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November 1981 Dragon

Dragon Vol. VI, No. 5

Publishing a magazine requires theperformance of a myriad of tasks be-sides editing and typesetting, not theleast of which is complying with a go-vernment regulation requiring the pub-lishing of a form called “Statement ofOwnership, Management and Circula-tion.” In order to keep our second-classmailing permit, once a year about thistime we are required to show who ownsthis magazine, who’s in charge, and whatour circulation is — not that any of thesethings are great secrets, and indeed weare quite proud of the information re-produced at the bottom of this column.

DRAGON™ magazine is now far andaway the largest publication in the ad-venture-gaming field. Credit for this mustgo to Editor Kim Mohan, who performsthe Herculean task of insuring that thereis a DRAGON magazine each month,and to you, the readers, who are buyingmore copies of each issue than everbefore.

* * *

In the “better late than later” depart-ment, this is the time to “officially” wel-come Gali Sanchez as the newest mem-

ber of our editorial staff. Also, lest it gounnoticed and unrecorded, staff memberMarilyn Mays recently became a brideand is now “officially” Marilyn Favaro.(In order to keep from confusing her do-zens of fans, Marilyn has elected to re-tain her old name for professional pur-poses.) Congratulations to both, and wehope Gali’s career and Marilyn’s mar-riage are both long and happy.

* * *

Even though Mr. Deadline is beatingon my office door and this piece of writ-ing must be done in a matter of minutes, Ifind myself staring out the window at thetrees of southern Wisconsin as they gothrough their annual changing of thehues. Soon, the snow will return to LakeGeneva. Thanksgiving is on the way.Then Christmas...

Christmas? Back to reality, Jake. Soonwe’ll all be inundated with radio, TV, andprint-media ads urging us to buy this dollor that train set, or whatever. Well, we allexpect that. But something different ishappening this year.

Look in the Sears catalog, and you’llsee DUNGEONS & DRAGONS® gamesets for sale. Watch the TV, and you’ll seeMattel’s new D&D electronic computerlabyrinth game advertised. Can you be-lieve it? Sears, Mattel, television, and ad-venture role-playing in the same breath!

This is big time, folks. Those guysdon’t waste time and money on anythingless than a mass market that they thinkthey can make a buck on. Which meansthat finally, finally, adventure role-play-ing is becoming accepted by the generalpublic.

No more “What kind of a weird game isthat?” questions. No more “Dungeonsand what?" responses from store prop-rietors. I remember a similar phenomen-on about 20 years ago (Boy, does thatmake me feel old), when a group of long-haired musicians from England were “afad” and “weird.” And how, after abouttheir third gold album, the general publicstarted saying, “Maybe there is some-thing to those Beatle characters....”

It’s been a long time coming.

Vol. VI, No. 5 November 1981

Publisher.. . . . . . . . . . . . . . Jake JaquetEditor-in-Chief.. . . . . . . . . . Kim MohanEditorial staff . . . . . . . . . . . Bryce Knorr

Marilyn MaysGali Sanchez

Sales.. . . . . . . . . . . . . Debbie ChiusanoCirculation . . . . . . . Corey KoebernickOffice staff . . . . . . . . . . . . .Cherie Knull

Roger RauppContributing editors. . . . Roger Moore

Ed Greenwood

This issue’s contributing artists:Erol Otus D. R. ElliottJames Holloway Don PennyThom Gillis Brian BornHarry Quinn Bruce WhitefieldRoger Raupp David TrampierLarry Elmore Phil Foglio

DRAGON magazine is published monthly byDragon Publishing, a division of TSR Hobbies,Inc. The mailing address of Dragon Publishingis P.O. Box 110, Lake Geneva WI 53147; tele-phone (414) 248-8044.

DRAGON magazine is available at hundredsof hobby stores and bookstores throughout theUnited States and Canada, and through a limit-ed number of overseas outlets. The magazinecan be purchased directly from Dragon Publish-ing by subscription. Rates are as follows, with allpayments to be made in advance: $24 for 12issues sent to a U.S. or Canadian address; $50U.S. for 12 issues sent via surface mail or $95 for12 issues sent via air mail to any other country.

A limited quantity of certain back issues ofDRAGON magazine can be purchased directlyfrom the publisher by sending the cover priceplus $1.50 postage and handling for each issueordered. Payment in advance by check or mo-ney order must accompany all orders. Paymentscannot be made through a credit card, andorders cannot be taken nor merchandise “re-served” by telephone. Neither an individual cus-tomer nor an institution can be billed for a sub-scription order or back-issue purchase unlessprior arrangements are made.

The issue of expiration for each subscriptionis printed on the mailing label for each sub-scriber’s copy of the magazine. Changes of ad-dress for the delivery of subscriptions must bereceived at least 30 days prior to the effectivedate of the change in order to insure uninter-rupted delivery.

All material published in DRAGON magazinebecomes the exclusive property of the publisherupon publication, unless special arrangementsto the contrary are made prior to publication.

DRAGON magazine welcomes unsolicited sub-missions of written material and artwork; how-ever, no responsibility for such submissions canbe assumed by the publisher in any event. Anysubmission which is accompanied by a self-addressed, stamped envelope of sufficient sizewill be returned to the contributor if it cannot bepublished.

DRAGON’” is a trademark for Dragon Publish-ing’s monthly adventure playing aid. All rightson the contents of this publication are reserved,and nothing may be reproduced from it in wholeor in part without prior permission in writingfrom the publisher. Copyright 1981 by TSRHobbies, Inc. USPS 318-790. ISSN 0279-6848.

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

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November 1981 Dragon

he highlights of DRAGON #55, to a veteran reader,may well be the re-appearance of two authorswhose work hasn’t been in these pages for manymonths. Those of you who have joined the ranks ofour readership in the last 11 months will be seeing

one of DRAGON’s specialties — a Niall of the Far Travels storyby Gardner Fox — for the first time. Gar hasn’t had a storypublished since ’way back in #44 (our fault, not his), and the talethat resumes the Niall series is, fittingly enough, the story ofNiall’s first adventure away from his homeland and how he cameto possess his great sword. “The Coming of the Sword” beginswith Thom Gillis’ full-page illustration on page 24.

Gary Gygax has been “gone” even longer than Gar Fox. It’sbeen more than a year since the creator of the AD&D™ game andformer publisher of DRAGON has penned an edition of hiscolumn, “From the Sorceror’s Scroll.” But there’s one inside(page 17), and we have the promise of many more words tocome in the immediate future from the master of DungeonMasters.

So much for the triumphant returns. Now let’s take it from thetop: The cover painting you just got done looking at is an ErolOtus original — and original is certainly the word for that bizarremonster. Erol also provided the idea and the color art for thedevil spider, which leads off this edition of Dragon’s Bestiary.

All in all, this is perhaps the most colorful issue of DRAGONmagazine ever. You’ll find a small-size rendition of the cover ofthe FIEND FOLIO™ Tome on page 6, leading off a short sectionabout the latest official AD&D volume. Contributing editor EdGreenwood and reader Alan Zumwalt offer their views on what’sgood and bad about the book, and FF editor Don Turnbull takesthe better part of a page to respond to their criticisms.

The next step along the way is Lawrence Schick’s essay onrevising the AD&D dinosaurs— unofficial recommendations onhow to change the creatures’ statistics to conform with new

Contents

scientific discoveries about the big lizards. (Or were they liz-ards?) That feature is accompanied by a couple of strikingcolor plates from “The Dinosaurs,” a new release from BantamBooks, and a review of that same book prepared by professionalliterary critic Chris Henderson.

Katharine Kerr, a frequent contributor to our “Giants in theEarth” column, is responsible for this month’s “celebrity charac-ters” — none other than Robin Hood and all the other men ofSherwood Forest, plus the nasty Sheriff of Nottingham.

The center eight pages of DRAGON #55 contain The Creatureof Rhyl, Kevin Knuth’s adventure for the D&D® Basic Set ruleswhich won second place in the Basic division of our Internation-al Dungeon Design Contest. You need ingenuity, but not neces-sarily a lot of playing experience, to overcome the obstacles thisadventure presents, which makes it ideally suited for beginningplayers and player characters as well.

Also to be found inside are Pat Reinken’s courageous look atthe ways and means to conduct a successful escape, whenrunning away becomes the best course of action, and Jon Matt-son’s multifaceted examination of the “skill” system in Traveller.Glenn Rahman, designer of the DIVINE RIGHT® game, des-cribes famous monuments of the land in the latest installment of“Minarian Legends,” and John Prados’ series on game design in“Simulation Corner” continues with an examination of the con-cept of “state of the art.”

Our review section covers a lot of bases — taking in the wholeUniverse, not to mention the entire Third Reich, and a diversecollection of other new products in the gaming marketplace.Returning after a two-month absence (our fault, not Bill’s) is BillFawcett’s “Figuratively Speaking” feature.

And just ahead of our usual hodgepodge of humor at the backof the magazine, you’ll find “Da Letter.” If it isn’t the most inter-esting communication we’ve ever received at this office, it’s inthe top two. — KM

SPECIAL ATTRACTIONSThe Creature of Rhyl — Second place winner,

Basic D&D® Division, IDDC II . . . . . . . . . . . . . . . . . . . . . 37The Coming of The Sword — Latest Niall of the Far Travels

story from Gardner F. Fox . . . . . . . . . . . . . . . . . . . . . . . . . 24

OTHER FEATURESFIEND FOLIO Findings

Bad taste didn’t go away — Ed Greenwood speaks out . . . 6A semi-satisfied customer — Alan Zumwalt has his say. . . 8Apologies and arguments — Turnbull tackles both . . . . . . 10

DINOSAURSNew theories for old monsters . . . . . . . . . . . . . . . . . . . . . . . . . 12A book even T. rex would like . . . . . . . . . . . . . . . . . . . . . . . . . . 13

Robin Hood — AD&D™ portraits of Sherwood’s men . . . . . . 20The many ways of getting away — Escape tactics . . . . . . . . . 50Filling in skills — Variant Traveller system . . . . . . . . . . . . . . . 52“Da Letter” — From Larry Elmore to you . . . . . . . . . . . . . . . . . 74

REGULAR OFFERINGSOut on a Limb — Letters from readers. . . . . . . . . . . . . . . . . . . . . 4From the Sorceror’s Scroll — EGG returns . . . . . . . . . . . . . . . 17The Electric Eye — Quiz answers . . . . . . . . . . . . . . . . . . . . . . . . 48Minarian Legends — The monuments of Minaria . . . . . . . . . . 56Dragon’s Bestiary: Devil spider . . . . . . . . . . . . . . . . . . . . . . . . . . 59

Surchur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60Dyll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61Poltergeist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62

Simulation Corner — Defining “state of the art” . . . . . . . . . . . 63Dragon’s Augury

Universe — New SF role-playing game from SPI . . . . . . . . 65Third Reich — Old classic revised from AH . . . . . . . . . . . . . 66Game accessories — Odds & ends from all over . . . . . . . . 68

Figuratively Speaking — More miniatures . . . . . . . . . . . . . . . . 70Wormy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78What’s New . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79Dragon Mirth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80

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Dragon Vol. VI, No. 5

One monk too manyDear Editor:

I’ve been a reader of DRAGON™ magazinefor about a year now, and I really enjoy read-ing everything it has to offer. Issue #53, how-ever, had an article that I hope doesn’t be-come a trend.

Philip Meyers’ article on monks for me wasa bit of a letdown. I don’t mind that he thoughtthat the monk class was about the weakestthere is (I disagree), but I did not like thearticle as a whole. I would have rather seen anarticle about the fine art of playing a monk character in addition to, or instead of, Mr.Meyers’ article.

I think the subject of monks could havebeen better handled by following in the foot-steps of the kind of articles on paladins inDRAGON #51 or the articles on clerics foundin issue #52. I enjoyed those articles muchmore because they told you the best way toplay, not to change, the particular class ofcharacter to add to the enjoyment of playingthat kind of character.

Of course, I think it would be somewhatbetter if there were two such articles in a givenissue of DRAGON. One article to explain theproper way to play a character class, in broadoutline, and another article to suggest chang-es or revamping of a given class. I did find thequestion-and-answer articles concerning char-acter classes useful, but on the whole I feelthe outline articles were much better andmore useful for helping a player to get out ofthe dark on how to best play his or hercharacter.

I hope that future issues of DRAGON mag-azine will continue to publish the excellentarticles that have hooked me as a reader.

Malcolm B. MaynardDelta, B.C., Canada

'Some good and...’Dear Editor:

I’ve been subscribing to DRAGON maga-zine for more than a year now, and in that timeseveral items relating to the gaming hobbyhave accumulated about which I’d like tocomment. Like everything, there is some goodand some bad.

First of all, in relation to the RPG hobby ingeneral, I am sick and tired of all the bickeringabout which game is best. Frankly, I couldn’tcare a kobold’s worth that Runequest is su-perior to AD&D™, Tunnels & Trolls, or any ofthe other FRP games; nor do I see much sensein arguments for the opposite case. The fact isthat each game has certain advantages anddisadvantages and that each appeals to aslightly different audience. AD&D™ appeals, Ibelieve, more to those who enjoy symbioticrelations between specialized classes ratherthan a game wherein all characters have very

similar abilities. The other games each offersomething else of value, but all, I believe, canbe equally enjoyed.

Turning to Advanced Dungeons and Drag-ons™ itself, it is my favorite among the FRPgames for the reason I mentioned above: I likethe idea of cooperating specialists. The rulebooks are thorough and generally well thoughtout. At the same time, the framework they setup is very flexible and allows for plenty ofcreativity on the part of players and DungeonMasters. But, as always, there are problems.The books, while thorough, are at the sametime carriers of confusion and glaring self-contradiction. Some examples:

First, regarding magic armor, page 28 of theDungeon Masters Guide states that magicarmor allows movement at the next higherbase rate and that weight is cut by 50%. Onpage 164, we read that, for game purposes,“all magical armor should be considered asbeing virtually weightless — equal to normalclothing. This gives characters a base move-ment equal to an unarmored man.”

Another area of confusion lies in the com-bat rules. The DMG on page 65, rule 2, statesthat attacks against spell-casters occur on thesegment of the round indicated by the ap-propriate initiative die. But nowhere in all theAD&D volumes is there any mention of whatthe correct die is!!! Very frustrating for theDM.

Another problem is organization. Informa-tion which should all be in one place is scat-tered throughout the four volumes. If anyplayer wishes to know all about the abilitiesand rules concerning his character race, hemust dig through both the Players Handbookand the Monster Manual. This wouldn’t be sucha galling problem if the index were accurateand complete, but it isn’t.

There are many other examples of organi-zational and clarity problems with the rulebooks, but there is no need to go into themnow. what is truly needed is a major re-writingof all the volumes (with a complete index!!!) inorder to eliminate all ambiguities, mistakes,and contradictions. All information pertain-ing to a particular subject should be written ina single place, whether or not it appears else-where. (After all, the information may be ap-plicable to several different cases.

The subject of the rule books leads to thatof the various AD&D modules. Generally, Ithink that they are great. I often include themin my campaign, whether as a whole or canni-balized for ideas. The series modules are allexcellent and exciting. I buy them as soon asthey are issued. It’s like being hooked on asoap-opera. However, there are again prob-lems with quality control. I have in mind spe-cifically the “A” series, which deals with anassault against slavers. In A2, for example, onpage 14, most of a sentence has been left out.While it is easy to interpolate what was meant,such an error should not have occurred. Aclose examination of the Tournament Char-

4

acters list on page 38 will reveal many errorsand critical typos. There are errors on themaps as well.

In any event, please understand that I enjoyTSR products immensely. However, it painsme to see such shoddy quality control. Mycriticism is the kind given by a fan who wantsto see something great made even better.

I also enjoy DRAGON magazine immense-ly. Almost all the articles are very enjoyableand usually quite helpful. Sage Advice, Leo-mund’s Tiny Hut, and the article on Kzinti(#50) immediately come to mind.

My final comments concern the people I’vemet in my few years of active gaming. Almostas a whole, the gamers I’ve met have beenfriendly, helpful, and basically a lot of fun toplay with. This includes the hobby storeowners I’ve met as well. Several people I’vemet through gaming have become goodfriends of mine. This is one area where I don’thave any complaints (oddly enough, I doabout everything else), and I owe AD&D andTSR Hobbies, Inc., a debt that I can never fullyrepay.

In the final analysis, then, I’m very happywith this hobby and with the company I havechosen to patronize. I only hope that all gam-ers will remember that our hobby is first andforemost meant to be fun, and that all thegames around are supposed to be enjoyed forthemselves, not to be promoted like politicalcandidates.

Anthony RaganLos Angeles, Calif.

The other sideDear Dragon:

We have recently finished reading issue #50of DRAGON and thought it superb, asidefrom the first letter in the Out on a Limb co-lumn written by Steve Meyer. Steve’s first ex-postulation was the fact that not all of thearticles in a certain issue were useful. Perhapssomebody else found them useful . . . we did.

Mr. Meyer’s next assault was on the Templeof Poseidon (issue #46). He states that “Itprobably won’t be used in a campaign.” I,however, enjoyed it greatly and can wait pa-tiently until characters advance to the levelsbest suited for it.

Mr. Meyer seems quite upset that DRAGONdoes not publish wilderness and town adven-tures for his own personal benefit. Steve, ifyou would like such adventures, why don’tyou create one or tell a local DM to createone? It shouldn’t prove too difficult for a goodDM to produce a wilderness or town adven-ture that has a purpose and is still worthwhilefor the players.

It appears that Mr. Meyer (as well as manyother writers to Out on a Limb) should bereminded of those little words printed above“Dragon” on every cover of the magazinewhich read “Monthly adventure role-playingaid.” Such publications as DMG, PH, and, ofcourse, DRAGON only make up a skeleton inthe immensity of role-playing games. It is en-tirely up to the DM to knit together the fleshand muscle of the system.

We have purchased every issue of DRAG-ON that we could get our hands on, wellaware of the fact that not everything was writ-ten with our personal tastes in mind. Thiswould be impossible as well as absurd.

November 1981 Dragon

We have yet to use TOP SECRET informa-tion but continue to bear with it as someoneelse does find it useful; therefore, such arti-cles continue to appear.

In closing, we would like to thank DRAG-ON, TSR, and all responsible for creating theintensity of AD&D. We remain hopeful thatAD&D will continue to live throughout thesepeople and, of course, all DMs and players.Keep up the good work.

Jarome G. WilsonJ. Cory DyerChino, Calif.

Saving throwsDear Editor:

I have been an avid D&D® player for almosttwo years now. I have always been interestedin devising new ways of making the gameeven more exciting for both the DM and theplayers, and to this end I wish to contribute asaving-throw conversion table.

I offer this scenario: Garth and Adalard, aranger and thief, have been tracking an as-sassin (who murdered the third member oftheir party) for several days. They ride intotown and wearily enter the first tavern, wherethey immediately spot the killer on the otherside of the room. After a short chase throughcorridors and alleys, the assassin whirls,throws, and hits Adalard with a dagger tippedwith, say, a Type A or B poison. The DM callsfor a saving throw—whereupon Adalard rollsa 19, removes the dagger, and doesn’t giveanother thought to the wound...

How can Adalard know that the poison willhave no further effects upon him? For thatmatter, if the poison were of a stronger varie-ty, how can Adalard be assured of survivingthe night, even if he feels fine right now?

The point here is that many times (not al-ways) a player character is required to save ina situation where he/she should not imme-diately know whether or not the save was suc-cessful. The purpose of a saving-throw con-version table is to keep players off balancewith regard to what constitutes “good” and“bad” saving rolls. It is constructed of fourcolumns of 20 entries each, with the numbers1-20 randomly listed in each column. Eachcolumn is assigned a heading number (1-4).

To use the table, the DM rolls d4 to deter-mine which heading to use for a particularsave. The player then rolls a die for his savingthrow and gets, say, a “7.” The DM consultsthe 7th entry from the top in the appropriatecolumn to find the number to be applied forthat save in place of the “7.” Bonuses and/orpenalties are applied only after the conver-sion on the table has been made.

The table should be explained to playersbefore beginning an adventure or campaignwith it, since it is for their benefit; namely, toincrease and hold their anticipation whenmaking a save, as well as keeping them insuspense in cases when the success or failureof a save would not be immediately apparent.

I plan to incorporate the table into my nextcampaign because I believe it allows charac-ters the right to determine their own fate with-out the ability to know that fate too soon.

Wayne A. LangguthFindlay, Ohio

‘Enough!’Dear Editor:

Enough is enough! Just recently, I have en-countered player characters which could prob-ably beat Odin two out of three falls and stillhave the energy to knock off a Chicken De-light truck. Mr. Luna’s letter in issue #52 ofDRAGON was the final straw.

A lot of people seem to have a warped viewof how to create a character. Some think youstart off at 20th level with all the magic youcan carry. Others have the strange notion thatyou get experience from taking damage. (Acharacter in my world was nearly cut in half bya weapon hit and demanded he get expe-rience for it: Why didn’t he just beat his headagainst a wall until he achieved godhood?)Contrary to Mr. Luna’s opinion, it doesn’t takeany imagination to create a high-level, near-i nv i nc ib l e cha rac te r , any more t hanit makes a campaign more interesting.

Also, some people fail to realize the limitsfor character stats. I’ve seen a multitude ofcharacters with statistics as high as 25 and nolower than 20. When was the last time thosenumbers ever came up on three 6-sided dice?

If all this sounds like I am against high char-acters, you’re right. But I have no objection toa moderately high-level character, achievedafter years of play and hardship. My point is touse common sense, and know when to retire acharacter and start anew. High-level, super-powerful characters ruin a game, and I hopethe staff of DRAGON continues to “preach”against them.

Greg FoxScotia, New York

SPACE OPERACharacter generation which includes the influence of conditionson the character’s planet of origin * many racial types availableas Player-Characters and NPCs * over 175 skill areas * advance-ment of character skills by a logical system which allows fordevelopment of chosen skills * characters built with initial skillschosen to fit a given profession * 6 basic character classes ineach of 12 starting areas of service or profession * a detailedpsionic system with over 90 talents * realistic system for learningskills and psionic abilities * a complete and rounded characterwith skills chosen in a non-random fashion to meet his or herneeds

THE COMPLETE S.F. ROLE PLAYING SYSTEM

StarShip construction & maintenance rules * equip-ment and systems breakdown rules * StarShip move-ment with advanced technology * faster than lighttravel * non-vectoring sub-light travel * StarShip sys-tem generation * economics &taxes &ground com-bat * wounds * medicine * morale * banks & loans *StarPorts * NPC races * Bug-Eyed Monsters * NPCexpertise * animals & creatures * rental of vehicles *living costs * everything needed to create a completeand ‘realistic’ universe with workable and completesystems *

Space Opera consists of two 90+ page books, handyreference sheets, character, ship, and planetary re-cord forms in a box. It is available from better gameand hobby shops or direct from:Fantasy Games Unlimited Inc., P.O. Box 182,Roslyn, N.Y. 11576 U.S.A. $18.00 postpaid.

A lso Ava i lab le : GROUND & AIR EQUIPMENTheavy military equipment for use with Space Opera.Including military aircraft, StarFighters, military veh-icles, heavy weapons, and nuclear weapons.$5.00 postpaid.

Coming This Month: MARTIGAN BELTAdventure scenario for use with Space Opera.

5

Dragon Vol. VI, No. 5

Flat taste didn't go awayby Ed Greenwood

Its cover was beautiful; I bought iteagerly, and retired from the din of theGEN CON® XIV dealer area to a dimly litbooth, to devour a pizza and my brand-new FIEND FOLIO™ Tome.

Four hours later, I set the book aside,hoping my views would change uponlater reflection. Perhaps it had been thepizza.

Come later reflection, and much dis-cussion with friends and other gamers atthe convention: no change. The FIENDFOLIO was a disappointment. Not acrushing disappointment — a new col-lection of official AD&D monsters is notexactly a cause for sorrow — but irritat-ing nonetheless. Perhaps it should havebeen a D&D® book, not one for theAD&D™ game.

The beauty of the AD&D rule system isits careful attention to detail, “serious”(i.e., treating monsters as creatures in afantasy world, not as constructs in a fan-tasy game) tone, and consistency.

The FIEND FOLIO Tome mars thisbeauty. In its pages this DM finds toomuch lack of detail, too many shifts in

tone, and too many breaches of consis-tency. I do not know why the book hasthese failings—and I hasten to add that Ido not know of Don Turnbull or Britishgaming beyond what one learns from afew contacts and magazines such asWhite Dwarf (which I’ve followed eagerlysince its first issue) and Trollcrusher.

I suspect that most of the book’s flawshave come from viewing the AD&D gameas one in which monsters are suddennew challenges to a party rather thancreatures who live out an existence be-fore — and sometimes after — a partyencounters them. But perhaps it wouldbe better not to speculate. Here, then, iswhat I find wrong with the book.

First and foremost, contradictions of,or inattention to, existing (official) AD&Drules. Careful editing should have pre-vented these mistakes — such as themention of raise dead fully in the de-scription of the Pernicon, and “anti-paladin” in the listing for Githyanki.

Minor quibbles? Not if the careful “in-ternational tournament standard” con-sistency of the AD&D game is to bemaintained. Gary Gygax speaks of thisas one of the reasons for creating the

game in the first place, and an officialAD&D book such as the FF Tome shouldcontribute to that sought-after consis-tency. In many places throughout thework, one is reminded more of the free-wheeling, decide-it-yourself D&D rulesthan the more specific and detailed des-criptions of the AD&D game.

There are many incomplete or inade-quate monster entries. Monsters such asthe Al-mi’raj and the Hook Horror havestrange appearances and little else; thereis no depth to their listings. Certainly notenough information is given to ensurethat one DM will present them in amanner similar to another DM’s hand-ling. Similarly, one needs to know moreof the real nature of the Dune Stalker, theDire Corby, the Eye of Fear and Flame,and the race of Dark Creepers.

Why are the languages of the DarkCreeper and the Babbler incomprehens-ible? Many weird creatures in the Mons-ter Manual have languages usable byother creatures through study and mag-ic (i.e., a Tongues spell); DMs should betold why these two are special.

