate places to well-populated areas.

Hundars can swim almost as well as theycan fly (by powerful beats of their tail andleathery wings) and can survive at greatdepths, although they prefer to hunt inshallow waters. Their favorite attack is tocrash into aerial targets, buffeting with theirwings and/or tail for 2-8 damage, and biting

for 1-3. If an opponent irritates them, theygrasp with tail and jaws, and dive from theair deep into the water, to drown their foe� or conversely, if the foe is aquatic, burstup into the air and fly toward land so thattheir foe will expire from being out of wateror suffer injury when dropped from onhigh. An ungainly crawler on land, thehundar is a powerful but stodgy flier, bad-tempered and vain (one is often foundgazing at its own reflection in still water).Hundars possess 120� -range infravision to

Werebat

Night Hunter

Hundar

Azmyth Gloomwing

D R A G O N 21

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22 OCTOBER 1984

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aid in night hunting.The creatures are black, with blue and

purple iridescence when wet, and have fieryred eyes. When angered, horse-bats snortvapor from their nostrils and emit deep,rumbling roars. The manes of older individ-uals turn grey and then white with age;hundars are thought to have a lifespan ofsome hundreds of years. The touch of silveris corrosively poisonous to them, and theyavoid it. A normally harmless blow from ahurled object of silver, or a handful of silvercoins, might do a hundar 1-2 points ofdamage, and all silver weapons do doubledamage to them.

Hundars mate seldom (every thirty yearsor so, Elminster believes), the parents co-habiting for a year or so until their youngachieve full strength and flight ability.Young hundars strike out on their ownwhen they acquire their full powers at 3+3HD size (the wing-buffet attack of such ayoungling does only 2-6 damage). Hundarsand perytons will tolerate each other, buthundars will generally attempt to slay ordrive out other large predators, aerial oraquatic, living within a mile of their lairs.

GLOOMWING

FREQUENCY: RareNO. APPEARING: 1-4ARMOR CLASS: 6MOVE: 4"/19" (MC; B)HIT DICE: 3+3% IN LAIR: 20%TREASURE TYPE: All possible

(in lair only)NO. OF ATTACKS: 1DAMAGE/ATTACK: 2-5SPECIAL ATTACKS: Venom (see

below)SPECIAL DEFENSES: Darkness (seebelow)MAGIC RESISTANCE: 40%INTELLIGENCE: HighALIGNMENT: Neutral evilSIZE: L (9� wingspan)PSIONIC ABILITY: Nil

Attack/Defense Modes: Nil

Gloomwings are feared, fey creatureswho are thought to serve dark powers asmessengers, steeds, and spies. They hunt bynight and day, and speak common, orcish,and their alignment tongue in hissing,rasping voices. They possess 180� -rangeinfravision as well as normal sight, and cansee perfectly in near darkness, including thedarkness 15� radius which they can createabout themselves at will. (Other forms ofmagical darkness, not created by themsel-ves, will render them as blind as othercreatures.) Gloomwings use this darknesspower as a smokescreen to evade enemies,to dodge and foil missile fire, and to avoiddetection when hunting on moonlit nights.

The chilling bite of a gloomwing is itsmost feared weapon. In addition to doing 2-5 points of damage, the creature�s fangsinject venom into the victim�s bloodstream.

The effect of the venom varies for eachvictim as follows:

01-40: Victim flees in fear (see 4th-levelmagic-user spell).

41-75: Victim of less than 8+1 hit dice (or8 levels) affected by sleep, immediatelysinking into a catatonic slumber from whichhe cannot be awakened for 2-8 turns. Avictim of 8th level (8+1 HD) or greater istreated as if he made his saving throw (seebelow).

76-86: Victim is stunned, reeling, unableto think, speak, cast spells, or act � exceptto drop any items held in the hands � for1-6 rounds.

87-95: Victim is confused (as the 4th-levelmagic-user spell).

96-97: Victim is feebleminded (as the5th-level magic-user spell).

98-00: Victim suffers double damage (4-10 points) from the bite and is renderedhelpless for the round in which he wasbitten due to racking pains (with convul-sions), but is otherwise unaffected.

Any victim can only be affected by one ofthese results during a single encounter withone or more gloomwings; after a bite hitsand its poison) takes effect, all subsequentbites suffered by the victim in the sameencounter will have no effect other than thenormal 2-5 points of damage. The victim ofa bite is allowed a saving throw vs. poison(made at -1) to avoid the effect of thevenom, but this saving throw only appliesto the particular bite attack for which it ismade. A gloomwing is immune to its ownvenom, and to that of other gloomwings.

Gloomwings hoard treasure for use inbribing or purchasing the services of lessercreatures. This treasure they conceal in thecaves, clifftop eyries, and ruins where theylair, typically cunningly concealed andtrapped to prevent theft. Gloomwings arecarnivores and will eat any creature thatthey can overcome � and even carrion, ina pinch.

AZMYTH

FREQUENCY: RareNO. APPEARING: 1ARMOR CLASS: 2MOVE: 3"/24� (MC: A)HIT DICE: 2% IN LAIR: NilNO. OF ATTACKS: 2DAMAGE/ATTACK: 1/1-2SPECIAL ATTACKS: Spell USE

SPECIAL DEFENSES: Spell useMAGIC RESISTANCE: 40%INTELLIGENCE: HighALIGNMENT: Chaotic neutralSIZE: S (3� wingspan)PSIONIC ABILITY: Nil

Attack/Defense Modes: Nil

Azmyths are rare, strange bats that liveon flowers, small plants, and insects. Theyare solitary wanderers (although they dohave favorite haunts to which they oftenreturn), but often form partnerships with(larger) beings of other races (such as elves

and humans) for mutual benefit, sometimesestablishing loyal friendships with them.

Azmyths have telepathy out to a 6"range, but can only communicate in thisway with others of their kind. They emitsqueaks when alarmed or enraged, andendearing, liquid chuckles when delightedor amused. They have 90� infravision.

The jaws of an azmyth do 1 point ofdamage per bite. In a fight, one will biteand also stab with its needle-sharp tail (1-2points of damage), but the creatures preferto avoid direct conflict and employ theirspell-like powers from afar.

Azmyths can know alignment three timesper day; become invisible (self only) onceper day, such invisibility lasting 6 rounds oruntil the azmyth physically attacks anothercreature, whichever occurs sooner; causesilence, 15� radius, centered on themselves,once per day; and twice per day employ aform of shocking grasp in which any directphysical contact with another creature(including bites or tail stabs) can, at theazmyth�s option, transmit 7-14 (1d8+6)points of electrical damage, as well as anyphysical damage done by the attack.

Azmyths have been known to accompanycreatures for their entire lives, and thenaccompany the creatures� offspring. Thelifespan and mating details of azmyths areunknown. They are not �familiars,� asmagic-users understand the term, but closerto a druid�s �woodland companions�; nodirect control can be exercised over anazmyth except by magic or psionics.

D R A G O N 2 3

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Gods of the Suel pantheonPhyton of the forest, Xerbo and Osprem of the seaby Lenard Lakofka

PHYTON

God of Beauty and Nature

Lesser God

ARMOR CLASS: -1MOVE: 16�HIT POINTS: 160NO. OF ATTACKS: 2DAMAGE/ATTACK: 1-20 + 7 or 16 + d8SPECIAL ATTACKS: See belowSPECIAL DEFENSES: See belowMAGIC RESISTANCE: 35%, but 75% in

woodsSIZE: M (5�10� tall)ALIGNMENT: Chaotic good (neutral

tendencies)WORSHIPERS� ALIGNMENT: Farmers,rangers, some druids, some elvesSYMBOL: Scimitar crossing an oak treePLANE: GladsheimCLERIC/DRUID: 14th-level druidFIGHTER: 14th-level rangerM-U/ILLUSIONIST: NilTHIEF/ASSASSIN: NilMONK/BARD: NilPSIONIC ABILITY: VI

Attack/Defense Modes: NilS: 19 (+3, +7) I: 19 W: 19C: 19 Ch: 24

D: 19

Phyton is a tall, slender, youthful-lookingman with a light complexion. He can shape-change into the form of any being thatnormally inhabits a forest environment,including that of a treant.

When in his natural form or anotherform that can bear the weapon, he carries ascimitar that is +3 to hit (a total of +6 includ-ing his strength bonus) and does 1-20 pointsof damage, +7 for his strength bonus. Thescimitar can become invisible upon hiscommand, even in melee, but only when heis wielding it.

On one finger of each hand Phyton wearsa ring enchanted with the force of a perma-nent shocking grasp spell that does 17-24(16 + d8) points of damage to anyone oranything he touches, as he desires. A suc-cessful roll �to hit� is required for eachtouch. The victim is allowed no savingthrow if the touch succeeds. He sometimesfights using only the rings; in such a case,he is allowed one attempt to touch per handin each round, and his strength bonuses donot apply.

If he claps his hands together so that therings touch, he can create an explosion ofball lightning that will instantly spread out

24 OCTOBER 1984

in a 30-foot radius all around him. Anyonein the area of effect will take 34-48 (32 +2d8) points of damage. Magic resistancecan prevent the damage, and a successfulsaving throw vs. spells reduces the damageto half (16 + d8). Once the rings are touchedtogether and Phyton wills the ball lightningattack to occur, the rings must recharge for2 turns before they can be used again ineither of their attack modes.

Phyton is immune to any poison that iseven partially made of plant material and

can neutralize poison of that type, if it ispresent in another figure, out to a range of30 feet.

When he is in a forest occupied bytreants, he can summon them to fight forhim. A group of 7-12 (6 + d6) will answerhis call, each one arriving 1-6 turns thereaf-ter. In a forest that does not contain treants,he can summon aid as per a double-strengthcall woodland beings spell; two types ofcreatures (excluding treants) will appearinstead of just one. Phyton can use either ofthese summoning powers two times per day.

Phyton has power over beings and itemsmade of wood. He cannot be touched byany non-living item made of wood unless heallows it. This includes such things as ham-mers, axes, and spears with metal heads butshafts and handles made of wood. In addi-tion, he can cast a warp wood spell as oftenas desired (one per round maximum), outto a range as far as he can see and againstany volume of wood up to the size of a smalltree. Magic items made of wood are alloweda saving throw vs. crushing blow, at a pen-alty of -4, to avoid the effect. If the itemdoes make its saving throw, Phyton canusually still achieve his desired end bysimply casting another warp wood. Theonly time he might not be able to get off asecond casting of the spell in time would beagainst a hurled weapon or an arrow inflight, which would reach its destinationbefore he could use the spell again in thenext round.

Because of his influence in the forestcoupled with his tendency toward neutrality,Phyton is worshiped by many druids; cha-otic good clerics also are found in his clergyin great numbers. The druids and clerics ofPhyton usually wear simple robes of brownor green, but in the autumn his higher-levelclergy are garbed differently, and gainspecial powers, as follows:

Clergy of 7th-9th level wear yellow robesin autumn. During that season, they mayuse a warp wood spell up to three times perday, over and above any spells they arealready entitled to.

Clergy of 10th and 11th level wear orangerobes in autumn. During that season, theyget the extra benefit of up to three treespells per day.

Clergy of 12th level and higher wear redrobes in autumn. During that season, theyget the extra benefit of three plant doorspells per day.

These spell benefits are cumulative. Ascompensation for their special benefits,clergy of Phyton are not concentrated in

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any particular geographic area; he is acommonly worshiped deity in rural settingsand farming communities. Services to Phy-ton are always conducted in woodlandsettings. If a worshiper of Phyton of 9thlevel or higher directly saves a major wood-

land from destruction, Phyton will bless thefarmlands of that figure�s home countryside(in a circle of 1 mile radius) with abundanceand immunity from normal fires and nor-mal cold during the next growing season.Such a blessing will help to produce a bumper

crop that will be worth from 2-5 times thevalue of a normal crop. In addition, Phytonwill make known to the residents of thecountryside who the recipient of this benefitis, enabling that figure to gain from theproceeds collected from the bumper crop.

XERBO

God of the Sea, Money, and Business

Lesser God

ARMOR CLASS: -3MOVE: 13�//36"HIT POINTS: 185NO. OF ATTACKS: 2DAMAGE/ATTACK: 5-50 + 8SPECIAL ATTACKS: See belowSPECIAL DEFENSES: See belowMAGIC RESISTANCE: 30%, but 95%

while in waterSIZE: M (7� tall)ALIGNMENT: NeutralWORSHIPERS� ALIGNMENT: Fisher-

men and those living on sea coastsSYMBOL: A dragon turtlePLANE: Elemental plane of waterCLERIC/DRUID: 9th level in eachFIGHTER: 17th-level fighterM-U/ILLUSIONIST: NilTHIEF/ASSASSIN: NilMONK/BARD: NilPSIONIC ABILITY: VI

Attack/Defense Modes: NilS: 20 (+3, +8) I: 19 W: 18C: 18 Ch: 15

D: 14

Xerbo appears as a large man with mat-ted hair that looks like brown kelp. Hisarmor is made of dragon turtle hide, as ishis shield. He bears a trident that whenused in water combines the powers of sub-mission and yearning (saving throw vs.each allowed on each hit in melee), in addi-tion to doing 5-50 points of damage, plushis +8 strength bonus, on each hit. Theweapon has a +2 bonus �to hit," and with itXerbo can charm any sea creature, or re-move a charm on such a creature placed byanother, by simply touching the target.When used out of the water, the trident is a+2 weapon for both �to hit� and damagepurposes, does only 3-12 points of damage,and does not have the powers of charm,submission, or yearning.

Xerbo can use the following magicalpowers at will (maximum one casting perround): detect magic, water breathing (1day duration), speak with sea creatures,dispel magic, polymorph other (always intoa sea creature), cure serious wounds, curedisease, neutralize poison, raise dead (seacreatures only, and only if the creature�sintelligence is 6 or higher), raise water, andlower water.

Also, he can use the following magical

2 6 O C T O B E R 1 9 8 4

powers up to three times per day each:conjure water elemental, pass between fish(as a druid does between plants); teleportwithout error, protection from good or evil(20� radius), and globe of invulnerability(on himself only).

These spells and spell-like powers are theonly forms of magic that Xerbo has. All ofhis magical powers are used at the 9th levelof ability for the purposes of range, dura-tion, and area of effect unless otherwiseindicated.

His knowledge of the seas and what theycontain is 100%accurate unless magicmasks his view. He believes in fair combatand the unwritten �law of the seas�; thus,he will not favor one sea creature overanother. He believes that men and otherland-based humanoids have no place in thewater, and will not offer aid to such land-based creatures unless they are trying tohelp or protect sea creatures or the seas andoceans in general. If some creature or char-acter is endangered or killed by a sea crea-ture, Xerbo considers this to be fate, and hewill not help or change the course of events.He will not allow members of his clergy toreincarnate anyone killed in the sea or whiletraveling across it unless a non-sea creaturedid the killing.

Druids who take up membership in theclergy of Xerbo are obviously special char-acters; they are devoted to the seas andoceans in the same way and to the samedegree that other druids are involved withforests and other dry-land environments.Members of Xerbo�s clergy are expected tocare only for the seas, and the deity will nottolerate extended land adventures by them,especially �foolish� excursions intodungeons and ruins.

Members of the clergy of Xerbo (includ-ing neutral clerics, who can never be playercharacters) wear various shades of bluevestments, often decorated with green trimrunning from the edges of the garments intothe torso and up to the neck, to simulate seavegetation waving in the current. His clergymay never receive (nor pray for) spellsinvolving fire, although they may receivespells such as resist fire and protection fromfire; conversely, any spells involving waterthat they receive will always be of the high-est quality, operating as if the caster weretwo levels higher for the purpose of range,duration, area of effect, and so forth.

Xerbo is worshiped along the east coast ofthe Flanaess and in the Hold of the SeaPrinces and on Lendore Isle. He is thepreferred deity of seafaring barbarians.

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OSPREM

Goddess of Water Voyages

Lesser God

ARMOR CLASS: 5 (but -5 in water)MOVE: 12�//48"HIT POINTS: 120NO. OF ATTACKS: 1 (but see below)DAMAGE/ATTACK: 3-12 + 7SPECIAL ATTACKS: See belowSPECIAL DEFENSES: See belowMAGIC RESISTANCE: 30%, but 85% in

waterSIZE: M (5�10� tall)ALIGNMENT: Lawful neutralWORSHIPERS� ALIGNMENT: Lawful

sailors and fishermenSYMBOL: A sperm whale or three

barracudaPLANE: NirvanaCLERIC/DRUID: 11th level in eachFIGHTER: NilM-U/ILLUSIONIST: Nil (but see below)THIEF/ASSASSIN: NilMONK/BARD: NilPSIONIC ABILITY: VI

Attack/Defense Modes: NilS: 19 (+3, +7) I: 15 W: 20 D: 16C: 24 Ch: 19

Osprem appears as a beautiful womandressed in flowing gowns that resembleblue-green seaweed. She wears no armorother than a ring of protection that confersupon her AC 5 out of the water and AC -5in the water. This special ring, which onlyfunctions on her finger, also allows her toregenerate one hit point of damage perround while in the water. She is armed witha trident that is +3 to hit and does 3-12points of damage, plus her strength bonus.

She never carries spells of fire, but shecan use resist fire and protection from fire.Any spell involving water has maximumpossible effect when cast by her (as if cast bya 14th-level druid or a 29th-level cleric).Osprem can walk water (like the cleric spellwind walk) at will, and can give this powerto as many as five individuals at one time,by touch. She has the power to stop anydisturbance in the water or on land under

the water; thus, she can quell an underwa-ter earthquake or still a storm on the surfaceof the ocean.

Once per day she can produce an icestorm in an area 300 feet in diameter, caus-ing a hailstorm of 10 rounds duration thatwill cause 3-30 points of damage per roundto unprotected creatures within that area.This ice storm can be cast on dry land, butonly if the area affected is within 1 mile of amajor body of water (a large lake, largeriver, or the ocean). She uses this powerprimarily to punish people � perhaps evenentire towns � who offend her.

Osprem is only on fair terms with Xerbo,but they do not battle over the oceans, andthey will combine forces to do battle withany outside force that threatens safe travel

28 OCTOBER 1984

across the seas or the life within them.She has the power to shapechange into

the form of any water creature, retainingher hit points and armor class at all times.She will not change into a dragon turtle, soas to not offend Xerbo, and she almostalways takes the form of either a dolphin, abarracuda, or a sperm whale.

As a dolphin or a barracuda, she attacksas an 11 HD creature, moves at 48�, anddoes 3-12 points of damage with her bite.

As a sperm whale, she attacks as a 36 HDmonster, moves at 48�, and inflicts 15-60(15d4) points of damage with her bite. Onany successful roll �to hit� of 18 or greater,she engulfs her target and swallows itwhole. This engulfing does not do anydamage to the victim unless she wills it, andif she does then the victim suffers 3 points ofdamage per round while trapped inside herwhale�s body. (Her internal armor class isalso -5, in case any victim tries to fight hisway out.)

While in any shapechanged form,Osprem can summon normal creatures ofthe same type as often as three times perday. From 10-60 such creatures will answerher call, and will fight to the death on herbehalf if she requests it.

Clergy of Osprem who have attained the7th level or higher can bless a seagoingvessel so that its chance of suffering a ca-lamity (capsizing, man overboard, brokenrigging, torn sails, etc.), is half as likely asusual. Or, her clergy can curse a vessel sothat the chance of such an occurrence istwice as great as usual. A bless or curse ofthis type affects one voyage of a vessel (fromport to port) and must be put into effectbefore the vessel sets out from its point ofembarkation. This power is a 4th level spellwhich members of her clergy can pray for aspart of their normal allotment of spells.

Osprem�s clergy often wear gold- orbrass-colored armor that is finely decorated.Clerical vestments are blue, decorated withpictures or embroidery of ships, dolphins,whales, or barracudas. Her clergy can prayfor spells of fire if they wish.

As they progress in levels, her clergy gainbonus spells over and above those normallyallowed to them, as follows:

At 9th level, they receive water breathing(normally only available to druids andmagic-users). At 11th level, they receive thespell ability of water walk (see above). Andat 16th level, they may summon or dismissa water elemental. The summoned elemen-tal will always have 8 HD, but an elementalof any size can be dismissed. An elementalsummoned in this way will never be hostileto the summoning cleric. As compensationfor these abilities, clergy of Osprem mustearn an extra 5% of the experience pointsnormally needed to rise through the 9th and11th levels, and all levels of 16th or higher.

Osprem is worshiped in many seaportstouching the Asure Sea, and in the Lord-ship of the Isles and on Lendore Isle. She israrely worshiped in the northern or westernareas of the Flanaess. (For details, seeTSR® module L2, The Assassin�s Knot.)

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Playing the political gameA change of pace for AD&D® game adventuringby Mike Beeman

Petty politics in an AD&D® game? Whoneeds it?

You do, that�s who. Believe it or not,almost everything a party does in the typicalcampaign has political ramifications, rang-ing from boosting the economy of the localvillage by pouring gold into it to destroyinga region�s political stability by assassinatingits ruler. Most of the time, characters canblissfully ignore the havoc they wreak sim-ply by moving on to bigger and betterthings. There will come a day, however,when they will achieve a station in lifewhere they must deal directly with thesepetty political issues. Then (if not sooner)they will discover the rich potential andvirtually limitless possibilities of politicaladventuring.

Several characteristics distinguish thepolitical adventure from the more conven-tional dungeon or wilderness adventures.The political adventure involves a politicalcrisis, such as the uncovering of a traitor inthe king�s court or the settlement of a bor-der dispute with a neighboring ruler. Thereare generally no damsels to rescue nor eviltemples to destroy, although political under-takings often serve as lead-ins to such ad-ventures. Armed conflict in politicaladventuring usually involves large militaryforces rather than small parties, and mostpolitical ventures work best when only a fewplayer characters are involved � two orthree, for instance, instead of a half-dozenor more.

Player characters may choose, or becompelled, to leave the gladiatorial arena infavor of the political arena for three princi-pal reasons. First, politics is a natural partof game circumstances. Service to king andcountry may involve going on diplomaticmissions; or, if a character is of noble birth,his family may require him to dischargevarious menial � but potentially hazardous� political functions. Any time a playercharacter obtains and develops territory hebecomes a politician: he must rule his fief-dom and deal, either diplomatically or onthe battlefield, with the petty nobles whoseland surrounds his. If the character�s fief-dom is arable, won�t others be interested inacquiring it? If it is not, then how will hesupport the local population? Has the char-acter inadvertently developed land that wasalready claimed by someone else? Willneighboring nobility allow trade routes tothe character�s land to remain open andsafe? How much tribute must the characterpay, to whom, and how will he raise thefunds? There can be innumerable problems

30 OCTOBER 1984

to solve, all of which arise quite naturallyfrom the simple act of developing land.

Second, close involvement with the politi-cal structure that the DM has set up in thecampaign world adds depth and reality tothe campaign. Adventurers are usuallyconcerned with saving their own skins. Howwould they deal with being responsible forthe well-being of an entire village or town?Responsibility, as they will soon see, in-volves maturation. Characters (and theirplayers) will soon learn the value of discre-tion and how to judge the implications oftheir own actions. In short, they�ll have togrow up a little to be successful. In doingso, they will come to see things from adifferent perspective. The world will nolonger be a great playground existing solelyfor their self-centered pursuits, but a realplace where people must answer for theiractions.

Finally, political adventuring is different� a change of pace. Variety is not the spiceof life in the AD&D game world, it�s themeat and potatoes. Politics is something outof the ordinary for many fantasy games, butstill relevant enough to game life to make itgreat fun. It gives both the DM and theplayers an opportunity to explore facets oftheir talents that are left untapped by nor-mal dungeon adventuring. Yet, this is not tosay that political adventuring lacks theexcitement and danger of swords-and-sorcery adventuring. In a long-running andwell-structured campaign, most prominentNPCs will have attained fairly high levels intheir respective classes, so political conflictbetween them and player characters oftendegenerates into armed and/or magicalconflict. But often, political conflict can beresolved without immediately going for thesword or the spell book; the emphasis is ontact and persuasive ability rather than onraw firepower.

Preparing a political adventure is notunlike designing a dungeon, except thatpolitical adventures rely more heavily onsetting, plot, and characterization than onaction. Before discussing possible plot lines,it is necessary to understand what role eachof these three elements plays in the individ-ual adventure.

Setting: There are only two basic set-tings, the first of which is the territory de-veloped by a player character. Nothinginvolves characters more deeply than athreat to home and hearth, and placing theadventure at home has the distinct advan-tage of utilizing a previously developed

setting. You already know the area�s geogra-phy, its population, its industry, and itscommercial interests. With all of this goingfor you, the plot will almost develop itself.

There are countless chinks you can tossinto the character�s feudal machinery, butbe wary of overdoing it. If an area is in toomuch turmoil, neither the character nor thepeople he rules will want to live there. Play-ers quickly tire of having their charactersforced to find and hire more mercenaries toreplace the ones slaughtered in the lastattack, and even the hardiest souls willconsider retiring from the landowningbusiness after the fifth or sixth peasantrevolt. Use discretion and common sense inputting obstacles in the characters� way,especially when some character�s homelandis at stake.

The second kind of setting is all or part ofthe territory outside the character�s (orparty�s) homeland � the great, wide world.This vast territory is considered a singlecategory because designing political adven-tures in the �outside world� is differentfrom a political adventure that takes place�at home.� Characters may not have agreat personal concern for the goings-on inthe rest of the world (although these hap-penings could eventually affect their homes,too), but high-level adventurers of somerenown could well be enlisted by a noble orhigh-ranking official to perform some sort ofpolitical mission.

The difficulties in creating an �outsideworld� setting are numerous, but need notbe any more troublesome than devising animaginative, cohesive dungeon-based ad-venture. Your first task is to come up with aplot; the mechanics of doing this are dis-cussed in the next section of this article. Forexample, suppose that an assassin is knownto be operating in some noble�s court. Thecharacters are enlisted to find him out andfoil his plans; they may know who his in-tended target is, and roughly when he willstrike, but not how the deed will be done.The noble�s castle and surrounding territorymust be designed and defined, and thecourtiers and nobles created, with many ofthem having some potentially incriminatingaspect to their personal histories. All theessentials of a �whodunit� story should bepart of the setting, with the player charac-ter(s) serving as both the hero of the storyand the detective who comes up with thesolution. The setting for such an adventureis not ready-made, as it is when the adven-ture takes place in the characters� ownterritory, but must be crafted to fit the plot.

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Plot: In the simplest terms, the plot of anadventure is the task assigned to the charac-ter(s) and the basic circumstances thatbrought about the need for the task to beperformed: Country A wants to attackCountry B, and the adventuring party ischarged with trying to prevent the war. Thereasons why one country wants to attack theother need not, and perhaps should not, bereadily apparent. The geographic setting ofthe adventure, and the personalities of theNPCs that the adventuring party will en-counter, will hold the key to finding outthose reasons, but it is the party�s job to siftthrough the information and come up withthe answers � and then use diplomacy andpolitical skill to resolve the problem.

For example, the ruler of Country A mayprofess revenge as his motive for wanting toattack, but he mayreally have his eye onthe rich farmlands of Country B that lie justover the border. You can�t hand out thisinformation on a silver platter, but at thesame time neither can you strictly dictatethe action the way a writer plots out a story.The adventuring characters all have mindsof their own and will exercise them indifferent ways. It�s necessary to build a plot

in which several different routes of inquirywill all lead to the correct answer; cluesshould lead to other clues, until finally allthe pieces of information taken together addup to the solution. The essential ingredientof a good political plot is mystery. Withoutit, the adventure becomes dull and routine.

Characterization: This is perhaps themost important element in a political ad-venture. It is through the people they dealwith that the characters are drawn deeperand deeper into the plot, so your NPCsmust be carefully detailed. You should knowbefore they are encountered what they looklike, sound like, and act like, and youshould know what each NPC knows aboutthe situation in question. What motivateseach of them, and how do those motivationsaffect their actions? For instance, PrinceMaldichon may know nothing about hisfather�s plans to attack Country B, but hisown plot to usurp his father�s throne maycause the prince to act in strange and mys-terious ways.