And phrases like “mysteries so far un-explained” (in the Berbalang listing) are

6

November 1981

not good enough — in an official rule-book, complete listings should be re-quired. The origin of the Achaierai, forinstance, would seem to be Acheron(“infernal regions”) but the exact homeplane would be nice for DMs to know.The Guardian Familiar’s plane of originis likewise a mystery. The identity of theVision’s “own plane” is unclear, as are itspowers when on that unknown plane.Explanations should be given for thehumanoid appearance of plant life suchas the Cifal and the Needleman, or thebelievability of such creatures suffers.

Other monsters seem to have no eco-logical niche, being merely “gamey” par-ty opponents — such as the Adherer(originally the Gluey of White Dwarf #7)and the Enveloper. In the pages of WhiteDwarf, no rationalizations are requiredfor the appearance of such things as theRussian Doll Monster, the Dadhi, and theNilbog. When (as in the case of the Nil-bog) these creatures are adapted and/orrewritten for inclusion in official AD&Drules, the results are sometimes clumsyor worse.

Some of the monster’s names grate onthe mind’s ear; one cannot envision sweat-ing adventurers fleeing a cavern withone saying, “Warily, now! That ProteinPolymorph almost slew us, friends!” Tryinserting “Caryatid Column” or “Symbi-otic Jelly” into that sentence, and theresult is the same. One would expect ad-venturers, and not 20th-century NorthAmerican scientists, to have named suchbeasts. (I suspect this is the root of mydisaffection with the “Adherer.“)

There are two other major problemswith the book. First, a host of new un-dead (specifically described as such) orundead-like creatures see print. Manycontributors to the expansion of theAD&D rules have felt that there is nomore room for additions to the undeadclass save under the “Special” heading;there is little one can add that is not asimple variation on, or overlapping of thepowers of, existing undead.

The Penanggalan, the Revenant, theSkeleton Warrior, and the Death Knight— although possessing some abilities ofexisting AD&D undead — are well-de-veloped and therefore distinct. But otherof the book’s contributions appear to beno more than skeletons with specialpowers tacked on, such as the Huecuva,the Crypt Thing, and the Eye of Fear andFlame. (The latter creature probably isn’tundead, but the entry doesn’t say enoughto determine this with certainty.) Onemust know more of the origin of all ofthese creatures and their powers. TheSheet Phantom, in particular, needs moreinformation to link it with already-exist-ing undead. Is it a wraith or an undeadlurker above? The listing hints at both,and in the end gives no reason for theformation of this monster.

The origin of the creature needs be a

part of every new undead write-up. Anundead lacking an origin has the air of aone-shot “DM’s special” variant con-cocted for an interesting party encoun-ter (“Well, this mummy is green, and itdrains levels . . . .heh-heh, surprise, sur-prise!"). The “statement of origin” is theanchor that lends an air of legitimacy toother new undead entries in the FF Tomesuch as the Coffer Corpse, the Appari-tion, and the Son of Kyuss.

In all, the FIEND FOLIO Tome addsseveral good low-level undead to AD&Dplay (although I had hoped to see thevery playable Blink Skeleton also makethe leap from White Dwarfs Fiend Facto-ry to the Folio). All of these should seeyeoman service in AD&D campaigns; thethree skeleton variants mentioned aboveneed more depth if this expected heavyuse is not to put too many DMs in theposition of having to invent justificationsfor the creatures’ existence.

The second large problem found in theFolio has to do with races: too many ofthem, that is. Some new races such asthe Firenewt, Flind, Forlarren, Norker,Quaggoth and Skulk may assume a com-fortable place in the AD&D bestiary rolls.Others, such as the Crabman, Booka,and Bullywug, leave one desirous ofmore information as to their social lifeand activities, but are adequate.

And then the problem is upon us. Too

Dragonmany races are incomplete — is theFrost Man human (as in “Men, Berserker”et al from the Monster Manual)? Is theQullan race humanoid? What are theirinterests and aims? Why do the LavaChildren — “offspring of a union be-tween spirits of earth and fire” — appearhuman, specifically resembling the fam-ous visage of Alfred E. Neuman of MADmagazine fame?

Too many races must be fighting forelbow room in the caverns and deep pla-ces beneath the earth; in addition to theJermlaine, Drow, Kuo-Toa and Svirfneb-lin (from TSR™ modules), found hereinare the (deep breath) Gibberling, Grim-lock, Hook Horror, Kenku, Killmoulis,Meazel, Meenlock, Mite, Snyad, andXvart. All of these creatures have prom-ise, but the Hook Horror and the Grim-lock again seem incomplete.

The Xvart, a rewritten Svart from theFiend Factory in White Dwarf #9, is re-dundant; the Factory original was a poorvariant of Alan Garner’s presentation (inthe novel Weirdstone of Brisingamen) ofthe svart-alfar and lios-alfar of Scandin-avian mythology. The svart-alfar are al-ready in the AD&D rules; they were themodel for Gygax’s Drow. The Xvart, a3-foot-tall beastie with no strikingly uni-que or colorful characteristics, is a primeexample of needless overpopulation.

(Continued on 2nd page following)

7

Dragon Vol. VI, No. 5

FIENDFOLIO

Observations of aFindings semi-satisfied customer

by Alan Zumwalt

I was about to enter my friendly neigh-borhood hobby shop on my weekly visitto see if any new AD&D modules or ac-cessories were in, when out of the cornerof my eye I saw something in the storewindow. I did a double-take, then myeyes bulged out, and alarms went off inmy head. At last it was here—the FIENDFOLIO had arrived!!! I had been waitingfor it for a year, since I saw it mentionedin the DEITIES & DEMIGODS™ Cy-clopedia. I grabbed a copy off the shelfand sprinted to the counter.

After I left the store, I sat down on thecurb and started looking. It was a good-looking cover: a blue background with ahideous brown and yellow humanoid inthe foreground (which I later found outwas a githyanki). I would have liked tosee more monsters on the cover (like theMonster Manual has), but the cover isnot the most important part; the inside is.I quickly flipped through the pages and

looked at the pictures — and boy, whatpictures! Drawings of all sorts of newweird monsters — from tall, stilted birdsthat are mostly head, to lady vampireswith no body. More illustrations than theMonster Manual. “So far, so good,” Ithought. “All outward appearances lookfine.” But are the words as good as thepictures? I looked further, and foundmost of the monster descriptions to beinteresting and original, but...

But a few of them are just MonsterManual creatures that are changed orcrossbred with other monsters. The Vo-dyanoi is a prime example. The Vodya-noi is an aquatic umber hulk that, insteadof the ability to confuse, has the ability tosummon electric eels. This monster is acheap ripoff of the original AD&D mons-ter, and shouldn’t have been allowed inthe book. Others I don’t like for similarreasons are the Kamadan, the LamiaNoble, the Lizard King (I would acceptthis monster as a leader of lizard men,but not as a separate race), the Ogrillon,and all the new trolls. This book was go-ing to have new monsters, I thought, notmutations of the old.

One pleasing thing to see, at last, wasthe establishment of some official neu-tral dragons. The Oriental dragons in thebook are fairly interesting dragons (al-though I was sort of disappointed thatsome of them didn’t have a breath wea-pon), but I did find three problems intheir presentation that makes thesedragon descriptions inferior to the onesin the Monster Manual.

First, the names of the dragons aregiven in the wrong order. If you look inthe Monster Manual under the entry in-dexed as “Dragon: White” you would seeat the top of the description, “WhiteDragon (Draco Rigidus Frigidus).” TheLatin name of the dragon is put in paren-theses after the English name. But in theFIEND FOLIO under “Dragon, Oriental”a subtitle will read, “Li Lung (EarthDragon),” with the Chinese name firstand the English name in parentheses.Now, who is going to call this dragon “LiLung” when “Earth Dragon” is much eas-ier to remember? The names shouldhave been given in reverse form (Orien-tal name last) for the sake of conven-ience, if nothing more.

Second, these dragons are distinctlyand undeniably Oriental in nature, and Idon’t think Oriental monsters fit verywell into the European medieval-era en-vironment that most AD&D campaignsuse. I wish the game’s official neutral

8

dragons had been constructed more sim-ilarly to the Monster Manual dragons.

The most important problem of all isthe lack of a leader for the Oriental drag-ons, corresponding to Tiamat and Ba-hamat. A rulership structure of somekind for each type of intelligent monsterhelps lend credibility to the existence ofthat type of creature.

I discovered that many of my favoritemonsters from past issues of DRAGONmagazine and AD&D modules were notincluded. The only module monsters in-cluded in the Fiend Folio were from G3and the D series. I realized the monstersfrom the more recent modules and issuesof DRAGON could not be included in theFIEND FOLIO, but the S series monstersand some of the earlier Dragon’s Bes-tiary monsters could have been included.

One of my favorite monsters in thebook is the Slaadi. At last, creatures thatlive on the chaotic neutral planes! Therace has leaders (unlike the Orientaldragons) and understandable names (ex-cept for the leaders). Reading about thedifferent types of Slaadi brought a ques-tion to mind: Why no monsters for thelawful neutral planes or the lawful, neu-tral, or chaotic good planes? I wouldhave liked to have all the planes aroundthe astral plane “filled in” by having resi-dent creatures among the listings in thesecond book of official AD&D monsters.

I also liked the Elemental Princes ofEvil — but where are the Elemental Prin-ces of Good? Surely there must be some,or else the Elemental Princes of Evilwould just be called Elemental Princes.

In my first look at the end of the book, Iwas pleased to see a new random mons-ter encounter table containing all themonsters from both books. But thereisn’t an ocean encounter table, althoughthere were plenty of new sea monsters inthe FIEND FOLIO Tome. This was prob-ably an oversight, and I hope such a ta-ble will soon be offered. Tables for sea-shore encounters and underground-lakeencounters would also be good.

This commentary has been predomi-nantly negative; maybe that’s becauseit’s easier to put negative comments intospecific words than it is to do the samewith positive comments. As a whole, it isa good book, with a lot of interestingcreatures that are destined to becomesomeone’s favorite monster.

How to sum it up? I would say theFIEND FOLIO Tome is like a basket ofpeaches: Most of it is pretty good stuff,but part of it is the pits.

November 1981 Dragon(Continued from page 7)

Including the other new races of smallbeings, the list (just of those who dwell insubterranean or related surroundings) isnow comprised of goblins, kobolds,dwarves, halflings, gnomes, svirfneblin,meazels, mites, snyad, jermlaine, and killmoulis. The race of xvart need not havebeen added to the list.

Obviously, a DM need not use all of theabove races in a campaign, but all noware now considered to officially exist inthe AD&D multiverse. To their ranks theFolio adds yet another creature type notlisted above: the mysterious Dark Creep-er, about which too little is revealed to becertain of its nature. It is of dwarf heightand wears clothing over its lower face insuch a fashion as to cause one GENCON attendee to disgustedly label it a“bedouin dwarf,” and another to add,“No, it’s a dwarf ninja.”

Those descriptions are personal reac-tions, yes, but they are rooted in a realproblem; either or both of them could becorrect, given the vagueness of the FFdescription. Likewise, too many of thebook’s other entries offer too little infor-mation to play a creature without run-ning into questions.

The Monster Manual has many trun-cated entries, but most of these cause noproblems, since the creatures (for ex-ample, the dinosaurs, “Herd Animal,”

and “Cattle, Wild”) need nothing more.The FF Tome has a few entries which canbe taken care of with brief descriptions;the Rothe is one. But most of the book’screatures require longer, more carefullyworded entries.

The only entries in the Monster Manu-al I have often heard criticized for in-completeness or lack of clarity are thebeholder — Does the central eye pro-duce the anti-magic ray? It would seemso, but there is room for argument — therakshasa, the lich, and the vampire. (Spe-culation concerning the rakshasa usual-ly centers on its place in the ranks of thedemons vis-a-vis the demon princes andtheir orders, conjurations and the like.)Many DMs have filled in the details ofthese complicated monsters as they sawfit, or perhaps have followed the gui-dance of magazine writers. Similar sal-vage work is needed for many entries inthe new book — more than there shouldneed to be, given the advancement of thestate of published AD&D rules betweenthe release of the Monster Manual andthe FIEND FOLIO Tome.

Other criticisms of the Folio fall intothe category of personal disagreementsover style. Every DM has these disagree-ments with many parts of the AD&Drules, but I have more with the FIENDFOLIO Tome than with any other of theofficial volumes. Here are a few:

If new dragons, why oriental dragonsand not also the carefully composedneutral dragons published in DRAGON™#37?

Why is a poltergeist lawful evil, whenits behavior, both as described in the FFand as allegedly exhibited in the realworld, suggests a chaotic evil, or at leastchaotic, alignment?

Why are distinctly separate listingsnecessary for creatures which are essen-tially sub-races or variants of, or addi-tions to, existing Monster Manual en-tries? Examples of these are the LamiaNoble, the Lizard King, and the Babbler.These could be sub-classified in thesame manner as the Drow, the new Giantsub-races, and the new Demon and Devilare, so that the MM and FF are closelylinked.

The Aleax entry is uneasily vague; it isof necessity not firmly tied to any deities,but I feel it should contain more direc-tives for the DM as to what sorts of dei-ties would and would not employ such acreature.

The Hell Hound from the MonsterManual is a familiar DM’s friend, but ad-ding the Death Dog and the Devil Dog tothe canine community is perhaps toomuch of a good thing.

When some names such as as “Scream-ing Devilkin” threaten to outstrip themonsters they describe, why must there

9

Dragon Vol. VI, No. 5

also be such unimaginative names as“Gorilla Bear” or odd-sounding namessuch as “Ogrillon” (for an orc/ogre cross-breed)? But enough of style grievances;others will find reason for praise in thesame things I complain about.

The graphics and overall layout of theFIEND FOLIO Tome are both beautifuland clear, making for ease of finding andreading desired information. Some illus-trations are particularly effective — theRevenant scene on page 76 comes im-mediately to mind.

But many illustrations are irritating, inthat they do not closely resemble depic-tions of the monsters already publishedin the official AD&D modules. The Mez-

zodaemon is one such example; so is therelated Nycadaemon. Some illustrationsare not as visually striking or as com-plete as those published earlier in theFiend Factory (such as the Sheet Phan-tom, Tween, and Sandman) and the mo-dules (the Kuo-Toa, Jermlaine, and Kel-pie). Why the change, if it was not mark-edly for the better? Other illustrationsare noticeably crude, particularly thoseof the Mephits and the Enveloper (whichat first sight earned the nickname “Pills-bury Doughboy” among gamers at GENCON XIV). But all in all, the artwork anddesign of the book are excellent.

Also on the positive side, there aresome very good monsters here. It is nice

to see the Volt and the Necrophidiusmade official; new arrivals such as theSlaad, the Elemental Prices of Evil andthe Penanggalan are also worthy addi-tions to any campaign. Monsters fromthe modules such as the Drow and Kuo-Toa are expected attractions, but goodto see nonetheless.

The FIEND FOLIO Tome has muchpromise; a revised edition which dis-poses of most of the omissions and prob-lems mentioned above would win mywarm welcome. Many thousands of peo-ple consider the AD&D game to be thebest thing going; a revised and polishededition of the FF Tome would help rein-force that opinion.

Apologies � and argumentsby Don Turnbull

Managing Director of TSR UK, Ltd.and

Editor of the FIEND FOLIO™ Tome

I will be more careful in future when passing Kim Mohan’sdoor on my visits to Lake Geneva. He pounces! On this occa-sion, politely but firmly, he asked me to reply to the commentsby Alan and Ed on the FIEND FOLIO™ Tome and not to leave thecountry until the job was done.

An Aleax, cunningly disguised as Kim Mohan, has struck; Ihave somehow transgressed the unwritten law; retribution andpenance are sought. (Who, me? Behaviour outside alignment??)

Very well — I’ll try.Perspectives change, don’t they? There never was a time

when I regarded the Tome as perfect; anyone thus makinghimself a hostage to fortune deserves what he gets. But my viewof “my” work has changed perceptibly over the years, and theyears themselves are responsible for that change.

The fact is that, for various contractual reasons with which Iwon’t bore you, the book was in a sort of legal limbo — un-touched and untouchable — for nearly two years after comple-tion A very great deal happened in the AD&D™ world during thattime, didn’t it? For instance, the DEITIES & DEMIGODS™ Cy-clopedia was born, raised to maturity, and published. For in-stance, DRAGON™ magazine advanced from issue 29 to the late40s. (Editor’s note: DRAGON #52 was on sale when the FIENDFOLlO tome was released at the GEN CON® XIV Convention.)For instance, a host of new modules made their debut.

These are the reasons why monsters from more recent mo-dules were not included and why monsters from DRAGON™magazine did not appear. It is also, at least in part, the reason formy Raise Dead Fully gaffe; for this I accept full responsibilityand, red-faced, back off to the position of “I’m sure you knowwhat I mean.” (But not for “anti-paladin” — the full referenceincludes words which clearly deny any implications of officialstatus.)

I suspect this information alone answers a number of ques-tions in readers’ minds. There has been some temporal distor-tion — enough to raise at least a flicker of curiosity but notenough (I sincerely hope) to detract.

Ed criticizes some entries on the grounds of incompletenessand inadequacy. This begs the questions — what is “complete”?What is “adequate”? I suspect these are, in the final analysis,matters of personal taste. For every person criticizing absenceof information on these grounds, someone else will say thatcertain information actually presented is superfluous, and ac-cusing me of padding. I have no god-like wisdom on this score(nor, I suspect, has anyone else) — only instinct about what

10

“feels” right within certain obvious boundaries. If my instinctdiffers from others, perhaps it’s because we’re only human.

Mind you, I don’t accept what Ed says about certain lan-guages being incomprehensible. If one admits to the existenceof the Tongues spell, then surely it requires no further stretchingof one’s imagination to postulate a language which somehowhas defied analysis. In like view, it would be a dull world (real orfantasy) if everything was explained and comprehensible.

A personal point of view, certainly, but one which I believe isshared by many. Once every problem is solved, every questionhas an answer, and every mystery has been explained, the imag-ination can turn up its toes and call an end to the matter, its workaccomplished. A sad and boring death.

Names. Try inserting into Ed’s quotation the Baluchitherium,Titanothere, or (this is a real beauty) the Ixitachitl. Or even theduck-billed platypus and many others from our real world. No, Idid not name monsters with particular regard for the smoothflowing of the vocal chords. I imagine the word “man” might notflow too well off a Martian’s tongue (or whatever organ isappropriate).

The Eye of Fear and Flame is not undead. If it were, it would beon the undead table (page 115). Nor is the Crypt Thing anundead monster. In neither case does the text leave any doubt— and even if it did, the undead table would resolve the matter.

No, the Frost Men are not human. The text makes it quite clearby saying they are "... in most respects very like normal hu-mans....” and then going on to say in what respects they differ.The Qullan isn’t human, either — it says in the text that they arehumanoids. Ed, you are either not reading thoroughly or justtrying to put words into my pen in order to criticize them. Tut— this is not worthy of you.

If Ed reads White Dwarf as carefully as seems to be the case,he knows the Xvart is far from redundant to some, since themonster features quite prominently in a “mini-module” in themagazine’s pages, and furthermore, a mini-module which I amassured is very popular. Are the dinosaurs (5 pages) in theMonster Manual redundant? I doubt if one answer suits all.

As for the Elemental Princes of Good (or of Neutrality, or ofany of the nine ways), the leaders of the oriental dragons (if theyhave any; they could simply be real democrats), the inhabitantsof the other planes Alan would like to populate and literallyhundreds of other new and not-so-new monsters which wouldhave been included... well, perhaps next time.

There are three types of complaints. In one category I retirered-faced; in another I fear the critic is mistaken. But in the third—and largest —category I think we have conflicts or less majordifferences in personal opinion (and for this reason I haven’tcommented on every example cited). If my personal opinionsdon’t align with yours, I’m sorry. What more can I say?

Dragon Vol. VI, No. 5

A herd of brontosaurus stomps across the plains of Utah in search of food

DINOSAURSNEW THEORIES FOR OLD MONSTERS(Editor’s note: This article is a discus-

sion of dinosaurs as depicted for use inthe AD&D™ game, with regard to recentadditions to the body of scientific know-ledge about the creatures. It is not anofficial alteration to the dinosaur listingsin the AD&D Monster Manual.)

by Lawrence Schick

The sages of paleontology have dis-covered a great deal of information aboutdinosaurs and their habits in the last 15years. The new knowledge is not reflect-ed in the AD&D Monster Manual. Manyof these new ideas can have a bearing onthe play of dinosaurs in the game.

For example, debate is currently un-derway among scientists over whetherdinosaurs are ectothermic (cold-blood-ed) like reptiles, endothermic (warm-blooded) like mammals, some of each,or something in between. Regardless ofhow this question is eventually resolved,it seems certain that dinosaurs are notthe slow-moving, slow-reacting slug-gards they were once commonly thoughtto be. The best compromise at present isto play them as energetic creatures thatdon’t quite have the stamina of mammals.

The comparatively small size of dino-saur brains has long led the sages toassume that dinosaurs must be extraor-dinarily stupid creatures, living practi-

cally on instinct alone. However, recentanalyses indicate that their brain sizesare proportionately correct for reptilesof their size. This still makes them a lotmore stupid than mammals, but not quitethe unthinking, senseless brutes theywere originally thought to be. Regardtheir intelligence as at the level of alliga-tors or snakes.

There are hundreds of known distinctspecies of dinosaurs. Obviously, theseare more than can be covered in a maga-zine article. Fortunately, however, mostdinosaurs belong to a family of similarcreatures, and statistics for one memberof the family can usually be applied toother members with little alteration. Thisis why the dinosaurs covered in this arti-cle have been grouped into families rath-er than listed alphabetically. In each sec-tion, general traits are covered first, fol-lowed by statistics for the best-known ormost interesting group members.

Use of dinosaurs in AD&D gamesDinosaurs will generally be found in

areas completely separated from theecologies of the human-inhabited world.This is just as well, for a full-grown spec-imen of the larger dinosaur speciesmakes a formidable adversary, one thatfew humans can cope with. The big di-nosaurs, particularly the meat-eaters,are suitable opponents only for middle-

12

or high-level parties. An adult allosauruscan wipe out a low-level party withouteven working up a sweat.

This doesn’t mean that low-level char-acters should never encounter dinosaurs;but DMs should use good judgementwhen picking an adversary. Most dino-saur families have creatures of every sizefrom 3 feet tall on up. The individual spe-cies detailed here are generally amongthe largest of their types. Similar crea-tures in smaller versions are not un-common. The DM can use these un-named cousins if their larger relativeswould be too tough. For example, if anencounter table indicates a party of char-acters averaging 4th level meets an allo-saurus, the DM can decide the party in-stead encounters a much smaller meg-alosaur, perhaps with only 1/3 the hitdice and 1/3 the damage potential of anallosaurus. (This might be a small cera-tosaurus.) Optionally, the DM could justmake it an immature allosaurus, similar-ly scaled-down. After all, big dinosaursaren’t born colossal — they have to startout “merely” large.

Common statisticsCertain standard AD&D monster sta-

tistics are the same for all dinosaurs.These are given here to avoid repetitionin the listings that follow.

(Continued on 2nd page following)

November 1981 Dragon

A BOOK EVEN T. REX WOULD LIKETHE DINOSAURSBantam Books 01335-1 $12.95

Reviewed by Chris Henderson

Every kid loves dinosaurs; no oneknows why. Whenever the family goes tothe museum, the spot everyone stands inthe longest is the one in front of the big-gest skeleton in the place.

No matter what their age, everybodyloves the gigantic lizards of our past.Their movies make money; the bad han-dling of their characteristics sells novelsand comics; dinosaurs helped to makethe reptile species more loved, hated,and misunderstood than any other.

For those people who openly admit toloving the dinosaur, there is a new book,creatively entitled “The Dinosaurs.”

It is the work of many hands; it hasbeen packaged and edited by ByronPreiss, narrated by William Service, illus-trated by William Stout; and introducedand kept scientifically accurate by Dr.Peter Dodson. Together these men havecrafted a truly remarkable look at one ofmankind’s favorite subjects. And, al-though in any joint venture everyoneshould share equal credit, there is nodoubt that what makes this newest dino-

saur book distinctive and very desirableis the fantastic art of William Stout.

Given 70 full-color pages to play with(and dozens of black and white ones),Stout shows the everyday life of the di-nosaur — herd life, play, birth, duels,hunts, childhood, bathroom habits, etc.;their reactions to danger; their move-ment through the elements, across theland, over the seas, through the air; theirbodies, eyes, plates, claws, teeth, bones,feathers; their neighbors: the climatesthey lived in; and much, much more.

The narration and scientific commen-tary flow nicely with Stout’s ever-presentart. What is also nice is the range of theillustrations. Stout travels the gamut frombasic comic-book style sketches to mas-terful finished pieces, each one perfectfor the area it is in.

Is the book perfect? No. It is not adeep, ponderous tome which goes intodetail on each phase of life for every di-nosaur that lived. Rather, it is an over-view, one which links all of the great sau-rians through their common traits, andthen goes into their differences. It is abook to be had more for its beauty thanits brawn.

Service and Dr. Dodson. Their informa-This is not to downplay the work of Bill

tion is (as far as this reviewer knows)correct and up to the minute. Many of thetheories put forth have only come to lightin recent years. But the text portion ofthe book is fairly brief: Of the slightlymore than 150 pages, many are full-pageillustrations, and on the average at leasthalf of each page is art.

At best, from a literary standpoint,“The Dinosaurs” is an excellent intro-duction to most of what is known aboutdinosaurs today. From an artistic stand-point, however, it is grand, maybe theultimate dinosaur art book. It does, asthe back cover copy proclaims, show di-nosaurs as never seen before.

As Ray Bradbury says in his introduc-tion to the book:

“...the fact is, we all love dino-

to tide us over until that day arrives.

saurs! There isn’t a man, woman orchild in the world, who if I built it,wouldn’t rush to climb in a TimeMachine to jump back and be de-voured by a Tyrannosaurus Rex orstomped on by a friendly localBrontosaurus....”