How much will an NPC be willing tosay? How much coercion is necessary tomake him say more? NPCs should not betoo close-mouthed, or the characters willnever get anywhere; but they shouldn�t beblabbermouths or stool pigeons, either. Themost realistic and challenging NPCs arethose that are played by the Dungeon Mas-ter just as if they were player charactersthemselves, with their own distinctive feel-ings and ambitions.

If you fuse the elements of setting, plot,and characterization well, the politicaladventure will be both entertaining andchallenging to the players. Following aretwo examples of how these elements can bewoven together effectively

Example 1: This adventure is set in aplayer character�s home territory, that ofLord Valdis von Wodinskirk of Karmagia.Karmagia was a small fiefdom (located inhex H4-103 on the map of the WORLD OFGREYHAWK� Fantasy Setting) sand-wiched between the much larger andstronger fiefdom of Luxor and the forebod-ing Suss Forest. Karmagia�s sole asset wasgold � the territory sat on a mother lode �but Valdis could neither entice merchants toKarmagia nor send his own caravans totown because of Luxor�s incessant highwayrobbery.

The setting, then, was Karmagia and thesurrounding areas of the Wild Coast. Theplot was the opening of trade routes throughLuxor to the city of Elredd. (During theadventure, Valdis discovered that some ofhis miners were smuggling gold out toanother nearby noble, called The Toad.Sub-plots always make things more interest-ing.) The principal characters were LordValdis, his henchmen, the Queen of Luxor,and a very interested merchant prince fromElredd. The Queen�s primary motivationfor ordering the robberies was not greed,but retribution: Valdis had refused hermatrimonial advances. The merchant hadbeen �gifted� with a death sentence fromthe local assassin�s guild, and was interestedin coming into a lot of gold quickly so hecould buy off the guildmaster. So, both thequeen and the merchant were more ruthlessthan mere greed would make them. Unfor-

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tunately, Valdis only succeeded in provoking is possible, of course, for a particularlya war which led him into a more dangerous intriguing NPC to spark your creativearea of political adventuring. flame, in which case the setting and plot

would evolve from the NPC�s personality.Example 2: The second adventure illus- However the idea takes shape, it is the

trates a setting outside the main character�s fusion of all three elements that will make orhome territory. It was set in the court of break the adventure.Lady Rhalta, Queen of the Olven state ofCelene. Eldrich Silversteel, her Majesty�s Types of political adventuresfirst cousin, was called in to uncover a Of course, there is an infinite variety oftraitor in her cabinet who was leaking infor- possible political adventures, so any list willmation regarding Celenian troop move- be far from complete. Five basic types ofments in that country�s war on the Suss political adventures are described below,Forest humanoids. The raids conducted by with variations given for some.the humanoids had mysteriously becomeprecise and well-organized, and the forest Military adventures are those whichtroops were uncharacteristically well involve the considered use of militarydisciplined. Obviously someone or some- forces. This is by far the most involved typething was providing them with leadership, of political adventure; it necessitates detail-and whoever or whatever it was had access ing the makeup of the military forces in-to privileged information that made the volved, the ruling bodies commanding thoseraids devastating to the Celenian forces. forces, the resources (both fiscal and hu-Silversteel was given as much background man) and the terrain of each side.material on cabinet members as Lady There are three basic variations: interna-Rhalta could provide, and his investigation tional warfare, civil warfare, and the de-proceeded from there. The trail led him ployment of large �peacekeeping� forces onfrom Enstad to deep in the Suss, where he foreign soil. International warfare can in-encountered the mysterious movers behind volve the creation and dissolution of alli-the raids, and back again to her Majesty�s ances, massive troop movements over longcourt for a suspenseful confrontation with distances, and the problems of supplyingthe traitor. armies away from home (not to mention

In this adventure, the setting and the fighting the actual war) within the frame-characters were molded to fit the plot, work of the AD&D game rules. Civil warwhereas in the previous example the plot presents the character with the dilemma ofgrew from the setting and the characters. It choosing a side. It can be quite interesting if

32 OCTOBER 1984

the character and the nobles with which hehas made military, commercial, and perhapsemotional ties choose opposite sides and areforced to fight one another. If the characterchooses the rebel side, how will he and hiscompatriots face the economic consider-ations involved in fielding an army? Willthe people he rules remain loyal to him orshift allegiance to the central government?

The third variation can be very interest-ing to play. Since lives other than the char-acter�s own sometimes mean little in theAD&D game universe, the moral questionof allowing peacekeeping forces to fightback don�t take on the same importancethat they do in our real world. But does oneallow troops to pillage and plunder the areathey are supposedly protecting? What if thetroops go against their leader�s orders? Ifthe character has an interest in the area hisforces occupy but the local ruler ordersthose forces to leave, what does the charac-ter do? Remember that when a character isworking in the international community, hisactions will have decided and often unpre-dictable implications.

Economic adventures deal with the myr-iad curses of macroeconomics: inflation,depression, famine, and so forth. The politi-cal problems that arise from such conditionscan be very difficult to deal with. The solu-tions are usually long-term ones, which goesagainst the tendency of most characters(and players) to expect, if not demand,immediate results. Adding to the difficultyis the fact that many players may be bliss-fully ignorant of the causes and cures ofeconomic phenomena.

What if the crops fail one year? How willthe character feed the starving populace forwhich he is responsible (and which he isdependent on)? The king, financiallystrapped because of the cost of constructinghis new beachfront palace, may demand atribute higher than the character can pay.How will he raise the money (assuming thatadventuring is, for some reason, out of thequestion)? Or, drop this bomb: The villageis experiencing runaway inflation because ofan influx of gold from adventuring in thearea. The peasants, unable to keep up withthe rising prices, are forced to emigrate orsteal to live. What can be done? These arethe real problems of rulers.

Commercial adventures are closely re-lated to the economic type and involveissues of commerce, such as opening andprotecting trade routes. What can one do ifa neighboring noble places outrageoustariffs on his merchants? What if the noblerefuses to allow passage through his land? It,is very difficult to maintain a prosperousfiefdom without prosperous trade, yet itshould be equally as difficult to open andmaintain a system of worthwhile commerce..Smugglers may undersell local merchants.Caravans that once frequented the charac-ter�s land may suddenly find greener orsafer pastures elsewhere.

Don�t bother players with the tedious

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issues of market fluctuation and stiff compe-tition; determine how the market workswhen it is basically stable. Then, whendrastic things occur requiring characterintervention, there is enough at stake (re-gaining or retaining the condition of stabil-ity) to make the problem worth solving.

Internal security � which usually trans-lates into danger at the royal court � pro-vides one of the most compelling types ofpolitical adventure. The most exciting andsuspenseful of these are like the assassin andspy scenarios described earlier. Or, therecould be an adventure involving embezzle-ment from the state treasury. Anyone maybe the thief, from the footsoldier whoguards the vault to the hero�s closest hench-man, but whoever it is, his reasons forcommitting the crime must be believable.An interesting twist to throw into any cam-paign is an unfaithful spouse plotting to getrid of his or her current mate, intending toshare land and status with a new partner.The closer an enemy is, the more dangeroushe or she becomes.

and Slaves� in the Dungeon MastersGuide. The second form is a revolt started,supplied, and maintained from the outside.A hostile foreign power, through propa-ganda and insinuation, turns the publicopinion against the player character(s). Afew agents infiltrate the populace to lead therebellion, and arms are provided by theforeigners. The third kind of revolt is morelimited in scope. It involves an individualfaction of malcontents or power-seekerswhose views are not supported by the gen-eral public; through terrorism or a quickmilitary coup, the faction tries to destroythe character�s power base. It is his problemto stop them.

The treatment of political adventuringgiven here is admittedly rather sketchy, butit is also true that not many specific pointscan be made, since the details of how anadventure is constructed and staged mustnecessarily differ from one campaign to thenext. The DM who plans out political ad-ventures should always remember thatevery aspect of politics is closely related toevery other one.

Revolt is the worst nightmare of any Politics is like a great web of intercon-noble, and occurs in one of three general nected and interdependent strands. If theforms. The first is the �ordinary� peasant elements of setting, plot, and characteriza-revolt, in which oppression from the ruling tion are used well, and if the mystery andclass causes a general uprising not unlike suspense are maintained, you�ll find politi-the French and American Revolutions. This cal adventuring to be a rewarding andtype of revolt is somewhat simplistically but pleasant change from the dull, drabadequately defined under �Peasants, Serfs, dungeon.

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D R A G O N 3 5

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Plane facts on GladsheimWhat it�s like in the land of the Norse godsby Roger E. Moore

The three layers of Gladsheim are the home of many supernaturalbeings of chaotic good and chaotic neutral alignment. Though somegods who reside there are of other alignments, they often have largenumbers of worshipers who are chaotic and support a benevolentindividualism, with a heavy emphasis on personal freedom andaction.

Warfare and personal combat are the preferred manners of han-dling disputes by most inhabitants of this region. Native beings maybecome extremely violent if attacked. Fearlessness is considered agreat virtue, and excellence in adventuring and conquest is muchadmired. Fortune and fame are emphasized, as one would expectfrom the chaotic nature of the planes.

This article focuses on the first plane of Gladsheim, on the partwhich contains the four realms known to readers of Norse, Teutonic,and Scandinavian myth � Asgard, Vanaheim, Alfheim, and thepeculiar country known as �Giant Land,� or Jotunheim. Otherdeities reside upon the planes of Gladsheim, most notably Bast andseveral Shinto and Indian gods, but their realms and kingdoms arenot dealt with in this adventure setting.

The first plane of Gladsheim connects directly with the AstralPlane, the first layer of Olympus, and the first layer of Limbo. Aspecial interplanar nexus exists which leads directly to the PrimeMaterial Plane from a point near Asgard; this nexus is called Bi-frost, the Rainbow Bridge, and is further described in the geo-graphic glossary below.

Several regions often mentioned in Norse mythology are notfound in Gladsheim. One is the land of the dead, Niflheim, which ispart of the gloomy realm of Hades. Niflheim is ruled by the keeperof the dead, the goddess Hel (also known as Hela). Hel is also thename of the immense citadel in which the goddess Hel lives inNiflheim.

Muspelheim, the �Land of Fire,� is another separate area. Alsoknown as Muspell or Muspellheim, this land is found on the Ele-mental Plane of Fire. Muspelheim is filled with fire giants, and isoften visited by Surtur, the god of the fire giants, who lives inJotunheim. Muspelheim may be reached by passing through inter-planar corridors in certain volcanic regions.

Nidavellir (�Dark Home�) and Svartalfheim (�Dark Elf Land�)are regions found on the Prime Material Plane of Midgard (seebelow), in which dwarves and gnomes dwell in undergroundkingdoms.

Unlike other planes previously described in issues of DRAGON®Magazine (such as the Astral Plane in #67 and the Nine Hells inissues #75 and 76) or in AD&D game modules (the Abyss in TSR�module Q1: Queen of the Demonweb Pits), Gladsheim is a region inwhich many gods who are worshiped by player characters exist. Forthe most part, the inhabitants of Gladsheim will react in a friendly,though rather guarded, fashion toward adventurers who make theirway there. However, the opportunities for adventure, danger, andintrigue in Gladsheim are great. It is recommended that only playercharacters of levels 9 and above adventure in Gladsheim due to thenature of the encounters there.

Geography of Asgard and its environsThe layout of Asgard is shown on the map on p. 55. All four lands

of Norse mythology found on the first plane of Gladsheim (Alfheim,Asgard, Jotunheim, and Vanaheim) have regular day-night periodsand undergo regular seasons (snowy winters, hot summers, etc.).Further information is given in the geographic glossary below.

3 6 O C T O B E R 1 9 8 4

Alfheim � A brilliant, sunlit region in which live the spirits ofelves who worshiped Frey and Freya. Alfheim is commanded byFrey himself, and its lands are wild and beautiful, untouched bycivilization. The elven spirit-folk live in the outdoors and have noregular dwellings.

Asgard � The region of the first layer of Gladsheim in which allthe Aesir gods (Odin, Thor, Frigga, etc.) dwell. Asgard is character-ized by numerous huge estates, upon which gold and silver man-sions are raised. The terrain resembles that of an idealizedScandinavia or Northern Europe, with all the geologic and topo-graphic features found therein. This land is surrounded by a solidstone wall 40 feet thick and 80 feet high. Several gates lead out fromAsgard into the surrounding countryside.

Bifrost � The �Trembling Road,� also known as the RainbowBridge. Bifrost is a rainbow-shaped nexus leading from the firstplane of Gladsheim, near the walls of Asgard, to the worlds of thePrime Material Plane. Bifrost contacts only one alternate PrimeMaterial world at a time, whichever one the gods desire. Heimdallguards this nexus.

When the gods choose to have Bifrost be visible to adventurers onthe Prime Material Plane, the Rainbow Bridge will appear to be aparticularly vivid rainbow of magenta, yellow, and cyan, reachingfrom the ground to a distant cloud high in the sky. If the base of therainbow is sought, it will be found to be about 10 yards across(though it can be widened by the command of a deity if necessary).The Rainbow Bridge appears to tremble and shudder in the wind,but offers very solid footing.

Bifrost cannot be harmed or affected, by any magical or physicalpower. While walking up the Bridge, characters will discover thattheir magical talents and items no longer function; the Bridge radi-ates an anti-magic field that temporarily negates the magical powersof any being except those of godlike status. This also applies tomagic weapons wielded by anyone less than a deity; the weapons�magical characteristics will not function, but they can still be used asnormal weapons.

It takes about 6-36 turns to climb Bifrost into the cloud, which isactually a gate leading directly to Gladsheim. Once through thecloud, characters will exit in Gladsheim next to Heimdall�s hall.

Bilskirnir � Thor�s hall in Asgard, in Thrudheim.Breidablik � �Broad Splendor,� Balder�s beautiful hall in Asgard.

The hall radiates a double-strength protection from evil spell. Evilbeings must also save vs. spells when they come within 100 yards ofthe hall or they will be repelled by the sight of it and will flee.

Fensalir � The mansion of Frigga, found in Asgard.Folkvang � Translated as the �Field of Folk,� this is a great field

in which Freya�s hall, Sessrumnir, stands in Vanaheim.Gladsheim � The common hall of the Norse gods in Asgard,

after which the Outer Plane of Gladsheim (as depicted in theAD&D® game rules) was named. The Norse deities often gatherhere for feasts and celebrations.

Glitner � Forseti�s hail in Asgard, in which the pillars are ofbright gold and the roof is inlaid with silver. Forseti holds court herefor the gods.

Himinbjorg � �Cliffs of Heaven,� the massive and beautiful hallof Heimdall, found next to the entryway of Bifrost into Gladsheim.Himinbjorg is one of the very few Aesir halls found outside Asgard�swalls.

Ida, Plain of � The great field between the point where Bifrostenters the planes of Gladsheim and the hall of Gladsheim.

Jotunheim � �Giant Land,� the country in which the Norse

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giants live. Jotunheim is a land of desolate plains and snow-cappedmountain ranges. Only sickly vegetation grows here. Some giantsrun a ferry over the river Iving between Asgard and Jotunheim.

Iving River � A river that never ices over and which forms partof the boundary between Asgard and Jotunheim. The Iving cannotfreeze; any cold spell cast against it will have no effect upon thewater, which remains warm all year around.

Lake Amsvartnir � A lake outside Asgard. In the middle of thelake is Lyngvi Island, where Fenris is chained. The wolf's salivaforms the river Von, which flows into the lake.

Midgard � Also known as �Middle Earth,� Midgard is an alter-nate Prime Material world completely dominated bybarbaric cultures which wor-ship Norse deities. Many sagesand religious leaders believethat Midgard is the originalhome of mankind and mostdemi-humans and humanoidraces, but this (of course) ismuch disputed. Midgard issimilar to other Prime Materialworlds, though its inhabitantsmake less use of magic and relymore heavily upon fightingskills than those of many otherPrime Material worlds. Runesplay an important part inmagical ritual and spellcastingthere. The land masses ofMidgard are surrounded by avast, uncrossable sea in whichthe Midgard Serpent (Jor-mungandr) lives.

Noatun � The word means�Shipyard.� Noatun is a greathall built near an ocean inVanaheim, in which the Vanirgod Njord dwells.

Sessrumnir � Freya�s hall inVanaheim. Some of the Einhe-riar warrior-spirits make theirhome here as Freya�s servants.

Thrudheim � The part ofAsgard where Thor lives. Thisarea is subject to violentstorms, floods, and landslides.

Utgard � The major cityand fortress of the giants whoinhabit Jotunheim. Utgard isheavily defended, and pro-tected by illusions and camou-flage. Utgard is ruled by acleric/illusionist giant king,Utgard-Loki.

Valaskialf � Odin�s hall inAsgard, where his �all-seeingthrone� Hlidskialf stands.Valaskialf has a roof of silver.

Valhalla � �Hall of theSlain.� Valhalla is the councilhall of Odin, in which the souls of the greatest heroes dwell. Thesesouls are the Einheriar, who will fight the giants at Ragnarok.Einheriar who are slain in Gladsheim are resurrected here each day.Valhalla is immense and has lodging and dining space enough forseveral hundred thousand men at once. The roof is made of shields,and the rafters and walls are built from spears. The hall has 540doors through which the Einheriar pass when entering or leaving.The river Thund flows by Valhalla, and must be crossed by wadingin order for anyone to get to Valhalla�s main gate.

Vanaheim � A region next to Asgard in which the Vanir gods(Frey, Freya, etc.) usually dwell. Vanaheim is similar to Asgard.

Vidi � A land of tall grass and saplings in Asgard where Vidar

keeps his hall and stables.Vigrid, Plain of � A great green field that stands between the

walls of Asgard and the nexus point Bifrost. It is at Vigrid that thefinal battle between gods, men, monsters, and giants (Ragnarok)will be fought. Vigrid stretches 120 leagues across and is roughlycircular, partially bounded by forests.

Well of Mimir � Guarded by Mimir the Wise, this is a magicalwell with water that increases the wisdom of the drinker by 1-4points (effective only once for any one character). This well is foundin Jotunheim, where one of the major roots of Yggdrasil enters theland. Heimdall often keeps his horn Gjaller here.

Well of Urd � A magical spring that flows from the ground inAsgard, where one of the majorroots of Yggdrasil enters theland. The Norns, the goddessesof Fate, live here. The watersof this well will heal anyonewho drinks from it.

Ydalir � A yew grove inAsgard. Uller, the god of arch-ery, lives here, because yewwood makes excellent bows.

Yggdrasil (Ygdrasill) � The�World Ash.� An infinitelylarge, living tree that branchesthrough the Astral Plane, withroots extending into numerousother planes such as Midgard,Hades, and Gladsheim.Yggdrasil is without questionthe largest living thing in exist-ence. It is possible to climbYggdrasil from the PrimeMaterial into the Outer Planes,but the dangers involved areextreme, and it has never beensuccessfully done.

EncountersThe four lands of Asgard,

Vanaheim, Alfheim, and Jo-tunheim share many of thesame encounter possibilities,though in differing propor-tions. More giants will be seenin Jotunheim than in Asgard,for one obvious example. Ageneralized table for determin-ing the frequency of encoun-tered creatures in these lands ispresented below. This may bealtered or added to by thegame referee as he sees fit. Ingeneral, roll for an encounteron a d10; a roll of 1 indicatesan encounter. The local terrainwill determine how often tocheck for encounters (see theDMG, p. 47).

EncounterAnimals, wildAnimals, tameDwarvesEinheriar/ValkyriesElvesGiant(s)God, AesirGod, VanirMen

Alfheim01-5556-6061-62

�63-8283-8586-8889-9899-00

Asgard Jotunheim Vanaheim01-30 01-10 01-3031-40 11-20 31-4041-45 21-25 41-4546-65 26-35 46-5066-70 36-40 51-6571-72 41-85 66-7073-87 86-90 71-7588-92 91-95 76-9593-00 96-00 96-00

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Animals, wild � Though these beasts appear to be normal ani-mals, they are considered monsters for all purposes of spell effects.Some of these beasts possess unique magical powers; a white stagmight grant a wish if captured (but it runs at 48� and can teleportonce per day); a squirrel might speak with all passersby and tradeinformation with them. The referee may moderate such encountersas desired. Use the sub-arctic wilderness encounter charts in theDungeon Masters Guide or Monster Manual II for wintertimeencounters and the temperate encounter charts for the rest of theseasons. Ignore all �monster� encounters, using only �normal�animals, like stags and goats. In Alfheim, the faerie and sylvansetting table may be used as is.

Animals, tame � These creatures will be goats, cattle, or tamedeer found grazing, guarded by 1-4 human shepherds who are actu-ally Einheriar of random levels, doing temporary herding duty. Formore information on Einheriar, see the listings for raise dead andmonster summoning in the following section on spell alterations.

Dwarves � From 1-6 dwarves will be encountered. However,these are not dwarves as described in the AD&D® game, thoughthey closely resemble them in appearance. These dwarves are fromMidgard (see geographic glossary) and have supernatural talents.Each dwarf will be a fighter of 7th-12th level, with magic-user abilityof 12th-18th level (they do not always carry memorized spells withthem, however). They have no bonus on their saving throws vs.magic, like �normal� dwarves do, but are still resistant to poisons.

Norse dwarves are dour, greedy, and materialistic, and talk oflittle except making money, losing money, getting revenge on ene-mies, or making new tools or weapons. They are neutral and willnot go out of their way to harm adventurers, unless they are at-tacked. They often hide their wealth and covet the wealth of others.

Assume that each dwarf encountered will have a 50% chance ofowning 1-4 random magic items which he has personally made. (Ifhe cannot use an item he possesses, assume that he was hired tomake it for someone else.) Midgard dwarves will work for no oneexcept those who can offer them the greatest rewards for their la-bors. Each dwarf will carry treasure types Q (x5) and M (x20) on hisperson. Midgard dwarves cannot ever be used as player characters.

Einheriar or Valkyries � The chosen warriors of Valhalla, theEinheriar are well described in the following section on spell altera-tions under the raise dead and monster summoning spells. They willappear in groups of 1-20, of random levels, either searching foropponents to fight (meaning the player characters, who will be at-tacked unless they can quickly demonstrate that they are on animportant mission or are under the protection of the gods) or per-forming an errand for a deity. Einheriar are immune to all fearspells. Weaponry for Einheriar may be varied by referees as desired.

Valkyries are treated as per the DEITIES & DEMIGODS� Cy-clopedia. They are 75% likely to be airborne, riding their pegasi onsome mission known only to themselves and the gods. Valkyries willgenerally not bother adventurers unless they were ordered to appre-hend or warn them of some event. Assume that 20% of all encoun-ters with Einheriar will instead involve Valkyries.

Elves � These beings radiate light (as per the spell) naturally, andcannot be blinded by any light source. Elves are very friendly, butcare little for anything but play and the enjoyment of nature. Theyare the same as normal (in the AD&D game) high elves in all otherrespects � but members of this race cannot be used as playercharacters.

Giants � The giants of Jotunheim are of the sorts generally famil-iar to most adventurers. Most of them are frost giants or mountaingiants (35% chance of meeting either type), with a fair number ofcloud, hill, and storm giants as well (8%, 10%, and 7% of the total,respectively). The rest of the giants (5%) are of other assorted types.Fire giants are actually rare here; most of them dwell in Muspelheimon the Elemental Plane of Fire. A few fire giants will be found atSurtur�s palace in Jotunheim. Ogres, trolls, and the like also roamthe mountains of this area.

Giants are generally crude, rough, and surly. The few good oneswho live here are still cautious in their dealings with strangers, butthey and most neutral giants will share what they have if visitors arepolite. Evil giants hate gods and humans alike, and will do all theycan to enslave, trick, or slay them.

3 8 OCTOBER 1984

Like the dwarves of Gladsheim, the giants found in Jotunheimhave special talents that make them especially dangerous. Some arecapable illusionists, achieving the 14th level of ability or better, andothers have cleric and magic-user spells as well. Many have magicweapons, magic armor, and other devices that are simply huge ver-sions of commonly seen items. For example, a powerful giant jarl(chieftain) might go into battle wearing +2 chainmail armor, holdinga +3 axe and using a +1 shield. He might also be wearing a girdle orgauntlets to increase his strength. When it comes to fighting giants,even Thor has his rough days.

Rather than spell out a system for determining the exact powersand possessions of giant bands, the following guidelines may beused. Usually only 1-4 giants will be met, and at least one of thenumber will be an illusionist. Cleric and magic-user giants rarelyroam the countryside, preferring to stay in their immense halls.Most giants will have few or no spell powers, but they generallyknow how to use what they have to their best advantage.

There is a 10% chance in Jotunheim that an encounter with gi-ants means that the party has found a giant�s hall and surroundinglands; the rest of the encounters in Jotunheim and in all other landswill be with wandering giants. A giant�s hall will have a whole familyof giants, between 1-20 in number, with varying treasure types.

The Dungeon Master should work out possible encounters withgiants before a session of adventuring in Gladsheim begins, andoutfit the giants to make them roughly equal in strength to the ad-venturing party.

Gods, Aesir � From 1-3 gods or goddesses will be encountered,either on a mission or simply out for a walk. The Dungeon Mastermay select whichever deities are felt to be appropriate for the en-counter. The Norse gods do not mind talking to humans, and mayeven get to be surprisingly chummy with them, but will never domore than exchange a few words or make a superficial contact with-out good cause. Gods encountered in Jotunheim will either be fight-ing with or sporting with giants; Thor is the most likely god to beencountered here, since he prefers killing as many giants as he can.Vanir gods are generally quite peaceful and pleasant to be around,while Aesir gods tend to be more warlike and rough.

Men � These encounters will be with living men from the PrimeMaterial Plane, either adventurers like the player characters orworkers hired by a god or giant for some petty task. The DM shouldtry to disguise encounters with men so that the party might confusethem with Einheriar or confuse greedy and evil adventurers withgood ones.

Spell alterationsBelow is a list of certain spells which will have altered effects when

cast on the planes of Gladsheim, with particular attention given toAsgard and related environs (Jotunheim, Vanaheim, Alfheim, etc.).

In general, divination spells are well regarded, and are consideredthe special blessings of Odin (who seeks wisdom and knowledge),Heimdall (who represents all guardians), and Forseti (who stands forjustice and truth).

Necromantic spells, particularly curing and healing spells, aregenerally looked down upon; those who can bear pain and woundsand still accomplish their tasks are much respected. Necromanticspells are used by Norse clerics, although sparingly. Clerics of Helmake extensive use of the destructive forms of these spells, however.

For details on illusion/phantasm spells, see illusionist spell altera-tions below.

Enchantment/charm spells are acceptable and are often thoughtto be the special province of followers of Balder, Bragi, or Freya (seethe DEITIES & DEMIGODS Cyclopedia).

Abjuration (protection) spells are regarded as gifts of Heimdall theguardian. Nearly all Norse deities support spells or powers enhanc-ing combat ability and strength.

Note that the above connections between spell types and deitiesare not absolute and totally restrictive. In other words, clerics ofHeimdall can use spells other than divination magic, and clerics ofFreya can get through a day without using an enchantment/charmspell. In general, however, clerics of the above-mentioned gods willtend to pray for and use spells that are related to their deities�spheres of influence.

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Clerics and druids (as well as higher-level paladins) will not beable to recover any spells of the 3rd level or higher upon the planesof Gladsheim, unless they worship a deity who resides on thoseplanes. This is because the higher-level cleric and druid spells mustbe granted directly by deities or their agents, and other gods will notmeddle in the affairs of another plane if they can help it.