Science will have to make a great stepforward before we will be able to seedinosaurs in the flesh. Fortunately, wehave Bill Stout’s masterful interpretations

A corythosaurus cavorts with its smaller prehistoric playmatesColor plates courtesy of Bantam Books, from THE DINOSAURS (see review on this page), ©William Stout/Byron Preiss Visuals

13

Dragon

Triceratops digs in against Tyrannosaurus Rex(Courtesy of the Field Museum of Natural History)

% IN LAIR: NilTREASURE TYPE: NilMAGIC RESISTANCE: StandardALIGNMENT: NeutralPSIONIC ABILITY: Nil

Attack/Defense Modes: Nil

CARNOSAURS

The listing will start with the carno-saurs (meat-eating dinosaurs), sincemany players and DMs find them themost interesting. All dinosaurs belong toone of two groups: the saurischians(lizard-hipped) or the ornithischians (bird-hipped). All carnosaurs are saurischi-ans, or sauropods. In general, carno-saurs walk on two legs, with the bodyheld forward horizontally (not up at a45-degree angle). The tail is held out be-hind as a counterweight; it does not dragon the ground unless the creature is atrest or moving very slowly. Occasionallyin its search for prey, a carnosaur willstop and rear up to its full height to get abetter view. Carnosaurs rely on sight tofind their victims.

A carnosaur is always hungry, but likemost modern predators it will alwaystake the easiest food it can catch: theyoung, the weak, the small, and the slow.Like a lion, a carnosaur usually won’tpursue a fleeing target for more than afew hundred yards. A carnosaur facedwith fighting dangerous prey will almostalways give it up if easier prey is offered.

AllosaurusFREQUENCY: UncommonNO. APPEARING: 1ARMOR CLASS: 5MOVE: 15”HIT DICE: 12NO. OF ATTACKS: 3DAMAGE/ATTACK:1-6/1-6/3-24SIZE: L (3O’ long)

Though it weighs several tons, allo-saurus is easily one of the quickest andmost agile of the large carnosaurs. Itsforelimbs are strong compared to thoseof the tyrannosaurs, and are useful forhelping to hold and tear its prey. Howev-er, allosaurus’ long teeth are its primary

armament. When on the move, an allo-saur’s tooth-filled head is held about 10feet above the ground.

Allosaurus is one of a group of speciescalled megalosaurs, a family that in-cludes carnosaurs like megalosaurus(naturally) and ceratosaurus. These crea-tures are all similar to allosaurus, thoughslightly smaller. (Megalosaurus is about10 HD, ceratosaurus about 8.)

DeinonychusFREQUENCY: UncommonNO. APPEARING: 2-12ARMOR CLASS: 6MOVE: 21”HIT DICE: 3NO. OF ATTACKS: 5DAMAGE/ATTACK: 1-4/1-4/1-6/1-6/1-6SIZE: M (12’ long, 175 lbs.)

The sages have recently discovered aremarkable group of carnosaurs calledthe dromaeosaurs. These are all smallercarnosaurs, in the range of 6 to 15 feetlong, but with some outstanding fea-tures: very keen eyesight (binocular vi-sion in some cases), strong graspinghands with long clawed “fingers,” andmost importantly brains far larger thanthose found in other dinosaurs. As intel-ligent as large birds, they must be manytimes more cunning than their averageprey. The best known of the dromaeo-saurs is deinonychus.

For its size, deinonychus is one of na-ture’s most savage killing machines. First,it has long, strong arms with clawedhands suitable for grasping or slashing(inflicting 1-4 points of damage each).Next, it has a head full of teeth for rippingits prey (for 1-6 points damage). Finally,each of the powerful legs ends in a footequipped with a huge upward-curvingslashing claw, Iike a curved disembowel-ing knife. Deinonychus slashes upwardwith these in powerful kicks, one afterthe other, meanwhile balancing on itstail and its other leg. Worst of all, thishighly coordinated killer hunts in packs.Typically, several pack members willkeep their prey busy from the front whileothers leap in at its back. Deinonychusreaches 4-5 feet off the ground running,but rears to 6-7 feet in height attacking.

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Vol. VI, No. 5

TeratosaurusFREQUENCY: UncommonNO. APPEARING: 1ARMOR CLASS: 5MOVE: 18”HIT DICE: 6NO. OF ATTACKS: 3DAMAGE/ATTACK: 1-6/1-6/2-16SIZE: L (20’ long)

A quick ancestral carnosaur, terato-saurus has good stout forelimbs in addi-tion to the usual battery of big nastyteeth. A teratosaurus weighs 1,000-1,500pounds and is 7 feet tall when moving.

TherezinosaurusFREQUENCY: UncommonNO. APPEARING: 1ARMOR CLASS: 5MOVE: 15”HIT DICE: 15NO. OF ATTACKS: 3DAMAGE/ATTACK: 2-12/2-12/3-18SIZE: L (4O’ long)

This murderous large carnosaur tookrather a different route from the usualcarnosaur reliance on large teeth. “Theslasher” relies at least as much on itsclaws as on its fangs.

Most large carnosaurs have small fore-legs, but therezinosaurus’ “arms” are anincredible eight feet long, terminating intwo-foot-long claws curved like scimi-tars. The creature stands 12 feet tallwhen moving.

Tyrannosaurus RexFREQUENCY: UncommonNO. APPEARING: 1ARMOR CLASS: 5MOVE: 15”HIT DICE: 18NO. OF ATTACKS: 1DAMAGE/ATTACK: 5-50SIZE: L (50’ long)

It hardly needs to be said: Tyranno-saurus rex is the largest, most formida-ble natural carnivore ever to walk theface of the earth. In tyrannosaurus rex,the huge head and teeth typical of thecarnosaur are taken to their furthest ex-treme. Its pathetic forelimbs are uselessfor combat. Despite its bulk (up to 8tons), its powerful legs can bear it quiteswiftly for short distances. Its head iscarried about 14 feet from the groundwhen moving. Tyrannosaurus rex is thelargest member of the family of tyranno-saurs, a group that includes tarbosaurus(15 HD) and gorgosaurus (12 HD).

SAUROPODSThis group includes the huge herbi-

vorous (plant-eating) dinosaurs, whichare all saurischians like the carnosaurs.Though their ancestors were all bipedal,the great size the sauropods attainedforced them to return to standing on fourlegs. There are many types of sauro-pods, but most of them are similar to thewell-known types described below.

November 1981

Sauropods are herding beasts, con-stantly searching food. Previously placednear lakes and streams, recent analysesshow they are land dwellers. Sauropodslive an elephant-like existence in thescrublands and forest (kept open bytheir passage), browsing on trees andthinning out vegetation. Their heads areset on long necks, and they can munchon the tops of very tall trees.

Sauropods’ tails are held out behindthem to counterbalance their necks. Theyrely on their huge size to keep safe frommost carnosaurs. They defend them-selves clumsily by rearing up and kick-ing with their forefeet, but are poor figh-ters and attack at a level equal to one-quarter of their number of hit dice. (A40HD sauropod, for example, attacks asa 10HD monster.) If a herd is stampededby a big carnosaur (the only thing thesecreatures fear), they will probably crusheverything in their path.

Apatosaurus (Brontosaurus)FREQUENCY: CommonNO. APPEARING: 1-12ARMOR CLASS: 5MOVE: 9”HIT DICE: 21-40 (d20x20)NO. OF ATTACKS: 1DAMAGE/ATTACK: 2-20SIZE: L (up to 70’ long)

Apatosaurus (also known as bronto-saurus) is among the most famous dino-saurs. Weighing up to 40 tons, it fears nocarnosaurs less than 20’ long. Allosau-rus is its arch enemy. There are manyother members of the brontosaur family,such as camarasarus (about 25HD).

BrachiosaurusFREQUENCY: UncommonNO. APPEARING: 1-8ARMOR CLASS: 5MOVE: 9”HIT DICE: 31-50 (d20 + 30)DAMAGE/ATTACK: 3-30SIZE: L (up to 60’ long)

Brachiosaurs are the heaviest and tal-lest sauropods. Their forelegs are muchlonger than their back legs, giving thema greater reach and a more powerful kickthan other sauropods. Recently, paleon-tologists have found evidence of mem-bers of the brachiosaur family even moregigantic than brachiosaurus. These crea-tures have been tentatively dubbed “su-persaurus” (up to 60HD, move 6”) and“ultrasaurus” (up to 70HD!).

DiplodocusFREQUENCY: CommonNO. APPEARING: 1-12ARMOR CLASS: 5MOVE: 9”HIT DICE: 21-30 (d10 + 20)NO. OF ATTACKS: 1DAMAGE/ATTACK: 2-16SIZE: L (up to 90’ long)

Diplodocus is among the most attenu-

Dragon

15

Dragonated of the sauropods, with a long thinneck and a long tapering tail. Otherwiseit differs little from the brontosaurs.

PlateosaurusFREQUENCY: UncommonNO. APPEARING: 2-16ARMOR CLASS: 5MOVE: 12”HIT DICE: 5NO. OF ATTACKS: NilDAMAGE/ATTACK: NilSIZE: L (20’ long)

This early sauropod can move on twoor four legs, but it goes on two legs whenin a hurry. Members of the herd taketurns watching for predators while theothers eat. Fleeing is their only defense.

HADROSAURSThese prolific ornithopods are found

nearly everywhere. They collect in herds,relying on their senses of sight, hearingand smell to warn them of approachingcarnosaurs. They are the main diet ofkillers like the tyrannosaurs, and will runin panic at their enemies’ approach.Though most can go travel on four legswhen convenient, they run on two legs.

Anatosaurus (Trachodon)FREQUENCY: CommonNO. APPEARING: 2-16ARMOR CLASS: 5MOVE: 15”HIT DICE: 8NO. OF ATTACKS: NilDAMAGE/ATTACK: NilSIZE: L (30-40’ long)

Anatosaurus is among the largest ofthe duck-billed hadrosaurs. It can usual-ly be found rooting around in lakes andrivers.

IguanadonFREQUENCY: CommonNO. APPEARING: 2-8ARMOR CLASS: 5MOVE: 12”HIT DICE: 8NO. OF ATTACKS: 2DAMAGE/ATTACK: 1-4/1-4SIZE: L (30’ long)

An early hadrosaur, iguanadon candefend itself — if it must — by stabbingwith its two “thumb” spikes.

ParasaurolophusFREQUENCY: CommonNO. APPEARING: 2-16ARMOR CLASS: 5MOVE: 15”HIT DICE: 6NO. OF ATTACKS: NilDAMAGE/ATTACK: NilSIZE: L (24’ long)

Parasaurolophus is one of the manycrested hadrosaurs, a family that in-cludes corythosaurus, pachycephalosau-rus, and lambeosaurus. These dinosaurs’skulls are topped with elaborate bony

crests. The creatures’ nasal passageswind through the crests, giving themvery acute senses of smell. Crested had-rosaurs can only be surprised on a 1.

OTHER ORNITHOPODSThis catch-all group includes all of the

armored dinosaurs. These herbivoresrely on armor and bony defenses insteadof speed to protect themselves from car-nosaurs. They are all quadrupeds.

AnkylosaurusFREQUENCY: UncommonNO. APPEARING: 1ARMOR CLASS: -2MOVE: 6”HIT DICE: 7NO. OF ATTACKS: 1DAMAGE/ATTACK: 3-24SIZE: L (15’ long)

The ankylosaurs are the most heavilyarmored of all the dinosaurs. Built low tothe ground, these slow grazers resembleturtles or armadillos. When attacked,they squat down to hide their limbs anddefend themselves with their tails, whichusually have horny spikes or knobs onthem. There are several types of ankylo-saurs, including paleoscincus, whosearmor is fringed with sharp spikes (thusincreasing armor class to -4).

Ankylosaurus is the best known ofthese living tanks. Ankylosaurus’ shortbut powerful tail ends in a heavy boneknob, which it uses as a bludgeon to fendoff attackers. An ankylosaurus usuallyignores anything that doesn’t attack it.

TriceratopsFREQUENCY: CommonNO. APPEARING: 2-8ARMOR CLASS: -2 (head)/5 (bodyMOVE: 12”HIT DICE: 12NO. OF ATTACKS: 1DAMAGE/ATTACK: 2-24SIZE: L (25’ long)

Triceratops’ design promotes the ideathat the best defense is a good offense.Its head is up to 7 feet long (comparative-ly huge for a plant-eater) and covered ina shell of bone with a solid “friII” over theneck. Three sharp horns jut forwardfrom its massive head, a short one fromits nose and two long ones from the bonyridge above its eyes. Carnosaurs inter-ested in making a meal of a triceratopswill have a hard time getting past thosedeadly horns.

Triceratops is a plains dweller. Eachsmall herd keeps to its own territory.Though it generally ambles slowly overthe plains, cropping vegetation, a tricer-atops can charge like a rhinoceros ifthreatened, building up great speed forshort periods. A triceratops which hashad at least 50 yards to build up speedwill do double damage when it hits.

Triceratops is among the largest of themany species of ceratopsians. Others

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Vol. VI, No. 5

include styracosaurus (l0HD), with onehorn (3-18 damage) and a spiked frill,and monoclonius (8HD), with one horn(2-16 damage) and a somewhat smallerfrill.

StegosaurusFREQUENCY: CommonNO. APPEARING: 1-4ARMOR CLASS: 4MOVE: 12”HIT DICE: 9NO. OF ATTACKS: 1DAMAGE/ATTACK: 2-16SIZE: L (20’ long, 8’ tall at the hips)

Stegosaurus is a heavy four-footedherbivore of wide distribution. Its mostoutstanding feature is the double row ofupright bony plates that line its back.Paleontologists are uncertain of theplates, exact function; they seem to havesomething to do with the creature’s bio-logical heating/cooling system. They arecertainly placed too poorly to functionas armor, though they may provide someslight protection against carnosaurs tal-ler than stegosaurus. The four longspikes on its tail provide a better de-fense: when it is threatened, stegosaurushunkers down and slashes at its enemywith its tail.

PTEROSAURSPterosaurs are in a class by them-

selves, and are not strictly dinosaurs assuch. Flying requires a great deal ofenergy, so the pterosaurs are the bestcandidates for being endothermic. Also,their bodies are covered with a fine, furrydown — insulation unneeded by ecto-therms. Pterosaurs would be remarkableif only for their intelligence, which is onpar with that of the dromaeosaurs andmodern birds. Flying also requires a lotof nervous coordination.

Pterosaurs come in all sizes, fromanimals no larger than sparrows to thelargest natural creatures ever to fly. Thesmaller pterosaurs are actually wing-flapped flyers, but the larger pterosaursare primarily gliders, capable of no morethan an occasional weak flap to helpthem in the right direction. The smallerpterosaurs are of little consequence toadventurers (except possibly as pets), sothe descriptions will deal only with thelarger ones.

PteranodonFREQUENCY: UncommonNO. APPEARING: 1-12ARMOR CLASS: 10MOVE: 3”/18”HIT DICE: 1NO. OF ATTACKS: 1DAMAGE/ATTACK: 1-6SIZE: M (4’ tall, 25’ wingspan)

This large pterosaur eats fish which itgulps into its pelican-like throat sack orspears with its toothless beak. A ptera-

(Turn to page 72)

November 1981 Dragon

More “meat” for Greyhawk by Gary Gygax

©1981 by Gary Gygax. All rights reserved.

Not much magical ink has flowed from cockatrice quill toparchment for this column for a year now. Truth be known, acombination of other demands, a bout of illness, and sheerprocrastination are responsible for the hiatus. At GenCon XIV,however, I had the opportunity to talk with many of you goodfolks again, and a message came out loud and clear. It is hightime that I got busy and finished the TEMPLE OF ELEMENTALEVIL module and started producing regular information regard-ing the WORLD OF GREYHAWK™ Fantasy World Setting.

Those readers who attended my two seminars at GenCon XIV,or otherwise spoke with me about developments on Oerth, knowthat the revised and expanded edition of WORLD OF GREY-HAWK Fantasy World Setting will contain a score or so of thedeities popular in the Flanaess. Len Lakofka has done those ofthe Suel people, while I detailed those generally served in thearea from the Grand Duchy of Geoff to the Great Kingdom.There is the first bit of good news for those who are chaffing formore information. I am also hopeful that the Kindly Publisherand his Esteemed Editor will see fit to publish the data on thosedeities herein, so as to obviate the need for all who own originaleditions of the campaign setting to purchase the new. (If theyseem recalcitrant, Good Readers, a bit of pressure will surelysmooth the way...)

Because TSR needed a competition level module (originallyplanned for release this fall, but now to be held until early 1982),the effort needed to finish the second hundred or so pages ofELEMENTAL EVIL went into preparation of THE LOST CAV-ERNS OF TSOJCANTH. The. scenario was initially done for aconvention tournament, but the new product has an extensiveoutdoor adventure and a completely new series of encounters,so the effort wasn’t wasted, I believe, and I hope you will agree.

Then, in clearing the decks to take on the TEMPLE, otherchores popped up: The last-minute refining of the deities, and E. GREYHAWK CASTLE & DUNGEONS production —the development of a couple of dozen creatures, frittered away at this point, this is only in a very general discussion stage,another month’s worth of designing time. This effort steals from because of the other projects and the fact that the existingELEMENTAL EVIL too, but because what follows over the nextfew issues will be quite helpful to those utilizing the GREY-

is only suitable for use by Rob and I. (As with most exten-

HAWK world setting, it is hoped that the few extra weeks addedsive dungeon complexes, much is developed and kept in

to the eventual release time for TEMPLE will be forgiven. (Yes,the head due to actual play, and some areas are so difficultas to be impossible for those not used to our DM style.) So,

Virginia, I am working on it, and T2 will be out no later than initial work is unlikely to begin on this effort until some-GenCon XV!)

Finally, I had heartening news recently. Rob Kuntz, after atime late in 1982.

and as soon as CITY OF GREYHAWK is finished, I expectthis project to move ahead with force.

D. Miniatures rules for large-scale battles between thestates of Oerth — in limbo now, although Steve Carpenterof Minifigs has mentioned that he is working on possiblerules for this use.

long stint away from AD&D™ gaming (reputedly due to a case ofreveling in royalty income) has again returned to the creative

This column will keep you up to date in the meantime. Itshould also give a fair amount of information not otherwise

fold. Being first one of the original participants in my Greyhawkcampaign, and eventually its co-DM, Rob is eminently qualified

detailed in commercial releases, so if you have a campaign

to assist in the production of the storehouse of material andtaking place in the Flanaess, be sure and stay tuned here.

For openers, I offer the following regarding racial types andinformation which you are asking for. Rob and I have sat downseveral times over the past few weeks to discuss how we should

dress. Future columns will deal with regional and nationalevents, as well as smatterings of information on reported politi-

go about this production in order to assure an orderly and usefulflow of new things. Here is the tentative list we are now aiming at:

cal plots and the like.

RACIAL TYPES OF THE FLANAESSA. Regular WORLD OF GREYHAWK game information There are few “pure” racial groups extant on the Flanaess,

via the “Sorcerer’s Scroll” column — you have the first save perhaps at the fringe areas of the continent. Of course, thehere! races of demi-humans are relatively unmixed, but humankind,

B. Completion of the CITY OF GREYHAWK map and as is its wont, has industriously intermixed in the central regionsgazetteer. Rob, Terry Kuntz, and Eric Shook are now atwork on the project.

to form a hybrid type which has actually become the norm.Baklunish: The Baklunish people have golden-hued skin

C. Detailed, smaller-scale maps of important areas ofthe Flanaess, complete with important residents and some

tones. Eye color is commonly gray-green or green, with grayuncommon and hazel rare. Hair color ranges from blue-black to

encounters. The same team has ruled off the world map, dark brown. Ekbir, the Tiger Nomads, Ull, and Zeif typify the

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Dragon Vol. VI, No. 5

straight Baklunish strain. The Wolf Nomads are intermarriedwith the Rovers of the Barrens, so they show the darker Flanblood. Ket is so mixed with Suel and Oeridian blood as to be theleast typical of the Baklunish race, for the people of Ket are paleyellow or golden-brown or tan in skin color, with virtually anyhair color possible save the lightest yellows and reds. Both thePaynim tribes and Tusmit show occasional admixture also.

Flannae: The Flan race have bronze-colored complexion.This varies from a lighter, almost copper shade to a very darktone which is deepest brown. Eye color is commonly darkbrown, black, brown, or amber (in declining order of occur-rence). Hair coloration is black, brown-black, dark brown, orbrown. Also, Flannae tend to have wavy or curly hair. The Duchyof Tenh are pure Flan, proud of their bronze color. Geoff andSterich, despite mixture, show strong Flan racial influence. TheRovers of the Barrens are of the copper-toned sort of Flannae,although the western tribes show the golden skin color of theBaklunish due to interbreeding with the Wolf Nomad tribes. Thepeople of the Hold of Stone Fist and the citizens of the Theo-cracy of the Pale are primarily hybrids, the former Flan/Suel, thelatter Flan/Oeridian. The inhabitants of the Pale are particularlyhandsome.

Oeridians: The Oeridians have skin tones ranging from tan toolive. They have hair which runs the gamut of color from honey-blonde to black, although brown and reddish brown are mostcommon. Likewise, eye coloration is highly variable, althoughbrown and gray are frequently seen in individuals: UnmixedOeridians, despite claims of the Great Kingdom, are most com-mon in Furyondy, Perrenland, the Shield Lands, and in the eastand south in North Province, Medegia, and Onnwal and Sunndi.

Suloise: The fleeing Suel folk were scattered in a broadcastfashion across the Flanaess, so that most tended to mix withother groups. The Suel race is very fair-skinned, some beingalmost albino. They have light red, yellow, blond, or platinum-

blond hair. Eye color varies from pale blue or violet throughdeep blue, with gray occasionally occurring. Curly to kinky hairis common. The inhabitants of the Duchy of Ernst are nearly ofpure Suel race. The Frost, Ice, and Snow Barbarians are perfectspecimens of unmixed Suloise blood; the nearly albinoid SnowBarbarians are the best example. The Suel folk are quite pre-dominant in the island groups off the eastern coast of the Fla-naess as well as in Tilvanot Peninsula (Scarlet Brotherhoodregion). Those bands that migrated into the vast Amedio Jungleand Hepmonaland are so altered as to be no longer typical of therace; they are tan to brown with heavy freckling.

The predominant racial strain and particular admixtures ofeach of the major states of the Flanaess is given in the list whichfollows. The first letter is the predominant strain. Thus, “OSf”would mean an admixture of Oeridian with a strong Suel strainand a weak Flan mix, as the “f” is uncapitalized. Had it been“OSF” (with a capital “F”), the indication would be that the Flaninfluence was only scarcely less than that of the Suel.

Almor: OS Rel Astra: OsBandit Kingdoms: OFSb Sea Barons: SoBissel: OSB Sea Princes: SOfBone March: (SO) South Province: OsDyvers: OSfb Spindrift Isles: SoGran March: SOf Sterich: OFSGreat Kingdom: OS Ulek, County: OFSGreyhawk: OSfb Ulek, Duchy: (Sfo)Highfolk: Os Ulek, Principality: (SO)Idee: OS Urnst, County: SOIrongate: Os Valley of the Mage: OBfKeoland: SOf Veluna: OsfLordship of the Isles: So Verbobonc: OfsNyrond: Os Wild Coast: SofPomarj: (SO) Yeomanry: SOfRatik: Sof

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November 1981

The inmixture of Oeridian and Suel (expressed as “(SO)” inthe above list) tends to develop a skin coloration similar to thatof Earth’s European. The original Flannae stock shows up witheither Oeridian or Suloise or both as a coppery or bronze over-tone. Oeridian and Baklunish develops a fairly light complexion,but the skin coloration is true yellow, as opposed to the vagueyellow-brown of Earth’s oriental race. A hybrid of Baklunish andFlannae gives a golden-copper or golden-bronze color which ispossibly the most attractive complexion of any of the admix-tures of the basic races.

In general, the skin color of an individual is of no particularimportance. The dark Flan complexion shows up quite often inmost nations. By contrast, the nobles of the Great Kingdom areproud of being light-skinned, just as the rulers of Tenh areoverly conscious of the supposed superiority of their deepbronze color. In the central region of the Flanaess, from westernUrnst Duchy to Geoff, there is little heed paid to either skin coloror racial type, whether human or demi-human (or even huma-noid in some places. The main exception to this is the demi-human kingdoms where humankind is judged inferior, especial-ly in Celene.

Racial/national dressOeridians typically favor checks and plaids. Aerdi and Nyron-

del houses tend to wear plaids, while the southern and westernOeridians favor checks, often of a diamond pattern or similarvariation from the standard square. Clothing tends towardstight-legged trousers, close-fitting upper garments, and capesor cloaks.

Suloise folk have long used solid colors. Aristocratic houseshave two or more such colors in their dress, so parti-coloredgarments are not uncommon. Similarly, the Suel people tend tofavor display of emblems or tokens on their garments, typicallyof a contrasting color to their basic one. Dress was originallyloose pantaloons topped by a baggy blouse. This form of dresshas been changed to meet the needs of the varying climates, sothe northern Suloise barbarians wear furs and skin garments,while those in the southernmost area have replaced the blousewith vest-like upper wear.

Flannae once wore brightly hued body paints, with yellowochre and vermillion being the favorites. While the Rovers of theBarrens still use considerable body painting (where their highboots, loincloth and chest and arm leather don’t cover them),

Convention calendarALPHACON III, Nov. 14-15 — A science-fiction and gamingconvention to be held at the Ramada Inn, Ithaca, N.Y., Alphaconwill feature a film program, displays, computers, and tourna-ment competition in the D&D® game, Diplomacy, and othergames. Convention membership is $9 at the door. For moreinformation: Alphacon III, c/o Bill Freebairn, 310 N. SunsetDrive, Ithaca NY 14850.

RICON ‘81, Nov. 14-15 — Rhode Island’s first fantasy role-playing convention will be held at the Howard Johnson’s motelin Warwick. Further information is available from RICON '81,P.O. Box 171, Lincoln RI 02865.

CONTRADICTION, Nov. 20-22 — A science-fiction conventionto be held at the Buffalo Marriott Inn, Amherst, N.Y. For moreinformation, contact Linda Michaels, 27 Argosy Street, AmherstNY 14226.

WINTER GAMEFEST, Nov. 20-22 — The annual event spon-sored by the Metro Detroit Gamers which was formerly knownas WinterCon. It will be held in Cobo Hall in Detroit for the firsttime. More information can obtained by writing to Metro DetroitGamers, P.O. Box 787, Troy Ml 48099.

Dragonthe more civilized Flan dress in the mode currently fashionablein their portion of the continent. Garments, however, tend to beof solid primary colors, with very bright hues predominant.

Baklunish peoples are of two sort. The northern branch favorsbright patterns and gaudy colors. They wear gowns and robes,or else short breeks and flowing coats. The poorer folk evenwear gaudy prints, although their garments are typically a one-piece coverall with whatever additional garb they can add. Thesouthern branch likes parti-colors of a more pastel hue. Theirdress is complex and full of many puffs and slashes whenadorned for special events. They commonly wear rough hideand cloth when traveling or at war, with shields and bannersshowing clan colors.

Dwarven folk love shades of brown, red, and gray contrastedwith a bright splash of color and picked out with as muchprecious metal as they can possibly wear. Leather is a favoritematerial, with wool being popular also. Dwarves wear clothingsimilar to that of the Oeridians.

Elves of the Sylvan ilk dress similar to Suloise, except theircolors are pale tints of green, fawn, ecru, and dove gray. Highelves are similar in mode of apparel, but they add blues, lilacs,and purples to the more natural forest hues of their woodlandkin. Hunting and war garments are brown, russet, or tan. Grayelves wear very complex and flowing garb of pure white, sunyellow, silver and gold lame’ set off by polished leather of con-trasting colors and highlighted by jewels. All elvenkind wearcloaks, especially when traveling. These garments are neutralgray or gray-green.

Gnomes and halflings dress in a similar fashion, often replac-ing their trousers with knee-length britches. The gnomes favormore stolid colors — brown breeks, a tan blouse, green bootsand belt, with a dark brown jacket or coat. A halfling in the samegarb might have a yellow shirt and top off with a cap of greenwith a bright yellow feather in it. Both races will often wearstriped clothing. When hunting or at war, they likewise favorgarb of a curiously mottled sort, with greens and brownsintermixed.

Next issue we will deal with events in the north central steppesand the areas below — the Horned Society, Bandit Kingdoms,and the Duchy of Tenh. Until then, avoid staredowns withmedusae.

WINTER FANTASY, Jan. 9-10, 1982 — Role-playing games,miniatures battles, mah jongg, an auction, hot dogs and a funtime with the TSR Hobbies gang. Held at the American LegionHall, 735 Henry St., Lake Geneva, Wis. Admission $2 daily, $3weekend. Write to Winter Fantasy, P.O. Box 756, Lake GenevaWI 53147.

GEN CON® SOUTH, Feb. 5-7, 1982 — The Cowford Dragoonsand TSR Hobbies, Inc., again sponsor this wintertime retreat atthe Jacksonville Beach (Fla.) Convention Center. For more in-formation write GEN CON® SOUTH, P.O. Box 16371, Jackson-ville FL 32216.

MANNHEIMERCON, Feb. 19-22, 1982 — Sponsored by theGrenadierstrasse Kriegspiel Society, the second Mannheimer-con will be held at a site in Mannheim, West Germany. Tourna-ment games to be held are: AD&D, Traveller, Civil War minia-tures, Napoleonics miniatures, modern and WWII micro armor,naval miniatures, Battle of the Bulge, Dallas, Magic Realm,Panzer Leader, Wizard’s Quest, Russian Campaign, Victory inthe Pacific and Squad Leader. For more information, contactGrenadierstrasse Kriegspiel Society, c/o Raymond Norton,181st Trans. Bn. APO New York 09166 or call Mannheim Civilian731-575 or Mannheim Military 8281.

19

Dragon

by Katharine Kerr

Many of us derive our image of RobinHood from the movie versions of his sto-ry, where he is portrayed as a noble lord,the Earl of Huntingdon, living in the late12th century. Although it makes for agood cinema plot, this version has no-thing to do with the body of ballads andpopular poems that tell the real legend ofRobin Hood. It depends on one portionof the work of a very late (1627) writerwho was prey to the typical British feel-ing that any hero has to be an aristocrat.

In truth — if there is any truth aboutRobin of Nottingham — he and his MerryMen were solid, middle-class yeomenwho took to the forest because of thechaotic social conditions of the late1300s. In those times, weak kings couldnot check their barons, who raised theirown illegal taxes and hired men like theSheriff of Nottingham to keep their pri-vate peace, not the King’s.

In 1354, in fact, civil documents recorda certain “Robin Hood” as being in pri-son, awaiting trail on charges of poach-ing and forest trespass. Since there is norecord of his having been hanged, onemay assume that he escaped — into le-gend, if not back into the forest.

As a general note, the proper settingfor the following non-player charactersis, of course, Sherwood Forest, just tothe north of the little farming town ofNottingham. The forest should be a longstrip, about fifteen by forty miles, of vir-gin oak, thick with underbrush.

For Nottingham, the Dungeon Mastercan use any small-town module by simp-ly designating the largest secular build-

ing as the Sheriff’s house and dungeonkeep. The only road to town should rundirectly through the forest, ensuringRobin’s band of a ready supply of cash.

The DM should also keep in mind thathunting in a lord’s preserve like Sher-wood Forest is considered poaching,punishable by hanging — a law that ap-plies to player characters as well as Mer-ry Men.

ROBIN HOOD12th-level fighterALIGNMENT: Chaotic goodHIT POINTS: 70ARMOR CLASS: 7NO. OF ATTACKS: 2/1DAMAGE/ATTACK: 1-8 (+1)HIT BONUS: SpecialMOVE: 12”PSIONIC ABILITY: NilSTRENGTH: 16INTELLIGENCE: 17WISDOM: 14DEXTERITY: 18CONSTITUTION: 16CHARISMA: 17

When pressed for information abouthis background, Robin will only joke thathe was in trouble with the law — or thelaw with him — at a very young age. Onemay assume he was born into a respec-table farming or craftsman’s household.His great skill with weapons implies thatat some time he served (or at leasttrained) as a yeoman archer with theKing’s armies. Some folk say that he re-turned home to find his family victims ofthe Sheriff’s grasping violence. Otherssay that he was goaded into killing one ofthe King’s deer on a wager and then out-

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Vol. VI, No. 5

lawed. Whatever the reason, he has livedin the forest for the past five years, sincethe age of twenty, with the price of twohundred gold pieces on his head.

Robin is tall, slender and good-looking,with dark, untidy hair and an engagingsmile. His usual clothing is a faded greentunic over torn hose, a studded leatherdoublet for armor, and leather boots. Hewears a broadsword with a dagger at hisbelt, has a quiver of arrows slung over hisback, and carries a yew longbow. Hemoves quickly and restlessly, rarely stillfor a minute unless lying in ambush. Hetalks fast, too, sometimes in a compul-sive string of jokes or idle chatter whichlasts until one of the band makes himhold his tongue.

There are two main motivations inRobin’s life: his love of total freedom andhis hatred of injustice. Both combine to

November 1981 Dragondrive him to his rebel’s life of robbing therich to give to the poor. Like most chao-tics, however, he cares little for any ab-stract principle of justice or equality. Hecenters his hatred on the person andspecific unjust acts of the Sheriff ofNottingham.

He gives his stolen gold to whateverpoor person happens to need it at themoment. Fomenting a social rebellionwould be the last thing he’d think of. Hewill lend his aid and his men to a goodcause, but only if it is glamorous or di-rectly aimed at the Sheriff. Once Robinhas given someone his friendship, he isvery loyal, willing to risk his life to save afriend from harm. He is not, however,above pulling low practical jokes on thesame friend.

Robin robs strangers first and makesfriends later. Since he has scouts placedat the edge of the forest, a party charac-ters using the road through it is certain tobe ambushed by Robin, Little John, WillScarlet, and 4-24 (4d6) of the Merry Men.

The band is so practiced at forestmovement that there is only a 15% chance(25% for elves) of a party member hear-ing them in time to be warned. If un-warned, the party will suddenly find itselfsurrounded on all sides by men withdrawn bows. Robin will step out into theroad and demand the party’s surrender.He will promise that they’ll come to nobodily harm if they simply turn over theirgold and jewels. If a player characterasks his name, Robin will answer readilyand add that he should go straight to theSheriff to report this outrage. At that, hismen will all laugh raucously.

If the player characters recognize hisname and express admiration or inter-est, or if they merely submit to beingrobbed without a fight, Robin will turnaffable and begin asking them questions

about themselves and their travels whiletwo of the men are stripping the party oftheir valuables. Once the party is robbedand disarmed, Robin will play one of hisstandard jokes. He will tell the party thatsince they’re paying for the feast tonight,they should share it. Party membershave no choice in this matter—the menwill surround the party and march themoff to the forest hideout. If Robin likesthe party, or if he feels that they are en-gaged in some good cause, he will returntheir valuables in the morning. (The DMwill have to role-play Robin here; dicerolls aren’t adequate for this decision.)

If Robin dislikes the party, he will havethem escorted back to the road afterdinner — a good bit poorer for the expe-rience. If the party attempts to find himfor revenge, they have a 5% chance, cu-mulative per consecutive day of search-ing, of finding the hideout again.

Robin will never knowingly befriendan evil character. He has a base chanceof 60% of guessing evil alignment, andthe DM should increase this chance ifthe character in question is acting in anoutwardly evil manner or has some ob-viously evil symbol about his or herperson.

Unless his life is in danger, Robin willnever kill an evil character (or anyoneelse, for that matter) in cold blood. Hewill simply do his utmost to humiliatethat person, leaving him or her alive for afair fight later. For instance, he’s beenknown to make a fierce warrior put on awoman’s dress and walk into town soattired. He’s tied the sheriff’s men upside-down to trees and left them there fortheir boss to find; he’s stripped pompousclerics down to their underwear for thewalk into town. (DMs, please note: If youhave one of those obnoxious players inyour group, Robin’s pranks offer a sa-

tisfying way of teaching him or her alesson.)

Although Robin is normally proficientwith a sword, his weapon of choice is thelongbow. His uncanny talent has beenso refined by years of practice that hehas an extra “to hit” bonus as well as hisadjustment for high dexterity. The DMshould allow Robin +1 to hit on movingtargets and +2 to hit on stationary ones.Though all his men are proficient with abow, no one else has his skill.

With, hand weapons or in weaponlesscombat, Robin is far from the best fighterin the band. His intelligence, high spirits,and eloquence have won him his placeas leader — not his fists.

At all times, Robin carries a horn at hisbelt; three blasts on it will summon theMerry Men as fast as they can possiblyreach him.

The Merry MenThe traditional number for the ranks of

Merry Men is nine and thirty archers, notcounting the lieutenants profiled below,but the DM may adjust this numberdownward if a large troop will unbalancehis or her campaign. The Merry Men areall 5th-level fighters, wearing leather ar-mor and armed with sword and longbow.They are all fanatically devoted to Robin(+25 on any loyalty check, plus Robin’scharisma bonus).

Contrary to opinion created by thecinematic versions, none of these menhave horses. (It is extremely difficult tofeed horses in a forest, not to mentionhide them. If Robin and his band owneda herd of forty-odd horses, the Sheriffwould have to be blind and possess a -2intelligence to avoid finding their trail. IfRobin needs horses, he merely stealsthem, then gives them to some poorfarmer. when the need is past.)

WILL SCARLET8th-level fighterALIGNMENT: Chaotic goodHIT POINTS: 48ARMOR CLASS: 8NO. OF ATTACKS: 1DAMAGE/ATTACK: 1-8HIT BONUS: NoneMOVE: 12”PSIONIC ABILITY: NilSTRENGTH: 15INTELLIGENCE: 15WISDOM: 11DEXTERITY: 16CONSTITUTION: 16CHARISMA: 13

Will, Robin’s closest friend and mosttrusted lieutenant, joined the band be-cause he hates the sheriff as much asRobin. During one particularly bad win-ter, Will’s family was close to starvation.When Will shot a deer to feed them, theSheriff put a price on his head. Havinglittle choice, he fled to the wilderness,

where he became Robin’s first recruit.Somewhat moody and withdrawn, Will

has a hot, quick temper. If he feels hishonor is being insulted, he will challengethe offender to a duel. Robin, however,will intervene and suggest an archerycontest or non-lethal combat, with alarge forfeit and much good-naturedteasing in store for the loser. Will is alsolikely to get carried away by enthusiasmand find himself in dangerous places,such as at the head of a charge with theothers still twenty yards behind. But histemper makes him extremely brave. Inmorale checks, the DM should alwaysallow Will a +15 bonus.

Will is something of a dandy when thefortunes of the road allow. He has afondness for silk shirts, stripped from anarrogant lord’s back, embroidered dou-blets, and fine jewelry. Anyone whoteases him about his clothes will be chal-lenged to a fistfight. Will carries a swordand is also proficient with the longbow.

21

DragonLITTLE JOHN10th-level fighterALIGNMENT: Chaotic goodHIT POINTS: 76ARMOR CLASS: 8NO. OF ATTACKS: 1DAMAGE/ATTACK: 1-8 (+3)HIT BONUS: +3MOVE: 12”PSIONIC ABILITY: NilSTRENGTH: 18/00INTELLIGENCE: 12WISDOM: 10DEXTERITY: 14CONSTITUTION: 18CHARISMA: 14

Little John’s given name is John Little.The nickname comes from one of Rob-in’s jokes: John is seven feet tall, barrel-chested, and fairly bulging with muscles.Blond and bearded, he dresses much thesame as Robin, but his leather doublet isunstudded, and he carries a heavy oakquarterstaff instead of a bow. If pressed,John can fight well with a sword, but thestaff is his weapon of choice.

It was his skill with a quarterstaff, infact, that won him his place in the band.One day as Robin and Will were huntingin the forest, they came to a narrowbridge over a stream. John was juststepping onto it to cross from the otherside. When Robin demanded that Johnretreat and give him precedence, John

challenged him to a duel with staves. Inrecord time, Robin was flying throughthe air and into the water. Much im-pressed, Robin asked John to join theband. Since John has no love for theSheriff (and several poaching chargeson his record), he agreed.

Generally, John is easy going and good-natured, but at times Robin’s constant

Vol. VI, No. 5

teasing drives him wild. John then quar-rels bitterly with Robin and walks off in ahuff. The conflict lasts until Robin apol-ogizes or some danger threatens. Nomatter how angry John may be with Rob-in, he will always go to his leader’srescue if needed. Since John tends tobelittle his own intelligence, he followsRobin’s orders without question, occa-sionally with unfortunate results whenRobin is in a daredevil mood.

FRIAR TUCK7th-level clericALIGNMENT: Chaotic goodHIT POINTS: 46ARMOR CLASS: 8NO. OF ATTACKS: 1DAMAGE/ATTACK: 1 -6HIT BONUS: NoneMOVE: 12”PSIONIC ABILITY: NilSTRENGTH: 15INTELLIGENCE: 15WISDOM: 17DEXTERITY: 14CONSTITUTION: 17CHARISMA: 13

With his scraggly tonsure and dirtybrown monk’s robe, Friar Tuck looks likea figure of fun, especially since he isenormously fat. Men have often under-estimated him —to their detriment —justas Robin and John did at their first meet-

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November 1981 Dragon

ing with the friar. At that time, Tuck wasliving alone in the forest — he says as aholy hermit, but the folk say as a refugeefrom his abbot’s wrath. (Tuck had theunpopular idea that alms should go tothe poor, not to the abbot’s personaltreasury.)

Robin and John came upon him just asthe friar was sitting down to a lunch largeenough for three ordinary men. WhenRobin began mocking his greed for food,Tuck challenged him to a wrestlingmatch, which Tuck won handily, passinghis version of Robin’s “trial by combat”membership test.

Besides being an expert wrestler (usethe grappling table on page 72 of theDungeon Masters Guide, not the specialmonk’s combat), Friar Tuck is highlyskilled with a quarterstaff. He also fightswell with a bench or a piece of firewood,which the DM should treat as clubs in hishands. Though he cannot use a bow, hehas a good eye for a thrown missile, suchas an ale pitcher or tankard — and tank-ards and ale pitchers are never far fromthe good friar’s reach.

Though he’ll fight to defend the campor his friends, Tuck takes no part in therobberies of the band. As a precaution,though, he wears leather armor stretchedtight over his fat paunch. Robin oftenremarks that Tuck’s fat is as good asanother layer of armor, but only he can

say such things without being challengedto a wrestling bout.

Though none of the ballads ascribeany magical powers to Friar Tuck, theDM may give him the following clericalspells if he/she wishes:

First level: Bless, Cure Light Wounds,Detect Evil.

Second level: Chant, Find Traps, KnowAlignment.

Third level: Cure Disease, Create Foodand Water. (The DM may also modifythis latter spell to Create Food and A/e.)Fourth level: Cure Serious Wounds.

Some readers may wonder why Robinand his lieutenants don’t belong to theranger sub-class. The reason is simplythat the magical spell abilities allowableto rangers are totally foreign to the spiritof the old ballads.

In DRAGON magazine #45, Len La-kofka describes a variant NPC class, theArcher. Any DM who wishes can easilyfit Robin and Will Scarlet into that classat their respective levels. Little Johnshould remain an ordinary fighter.

SHERIFF OF NOTTINGHAM6th-level fighterALIGNMENT: Lawful evilHIT POINTS: 41ARMOR CLASS: 7NO. OF ATTACKS: 1DAMAGE/ATTACK: 1-8 (+1)HIT BONUS: NoneMOVE: 12”PSIONIC ABILITY: NilSTRENGTH: 16INTELLIGENCE: 15WISDOM: 8DEXTERITY: 15

and anonymous poems dating roughlyto the 15th century. The best collectionof the 39 stories and their variants is inThe English and Scottish Popular Bal-lads by F. J. Child, which has recentlybeen reprinted by Dover Books andwhich should be available in any good-sized public library.

When it comes to modern retellings,there is remarkably little material availa-ble on an adult level. Persons who haveaccess to a university library might findJ. Ritson's Robin Hood, first published in1795 but last reprinted in 1885. There area great number of children's books avail-able on Robin Hood, but all of them areprettified and most are stories retold inpseudo-archaic language. Making an ef-fort to find Child's compendium of bal-lads is well worth it.

CONSTITUTION: 17CHARISMA: 7

Gray-bearded, lean, and scowling, theSheriff of Nottingham dresses in richblack velvet tunics, ermine-tipped cloaks,and fine leather boots, with rings on hisfingers and the heavy gold chain of hisoffice around his neck. His leather doub-let is studded with jewels as well as ironprotection points. At his side, he has abroadsword in a jeweled scabbard andcarries a beautiful polished staff with aheavy gold finial. All this finery, of course,has been paid for by taxes extorted fromthe poor.

Though the Sheriff is close to 40 yearsof age, he is still a formidable opponentin combat, especially since he fightsdirty whenever he can. His unusuallyhigh constitution enables him to with-stand the drubbings, dunkings, and oth-er pranks that Robin continually playson him.

The Sheriff’s hatred of Robin Hood isthe ruling passion of his life — strongereven than his greed, since he has putsome of his own money into that price onRobin’s head. Though generally cautious

and suspicious, he will impulsively fol-low any stranger who claims to know thewhereabouts of Robin’s lair.

The Sheriff will, of course, take hismen-at-arms along with him on thesehunts. In fact, he is so afraid of Robinthat he never goes anywhere alone. Ifmet in town, the Sheriff will have an es-cort of ten 5th-level fighters, each armedwith swords and daggers and wearingstudded leather.

If met on the road, the Sheriff will beaccompanied by his full troop, which in-cludes, besides the men above, ten 4th-level fighters armed as above and tenmore 4th-level fighters armed with long-bows. These men are mounted and haveno qualms about running a helpless op-ponent down in the road. They also tor-ture prisoners and strip them of theirvaluables, regardless of whether the ac-cused is guilty or innocent.

The Sheriff is employed by the evil SirGuy of Gisborne, an archetypal absen-tee landlord. Sir Guy visits Nottinghamonly once a year — to browbeat his es-tate steward, pick up his share of thetaxes, and get disgustingly drunk withthe Sheriff. Since he is terrified of SirGuy, the Sheriff admires him and serveshim faithfully.

The Sheriff is in general a typical law-ful evil type, a nasty bully to those belowhim and a lickspittle to those above. If aparty of player characters intimidateshim, he will aid them as long as he’sunder their direct supervision, but he willnever give up his pursuit of Robin orknowingly aid Robin’s friends.

Bibliography: The legend of RobinHood is comprised of popular ballads

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Dragon Vol. VI, No. 5

It has been recorded,in the lost scrolls of Caractos

the Scribe, of which onlyfragments now exist, that...

from the ice-world ofNorthumbria, many ages ago,

there came a youth named Niall,son of Thorkon the Mighty,

who was destined to roam theworld as he knew it, and to whomwas to be given the appellation,

the Far-Traveler...

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November 1981 Dragon

The comingof the Sword

Fiction by Gardner F. Foxor many days he had trotted acrossFthe ice field, always straining hisgaze ahead, ever seeking the figure

of the man he hunted. He was close now,so close that he needed no longer tostare at the ground in search of foot-prints. For there ahead, revealed in theweak sunlight of this northernmost re-gion, was the man, Gunthar.

Niall grinned wolfishly. Soon wouldGunthar face the death he deserved forthe attempted rape of lovely young Al-thia, who was sister to Niall and daughterof Thorkon the Mighty. In less than anhour, Niall would be up with him, woulddraw his sword and take the vengeancethat was due his family.

Niall shifted the white bearskin whichcovered his side shoulders. Under thatskin he wore a mail shirt, covered by aleather kaunake. Around his middle wasa broad leather belt from which hung adagger and a sword. Over his shoulderwas his horn hunting bow and a quiver oflong war arrows.

Niall disdained the arrows and thebow. He wanted Gunthar face to face, toknow — before cold steel killed him —what it meant to assault the daughter ofThorkon the Mighty. Niall trotted faster;his long, thickly thewed legs ate up theground that lay between him and theman he hunted.

Suddenly the ground under his bootsshifted, rolled, began to rise and fallrhythmically, as might the waves of theCold Sea. Niall staggered and grunted.

“May the gods grant I catch him intime,” he muttered.

He ran faster, and yanked out hissword. As though the still-distant manheard that scrape of blade against scab-bard, he looked back. Gunthar hadmoved into a passage with no exit; to oneside was the eternal ice of a mighty glac-ier, to the other a massive rock wall risingupward to an unscalable height.

It might be that Gunthar realized thefutil ity of further fl ight, for now hestopped, turned and drew his own sword.Niall ran toward his quarry, shouting inexultation.

The ground still rolled and pitched, yetNiall ran across it swiftly, balancing him-

self. He was used to the plunging, churn-ing deck of a longboat on the Cold Sea,and this motion of the ground was notunlike the roll of giant waves.

Gunthar waited, pale and somewhatgrim. He knew Niall, knew the ferocity ofhis swordplay, understood that few mencould stand against him — without luck.Gunthar prayed to Loki, god of mischief,hoping that the god would come to himin his moment of need.

Niall hurled himself forward, lips part-ing in a snarl of fury. His blade sweptaround, clanged against the weaponGunthar lifted to parry its deadly sweep.Steel sang. Almost instantly, Niall wasdriving in again, beating back that swordwhich opposed him. He drove Guntharback on his heels, making him giveground.

The earth shuddered beneath them.Ice cracked. There was a muted rumbleoff to one side. It was as if the very worldshared his fury, Niall thought, as he beatdown the sword which faced him.

“This is the day you die, Gunthar,” hegrowled.

“I did no harm to Althia,” the otherpanted. “She screamed, and others cameto stop me. I fled...”

“You fled to your death! You know thelaw! To him who transgresses against apriestess of Freya, there is only one rep-ly! Death!”

The ground rolled upward, crestingwhere they fought, pitching them towardthe mouth of the pass and onto softerground, where tall grasses grew. Niallbellowed his war cry and raised hissword.

“Death, Gunthar!” he roared.His blade flashed downward. It made

an arc of light where the sunlight caughtit. It slanted into Gunthar’s steel, brushedit aside, then continued downward intothe man’s neck, cleaving through fleshand bone. Gunthar’s eyes rolled up intohis head and he fell backward, mouthopen in a soundless scream.

A nd in that very instant — Theground rose, pitching Niall

forward, over the body of theman he had been fighting. There were

25

the screams of tortured ice and grindingstone. The earth shook wildly.

Niall clung to the tall grasses intowhich he had been toppled. “Great Thor!Save me!” he breathed.

Yet the earth went on quaking and rol-ling. Behind him he heard stone crash-ing on stone, and he listened as greatblocks of ice came free of the glacier andplummeted to the ground nearby.

Long he clung to the grasses, whichheld fast in the earth under them. Notuntil the last of the sounds had driftedaway, until the ground had stilled, did helift his eyes to stare about him.

G reat Wodin,” he gasped. Thepass was no more. It was

blocked now with crumbled,splintered masses of stone, with awe-some slabs of glacial ice. No one couldtravel through that pass. It was closedforever. He would not be able to return tothe stead of his parents — at least, notthe way he had left it. He was excludedfrom the home he had known for all hisseventeen years. The youth was an out-cast, thrust into a strange land.

And yet it was not the tumbled mixtureof rock and ice which caught and heldNiall’s attention. There was somethingelse, something within the glacial ice it-self. Niall growled low in his throat.

What was this thing he saw? Coveredwith ice, yet it had human form. He couldsee an arm, and the glint of sunlight re-vealed what seemed to be a golden bra-celet adorning that pallid arm.

Niall took a few steps forward, his fleshcrawling with wonder and readiness.

Could it be human, that which he wasstaring at? Now he could see goldenhair, lighter even than his own, appear-ing white rather than yellow. There waspale flesh, covered in some way by a furgarment.

And — blue eyes, wide open! Staringat him!

Those eyes pleaded! They called tohim, begging!

Niall shook himself. “I dream,” he mur-mured to himself. “There is no woman inthat ice. And if there is — she must bedead! Long dead!”

DragonAye! How long ago must she have

toppled into that ice? Or — been putthere?