A number of spells will not function, or will have altered effects, ifcast on the planes of Gladsheim. A list of spells from the PlayersHandbook follows, with notes on unusual results if casting them isattempted. A letter in parentheses after a spell�s name indicates thatthe spell�s normal effect is totally or partially negated or altered for acertain reason:

(P) indicates that the spellinvolves communication withor travel to a plane that doesnot contact any of the planes ofGladsheim, and for that reasonthe spell will not work.

(N) indicates necromanticspells that will not affect anyinhabitant of Gladsheim whocan only be hit by iron, silver,or magical weapons, or whohas no corporeal form. Thiscategory includes all deities anddemigods who live on theplanes of Gladsheim, as well asmany of their servants (see thecure light wounds spell descrip-tion in the Players Handbook).However, necromantic spellscast by deities of Gladsheim arecapable of affecting other godsand supernatural beings. Nogod slain on his home planecan ever be raised or resur-rected, however.

(C) indicates that will-force�charm� spells may not workagainst beings with exceptionalwisdom scores (19 or above);check the table on p. 7 in theDEITIES & DEMIGODSBook to see if the spell in ques-tion will work against an en-countered foe. Under nocircumstances can a mortal(any normal player character)use a spell or power of this typeagainst a god or demigod withsuccess. Valkyries are alsoimmune to these effects.

(I) indicates that illusion/phantasm spells may not workagainst beings with exceptionalintelligence scores (19 orabove); check the table on p. 7of the DEITIES & DEMIGODSCyclopedia to see if the spell inquestion will work against. anencountered foe.

(E) indicates that the environment of Gladsheim is not a naturalone, and spells that control or draw upon natural forces, or affect�natural� creatures like insects or mammals, will not work. Anyanimals encountered on Gladsheim must be considered �monsters�for spell purposes. If adventurers bring along animals or plants fromthe Prime Material Plane to Gladsheim, then certain spells directedat such things will work, though they will otherwise be wasted.

Cleric spellsAerial servant � (P); no link to Elemental Plane of Air.Animate dead � (N); regarded as a dishonorable spell by all

Vanir and Aesir gods of Gladsheim, except Loki; its use is discouraged.Animate object � No object so animated will attack any god,

demigod, supernatural servant, or other permanent resident ofGladsheim.

Astral spell � A cleric may use this spell to travel from the PrimeMaterial Plane to the first plane of Gladsheim (where Asgard lies),and may travel from Asgard to the Astral Plane or Prime MaterialPlane, or to the first layer of Olympus or Limbo. However, this spellcannot be used from any other plane of Gladsheim (one of the lowerlayers). See dispel magic.

Command � (C)Commune � (P); the cleric will realize before this spell is cast

that it will not work unless thecleric�s deity resides on one ofthe planes of Gladsheim.

Conjure animals � (E); all�animals� found naturally onGladsheim are considered�monsters� for spell purposes.

Control weather � (E); onlythe gods can control the�weather� on Gladsheim.

Cure/cause blindness �These spells have no effect onany deity or demigod.

Cure/cause disease � Thesespells have no effect on anydeity or demigod.

Cure/cause wounds

(all) � (N)Detect evil/good � The

planes of Gladsheim radiate�good,� but not overwhelm-ingly so; evil beings may beeasily detected, but there is a25% chance this spell will failto detect good beings as such.

Detect magic � All of theplanes of Gladsheim are magi-cal, making this spell uselessexcept to detect non-magicalitems. The environment, in-cluding the very earth androck, all radiates a magicalaura; animals and plants nativeto Gladsheim also radiatemagic.

Detect lie/undetectable lie �These spells are ineffectiveagainst any deity or demigod.Lying to certain gods (such asForseti) can prove dangerous.

Dispel evil/good � Thisspell is ineffective against in-habitants of Gladsheim,whether good or evil. It willwork against beings summonedfrom other planes (includingvisitors from the Prime Mate-rial Plane), but will not dispelgood or chaotic beings

summoned from the adjoining planes of Limbo and Olympus.Dispel magic � This spell has no effect on the magical properties

of the planes of Gladsheim. If cast at a spellcaster or associatedperson who has traveled to Gladsheim using an astral spell, it will (ifsuccessful) hurl the person(s) back to their plane of origin.

Divination � (P); see commune.Earthquake � Deities and demigods cannot be automatically

slain by this spell.Exorcise � This spell has no effect on items that have had their

properties and powers altered by the influence of the planes of Glad-sheim (such as a loss of �plusses�).

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Feign death � (N)Gate � No deity who does not live upon Gladsheim will come

through a gate cast upon these planes. Any being summoned fromanother plane will instantly know where it is, and may well elect toleave if required to fight a being more powerful than it is. No beingwill elect to fight a god or demigod. It is also a good bet that if thegate opens in the first layer of Gladsheim, one or more deities there(Odin being a prime example) will know that something has beengated in; within 2-8 rounds after the gate opens, a force of 1-4 val-kyries will appear to check out the situation and report back to theirruler. Within Asgard itself, there is a 70% chance that Odin willimmediately note the presence of the gate from Hlidskialf, his �all-seeing throne,� and will take appropriate action.

Glyph of warding � Any deity or supernatural being able tomagically detect invisible objects will note the presence of a glyph,and will be able to pass safely by it if the being has any magic-usercharacteristics or abilities.

Heal/harm � (N)Hold person � (C)Holy (Unholy) word � Neither version of this spell will send

residents of Gladsheim away, since they are already on their homeplane. In fact, unholy word won�t work at all, because of the innate�goodness� of the plane. A holy word will send evil creatures fromother planes � including the Prime Material � back to their homeplane. It will adversely affect natives of Gladsheim who are evil-aligned (such as some giants) according to the spell description. Notethat holy word will affect members of the spellcaster�s party whohappen to be evil, if they are within the area of effect of the spell atthe time it is cast.

Insect plague � (E)Know/obscure alignment � See detect good/evil.Neutralize poison � This spell and its reverse will affect deities,

but the reverse (poison) will only do 4-24 points damage to a deity ordemigod if a save vs. poison is failed (and half damage if the save ismade).

Plane shift � This spell works in the usual fashion, allowing therecipient to travel directly to another plane, even one that does notborder on Gladsheim.

Protection from evil/good (all) � These spells are ineffectiveagainst good beings and all permanent inhabitants of Gladsheim.Evil creatures from other planes may be affected. Neutral beings, ofcourse, are not affected.

Quest � (C)Raise dead/slay living � (N); if a human character is being re-

vived in Asgard, there is a 45% chance that the soul of an Einheriar(see the following section on inhabitants of Asgard) will inhabit thebody. The Einheriar�s statistics are determined using the followingtables:

Table Ad% roll level

01-50 451-75 576-88 689-94 795-97 8

98 999 1000 11-20

Table Bd20 roll class

1-8 fighter9 ranger10 paladin

11-13 barbarian14-16 cleric17-18 thief

19 magic-user20 two classes (roll twice) or bard

(determine level as bard usingTable A)

The strength, dexterity, and constitution scores of the raisedEinheriar body remain the same as they were for the previous char-acter; if any of those scores are too low to meet the minimum re-quirement for the designated class, the DM should re-roll on Table Buntil a suitable result is obtained. The intelligence, wisdom, andcharisma scores of the raised Einheriar body are determined ran-domly (or assigned by the DM) and must be at or above the mini-mum requirements for the class(es) in question. If a two-classed

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character is generated, it cannot contain any conflicting results (suchas a thief-paladin double-classed character); if such a result is ob-tained, the DM should re-roll on Table B until there are no discrep-ancies. Hit points for the raised Einheriar are rolled randomly, andother statistics and characteristics are left to the DM�s discretion.

Einheriar are always human, and most (95%) are male, sinceNorse societies tend to be male-dominant in fighting professions.

If a body being raised is possessed by an Einheriar soul, the sys-tem shock roll for the body is considered to be automatically success-ful. The player of the character who who being raised should betaken aside, given the necessary facts, and asked to role-play the newpersonality. Einheriar are fearless (having already been slain hun-dreds of times), aggressive, ruthless, and dangerous; they will attackany opponents until they or the foes are slain, and they are immuneto all fear spells or powers. They will attempt to kill all giants onsight, friendly or not, and will even attack unfriendly gods. Anexorcise spell will be required to remove the Einheriar�s soul, afterwhich a new attempt to properly raise the dead person must bemade.

Regenerate/wither � (N)Remove/bestow curse� See exorcise.Remove/cause fear � (C)Restoration/energy drain � (N)Resurrection/destruction � (N); there is a 25% chance that if

resurrection is attempted on a human character in Asgard or associ-ated environs, the soul of an Einheriar will possess the body (seenotes for raise dead).

Sanctuary � This spell is ineffective against deities and demi-gods.

Slow poison � (N)Snake charm � (E); this spell is certainly of no use against the

Midgard serpent!Speak with animals � (E)Speak with dead � (N); if cast in Asgard, there is a 30% chance

that a random soul will be contacted, most likely a worshiper of theNorse gods. The DM may arbitrate this encounter as desired.

Speak with monsters � All �animals� encountered on Gladsheimmay be spoken to by means of this spell.

Speak with plants � (E); a speak with monsters spell is requiredto communicate with vegetation native to Gladsheim.

Spiritual hammer � (P); see commune.Sticks to snakes/snakes to sticks � (E); see the note for the snake

charm spell. Sticks to snakes is regarded as a �bad spell� by mostclerics of Thor, since know of the prophesied doom of their deityfrom the Midgard serpent.

Stone tell � (E)Symbol � Symbols of persuasion and hopelessness will not affect

any deities or demigods; a symbol of persuasion will further notaffect any supernatural servants of the deities, such as valkyries.

True seeing/false seeing � True seeing will reveal the whirlingchaos that makes up Gladsheim in all of its violence and majesty.The spellcaster will be stunned for 20 rounds, less one round foreach point of intelligence he possesses. A stunned character cannotfight or defend himself, and will babble meaninglessly for the dura-tion of the duration of the stunning effects. The reverse of this spellfunctions normally. Deities, demigods, their servants, and otherresidents of Gladsheim may use true seeing normally; they are im-mune to the stunning effect.

Wind walk � The inherent chaos of the winds of Gladsheimmake it difficult to control the direction and speed of flight. There isa 50% chance per turn of flight that the spellcaster will be unable tocontrol his movement, and during that turn will move at a randomspeed in a random direction.

Word of recall � There is a 20% chance that a cleric in Asgardwho has a sanctuary on the Prime Material Plane will be lost uponcasting this spell (see DMG, p. 42).

Druid spellsAnimal friendship � (E)Animal growth/reduction � (E)Animal summoning (all) � (E)Animate rock � See cleric spell.

Anti-animal shell � (E)Anti-plant shell � (E)Call lightning � (E); lightning is also considered Thor�s special

province in Asgard.Call woodland beings � (E)Chariot of Sustarre � (P); this spell draws upon the Elemental

Plane of Fire.Charm person or mammal � (C), (E); note that a god, demigod,

or supernatural servant is not a �person,� so this spell has no effectagainst such a being.

Commune with nature � (E)Confusion � (C); persons from the Prime Material Plane save at

-4 against this spell, since it is amplified by the chaos of Gladsheim.Conjure elemental (any) � (P); the Elemental Planes cannot be

contacted.Control temperature, 10� radius � (E)Control weather � (E); only the gods can control the �weather�

on Gladsheim.Control winds � (E)Creeping doom � (E)Cure/cause disease � (N)Cure/cause wounds (all) � (N)Detect magic � See cleric spell.Dispel magic � See cleric spell.En tangle � (E)Feeblemind � (C)Feign death � (N)Finger of death � (C); this spell will not work against any deity,

demigod, or supernatural servant who lives on Gladsheim.Hallucinatory forest � (I)Hold animal � (E)Hold plant � (E)Insect plague � (E)Invisibility to animals � (E); no effect upon gods, demigods,

humans, etc.

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Locate animals � (E)Locate object � This spell cannot be used to locate deities, demi-

gods, or their servants; it will also not locate artifacts or major weap-ons or devices of the deities.

Locate plants � (E)Neutralize poison � See cleric spell.Pass plant � (E)Pass without trace � Any deity or demigod with ranger skills and

a wisdom score of 19 or better may easily track a being using thisspell.

Plant door � (E)Plant growth � (E)Predict weather � (E); only the gods can control the �weather�

on Gladsheim.Reincarnate � There is a 30% chance when casting this spell on

a human body in Asgard that the character will be reincarnated asan Einheriar; see notes on the cleric spell raise dead for details.However, unlike a raised body containing an Einheriar soul, a rein-carnated Einheriar cannot be affected by an exorcise spell. Newability scores must be generated for the �reborn� character; then hislevel and class are determined (taking care that his ability scoresqualify him for the designated class), hit points are rolled, and othercharacteristics are generated or assigned by the DM. The reincar-nated Einheriar can be a regular player character, at the DM�s dis-cretion; he must be somehow outfitted with weapons andequipment, which could be loaned or given to him by other mem-bers of the adventuring party. The new Einheriar character willworship one of the good-aligned Norse deities, and the charactershould be role-played forcefully according to the guidelines givenunder the previous notes for the raise dead spell.

Repel insects � (E)Speak with animals � (E)Speak with plants � (E)Sticks to snakes/snakes to sticks � (E); see cleric spell.Summon insects � (E)Transport via plants � (E)Weather summoning � (E); only the gods can control the

�weather� on Gladsheim.

Magic-user spellsAnimal growth/reduction � (E)Animate dead � See cleric spell.Anti-magic shell � Effective vs. characters using astral spell to

wander the first plane of Gladsheim from another plane. Note thatcreatures native to Gladsheim are not considered �summoned orconjured� monsters, and may enter or leave the spell�s area of effect.

Antipathy/sympathy � (C)Astral spell � See cleric spell.Audible glamer � (I)Blink � (P); contact with Ethereal Plane required.Cacodemon � (P)Charm monster � (C)Charm person � (C); see druid spell charm person or mammal.Charm plants � (E)Clone � Gods, demigods, and supernatural servants cannot be

cloned.Contact other plane � Keep a careful record of how far away an

other-planar power is. A god on the Elemental Plane of Fire wouldbe 4 planes removed from Asgard, for example; the spell has to crossthe Astral, Prime Material, and Ethereal Planes to get to the deity.

Confusion � (C); see druid spell.Conjure elemental � (P); no contact possible with Elemental

Planes.Control weather � (E); only the gods can control the �weather�

on Gladsheim.Dancing lights � Residents of Gladsheim will know a �fire ele-

mental� figure created by this spell to be false.Death spell � This spell will not function against any supernatu-

ral inhabitant of Gladsheim, including gods, demigods, and val-kyries.

Detect evil/good � See cleric spell.Detect invisibility � No ethereal or out-of-phase objects will be

42 OCTOBER 1984

seen, since Gladsheim does not connect with the Ethereal Plane. Anobserver on any plane of Gladsheim other than the first layer willalso not be able to see astral objects or beings.

Detect magic � See cleric spell.Dimension door � Will function only on the first plane of Glad-

sheim, since a direct connection to the Astral Plane is required.Disintegrate � Deities and demigods cannot be permanently

destroyed with this spell; greater gods will re-form their essence intomaterial form in 1-4 hours, lesser gods in 2-8 hours, and demigodsin 3-12 hours. Valkyries and other servant creatures can be de-stroyed, however.

Dispel magic � See cleric spell.Distance distortion � (P); no earth elemental can be summoned

(see conjure elemental).Drawmij�s instant summons � Note transplanar distances over

which items must be summoned (see contact other plane).Duo-dimension � Only works on the first plane of Gladsheim,

since contact with the Astral Plane is required.Enchant an item � Items enchanted on an outer plane will be

altered in effect when taken to various other planes; see the sectionbelow on magic item alterations.

Enchanted weapon � See enchant an item.Explosive runes � Any deity or demigod with at least average

intelligence and any magic-user ability will immediately know theserunes for what they are, without detonating them.

ESP � Anyone attempting ESP targeted on a deity or demigodwill be overwhelmed by the force of the god�s personality, and mustimmediately save vs. will-force spells (wisdom bonuses apply) or beaffected as if by a symbol of persuasion, as per the cleric spell. Thiseffect lasts 1-20 turns. Even if the spellcaster saves, he will under-stand none of the deity�s thoughts.

Fear- (C), (I)Feather fall � If cast at a magic weapon hurled or fired by a deity

(such as Thor�s hammer Mjolnir), the item saves as if against disin-tegrate to see if its mass is reduced by the spell.

Feeblemind � (C)Feign death � (N)Find familiar � This spell, if it works, will only be answered for

chaotic neutral and chaotic good mages. The spell will be answeredby a baltir (see DRAGON® Magazine #86) or a pseudo-dragon.

Fire charm � (C);Fly � See cleric spell wind walk.

see druid spell charm person or mammal.

Forget � (C)Friends � (C)Fumble � (C)Gate � See cleric spell.Geas � (C)Guards and wards � Note separate effects for spells such as sug-

gestion.Hallucinatory terrain � (I)Haste � Deities, demigods, and their servants will not age if this

spell is cast upon them.Hold monster � (C)Hold person � (C); see druid spell charm person or mammal.Hold portal � A deity or demigod will automatically negate this

spell�s effect by touch.Identify � Only very vague information will be given if this spell

is used on an artifact or major weapon or device used by a deity,such as Odin�s bow or rune wand.

Imprisonment/freedom � The former spell has no effect, butfreedom will instantly summon 1-100 warrior spirits (Einheriar) inthe flesh if the spell is cast in Asgard or related environs. The war-riors will be generally distributed as per the table given in the clericspell raise dead. The Einheriar will not be under the spellcaster�scontrol, and will move off, seeking combat with evil or dislikedbeings (possibly including the player characters).

Invisibility (all) � (I); note the chances for detecting invisiblebeings based on intelligence and hit dice/level, in the DMG on p.60; this applies to all beings on Gladsheim.

Invisible stalker � (P); no contact can be made with the Elemen-tal Plane of Air.

(Continued on page 54)

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Designed by Roger E. MooreRunning a high-level AD&D® game

campaign involving deities and demigods isa very tricky business. In low-level andmedium-level campaigns, deities are bestkept out of sight. They would rarely haveany interest in �average� adventurers, andthe campaign has lots of other things tokeep characters busy. At levels of play from9th on up, it is more likely that player char-acters may legitimately meet and deal withdeities and demigods, carrying out theirmissions and winning favors from them.

Who or what will high-level charactersfight when they go on such missions? Hav-ing characters duke it out with the godsthemselves is not a solution. If the gods areproperly and carefully played, and if theDM hasn�t been handing out artifacts andlevels to characters left and right, thenfighting a god is just an easy way to die.However, there are beings around who cangive even gods headaches. What if the godswant their higher-level followers to dealwith such beings for a while, to give thegods a rest?

It goes without saying that running ahigh-level adventure that involves both theOuter Planes and the deities upon them willbe a lot of work. But it can, if properlydone, provide hours of entertainment foreveryone, and give powerful player charac-ters a chance to match their skills againstthe best � and the most dangerous � of allopponents in the AD&D game system.

The following adventure includes most ofthe information that the referee will need,but in some places the DM will have toinsert material of his own. These �open-ings� were left because of our space limita-tions, and also to give the DM a chance totake a larger hand in working out the ad-venture. Many DMs feel that preparedmodules lead them by the hand too much;certainly a DM should be given the oppor-tunity to flesh out an adventure as he likes.

The specific details about encounters inthis adventure are also left up to the refereeto develop, giving the DM a chance toinject his own conception of how the inhab-itants of Gladsheim act. The basic frame-work for an adventure is given here; whatthe DM provides are the details and trim-mings that personalize the adventure for hiscampaign.

Background for the DMThe story begins with a mountain giant

named Hargnar Left-Hand, who carries agrudge and a streak of evil in his chaoticmind. Mighty even for a giant, Hargnar

4 4 O C T O B E R 1 9 8 4

was feared by his fellows for his savageryand strength. He said little to anyone, butwas fond of quoting an old giant proverb onrevenge: �Two eyes for an eye, with a rockthrough the head as well.�

Hargnar lived in a rocky cavern near theedge of Jotunheim�s mountains. For yearsonly his six brothers visited him; he wouldabide no other company but them and hisassortment of troll servants and helpers.The less he saw of the outside world, thehappier he was (and the happier the worldwas, too).

Because they caused a great deal of trou-ble in Asgard, Hargnar�s six brothers wereslain by Thor in a mighty battle a year ago.Hargnar heard the news from a passingfrost giant and promptly killed the messen-ger, then went back into his cave to broodand beat his servants. For months no oneheard or saw anything of Hargnar, andmany giants came to think that he had died.Finally, after almost a year of thinkingabout how to get revenge on Thor, Hargnarcame up with a good idea.

Hargnar searched the mountains until hefound a magic-using dwarf, who was on apersonal mission from Midgard. He carriedthe protesting and frightened dwarf, namedBrokkir, back to his cave and made him anoffer the dwarf could not refuse. The giantsaid that if Brokkir could make a weaponfor him that was as powerful as Mjolnir,Thor�s hammer, Hargnar would rewardhim with a shipload of gold and silver �and would give him Thor�s mansion,Bilskirnir, for his own.

It didn�t take the dwarf but a moment tofigure out what Hargnar intended to dowith the weapon; the reward � plus his fearof Hargnar�s rage � helped him to over-come any reluctance he had about under-taking the project. With the bargain made,the dwarf hurried out of the cave, pleased tohave survived the encounter. (He had nothad time to get his spells ready beforeHargnar caught him.)

Brokkir finished his business with anothergiant (whom he had come to see in the firstplace) and left Jotunheim, crossing the riverIving by ferry and setting off for Bifrost. Hewas allowed to pass by Heimdall, and de-scended the Rainbow Bridge into Midgardand his home caves. There he discussedHargnar�s offer with his brother Dwalin,and the two set about preparing the weaponthat they named Aesirhamar.

It took both dwarves only a month tocomplete their work. Their forge ran nightand day almost without a break, and their

hammers rang against their anvils forhours. The brothers cast spell after spellinto the metal, working it into shape andfilling it with power. Brokkir wanted noth-ing more than to have a god�s mansion forhis own; he cared little for the ship�s load ofgold Hargnar also offered. Unfortunately,Dwalin felt the same way � he also wantednothing more than to have Bilskirnir forhimself, and silently drew up plans againsthis brother even while they were workingtogether.

When the Aesirhamar was completed,Brokkir caused it to shrink (see the sectionon the hammer�s powers near the end ofthis text), then wrapped it up in leather andfurs. He left the hammer in the care of hisbrother and went to see some acquain-tances. While Brokkir was gone, Dwalinuncovered the hammer and pronounced acurse over the weapon: Any non-dwarf whotouched it would slay the first dwarf he sawthereafter, either using the hammer itself oranother weapon � but the second dwarf thewielder saw would be greatly rewarded.Dwalin then made plans to follow hisbrother back to Jotunheim while invisible,so he would be present when the giantseized the hammer and smashed his brother.Then Hargnar would reward Dwalin whenhe abandoned his invisibility and appearedbefore the giant�s eyes.

While Dwalin was away packing his bags,Brokkir returned and unwrapped the ham-mer himself while he thought about prob-lems that could crop up. What if Hargnarhad lied and really intended to keepBilskirnir for himself? What if the giant wasplanning to dispose of the dwarf when hegot his hands on Aesirhamar? And to makematters worse, Brokkir didn�t completelytrust Dwalin; ever since Brokkir had men-tioned that the god�s hall would be part ofthe reward, his brother had started actingquite cool toward him. Brokkir decided thatDwalin might be planning to follow himinto Jotunheim while invisible or otherwisehidden from view, and bring aboutBrokkir�s death so he could steal the rewardfor himself.

Well, that problem could be fixed easilyenough. Brokkir cast a final enchantmentover Aesirhamar, so that any non-dwarfwho grasped it would greatly reward thefirst dwarf he saw, but would have an undy-ing hatred for the second dwarf he saw andwould kill that dwarf at once.

This done, Brokkir took the hammer (stillin reduced size) and set off for the placewhere Bifrost regularly appeared on his

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world. He waited only a short time beforethe Rainbow Bridge appeared, and he madehis way to Gladsheim. Behind him, silentand unseen, crept Dwalin.

Everything would have gone as plannedexcept that Heimdall, sensitive to the moodsof those who passed by him, noticed thatBrokkir was much more secretive than heshould have been, a sign that he was up tosomething. Brokkir also seemed to be some-what afraid of Heimdall for no particularreason, as if he�d committed a crime ofsome sort. Then, of course, there was theinvisible dwarf following Brokkir thatHeimdall noticed immediately.

Heimdall, curious but wishing to avoidangering the dwarf unnecessarily, sent oneof his valkyries to investigate the dwarfshome cavern and see what he might be upto. If nothing else, it would be an amusingtale to tell the other Aesir later. The valkyriereturned the next day with bad news: Thedwarfs cave was littered with materials usedto build a major weapon, possibly equal tothose of the gods. And, as Heimdall alreadyknew, Brokkir was headed for Jotunheim.

Heimdall immediately took this news tothe other Aesir gods. Thor was away fight-ing giants in a remote part of Jotunheimand could not be found, and Odin was onone of his long journeys through the PrimeMaterial Plane in disguise. None of theother gods were able to locate the dwarf orhis invisible companion with their divina-tory powers; they deduced that the dwarveswere probably using mind blank spells tohide themselves. Only Odin could havefound the dwarves by using Hlidskialf, hisAll-Seeing Throne, and Odin wasn�t availa-ble. So, the gods tried to reason out whatwas happening.

It was logical that if Brokkir was deliver-ing a weapon to the giants, the weaponwould most likely be used against the Aesir,probably Thor himself. The Aesir were notcowardly, but they were very cautious.Dwarves from Midgard could make incredi-bly powerful weapons; Mjolnir itself wasconstructed by dwarves, as was Odin�sspear, Gungnir. Any weapon a dwarf wouldmake for a giant would be equally powerful,and might be capable of slaying a god � aneventuality to be avoided at all costs.

Uller suggested a solution. Some power-ful mortals would have to be summoned toAsgard and given a quest to recover theweapon that Brokkir possessed before it fellinto the hands of the giants. If possible,Brokkir should be questioned, the dwarffollowing him should be found and ques-tioned, and, if either was guilty of plottingagainst the Aesir, they should be returned toAsgard for punishment.

The other gods agreed. All that was leftwas the selection of adventurers to take upthe quest. They made their decisionsquickly.

CharactersThe optimum number of player charac-

ters for this adventure would be 3 or 4; allof them should be of 9th level or higher. Atleast some of the characters who go on this

mission should be worshipers of Norse gods.It is strongly recommended that at least oneof the characters on the mission be a clericof a good or neutral Norse deity so that theparty may have the benefit of healing spellsafter engaging in combat on Gladsheim.None of the adventurers can be evil.

If no helpful clerics exist, the DM mayuse the character given below as an NPC toaccompany the party. It would be assumedthat the Norse gods commanded the clericto go with the characters and support themwith healing spells and advice. The DMcould also let a player run the cleric as acharacter, if someone in the playing grouphas no character of sufficiently high level. Ifthis is done, the character�s name and sexmay be altered as desired.

Spell selection for the cleric and furtherdetails of the character are left up to theDM or anyone running the character. Notethat the power of some of the character�smagic items will change when the characterreaches Gladsheim (as per the accompany-ing article on that plane of existence).

Hreidmar the Hunter12th-level cleric/7th-level fighterHP: 68 MV: 12" in armorStr: 15 Int: 14 Wis: 17Dex: 15 Con: 12 Cha: 13Alignment: Chaotic neutralDeity: UllerRace: HumanSex: Male

Possessions: +2 longbow, +3 chainmail, +4sword (defender), two scrolls with 4 spellseach (DM�s choice), girdle of hill giantstrength, a necklace of prayer beads (nonecapable of summoning), and an assortmentof non-magical equipment, as the DMchooses. Hreidmar has 30 gp and 20 sp onhis person, and a pouch on a leather thongunder his armor containing 35 assortedgems (roll values randomly).