Was she a witch? A lamia?No matter! For now he saw, as he

moved closer to that ice barrier, that shewas lovely, more beautiful than anywoman he had ever seen before. Hereyes were blue, her mouth like a round,red fruit. Her body was full, her hipspleasantly rounded.

His hand lifted to touch the ice thatheld her.

Close were her eyes now, even moreurgent the message they seemed to besending. Free me! free me, man of theouter world! free me — and know mygratitude! It was as though her voicewhispered in his mind.

Niall raised his sword and began hack-ing at the ice. Frozen chunks flew. Longhe worked, and carefully, because he didnot want to harm the white body that layencased in this frozen sepulchre.

For hours he worked, stabbing withgreat care at the ice. After a time hecould reach around the sides of thebody, slashing with his dagger, using itas a pick. Slowly he freed the unknownwoman.

Yet there was ice still close about herbody. And now Niall paused, knowingthat if he cut deeper into the ice, he mightharm her. He turned and began cuttingsome of the tall grasses, arranging themin a pile about the icy statue.

He set fire to the grasses and watchedas the yellow flames began to lick up-ward. Drops of water formed, glistened,ran down the ice. He cut more grass,piling it higher, growling as the waterfrom the melting ice dripped and put outsome of that fire.

When the fire had done its work, only athin coating of ice remained.

The woman’s body moved slightly.Some of the thin ice-crust cracked andfell away. Seeing this, Niall gripped theedge of another hunk of ice, tugged at ituntil it cracked and dropped.

And then the woman moved a leg.Both legs. Her arms lifted, freeing a handon which a ring glinted. Niall worked fas-ter, chipping away gently with his daggerso that more and more of the ice fellaway.

First all of her body was free, and atlast the ice fell away from around herhead and shoulders.

Her blue eyes gazed upward into thoseof Niall. Her full mouth trembled, curvedinto a smile. “My thanks, stranger. Ac-cept the gratitude of Clovia, who wasonce — many years ago — queen inHellios.”

Niall shook his head. “Hellios? I’venever heard of it.”

Clovia smiled wryly. “Is my fame soquick to fade? Once I was mistress of amighty fleet, a great army. Kings andemperors paid me homage, until...”

Her lovely face darkened, her featurestwisted in anger. “Until a magician cameout of the East and worked his magicksin my city, and by them caused me to beborne away and imprisoned in that ice!”

She drew a deep breath, and her eyesroamed the grasslands. “Have you anyidea what it was like, buried in cold anddarkness — still alive! — for so manyyears? So many years!” Her eyes fo-cused on him. “What is the year?”

Niall shrugged. “The year of the Boar,the month of the Ice Gods.”

Clovia rubbed her hands up and downher arms. “That means nothing to me.Ah, well... This is a different world thanthe one I left, I know that. Even that ma-gician is no longer alive. Dalvuus, hisname was. Ha! If I could get my hands onhim...”

She looked hard at Niall. “What aboutyou? From whence came you?”

Niall explained how he had followedGunthar, how he had killed him, how theearth had shuddered. His hand gesturedat the fallen rocks and tumbled blocks ofice.

“I can go home no more. The way isclosed. I must reach a seaport and find aship to take me back to Northumbria.”

Clovia eyed him musingly. “Stay withme, Niall. Be my guard, my warrior.Travel with me to Hellios, where I willmake you rich.”

Niall grinned. “Lady, your kingdommay no longer exist. You are an outcast,like myself.” He hesitated, then said,“Still, I have a fancy to wander about thiswarmer world, to sip its ales and wines,to taste its foods. It might be that I willwalk with you, take you to this Hellios.”

Swiftly she twisted off the great eme-rald ring that graced her finger. To gowith it, she took off a bracelet encrustedwith diamonds. “Take these as first pay-ment, warrior! They are but a small partof what Clovia will give you if you escorther safely to Hellios.”

Niall chuckled, waving a hand, “Keepthem, lady. They look better on you thanthey would in my pouch. Time enoughfor reward when I do what you ask — if Ican.”

He turned to stare out over the grass-lands, which extended as far as he couldsee. Niall knew nothing about this cornerof his world. He knew not which way towalk, did not know even what directionClovia wanted to go. He turned to herand saw her frowning slightly as she,too, studied the vast prairie for a clue.

In almost inaudible words she wasmuttering, “This would be the regioncalled Styglinia on the maps I haveknown. If that is so, then there will be ariver running through it. But how faraway?”

Niall grinned. “And when we come tothis river, if we do, where will it take us?”

She turned to smile at him. “Eastward,toward the city Hellios. The river is named

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Thangara. It is long and winding, run-ning across half the world. Could we butfashion a raft...”

Her words drifted off. Niall shruggedhis muscular shoulders and said, “It isn’taround here, so let’s go find it.”

He began to walk, and after a momentClovia followed. They walked the sunout of the sky, pausing at last when theshadows lengthened and darkness be-gan to creep across the grasses. Theyfound refuge close by a rock formation.

Niall gathered sticks from the fallenbranches of some trees that grew nearthat stone bulwark, set them togetherand made a fire, scraping a bit of flintagainst his dagger blade. From his pouchhe took a bit of meat, some cheese, alittle bread. Hunkered down, he offeredhalf of what he had to Clovia.

They ate, and then they lay at arm’slength, both within touching distance ofthe fire. Overhead the stars glinted inblack space, and a cool wind roamed thegrasses. Niall slept soon and soundly.

F or three days they traveledsouth. The great bow and the

arrows Niall carried were put intouse, felling a deer and then a boar, sothat the young man and the woman atewell. His companion was given to moodysilences, or so it seemed to Niall. Shebrooded long and often, her blue eyesslightly veiled.

To Niall, it was a pleasant time. Thiswas a new land, and there was much tosee. The unchanging horizon extendedas far as his eyes could reach — and hehad excellent vision — but as the dayswent on, it became monotonous.

Something of this he said to Clovia,adding, “Even my northland gives me anew view every so often. A bear mightrush out at me, or a giant elk, or even aman who had been outlawed. But here...”

His huge shoulders lifted and fell.“...there is nothing to stem the boredom.”

Clovia turned her head and smiledfaintly. “Do not be too sure, Niall. SIowly,oh so slowly, I have been remembering.We are not far now from the river — andfrom the underwater lair of the sea ser-pent Xithalia.”

“Sea serpent? I’ve heard of them. Someof them dwell in the Cold Sea. But I’venever known any to swim about in rivers.”

“The river Thangara is deep, very deep.It sweeps in from the ocean, and thereare caverns inside its stone walls whereXithalia dwells.”

Niall stiffened his shoulders. He didnot like this talk of sea serpents. By Wod-in! How could he fight off a sea serpentfrom the deck of a raft?

T hree days later, they came insight of a river. Its waters moved

sluggishly between grassy banksrimmed with trees. As far as they couldsee, there were no habitations, neither

November 1981 Dragonthe tents of prairie dwellers nor the mudhuts of men who had been outlawedfrom the cities.

With his sword, Niall hacked down allthe saplings he could find, trimmed themand then lashed them together with toughvines that grew nearby. With Clovia help-ing to twist the vines and saplings to-gether, they built a serviceable raft,though Niall eyed it dubiously. It wouldhave to do; they had no boat, nor anyprospect of finding one in these remoteregions.

They launched the raft, balanced them-selves carefully on it, and pushed outinto the river, Niall poling them along.The sun grew warmer as they made theirway between high banks covered withwildflowers. Then they moved into anarea where trees all but shut out thebright sky overhead.

Clovia sat quietly, seemingly lost inthought. Niall stared about him, his heartbeating to the pace of this land where hewas a stranger. How vast it was! He hadnever imagined that his world was sohuge. All he had known until now werethe cold sea waves and the little strandwhere his father had his steading. Whatwonders was he now to see?

All day they rode the river, landing atdusk to make a little fire and cook the fishNiall caught with a hook and some thincord from the pouch on his belt.

When they were done eating, Niallasked, “How far do we have to travel toreach this city where you were queen?”

Clovia smiled grimly. “Many, manymore days. We are now in a countrywhere my people never went. Why shouldthey? There is nothing here to tempt themerchants.”

T hey had been traveling on theraft for four days when they saw

the sailing ship. It was in themiddle of the river, its sail billowed out,yet it did not move. Then Niall saw some-thing wet and shiny moving slowly along-side the vessel. Thick and massive — andmenacing — was that something.

Clovia cried out. “Xithalia! He hascome from his rocky lair to feast on hu-man flesh, to fill his belly and then retireto sleep.”

Niall sought purchase for the pole, tomake the raft move faster. As he did,Clovia turned a frightened face to him.“What are you doing? You’re taking ustoward that thing! Try to go around it. Itmay not see us.”

“Those people aboard that ship mayneed help.”

Clovia stared at him, her eyes wide.“What is that to us?”

The youth glared back at her. “It maybe nothing to you, but I can’t run away tolet those folk face death.”

He could see the head of the serpentnow, as the beast moved out from behindthe sail which had hidden it from hisview. Vast was the head, wide its mouth.The creature slavered as it poised abovethe deck, where a group of terrified peo-ple stood huddled.

Niall reached for his bow. He knewarrows would be useless against such acreature, unless...

He pulled his bow, sent an arrow wing-ing through the air. It hit the scaly hide ofthe serpent’s neck and fell away. Niallgrunted, lifted another arrow to thestring. He took more time, studying thedistant creature’s movements, before helet fly again.

The arrow arced high, then as it beganto descend it drove into the eye of theserpent. From its open throat came ascream of agony. Up reared Xithalia, itshead turning one way and another as itsought out the cause of its pain.

Clovia hunched down upon the raft’sdeck. Her white hands were clenchedinto fists. To her continued amazement,Niall was poling feverishly, urging theraft toward that nightmare monster, andshouting as he worked.

“Have you gone mad?” Clovia yelled.“No, no. Look — The beast is leaving

the ship. It is starting to turn, to cometoward us.”

Niall moved to the edge of the raft,

27

Dragon Vol. VI, No. 5

balancing himself carefully. He drew hissword and waited as Xithalia glidedthrough the river toward him.

“What can you hope to do with thatpuny weapon?” Clovia panted. “He willopen his mouth, gobble you up!”

Niall grinned. “That’s what I hope hedoes.”

The great head was over him now, itsjaws wide apart. Long teeth glinted in thered cavern of a mouth. For a momentXithalia paused, then its head darteddownward.

Clovia screamed.Niall sprang upward to meet the gap-

ing jaw, his sword held up before him asif he meant to fend off that gapingmouth.

The jaw snapped almost shut—just asNiall fell sideways into the river. But be-fore he fell, the thrust lodged his swordin the jaw of the sea serpent, with thepoint puncturing the roof of its mouthand the pommel lodged up against itsbottom jaw. Even though impaled on thesword, those jaws gaped wide.

Xithalia bellowed. It thrashed its headand its vast body, straining to force thesword back out the way it came. Whenlight caught the edge of the blade, itcould be seen in the beast’s throat cavity,lodged at an angle that made the serpentroar every time it moved its jaws up anddown. Water foamed and flew about.

Niall swam to the raft and hoisted him-self upon it. His booming laughter rangout. “Try now to swallow me, eater ofmen! Maybe now you’ll starve to death.”

He took up the pole, thrust it into thesoft bottom of the river, and propelledthe raft toward the ship which now satsideways in the river, the people on itstaring and crying out to him. Cloviarose to her knees, then to her feet, all thewhile eyeing the injured and enragedserpent, convulsing as it sought to freeitself from that sword. Xithalia lost inter-est in its prey, and its thrashings carriedit farther and farther away, until after afew moments it dipped beneath the sur-face of the water and was gone.

Almost in awe, Clovia shifted her gazeto stare at Niall. “You saved me, barbar-ian. You saved me.”

“I saved myself,” he grinned.Ropes were flung from the ship’s deck.

Niall caught one, grabbed Clovia withhis other arm, and leaped. His feet foundthe side of the boat, and willing handsgrasped them and raised them upwarduntil the deck planks were underfoot.

Sailors were running here and there,preparing to get the ship under way. Thesail filled with wind, the hull turned aboutuntil it pointed into the current, and theriver waters again began to glide past thehull as the vessel moved on with the raftin tow.

A man with a beard came toward them,smiling broadly. “My thanks to you,” hehappily growled at Niall, clasping the

youth’s hands. “You saved our lives andthe vessel itself. I’ll not be ungrateful.”

Niall shrugged. “Just tell me where Ican buy a little boat. I’m tired of pushinga raft along.”

The captain chuckled. “You’ll buy no-thing. A boat shall be my gift to you.” Hehesitated. “But where do you plan to goupon the river Thangara?” Niall glanced at Clovia, who said, “Wetravel to Hellios.”

“Hellios? Where’s that?”Clovia stared. “Hellios is the most

magnificent city in the world. From itsdocks, ships ply all the nine oceans. Itsmerchants eat from plates of gold.”

The captain grinned. “Lady, I wish youonly the best, but — Hellios? There is nosuch place. I know this river from theocean to the mountains.”

The captain walked away and Cloviastared at him, frowning.

T wo days later the ship pulledinto a wharf before a riverside

city. Niall was at the railing, star-ing at the many rooftops, at the distantshine of sunlight on a golden dome. Thiswas the first city he had ever seen. In hiscountry there was no more than smallsteadings, or perhaps a gathering ofsteadings together with warehouses inwhich merchants stored their goods.

“You find it exciting?” Clovia askedfrom where she stood beside him.

“I’ve never seen anything like it,” Nialltold her, not taking his eyes off thescenes before him.

Her lips curved into a smile. “Wait untilyou glimpse Hellios. There is a city, a citythat houses thousands upon thousandsof people.”

“The captain says there is no suchplace. I’ve spoken with him. He knowsthis river as he does his own home.”

Clovia snapped, “The man is mad. I tellyou, I know Hellios! I reigned there, asdid my father and my forefathers.”

Very gently, Niall murmured, “But thatwas a long time ago; Clovia. A very longtime ago....“’ He put his arm about her.“How long were you inside that river ofice?”

‘l — I don’t know. But Hellios must stilllive. It must!”

“If it does, we’ll find it.”Niall did not notice the sadness in her

eyes, nor did he pay any attention to themanner in which she pulled her cloakabout her. And though he sensed it whenshe shivered, he put that down to thecool wind blowing off the land.

They went with the captain, whosename was Dalamar, to his big stonehouse on a hillside north of the town.Clovia would have preferred to be alonewith Niall, but the shipmaster would nothave stood for that. The two were to behis guests, to enjoy his hospitality.

They met his wife and children, theyfeasted at a huge table, they enjoyed the

warmth of a great log burning in thehuge fireplace. They shared bowls ofrich wine, and when the children hadbeen put to bed Dalamar brought outnarrow wooden tubes which held maps.

These maps he unrolled on a table,and as Clovia and Niall bent over them,the captain’s finger traced the route ofthe river Thangara from the mountainsto the sea. On those parchment scrolls,there was no mark to point out the cityClovia called Hellios.

Her face grew paler as she examinedthe parchments. Her finger trembled asshe pointed, “There is where Helliosshould be. There!”

Dalamar’s face wore a puzzled look ashe stared at where she indicated. Hedrew a deep breath and said, “Lady,there is no city there. True, there arestrange stones standing about — I’venever put ashore to look at them closely— but only the wind roams betweenthose stones. There are no people, thereis no city. Believe me.”

Clovia turned suddenly and walkedacross the room to stand at a windowand stare out into the dark night. Shestood there, motionless, for many min-utes before she turned and came back tothem.

“I have been gone far longer than I hadbelieved,” she whispered. “Far longer.When I was taken out of Hellios and putinto that glacier by the magic of the wi-zard Dalvuus, Hellios was the greatestcity in my world. Now it is dust and deadstone.”

Dalamar cleared his throat. “But youstill live, lady. There is much to be seen inthis new world. You both must stay herewith me and my family.”

Clovia smiled and shook her head. “Ithank you, but — no. I must look uponHellios once again, or at least upon whatremain’s of it."

Then she gazed at Niall. “Will youcome with me? Or do you choose to stayhere, or to wander elsewhere?”

“I agreed to see you safely to Hellios,”the youth replied. “I will keep my word.”

The next morning Niall went with Da-lamar to the docks, where the captainpointed out a small boat with a mast. “It’sa cockboat I sometimes take with mewhen I sail out upon the ocean. It’s fast, itmoves well. I’ll provision it for you, andgive you a new sail.”

“Accept my thanks, Dalamar,” Niallsaid briskly and sincerely.

The captain chuckled. “If you hadn’tcome to fight the serpent, I wouldn’t behere now. Speak no more of thanks.”

Two days later Niall and Clovia pushedaway from the wharf, with Dalamar see-ing them off. The wind was brisk. It filledtheir sail and sent the craft speedingthrough the water. Niall waved oncemore to Dalamar, then set his face to theeast and his big hand on the tiller.

(Continued on 3rd page following)

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Vol. VI, No. 5Dragon

30

November 1981

Clovia sat in the prow, leaning for-ward, staring ahead of her as if she weretrying to will the little craft to go evenfaster. She was huddled beneath hercloak, and every so often she shivered.

F or five days they sailed, pausingonly to sleep for a few hours

each night along the deserted ri-verbank. Always, Clovia urged speed. Itwas as though something inside ate ather and would not be satisfied until shestood again in Hellios. They ate theirmeals in the boat as it scudded along;Clovia would not hear of stopping for amidday rest.

On the fifth afternoon she straight-ened suddenly, lifted her arm and point-ed ahead. “See there, Niall! That tongueof rock jutting out into the river. My sai-lors called it Norban’s Tongue, for theriver god Norban whose tongue licks upthe souls of dead sailors and carriesthem away to the worlds ruled by thegods. Hellios is not far now.”

Niall merely grunted in acknowledg-ment. He was enjoying this trip. This washis chance to see more of this world intowhich he had been catapulted by thefates — though there was little to see,outside of the river and the plains and theforests through which they sailed.

He hoped Hellios would prove be in-

Dragonteresting, though he suspected it would no more do the golden banners wave innot. What was so interesting about a lot the breezes. Dead. All dead!”of ancient buildings? Yet he could un- Niall did not speak. He looked out overderstand why Clovia wanted to walk the ruins which, from this vantage point,there, to set her eyes on those places she extended as far as he could see. Fromhad known so long ago. the river, a man could not glimpse the

The little sloop seemed now to run fas- extent of what had been the glory of HeI-ter through the waves. It left Norban’s lios, but from atop this high rock theTongue far behind and approached a truth of Clovia’s memories was plain tomass of tumbled blocks of stone along see.its banks. The woman moved away, walking from

Clovia stood and cried out, “This was the rock to the earth of the shore itself,the harbor!”

Niall moved the tiller delicately, andstriding slowly forward on what hadbeen paving stones but which were now

the boat crept between huge boulders half-buried under dirt and grass. Shejutting out of the river. His eyes scanned went with bowed head, and Niall knewthe land, saw here and there places that she was weeping.where buildings might have stood in the The youth shrugged. He might as welldistant past. Judging by the view from go along with her. Who knew? Perhapsthe river, which was obstructed by boul- he might find something here to takeders and debris, no one would suspect away with him: a bit of buried gold, orthat a mighty metropolis had once even a rare gem or two. He needed mo-graced this shoreline. ney to live, to eat and drink until he found

He ran the cockboat in against a big service somewhere as a warrior or aflat rock, tossed its anchor about a jut-ting piece of stone, then stepped up ontothe rock and helped Clovia ashore.

Tears were in her eyes and runningdown her cheeks.

“Gone," she whispered, so softly thatNiall could scarcely hear her. “All gone,all the ships, all the riches. Forgotten bythe world. No more do the armies march,

laborer.Clovia wandered along what might

have been a great boulevard many yearsago. From time to time she would pauseto run her eyes this way and that way,and the wind blew her pale hair about herface as though to hide the tears thatstreaked her cheeks.

“There stood my palace,” she said to

31

Dragon

Niall, pointing. “Its walls were high, its held the blade. out before him as hebuildings the glory of our city.” moved forward. with Clovia following

The young Northumbrian muttered. close behind:“There must be some gold left, some- Suddenly a shrieking sound split thewhere around here. You would know the air from ahead of them. From behind thelocation of the vaults. Take us there.” tumbled stones of the dead city rushed

She shook her head slowly. “They half a dozen men. They held clubs andwould have taken all the gold, the jewels, rusted swords. They wore the barest ofwhen they abandoned Hellios. There will rags, and their feet were bare. Theybe nothing left.”

“How can you know unless you look?looked like less than a match for the bur-ly young Niall, but they also looked de-

You know nothing of what happenedhere. You were locked inside the ice,”

termined and desperate.Niall roared a battle cry and ran to con-

Clovia smiled abruptly, holding out front them. He easily ducked under aher hands to him. “You are right, as al- thrown club, and a second later he was inways. I have been so sunk in my sorrow the midst of them. His sword” lifted andthat I have forgotten I am alive, and that I fell, sliced and thrusted, and suddenlywill need gold to go on living — if I three of the ragged men were down, theirchoose to do so, that is.”

“Well, I choose to live,” Niall grumbled. blood staining the grass and stones.

As he struck and parried, Niall scannedLaughter rang out — the first time he these men, seeing something besides

had ever heard such a sound from her. their rags and rusted weapons. Some of“Yes, Niall. You are my warrior, my army. them had thick bracelets on their arms,And it is the duty of a queen to care for one or two possessed rings, and all of theher warriors. Come along!” adornments seemed to be made of solid

She took but one step, and then his gold. hand shot out to catch and halt her. He The three men still alive whirled andlifted his other arm and pointed, fled but Niall ran after them, bellowing in

“I saw something, some sort of move- his battle-lust. Where two walls stoodment. There ‘may be wild animals here, close together he cornered them andClovia. Get behind me." moved in with sword swinging.

He drew the sword Dalamar had given The overmatched men fought grimly,him — his old blade, he suspected, was savagely, but within moments they lie onstill caught in the serpent’s jaws — and the ground, dead or near death.

Vol. VI, No. 5

Niall stood over them as Clovia camerunning up.

“You killed them all,” she accused.“They might have told us something!”

“What could such as these have toldyou? They’re carrion eaters, and I wouldguess they eat human beings, too. Still, Ithink they have told us a little.”

“What do you mean?”He knelt, stripping golden rings and

armbands from the dead men, and heldthem up to Clovia, who stared at themwith incredulous eyes.

“Those were made in Hellios!” shesaid. "I know that workmanship.” Herwords tumbled over themselves as shesought to explain. “This ring was madeby Frondag, who fashioned jewelry forme. Ah, and this armlet by Rogonor,whose artistry in gold has never beenchallenged. But how can this be? It wasso long ago!”

“Gold doesn’t die,” Niall reminded her.She shook her head impatiently. “No,

no. I didn’t mean that. Where did theyfind these things? That’s what I want toknow. If they stumbled on some losthoard of gold, so can we!”

Niall grinned exultantly. “Now wherewould such a hoard be hidden?”

“In the palace, of course. And it is justover there.”

They ran to where colored columnsand tinted stone blocks lay in mad disar-ray. Clovia began to search with Niall ather side. They turned over stone blocks,#hey dug where she suggested, but theruins were too heavy, and too muchearth had blown into what once hadbeen stairways.

Niall stood at last, scowling. “There isa different way into the cellars. There hasto be. Those ragged men I killed wouldnever do any digging. Besides, if theyhad, we’d see some sign of it.”

Clovia sat on a fallen column. “Yes.There’s a way in that is not blocked byrubble. All we have to do is find it.”

They searched until hunger sent themback to the boat for the leathern sacksthat held their food and drink. As the sunsank, Niall built afire in the shelter of twostanding walls, and there he cooked ameal.

While they were eating, Niall heard thebeating of wings. Outlined against thedarkening sky, he saw small flying things.He was about to put more meat in hismouth when he sprang to his feet instead.

“Those bats!” he shouted. “They canshow us the way in!”

Clovia stared at him. “What?”“Bats nest in caves — or an under-

ground place like a treasure house. Or acorridor that will lead us beneath yourpalace.“.

Clovia licked her lips. “Then let’s gofind it.”

“Not until the bats return,” Niall re-sponded. “Now, you sleep. I’ll watch forthem.”

3 2

November 1981

When the woman had rolled up in thecloak and fur wrap which Dalamar hadgiven her, Niall sat back against a stonepillar and let his thoughts roam. He likedthe excitement of this strange land intowhich he had come. Even more, he likedthe idea of finding treasure. For hourupon hour he yielded to his dreamings,staying alert but preoccupied.

With golden coins, he could travelleisurely about this land, discover itsdeepest secrets, know its fairest women.There might be jewels too, and a merehandful of pearls or rubies or diamondswould make him a rich man.

Niall chuckled. As a rich man, he couldreturn home to Northumbria, he thought,but then he scowled. Northumbria heldno secrets from him; he knew it too well.Instead, he would roam this world intowhich he had been cast by the grounditself, and he would make a name forhimself.

He was reflecting on this when heheard a stone roll across other stones.Instantly he was ready, rising quietly, lift-ing out his dagger. If death or dangercame crawling forth in dawnlight, hewould meet it.

Then it came, a nightmare-thing withfive legs and three arms, hunched overso that it seemed to be a ball of blackleather with red, glowing eyes.

The thing moved in the direction of thesleeping Clovia, and Niall saw fangs glintin the dying firelight.

He rushed forward, putting his bodybetween the leathery thing and Clovia.His shoulder hit the beast’s body as heswung his dagger in a short, vicious arc.

The short blade bit deep. The beast-thing bellowed, lunged for Clovia andmissed her by inches as Niall forced it toone side. They landed hard on stonesand turf. Quickly Niall was back on hisfeet. Now he had time to yank out hissword, and he drove forward with it.

A clawed hand swiped at him. Niallducked as he saw and felt his swordslash into a leathery shoulder. Then theirbodies were twined together as he soughtto free his steel from the beast-fleshwhere it was lodged.

The body of the thing he fought washotter than a man’s body, as if heatedfrom within. Its breath was nauseating.Niall twisted, partially freeing himself ofthe grip of those mighty arms and takingscratches across his shoulders from thelong, sharp claws.

Then his sword blade came free. Niallglanced at it and gasped. It looked asthough acid had eaten at it. The flat ofthe blade was pocked with pits andholes. And its once-sharp edges werenow dulled and eaten away.

“Wodin All-Father!” he gasped.Niall dropped the sword, and in the

same motion reached for a paving stone.He slammed the rock against the face ofthe awful being. Fierce was that blow,

driven by all the power of his brawnyarm, and flush against the forehead ofthe beast-thing it landed.

The creature bellowed. Its mouthgaped wide, showing fangs that threa-tened but could not penetrate Niall’s de-fenses from such close range. Niall liftedthe rock and hit with it again and again.He drove the creature backward with therock-blows, never giving it a chance tosteady itself for a counterattack.

“Water!” Clovia’s voice cried from be-hind him. “It cannot stand the touch ofwater!”

Niall feinted another attack with thestone, then suddenly leaped toward thebeast, his arms spread wide. He grabbedthe leathery beast around the lower partof its torso, bore it backward, and rolledover and over on the ground with it. Theriver was not far away.

The young warrior snarled. He strug-gled to regain his feet and lift the thingoff the ground. While straining to raise it,Niall began to move forward.

The monster’s arms and claws raked athim, digging into his arms and shoulders.Niall grunted in response to the pain, butdid not lose his grip. Now he was able towalk carrying the beast-thing. The riverwas closer... closer.

Within a few feet of the bank, Niall lefthis feet in a lunge. Still clinging to theleathery creature, he toppled into thewater.

Immediately there was an awful hiss-ing. A stench rose into the air. Niallchoked and felt nausea all but over-whelm him. The thing he clung to wasweakening quickly. Its struggles werenot so savage, and in a moment it was allbut inert in his grasp.

Niall felt the touch of hands from be-hind him, trying to help draw him upwardout of the churning water. He releasedhis grip on the beast’s body and allowedhimself to be dragged back onto solidground.

He stood tottering at the river’s edge.Clovia was beside him, gripping his armtightly as she stared into the water.

The creature was disappearing — dis-solving in the water! Fumes rose from thebubbling river, fumes that made Niallcurse and draw Clovia away from theriver bank.

He drew a breath. “How did you knowthat water would slay that thing?”

In a voice trying to be calm, Cloviareplied, “It was a thordio, a thing that hadcome to my city from some forgottenworld long ago. In my time it was only alegend. Something seems to have sum-moned it back now. But why?”

She stared at the ruins of the city andasked harshly, “What is there to protecthere? What purpose would there be insummoning the thordia out of its ownworld to roam these ruins?”

To Niall, the answer came quickly.“Treasure.”

33

Dragon“No. Something more important than

gold or jewels,” Clovia murmured, shak-ing her head. Her fingers tightened onceagain upon his arm. “Come! This hasrestored hope to me. There is somethinghere, something waiting — sleeping,perhaps.”

The big barbarian shrugged. “I carenot for anything like that. What goodwould that do us?”

Clovia glanced at him slyly, smilingfaintly. “Ah, but there will be treasure,young man. Treasure so great ten boatscould not carry it. Are you interested?”

Niall grinned, putting his hand on hershoulder and squeezing it. “Lead on,lady. We’ll forget about waiting for thebats.”

Clovia walked forward, at times almostbreaking into a run. It seemed as if hermemory were coming back to her, as if inher mind’s eye she could see Hellios asshe had known it when she had walkedits streets. Niall followed at a strollingpace, keeping up with her, fingering hisagain-empty scabbard. He felt partlynaked without a sword at his side. Eversince he had been twelve years old —anda huge child for his age — he had walkedwith the weight of a sword draggingdown his belt.

Clovia went between still-standingwalls and broken columns, following anunseen path. Twice she hesitated, stand-ing motionless and staring about her,frowning, before she resumed her stride.

At length she came to what must havebeen a big building. Between its wallsshe walked, on ornate paving stoneshalf-hidden under grass and wildflow-ers Then she paused at a place wheretwo walls met, and Niall could glimpse alarger paving stone set among the others.

“Lift this,” she said, tapping the stonewith a foot.

Niall knelt and slid his fingers beneaththe bluish stone. Rising from his knees,he straightened his back until his armand shoulder muscles bulged. Slowly,the stone came up. It was well over aminute later that he had raised it highenough to topple it, revealing a narrowstairway beneath where it had lain.

“Let me enter,” Clovia said.But Niall held her back, drawing his

dagger. “There may be dangers downthere, lady. Let me go first. You follow.”

He put his feet to the stone of thatancient staircase, descending into al-most total darkness. The sun’s rays didnot penetrate far, but they showed thebarbarian the shape of a tunnel stretch-ing out ahead of him.

Clovia was right behind him, fingertipstouching his back. “Search along thewalls. There ought to be torches thrustinto iron holders.”

By groping in the darkness, Niall dis-covered a length of resin-soaked wood.With flint and a bit of steel from hispouch, plus some tinder, he made a

Dragonflame and ignited the torch. Holding ithigh, to cast the light as far as possibleinto the tunnel, he moved on.

It was dim in this tunnel, even with thattorch, but there seemed to be nothingdangerous lurking within. At length theycame to an oaken door, barred in ironand with a rusty lock.

Clovia said, “This is the treasure houseof my people. Stand aside, Niall.”

From her pouch she drew a smalllength of steel. At Niall’s questioninglook, she smiled wryly. “This I took withme — unknown to Dalvuus, naturally! —when they stole me from my palace.”

She fitted the key into the lock, butcould not turn it. Niall grasped her upperarms, moved her aside, put his hand tothe key and, after grunting a bit from theexertion, turned it. His big hand pushedthe door wide.

They looked in at a big room, fitted outwith chests and coffers of varying sizes.As Niall strode forward, holding the torchbefore him, he saw what appeared to bea corpse lying atop one of the biggestchests. But it was not the sight of thebody that his eyes rested on last.

T hor!” rumbled Niall. “What asword!” It lay beside the corpse,

its haft glittering from the torch-light, its scabbard revealing the jewelswith which it was emblazoned. Its bladewas partly out of the scabbard and shonebrightly, unaffected by rust or decay.

Niall sprang to that sword, caught holdof the scabbard, yanked free the blade.He held it up, staring at its length. Neverhad he seen such a weapon as this; hehad not believed that one could exist.

Clovia said softly, “That is the weaponcalled Blood-drinker. It belonged to myfather, to his father, to all my male ances-tors who were emperors and kings inHellios.”

“I claim this as my reward,” Niall exult-ed. “Just this! With it I can gain all thegold I’ll ever have need of!”

Clovia gasped, fell against Niall. “Niall!Look! By all the gods of Hellios — thatthing is alive!”

A rustling drew his attention to thebody on the chest. The hairs on the backof his neck rose up stiffly as he saw thething stir, move, begin to sit up. Eyelidsopened, and reddish eyes peered atthem from under hairy brows.

“Who disturbs my slumbers? Whocomes to the treasure room of long-deadHelIios?”

Clovia moved forward, eyes wide, herlovely mouth distorted in a mixture ofhorror and hate. “Dalvuus! You — still— live!”

“Slay him! Slay him!” Clovia screamed.Niall lifted Blood-drinker, but in that

moment — even as he tensed himself toleap forward — he found himself frozen.The reddish eyes of Dalvuus fastened onhim, held him as helpless as any babe.

He could not move a muscle.Laughter shook the corpse-like being.

Dust rose from the half-rotted garmentsthat clothed it. “Foolish youth, foolishqueen. Think you so easily to overcomeDalvuus the Mage? Pah!” He raised ahand. “I banish you both to oblivion! Be-gone, the two of you!”

Niall felt himself being lifted upward,then plunged into cottony clouds thatpierced his flesh with cold. He was va-guely aware that Clovia was beside him,screaming with terror rioting in her veins,and he reached out through that cloudi-ness to grasp her arm, draw her closer tohim.

Like that, they fell through nothing-ness...

N iall opened his eyes to stareupward at a yellow sky, a sky in

which no sun glowed. He roseup on an elbow and saw Clovia lyingbeside him, unconscious but breathingnormally. He lay upon ground that wasbrown, riven here and there by fume-roles from which steam rose into the air.

This world was hot, wherever it was.Already, Niall could feel sweat oozingfrom his pores. He lifted himself to hisfeet, realizing that his fist still heldBlood-drinker.

He looked around. Everything wasdesolation here. Ruin, emptiness, Therewas no life, except for himself and thewoman who had been queen in Hellios.

“Tartarus,” breathed a voice at his feet.Niall looked down at a haggard Clovia,

then put out a hand to yank her to herfeet. She shuddered and great tearsrolled down her cheeks.

“The gods have abandoned us,” shewept. “There is no hope now. We will diehere, without food and water.”

Niall scowled blackly. He was not oneto admit defeat so easily. He had beenput here, true. Yet where he had entered,he could leave.

“Think, woman!” he urged. “If youknow of this place, you must know moreabout it. If there is any way out of here— any way at all! — it’s up to you to re-member what it is.”

She stared up at him, eyes rimmed bytears. She shuddered, rubbing her handson her arms. “No one has ever returnedfrom here. No one!”

Niall growled, “That’s no answer. Whatis this place? What do you know of it?”

“Tartarus is a magic region created bygreat wizardry. Only the mightiest magi-cians know the way to and from it.” Hereyes widened. “From it... Yes, there is away out, but I know it not. When I wasqueen in Hellios, I studied the history ofmany magicks, as a pastime...”

She broke off, stood with bowed head,deep in thought. Niall eyed her for amoment, then took to studying his sword.It was a splendid blade, the finest he had

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Vol. VI, No. 5

ever seen. Its edges looked sharp enoughto shave the hair from his head. Hemoved it back and forth, getting to knowits feel.

Clovia said dreamily, “There is a guard-ian over this dead world, placed hereeons ago by those who created thisplace. His name is...his name is...I can-not recall!”

“Try! If ever you would return to ourown world, woman —think!”

Clovia looked up at him, eyes wet,tears running down her cheeks. Sheshook her head, her misery plain to see.“It’s no use. I just can’t remember. Dal-vuus has won!”

Dalvuus?It was a word from out of the very air.

Niall grunted, lifted his sword and staredabout him. Clovia gasped and clung tohis side.

Who is it who speaks of Dalvuus?A vast green shape appeared high

above them, seeming to grow in sizeeven as it lowered itself to the barebrown ground where Niall stood withClovia. The greenness was a vast cape orcloak, or appeared as such, with a hoodbeneath which was utter blackness.

What know you mere mortals ofDalvuus? Long and long ago didDalvuus live!

Niall found his tongue. “He lives still,back in that land from which we came!He sent us here, to perish.”

The darkness under the hood seemedalmost to meditate. The cape which sur-rounded that darkness swirled as thoughblown about by mighty winds. From itstabbed an arm tipped by a dark hand.

Would you return to where it isDalvuus lives? Would you slayDalvuus?

“I would,” Niall rasped, “if by hischarms and incantations he gave me achance to use this sword on him!”

Only I can send you back to thatworld. And only I have the power todraw you back here — should youfail in your quest!

The strange voice paused, as thoughthe black being in the vast greenishcloak were thinking. Niall spoke into thatsilence.

“Return us and I’ll kill Dalvuus foryou!”

Eerie laughter rose from the seeming-ly empty hood.

Rash mortal! Dalvuus cannot die.Oh, yes — as you know death, hecan. But should you slay him, hissoul would come here to me, Tar-tarus. Ah!... I have waited long forthat, to exact my vengeance!

Go then — back from whenceyou came! With my protection!

N iall felt the world shiftabout him, knew an instant of

queasiness, and then he stoodupright in the treasure chamber of the

November 1981 Dragon

kings of Hellios, and beside him, her armin the crook of his arm, was Clovia. Hisfingers tightened about the haft of Blood-drinker.

His eyes swept the chamber. All was asit had been when they had entered it,except that the magician had vanished.The woman shuddered.

“He’s gone,” she whispered.“But not far,” Niall bristled. “Come

on!”He ran along the corridor, touching

the wall blindly, for Dalvuus had takenthe torch. In utter blackness he ran, lis-tening to Clovia crying out his name andstumbling after him far behind. Up aheadhe saw faint light, and he ran as might theleopards of Poranga, so swiftly that hisfeet seemed scarcely to touch the stonefloor.

Up the stairs he leaped, into daylight.His booted feet slid to a halt. “Wodin,”

he breathed, and stared around him.No longer were there ruins here. No!

Upward around him rose the wails of amighty palace. Great marble columnsran here and there, upholding a ceilingon which glinted gold leaf and brilliantpaintings. There was a throne at the farend of this vast chamber, and at the otherend, massive doors opened onto a sun-drenched street.

Clovia sobbed behind him, half in andhalf out of the stone stairway, “Hellios,”she breathed, “as I remember it! Whatmagic is this, Niall?”

He growled low in his throat. “Dalvuusis behind it. By some great spell, he hasmade that which was, now be again. Butwhere is the swine?”

They heard the tramp of sandalled feetfrom outside the huge doors. Niall knewthe tread of soldiers when he heard it. Heswung about, lips lifted in a silent snarl,and he held Blood-drinker ready.

Ten men in mail shirts came marchinginto the throne room, and Niall viewedthem with narrow eyes from a hiddenvantage point. A man followed them in-side. It was Dalvuus — but what a changethere was in his appearance! No longerdid he wear age-rotted garments, butnow he strode along in an ankle-lengthgarment of ebon blackness on whichwere sewn thaumaturgic symbols in sil-ver thread. A golden cloak hung from hisshoulders.

Niall bellowed and leaped out of hid-ing, placing himself between the guardsand Clovia.

Instantly Dalvuus halted. His eyes wentwide, his mouth fell open. Just for a mo-ment he was paralyzed by amazement.Then his arm came up and he cried outorders to the marching guards.

“Slay that man! And the woman withhim!”

But before any of them could react tohis voice, Niall was upon those warriors.His blade darted once, twice, and twomen dropped. Nor did he pause, butcame on like a maddened elephant, hissword out before him, slashing, cutting.

“Abaddon,” chanted Dalvuus. “GreatAbaddon, hear me! Slay this man whokills my soldiers. Slay him and — ”

Dalvuus paused for breath. Six of hismen were down, and Niall was fast uponthe others Like a Styrethian lion, hemoved here and there, out of reach of theblades that sought to sap his life’s blood,always slashing back in return and slic-ing through flesh and bone.

Dalvuus turned to flee, his robes flap-ping as he ran, and after him went Niall,blood dripping from his sword. Niallcould run like a frightened deer, butthere was speed in the magician, too. Hefled up one hall and down another, neverpausing to glance back.

35

Up to a blank wall Dalvuus ran. Hishands went out to the cold stone — andwhere he touched, the stone slid back.Dalvuus leaped through the opening,and the stone wall closed just as Niallarrived. The warrior cursed silently as heheard faint, mocking laughter from in-side the passage.

From behind him came the sound ofsandals slapping the stone floor. Hewhirled, swordpoint thrust up so thatClovia almost ran herself upon it. He letthe blade drop and caught her in hisarms.

“He’s escaped me,” he growled.Clovia tried to catch her breath, shak-

ing her head. At last she said, “No, no.Just a trick. A trick I know. Let me at thewall.”

She reached to the wall, touched itwith her fingertips as Dalvuus had done.“See? It operates in this fashion. Hiddenvalves force air into locks and — see! Thestone turns.”

Niall caught her up and leaped throughthe opening. Into a small antechamberhe ran, still carrying the woman. Aheadwas an oaken door, reinforced with iron.Setting Clovia down, Niall ran forward.

He leaped at the door, boots upraised,and slammed into it with all the fury hismassive body could muster. He heardwood give way, heard and felt the screechof twisting metal . . . and the oak doorburst open.

Niall stood in the open doorway, star-ing into a chamber fitted out with strangevials and alembics, with hornbooks andpalimpsests on racks and shelves. Stand-ing before an altar of black stone, hisback to the door and arms upraised, wasDalvuus.

“Great Abaddon, do not abandon mein my time of need! Heed my call, greatlord of evil! Come to — ”

Dragon“Foul slug,” bellowed Niall, running

forward. “Prepare to die — and to bewelcomed into Tartarus by one who haswaited a long time to get his hands onyou.”

Dalvuus swung about. Utter fear wasetched on his face. His lips were drawnback, his eyes distended.

“Begone, creature of this world! Be-gone, into that world of Tartarus whereonce I sent you!”

The mage lifted his arms, made mes-meric passes with his hands. Yet still didNiall come for him.

Now Dalvuus screamed, sought to es-cape by dodging behind the altar. Hishand lifted a vial of purplish liquid andhurled it at Niall.

Clovia screamed shrilly. Niall duckedunder that hastily hurled glass tube,heard it fall and break on the floor behindhim. Purple, searing flames leaped up-ward from the spot, and Niall knew thathad that vial broken on his body, hewould have been burned alive.

Dalvuus whirled and fled as soon as hethrew the vial. His hands reached for acorner of the wall, and that wall alsoturned as he touched it, revealing a nar-row passageway. Dalvuus leaped for theopening.

The magician was swift, but Niall wasfast as lightning. No sooner had the ma-gician entered the narrow opening thanNiall was at his heels. Dalvuus stayed inthe lead as the pair threw themselves upthe narrow stairs leading to the top of thetower they were in.

Dalvuus ran into the topmost room ofthe tower and his hands went out towarda metal canister that stood upon a stonetable.

His hands grasped that metal alembic,sought to tear away its cover. Niall didnot know what power was in that thing,but he knew it would be deadly to him.

He caught the mage from behind, fas-tened his big hands on Dalvuus’ wrists,and exerted just part of the strength ofhis mighty muscles, Abruptly, Dalvuus’fingers were pulled from the metal top.Then Niall whirled Dalvuus’ body aroundand drove his fist into his face.

The magician reeled back severalsteps, affected by the blow although hewas apparently using some form of mag-ical protection. Such a blow would ordi-narily have crushed the skull of a man hissize. He retreated until his back touchedthe cold wall of the tower-top. In a daze,he raised his hands.

“Bythagm noith juglasteros...” he be-gan to recite.

Niall felt a coldness begin to form inthe tiny room. His lips pulled back. Hehad had his fill of sorcery.

The young warrior drew Blood-drinkerand thrust with it before the magicianhad time to finish his incantation. Theweapon’s full length went into the body

of the magician. Dalvuus stiffened, hiseyes went wide.

Still with that sword thrust into himfrom chest to back so that a foot of steelprotruded from his spine, he staggeredforward. Toward the canister his haltingsteps took him, hands outstretched.

Stop him, barbarian!Niall leaped between the mage and the

alembic he was after, intending only toforestall the magician until he must cer-tainly succumb to the sword upon whichhe was impaled.

Dalvuus laid his hands on Niall, soughtto push him aside. His eyes were wild,pleading. Niall did not know why, butthat voice he had heard was warningenough. He stopped him: His big handscame up, caught Dalvuus, held him mo-tionless — and in that instant, the magi-cian collapsed and died. Niall’s grip re-laxed, and the magician’s dead weightsifted through Niall’s grasp and crumpledto the floor.

A blackness was now in the towerroom, gathering slowly. Niall knew whatthat blackness was, and he shrank fromit.

Yet that darkness held no menace forthe big Northumbrian. It crept towardDalvuus, slowly, and as though aware ofits coming, the mouth of the dead magi-cian opened as if to scream.

Then the blackness touched Dalvuus,embraced him.

And Dalvuus — or that essence whichstill lived within him — did scream. Hisbody had dropped, yet some part of Dal-vuus struggled as the blackness tookover. Was this an act of Dalvuus’ soul?Niall did not know, did not want to know.

Go, earthly being! Flee! And takewith you my gratitude!

Niall yanked his sword from the cad-aver that lay upon the stone floor, thenran. Swiftly had he run up those narrowstairs in pursuit of the mage. More swiftlystill did he run down them, back into theroom where he had left Clovia.

He said no word but snatched her up,still running. He bore her over his shoul-der as he ran, with Clovia yelling ques-tions, asking if he were mad.

Downward he ran, downward until hestood on the ground floor of what hadbeen a palace thousands of years before,and was now again —at least for the timebeing. As Niall ran, he saw that the wallsand floor, although still seeming solid,were shimmering and fading.

Just as he started to lower Clovia tothe paving stones outside, the buildingsdisappeared, and they once again stoodon the grass-infested debris of a ruinedHellios.

Slowly he lowered the terrified Cloviato the ground. Her eyes stared up at him,mutely questioning.

“What was it?” she quaked. “Why didyou run so fast? What frightened youso?”

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Vol. VI, No. 5

“The thing we saw in Tartarus. It —came for Dalvuus! It caught his soul — orsomething — in its grasp and carried himoff.”

Sweat was running down Niall’s face.With a brawny arm he wiped it away, andthen a grin rose on his face.

“He has what he wanted, that one.Now we shall take what we want.”

Clovia asked, “And what is it you want,Niall?”

“Gold! Gold and jewels to see me onmy way in this new world — new, at least,to me — into which I have been tossed.”His arm went about her, hugging her.“Together, we can be rich, Clovia. Wecan hire a boat to take us to the south-land, into rich cities.”

Clovia brooded. “I don’t want to go.”Niall stared at her. “Not go? What will

you do, then? Die here?”Her shoulders lifted in a shrug. “It mat-

ters not to me. Hellios is dead. I might aswell be dead, too.”

“Nonsense. Come along! Feast youreyes on treasure and you’ll change yourmind.”

He drew her unresisting toward thenarrow stairway, relighted the torch Dal-vuus had dropped, brought her with himback to the treasure chamber of the em-perors and kings of Hellios. Cloviawatched as Niall emptied out a section ofthe leather pouch he carried at his beltand began to fill it with the biggest goldcoins, diamonds, rubies and pearls hecould find, making his selections care-fully. When his treasure pouch was full,he turned to the woman who had sat on achest and watched him, vacantly smiling,

“Aren’t you going to take anything?”he asked. “You’ll need money in thatworld outside.”

Slowly she shook her head. “I will re-main here. You go, Niall — with mythanks. You helped destroy Dalvuus.You brought me here, to my birthplace.Here I shall stay, at least for a while.”

He tried to argue, but she was adamant.She walked with him to the cockboat,

watched as he tossed the anchor into theboat and then entered it himself. Thewind had picked up; the sail filled rapidly.

“Come,” begged Niall, making one lastplea. “Come and see this world whichwill be new both to you and me.”

Clovia only shook her head, and in thatinstant, Niall realized how very old shewas, though her flesh was that of a ma-ture woman only. She lifted a hand andwaved it, and as she did, the breezescaught the cockboat’s sail and bore thecraft out into the middle of the river.

Niall turned back once, as the windwhipped her garments about her bodyand she walked back to the ruins of whatwas mighty Hellios, long and long ago.

Niall could not see the glistening tearsas they ran down her cheeks. Nor couldhe hear the silent sobs as they shook herbody....

November 1981 Dragon

The CREATURE of RHYLA Basic D&D® adventure by Kevin Knuth

Background for playersThe country of Rhyl has been beset

nearly every night for many years by alarge, terrible creature that flies out fromthe mountains near the city of Asereht.The creature soars over farmland, pick-ing up livestock or an occasional unfor-tunate farmer and carrying the victimback into the mountains. After the crea-ture appears, the early-morning air inAsereht is unusually cold and misty.

Nearly a year ago the creature brokethrough the wall of King Namreh’s castleand carried off the king’s son, PrinceLaechim, along with a large amount ofthe royal treasure. Since that incident,which did not seem like the act of anunthinking creature interested only infood, King Namreh has suspected thatthe creature is somehow under the influ-ence of the mad magician Astylis, who isbelieved to reside in the mountains in avast complex at least two days away onfoot from Asereht.

After the creature’s raid on the castle,King Namreh ordered his army to searchthe mountains and discover Astylis’ com-plex. The soldiers made two forays intothe mountain wilderness, but each timewere harassed and eventually drivenback by goblin raiders. Since the failureof the second assault, the king has takento commissioning small parties of mer-cenaries and adventurers, sending theminto the mountains with promises ofgreat reward upon the completion of therescue mission, and hoping that a smallbody of searchers will be less likely toattract the goblins’ attention along theway.

For reasons which the king has neverfound out, none of these rescue partieshas ever returned to Asereht. Your partyis now attempting to be the first.

The trek through the wilderness hasbeen, amazingly enough, uneventful. Nogoblins, and little else of note except forsome harmless wildlife. Some members

37

of the party are beginning to wonderwhat did cause the other missions to failif it wasn’t the goblins and the wilder-ness. Finding Astylis’ residence was asimple matter; the skeletons and pos-sessions of some of those who had gonebefore were littered through the moun-tain passes like a trail. And Astylis, if hewas inside, was making no attempt todiscourage intruders. The entry to thecomplex, as well as the stairway leadingup to it, is found to be free of traps andunlocked.

Your mission, as prescribed by theking, is to go to Astylis’ complex (so far,so good), rescue Prince Laechim plusthe royal sceptre and crown and the Rodof Cancellation and Medallion of ESPthat were also taken, and kill the fear-some creature that seems to be underthe wizard’s control. After taking one lastlook around at the outside — and hopingyou will see it again soon — you turntoward the entrance and step inside.

Dragon Vol. VI, No. 5

The CREATURE of RHYLNotes for the Dungeon Master

This adventure, designed for use withthe D&D® Basic Set rules, can be playedby as few as two or three characters or asmany as half a dozen. Some of the res-cuers can be first-level characters, but astrong party would probably include atleast one third-level spell-caster or a pairof non-spell-casters (fighter types) of atleast second level.

The structure of this module providesan opportunity for the Dungeon Masterto embellish the environment with moredetailed descriptions of “empty” areas,and perhaps introduce a few new chal-lenges for a formidable party. (For in-stance, the trip through the mountainsdoesn’t have to be uneventful....) In someplaces, it may actually be necessary forthe DM to fill in particulars at the players’request. For this reason, anyone intend-ing to DM this adventure for a party ofplayer characters should read the textthoroughly to develop a “feel” for theplaces where imagination and ingenuitymight be needed.