While no upper limit is given for charac-ters who can participate in this adventure, agood rule of thumb would be to disallowcharacters of higher than the 20th level ofability. In game terms, these characters aregenerally too powerful to deal with comfort-ably in almost any prepackaged scenario.The selection of magic items the charactersbring along should not be so extensive as toovershadow the powers of the gods them-selves. Of course, the spell and magicalalterations of Gladsheim may take care ofany possible problems in having an over-powered group, but the referee should alsomake sure the group isn�t under-powered,either. This is a matter the DM will have toarbitrate personally, to make sure theadventure isn�t beyond the group�s capabili-ties.

Two interesting possibilities remain forgetting characters together for this adven-ture. One of them is to have one of theplayers role-play a valkyrie, as detailed inthe DEITIES & DEMIGODS� Cyclopedia.This should only be done if the rest of thecharacters in a group are roughly equal inpower to the valkyrie. The valkyrie shouldnot be allowed to use any magical items or

weapons, though she may ride her pegasusif the rest of the group has mounts � and itis highly recommended, if not imperative,that characters bring along light horses forthe long journey from Heimdall�s hall to themountains of Jotunheim.

The second option is for the DM to allowplayer characters who worshiped a Norsegod and were slain in a previous adventureto become Einheriar, and thus join the�living� adventurers for a brief period oftime. This is a nice way of bringing back afavored character for one last mission. Asan Einheriar, a character becomes immuneto all fear spells or effects. Initially, he isgiven only leather armor, a shield, and abroadsword, as well as the usual items ofclothing (boots, belts, etc.). All items thecharacter previously owned as an adven-turer are lost. Though the gods will not givethe character anything more, other charac-ters may help equip the Einheriar characterwith more powerful weapons and armor. Ifan Einheriar character is slain during theadventure anywhere in Gladsheim, his bodywill disappear in 1-4 turns (unless he ispromptly raised or resurrected), and thewarrior will be �reborn� 12 hours later inthe hall of Valhalla.

These last two options are suggested foruse only if the playing group lacks enoughpowerful player characters to take up thismission. �Live� player characters are pre-ferred. Valkyrie and Einheriar charactersgain no experience points for this adven-ture and must return to Valhalla to resumetheir normal duties when the adventureends.

Starting the adventurePlayer characters will be contacted by

servants of the Norse deities in a variety ofways. Each will only be contacted once; ifthe character refuses to go on the adven-ture, then another character will be selectedand contacted. Strong (but not totally exclu-sive) preference will be given to characterswho worship good or neutral Norse gods.

The DM may have the characters receivedreams, telepathic messages, strange scrollsdelivered by unknown couriers, or similarcommunications. In all cases, the messageswill be alike. The character is asked (orcommanded, if he is a worshiper of a Norsedeity) to make his way to a certain locationas quickly as possible. The message willimply that an adventure awaits, but will saynothing about what the mission concerns.The location given will be in a relativelysecluded place outdoors.

Once all the involved characters reach aparticular location, they will see a rainbowform in the sky and extend from a high,misty cloud down to a point on the groundnearby. The rainbow is Bifrost (see thegeographic glossary in the accompanyingarticle on Gladsheim). If necessary, it willswitch from one location on the PrimeMaterial Plane to another to pick up playercharacters from different places. Such aswitch takes only a few turns. Bifrost�smovements are commanded by the godHeimdall. Characters will be expected to

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approach the rainbow and climb it (whichcan be done without ropes or other climbinggear) while leading their horses. The rain-bow will not wait for longer than three turnsonce a character reaches the base of it be-fore it begins to rise into the sky again.

Once all of those involved in a single�pickup� have climbed Bifrost and reachedthe misty cloud at the end of the RainbowBridge, the cloud will part before the char-acters to reveal a tall man standing on thebridge 60 feet away, a longsword in onehand and a curved horn at his side. Theman appears to shine with a white light thatmakes it difficult to look directly at him,and he inspires extreme awe in all who seehim (causing characters of 8th level andbelow to be stunned into immobility). Thisfigure is the god Heimdall. He will soundhis horn before he greets adventurers, thenask each his business. Heimdall is wiseenough to detect any lies or alterations ofthe truth. Though he has a solemn de-meanor, he will not be unfriendly. Onceeach adventurer states his business, he isescorted by Heimdall to his immense lodge,Himinbjorg, next to the Bridge�s exit. Allcharacters involved in the adventure will begathered here within three hours from thetime of the first pickup.

The adventurers will be well treated inthe great hall and will be given food anddrink if necessary. Heimdall will tell theadventurers what little the gods know of thedwarf Brokkir and his possible plans. Thegroup is to track down Brokkir, who hasalready left Asgard for Jotunheim, and findwhat item it was that he made, what it is tobe used for, and where it is to be delivered.If the adventurers find out that Brokkir wasintending to give the item to a giant andthat it is meant to be used against the gods,then the group must bring Brokkir and theitem back to Heimdall�s hall. The group isalso instructed to contact and question thedwarf who is following Brokkir, and bringhim back as well if he has any connection inthe matter at hand. Finally, the adventurers

4 6 O C T O B E R 1 9 8 4

must find out the identity of the giant forwhom the item is intended (assuming thegods� suspicions are correct), locate thegiant, and slay him if possible.

The adventurers will be sent on theirquest within an hour after they all reachHiminbjorg. Valkyrie and Einheriar PCs (ifany are used) will join the group duringtheir stay in Heimdall�s hall. No time limitis given to complete the mission, but speedis obviously of the essence. Heimdall andhis servant valkyries will not offer the groupany magic items or treasure to take alongon the quest, though they will give over anynon-magical items requested, within reason.The DM should make some notes aboutHeimdall�s spell lists before this encounteroccurs, and may assume that Heimdall hasaccess to some psionic disciplines as well.

If the adventurers appear very reluctantto go on the quest, Heimdall will simplygeas them and send them on their way. Ifthe geas spells fail to take effect (Heimdallcan tell if they did or not), and if the groupappears especially afraid of going on theadventure, then he will angrily send themout of his hall and off down the RainbowBridge. None of the reluctant group mem-bers will be allowed into Asgard againthereafter, if Heimdall can help it. Anyclerics in the group who worship Norse godswill lose all spell abilities over 2nd level forone month as punishment for their coward-ice, and must go on a quest of the DM�schoosing thereafter.

One thing that the group will not begiven is complete information on the effectsthat the environment of Gladsheim hasupon spells and magic items. Unless he isasked about this, Heimdall will not mentionit at all, since he doesn�t believe in givingmortals too much help. If he is asked,Heimdall will answer only briefly, telling thecharacters that no contact can be made withmost other planes outside Gladsheim andthat many spells which affect a �natural�environment will not work here.

Heimdall is not in the mood for joking or

receiving abuse from adventurers; he is veryconcerned about the fate of the Aesir andmay seem a little touchy. Though he is agod, Heimdall (and nearly all other Aesirand Vanir deities) are also very human intheir personalities.

Heimdall will not harm the party as longas they do not try to harm him. Anyonewho insults Heimdall in his hall will not beattacked, since it is bad manners for Heim-dall to harm a guest. But Heimdall will askthe offending character to leave and willhave nothing to do with the character there-after unless he performs a great sacrifice ortribute (DM�s option as to what). If Heim-dall is insulted outside of his hall, the deitywill curse the offending character to alwaysbe surprised in combat and to never beable to surprise anyone under any circum-stances. Only divine intervention will re-move this curse.

Any character who is slain during thisadventure and whose body cannot be recov-ered will be raised in Valhalla one day afterthe death occurs. The character must be of4th level or higher and must worship anAesir or Vanir deity (excluding Loki andHel). Such a raised character will havebecome an Einheriar and will generally notbe available for further adventuring as aplayer character.

The route to JotunheimPlayers may be given a copy of the map

on p. 55, which shows the general layout ofAsgard and Jotunheim. Heimdall willdirect the characters to the ferry on the riverIving as the best way to cross the channel,but can give them no help once they reach�Giant Land.� He suggests that the charac-ters search the mountains and try to ques-tion those they see as to the whereabouts ofBrokkir and his invisible companion.

The encounter table given in the accom-panying article on Gladsheim may be usedto determine what sorts of beings may bemet on the way to Jotunheim. Some specificexamples of encounters might include

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Einheriar on patrol, hunting for giants whomight be coming toward Asgard; a smallflight of valkyries on pegasi, who will ques-tion the party only if they appear suspicious(i.e., if there is a giant or someone wholooks like a giant among them); and varioussorts of deer, giant stags, goats, wild horses,and wolves (which will attack only 20% ofthe time). Specific encounters may be se-lected that enhance the tension and excite-ment of the adventure, to keep characterson their toes.

The river IvingThe characters will eventually reach the

river Iving if they head toward Jotunheim.The Iving is a slow-running and shallowriver that has a special magical property �it will never freeze. (See the companionarticle on adventuring in Asgard for de-tails.) The river is some 250 yards wide andabout 10 yards deep in the middle. Theriver has an assortment of fishes and otherriver life in it, but rarely has any true mon-sters lurking beneath its surface.

The characters will notice a collection offoot and hoof tracks leading along the bankparallel to the river. These tracks were madeby giants, horses, and men following theriver�s edge to the place where the ferry islocated. The ferry is an enormous log raft,90 feet square, manned by two giants,Thaungalyr and Mumar. Thaungalyr is afrost giant (CN, AC 4, MV 12�, HD 10+4,hp 63, #AT 1, D 4-24 or special) who car-ries a 6� long club on his belt and a 30�pole with which to move the raft. Mumar isa mountain giant (CN, AC 4, MV 12�, HD12, hp 77, #AT 1, D 4-40 or special) whocarries only another 30� wooden pole. Bothgiants appear well-dressed, wearing close-fitting suits of leather and furs. When thegroup reaches the ferry site, the giants willbe 49% likely to be on either the near or farshore, and 2% likely to be in the process ofpoling a giant, god, or group of humansacross the river.

Both of the ferry operators are reservedand distant; they will say little to anyoneaside from stating the fee for crossing (50 gpper person). They have transported hun-dreds of beings across the Iving, and theycare nothing for their passengers� align-ments, intentions, or races. When paid, thegiants will pocket the money (each has abag of holding of largest size) and proceedto ferry the customers across. The ferrytakes five minutes to cross from one side tothe other.

If they are attacked, the giants will wadeout into the water to waist height (forthem), standing some 20� from shore, andwill attack with their poles. If hard pressed,the giants will use their spell powers;Thaungalyr is an 11th-level magic-user andMumar is a 13th-level illusionist. (See thenotes on giants in Jotunheim, in the en-counters section of the Gladsheim article.)Both giants are fully aware of how spellswork in Gladsheim, and will choose andcast their spells for maximum effect. (TheDM should select spells for the two giants

carefully, taking the special nature of theplane into consideration.) The giants willhave all necessary material components fortheir spells.

If the river crossing is made, the giantswill allow the passengers to leave and willnot bother them. They will fail to answerany questions about a dwarf who took pas-sage with them, answering only with shrugsand stares, unless each is paid a bribe worthat least 500 gp. Then they will point acrossthe great desert of Jotunheim toward themountains, one of them will utter the name�Smoke-top,� and then they will turn awayfrom the group. Nothing further may belearned from them.

The desertRangers and barbarians may attempt to

use their tracking skills to follow the pathsof the two dwarves; any characters withforester or hunter skills may also try to trackthe dwarves, with a base chance for successof 30%. If tracks are located, the two sepa-rate sets of dwarven footprints may befollowed out to a point halfway across thedesert. There the tracks cease, blown awayby the wind and lost. They were heading inthe direction of a group of mountain peaks,but the tracks do not point directly to anyparticular peak.

Divination spells will not be able to locateeither of the dwarves, because both areusing mind blank spells to prevent theirdetection by the Aesir. However, divinationspells can be used to reveal the route thedwarves are taking.

Jotunheim�s desert is a barren wastelandbest crossed by horseback. It is not hot butis very dry, magically so. The desert airitself drains moisture from those who darecross it. No life inhabits the desert, whichstretches along the banks of the river Ivingfor as far as the eye can see. Though themountains initially appear to be close, onlyperhaps an hour�s walk away, this is a mi-rage. The mountain range is actually 100miles away at the closest point to the river.

Exhaustion should be considered on anytrip across the desert on foot. If water is notat hand, the travelers will start to experi-ence great thirst and tiredness after sixhours of walking (one hour of hiking whilelightly encumbered will cover about 5miles). For every turn thereafter, each af-fected character will lose one hit point fromdehydration and exhaustion. Rest willforestall the loss of hit points, but not enablethe character to regain them. The loss of hitpoints will resume immediately after themarch begins again. Characters may carryother exhausted characters to let them rest.

Any cure spell will restore lost hit points,as will a potion of healing or similar magic.If a character drinks a quart of water everytwo hours (one waterskin holds one quart),the loss of hit points can be completelyprevented during those two hours. Any hitpoints lost up to the time the characterdrinks will not be restored by drinkingalone. Rest (after leaving the desert) ormagical curative spells will help.

There is only a 5% chance per journeyacross the desert of an individual or groupmeeting any other travelers. No animalswill dare cross the desert unless goaded intoit. Any encounter (only one is possible) willeither be with a single deity (who will beunaffected by the desert�s moisture-drainingpower), a giant, or another adventuringgroup (mounted on light horses). Encoun-tered beings might seek the party�s waterand food more than their treasure. Notethat it is possible for some �men� encoun-tered in Gladsheim to be wandering slaadifrom Limbo or similar extra-planar mon-sters that are polymorphed.

The mountainsAs characters approach the immense wall

of mountains at the desert�s edge, they willnotice that one of the mountains appears tobe a volcano. Steam and smoke drift awayfrom the open summit, and occasionallyrumbling sounds may be heard from deepwithin the mountain. The DM may play upthese events, but there is no danger of thevolcano erupting during the adventure. Thecharacters may put two and two togetherand decide that the volcano is the place theyshould be heading for, especially if they gotthe information from the giants about�Smoke-top.� If the adventurers did notbribe the giants and do not seem inclined tohead toward the volcano on their own, theDM should make every effort to guide themin that direction, perhaps by planting anadditional clue for them to discover (such asa map that Brokkir dropped or discarded enroute).

The mountains of Jotunheim are ragged,mighty, and cold. Little vegetation can befound among the gray rocks and debris thatline the bare slopes. It will become obviousto almost any adventurer that a pass mustbe found in order to safely enter the moun-tains. Fortunately, this is not difficult. Themovement rate through the mountain trailsnear Smoke-top while lightly encumbered,whether on foot or mounted, is about 3miles per hour, which translates into amovement rate of 9" (90 yards) per round.This rate should be reduced accordingly forcharacters or horses which are more thanlightly encumbered.

Numerous giant footprints may be foundalong the base of the mountains, runningparallel to the border with the desert in ahuge footpath. At whatever point the char-acters reach the mountains, they will en-counter the footpath and may follow it toone of the four passes in this region of themountain range. A description of this areaof Jotunheim follows, keyed to the map onp. 49.

The party will arrive at the Smoke-topgiant community only two days afterBrokkir and Dwalin got there. By this time,Brokkir has already given the Aesirhamar toHargnar � and the �random curse� on theweapon has already taken effect. (See thedescription of Aesirhamar at the end of thistext.) Hargnar immediately slew Brokkirwith one blow of the hammer; Dwalin

D R A G O N 4 7

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dispelled his invisibility and came forwardto lay claim to the promised reward ofThor�s estate and the gold, but Hargnarattacked and wounded him as well. Terrifiedof the weapon�s power in the hands of anapparently insane giant, Dwalin has goneinto hiding, hoping to find a friendly partyto help him escape from the giants (see thesection on encounters below).

The four passes leading into the Smoke-top giant community are described brieflyhereafter. The encounter areas are detailedenough to allow for easy running in anadventure, but specific details such as trea-sures, cave layouts, and so forth have beenleft to the individual DM to flesh out asdesired.

A) The Pass of the Serpent � This pass isin the form of a giant staircase that windsup into the mountains. Each step is roughly2 feet high, which will slow a party downenormously when adventurers attempt toclimb the stairway. No guards appear to beabout, though a huge snakelike rune isengraved on a cliff face by the bottom of thestairs.

One hundred feet up the staircase is acavern of which the entrance is covered by apermanent illusion to make it appear to bepart of the rocky cliff sides. Inside the rela-tively short tunnel system sleeps a large,snakelike dragon known as a fire wyrm (AC-1, MV 6�, HD 10, hp 70, #AT 1, D 8-32,breath weapon 2x per day). Fire wyrms arenot uncommon in Jotunheim and some-times can be bribed or forced into serving asguardians. A fire wyrm looks very muchlike a huge, orange-red serpent up to 40�long, with a head similar to that of a reddragon. Fire wyrms are of average intelli-gence and use no spells, but are chaotic eviland vicious in nature. Twice per day a firewyrm can breathe out a cone of fire with thesame dimensions as a red dragon�s breathweapon, doing as many hit points of dam-age as the fire wyrm has at full strength. Ifit doesn�t use its breath weapon, a firewyrm will bite for 8-32 points of damage.

The fire wyrm here will awaken at theapproach of any metal-armored or noisycharacters. Elves and halflings who wear nometal armor, and thieves who successfullymove silently past the entrance (if the en-trance was detected), will not awaken thewyrm. Otherwise the wyrm, who sleepswith its head very close to the entrance ofthe cave, will lift its head and see if thosewho pass by leave it an offering of treasure(at least 100 gp per character) to ensuretheir safe passage.

If the group walks past the entrance anddisturbs the wyrm (whether or not theentrance was detected), the creature willbecome enraged and attack, breathing firetwice on the group and attacking all survi-vors with its bite. If the creature is slain, itscave may be searched for treasure (wyrmshave treasure type H in their lairs).

B) The Pass of Trophies � A broad ave-nue that slopes up into one of the main

4 8 OCTOBER 1984

giant communities in this area, the Pass ofTrophies contains numerous gruesomemementos from past battles that the giantshave fought with other residents of Jo-tunheim. Several dragon skulls, armoredhuman skeletons, weapons and skulls ofother giants, and items from other largemonsters are carefully set to the sides of thispassageway for all who come here to admireand take warning from.

The pass is guarded by four bored frostgiants who wear normal armor and have anample supply of large boulders for throwing(AC 4, MV 12�, HD 10+2, hp 51, 56, 58,66, #AT 1, D 4-24, immune to cold, throwrocks out to 20� for 2-20 damage). Thoughthey are bored, there is only 1 chance in 12of surprising these giants if an approach ismade from the desert, and they will spotman-sized opponents at a range of 140-340yards ((4d6 x 10) + 100) if not surprised.They will hail all who approach and willthrow boulders at anyone who fails to stopand be questioned at 100 yards distance.

If they are approached in a non-threatening manner, the giants will demandto know why the enter the pass. Tellingthem the truth about Aesirhamar will im-mediately invite attack, since these giantswould dearly love to see a giant take onThor and defeat him. The DM may decidewhether or not any other excuses the groupoffers seem reasonable. If the giants areasked if they have seen a dwarf enter thepass recently, they will nod and describehim, but they have no idea where Brokkirwas heading. None of the giants are awarethat Brokkir was being followed; they knowhim as a powerful spellcaster who is gener-ally left alone.

C) The Pass of Trolls � This pass beginsas an old, huge lava tunnel that climbsalong the side of Smoke-top the volcano andeventually emerges deep in the mountains.The tunnel is 40� wide and 30� high at theentrance, and remains roughly at thosedimensions for its entire length (havingbeen enlarged by generations of giantspassing through it).

The tunnel has become the lair of a bandof giant trolls (see the FIEND FOLIO®Tome), 11 in number. They are not particu-larly friendly with other types of giants andtrolls in the area, but will not usually attackanyone if left alone or paid a good bribe.

The giant trolls (AC 4, MV 12�, HD 8,hp 28, 29, 31, 32, 39, 41, 44, 44, 47, 52,54, #AT 1, D 2-16, regenerate 2 hp/round,10 hp from fire must be inflicted on them toslay them) permit no one to use the tunnelexcept themselves, regardless of treasurepaid to them or threats made against them.The tunnel is filthy and littered with debris,bones (both giant and human), and theirtreasure (type C), which is scatteredthroughout the trash. Recovering the trea-sure will be time-consuming, taking at leasta full day of searching. The tunnel has nointerior lighting, and the giant trolls willattack anything that brings light into theirlair.

D) The Pass of the Blue Giants � Thispass is a narrow, 20-foot-wide path withsolid rock walls rising up 50-80 feet oneither side. The pass extends for 100 yardsinto the mountains before rising into theopen within the range. The path is free ofdebris and appears to be well maintainedand well used.

Out of view, on the top of one of the rockwalls, is the stone and timber hall of a fam-ily of cloud giants (AL NE, AC 2, MV 15�,HD 12+5, hp 21, 33, 52, 56, 61, 90, #AT 1,D 6-36, throw rocks out to 24� for 2-24damage, levitate twice per day, surprised ona 1 on a d6) who control the pass and makesure only giants use it. Three of the giantsare females (the first, third, and fifth onesfrom the list of hit points above); two areyoung (the first two from the list of hitpoints) and attack as hill giants. The twoadult females attack as fire giants.

The cloud giant family is governed byGariod the Destroyer, an ill-tempered giantwho is all in favor of an immediate attackupon Asgard by all giants who can be gath-ered at a moment�s notice. Patience andcareful planning are not his strongestpoints, but his strength and size make upfor his lack of foresight. Gariod is amedium-level spellcaster, having the abili-ties of a 7th-level illusionist.

Gariod usually defends his pass by send-ing one of the family members out to sit atthe top of the pass with an invisibility spellupon him or her. If a non-giant is seenback and warn Gariod so that he can beready to meet the intruder. The unwantedvisitors are allowed to enter the pass and getas far as 30 yards inside the defile beforeGariod, with the help of his family, hurlsrocks and boulders down from above.

If the party makes a successfully surpriseroll, they will hear noises from above asGariod sends whispered orders to his familyon how to attack the party. This allows only1-4 rounds of warning before the attackbegins, but this might be enough for thegroup to escape the trap in some manner. Ifthe party is surprised, each of the six giantswill hurl a rock before initiative is deter-mined and the party can react. Escaping thepass will be difficult, because Gariod andhis family will move along the sides andcontinue to hurl rocks down until the partyflees out of reach of their missiles and backinto the desert. However, Gariod will notbombard humans or similar small beings ifthey�re in the company of one or moregiants; he will assume (from his giant-superiority point of view) that the �littlepeople� are captives or servants of thegiant(s) they are accompanying.

Gariod�s hall is exceptionally large, aone-story structure set in the center of acircular flat plain in the mountains. Numer-ous cattle are kept around the area to feedthe giant clan, and Gariod often has to gohunting with his sons in order to kill morefood in the mountains. Gariod is also quiterich and has treasure type A scatteredthroughout his hall.

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Smoke-top region of Jotunheim

DR A G O N 49

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Encounters at Smoke-topIn the vicinity of Smoke-top are a num-

ber of inhabited caves, giant halls, andother lairs; the Smoke-top area is a huge,loosely structured community with no cen-tral government. The community cametogether because of the attraction of livingnext to a volcano. (Jotunheim giants enjoythe hot springs � frost giants less so thanthe others, however.)

Specific encounters within the Smoke-toparea are given below; roll a d10 every 3turns (30 minutes), with a 1 indicating thatan encounter has taken place. Certain crea-tures will not be met again if slain; these aremarked with an asterisk (*). If the sameencounter is rolled after the creature inquestion has been slain, treat it as if noencounter occurred.

d20 roll Encounter1*

2-5

6-7

8*

1 ettin (from area 1) taking twodire wolves for a walk.1-6 frost giants on patrol, eachwith two boulders.1-4 mountain giants taking astroll.1 fire giant (from area 9) taking afinished weapon, suit of armor, orhelmet to another giant.2-5 frost giant children (50%) or1-3 mountain giant children(50%) at play, with sticks (clubs)and rocks.

9-12

13-14

15

16*

17

18

19

20*

2-5 hill giants (60%) or 1-3 stonegiants (40%) on some sort oferrand.1-2 frost giant females carryingsupplies to other giants.Hargnar Left-Hand, searching forsome dwarves to kill (see below).2-7 ogres on a mission for theirmaster.1-4 trolls (50%) or 1 giant troll(50%), wandering through thearea.Wandering pets; 30% likely to be1-4 dire wolves, 30% likely to be 1giant lizard, 20% likely to be abrown bear, and 20% likely to bea lion.Dwalin the dwarf (see below).

Hargnar appears to be searching forsomething, and is drawing a few curiousstares from local giants as he wandersaround the community. In his left hand heholds the weapon Aesirhamar in its giant-size form; before Brokkir gave the weaponto him, the dwarf foolishly explained how touse it, and Hargnar knows all of its powers.Hargnar will not respond to any questionsand will only react if attacked or if he sees adwarf. If he is attacked, other giants willimmediately come to Hargnar�s aid. (Theydon�t like him, but they hate giant-killerseven more.)

Hargnar�s statistics are as follows: AC 1,MV 12�, HD 16, hp 113, #AT 1, D special(using Aesirhamar). He is exceptionallylarge for a mountain giant, reaching aheight of 16 feet and having a strength of 24

5 0 OCTOBER 1984

(equal to that of a storm giant). His armorclass and saving throws are +3 from Aesirha-mar�s powers. If somehow deprived of hisweapon, he can hurl rocks as a mountaingiant for 5-50 points damage.

Someone once tried to teach Hargnarhow to cast spells, but was not very success-ful; he has an intelligence of 9 and was onlyable to become a 1st-level magic-user. Hemanaged to learn the spells read magic andmagic missile, and he carries magic missileas a stored spell (it�s good against giantrats). He wears a suit of heavy furs andsome giant-sized boots. Hargnar knows thata dwarf escaped him and is probably stillaround the Smoke-top area somewhere, andhe wants to kill it before it escapes,

Aesirhamar has absorbed two 5th-levelspells and one 7th-level spell from Dwalin,who tried to attack the giant when he him-self was attacked. Hargnar plans to use thespell powers to attack anyone who attackshim, using the stored energy in the form ofa single 17th-level magic missile spell. He

will direct this attack at the first dwarf hesees, or at anyone else who attacks him withspells.

Dwalin is a neutral evil 7th-level fighter/17th-level magic-user, who originally had 53hp but now has only 15 left. He wearsbracers of AC 4, a cloak of protection +3,and carries a shortsword +2, giant slayer; allof his items are enchanted to retain theirpowers on any plane. He is AC -1 andmoves at 6�. Dwalin has cast a secondinvisibility spell upon himself, his last one,and desperately wants to flee. Unfortu-nately, he doesn�t dare start out across thedesert without his decanter of endless water,which was broken when Hargnar attackedhim. He is wearing boots of speed (as didBrokkir), which enabled him to make thelong trip to Smoke-top on foot.

Dwalin�s remaining spells are: read magic(x3), comprehend languages (x2), web,wizard lock, detect invisibility, slow (x2),protection from normal missiles, suggestion(x2), minor globe of invulnerability, confu-

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sion (x2), wall of fire (x2), transmute rockto mud, and power word stun. He usedsome of his upper-level spells againstHargnar before he realized that the giantwas absorbing them into Aesirhamar. Hestill has his mind blank spell in effect, andcontinually renews it for his own protection;the spell book he carries with him has onlythis spell within it.

If he sees a group of humans or otheradventurers, Dwalin will get their attentionwithout becoming visible and will ask thatthey help him escape. He will promise eachcharacter a total of 10,000 gp in gems andjewels if they will help him get safely back toBifrost (but he won�t keep his promise). Hedoes not want the Aesirhamar near himand wishes for it to be left in Jotunheimforever. He will not admit that he knowsanything at all about the Aesirhamar or itspowers unless he can be successfully ESP�edor charmed, in which case he will tell all(giving most of the details of the referee�sbackground), but will blame everything onhis brother Brokkir. He will claim to be afriend of the Aesir, but this is a lie; hewould sell his own mother for gold, and, infact, he once did just that.