Standard dungeon featuresAll doors in this complex are eight feet

in height, four feet wide, and one footthick. All doors are made of oak. All wallsare two feet thick unless otherwise indi-cated on the map. The corridor ceilingsare 10 feet high.

Wandering monstersIn the upper level, roll for wandering

monsters every three turns. An encoun-ter occurs on a 1 in 12. Then roll d4,treating a roll of 1-2 as 1 and 3-4 as 2:

1) 1-3 goblins (HD:1-1; #AT:1;D:1-6; AC:6; SA:None).

2) 1-3 giant rats (HP:1-4; #AT:1;D:1-3; AC:7; SA:Anyone bit has a5% chance of contracting a seriousdisease).In the lower level roll for wandering

monsters every two turns. An encounteroccurs on a 1 in 6. Then roll d4:

1) 1-7 goblins (HD:1-1; #AT:1;D:1-6; AC:6; SA:None).

2) 1-5 giant rats (HP:1-4; #AT:1;D:1-3; AC:7; SA:Anyone bit has a5% chance of contracting a seriousdisease).

3) 1 shrieker (HD:3; #AT:0; D:O;AC:7; SA:Emits a piercing screechwhich has a 50% chance of attract-ing other wandering monsters).

4) 1-3 giant ants (HD:2; #AT:1;D:1-6; AC:3; SA:None).

ASTYLIS’ COMPLEXUpper level

Area A: Before you is a door. Painted

on thecircle.

floor in front of the door is a green

Area B: Ahead of you is a large fire pit.You cannot see what is beyond it. (Thefire pit is an illusion and when anythingtouches it, it will disappear.) Painted onthe floor is a red circle.

Area C: Painted on thethe wall is a blue circle.

floor in front of

Area D: You see a long corridor lead-ing into the darkness. (The corridor is anillusion. After the party advances 10 feeteast into the corridor, they will fall into apit. When they fall into the pit, the illu-sion disappears and each member willsuffer 1-4 HP damage from the fall.)Painted at the bottom of the pit is a largeyellow circle. The pit is 30 feet deep, 20feet long and 10 feet wide.

1. Entry Hall: As you enter this roomyou see a doorway in the center of thenorth wall. To the right of the door is apassageway that seems to angle off to-ward the northeast. Lining the east andwest walls are sconces which hold theremains of burnt-out torches. On theeast and west walls are hung shieldsbearing the image of a dragon. Abovethe doorway on the north wall is a pair ofcrossed swords. Against the west wall isa wooden bench.

2. Storage Room: This is a small roomcontaining four chairs, a bench and around table. On the table, covered with athick layer of dust, is a wooden box ofnails, a hammer, 30 feet of rope and alantern. Next to the table is a large boxfilled with scrap wood.

3. Guest Room: Against the northwestwall are two beds, their canopies yel-lowed with age and laced with spiderwebs. Next to each bed is a nightstand.On one of the nightstands is a lanternand an hourglass. There is nothing onthe other nightstand. Against the south-west wall is an empty chest of drawers.There are two doors on the southeastwall.

4. Guest Room Closet: Except for ashelf and some pegs in the wall, thecloset is empty.

5. Guest Room Closet: In this closet isa chest which is empty, a shelf and somepegs in the wall.

6. Privy: This room is empty. Along theeast wall is a trench which slopes fromeither side toward the center. In the cen-ter is a hole in the floor about one foot indiameter.

7. Stairway: A stairway descends 30feet into darkness. Lurking at the bottomof the stairs are two goblins (HP:6,6;#AT:1; D:1-6; AC:6; SA:One has a +1 warhammer).

8. Guard Room: This is a small, irregu-larly shaped room. There are beds a-gainst the north and southwest walls,each with a blanket, a mattress and apillow. There is a chest of drawers, whichis empty, located against the northeastwall. There is a lantern on one a night-stand next to the bed on the north wall.There is a door on the south wall.

9. Guard Room Closet: In this closetthere is a shelf lying on the floor. Thereare pegs in the wall, from which are hung

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November 1981 Dragon

a blue robe and a leather pouch. (In theleather pouch is a Giant Strength Potion.)

10. Guard Room: This is a small, irreg-ularly shaped room. There are beds onthe north and southeast walls. Next toone bed is a nightstand with an hour-glass on it. (Concealed in the sand at thebottom of the hourglass is a +1 Ring ofProtection.) In the middle of the room isa large round table and four chairs.There is a small chest of drawers againstthe south wall, which contains trousers,a cap, underclothing and a robe.

11. Guard Room Closet: In this closetis an empty shelf and a suit of leatherarmor hanging on a peg. On the floor is alocked chest. (The chest contains a goldmedallion worth 50 gp, a gold ring worth5 gp, and — in a secret compartmentwhich must be searched for — 5 plati-num pieces.)

12. Guard Room: This is an irregularlyshaped room. Against the south wall is abed with a pillow, a blanket and a straw

mattress. Next to the bed is a nightstand.Against the southeast wall is an emptychest of drawers. On top of the chest ofdrawers is a lantern and an hourglass. Inthe middle of the room is a round tablewith six chairs. (Under the mattress onthe bed is a +3 Sword vs. Dragons.)

13. Guard Room Closet: In this closetis a single chest on the floor and a leatherpouch hanging on a peg. The pouch isempty. (In the locked chest are two goldmedallions worth 50 gp each, a jewelledarmband worth 20 gp, and — in a secretcompartment — 20 platinum pieces.)

14. Guard Room: This is an irregularlyshaped room with beds on the northeastand south walls. Each bed has a mattressand a blanket. (Under the bed on thefloor along the south wall is a +1 Shield.)

15. Guard Room Closet: Besides anempty shelf and some empty pegs in thewall, the only thing of note in this closetis a large locked wooden box on thefloor. It is also empty.

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18. Diamond Room: This is an octago-nal room, 30 feet from side to side. Thewalls, ceiling and floor are constructedof shining white marble. There are fouridentical doors to the room, includingthe one through which you entered. Inthe center of the room, facing the wayyou entered, is a gold-colored statue of ahuman fighter holding a sword raisedabove his head in his right hand. Its eyesare of clear crystal and there is a brightgreen light emanating from them.

Shortly after entering the room, younotice that the green light in the eyes ofthe statue fades and turns to red. A fewseconds later the red light fades andturns to blue, then to yellow, then togreen and red and so on.

After the players enter this room, theentire diamond-shaped section, whichincludes Rooms 8 through 16, begins toslowly rotate. As the section rotates, thedoorway at Area A rotates as well, con-tacting in sequence corridor B, then C,then D, then A again, and so on. The eyeschange color according to the corridorthe doorway is facing out onto, matchingthe colors of the circles in each of thosecorridors. The rotation will be noticeableto the players, but since they are near thecenter of the rotation, their ability tomove about will not be greatly ham-pered. They will be unable to stop therotation, except by the method describedbelow, but it will not be harmful to them.Note: The statue does not rotate.

The rotation will stop as soon as one ofthe party members succeeds in openingone of the four doors. (How to accomp-lish this is described below.) The door-way which started out being at the end ofcorridor A will end up in front of one ofthe four corridors, and the statue’s eyeswill glow with the color of the circle inthat corridor. The stopping point of thedoorway is determined randomly by rol-ling d4: 1 is A; 2 is B; 3 is C; and 4 is D.(Note: The only access to the diamond-shaped section is the single doorway. Ifthe party reaches the lower level of thecomplex by a means other than the ele-vator in this room, the chamber belowwill be empty and there will be no way ofcausing the elevator to operate from thelower level.)

If party members examine the statueclosely, they will notice a small groove-like separation around its neck. Thestatue’s head can be turned to face anydoor in Room 16. (All doors in the roomare locked from the inside after the partyenters and cannot be opened by anymeans unless the head of the statue isturned to face the desired door. Howev-er, any of the four doors to Room 16 canbe opened from the outside.)

A similar groove-like separation canbe seen around the statue’s right shoul-der. The right arm of the statue can bepulled downward by one character witha strength of 17 or more, or by two char-

Dragon

Upper LevelDoor

Secret door

Stairs up

Stairs down

Vol. VI, No. 5

40

November 1981 Dragon

41

Dragon Vol. VI, No. 5

acters with a combined strength of 25 ormore pulling together. Accomplishingthis action is the last step in the processthat turns Room 16 into an elevatorwhich goes down to the lower level of thecomplex.

To begin the operation of the elevator,the doorway of the diamond-shaped sec-tion must be facing corridor B, and mustbe held in that position by keeping thedoor to Room 16 which points in thatdirection open. (To accomplish this, play-ers must stop the rotation at the righttime, open the proper door, and devise ameans of keeping that door open. Thepassage will shut and lock if the door isnot secured in an open position. Afterthat preparation, pulling down the rightarm of the statue will cause the elevatorto descend. The arm will move down atany other time when sufficient strengthis applied to it, but nothing else willhappen if the elevator has not beenactivated.)

17. Menservants’ Quarters: Against thesouth wall are two beds, each with a pil-low, mattress and blanket. Next to eachbed is a nightstand. On one of the night-stands is an hourglass, and on the otheris a lantern. In the middle of the room is alarge round table with four chairs. On thetable are two small leather pouches. Inone of the pouches is a gold ring worth 5gp, and a small vial filled to the top with aclear liquid. This is a Haste Potion. Theother pouch, which is empty, is a Bag ofDevouring.

18. Menservants’ Closet: On the wall is

a small shelf. Hanging on pegs on thewall are three robes and a black cloak.

19. Maidservants’ Quarters: There aretwo beds against the south wall andanother against the east wall. Each bedhas a blanket, a pillow and a straw mat-tress. There is an empty chest of drawersagainst the west wall. On top of the chestof drawers is a comb, a silver mirrorworth 15 gp, and a lantern. Hidden underthe chest of drawers is a small woodenchest (with a simple lock) containing twogold earrings worth 5 gp, a necklaceworth 20 gp, and a bracelet worth 25 gp.

20. Maidservants’ Closet: On the eastwall of the closet is a shelf on which thereis a metal comb. Hanging on the southwall on pegs are two coats and a robe.

21. Cook’s Quarters: Against the eastwall are two beds. Each bed has only amattress. In the middle of the room is atable and four chairs.

22. Cook’s Closet: This room is empty.

23. Kitchen: In the southwest corner isa firepit over which hangs a large ironcauldron. Along the north wall is a longtable with a drawer. In the drawer arespoons, forks, and knives. On top of thetable is a tray, a plate, some moldy foodand a butcher knife. Above the table arecupboards which contain plates, bowls,mugs and two trays. There is a lo-foot-long table in the middle of the room. Onthe table are some bones, dried breadand an empty jar.

42

In the southeast corner of the room arethe remains of a goblin. Around its waistis a wide leather belt with a small leatherpouch. In the pouch is a ring worth 5 gp.

24. Pantry: On the west wall is a shelf.In the southeast corner of the room arefour sacks of flour.

25. Banquet Room: Against the northwall is a throne. In the middle of the roomis a 40-foot-long table with 30 chairs.

26. Worshiping Room: Located againstthe south wall on a stone pedestal is agold-colored statue of a demon god. Infront of the statue is a prayer rug. En-graved in the walls are unholy symbolsand writings. Behind the prayer rug is akneeling bench. In the northwest corneris a sacrificial altar. Hanging on the wallabove the altar is a golden, jeweleddagger worth 100 gp. Against the eastwall is a table on which there is an in-cense burner and a candelabra with 13candles.

27. Astylis’ Storage Room: This is atriangular room. Along the east wall is a30-foot-long table. On the north wall is ashelf. Below the shelf are three largeboxes. The first box is empty. In the se-cond box are some candles, a tinderbox,two flasks of oil, a torch, and some scrapwood. In the third box is a crucible, a pairof tongs, a ladle, a funnel, two bowls, anempty flask, and a brazier. In the north-west corner is a large iron cauldron. Onthe table is a balance with weights, twobeakers, three empty scroll tubes, and a

November 1981

pair of tweezers. On the shelf is an emptyjar, a roll of wire, a measuring spoon, anda humanoid skull.

28. Astylis’ Laboratory: There is a 40-foot-long table against the west wall. Inthe northwest corner of the room is alarge iron cauldron hanging from theceiling over a firepit which is 10 feet indiameter. The pit contains a large amountof ashes. There is a small shelf on theeast wall. Standing on a small pedestal inthe southeast corner is a large stuffedgriffon. Scattered about on the table arean alembic, a small burner, some glasstubing, a measuring spoon, a woodenstirring rod and a waterclock. Next to theburner is a candle stub and a mortar andpestle.

A shelf on the east wall holds sevenbottles. One contains a clear liquid whichis pure ethyl alcohol. A slight taste of thiswill intoxicate anyone with a constitu-tion of 10 or less for 1-10 turns. Anyonewith a constitution of 11 or more willhave a 50% chance of intoxication for 1-6turns. Anyone who drinks the entire con-tents of the bottle will fall unconsciousand will have a base 50% chance of dyingfrom alcohol poisoning. The chance ofsurviving increases by 5% for every pointof constitution above 10, but a characterwho survives will still be incapacitatedfor 5-10 turns.

Another of the bottles contains a thick,red liquid (human blood). Another bottleis filled with a clear, odorless liquid (wa-ter). Another contains a yellow powder(sulfur). The other three bottles on theshelf are a Gaseous Potion and two Heal-ing Potions.

29. Astylis’ Study: Against the northwall is a bookshelf. On the bookshelf isan old, faded book and an onyx idol. Thebook contains notes and sketches whichappear to be plans for some sort of eleva-tor system. In the southwest corner is athree-drawer desk with a chair behind it.On the desk is a lantern with scented oil,a pile of papers, an hourglass, a quill,and a bottle of ink. Partially concealed inthe pile of papers is a Ray of Enfeeble-ment Scroll. In the top drawer of the deskis a quill, some papers and a Wand ofFireballs (3 charges). In the middle draw-er is a piece of chalk, a quartz crystal, ascroll tube, and a vial filled with a grayishliquid. If the vial is opened the liquidvaporizes, filling the room with sleepinggas. The characters must each make asaving throw vs. poison or fall asleep for1-6 turns. The bottom drawer is empty.

In the southeast corner of this room isa fireplace. lmbedded in the wall next tothe fireplace is a golden lion’s head witha silver tongue. If the tongue of the lion ispulled away from the wall, the fireplacewill pivot and face the desk, exposing asecret passageway.

Hanging on the east wall is a vast ta-

pestry depicting a magician and a largewhite dragon.

30. Astylis’ Bedroom: There is a bed inthe southeast corner of this room with astraw mattress, a pillow, and a blanket.Next to the bed is a nightstand on whichstand an empty mug, a spoon, and a ker-chief. Leaning against the nightstand is awooden cane. Against the north wall is achest of drawers containing kerchiefs,two cloaks, underclothing, a cape and ahat. In the middle of this room is a roundtable with two chairs. On the table is alantern, a quill, a bottle of ink, and aparchment showing what appears to bea map or floor plan:

31. Astylis’ Closet: In the closet is alarge unlocked wooden box on the floorand pegs in the wall. Hung on one of thepegs is a spacious leather pouch. In thebox is a stuffed owl, a humanoid skull,

Dragonand a small cage. Inside the stuffed owlis a +2 Dagger vs. Goblins and Kobolds.In the pouch is a flask of oil, 50 feet ofrope, a bud of garlic and one iron spike.

LOWER LEVEL32. Corridor: Walking toward you are

three goblins (HP:3 each; #AT:1; D:1-6;AC:6; SA:None).

33. Corridor: On the west wall of thiscorridor is what appears to be a portionof some strange rune-like writings:

(DM: These are fragments of the words,“Beware Dragon.”

34. Torture Chamber: In this room arefive goblins (HP:6,6,5,2,2; #AT:1; D:1-6;AC:6; SA:None). They are torturing twodwarven fighters, one in a stock in thecenter of the room. and the other on arack in the southwest corner. In the sou-theast corner is a firepit. Next to the fire-pit is a brazier in which two brandingirons are being heated. In the northeastcorner is a table. On the table is a knife, a

4 3

Dragonwhip, a pair of thumbscrews and a vise. Ifthe stock is examined closely, the shapeof an octagon can be seen engraved intoits front surface.

35. Dungeon: Fastened into the northwall are five pairs of chains. Chained bythe wrists in the northeast corner is thecorpse of a man wearing a royal robe.(This is Prince Laechim.) Beneath thebody, lying on the floor, is a gold-coloredring which is a +1 Ring of Protection.Roughly engraved on the floor next tothe body is a symbol of a human figurewith a raised arm holding a sword. Be-neath the arm is an arrow pointing down-ward. In front of the man-figure is a circledrawn in blood. There are four 10x10-foot cells along the south wall, all emptyand open.

36. Under construction: This is a roomthat appears to have been recently dugout of rock. Standing between the en-trance and the exit is a goblin (HP:7;#AT:1; D:1-6; AC:6; SA:None). In thesoutheast corner are two wooden boxesfilled with food, two pickaxes, a hammer,50 feet of rope, a tinderbox, three flasksof oil, six torches, and a leather pouch.Inside the leather pouch are 150 goldpieces.

37. Stream: Ahead of you is a swiftlymoving stream 15 feet across and ap-pearing to be about 10 feet deep. (A

character with strength of 16 or morecan swim across, if unencumbered, with-out coming to harm. A character withstrength of 15 or less, or any characterwho attempts to swim across while wear-ing armor and gear, will have a chance ofbeing swept downstream and, unlessrescued in time, will end up in Area G.The chance of successfully swimmingacross the stream for such a character isequal to his strength x 5 expressed as apercentage; i.e., a 50% chance for acharacter of 10 strength.) The streamruns through a tunnel in the wall of thecorridor and out another tunnel in theopposite wall.

38. Dead-end Chamber: A minotaur,having heard the approach of footstepsin the section of the maze near thischamber, has retreated to this area andis lying in ambush. The minotaur (HP:20;#AT:3; D:1-6; AC:6; SA:None) will attackimmediately as soon as a party memberrounds the last turn before the dead end.

39. Dead-end Chamber: At the end ofthis twisting corridor is a nest of 5 giantrants (HP:4,3,3,2,1; #AT:1; D:1-3; AC:7;SA:5% chance of contracting seriousdisease).

40. Creature’s Lair: This is an enor-mous chamber that has been carved orblasted out of the surrounding rock.

Area E: Lying here is a sleeping white

Vol. VI, No. 5

dragon (HD:6; HP:24; #AT:2 claws and 1bite; D:1-6 claw, 4-24 bite; AC:3; SA:Cold breath weapon which does 4-24 HPdamage if saving throw not made, 2-12HP damage if saving throw is made). Be-neath the dragon, visible if it is awakenedand rises from its resting place, is thebody of a man in sorceror’s garb — pre-sumably the magician Astylis himself.Around the dragon’s sleeping place, in-termingled with the bones of cattle andhumanoid figures, is a great amount oftreasure. The horde consists of 500 pp,350 gp, 4 gems worth 100 gp each, andall four of the items the king wants re-turned: a sceptre worth 180 gp, a crownworth 150 gp, a Rod of Cancellation, anda Medallion of ESP.

Area F: This is a large tunnel in theceiling of the cavern. It goes up 350 feetand comes out on the side of a very steepcliff. The dragon uses this tunnel for itsexit and entrance into the cavern.

Area G: This is the stream that passesthrough the corridors of the northernportion of the lower level. The dragonuses this for drinking water, and occa-sionally fishes an easy meal from therushing waters.

Area H: These are large columns ofrock which were not completely clearedaway when the chamber was excavated.Many of the barriers are large enough toprovide one or more characters with aplace of refuge from the dragon’s breathweapon.

44

Dragon Vol. VI, No. 5

Crudely carved mossy steps lead down...down...down...until darkness swallows them. Chills run up your spine as youbegin your descent.

Suddenly—you are struck from behind! You fall endlessly;cruelly tumbling down rough-hewn steps. . .

You awaken with a start. A torch flickers above you, dimlyilluminating an impenetrable door. From the blackness comes amenacing low hiss and the rasp of scales sliding on stones...

© 1980 TSR Hobbies Inc. All Rights Reserved

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November 1981 Dragon

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47

Dragon November 1981

Part IV16) a 17) c18) b 19) c20) a

Part Vby Mark Herro

It’s time to plug in the answers to lastmonth’s computer quiz and see how youdid. The correct choices are as follows:

Part I1) a 2) c3) d 4) c5) d

Part II6) a8) aI0) b

Part Ill11) d13) a15) c

7) d9) c

12) b14) c

21) d23) b25) c

22) a24) c

Scoring22-25 correct answers: They couldn’t

all have been lucky guesses. You mustknow a lot about computers.

15-21 correct: Above average. Thereare at least 10 answers that wouldn’t beknown by someone who hadn’t at leastdone some reading on computer history.

8-14 correct: Average. A good score,for instance, for a student who has beenexposed to modern-day computers buthasn’t learned a lot about their history.

0-7 correct: You might have had betterluck having a computer pick your an-swers at random.

Debugging the Time KeeperFor the benefit of those who have yet

to see the “Time Keeper” program inDRAGON #49 and might try to key it in toa terminal: Be sure to change lines 5 and11, replacing the colon after the inputstring with a semicolon. Without thechanges, the program will get hung up atline 5 when a run is attempted.

48

November 1981 Dragon

49

Dragon Vol. VI, No. 5

Methods and magic to keep your character out of the cryptby Pat Reinken

Role-playing games are quite an outletfrom everyday life. They allow a personto slay fantastically powerful creaturesand gain fabulous riches and wonderfulallies while doing so. They let a playeruse his wits to outsmart his monstrousfoes and become a famous hero.

And they give everyone an opportuni-ty to die at the hands of those fantastical-ly powerful creatures and monstrousfoes.

Yes, players, our characters can allbite the dust as we strive to reach ourgoals and fulfill those dreams. It’s hap-pened to nearly every person who playsrole-playing games. Sometimes it strikesthe older, more valuable and experiencedcharacters, sometimes the young, prom-ising ones. But it all turns out the sameway: Another sheet of paper is moved tothe notebook of deceased characters,or, worse yet, goes to that great metalbasket in the corner.

In a few instances, fighting to thedeath is unavoidable. In a great manymore, however, combat should be avoid-ed — but isn’t. Why not? Because play-ers have not fully developed one of themost valuable skills they can possess.They have not mastered the art of run-n i n g a w a y .

It is also wise for players to take into Up, up and get awayconsideration the movement speeds of Flying is an alluring, glamorous pros-each member of the party before any of pect. To fly away from an opponentthem runs too fast for too long. It is rare somehow seems more exciting and cour-that every member wiII be able to match ageous than running from the same op-the running speed of the fastest charac- ponent. But flying has its drawbacks,ter, and no one likes to run panting too. Although exhaustion from flying isaround a corner only to discover that his rare, it does sometimes happen — and“buddies” have vanished in the darkness. the fall can hurt more than what happens

Boots of speed are probably the best afterward.aid to running. They provide a base Mapping is still virtually impossiblemovement of 24 and also give a two- when flying, and the speed differencenotch improvement to the armor class of between individuals in the party stillthe character. shows up. Because every member of a

Boots of striding and springing are party does not usually have the samealso helpful, especially to a character ability to fly as the other members (ifwhose base movement rate is less than they have it at all) and those who are able12". These boots raise it to 12”, regard-less of the size or weight of the wearer,

to fly cannot always carry those who areunable, some characters are left behind.

The duration that an airborne statecan be maintained is also a major factorin fleeing by this method. If durationsdiffer greatly, some characters will endup facing the enemy anyway, while theothers sail into the sunset.

The Broom of flying is the best magicitem to use for a flying escape. Its move-ment speed is 30", although this dropsby 1" for every 14 pounds carried overthe 182-pound normal load. It will alsotravel alone to any destination namedand will move up to 30” to reach its

and also increase armor class by +1.A Potion of speed is only so-so as a

means of increasing the chance for agetaway. Although it does double theuser’s base movement rate and numberof attacks, the potion ages a characterone year and only lasts for 5-20 rounds.If he’s being chased by a long-windedenemy, a character accepts the risk ofhaving the effects of the potion wear offbefore the monster wears out.

If a character is lucky enough to have ahorse, it would be wise for him to buy (or

fleeing is the simple, direct approach:running away. But remember that run-ning away will not only cause tirednessand possible exhaustion but can lead togetting lost as well. Because of the im-possiblity of mapping while runningaway, combined with the confusion ofthe moment which makes memory unrel-iable, parties are often split up and lost ina maze of tunnels after an every-man-for-himself escape.

otherwise acquire) either Horseshoes ofspeed or Horseshoes of a zephyr. Thespeed shoes are generally preferred forescape purposes, because they allowthe horse to move at twice its normalrate. The zephyr shoes allow a horse totravel without touching the ground, thusmaking it able to pass over natural barri-ers such as rivers, but zephyr shoes donot change the speed of the horse.

Running away is not to be scoffed at. Itcan prove to be a lifesaver for even themost powerful character. While pursuitand evasion of pursuit are covered in theDungeon Masters Guide (pp. 67-68), ac-tual escape methods and certain aidsand magic items are not discussed.