The halls of Smoke-topThe major halls and lairs of the Smoke-

top community are briefly described below.There are a number of smaller lairs andhomes inhabited by minor giants (hill andstone), trolls, or ogres; these are marked onthe map with asterisks (*) and may bedetailed by referees as desired.

Because of space limitations, the halls andcaves will be described in general detailonly. The major inhabitants, treasure types,and other special features of the lairs aregiven; any special information that mightbe gained from questioning the inhabitantsis also listed.

Note that magic items used by the giantswere made on Gladsheim and will functionnormally there (losing their powers ifbrought to the other planes). However,some weakly magical or non-magical itemsin their treasure hoards might prove verymagical on the Prime Material Plane, hav-ing been taken from adventurers from thatlocale.

Note that if a lot of noise is generated inthe encounter with the giant Hargnar andhis Aesirhamar, other giants will more thanlikely come to his aid with all of their weap-ons and resources, spreading the wordthroughout the giant community about theassault on one of their number.

1) Two-Heads Hall � Three ettins (hp 45,53, 65) share a huge but poorly kept hallwith eight dire wolf pets. The ettins knowno magic, but one of them owns a mattockof the titans and hires himself out as aditch-digger for the community. One of theettins is a female (hp 53); the smallest one isher son. The ettins have treasure types Cand Y buried beneath the floor of their hall.They hate humans, dwarves, and elves, andwill answer no questions except from other

giant-types. They are not aware ofHargnar�s strange behavior.

2) Winterland � An extended family of 14frost giants inhabits a massive cave and hallcomplex. Five of the giants are young (hp10, 13, 14, 17, 25), and the rest are adultfemales (hp 32, 33, 33, 38, 45) and adultmales (40, 42, 47, 55). These giants arechaotic neutral or chaotic evil in alignment,but not necessarily unfriendly toward hu-mans (if bribed). The giants have managedto get a brown bear (hp 32) �for the kids toplay with.� The mountaintop complex ischilly but tolerable to humans and othergiants. The complex has treasure types Band C scattered within it and guarded bytraps. The giants here have noticed thatHargnar the mountain giant has been act-ing very strangely since he got a new ham-mer, but no one knows what his problem isor what the hammer can do.

3) Great Stone Caverns � The formerhome of Hargnar�s six mountain giantbrothers, this cave complex is now used as astorage site by some of the other giants inthe area. It has a number of crates andbarrels of food, skins, and the like scatteredthroughout it, each marked with a rune toidentify who owns it. A pair of frost giants(hp 54 and 60) guard the entrance and livehere while they work. The larger of the twogiants has noticed that Hargnar has a newweapon and that he mumbles to himselfabout �that dwarf.� He thinks Hargnar haslost his mind from the loss of his brotherslast year. Both giants dislike humans, butdo not mind talking to dwarves. Each gianthas treasure type Kx10, Lx10, and Mx10on his person, but no other treasure.

4) Thunderpeak Hall � A family of sevenmountain giants, all adults, live here. Threeare females (hp 46, 49, 63) and the othersare males (hp 44, 45, 59, 60). Thoughaware that Hargnar has been actingstrangely, they assume he�s practicing for abattle with Thor. (This was an informedguess on their part, based upon Hargnar�shatred of that deity and the sudden appear-ance of the hammer, which they assume wasmade to fight that god.) The giants willspeak with no one but other giants and willattack humans and dwarves. They havetreasure type E in their immense hall andhave a huge brewing facility as well thatmakes superb (by giant standards only)beer.

5) Dragonskull Manor � Four mountaingiants (hp 64, 67, 76, 81) live here and areregarded as heroes of the Smoke-top com-munity. Three years ago a red dragondropped down from the sky and tried totake over part of the region, intending todrive the giants away from the volcano. Thefour giants took up their weapons andfought the dragon until they killed it; thedragon�s whitened skull sits on a block ofstone at the cave�s entrance.

The giants own several large magic weap-

ons, including a +1 giant club, +4 vs. rep-tiles, a maul of the titans, a +2 giant shield,and a returning boulder. The magic clubapplies the �to hit� modifiers to damage aswell; mountain giants will do normal (4-40)points damage with it, plus magical bo-nuses. The shield lowers the armor class ofthe giant using it to AC 1. The returningboulder can be thrown once per round andwill return after hitting a target to thethrower, who can catch it automatically.The boulder does 2-20 points damage andcan only be used by beings at least 10� talland having a strength of 20 or greater.

The four giants do not mind talking tohumans or anyone else, but will give outlittle useful information unless they arebribed. They have heard that Hargnar ishunting for something, but assume he lostsome coins. The giants have treasure type Ain their well-kept manor cave.

6) Hargnar Left-Hand�s Cave � The firstthing someone will notice as he approachesthis rather isolated cave is the body of adwarf (Brokkir), sprawled out on the rocksin front of the entrance. The killing blowseems to have come from a large bluntweapon. Nothing useful will be found onthe dwarfs body, which also seems to havebeen searched after being struck. There isevidence of another mighty blow havinglanded on some nearby rocks. A fewsmashed items, one shaped like a shatteredvase or decanter, lie nearby.

The entrance to the cave is open. Withinit, resting in the shadows, are 9 trolls,Hargnar�s servants (hp 29, 34, 40, 42, 45,47, 49, 52, 53). Hargnar is not home andhas been roaming the Smoke-top commu-nity for a day now, searching for Dwalin.The trolls know nothing of what is happen-ing, except that Hargnar is not home,which means that they can goof off. Thetrolls hate all other life except for Hargnar,and will attack and chase anyone out of thecave, even other giants. Treasure type C (nomagic) is within the cave, as is Hargnar�ssimple spell book.

7) Smashfist Mountain Hall � The onlyinhabitant of Smashfist Mountain Hall is afrost giant sorcerer (hp 43). Though heappears smaller and weaker than other frostgiants, Hergir the Mage is an accomplishedspellcaster having the abilities of a 14th-level magic-user and a 12th-level illusionist.His hall is littered with sorcerous materialsand experiments, though he has few magicitems as such (DM�s choice). His hall con-tains treasure type G.

Hergir is evil, but supports the giantcommunity and makes magic items forsome of the richer and more powerful gi-ants. He will act in a friendly manner to-ward humans, but will attempt to capturethem for his experiments. Dwarves he willnot harm, because he feels they might makemagic items for him in the future. Hergirhas guessed that Hargnar�s hammer iscursed, and is deciding whether to try to�uncurse� it or not.

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8) Frost-Mist Cave � A family of five frostgiants (hp 13, 20, 35, 49, 68) lives here witha pet white dragon (small young adult, hp20). They have treasure type C, beingrather poor for giants.

None of these giants knows anythingabout Hargnar�s recent behavior, and all ofthem hate humans, dwarves, and all othersmaller races (including ogres and trolls).

9) Smoke-top Hall � The only two firegiants in the vicinity live here in a lava cavein the side of the volcano. The giants (hp66, 84) make a living creating giant-sizedarmor and weapons for customers, and arefamed throughout this area of Jotunheimfor the quality of their workmanship. Thesorcerer giant at area 7, Hergir, is able toenchant some of their better pieces. The firegiants have treasure type E in their cavernhall.

The fire giants are lawful evil, an anom-aly in the community (most of the localsregard the fire giants as �too darn strict, allwork and no fun�). They are treated withrespect, however. Both giants wear suits of+2 giant chainmail (AC 1) and use +2 giantswords (5-30 +2 hp damage). They will talkwith humans, but they hate dwarves. Thefire giants know that Hargnar has a newhammer, but are only concerned with figur-ing out where he got it, and do not careabout his current behavior.

10) Jotunhalla (�Giant�s Hall�) � Thisimmense aboveground hall is large enoughto hold the entire giant community, makingit a truly enormous structure. Currently it isunoccupied and unguarded. A huge bathbuilt over a hot mineral spring is inside.

11) Temple of Thrym the Frost God �This temple hall is a large abovegroundbuilding dedicated to the frost giant godThrym. The temple is occupied by a 7th-level frost giant shaman (hp 65) and his two4th-level assistants (hp 44 and 49). Thetemple has numerous hides, furs, and itemsof jewelry scattered about it, and is wellcared for. Treasure types H and Qx20 arewithin it.

In the temple�s courtyard are two hugewhite dragons, one ancient (hp 56) and oneold (hp 42); both use spells. The dragonswill attack anyone who is not a frost giantand will obey the 7th-level shaman com-pletely. The frost giants and dragons areunhelpful to the party; they are not con-cerned with Hargnar�s behavior and theyhate all who are not frost giants.

12) Leviathan Lands � A mixed group ofgiants inhabits this rambling old hall, mak-ing a living by herding cattle and sellingthem as food to other giants. The giantsinclude two mountain giants (hp 67, 88),three frost giants (hp 45, 46, 48), a hillgiant (hp 39) and twelve ogres (various hp).Between them, these giants have only trea-sure types O and P, with no magic or gems,and they are considered the �lower class� ofthe community.

5 2 OCTOBER 1984

The giants here know many rumors andgenerally do not mind sharing them withstrangers, even humans and dwarves. How-ever, nearly everything they know is wrongor so exaggerated as to be worthless.Hargnar is a popular topic of conversationat the moment.

13) Cloudy Ridge Hall � Two frost giants,a father and daughter (hp 61, 40), live here.The father is a run-of-the-mill giant, but hisdaughter is startlingly beautiful, even byhuman standards. Anyone seeing her willlose one round of action if viewing herwithin 120�, being surprised and awed byher appearance. The daughter is chaoticneutral and bored with life in the commu-nity, and dreams that some handsome giantwill come along and take her away to anice, colder place.

The father has managed to save a trea-sure hoard of type D for his daughter�sdowry, and he hopes that his daughter willfind a rich young giant so that he can retireand live it up. Neither giant minds talkingto humans or dwarves, but for some reasonneither of them can stand elves. They areboth aware that Hargnar is acting oddly,but then again, they feel he has alwaysacted oddly and this is nothing new.

14) Gilli the Short�s Cave � Gilli theShort is an unusually small storm giant whois only 15� tall, squat-looking and broadlybuilt. However, he has normal storm giantstrength and all the other normal powers ofthat race. Gilli is pleasant and friendly, butwill not stand to see anyone attack anothergiant, and will summon all his might to stopsuch an occurrence. Gilli is handsome de-spite his height, and has pale violet skin. Hewill be reasonably helpful to anyone askinghis help; he knows that Hargnar has agrudge against Thor and that he has alsobeen acting strangely lately. Gilli has alsoseen an invisible being in the vicinity, aboutthe size of a human or dwarf, and wondersif that person was responsible for Hargnar�sbehavior. He noticed the being because ofhis high intelligence and hit dice (as per theDMG, p. 60). He has treasure type E.

15) Abandoned Cave � This cave haspartially collapsed and is not used by anygiants. Seven giant spiders have made theirlair within the cave, feeding upon some ofthe giant rats that roam the area. No trea-sure is present.

AesirhamarThe superweapon made by Brokkir and

Dwalin has an assortment of special powersthat make it exceptionally dangerous toopponents. Aesirhamar is a huge mithril-steel warhammer, with a head four feetacross and a handle six feet long. The entirehammer is elaborately carved with scenes ofbroken skulls among flowering ivy, and thehandle is wrapped in the leathery hide of atype II demon, trimmed with mastodon fur.The massive weapon weighs 5000 gp.

Aesirhamar has a +4 magical bonus to hit

opponents, but can only be wielded bybeings having a strength of at least 23 and aheight of at least 12�. It can be used inmelee combat or it can be hurled; if thrown,it will return to the thrower in the sameround it was cast. However, because thehammer is somewhat unwieldy, it can onlybe swung at an opponent once per round,and it also requires one round to �wind up�for a throw.

Aesirhamar�s damage and range as athrown weapon depend upon the strength ofthe being using it. Those with a strength of23 will do 12-36 (8d4 +4) points of damagewith this weapon and can hurl it up to 180yards. A +5 strength bonus �to hit� appliesif such a user throws the hammer. Beingswith a strength of 24 will do 14-44 (10d4 +4)points of damage and can cast the weaponup to 210 yards (with a +6 bonus �to hit�).For every point of strength over 24 that thehurler possesses (titans have a strength of25, and certain gods can achieve greaterstrengths through magical powers), addanother 2d4 to the hammer�s damage,another +1 �to hit� when hurled, and an-other 30 yards to the range.

Aesirhamar has several other powers thatadd to its destructive abilities. It acts as arod of absorption, able to contain up to 50levels� worth of spells. It will absorb spellseven when it is being used to attack; theuser does not have to concentrate to activatethe absorption power. However, the ham-mer cannot absorb spells while any of itsstored-up magical power is being used.

Upon the utterance of a command word(�Vengeance!�), the hammer will glow withpower for 3 rounds; if it strikes a targetduring this time, the victim suffers theeffects of a symbol of stunning. Beings whonormally have more than 160 hit points butwho are currently at this total or below aresubject to this effect. This stunning powermay be used three times per day.

Aesirhamar also bestows a +3 bonus to thesaving throws and armor class of thewielder, as per a ring of protection, +3. Thisbonus is cumulative with other magicalprotections.

Brokkir the dwarf added a special en-chantment to the hammer so that it couldbe made to shrink down to the size of aregular warhammer (for ease of carrying).In this reduced size, the hammer still has its+4 �to hit� bonus, which will also apply todamage, but none of its other powers. Aspecial command word (�Brokkir�), spokenwhile the hammer is touched, causes theshrinking power to function. The Aesirha-mar returns to giant size when the word�Hargnar� is spoken while holding it. Allof the hammer�s powers are multiplanar innature and will work anywhere.

Because of the conflicting enchantmentsput upon the weapon by Brokkir and hisbrother, any non-dwarf who touches theweapon will automatically become cursed(no saving throw) with a strange form ofinsanity. There is a 50% chance every timethat a dwarf is encountered that the user ofAesirhamar will want to kill him; the user

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will become enraged, gaining an additional+2 bonus �to hit� and on damage done.The attacks do not have to be made withAesirhamar if it cannot be used by theaffected figure. If the user doesn�t attack thedwarf, he will immediately give the dwarfeverything he owns except the hammer, andwill become his best friend and protector.

Note that either state (hatred or friendli-ness) will only last for 10 rounds in thepresence of any one dwarf before the user�sopinion of the dwarf changes completely. Inother words, if someone has been friendlywith a dwarf for 10 rounds, he will attackthe dwarf for the next 10 rounds; if thedwarf survives, then the user of Aesirhamarwill become that dwarfs best friend again,and so forth. This insanity will persist evenafter the character ceases to use Aesirhamar.Only a wish will remove this curse from acharacter.

Completing the adventureIf the group manages to bring Aesirha-

mar back to Heimdall�s hall or to anotherAesir or Vanir deity, it will immediately be

given any lodging, food, and medical atten-tion it requires. Valkyries will assistif needed in serving the characters� needs.Other gods will shortly arrive, summonedby messengers, and they will hold a confer-ence to decide what to do with the weapon.

Though Aesirhamar is not quite as pow-erful a weapon as Mjolnir (Thor�s ham-mer); the gods will be quite pleased to haveit out of the way. They will decide that thehammer is to be kept (untouched by thegods) until Thor returns, when he can crushthe weapon with a few well-placed blowsfrom Mjolnir.

If the party returns with Aesirhamar, thegods will grant one wish to each playercharacter in the group. If Dwalin is broughtback alive for further questioning, that actis worth another wish for each player char-acter. (Dwalin will never be heard fromagain if he falls into the hands of the gods.)If Dwalin is returned dead (whether he wasslain by the party or by someone else), thereward will be devalued to a limited wish;the same applies if Aesirhamar is destroyedinstead of being brought back to Asgard.Any of these rewards can be taken by anyplayer character at any time, immediatelyor in the future. Of course; the DM shouldmoderate all requests for fulfillment ofwishes or limited wishes, making sure thateach request is reasonable and will notdisrupt the balance of the campaign. Allreasonable requests will be honored by thegods to the best of their abilities; unreasona-ble ones will be simply refused, and thecharacter will be asked to make anotherrequest. If any character makes three re-quests that cannot be granted, the gods willwithdraw that character�s reward.

If Dwalin is allowed to escape, or ifAesirhamar is left in the hands of the giants,the Aesir will become enraged and willimmediately order the characters to returnto Jotunheim and finish the mission withoutfurther delay. Refusal or inability to do so

will result in the characters� expulsion fromGladsheim, and they will not be favorablyregarded by the Aesir for the rest of theirlives.

Any character who tried to take Aesirha-mar for himself or tried to betray or harmhis fellow adventurers with bad intentionswill be turned out of Asgard and sent backto his home plane immediately, perhapsafter being forced to pay a price demandedby the rest of the adventuring group for histreachery. The gods will enforce this pen-alty, but will not necessarily take actionagainst the characters themselves, prefer-ring to let them resolve most of their owndifficulties.

If the characters wish to continue explor-ing Asgard and surrounding countries (andif the DM doesn�t mind), then the Aesir willnot object. Heimdall will allow any charac-ters who want to go back to the Prime Ma-terial Plane to do so, and will escort them toBifrost after holding a feast in their honor.

The DM may elect to have aftershocksfrom this adventure come down in lateradventures. The gods of the giants willprobably hear about the adventurers� strikeinto Jotunheim and may plot revengeagainst them for it. The Aesir might asktheir worshipers who did well on the questto go on other quests. The characters mightdecide to visit Midgard and see what thisalternate world looks like. The campaigncan expand in many ways using this adven-ture as a foundation.

Other adventures in GladsheimMany other adventures may be arranged

that involve the gods of Asgard or requireexploring the dangerous lands of Jo-tunheim. A careful reading of Norse myth-ology reveals that intrigue, rivalry,adventure, treachery, and danger were alltoo common among the gods and goddessesof Asgard and Vanaheim. Mortals couldfind themselves caught up in the quests forpower, safety, riches, revenge, and knowl-edge that the deities were involved in. Eventhe most powerful gods are not all-powerful,and some things are better handled by thirdparties (as in the adventure above).

Some possible adventuring ideas that theDM might want to consider adding to hishigh-level campaign are described here.

An army of giants could be gatheredupon a world in the Prime Material Plane,led by one or more giants from Jotunheimwho possess special magical powers. Thegiants would be heavily armed andequipped, and their goal would be to con-quer all local kingdoms and enslave ordestroy all humans, demi-humans, andhumanoids they encounter. This situation isvery much like that given in the G-seriesmodules written by E. Gary Gygax (col-lected in the TSR® module pack Against theGiants), only on an even larger scale. Theultimate goal of the adventurers would be todestroy the giant armies, capture or destroythe leaders, and track down those on Jo-tunheim who were �behind the scenes," soto speak. Because Surtur, Thrym, and other

giant gods are fated to live until Ragnarok,the DM should avoid having them be slainby high-level characters. Their underlings,however, are not so �protected.�

The Aesir and Vanir gods often becameenamored of beautiful female or handsomemale humans, elves, or even giants, andwere known to send messengers to thesepersons asking them to come to Gladsheimfor a visit (perhaps to stay). It wouldn�t betoo surprising for a high-level cleric, lighter,or other worshiper to be sent off on a questto win the heart of a mortal for a deity�and it wouldn�t be unusual to find that themortal has no intention of meeting thatparticular deity, or has many powerful allieswho would not like to see such a meetingtake place. The Aesir and Vanir, thoughthey knew they would have to fight thegiants in the end, still conducted businesswith giants and even intermarried withthem at times.

A very complicated adventure could becreated around Yggdrasil, the World Ashthat stretches through the Astral Plane. Arelatively minor demigod or powerful mon-ster in astral space might be damaging theWorld Ash, and player characters might beordered to stop the monster from causingserious and permanent damage.

In such an adventure, the characterswould discover some of the unusual wildlifeof astral space (see DRAGON® Magazines#67 and #89 for information on possibleencounters there) and some of the strangewildlife that inhabits Yggdrasil itself.Among other things, four deer-like crea-tures raced among the branches of Yggdra-sil, a giant eagle roosted within it, and anintelligent squirrel named Ratatosk scram-bled up and down its length, carrying in-sults to the giant eagle from an evil dragonin Hades who chewed on the root there.

Finally, to add other religions to the fray,followers of another deity on the plane ofGladsheim might discover that some majorrelic of their god has been stolen. Evidencemight indicate that one of the Norse godswas the thief (probably Loki, who stole itfor himself, on a bet, or just to cause trou-ble). The other god might send high-leveladventurers after the item, with additionalinstructions to destroy anyone or anythingthat gets in the way of the mission. Hope-fully, then, Loki won�t be so tempted to pickup things that don�t belong to him, and theAesir gods will put more restraint upon himto avoid starting a war between, pantheons.

If the wonders of Asgard and Vanaheim,the beauty of Alfheim, and the dangers ofJotunheim start to pale (not likely if theyare handled carefully, but still possible),then the DM may expand Gladsheim andallow adventurers to visit the desert templecomplex of Bast, the misty valleys andbeautiful pagodas of Hachiman and Oh-Kuni-Nushi, and the immense Indian pal-aces and gardens of Karttikeya.

Gladsheim is the home of many godsand is filled with many sights. There isadventure enough there for many episodesof high-level campaigning.

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Gladsheim(From page 42)

Legend lore � Only the vaguest information will be given aboutbeings, places, or things native to Gladsheim.

Leomund�s secret chest � (P); contact with Ethereal Plane re-quired.

Levitate � See cleric spell wind walk.Limited wish � No wish -type spell will ever affect a deity or

demigod on its home plane. If a wish would upset the balance of thegame or directly affect a deity or demigod, the spell will fail, and thespellcaster will be attacked within 1-4 rounds by numerous supernat-ural servants of the gods (for example, 4-24 valkyries, heavily armedand armored). A limited wish will allow a being to leave Gladsheimfor another plane, but will not summon any creature from anotherplane. Deities cannot be contacted by this spell, and servants such asvalkyries are immune to this spell in Gladsheim.

Locate object � See cleric spell.Magic jar � (C); a spellcaster�s body has a 10% chance per turn

of being taken over by the spirit of an Einheriar, if this spell is cast inAsgard or related environs. See cleric spell raise dead for details onEinheriar.

Magic mouth � One cannot simply command this spell to func-tion if a �god� comes near. A deity must be described specifically.

Mass charm � (C)Mass invisibility � (I); see invisibilityMassmorph � (I)Maze � This spell will cause the victim to be affected as if he

were seeing Gladsheim through a true sight spell.Mirror image � (I)Monster summoning (all) � If this spell is cast in Asgard or asso-

ciated environs, the only �monsters� summoned will be Einheriar,their numbers and level determined by the type of spell:

Monster summoning I, II, or III: 1-4 warriors of 4th level.

IV: 1-3 warriors of 5th level.V: 1-2 warriors of 6th level.VI: 1-2 warriors of 7th level.VII: 1-2 warriors of 9th level.All Einheriar will be fighters with AC 7 (leather and shield),

armed with broadswords. Einheriar, as noted under the notes for thecleric spell raise dead, are immune to all fear spells and effects. Thewarriors summoned will obey the spellcaster�s commands as per thespell only 25% of the time. If attacked at any time, they will fightback as a group against their attacker (even if it is the spellcaster).

Note that these warriors will never attack any native of Asgard orallied regions and will certainly never attack a Norse deity of anysort, even Loki or Hel. This spell will produce very different resultsif cast in other areas of Gladsheim.

Mordenkainen�s sword � This sword will only attack astral be-ings if cast from the first layer of Gladsheim, and cannot reach intothe Ethereal Plane or hit out-of-phase opponents.

Otto�s irresistible dance � (C)Phantasmal force � (I)Plant growth � (E)Polymorph any object � There is a 40% chance that a random

shape will be assumed, due to the innate chaos of the plane. See thenote for the illusionist spell major creation.

Polymorph other � See polymorph any object.Polymorph self � This spell cannot be used to assume the appear-

ance of a specific deity, as per the spell shape change in the PlayersHandbook. Anyone attempting to pass himself off as a deity risks ahorrible death if found out, and all residents of Gladsheim can seethrough disguises when they involve imitating gods. See polymorphany object, noting that a random shape might be assumed everytime a new shape is taken on.

Power word (all) � Note that most deities and demigods will notbe affected by these spells.

Prismatic sphere � The plane shifting power can send people toother planes, even those not directly connected with Gladsheim.

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Project image � (I); if the image of the spellcaster is recognizedas a false image, a being capable of casting dispel magic at the pro-jected image (or otherwise negating it) will do so.

Protection from evil/good (all) � See cleric spell.Protection from normal missiles � This is effective against hurled

weapons from deities, such as Thor�s hammer, though such weaponswill still cause enormous damage.

Ray of enfeeblement � (C)Reincarnation � See druid spell reincarnate.Remove/bestow curse � See cleric spell exorcise.Rope trick � There is a 25% chance that the extradimensional

space reached will be located elsewhere on the plane of Gladsheim.Scare � (C)Shape change � The power of this spell allows it to be better

controlled than the polymorph self spell, but there is still a 5%chance per shape assumed that it will be a random shape.

Simulacrum � (I)Sleep � No effect upon any deity, demigod, or supernatural

servant.Slow � This will affect a deity for only one round before its ef-

fects are negated.Spiritwrack � Ineffective against good and neutral beings from

Gladsheim.Suggestion � (C)Symbol � Most deities and demigods will be immune to symbols

of death, insanity sleep, and stunning because of their high hitpoints. All Norse gods are considered to be immune to fear andhopelessness (as are valkyries) because of their innate natures.

Teleport � This spell cannot be used to cross planes.Time stop � Though they may be caught in a time stop spell, all

deities and demigods will still be able to use their innate magicaltalents (such as teleport) to escape death, and will be aware of allthat transpires (their minds work very quickly).

Trap the soul � No effect against gods or demigods.Unseen servant � This spell will summon a 4th-level Einheriar

fighter (see monster summoning and cleric spell raise dead) if cast inAsgard. The warrior will only remain for half the normal spell dura-tion and will be controllable by the spellcaster only 25% of the time.

Vanish � (P); contact with Ethereal Plane required.Ventriloquism � (I)Wish � See limited wish. A wish differs in effect from a limited

wish in that it will allow entry or exit from Gladsheim, it can dupli-cate any spell effect (presumably at the 18th level of power, exceptfor druid spells), and servants such as valkyries can be affected by it.Deities and demigods on their home plane cannot be affected bywishes in any respect, and actually have the power to negate castwishes at will if they so desire. Deities can be contacted by this spell,as per the usual spells of this type (contact other plane, commune,gate, etc.).

Illusionist spellsFirst-level magic-user spells may be referenced under the magic-

user section. In general, illusion/phantasm spells are not well re-garded by most Aesir deities, particularly by Thor, since some giantsuse these spells against the gods. However, the mere act of using anillusion will not brand a character as an enemy (though he will becarefully watched). Loki is regarded as the �patron� of such spells,though other gods may use or grant them.

An enchantment/charm or illusion/phantasm spell that would notaffect a deity or demigod if cast by a mortal (i.e., player character)may work against the same deity or demigod if the spell is cast byanother godlike, being. A god who is immune to such spells becauseof his intelligence, wisdom, or other personal characteristics will notbe so affected, however. The DM may decide, for example, to haveLoki suggest something to Thor in a scenario, and have Thor act onthe suggestion. Player characters should not be able to perform suchactions, since that would threaten game balance and fantasy �real-ism.� The DM may arbitrate such events as he sees fit.

Alter reality � See m-u spell limited wish.Astral spell � See cleric spell.Audible glamer � (I)Blindness � (I)

5 6 OCTOBER 1984

Blur � (I)Change self � (I)Chaos � (C); fighters and illusionists get no saving throw vs. this

spell, because its power is amplified by the chaotic nature of theplane.

Confusion � (C); see druid spell.Conjure animals � (E); see cleric spell.Dancing lights � See m-u spell.Deafness � (I)Demi-shadow magic � (I);, victims who fail their saving throws

take only one-half normal damage.Demi-shadow monsters � (I); see shadow monsters.Detect illusion � This spell (happily) is effective even against

illusions cast by deities.Detect invisibility � See m-u spell.Detect magic � See cleric spell.Dispel exhaustion � (I)Dispel illusion � Carefully note the level of the being whose

illusion is being dispelled, as per the Players Handbook spell de-scription.

Emotion � (C)Fear � (C), (I)Hallucinatory terrain � (I)Hypnotic pattern � (I); no effect against any deity, demigod, or

supernatural servant.Hypnotism � (C)Illusionary script � (I); ineffective against any deity or demigod.Improved invisibility � (I); see m-u spell invisibility, and note

DMG comment on the spell (p. 47).Improved phantasmal force � (I)Invisibility (all) � (I); see m-u spell.Magic mouth � See m-u spell.Major creation � There is a 40% chance that any creation will be

of a random, chaotic sort, from the same family as the desired crea-tion but not what was wanted. If rope was asked for, thread might bereceived, for example. Permanent residents of Gladsheim, includinggiants, deities, and demigods, know how to avoid having this badeffect occur; visitors from other planes do not.

Mass suggestion � (C)Massmorph � (I)Maze � See m-u spell.Minor creation � See major creation.Mirror image � (I)Misdirection � (I)Non-detection � This will not prevent detection by deities or

demigods.Paralyzation � (I); this does not prevent the use of spell-like

powers and talents of deities and demigods (or supernatural ser-vants) that may be used at will.

Permanent illusion � (I)Phantasmal force � (I)Phantasmal killer � (I); ineffective against gods and demigods.Prismatic spray � See m-u spell prismatic sphere.Prismatic wall � See m-u spell prismatic sphere.Programmed illusion � (I)Projected image � (I)Rope trick � See m-u spell.Shades � (I); see shadow monsters.Shadow door � (I); this spell will not fool any deity or demigod of

average or better intelligence.Shadow magic � (I); see demi-shadow magic.Shadow monsters � (I); all monsters have one-half the given hit

points and inflict half the given damage against victims who maketheir saving throws, due to the remote position of Gladsheim withrespect to the Plane of Shadow.

Spectral force � (I)Suggestion � (C)Summon shadow � (P); no link to Negative Material Plane.True sight � See cleric spell true seeing.Veil � (I)Ventriloquism � (I)Vision � No contact can be made with powers or deities on the

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Elemental, Ethereal, or Positive or Negative Material Planes. TheDM should carefully consider the probable reaction of any specificdeity or being called upon.

Magic item alterationsAny power of a magic item that duplicates a spell or spell-like

effect described in the above section on spell alterations will be al-tered in the same way if used in Gladsheim. Notes on specific magicitems with unusual effects are given below.

Scrolls: Most protection scrolls function normally. Artifacts andhighly powerful weapons owned and used by deities will not bedrained of energy by the field of a protection from magic scroll. Ifsomeone using an astral spell contacts or is caught within the area ofeffect of a protection from magic scroll, the person (including thescroll-reader, if he is also using an astral spell) is immediately castback to his home plane and the protection is cancelled.

Potions: Neither a potion of etherealness or one of treasure find-ing will work in Gladsheim. Anyone who tries to use a potion oflevitation, flying, or gaseous form will have the same problemsdescribed in the notes for the cleric spell wind walk. A potion ofanimal control is useless on the local wildlife. Giants in Jotunheimget a +2 to their saving throws vs. potions of giant control. A potionof growth, used at the wrong time, can have the user mistaken for agiant and dealt with appropriately by onlookers. A philter of persua-siveness has no effect on deities or demigods.

Rings: Neither a ring of djinni summoning nor one of elementalcommand will work, since a connection to the appropriate ElementalPlane cannot be opened. A resonating field between two rings ofspell turning will drain both devices rather than drop the users intothe Positive Material Plane. Protection rings are altered as notedbelow for magic armors.

Wands/Staves/Rods: Neither a rod of beguiling nor one of ruler-ship will affect beings who have exceptional wisdom scores; consultthe DEITIES & DEMIGODS Book, p. 7, for more information. Inaddition, these devices have no effect on natives of Gladsheim, and

neither will a staff of command. A staff of withering has no effect ongods, demigods, or their servants. A wand of metal and mineraldetection will not function in Gladsheim. All weapon-like effects ofdevices such as a rod of lordly might and a staff of striking are re-duced as outlined under the following section on weapons and otherdevices.

Weapons, armor, and protective devices: All magic weapons andmagic armor (including rings of protection) constructed on thePrime Material Plane will have their �plusses� lowered by 2 whenthey are brought to Gladsheim, making many items effectively non-magical. Items such as a +1 sword, +3 vs. regenerating creatures willretain some of their powers if not made totally non-magical; in thegiven case, the sword would be ordinarily non-magical, but +1 vs.regenerating creatures.

The same stipulation applies to cursed weapons and armor, in theopposite direction: a sword -2, cursed will be non-magical. If acursed item becomes non-magical, its curse will be lifted unless it isreturned to the Prime Material Plane.

This loss of magical power or potency does not apply to artifactsor other items which have a multiplanar existence, and thus losenone of their �plusses� when they are taken from one plane to an-other. Any devices or weapons used by gods can be assumed to havesuch a multiplanar existence.

Note that bracers of defense are not affected and still bestow thesame armor class benefit that they would on the Prime MaterialPlane.

Miscellaneous devices: Any device that summons creatures fromthe Elemental, Positive or Negative Material, or Ethereal Planes willnot be able to use such powers. Artifacts, however, function nor-mally in all respects.

An amulet of the planes can connect with only those planes thatborder on the plane the user is occupying. A book of infinite spellswon�t work if left on another plane. A cubic gate or well of manyworlds may open a path to any plane from any other plane. Devices

requiring contact with or assistance from deities (candle of invoca-

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tion, incense of meditation, necklace of prayer beads) will not func-tion unless the user�s deity normally resides on Gladsheim.

An iron flask will not capture natives of Gladsheim, but will cap-ture beings not native to these planes (like player characters). Atalisman of ultimate evil will not work on Gladsheim. Spheres ofannihilation do not and cannot exist on these planes.

A horn of Valhalla will produce twice the normal number of war-riors when sounded, and all warriors will obey the user (unless or-dered to attack a neutral or good Norse deity, at which time they willattack the user). A horn of blasting will not weaken or destroy anystructure within Gladsheim. A portable hole will function normally,except that 20% of the time, a gate will be opened into another partof the plane of Gladsheim that the user happens to be on.

Psionic alterationsThe use of psionic talents on Gladsheim is very risky, since many

deities are psionic and will undoubtedly be attracted to any sourcesof psionic �radiation� they detect. Psionic combat is conductednormally.

Several psionic talents will have no effect against deities, demi-gods, or other creatures with Class VI psionics, as explained in theDEITIES & DEMIGODS Book on p. 6. These talents are labeledbelow with a (P6) symbol. Beings with Class VI psionics are alsoimmune to all psionic attacks, including psionic blast.

Animal telepathy � (P6); treat all natives of Gladsheim as �mon-sters.�

Astral projection � See cleric spell astral spell. Note that dispelmagic will not affect this talent.

Aura alteration � Use of this ability to remove a quest, curse, orgeas from a character may be considered a very risky business atbest, if such a spell was cast by a deity or demigod.

Cell adjustment � This will not affect the wounds of deities,demigods, or other supernatural beings.

Detection of good or evil � See cleric spell detect evil/good.Detection of magic � See cleric spell detect magic.

Dimension door � This spell will function on the first plane ofGladsheim, but not on the other two lower layers (which do notconnect with the Astral Plane).

Dimension walk � Though the user will not be able to crossplanes with this talent, he might end up in some dangerous places ifthe power �malfunctions� (e.g., ending up in Jotunheim fromAsgard).

Domination � (P6), (C)Empathy � (P6)ESP � (P6); see m-u spell.Etherealness � (P); no contact can be made with the Ethereal

Plane.Expansion � This talent might cause the user to be mistaken for

a giant using a magical/illusionary disguise, possibly leading to thecharacter�s abrupt demise if certain Aesir gods like Thor see him.

Hypnosis � (P6); note the intelligence ranges involved. No dei-ties, demigods, or supernatural servants can be affected by thispower.

Invisibility � (P6); this is not treated as an illusion/phantasmspell, and the table in the DMG on p. 60 does not apply to thispower, since it is a mind-control talent.

Mass domination � (P6), (C)Molecular agitation � The magical weapons and tools of gods

and demigods cannot be affected by this talent.Molecular manipulation � See molecular agitation.Molecular rearrangement � See molecular agitation.Object reading � If this is used in Gladsheim, the user will expe-

rience visions of past events from the mythos of the dominant pan-theon of the area. Thus, scenes from Norse mythology will be seenin Asgard, etc.

Probability travel � See cleric spell plane shift.Sensitivity to psychic impressions � If this is used anywhere on

the planes of Gladsheim, the user must save vs. will-force spells orbe overcome by the innate nature of the plane for 3-18 turns. Hetemporarily gains a +4 save vs. all fear spells and powers, and willattack all beings encountered in that time who appear to be hostile inthe slightest degree. The character will not obey any orders and willtend to act in a contrary fashion, doing whatever pleases him most atthe time. These actions will not cause an alignment change, thoughcertain classes (paladins and clerics in particular) might need to dopenitence.

Shape alteration � See m-u spell polymorph self.Telempathic projection � (P6), (C)Telepathy � (P6)Telepathic projection � (P6); see notes for domination.Teleportation � See m-u spell teleport.

Character ability alterationsCombat: Note that magical weapons that lose power when

brought to Gladsheim might not be usable against the beings thatlive there. For example, a +5 weapon would be needed to hit Odin,since it would turn into a +3 weapon in Asgard when brought therefrom the Prime Material Plane.

Sensory powers: The five normal senses (hearing, vision, touch,taste, and smell) function as usual on the planes of Gladsheim. Unu-sual senses such as infravision and ultravision function normally aswell; ultravision range is considered to be that received under anormal nighttime sky.

Character classes: Deities and demigods with average or betterintelligence will immediately be able to tell what class a given char-acter is, even if the character is disguised (unless certain illusionaryor shape-altering spells or powers are used). Some specific changesthat occur in class abilities are listed below.

Assassins cannot successfully disguise themselves as any deity,demigod, or supernatural servant such as a valkyrie, when confront-ing another such being; to do so is to virtually beg for destruction.See also the notes below concerning thieves.

Barbarians will have trouble hiding in natural terrain; see notesbelow for the thief class. The environment of Gladsheim is alwaysconsidered to be unfamiliar to barbarians, and their skills at hidingin terrain are always equal to that of a thief of equal level. Their

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ability to attack monsters affected only by magical weapons is notaffected by going to this plane. Animal handling skill will not workagainst the nativecraft skills may be

wildlife of Gladsheim, and survival and outdoormodified as the DM sees fit. Barbarians will

immediately sense that their surroundings are completely magical,and their detect magic ability will thus become worthless when usedagainst a specific item. Charisma bonuses for level are never appliedwhen meeting gods, demigods, or supernatural servants.

Bards should check the relevant notes for thieves and fighters.Bards are favored in Asgard and Vanaheim, and higher-level bardsmay be invited to stay with one or more gods (particularly those whohave some amount of bard ability themselves). Such visits will bebrief, but can prove worthwhile. Gods have been known to rewardminstrels with gifts (at the DM�s discretion). Bards, like druids,cannot regain spells of more than the 2nd level of power while onGladsheim, unless their gods live on those planes. The charm andsuggestion powers of bards have no effect on gods, demigods, andtheir servants. Their legend lore capability is not considered magicalin nature, and will not be affected as the magic-user spell of thesame name. Special bardic instruments may have altered spell abili-ties, as detailed per each spell applicable.

Cavaliers are not immune to the divine awe or horror powers ofdeities (see the DEITIES & DEMIGODS Book, p. 7). Cavalier-paladins should see the notes concerning paladins.

Clerics have increased poweragainst undead on Gladsheim; treatclerics as one level higher than theyactually are for purposes of turningundead. Also refer to the sectiondetailing spell alterations above.

Druids will find many of theirspells are useless in Gladsheim. Thepowers they receive at 3rd and 7thlevel (see the Players Handbook) arenot affected. Deities having druidabilities will understand the druids�secret tongue.

Fighters are the least affected of allcharacter classes by the environmentof Gladsheim (except that their magi-cal weapons and armor may be al-tered in power). Note the loss of asaving throw vs. the illusionist spellchaos.

Illusionists are little affected byGladsheim, except for their spellabilities (see above). Note the warn-ing concerning the casting of illusion/phantasm spells in Asgard.

Magic-users will find many of their spells have altered effects inGladsheim. Otherwise, they function as usual.

Monks will have certain of their functions altered, as per thieves.The chaotic nature of Gladsheim is distracting to monks; for the first2-8 days they are on these planes, monks will suffer a -1 �to hit�penalty on all attacks, and a -1 on all saving throws. Their speakwith animal and speak with plant powers will not function, as perthe spells of the same name. Their quivering palm attacks will neverwork against a deity, demigod, or supernatural servant, or any othercreature only affected by magic weapons.

Paladins are not affected by Gladsheim�s chaos as monks are, butstill find the plane distracting and uncomfortable. Their laying onhands power to cure wounds will not affect deities or supernaturalcreatures from Gladsheim. Cleric spells are affected as per the noteson normal clerics, and undead-turning abilities are improved so thatpaladins function as clerics only one level below their own. If apaladin worships a Norse deity and calls for his warhorse in Asgard,he will receive a pegasus of maximum hit points.

Rangers will receive their full damage bonuses when attackinggiants in Jotunheim or elsewhere on Gladsheim. A ranger�s druidspells of 1st or 2nd level and all of a ranger�s magic-user spells maybe relearned while on these planes.

Thieves will find hiding from deities and demigods is impossible,

6 0 OCTOBER 1984

since such beings have a wide variety of skills and sensory abilities.They may try hiding from valkyries and other servant creatures, butthe notes concerning detection of invisible characters in the DMG(p. 60) must be taken into account. The penalty for theft from adeity or demigod, of course, is death, such sentence to be carried outas soon as the god can manage and in the most effective possiblemanner. Because nearly all residences in Asgard are owned by dei-ties or other supernatural beings, breaking into any of them is verydangerous. The DM may impose penalties on various thievingfunctions such as opening locks or removing traps to take into ac-count a deity�s skill at creating such (particularly if the deity hadsome degree of thieving skill himself). Thieves are not disliked inAsgard, for they can perform some useful functions that help theAesir or Vanir gods.

Character racesHumans should have no particular problems wherever they go in

Gladsheim � except, of course, in Jotunheim, where the giants willsometimes attack intruders for sport or treasure.

Dwarves and gnomes are not welcome in Alfheim, though theyare regarded neutrally by Frey and the other Vanir. The elven spiritsthat live there will do everything possible to make dwarves andgnomes feel as uncomfortable and unwelcome as possible. Dwarvesand gnomes are hated by some giants in Jotunheim because Mjolnir

(Thor�s hammer) was invented byNorse dwarves.

High elves are welcome withinAlfheim and are neutrally re-garded elsewhere. The elven spiritswill want good and neutral elves toremain with them for as long as possi-ble, dancing, singing, playing, etc.,in the vales and glens of the land.

Halflings, like humans, shouldhave no particular problems whileadventuring in Gladsheim. Becausethey are rare, many beings might notimmediately recognize halflings as anon-human race, and might considerthem to be human children (even afew deities might do this by accident).

Half-orcs will not be well regardedin Asgard, since they are generallyseen as allies of giantkind and com-petitors of humanity. It has happenedthat half-orcs have worshiped Norsegods, however; in such cases they areaccorded the respect that any otherworshiper receives. They are hated

in Alfheim and Vanaheim, and are neutrally regarded in Jotunheim.Other races will receive varying treatment from the inhabitants of

Asgard, depending upon their general alignment and interactionwith humanity and giantkind. Half-ogres (see DRAGON® Maga-zine #73) will be disliked strongly, since ogres are generally alliedwith giants; they are liked in Jotunheim.

ReferencesBulfinch, Thomas, Bulfinch�s Mythology (Dell Publishing, New York,

1967).Crossley-Holland, Kevin, The Norse Myths (Pantheon Books, New York,

1980).Esakof, Darryl, and Simonsen, Redmond, the RAGNAROK� Game,

from ARES� Magazine #8 (Simulations Publications, Inc., New York,1981).

Hamilton, Edith, Mythology (Mentor Books, New York, 1942).Hammack, Allen, the VIKING GODS� Minigame (TSR, Inc., Lake

Geneva, 1982).Marsh, Steve, the SAGA� Minigame (TSR, Inc., Lake Geneva, 1981).New Larousse Encyclopedia of Mythology (Hamlyn Publishing, New

York, 1978).Shwartz, Susan, �Ragnarok: the mythic story of the twilight of the gods,�

ARES� Magazine #8 (Simulations Publications, Inc., New York, 1981).

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D R A G O N 61

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Horribly simple to learnCHILL will leave you shivering for moreReview by Jerry Epperson

Games based upon the horror genre caterto the need in all of us to be scared out ofour wits, and yet spare us the actual realityof being in a truly horrible situation. Untila few months ago, the offering of goodhorror games was very limited. Boardgamessuch as the Vampyre� and NightmareHouse� games (from TSR, Inc.) were funthe first few times they were played, butsoon were haunting only closet space, theirnovelty worn out. Role-playing games bytheir very nature tend to have good replayvalue, but the role-playing games previouslyoffered either dealt with too limited a sub-ject (as in the Undead� game from SteveJackson Games or Chaosium�s Call ofCthulhu� games), or fell short of expecta-tions (as did the Stalking the Night Fantas-tic� game from Tri-Tac Inc.). But now,from the resources of Pacesetter, Ltd., theCHILL� game has arrived to fill the void.

The CHILL game is a role-playing gameof gothic and modern horror, designedthrough the collaborative efforts of severalof Pacesetter�s designers and editors. Play-ers assume the roles of vampire chasers andghost hunters, as members of a secret inter-national organization that calls itself theSocietas Albae Viae Eternitata (S.A.V.E.),or the Eternal Society of the White Way.The society�s goal is to hunt down creaturesfrom the �Unknown� and banish themfrom this plane of existence.

The adventure can begin almost as soonas the box is opened. Inside, players willfind an 8-page Introductory Folder, withfour pages of instruction on how to use andinterpret the CHILL Action Table (whichgoverns almost all activities in the game),and another four pages of pregeneratedcharacters. As soon as the players under-stand the basic mechanics of the game, theycan jump into a 16-page adventure (�Terrorin Warwick House�) and be playing thegame within 30 minutes after tearing theplastic wrap off the box.

Experienced role-players will find that�Terror in Warwick House� is much like aguided tour of a national monument. Whileit portends to be a dangerous place, onegets the feeling that those who fell victim tothe sinister occupants before the playercharacters were called to the scene wereeither idiots or invalids. The clues requiredby the characters to dispose of the evil arepractically spoon-fed to the players.

But there is more and better to come.Once players have had their first taste ofhorror, they should take time to examinethe other contents of the box. Each CHILL

6 2 OCTOBER 1984

game comes with a 64-page CampaignBook, a 32-page book entitled �Horrorsfrom the Unknown,� a full-color map of theworld with a square-gridded battle board onthe back, 140 double-sided cardboardcounters, a Range Stick, three 10-sideddice, and the aforementioned introductorymaterial. The package carries a very rea-sonable $12 price tag.

The two books are used to flesh out thecharacter creation, skills, combat, magic,and creature design systems. Players needonly read the information in the CampaignBook in order to play the game. The gamereferee, called the �Chillmaster,� or CM,will have to be familiar with both books.

Player-character generation is handledthrough dice rolls and simple computations.Each character is rated from 26 to 80 ineight categories: Strength, Dexterity, Agil-ity, Willpower, Personality, Perception,Luck, and Stamina. These scores are ob-tained by rolling three 10-sided dice, dou-bling the result, and adding 20.

When a player wishes to have his charac-ter do something that cannot be assumed tosucceed automatically, percentile dice arerolled and the result is compared to theappropriate attribute to see if the action issuccessful. This is called a �general check,�which is made when an action can onlysucceed or fail, such as looking for a needlein a haystack: you either find the needle oryou don�t.

A �specific check� may be made when anaction can have variable consequences. Ona specific check roll, the dice roll is sub-tracted from the appropriate attribute scoreand the result is compared to a column in

the Action Table, which gives results thatvary according to the degree of success orfailure. For instance, a specific check forfiring a pistol at a target not only deter-mines whether you hit or miss the target,but also the amount of damage that you doif the hit succeeds. This system makes playmove rapidly without sacrificing too muchdetail. Sometimes a particular skill or talentis substituted for a character�s attribute, butall �check� situations are handled in thisfashion.

A character also has some secondarytraits which are derived from his attributes,such as his healing rate and base skillscores. Other traits such as height, weight,and ethnic background are determined bythe player or through random means. Inaddition to professional and combat skills,characters can also possess limited controlover what is called �the Art,� which issimilar to what is identified as magic inother games.

Human knowledge of the Art is com-posed of nine �spells,� with three �disci-plines� in each of three categories:Communication, Restoration, and Protec-tion. A character can only have disciplinesfrom one category. On the other side of thecoin, creatures from the Unknown possess adarker form of the human Art called �theEvil Way.� From this source is drawn all ofthe mystical powers that such creaturespossess. Without the Evil Way, a ghost ismerely a disembodied spirit and a vampireis just a pallid but strong human with anappetite for blood. With the Evil Way topower them, these creatures become deadlyfoes of the known world, capable of leavingterror and destruction in their wake.

The game has additional rules for ex-panded combat, handling poisons, disease,healing, and non-player character reactions.Also given is a listing of all �documented�manifestations of the Evil Way, and a sam-pler of 18 corporeal and non-corporealcreatures. Provisions are given for develop-ing �CM specials� (referee-created mon-sters) so that the players will not have areliable compendium of creature statistics torecall or refer to during play.

The map and counters are nicely pro-duced, but the maps have no keys. (Theworld of S.A.V.E, �hot spots� seems to beon a scale of 1� = 700 miles near the equa-tor.) The Range Stick could have beenreplaced by a square-of-the-hypotenuseformula. The lack of regulated combatmanuevering rules makes these more addedgarnishments than functional components.

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Some of the limitations that the rulesplace upon characters seem unnecessary.The organization S.A.V.E. is a good basefrom which the CM may develop adven-tures, logically getting characters from onehaunted house to the next. But for the rulesto state that �all player characters in aCHILL adventure are S.A.V.E. envoys,� orthat �to date, nobody has survived forlonger than 17 months after being expelledfrom S.A.V.E.� limits not only the playeractions but the scope of the CM�s cam-paign. Etching them in stone (or on paper)serves no purpose.

I would have liked to see more done withthe economic rules, which say that thecharacters have whatever they need and canget wherever they have to go without worry-ing about expense (thanks to S.A.V.E.�slimitless bank account). It detracts from thefeel of the adventures when monetary andtravel worries are eliminated. The briberyrules seem rather ludicrous, since they allowcharacters to bribe anyone into submissionwithout batting an eye.

At the risk of seeming to contradict all ofthe above complaints, it must be said thatthese problems are not major flaws in thegame�s design; any CM should be able toalter them with little effort. All things con-sidered, the CHILL game does just what itsets out to do. It doesn�t stall play withunwieldy rules or sub-systems, and it allowsthe CM to pace the storyline and preservethe intensity of a situation thanks to the

game�s elegant simplicity. As an alternativeto dungeon delving, superheroing, or chas-ing after Cthulhu, the CHILL game issomething you can really sink your teethinto.

The game has been supported by fourother releases � adventures entitled Villageof Twilight and Highland Terror, a monstercollection entitled Things, and a Chillmas-ter�s Screen packaged with a short adven-ture called Castle Dracula. The accessoriesare priced at $6 each and, like the CHILLgame itself, are available at many game andhobby stores. The products are also availa-ble by mail (add $1.50 for postage andhandling per order) from Pacesetter, Ltd.,PO. Box 451, Delavan WI 53115.

Label your letterThe address of DRAGON® Magazineis P.O. Box 110, Lake Geneva WI53147, and that�s all you need tomake sure your letter gets here. Butyou can help us serve you morequickly by adding a line at the top ofthe address to tell us what depart-ment should receive your letter orpackage. Call it a �manuscript sub-mission,� �cartoon submission,��query letter,� or any other shortphrase that tells us what�s inside, andit�ll get exactly where it�s supposedto go.

D R A G O N 6 3

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D R A G O N 6 9

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CONTENTS

ARES Log . . . . . . . . . . . .70

SKILLS FORTHE SUPER AGENTGregg Sharp . . . . . . . . . . . . 71Agent skill packages in theCHAMPIONS� game.

THE SUPERWORLD�GAME, EXPANDED!Steve Perrin . . . . . . . . . . . . 74New powers, advantages, and handi-caps.

THE MEGA-CORPORATIONS OFTHE FRONTIERKim Eastland . . . . . . . . . . . .78STAR FRONTIERS® game background.

STARQUESTIONSPenny Petticord . . . . . . . . . 81Questions and answers on GAMMAWORLD gaming.

SPACE GAMING AT GENCON* GAME CONVENTIONRoger Moore . . . . . . . . . . . . 84

ON THE COVERSuperhero gaming can be a painful experi-ence, but this issue of the ARES� Sectionwill hopefully take some of the sting out ofyour CHAMPIONS� and SUPERWORLD�gaming. Cover illustration by Jeff Butler.

70 OCTOBER 1984

It�s unusual to find a book review in an editorial column,but this could be considered a special circumstance. Manypeople who�ve played science-fiction games have wonderedwhat it would take to get into the space program. Some actu-ally plan to enter the aerospace field, but have no idea ofhow go about it. If that�s the case with you, your problemmay have been solved.

Charles Sheffield and Carol Rosin have written a book ongetting involved in the space program; if you have an inter-est in an astronautical career, then this is the book youshould read. Space Careers is published by Quill Books (N.Y.,1984), and costs $7.95 in paperback. It is filled with up-to-date information, and gives a readable and detailed look atthe history of the American space program and how you canjoin the space effort.

The book covers writing resumes, choosing a college and acareer field, space activist organizations you can join, womenin the space program, and the space programs of the nationsof the world. The book is filled with fascinating and practicalinformation. Are you aware that there is already a SpaceCommand division of the US. Air Force, and it is hunting forqualified personnel now? Did you know that the Canadianspace program employs about 13,000 people, and that Can-ada has been a major space-faring nation since 1962? Or thatyou can work in the American space program without join-ing NASA at all?

Space Careers will not tell you everything you need toknow about getting into the space program, but it will proba-bly tell you much more about it than you knew before. Lookfor it the next time you�re hunting for the latest science-fiction novel, and read it between your role-playing gameadventures.

It makes your daydreams look much more real.The editors

ARES� Section 90THE SCIENCE-FICTION GAMING SECTION

Editors: Roger Moore &. Mary KirchoffDesign: John Meyers

Editorial assistance: Patrick Lucien Price, Georgia MooreGraphics and production: Roger Raupp, Marilyn Favaro

All materials published in the ARES Section become the exclusive propertyof the publisher upon publication, unless special arrangements to the con-trary are made prior to publication. Unsolicited manuscripts are welcome,but the publisher assumes no responsibility for them and they will not bereturned unless accompanied by a stamped, self-addressed envelope ofsufficient size and volume,

ARES is a trademark of TSR, Inc.'s science-fiction gaming section inDRAGON® Magazine. All rights on the contents of this section are reserved,and nothing may be reproduced from it without prior permission in writingfrom the publisher. ©1984 TSR, Inc.

GAMMA WORLD, DRAGON, POLYHEDRON, STAR FRONTIERS and TOPSECRET are trademarks of TSR, Inc. Traveller is a trademark of GameDesigners� Workshop. Marvel Super Heroes and Doctor Doom are trade-marks of the Marvel Comics Group. Champions is a trademark of HeroGames. Other Suns, Villains & Vigilantes, and Aftermath are trademarks ofFantasy Games Unlimited. Star Trek is a trademark of FASA. Superworld andRingworld are trademarks of Chaosium, Inc. Paranoia is a trademark of WestEnd Games. Timemaster is a trademark of Pacesetter, Ltd. Star Fleet Battles isa trademark of Task Force Games.

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Skills forthe Super Agent

Agent skill packages in the CHAMPIONS™ game by Gregg Sharp

Super agents are normal humans who capture if possible. Andrew Slotmeyer, soon developed aaren�t faster than a locomotive, able to Total cost: 30 points. political pressure group of immensebend steel bars or leap tall buildings, or The referee selects the skills most power. This group formed the frame-able to do any of the other things that applicable to the agency as well as the work for later extremist groups whichmost superheroes are known to do. disadvantages. Martial Arts and Acrobat- absorbed many of its functions.They must rely on developing their basic ics are bought separately. When all the In 1946, a splinter faction formedhuman skills and on using technological skills have been selected, add them which is still going strong today. Banningequipment and weaponry to accomplish together and apply the +1/2 bonus on the aliens would not be enough, as non-their missions. Building super agents in chart on page 34 of the CHAMPIONS sentient extraterrestrials could be killed.the CHAMPIONS game can be difficult, game manual. Disadvantages should be In 1953, this principle was expanded tohowever, because of the power point equal to 25% of the total package cost. include all non-human sapients. Thiscost involved in bringing them up to par In the example above, any of the disad- splinter faction exercises in covert oper-with �normal� superheroes. vantages listed are sufficient to pay for ations so as not to attract too much

This article presents the agent skill the +1/2 bonus. attention. Under the control of the Rev-package, designed to make super agents A list of other agencies and the skills erend Jerry Farnaham, the Pure Eartheasier to build. The skill package is com- that they offer are given below; these League seeks to fulfill its name by puri-posed of several skills and abilities were derived from the CHAMPIONS fying the Earth from alien �infestation."grouped together by the needs of the game books and from my own super- Agents of the Pure Earth League mustagency involved. For example, ONI hero campaign. Note that some agencies be able to break into buildings withagents (see below) are expected to be high-security alarms, conceal themselvesable to be put down naked anywhere in well, and make quick getaways. Becausethe world, gain clothing and weaponry,

"[Super agents] mustof the fanatic nature of the organization,

carry out their primary objective, and is illegal in many areas and operates inescape during the most hostile pursuit. rely on developing an �underground� fashion.Typical duties for ONI agents mightrange from sweeping HQ floors to a their basic human UNTIL (United Nations Tribune

simple bank robbery to the assassination skills and on using on International Law)

of a rival criminal boss. technological equip- Skills: Stealth, Escape Artist, CombatDisadvantages also go with the skill

package, but they do not count toward ment to accomlish Driver, Combat Pilot, Security Systems,

one�s Character Disadvantages. These their missions."Paramedic.Disadvantages: Protective of inno-

disadvantages are also determined by cents, Hunted VIPER 8-.the actions of the agency. In the ONI Total cost: 17 points.example, because the agents belong to a are criminal in nature or are opposed to UNTIL is described as a law enforce-criminal hierarchy, they will often be the existence of super-powered charac- ment organization in the CHAMPIONShunted by law enforcement agencies. ters. This makes them suitable for NPC game books. UNTIL was created in 1948,Their recruiting procedures are so strict encounters, but not necessarily good as originally as a means of checkingthat ONI agents are fiercely loyal and agencies for player characters. nuclear weapons proliferation. Thehonorable to their fellows within the Pure Earth League

agents function as police on a grandorganization. scale. UNTIL is the major stumbling

Sample agencies from which super Skills: Stealth, Combat Driving, Security block of international terrorist organiza-agents may hail are given below. Systems, Disguise. tions, and interferes with the plans of

United Nations CenterDisadvantages: Xenophobic, Hunted those who seek world domination.

for Law EnforcementPolice 8-. UNTIL is dedicated to the obliterationTotal Cost: 13 points. of agencies like VIPER. The super agent

Skills: Stealth, Combat Pilot, Combat The Pure Earth League was started in program (Project: Ubermensch) trainsDriver, Security Systems, Disguise, 1935 with the first landing of an alien on highly skilled humans who are withinStreetwise, Escape Artist, Detective Earth. Though this alien later went on to the top 10% of UNTIL trainees in ability,Work, +1 level with all guns, Paramedic, become a famous superhero, the politi- giving them the skills that reflect theBureaucratics. cal pressure group lobbied for high standards of the UNTIL agency.Disadvantages: Protective of inno- legislation denying civil rights to any Agents are expected to save lives, notcents, hunted VIPER 8-, will try to non-human. The founder, Reverend just take them.

DRAGON 71

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VIPER

Skills: Stealth, Escape Artist, SecuritySystems, Combat Driver, Streetwise, +1level with guns.Disadvantages: No code versus killing,Hunted UNTIL 8-.Total cost: 15 points.

VIPER is a politically subversive orga-nization with worldwide terrorist activi-ties. Agents who graduate from itsschools should be ready to sneak inheavily guarded installations, kill a politi-cal figure, and sneak out. Felons arerecruited from the underworld to serveand be trained by VIPER. Since VIPERagents are usually the type to destroy anentire office complex to get one person,they have no code about killing.

K�Dsslok Agents

Skills: Stealth, Security Systems, EscapeArtist, Combat Driving, Streetwise.Disadvantages: Greedy, Hunted HeroGroup 8-.Total cost: 12 points.

K�Dsslok is an alien who conceals histrue nature from his employees. Themost skilled agents from all over theworld are hired just to disrupt the natu-

ral order (if they make a profit from themission, so much the better).

Several super agents train recruitsunder K�Dsslok�s direction. Black Samu-rai teaches ninjitsu (Stealth), escapetalents are taught by Pit Fiend, and SteelCobra teaches martial arts (Aikido) andgetaway driving. Advanced agents aretaught Streetwise by Necromancer.

Agents of K�Dsslok are supplied withfuturistic weapons capable of incredibledestruction. Since K�Dsslok is only inter-ested in making the governments of theworld collapse through the spread ofchaos and confusion, the targets chosenfor attack may appear to have no possi-ble relation to one another.

ONI

Skills: Stealth, Security System, Climbing.Professional Skill: Wilderness Survival11-, Demolitions 11-.Disadvantages: Honorable, HuntedHero Group 8-.Total cost: 13 points.

ONI agents are the creme de la cremeof the Japanese underworld. They mustnot only be excellent athletes, but arehonorable and highly intelligent � unu-sual traits for criminal henchmen.

ONI was formed by the supervillainOni in 1972. Oni (whose powers controlmolecular motion) did this first as adiversionary tactic. After the first majoraccomplishment by the agents, Onidecided that there was added prestige inbeing the head of a powerful agency. In1972, there were four agents. By 1979,ONI was composed of 110 agents.

ONI agents are required to be blackbelts in at least one field of martial arts.They are taught ninjitsu (Stealth), sur-vival techniques, and the placement ofexplosive devices by ninja hired fromthe Yakuze (Japanese underworld). ONIagents are also used as messengers, asreconnaissance, and as hired-out heavyinfantry.

After all his training, an agent is givena final trial. The agent is dropped nakedin Northern Japan with only a fewinstructions. He or she is then expectedto get from the drop-point to the HQwithout killing anyone and withoutbeing picked up by the various lawenforcers. Cadets (the first rank of ONIagents after passing the test) will be outto stop the new pledge from accomplish-ing the task. Failure in this test meansdeath.

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TheSUPERWORLD�

Game, Expanded!

New powers, advantages and handicapsby Steve Perrin. ©1984, Chaosium Inc.

In the year since my SUPERWORLD�game was released, many new super-heros with new powers have shown upon the comic stands, and many powershave come to my attention that are notfully covered in the game rules. Thefollowing superpower descriptionsattempt to fill in some of these gaps andexpand the scope of the game. Playerswho want to use these powers for theircharacters must have them approvedfor use by their campaign�s GM. How-ever, they are all approved by me, forwhatever benefit that gives them inyour individual campaigns.

New superpowers

Aura Enhancement

DESCRIPTION: The ability to add to thehero�s natural aura attack.GAME EFFECTS: The hero gains alarger than normal aura attack score tomatch against the INT of target(s).LEVEL: The ability to add 1 to the auraattack of a hero.PURCHASE RESTRICTIONS: Total aura

attack ability cannot be more than twicethe natural aura attack ability.HERO POINTS PER LEVEL: 2.ENERGY COST: None.

This power can be bought with all theusual disadvantages such as vulnerabledevice (a flashy costume), failure chance(don�t have a speech together yet), etc.

Mental Image

DESCRIPTION: Ability to transmit con-vincing images into a target�s mind.GAME EFFECTS: Can make a locatabletarget within 30 meters experience apictured image and possibly be affectedby it.LEVEL: Potency of 3 attack against theINT of the target on the ResistanceTable. Additional levels either increasethe range by 10 times the previousrange or increase the potency by 3. Useof additional levels must be specified onpurchase.PURCHASE RESTRICTIONS: No morethan 1/2 POW in levels for potency, norestriction on levels for range.

HERO POINTS PER LEVEL: 3.ENERGY COST PER LEVEL PER MELEEROUND: 3.

A target making a critical successagainst the mental image knows it forwhat it is and who is using it on him.The image will be visible to him, buttransparent and obviously unreal. Aregular success means that the targetknows it for what it is but still sees it asan opaque object. A failure means thathe thinks it is real and can be affectedby the image as if it were a stun attackdoing the same damage as its potencywith an energy type appropriate to theimage pictured. A fumble against itmeans he can be affected as if it were anenergy attack doing the same damage asthe potency of the image. For instance, afumble against the image of a dragoncould make the target think it has beenhit by either a heat radiation attack(dragon breath) or a kinetic attack (aclaw).

Only the person hit with the imagecan see it. If attacked, he will believethat his normal protection will workagainst the damage, but any damagetaken beyond that which his protectioncan block will be real damage. Anyattack he makes will not hurt the imageunless the image-maker wishes it toseem to be hurt.

The hero using this power must payenergy for it during the bookkeepingphase of each melee round or the imagewill disappear from the mind of thetarget.

Paralysis

DESCRIPTION: Ability to stop a target�sbody mobility temporarily.GAME EFFECTS: 50% chance of hittingtarget within 30 meters with an attackof the rolled potency against the CON ofthe target. If the target�s roll is unsuc-cessful, it prevents the target from mov-ing or acting until he can throw off theparalysis, as he would being stunned.Paralysis may freeze a target in place orsimply make him collapse. Victim�s men-tal processes are normally unimpaired,but movement or any other activitywhich normally uses personal energyeach Action Rank or Melee Round isimpossible, even if the target has boughtit at no Energy cost.LEVEL: 1d6 potency. Further levels mayadd 1d6 of potency � no restriction inlevels for range. Choice of use of thelevel for potency or range must be madewhen purchased.HERO POINTS PER LEVEL: 3.ENERGY COST PER LEVEL: 3.

74 OCTOBER 1984

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Paralysis is a transformation attack(See transform power below), and itspotency can be reduced by absorptionof/resistance to transformations. If thetarget is insubstantial to all energy typesor in astral body, it will not affect him.

Possession

DESCRIPTION: Ability to mentallyimpose oneself on the consciousness ofanother.GAME EFFECTS: Potency versus POWchance to substitute user�s conscious-ness for that of a target within 30meters, and to control all his actions.LEVEL: Potency of 3. Further levels willincrease potency by 3 or increase rangeby 10 times previous range.PURCHASE RESTRICTIONS: No morethan 1/2 POW in levels of potency � norestriction in levels used for range.Choice of use of the levels must be madewhen purchased.HERO POINTS PER LEVEL: 3.ENERGY COST PER LEVEL PER MELEEROUND: 3.

If possession is successful, the normalbody of the possessor will be unawareof its surroundings, and incapable oftaking any but the most minimal ofactions. In effect, his entire conscious-ness is in the possessed body. If thenormal body is harmed in any way, thepossessor must make a roll of his normalCON times 3 to maintain the possession.Otherwise, he returns to his own body.In any case, he will be stunned if thenormal body is stunned and go back tohis own body unconscious (as if affectedby sleep poison) if the possessed body isslain.

The consciousness of the possessedbody will be suppressed, but willattempt to evict the usurper each meleeround. It can do nothing else until backin control of its own body. Each meleeround, the victim has a chance of break-ing free of the possession by attackinghis POW against the potency of thepossession on the possessor�s first ActionRank (which will be the same as that ofthe victim).

The possessor will have the physicalabilities (including powers, ActionRanks, movement, and STR, CON, SIZ,DEX, and APP) of the possessed and hisown INT and POW. His knowledge skillswill be his own, and all skills whichinvolve physical action will either be athis own level or at that of the possessedbody, whichever is less. Minimum abilitywill be 5%. He will also have no immedi-ate knowledge of the powers, abilities,and background of his victim except for

that generally available to anyone ordiscovered by detective work or brief-ing. If he maintains possession for moremelee rounds than 50 (10 minutes)minus his INT, he will be able to searchthe body�s memories and gain full use ofall the conscious knowledge of the vic-tim. Mental attacks against the possessedbody will affect the possessor.

The possessor must use his ownenergy to power the possession but usesthe possessed body�s energy to use itsown powers. Once the possession hastaken place, the victim does not have tobe kept within the normal range of thepower. However, if the victim breaksfree when out of normal range, thepossessor cannot reattempt possessionuntil he gets within range again.

Possession is a mental attack, andmindblock will defend against it, as willabsorption of resistance to mentalattacks.

Transform

DESCRIPTION: Ability to alter the physi-cal nature of the target.GAME EFFECTS: Allows hero to attemptto alter the physical nature of a target,using special effects similar to thoseused for powers or handicaps whichnormally are used personally.LEVEL: 50% chance of attacking the SIZof a target within 30 meters with anattack potency of 3. An additional levelwill either add 3 to the potency or 30mto the range or an additional level ofeffect. A successful roll means the victimis affected by one level of effect of thepower unless more than one level ofeffect is purchased.PURCHASE RESTRICTIONS: The poweror handicap used for special effectsmust be specified when purchased. Ifthe hero wishes to use the power forhimself, it must be bought separately forthat purpose. The powers and handi-caps which may be simulated withtransform are:

Added damage handicap (one level =+1/die)

Astral projection (one level = 1 meleeround astral)

Dimension shift (one level = 1 meleeround shifted)

Doppelganger (one level = 1 level ofdoppelganger)

Flight (one level = 1 level of combat flightspeed)

Impersonate (one level = whole bodychanged)

Insubstantiality (one level = insub. to oneenergy type for one melee round)

Invisibility (one level = invisible to one

form of vision for one melee round)Micro SIZ (one level = minus 1D3 pts of

SIZ)Shape change (one level = 1 form

changed into)Special vulnerability handicap (one level

= 1D6/MR)Super SIZ (one level = plus 3D3 points of

SIZ)Teleport (one level = 100 meters traveled)

A hero may only buy levels of thispower equal to 1/2 his POW for potency� no restriction for range. If two uses,such as for shape change and micro SIZused together, are bought, each may bebought to 1/2 the POW of the user. Theplayer need not buy combining to usewith two forms of transform.HERO POINTS PER LEVEL: 3.ENERGY COST PER LEVEL: 3.

This power is used for such effects aschanging a foe to a toad, shrinking atarget to miniscule SIZ, or increasing hisweight to slow him up.

Effects of transform will always ceaseafter one full turn (five minutes) unlessspecified otherwise, or unless the userhas bought the extended durationpower advantage for transform. Resis-tance and absorption can be boughtagainst this power, as resistance to/absorption of transformation.

Example: The stone ghost has bothsuperstrength and astral projection. Hisplayer buys 8 levels of transform usableas astral projection. Now he has apotency 24 transform with which tohaul opponents into the Astral Plane, sohe can punch them out withoutinterference.

New power advantage

Permanent Effect

DESCRIPTION: Allows an attack to dopotentially permanent damage.GAME EFFECTS: All damage from aprojection that gets past protectivepowers does permanent damage as wellas subtracts from hit points. Inanimateobjects take double damage.LEVEL: Affects one level of a projection.PURCHASE RESTRICTIONS: No morelevels of this power may be bought than1/4 the POW of the hero, and the projec-tion it is used with may not be largerthan 1/4 the POW of the hero.HERO COST PER LEVEL: Equal to thecost of one level of the power and all itsother advantages.ENERGY COST PER LEVEL: Equal to theenergy cost of one level of the powerand all its other advantages.

D R A G O N 7 5

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Even if the target has a hundred hitpoints, he has the potential to be indying condition if the user does morepermanent damage than the target hasCON. As long as the target has positivehit points, he will be able to do things ina dying condition, but he will have tomake CON rolls of his (CON minus theexcess permanent damage) times 5 to doanything each action rank he is in thiscondition.

Example: The awesome Devastatorwith a POW of 20 buys 5 levels of radia-tion projection with a 6-meter-radiuseffect for all 5 levels. This is a total heropoint cost of 15 (for power) + 15 (for 6meter radius effect) = 30. To buy perma-nent effect for this projection, he mustspend a further 30 hero points. Each useof the power will cost him 60 Energypoints. If he attacks a target with 20Rarmor, and rolls 23 points of damage,the target will lose 3 hit points, as usual,and take 3 points of permanent damage.

New power disadvantages

Restricted Equipment

DESCRIPTION: Superhero�s gear canonly be used by permission.GAME EFFECTS: Hero�s player mustmake roll on D100 to get use of gear forindependent action.LEVEL: 1% chance of not receivingpermission.PURCHASE RESTRICTIONS: The powerof the restricting agency to keep thehero from using the equipment must bereal. If the roll is failed, the equipment isnot available for the adventure.HERO POINT GAIN PER LEVEL: 1% ofcost of power.

This disadvantage can be used withvulnerable devices and with powerssuch as gimmick and sidekick.

No Effect

DESCRIPTION: An offensive power willnot have any effect versus one form ofcommon protection.GAME EFFECTS: A power will com-pletely bounce off of one type of protec-tion, no matter how powerful the poweror puny the protection.LEVEL: One protection type invulnera-ble to the power.HERO POINT GAIN PER LEVEL: 1/6.

More than one level may be bought sothat more than one common protectiontotally protects against the attack. Somepowers, such as reduction with forcefields or poison with armor, already

have such a disadvantage built into theirdescription. This disadvantage may beused to buy additional protections, suchas armor as well as versus the reduc-tion, or adaptability to gas as well asagainst poison.

New handicap

Uncontrolled Change

DESCRIPTION: Hero changes into eitherhero or secret ID form uncontrollably.GAME EFFECTS: Under certain circum-stances, the hero will unpredictablychange from one identity to the other.LEVEL: 5% chance of change undercertain circumstances.PURCHASE RESTRICTIONS: Exact cir-cumstances must be specified.HERO POINT GAIN PER LEVEL; 1 ifinciting incident is rare, 2 if it is com-mon, +1 if it is the only way the hero canchange.

This handicap may be taken once ifthe change is only from one specific IDto the other, and twice if it goes bothways.

Example: Gargantua the KillingMachine is actually Hiram Sample, trav-eling salesman. Since he only uncontrol-lably changes to Gargantua on a 25%chance when a potential customerrefuses to listen to his sales spiel, Hiramgets 5 hero points for a rare incitingincident. If this was the only time hechanged, he would get an additional 5points. If the only way Gargantua couldchange back is if the customer boughtsomething, he would get 5 points for arare occurrence (since one might sus-pect the customer would be disinclinedto buy anything from this frothing nut-case at this point), and +5 more for thatbeing the only way to change back.

Closing notes

The powers described above are onlypart of the list now being playtested andrefined. Most of the other new powersand their adjuncts are the creation ofthe SUPERWORLD� game�s many fans,and could not be published here undermy byline. They will see publication infuture SUPERWORLD scenarios andsupplements. If anyone has furtherpowers, skills, advantages, disadvan-tages, or handicaps they would like tosuggest for future SUPERWORLD gamepublications, send them to:

Steve Perrin � Superworldc/o Chaosium, Inc.

P.O. Box 6302Albany, CA 94706

76 OCTOBER 1984

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The Mega-Corporations STARFRONTIERS® game backgroundby Kim Eastland

has now confined most of its operationsto financial areas only. Funds for Fron-tier explorations, business ventures,new governments, etc., are most oftensupplied by the PGC.

Headquarters: Port Loren, GranQuivera, Prenglar.

Chief Executive: Chang Kim Lee(Human).

Subsidiaries: No large ones, but PGCowns innumerable small and middle-sized corporations.

Allies: Galactic Task Force, Inc.Enemies: Streel Corporation, MercCo.Occasional Opposition: Cassidine

Development Corporation.

Streel Corporation

Streel has grown remarkably in the lastfew decades and is fast approaching thePGC in size and financial power. Streeloffices are now spread throughout theFrontier and in the Rim, an area PGChas neglected. Streel specializes in bank-ing systems, savings and loan institu-tions, and financial backing in real estateand agricultural areas.

Headquarters: Point True, Pale,Truane�s Star.

Chief Executive: K�an Ku (Vrusk).Subsidiaries: The largest are Greater

Vrusk Mutual Prosperity Institution,First Dralasite Savings and Loan chain,and the Yazirian Financial Co-op.

Allies: MercCo.Enemies: PGC, Galactic Task Force, Inc.Occasional Opposition: Cassidine

Development Corporation.

CassidineDevelopment Corporation

CDC has also grown over the last fewdecades, but not to the extent of theStreel Corporation. CDC has offices onall major worlds and is starting toexpand into the Rim. CDC specializes ininsurance companies and in financialoperations of a riskier nature, such asplanetary and deep space mining opera-tions, archaeological digs, and off-Fron-tier exploration ventures.

Headquarters: New Hope, Triad,Cassidine.

Chief Executives: Members of theBoard of Directors share equal power;most noted Director is Xoprothun(Dralasite).

Subsidiaries: CDC is fronted so well

Last month, �The Mighty Mega-Corpora-tions� introduced STAR FRONTIERSgamers to the companies and companywars of the Frontier. This articledescribes who the mega-corporationsare and what they control. The follow-ing is a list of �current� (post-Sathar WarII) mega-corps, their operations, head-quarters, chief executives (if known),subsidiaries, and allies and enemies.

78 OCTOBER 1984

The first five mega-corps share controlover their respective areas, and areconstantly in conflict with each other.

Pan-Galactic Corporation

Pan-Galactic is still believed to be thelargest business entity on the Frontier,but no factual data to support that beliefhas been released. The PGC has officeson nearly every inhabited planet, but

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of the Frontierthat subsidiaries are relatively unknown.

Allies: CDC has had an alliance, at onetime or another, with almost everymega-corp except PGC and Streel.

Enemies: None.Occasional Opposition: PGC, Galactic

Task Force, Inc., Streel Corporation, andMercCo.

Galactic Task Force,Incorporated

Galactic Task Force (usually known sim-ply as Galactic, or GTF) has a monopolyon the business of providing non-mili-tary or non-security services for othercompanies. Almost every service imag-ined can be obtained from them. Theyalso provide military and security ser-vices, but they do not have a monopolyin those areas. Their slogan, �Secretariesto mercenaries, Galactic has �em all!� isknown everywhere.

Headquarters: Port Loren, GranQuivera, Prenglar.

Chief Executive: Vlad Lopez (Human).Subsidiaries: Rent-A-Drudge, 24-Hour

Escorts, Inc., All-Day Medical Services,and Security Forces, Ltd.

Allies: PGC.Enemies: MercCo, Streel Corporation.Occasional Opposition: Various small

services and security organizations, localmilitia, pirates.

MercCo

MercCo was created shortly after theSecond Sathar War by enterprising indi-viduals who specialized in warfare.They received financial backing fromthe Streel Corporation, and in ten yearshave developed into a mega-corp.MercCo specializes in mercenaries forhire in temporary or permanent secu-rity, military, or high-risk positions.While Galactic usually pumps morecredits into hardware for their person-nel, MercCo generally has personnelwith far more combat experience. Thesetwo companies are the primary forcesinvolved in armed conflict in the Corpo-rate Wars.

Headquarters: Buckerton, Kdikit, Mad-derly�s Star.

Chief Executive: Henshaw (Yazirian).Subsidiaries: ForceCo (military),

SecurCo (security), and RiskCo thigh-riskoperations of any type).

Allies: Streel Corporation.

Enemies: Galactic Task Force, Inc.,PGC.

Occasional Opposition: Various smallsecurity organizations, militia, andpirates.

The following mega-corporations havemonopolies in their respective areas(60%-70% control of their industry).Although they are involved in armedconflict with smaller companies andpirates, they seldom battle each otherexcept for possession of land, mineralresources, conflict of interests, etc. Theyhave no set allies, enemies, or occasionalopposition except for various dealingswith pirates.

Trans-Travel

Trans-Travel is a planetary corporation;that is, it is a corporation composed ofmany different companies all headquar-tered on the same planet, Terledrom. Allof these companies specialize in someform of transportation or the manufac-turing of transport vehicles or machines.Trans-Travel itself, as a conglomerate,controls 80% of non-military space tra-vel. This includes transportation of rawmaterials, processed goods, passengers,etc. Trans-Travel�s slogan, �Your safestroute is with Trans-Travel,� is as much awarning to other mega-corps as anadvertisement. T-T considers smugglinga serious crime and will punish it bydeath if given the chance.

Headquarters: Sengsen, Terledrom,Fromeltar.

Chief Executives: Ruled by a council ofVrusk companies and elected Dralasites.

Subsidiaries: Frontier Spaceship Manu-facturing Corporation, Interstellar Vehi-cles Co., Zeb Aircars, Inc., HickmanHovercraft, Ltd., Niles Company (auto-mobiles), Grubber Aircraft Industries,Mohan-Johnson Aquatic Vehicles,Stewint Land Transport Company, CurtisCycle Corporation, Dobson SecurityVehicles, Ltd., Angrey Walkways andPneu-tube Corporation, and MooreResearch Labs.

Synthetics Corporation

Synth-Corp provides the vast amount offood, beverages, and �over-the-counter�drugs for the Frontier. It owns manyagricultural coops, vast manufacturingfacilities, and dozens of pharmaceutical

laboratories. Almost all independentagricultural and dairy operations dealwith Synth-Corp, but they are all onvery good terms with each other. Synth-Corp has possibly the best reputation ofany mega-corp for fairness and quality.

Headquarters: Synthtown, InnerReach, Dramune.

Chief Executive: Krondot (Dralasite).Subsidiaries: Thousands of small and

middle-sized companies.

Interplanetary Industries

I.I. specializes in high tech, non-com-puter or communication devices. Moregalactic patents are held by I.I. than anyother mega-corp, and its research labsare the finest and most heavily guardedon the Frontier. Industrial spying is away of life with most mega-corps and I.I.is no exception. Its private securitycorps is one of the best.

Headquarters: Lake Vast, Triad,Cassidine.

Chief Executive: Harlan Tho (Yazirian).Subsidiaries: None.

Nesmith Enterprises of Triad

The NET, as it�s called, holds the monop-olies on computer and communicationsequipment. Competition between theNET and I.I. is strong, but it has noterupted into a full scale war, thoughboth mega-corps would like to expandinto their counterpart�s market. This is avolatile situation that Star Law is doingeverything to contain. The NET holdsthe all-important patent on program-ming units and body computers, plusthe circuitry for most communicatorsand radiophones. Because of these pat-ents, most other mega-corps have nevereven considered competing with theNET.

Headquarters: Malicon Valley, Triad,Cassidine.

Chief Executives: The identities of theBoard of Directors are not widelyknown.

Subsidiaries: Hundreds, but all areclosely identified with NET (e.g., NET-Progit Industries, NET-CommunicatorIndustries, NET-Computer Labs, etc.).

Universal Households

Universal Households specializes in twodistinct areas: textiles/clothing and build-ings. Their synthetic apparel resistsgrime and wear and is inexpensive, butUH also controls the fashion industry;though made to last longer, their apparel

D R A G O N 7 9

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goes out of style yearly. UH buildings arein the areas of pre-fab dwellings andoffices, industrial and professional facili-ties, and other non-specialty facilities.Specialty buildings are expensive andare designed and constructed by archi-tectural engineers (see GOD Co., below).

Headquarters: Hyyay, Hakosont mega-corps: Planetary Structures, Inc., andKostiz Fashions, Inc.

Starplay Enterprises

Leisure time activities are the concern ofStarplay Enterprises, and most legalintoxicants, confectionaries, exotic cui-sine, sporting goods, sports events, gam-bling and recreational equipment andfacilities, and general entertainment areprovided by them. Under UPF laws, nosingle corporation can hold a monopolyin the tri-vid, holograph, or publishingindustries, but Starplay comes as closeas it legally can to doing just that. Itoffers dozens of orbiting broadcaststations for subscriber channels, andpublishes hundreds of periodicals in allknown languages. Many believe Starplaywill be the next number one mega-corp.

Headquarters: Maze, Minotaur,Theseus.

Chief Executive: Zsa-Nin (Vrusk).Subsidiaries: Most major sports

leagues and sports facilities, Price Pub-lishing, and the Stellar EntertainmentNetwork.

Tachton Instruments

T.I. controls most of the Frontier�s indus-trial engineering businesses and, moreimportantly, almost all of the roboticsindustry. T.I. holds the patents on theFreeswing Gyroscope, which is neces-sary for the operation of cost-effectivebipedal robots, and on the MarilinCybernetics Cortex, without whichcybernetics would still be a theory.

Headquarters: Tachton, Lossend,Timeon.

Chief Executive: Margaret Bouvia(Human).

Subsidiaries: Raupp Robotics, ElmoreElectronic Enterprises, Asimov Posi-tronics, Parkinson Cybernetic Indus-tries, Easley Androids, Ltd., MeyerRobonics, LaForce Industrial Engineer-ing Corporation, and Dawck Factories.

Referee note: it is rumored that T.I.is performing research in time manipu-lation, though with what success no oneknows.

Galaxy OverallDevelopment Company

This is the newest mega-corp and isreferred to as GOD Co., by the less reli-80 OCTOBER 1984

gious. It is located on Hentz, which isruled by a religious clan, the Family ofOne. Although not an overly fanatic orexpansionistic religion, it does requirethat everyone who lives on Hentz orworks for GOD Co., must wear a uni-form showing his or her job and posi-tion. GOD Co.�s specialty is architecturalengineering and terraforming. Architec-tural engineering is a lucrative business,but it is the planet-altering terraformingwork that has really propelled GOD Co.,into a mega-corp. Since the CassidineDevelopment Corporation funded themand the Capellan Free Merchants under-wrote the loan, GOD Co., is particularlyindebted to them. With the creation ofterraforming, the structure of the Fron-tier, and even the Rim, may changedrastically in the next twenty years.

Headquarters: Onehome, Hentz,Araks.

Chief Executive: Yeppir (Yazirian).Subsidiaries: None.

WarTech, Incorporated

The entire WarTech, Inc., military/indus-trial complex controls about 80% of allweaponry sold, and has virtually elimi-nated planetary or galactic militaryescalations. Planetary warfare on theFrontier and on the Rim is usually con-ducted by mercenaries from Galactic,MercCo, planetary militia, or pirates,who all buy their supplies from War-Tech. It is rumored that certain �Dooms-day� devices were created by WarTech,but they were deemed too dangerousfor �public consumption.�

Headquarters: Heston, Hargut, GrunaGaru.

Chief Executive: Yvor Yeeny (Yazirian).Subsidiaries: Interstar Weaponry, Nova

Explosives Unlimited, Newar Laborato-ries, and the Zik-kit Ordinance Indus-tries (Z.O.I.).

Referee note: WarTech, Inc. is actu-ally the largest mega-corp in terms ofannual income.

Eversafe Enterprises

The motto of Eversafe, �Live eversafeand eversecure!� gives some indicationas to the hardware available from thismega-corp. Eversafe produces 90% of allavailable defense suits, power screens,force fields, shields, vehicle plating anddefensive attachments, and internal andexternal security systems. From time totime, Eversafe field tests new defensesthrough Star Law or MercCo.

Headquarters: Moline, Gollywog,White Light.

Chief Executive: E. LeRoy Lange-Pierce(Human).

Subsidiaries: Wokeekoo Scanner Man-ufacturing Corporation, Armorall Unlim-ited (defense suits and screens), GuardallIncorporated (security devices), and TheMikooc Cardlock ManufacturingCompany.

Capellan Free Merchants

This unusual conglomerate of retailoutlets, distributors, manufacturers, andtrading ships is much larger than mostFrontiersmen realize. The most identifi-able race connected with the conglomer-ate is the Ifshnits from the CapellaSystem (out in the Rim). These tiny (onemeter, at most) merchants organize thehundreds of planet-hopping tradingships that ply the spaceways with theirwares. The Free Merchants have a clearunderstanding with Trans-Travel andwill only transport their own materialsand personnel on their ships (attemptsat smuggling are up to the referee).

Any being can belong to the Free Mer-chants, but he must pass a five-yearapprenticeship first. Entry into theapprenticeship program requires spon-sorship by an already established FreeMerchant. The Capellan Free Merchantshave been known to venture past theRim in search of new and exotic items,and many wondrous devices can befound in a Free Merchant�s tent, stall,shop, or ship.

Headquarters: Red Island, Bazaar,Capella, The Rim.

Chief Executives: The Council ofTwelve, a revolving membership drawnfrom the Capellan elders who have beenFree Merchants.

Subsidiaries: None.Referee Note: The Capellan Free

Merchants seem to be an exception tomany rules about mega-corps, such asnot really being an exclusive manufac-turer of materials and being able toavoid the Trans-Travel monopoly. This isbecause they were granted a UPF char-ter to do so, the only one of its kind, ingratitude for the Free Merchant�s help inthe rough days following the FirstSathar War.

Final noteson the corporate wars

The Corporate Wars began in earnest inthe year 100 A.F. (after Frontier). �Alieninfluence� on the Frontier, from tradingwith the Rim, is on the increase. Thefuture of the Federation and the Fron-tier is uncertain, but one thing is agreedupon by experts in many fields: themega-corporations and their wars maymake, or break, the UPF and its citizens.

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StarQuestionsQuestions and answers on GAMMA WORLD® gamingby Penny Petticord

This time the column takes another lookat the GAMMA WORLD science-fantasygame. One question that couldn�t beanswered concerned conversion ofGAMMA WORLD game monsters to theAFTERMATH� game (by Fantasy GamesUnlimited). Interested referees are leftto their own devices here; we aren�tvery familiar with the AFTERMATHgame.

If you need some answers to help yourgaming campaign, write down yourquestions and mail them to StarQues-tions, Dragon Publishing, P.O. Box 110,Lake Geneva, WI 53147.

Q: What major changes were madewhen the GAMMA WORLD game wasrevised in 1983?A: Besides the obvious cosmeticchanges, there are now moremutants, equipment, and creaturesin the new rules. The old experience-point system for the game wasreplaced by a status-point system inwhich a character gains rank andcharisma. In addition, the AdventureBooklet that comes with the set con-tains a complete adventure and pre-viously unpublished campaign rules.

Q: What past issues of DRAGON® Maga-zine have articles on the GAMMAWORLD game?A: Until the ARES� Section wasstarted, there were few GAMMAWORLD game articles printed inDRAGON Magazine. Issues #19 and25 (now out of print) containednumerous articles on the game (seethe index in issue #76). Issue #52 hada module, �Cavern of the Sub-Train,�and issue #75 had some new mutantmonsters (�Mutants, men, andmachines�). Coverage of the game inthis magazine has been continuoussince issue #85.

Q: Will there be more GAMMA WORLDgame supplements coming out like anexpert rules book)?A: Currently, no GAMMA WORLDgame materials are scheduled forrelease in the near future; the rulesthemselves are complete. The ARESSection will carry GAMMA WORLDgame material, however, and

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POLYHEDRON� Newszine has beencarrying GAMMA WORLD gamematerial continuously for manyissues now (it is currently runningJim Ward�s bimonthly series detail-ing the Cryptic Alliances).

Q: Can any of the modules made for thefirst-edition game rules be played usingthe revised rules system?A: Yes, the old modules can be usedwith the new system. The GM maywish to adjust the modules slightlyto compensate for changes and newmaterials, but the rules were notchanged so drastically that the oldmodules are unusable.

Q: At what speed would a horse-drawnwagon travel?A: 5 km/hr.

Q: Why wasn�t Canada depicted on thecontinental map with the game? Whathappened to the rest of the world?A: The map included with the set isonly an example of what can bedone with the game. We only had somuch space to work with, so the restof the world will have to wait forfuture releases or articles in theARES Section. Of course, you canalways detail it yourself.

Q: Wouldn�t powered plate armor havea lower armor class than plastic armor?A: No. Plastic armor is made up ofmaterial that has been strengthenedto steellike hardness and durability,and gives the same protection aspowered plate.

Q: Can the different races of theGAMMA WORLD game interbreed andhave children?A: In most cases, no. The geneticmake-ups of the various races aretoo different to allow successfulreproduction. If the GM wishes toallow it in an isolated case, fine �but he is on his own for detailing theappearances and abilities of the chil-dren. That�s outside the scope of therules.

Q: Can a mutated human with theshapechange mutation make himselflook like any human he meets (like adoppleganger from the AD&D® game)?A: No. Shapechange only allows theindividual to assume the generalform of a species or race, not a spe-cific individual.

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Q: What happens to someone who isshifted to another universe by means ofplanar travel? Is he considered �dead"?A: No, but such a character is per-manently removed from play (seebelow).

Q: How can a GAMMA WORLD charac-ter get to an AD&D game universe usingtechnology or mutations?A: A character might be able to getthere via planar travel. (Perhaps thisquestion answers the one aboveconcerning what happens to charac-ters who are plane-shifted out of theGAMMA WORLD game.) Alterna-tively, a group could travel to a newworld operating in the AD&D gamesystem using a spaceship or a timemachine, provided that they couldfind operational examples of suchitems. If the GM wants to allow thetransfer, the GM must set up themeans.

“A group could tra-vel to a new worldoperating in theAD&D game systemusing a spaceship ora time machine."

Q: Can my character modify vehicles sothat they run on gasoline instead ofenergy cells?A: At the GM�s option, a charactermay convert the power supplies ofvehicles in the above manner in 1-3days, assuming that he has access toproper tools and parts.

Q: Can a character with the dark depen-dency mutation wear sunglasses orcover his face so that he can go out inthe sunlight?A: Just using sunglasses won�t do.Bright light doesn�t just blind thedark dependent character, it doesactual physical damage to him. If thecharacter is somehow shielded fromall light, then the damage might notoccur.

Q: Why don�t hit points increase forsomeone with the taller mutation?A: Just because you're bigger than

your companions doesn�t necessarilymean you can take more damage �remember David and Goliath? Tallercharacters do gain additions instrength and bonuses in combat,though.

Q: How would a GM handle a characterwho has the shorter mutation and pro-duces a character only 1 cm tall? Couldthis character possibly use any weaponsor cause anyone harm?A: Like many mutations, shorter is amixed blessing. Short characters arenot very effective in combat; a 1 cmcharacter certainly cannot use nor-mal weapons, though a poisonedstraightpin or a tiny blowgun withpoisoned darts is not out of the ques-tion. The advantage of being so smalllies in being harder to hit and inbeing able to serve as a miniaturespy when need be. Properly played,such a character could be a worthyaddition to a group.

Q: Is it possible to buy a copy of the oldMetamorphosis Alpha game from TSR,Inc.?A: No, they were sold out a longtime ago. Grab one if you can find it� it�s a rarity. Metamorphosis Alpha,as far as we can tell, was the veryfirst science-fiction role-playinggame ever developed.

Q: Will TSR, Inc., be making any white-metal miniatures for the GAMMAWORLD game?A: Not in the near future. However,the miniatures for the STARFRONTIERS® game that TSR pro-duces, as well as the fantasy andscience-fiction figures made by othercompanies, will serve perfectly well.

Q: What help can you give me on set-ting up �high-level� GAMMA WORLDgame adventures?A: Under the revised rules, GAMMAWORLD game characters do notadvance in level or gain extra hitdice and powers as in the AD&Dgame, although progressing in rankdoes offer some advantages. Adven-tures set in high-tech areas or inwilderness areas where the charac-ters cannot easily return to �homebase� can be created. Future articlesin the ARES Section may address thisquestion (see, for example, JimWard�s �A World Gone Mad,� in issue#86 of DRAGON Magazine).

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GEN CON® 17Game Fair Report

by Roger E. Moore

The GEN CON® 17 game convention hascome and gone (finally); your editors cannow rest their feet and sleep normalhours. Some fascinating new science-fiction and science-fantasy games werepresented at the convention, and severalstood out for special mention.

TSR,Inc.'s MARVEL SUPER HEROES�game seemed to be doing very well.Many gamers could be found wanderingthe Parkside campus studying theAvenfiers� Assembled! module or clutch-ing boxes of MARVEL SUPER HEROESgame miniatures. Also released at theconvention was MH-3, Murderworld!,complete with Arcade�, She-Hulk�,Murderworld, and even a special bonus:DR. DOOM�! The world of superherogaming will never be the same again.

For those who couldn�t wait for themovie, the 2010: Odyssey Two Adven-ture was unveiled by TSR, Inc., as well.Designed for STAR FRONTIERS® game

rules (though not set in the Frontier),the module presents the tale of man-kind�s second contact with a superiorintelligence at the planet Jupiter. Themodule is breathtakingly beautiful, com-plete with blueprints of the Discoveryand Leonov spacecraft, characterdescriptions of the major astronauts andcosmonauts on the second mission,maps and photos of the Jovian satellitesystem, and, of course, HAL 9000. Thewhole adventure may be adapted with-out serious difficulty into a regular STARFRONTIERS game campaign, and wouldbe well worth it. The 2001: A SpaceOdyssey module will be coming soon.

Pacesetter, Ltd., displayed a uniquerole-playing game about time travel andparallel universes, the TIMEMASTER�game. The player characters are mem-bers of the Time Corps, a 72nd-centuryorganization fighting a time war with analien race that wishes to subjugatehumanity. Time-travel modules toFrance of the Three Musketeers

(Crossed Swords) and World War II(Missing: PT 109) were offered as well.The TIMEMASTER game appears to bethe strongest and best-developed entryin the field of time-travel gaming, and isworth a look. The parallel universesconcept, in which alternate histories ofour Earth can develop from �minormistakes,� is especially fascinating.

FASA Corporation offered a largenumber of new products for their STARTREK®: The Role-Playing Game line,with some items for their The Last Star-fighter movie license. The major STARTREK game items appeared to be theSTAR TREK III Sourcebook Update,which featured new information basedon the last two movies, and the STARTREK III Starship Combat Game.

Larry Niven�s popular �Tales of KnownSpace� series was brought to life byChaosium, Inc., in the RINGWORLD�game. One can explore the Ringworldand meet the hominid races that popu-late it as a human, hominid, or Kzintiplayer character. The system is verydetailed and will be supported by�RINGWORLD Companion� booklets inthe coming month; one was offered atthe convention that gave details on Mar-tians, Night Hunters, Pierin, Slavers, andKiller Whales (among others) in theRINGWORLD universe. Don�t shakehands with a dusk devil.

Several new supplements and adven-tures for the TRAVELLER® game systemwere on sale at the convention. Thelong-awaited Secret of the Ancientsmodule was a suitably high-poweredencounter with the Ancients themselves,complete with the real history of thatlegendary race and a taste of their cur-rent powers. Not for the faint of heart.

West End Games offered thePARANOIA� game, a bizarre role-play-ing system in which the players becometrouble-shooters in the service of aninsane mega-computer in a futuristicunderground society. Their mission is toroot out traitors and �terminate� them.Sadly, all of the players are themselvestraitors. This is one of the funniest sci-ence-fiction games on the market.

In all, a superb selection of new andinnovative games for those who wish toexplore the strange new worlds of sci-ence-fiction role playing. Congratula-tions to all.

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SF/gamingCONSTELLATION III, Oct. 19-21

This convention will be staged at theSheraton Inn located in Huntsville, Ala.Master of ceremonies will be Frank KellyFreas, and guests of honor will include Gor-don R. Dickson and Maurine Dorris. Fea-tured events are readings, panels, autographsessions, a masquerade, hearts and gamingtournaments, an art show, and an auction.Registration fees for the convention are $16.For details, send a self-addressed, stampedenvelope to Con-Stellation III, P.O. Box4857, Huntsville AL 35815.

CRUSADER CON IV, Oct. 19-21This event will be held at the Metropolitan

State College campus in Denver, Colo.Events will include Diplomacy®,Kingmaker™, AD&D®, Traveller®, SquadLeader™, Car Wars™, and Star Fleet Bat-tles™ tournaments. Registration is $10. Fordetails, contact: The Auraria Gamer’s Club,P.O. Box 13395, Denver CO 80201-3395.

DRAGONKING 1984, Oct. 19-20This fantasy convention will be held at the

campus of Colby College in Waterville,Maine. Various role-playing games andseminars will be featured. For more details,contact: Dragonking, 153 Main St., Water-ville ME 04901, or call (207) 873-1508.

convention calendarBOUCHERCON XV, Oct. 26-28

This convention, which focuses on themystery and crime fiction genre, will takeplace at the Americana Congress Hotel inChicago, Ill. Guest of honor will be BillPronzini, one of the field’s most prolific andpopular authors. Events will include featuretalks, panel discussions, slide shows andfilms, and a Sunday banquet. Registrationfees are $25; banquet charge is $15. Formore details, contact: 2nd City Skuldug-gery, P.O. Box 576, Hinsdale IL 60521.

FANTASY FAIRE, Oct. 26-28This annual convention will be held in

Alhambra, Cal., and will feature numerousfantasy role-playing games, “filksinging,”films, a cabaret, and a costume contest. Forfurther details, contact: Fantasy PublishingCo., 1855 West Main St., Alhambra CA91801, or call (818) 337-7947.

ICON IX, Oct. 26-28This annual science-fiction convention

will be staged at the Abbey Inn in Iowa City,Iowa. Guests of Honor will be Dean Ing andWilson Tucker. Registration fees are $15.Art show and huckster inquiries arewelcome. For further information about theconvention, contact: Icon IX, P.O. Box 525,Iowa City IA 52244-0525.

OCTOBERCON III, Oct. 27-28Guests of honor for this role-playing con-

vention will be Carl Smith and Mark Acres,game designers from Pacesetter, Ltd.Though there will be no registration fees,there will be a $1.50 charge per event. Fordetails, contact: Hobbies & Crafts, 220 OakSt., Grafton WI 53024, or telephone(414) 377-5105.

NECRONOMICON ‘84, Nov. 2-4This convention will be held at the Holi-

day Inn in Tampa, Fla. Guests of honor willbe Larry Niven and Andre Norton. Ac-tivities will include panels, autograph ses-sions, an art show, trivia contests, and aspecial tour to the Kennedy Space Center.Registration fees are $15. For further infor-mation, send a self-addressed, stampedenvelope to: Necronomicon ‘84, P.O. Box2076, Riverview FL 33569.

R-CON 1, Nov. 2-4This gaming convention will be held at the

Genesee Plaza Holiday Inn in Rochester,NY. Guests include David Gerrold and For-rest J. Ackerman. Featured will be role-playing and board games, panels, films, anart show, and a masquerade. Registrationfees are $12. Contact: R-Con 1, P.O. Box1701, Rochester NY 14603.

UTHERCON 4, Nov. 9-11To be held at University of Texas in

Austin, Texas, this convention will feature awide range of role-playing games. Registra-

tion fees are $3 until November 1, and $5thereafter. Contact: David F. Nalle, 3212Red River #109, Austin TX 78705, or call(512) 477-1704.

CONTACT ‘84, Nov. 16-18This science-fiction convention will be

staged at the Sheraton Inn in Evansville,Ind. Guests of honor include Timothy Zahnand the creators of the Star Trek® role-playing game. Registration fees are $10. Fordetails, contact: RCSFA, P.O. Box 3894,Evansville IN 47737.

UNICON 1, Nov. 30 - Dec. 2This gaming convention will include

various role-playing competitions, retailbooths, and speakers. Admissions fees are $5for the weekend, $2 per day for Nov. 30 andDec. 2, and $3 for Dec. 1. For more infor-mation, send a self-addressed, stampedenvelope to: John A. Stormes, Box 279,L.A. Pittenger Student Center, 2000University Avenue, Muncie IN 47306.

U-MASS CON, Dec. 1-2This gaming convention will take place at

the University of Massachusetts in Amherst,Mass. For more details, contact: StevenBailey, P.O. Box 117, Amherst MA 01002.

EVECON II, Dec. 28-30This convention will be staged at the

Tysons Westpark Hotel in McLean, Va. At-tendance will be limited to 1,200 people. Ad-mission fees are $10 until November 1, $12until December 1, and $15 at the door. Formore details, contact: EveCon, P.O. Box128, Aberdeen MD 21001.

RUSTYCON II, Jan. 18-20This convention will be held at the Sea-

Tac Hyatt in Seattle, Wash. Registrationfees are $15 until December 31, and $18 atthe door. Contact: Michael Scanlon, P.O.Box 47132, Seattle WA 98146.

WAMCON ‘85, Feb. 15-17This convention will be held at the

Chamberlain Hotel near Hampton, Va.Events will include a writer’s seminar, paneldiscussions, and NASA displays. A. C.Crispin will be guest of honor. Admissionfees are $12 until October 31, $15 untilDecember 31, and $20 at the door. A specialgaming fee of $10 exists for those par-ticipating in gaming only. Contact: Wam-Con, P.O. Box 2223, Poquoson VA 23662.

WISCON 9, Feb. 22-24This annual science-fiction convention

will be staged at the Concourse Hotel inMadison, Wis. Guests of honor will bewriter Lisa Tuttle and artist Alicia Austin.Admission fees are $13 until January 31, and$18 at the door. Contact: SF3, P.O. Box1624, Madison WI 53701, or call (608)251-6226 (days) or (608) 233-0326 (evenings).

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The forum(From page 6)render it moot after a time. In my own experi-ence I have run across three ways of dealing withthis situation. I�ve used these methods in variouscombinations to good effect, the final criterionbeing the players� enjoyment.

1. Regarding the prepackaged modules availa-ble from TSR and others, I�ve found it best toalter them substantially before working them intoa campaign. Players will often be acquainted withthe better modules, and changes help balance thisknowledge. Changes also personalize the adven-ture for the campaign and the DM rather thanrubber-stamping.

2. In response to the ever-increasing abilitiesthat come through level advancement and mayprove a difficulty, I have had some success withwhat I call a maturity requirement. A playercharacter must be mature enough to handle theincrease in ability. This maturity is reflected inthe PC�s age. When the character reaches theupper teens or lower twenties in level, he or she isnear the end of natural life and will die unlessartificially aided. If so aided, I use the table onpage 13 of the DMG for the maximum ageattainable without (very rare indeed) divineintervention.

On the surface, this may seem little better thanan arbitrary level cutoff, but it is very muchmore. Use of this method allows a solution to theimbalance, other than starting over, and accruesan additional advantage. Characters can establisha lineage and, if campaign circumstances permit,

a dynasty! Players will be able to follow theirPC�s extended family for generations. This addsrealism and rich detail to any campaign.

3. The third solution is the one I like the best.Deviating from the idea that PCs are exceptionalindividuals in their worlds, I propose that theyare instead not all that exceptional in a totalpopulation breakdown. I postulate that there willbe others of equal or greater mettle and that theywill be encountered by the PCs, birds of a feather.I set my percentages as follows: 40% 1st through7th level, 40% 8th through 16th level, and 20%17th-plus levels.

Mr. Gygax may demur at this breakdown, butI�ve found it eminently useful. Characters canadvance normally. They will come to the atten-tion of increasingly powerful individuals as theythemselves become more powerful, and will haveto deal with these individuals. The outer planescan remain somewhat mysterious because thePCs will have their hands full with the machina-tions of NPCs guarding their superior positionsor looking to become superior by knocking off thePCs and confiscating their holdings.

Jim ParksFairdealing, Mo.

Index toadvertisers

Name of firm of product Page(s)Advanced Graphics. . . . . . . . . . . . . . . . . . .32Adventure Systems . . . . . . . . . . . . . . . . . . .12Amulet . . . . . . . . . . . . . . . . . . . . . . . . . . . . .63Armory, The . . . . . . . . . . . . . . . . . . . . .34, 35Avalon Hill Game Co., The. . . . . . . . . . . . . .17Bard Games . . . . . . . . . . . . . . . . . . . . . . . . .85Castle Creations . . . . . . . . . . . . . . . . . . . . .33Compleat Strategist, The . . . . . . . . . . . . . . .4Diamond Dice . . . . . . . . . . . . . . . . . . . . . . .86DRAGON® Magazine . . . . . . . . . . . . . . . .64Dunken Co., The . . . . . . . . . . . . . . . . . . . . .6Entertainment Concepts. . . . . . . . . . . . . . .63Fantasy Games

Unlimited. . . . . . . . . . . .12, 41, 58, 76, 84Fellowship Games . . . . . . . . . . . . . . . . . . . .83Game Designers� Workshop, . . . . . . . . . . .72Game Systems Inc. . . . . . . . . . . . . . . . . . . .28Gamelords, Ltd. . . . . . . . . . . . . . . . . . . . . .25Gamers� Guide. . . . . . . . . . . . . . . . . . . .87-89Games Workshop Ltd. . . . . . . . . . . . . . . . .27Graaf Simulations . . . . . . . . . . . . . . . . . . . .23Grenadier Models Inc. . . . . . . . . . . . . . . . . .5Indicia Associates . . . . . . . . . . . . . . . . . . . .40Iron Crown Enterprises, Inc ... 1, back coverLitrex 84. . . . . . . . . . . . . . . . . . . . . . . . . . . . 57Milton Bradley Game Co. . . . . . . . . . . . . . .7Mayfair Games Inc. . . . . . . . . . . . . . . . . . .33Nichols Services. . . . . . . . . . . . . . . . . . . . . . 10Nova Game Designs, Inc. . . . . . . . . . . . . .54Pacesetter, Ltd. . . . . . . . . . . . . . . . . . . . . . .15Palladium Books . . . . . . . . . . . . . . . . . .13, 73RAFM Co. . . . . . . . . . . . . . . . . . . . . . . . . .22Ral Partha Enterprises, Inc. . . . .Inside front

cover, 68Reality Simulations, Inc. . . . . . . . . . . . . . .31RPG, Inc. . . . . . . . . . . . . . . . . . . . . . . . . . .40Shogun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18Sky Realms Publishing, Inc. . . . . . . . . . . .14Sleuth Publications, Ltd. . . . . . . . . . . . . . .10TSR, Inc . . . . . . . . . . . . . . .29, 59, 61, 65, 77Victory Games, Inc. . . . . . . . . . . . . . . . . . .19West End Games . . . . . . . .Inside back coverWindmill Hobbies. . . . . . . . . . . . . . . . .66, 67

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DRAGON 91

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D R A G O N 9 3

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D R A G O N 9 5

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9 6 O C T O B E R 1 9 8 4

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