The old standbyOne of the most popular methods of

50

The many ways of getting away

November 1981

owner when a command word is spoken. ibility, and its related magic items.The only major problem with the broom The major problem that arises whenis its length, which makes it cumber- hiding is trying to mask body odor. Mostsome to carry and a possible hindrance creatures will have an sense of smellduring activity. sensitive enough to sniff out a character

Carpets of flying, which vary in size, within a short distance, so it is almostcarrying capacity, and speed, are not as impossible to hide from a monster indef-cumbersome as the broom but, if torn, initely without doing something aboutwill lose their magical capabilities until odor. The best chance is to hide next torepaired by special weaving techniques. something (not usually another charac-However, carpets have a greater carry- ter) that really lets off a terrible stench.ing capacity than most of the other flying Invisibility is long-lasting relief for thedevices. The 5’x7’ carpet, for example, character with something (himself) towhich moves just as fast as the broom,can carry 3 people (app. 450 Ibs.).

hide. It can come in many forms, themost popular probably being the spell

Wings of flying are better than the oth- and the ring. However, it also has itser flying items in one respect: They canbe worn like a cloak and are thus out of

drawbacks. Anyone under the influenceof invisibility can be heard or smelled as

the way when not in use. The wings, usual, and will become visible if hewhich enable the wearer to fly at speeds attacks.from 12” to 32” (depending on the dura-tion flown) have one terrible disadvan-

Dust of disappearance is a bettermeans of invisibility than the spell or the

tage when being activated by the com- ring. This magical powder bestows invis-mand word. The grayish material opens ibility on anyone who covered with it. Itup into bat-wings that have a very large also has the added benefit of not reveal-(20’) span. Needless to say, any charac- ing the user when he attacks an oppo-ter opening these in a narrow passage nent. This benefit can turn into a disad-and expecting to fly off is in for a rude vantage, however, if the character isshock. The wings also can cause ex- knocked unconscious while under thehaustion if used for the longest duration. effects. This in itself would not be too

The Potion of flying is a last hope for bad except that the dust bends light of allpotential soarers above. Identical to the sorts, making infravision and ultravisionthird level magic-user spell Fly, it is pos- useless as well. Many a turn has beensibly the worst of the magical flying aids spent looking for characters under thefor escape purposes because of its slow effects of the dust while they werespeed and the unknown factor for its du- unconscious.ration. The speed, which is only 12”, is The Cloak of elvenkind is for thosethe slowest of all airborne magic items. who do not wish to spend time castingThe duration, which the Dungeon Mas- spells or dusting themselves. It enablester must determine, is unknown to the the wearer to be nearly invisible when itcharacter, and this obviously presents a is worn with the hood drawn up aroundgreat risk to his continued safety. the character’s head. The only major

There are many other magical ways to problem with this item is that the wearerfly, most of which are designed by the is not totally invisible (extent is deter-DM (such as, perhaps, a ring of flying), mined by the Dungeon Master), and thatthat have virtually the same effect as the to maintain even partial invisibility, theM-U spell. wearer must move slowly and cautiously.

For making an escape from a creature A Robe of blending is another usefulthat can fly, characters are often better garment to have when hiding. This robeoff staying on the ground. Characters allows a character to appear as a differ-employing magic items and not accus- ent creature, part of a wall, etc., and du-tomed to airborne movement should plicates the coloration, form and evennever attempt to outfly a flying creature; odor of the object. This would success-it has the advantage all the time and can fully conceal a character, except that theprobably fly circles around a character. robe does nothing to cover body heat. If

Flying in cramped quarters (even in a the player wished to appear as a creaturedungeon tunnel) is possible but extreme- of the type that is following him, hely difficult, especially if the flier is using would still have a major problem be-an unfamiliar item. Remember that even cause the magical garment does not bes-though a character can fly to a great tow knowledge of languages.height and think that he is out of danger, A Potion of diminution offers a way ofan opponent who is fairly good with a hiding without becoming invisible. Themissile weapon might not hold the same potion makes the consumer approxi-opinion. mately 5% of his original size (50% if only

half a dose is quaffed). Small size can beif you can’t get out, hide out

Hiding is another method of runningaway. Actually it is not a method, butinstead can be a wise thing to do before,during or after running away. This topicinvolves everybody’s favorite spell, Invis-

a detriment if the character doesn’t al-ready have a place of safety for his dim-inutive frame, because the danger of be-ing stepped on or crushed becomes veryreal. The effects of the potion wear off ina certain number of turns — and the

51

Dragoncharacter must be careful not to be hid-ing in too small a place when the effectsstop.

The Portable hole is potentially one ofthe best methods of short-term hiding.This can be unfolded (if there is suffi-cient time) to provide a convenient hid-ing place when the hole is pulled in afterthe character. The shortage of oxygen isthe only real disadvantage, allowing onlyenough air to breathe for one characterfor one turn (unless magical breathingassistance is being used). This will stillprobably be enough time to allow anyundesirables to pass.

Other last resortsThe Potion of climbing gives a charac-

ter the ability to climb as a thief. There isa chance of slipping, but the real riskwith the potion concerns its duration. Ifthere is a possibility that the involvedcharacter may remain in a high place formuch more than one turn, don’t risk us-ing this potion.

Gauntlets of swimming and climbingare better for escape than the climbingpotion. As the name implies, these gloveshave an added plus: They enable thewearer to increase his swimming speed.

A Potion of water breathing is veryuseful for swimming as it allows its con-sumer to remain under the water for overan hour.

Rings of swimming and water walkingare beneficial during an escape that runsacross a body of water. The swimmingring gives a bonus to swimming speedand breathing abilities while underwat-er. The water-walking ring allows a char-acter to move across any liquid, thusmaking it possible to place a natural bar-rier behind him.

Levitation for escape is usually ac-complished through the use of the se-cond level Magic-User spell of the samename, the potion of the same name, orwith Boots of levitation. The potion andthe spell offer a better weight allowancethan the boots, however.

Other magic items can be handy tohave in getaway emergencies. Oil ofetherealness and its companion in thehard-cover form, Plate mail of ethereal-ness are nice to have in desperation.Their close relatives, the Amulet of theplanes and the Cubic gate follow in rightbehind the ethereal magicks. All of thesehave the same risky factor: Being trappedin the 666th layer of the Abyss is not asubstitute for a successful escape.

The Helm of teleportation, or any ofthe other teleportation devices, is a verygood item to have when being chased bya great number of unfriendlies. Thirtythousand gold pieces, however, is a lotto pay for an armor hat which, at best,can cause a wicked case of motion sick-ness or possibly even jet lag. Other moremundane means of escape should besought by those of low constitution.

Dragon Vol. VI, No. 5

Experience, service-switching makeTRAVELLER more ability-oriented

by Jon Mattson During the course of an adventure, whenever a player’s char-acter uses a skill successfully in a trying situation (hits an oppo-

The Traveller game system, over the passage of years, has nent in combat, flies a ship through hazardous conditions, etc.),metamorphosed in many ways. Not only has it developed and he notes this on his character sheet (a small tick mark for eachchanged noticeably with the addition of various supplements, successful usage pencilled in beside the skill listing is the easi-but it has also been transformed to suit the style and creativity of est way to do this). Then, after the adventure, when he has timeeach individual referee. Traveller is very open-ended in this to relax and learn from his experience, the character may at-respect: It can easily be added to or changed to come up with tempt to improve the skill in question by one level. This willone’s own version of the “ideal” science fiction role-playing require a number of days of practice equivalent to the number Ofgame. the skill level being practiced for. (For example, to advance from

When all is said and done, the thing which has probably level 2 to level 3 in a skill area takes 3 days of practice.) Aundergone the most transformation in my campaign without maximum of two skills can be practiced in this manner at onechanging the premise of the system greatly is the prior service time. At the end of this practice period, the player makes anand skills procedure. The skill system in the Traveller rules is a experience roll to see if he has improved the skill by one level.double-edged blade: On one hand, it is easy to utilize and fits The experience roll required is equal to:very well with the rest of the game system (and many other (3 - Present skill level) + (# of times skill was used)science-fiction game systems, for that matter) but, on the other The player must roll this number or less on 2d6 to successfullyhand, when used directly as is, it can be a source of several make the experience roll. A DM of -1 is applied if the character’sproblems and much misuse. The ideas presented below are an intelligence is 8 to 12, and a DM of -2 if it is 13 or more. Theattempt to solve some of these problems. referee may also award any other reasonable DMs he sees fit

(some skills would be easier to increase than others). In anyExperience event, a roll of “2” is always successful (as long as the skill was

Probably my biggest complaint with the Traveller system right used at least once since it was last raised), and a roll of “12” isfrom the beginning was its lack of some form of experience always failure, regardless of DMs.system. Basically, once a character is generated with his prior Example: Jor Roger’s, galactic merchant with an intelligenceservice and skills, he changes very little, if at all, through the of 9, uses his Bribery skill (present level of 2) three times duringcourse of his adventures. Since the player cannot improve his an adventure. Thus, his basic roll is 4 or less to learn fromcharacter, one of two things often occurs: Either he becomes experience (3 minus 2 plus 3). He rolls a 5, which would normallysomewhat disinterested in the character after several adven- be a failure, but subtracts one from the roll because of his hightures (certainly the worst possibility in role-playing games, IQ, to get a modified result of 4. He has successfully made thewhich depend for success on a player’s ability to relate to his roll and increases his Bribery skill level to 3.character), or his motives quickly turn from improving himself to Players should note that when they take the experience roll isimproving his financial situation (which also usually results in totally at their option, as long as they take the required practicethe discontinuation of the character if and when he becomes’ time just before it. Thus, a player could save the roll for severalrich and his player gets bored). adventures, hoping to increase his chances of making it by

I have experimented with several systems of “learning by using the skill more often (although getting fewer total rollsdoing” experience, trying to keep them simple, with a minimum because of this). There must always be at least one adventureof paperwork and an optimum amount of realistic playability. between each roll, and rolls cannot be “saved up,” although theThe following system seems to work the best and seems gener- chance of making any single roll can be increased by waiting asally the most acceptable to players. noted above. (Waiting for three adventures does not entitle a

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player to three rolls, only one roll with a better chance ofsuccess.)

Optional combat rule: Referees may rule that for combat skills(only), the “number of times skill was used” should be halved(rounding fractions up) in the above formula. Otherwise, it maybecome too easy to assure oneself of improving a combat skilljust by participating in one long battle. Or, instead of doing this,the referee may rule that, regardless of the number of times acharacter hits an opponent in combat, each battle (not each hit)counts as only one use of the skill (and then only if the characterhits at least once). Either method is acceptable, but the refereeshould be consistent.

Limitations on skillsWhen judging how adept a character is with a given skill, the

referee must make some kind of decision about just what eachskill level represents. In my campaign, I have rated each skilllevel as follows:

Novice, skill level 0: The character has no real knowl-edge of the skill in question and may receive certain penal-ties (especially in combat) because of this, as noted in theTraveller rules:

Inexperienced, skill level 1/2: The individual may havesome vague knowledge of the skill in question, but has noformal training in it. This level will not give him bonuses,but will prevent him from receiving non-proficiency penal-ties in combat, as noted in Traveller.

Above average, skill level 1: The individual has anabove-average knowledge of the skill in question, enoughto use it in an elementary manner.

Knowledgeable, skill level 2: The individual has a goodbackground knowledge of the skill and can use it fairlywell (with a reasonable bonus) in most situations.

Adept, skill level 3: The individual has a good back-

Dragonground knowledge of the skill in question and has mas-tered some of the more intricate workings of it. He isqualified to obtain a job using this skill.

Expert, skill level 4: The individual has profuse knowl-edge of almost all areas of the skill in question and has nodifficulty finding a job using this skill if one is available.

Master, skill level 5 or higher: The individual is a verita-ble encyclopedia of knowledge on the skill in question andunderstands its most intricate workings with ease. He willbe a leader in any field involving the use of this skill andmay well be much sought after. He does not need to lookfor jobs using this skill; they are made for him.

Obviously, when considering skills in this light, there must besome realistic limitation on how high a skill level can be in-creased, either through the prior service tables or throughexperience (if the experience rules above are used). Thus, thefollowing rule:

Once a character begins increasing a skill beyond level 5, itwill no longer go up by a full level for each increase. Instead, itwill increase by a fraction. To move from level x to level y when xis 5 or more will take a number of steps, according to theformula:

Skill lncrease = 1 / (x / 2)The amount of level increase is the reciprocal of one-half the

lower level, x (fractions rounded down when halving). Thismeans that the number of steps needed to rise from one whole-numbered level to the next one increases as the skill levelincreases.

Thus, a character increasing a skill from level 5 to 6 would onlyadd one-half a level per increase; the reciprocal of 2 (half of 5,rounded down) is 1/2. Going from level 5 to level 6 would take twosteps: going from level 6 to 7 and from level 7 to 8 would takethree steps, and so on. The fraction of increase is noted on thecharacter sheet each time one is achieved, but the improvement

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Dragon Vol. VI, No. 5

has no effect on the skill’s usage until it is increased to the nexthigher whole number.

Jack-of-all-Trades“Jack-of-all-Trades” is without a doubt the least used and yet

most misused skill in Traveller. More often than not, players whoattempt to use their Jack-o-T skill will be met with one of tworeactions from the referee: He will either let them get away withmurder (“Well, you do have Jack-of-all-Trades-1 so I guess youcould fix the computer while piloting the ship at top speedthrough the asteroid belt...“), or he will ignore the possibleeffects of the skill entirely (“Aw, that doesn’t mean you can doanything...“). For those referees who cannot decide how to usethis skill arbitrarily, I offer the following system.

When a character wishes to use his Jack-o-T skill to assist himin an endeavor, rate the difficulty of the task at hand on a scale of1 to 3 with 1 being the least difficult (fixing a slightly damagedradio, driving an unusual vehicle) and 3 being the most difficult(piloting a ship through an asteroid belt when your pilot skill isonly 1, or piloting a ship at all if your pilot skill is only one-half).Subtract this difficulty rating from the character’s Jack-o-T skill(minimum result of zero), and the remaining number representsthe effect the Jack-o-T skill will have. This number can be usedin one of three ways, depending on the situation:

1: If the player has skill of at least level 1 in the field inquestion (for example, if he is trying to shoot down enemyships and has Gunnery of at least 1), the number cansimply be added to this skill level temporarily.

2: The number can be used to modify any dice rollsinvolving the situation to which the player has applied hisJack-o-T skill.

3: The number can be used to represent the chance outof 6 (i.e., this number or less must be rolled on 1d6 tosucceed, and a roll of “6” is always failure) that the charac-ter will be able to gain the advantage in a given situation.This generally results in the character temporarily actingas if he had a skill level of 3 in an applicable skill. Forexample, for a character trying to pilot a ship through anasteroid belt, the applicable skill would be either Pilot or Navigation, at the referee’s discretion.

The referee must decide which of the above three methods ofapplying the modifier should be used in each situation.

Multiple servicesI have often wondered why a character cannot, after leaving

one service, join another one. In terms of playability I can under-stand this rule to some extent: A character who goes into moreservices will get too many skills. Yet, all things considered, thisargument doesn’t hold much water: If it is all right for a characterto go into one service for six terms and get a large amount of

0

Possible prior Max. EnlistmentService services age DMsMerchant Military 22 -1

Pi rate 22 -2Belter 26 0Bureaucrat 22 -1Rogue 22 -2

Scout Navy 26 +1Merchant 22Belter 22 0

Other Rogue 26 0Barbarian 22 -1

Pirate Any* 22 -1Navy 22 +1scout 26 0Other 22 0Merchant 26 +1Rogue 26 +1

Belter scout 26 0Merchant 22 0

Diplomat Educated 26 -1Bureaucrat 30 -1Noble 34 0

Doctor Educated‡ 30 0Navy-Medical Branch 38 +2

Bureaucrat Educated 0Noble +1 +1

Rogue Any* 26 0Other 30 +1Pirate 30

Noble Any* 22 -3†Diplomat 26 -1�Doctor 26 -1�

Scientist Educated 22Doctor 30

-10

Hunter Army 26 0Barbarian 26 +1Any* 22 -1

* — Except for other services listed specificallyunder the same heading.

‡ — Requires one term spent at a medical school(maximum age for enrollment is 26). This is treatedin all respects like Navy Medical School (see HighGuard) .

† — Assume that the basic Enlistment Roll forNobles is 2+, but a minimum Social Standing of 10 isstill required.

Military is a group heading which refers to Army,Navy, Marines, and Scouts.

skills there, why shouldn’t he be able to go into two or moreservices for less time and get an equal number of skills? In termsof realism, age must certainly be a factor, as must training. A50-year-old man will obviously have trouble getting into someservices (such as the military), and a barbarian could not usuallybecome a doctor. But why couldn’t a young belter become amerchant or a scout?

Any is a group heading which refers to all servicesexcept those also listed under the same serviceheading.

Educated is a group heading which refers to anyservice which is able to receive at least “+1 Educa-tion,” either on its skills table or as a mustering-out

Obviously, if multiple services are to be allowed, they must bebenefit, but which is not already, listed under thesame service heading.

limited to certain combinations for realism and playability, but,equally obviously, a character should not be restricted to one Example: Flash Indapan, after having spent two terms in theservice all of his life. Scouts, fails his re-enlistment roll and is given the boot. He

The table below lists which services can be combined and decides that he would like to become a Belter now and try tounder what conditions. These combinations have, for the mostpart, been playtested and work quite we’ll; however, the referee

make his fortune mining asteroids. From the table under theservice heading of Belter, it is found that a Scout can indeed

may suit his own views. Note that only services from Traveller become a Belter as long as he is 26 or younger. Flash is 26, so heBook One and Citizens of the Imperium are included here (al- has no problem there. He attempts to make his enlistment rollthough Army and Marines are considered to be as of Mercenary, with no modifications (“0” under Enlistment DMs), and man-and Navy is considered to be as of High Guard). Also note that, ages to enter the new service. He would then continue in theusing this system, it is possible for a character to enter even Belters normally as if he had entered that service in the firstmore than two services (though age limits him to one or two place, except that he already has 8 years of experience behindterms in each); in this case, all Enlistment DMs are cumulative. him.

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55

Dragon Vol. VI, No. 5

The monuments of Minariaby Glenn Rahman

The Altars of GreystaffIn the far southeast of Minaria, amid

the craters of Blasted Heath, looms agreat grey pillar. An array of broad stonealtars stands at its foot. From them —even if they have seen no sacrifice inyears — blood endlessly drips. Philo-sophers, scholars and sorcerers havepondered the sinister nature of Greys-taff, but no one has conclusively definedits nature, be it of god, demon or naturalspirit. What is known about Greystaff iscried into the sleeping minds of medi-ums the length and breadth of Minaria— that its altars crave blood, and in ex-change for it Greystaff shall grant powerover the elementals.

A myth of the South Plains maintainsthat man was created on the eighth dayof the world. To test man’s obedience,the Maker God created Greystaff to tempthim. Alas, on the tenth day of the world,one of the two tribes of men approachedGreystaff, threw half its members uponthe altars, and called down a firestorm todestroy the other tribe the god hadmade.

The Maker was outraged by man’s per-

tured that it was the practicing of forbid-den sorcery that brought about the great

Cataclysm. If the Mage of Jipols is cor-rect, the Altars of Greystaff may havecontributed to the catastrophe. Indeed,earthquakes, hurricanes and all mannerof natural disasters have been correlatedwith sacrifices at the Altars. For exam-

fidy; he poured out a black vat of illsacross the world, expecting the flawedcreation to despair and commit masssuicide. Once again he was thwarted;even in the face of all the physical andemotional ills that oppressed mankind, itpe rverse ly c lung to l i fe .

The most plausible theory of the originof Greystaff comes from a little-knownmanuscript written by the unnamed“Mage of Jipols” in the tenth century.How this late source came by knowledgeof ancient doings is not explained in themanuscript as we know it.

According to the Mage, when the Scar-

Lloroi Empire. Afterward, the WitchKing’s victories ceased and. his powerwas eventually beaten down.

Ancient historians have often conjec-

heads seems to have been widespread.In 1340-43 a long drought troubed theErcii people of the Wetlands (the Erciibeing a hybrid race which lives by hunt-ing, trapping and hiring out as militaryscouts in times of war). Their otter hun-

ters discovered that the dropping waterlevel had revealed a series of sculpturesmuch like the Faces to the Sea. But be-fore qualified scholars could study thediscovery, the drought broke and waterhid the objects once more.

ple, when the tyrant of Adeese sacrificedto Greystaff in the year 1250, volcanoeserupted in the Barriorr Mountains, a tidalwave devastated the Sea of Drowning

Men and severe flooding struck the king-dom of Immer.

It can be justly said that the king whoinvokes the power of Greystaff for short-term gains only risks disaster in the longr u n .

The Faces to the Sea

The Isle of Fright In ancient times, the Isle of Fright was

part of the peninsula of Umiak. WhenUmiak went into the sea, a high plateauremained as the focus of a strange vortexof water called the Spiral Current. Thiscurrent, drawing in waters from the wholeof the Sea of Drowning Men, carriesmany strange things to the beaches ofthe Isle of Fright.

The flotsam that comes to the Islelet Witch King. rose against the LloroiEmpire, he employed many blasphem-

Many civilizations have come and gone does not wholly consist of junk. Theon the face of the Minarian continent. It masts, ribs and planks of many a noble

ous magicks that challenged the har- is one of the most regrettable features of vessel find their resting place here. So domony of the natural universe. The lawful Lloroi rule was that they cared so little the disassociated bones of the countlessspells of the Lloroi magicians and priests for preserving knowledge of the ancient sailors who have lost their lives in thewere ill-matched against such mad con- states which they overcame. storms and accidents of the sea. Of evenjurations. It seemed that no spell or army The Faces to the Sea are relics of one more interest is the treasure and valua-could stem the Witch King’s relentless of these early cultures. The giant heads, ble cargo litters the beaches and theadvance. sculptured to the shoulders, have fea- stony reefs that ring the mysterious islet.

The Mage says that the great of the tures resembling no race that lives today The lsle of Fright received its namerealm agreed to a project of the utmost. on the continent of Minaria. A legend of partially from the vista of ruin and deathdesperation. It seemed as if the powers Parros says that as long as the Faces upon its shores. Then too, pirates andarrayed against them had to be matched watch the sea, no invasion from that di- freebooters, who have been visiting theby powers of the same type. So by means rection will ever overthrow Minaria. It island for centuries, have tried to wardof soul-wrenching incantations, over a seems unlikely that this is the true rea- off other treasure hunters by telling fright-period of several years, the wizards ofthe Lloroi raised a pole of negative

son the Faces were built; in the days of the Lloroi Empire, the Faces were much

ful tales of selkies and mermen which

mic power, They threw crowds of warprisoners across its altars and enlisted today.

farther from the seacoast than they arehaunt its outlying shoals.

But the secret of the lsle of Fright is

the powers of evil into the cause of the The lost cuIture that created these,long out. Minarians are now more famil-iar with selkies and mermen and do not

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fear them so much. It is also well knownhow much treasure the island holds;fleets from civilized nations commonlyengage in salvage operations off its reefs.

Nevertheless, it cannot be denied thatthe isle holds its dangers. The unpredict-able currents have forced many a vesselto wreck upon the rocks; others havebeen lost to the pirates who know itshidden channels. These pirates, whennot engaging in drunken treasure-hunts,keep a lookout for the castaways whoserafts are inevitably drawn in by the SpiralCurrent. The rich captains and noblesusually are ransomed back to Minaria.Less happy is the lot of common sailorscaptured, who are worth no more thantheir bid price on the auction block ofSlave Island.

The Lost City of KhosFor more than thirty-four centuries the

city of Khos has stood deserted by man,shunned by the tribesmen and nations ofeastern Minaria. According to the travel-ers who have visited it, there is majesty inthe ruins of Khos — but also mystery anddanger.

For the last few centuries, the dangerhas issued from the strange race of fly-ing beings which lives in the cave-filledhills to the north of the city, arid whichcomes to roost in the crumbling towersat sunset. A colony of gargoyles theseare, a type of creature that has long in-habited the Wastes of Folmar in Girion.

No one knows what forced the gar-goyles’ ancestors to make the long mi-gration from their own country, but theyare hated by the dwarves and the men ofPon. Too many thefts, of Iivestock andwomen can be laid at their door. Thentoo, their numbers are increasing; latelythey have organized enough to namethemselves a king.

But before the gargoyles came, Khosstill evoked awe in the hearts of its vis-itors. The dwarves, a people accustomedto placing their emotions in verse, haveleft us a fragment of a tenth-centurypoem, attributed to Aether, the semi-legendary warrior-bard:

The work of Giants, the stonemasons

Frost cloaks the gatetowers, frost onmortar

Well-built this wall; fate broke itThe stronghold burst, the stout wall

breachedRoofbeams snapped, towers fellShattered are the battlements, roofs

r u i n e d Age undermined them; time their

undoingCame days of pestilence, on all sides

men fell deadWar fetched off the flower of the

peopleThe hosts who would build again

shrank to earthTherefore are these courts dreary,

r i m e - l a d e n e d These many feasthalls, empty...The dwarf who composed these lines

was moved by the spirit of the place, butlikely did not know anything of its realhistory — those facts are lost in time.Tradition has it that Khos was the capitalof a state that predated the Lloroi con-quest. The Khosites supposedly prac-ticed blasphemous sorceries and defiedLloroi rule. This led to a centuries-longstruggle.

The Khosites must have been a heroicpeople: Even after the young men ofKhos perished in battle, their wizard-priests brought their vengeful spiritsback to continue the struggle. These

Dragonwraiths, the Ghost Troops of Khos, wontheir greatest victory when they annihi-lated a Lloroi army south of the city. Thespecters drove the Lloroi soldiers to theirdeaths with terror; visitors can still hearthe crazed laughter of the vanquishedLloroi drifting over the old battlefield.Hence the name of the place — the Fieldof the Laughing Dead.

Despite the wraiths, the Lloroi eventu-ally destroyed the city of Khos. But bysome chance, the spell to summon oneof the Ghost Troops is preserved todayin Minaria; therefore, the kings of Mina-ria can sometimes rally the spirits ofthese ancient heroes for their own war-like causes.

The Spires to the SunBefore the demise of the Lloroi Em-

pire, the most sacred ceremonies of theofficial state cult were conducted in theslender pyramids called the Spires to theSun. The noble Lloroi sent their offer-ings to the Spires continuously for cen-turies, until the several temples of thegod Taquamenau equalled the ImperialPalace in opulence.

Although the Emperors trusted in theprotection of the Sun God, they did notfail to maintain a unit of personal guards-men — The Order of the Hippogriff.These were recruited from among thosewho distinguished themseIves in the Im-

57

Dragonperial army. Their mounts were hippo-griffs — strange offspring of horses andeagles, whose courage and agility ex-ceed even that of the thunderbirds andwyverns which the Lloroi sometimestrained for war.

Man for man, the knights of the Orderwere the best fighters in Minaria. Theywere trained in taking strength and gui-dance from a mystical source called the“Flow.” It was this same power that awizard had to tap to work his magic, butthe knights were drilled in making theFlow part of their nature, and shunnedvulgar thaumaturgy.

Once, when the renegade warrior SirMorholt stole the one hundred and ninelenses from the Spires to the Sun, heeluded capture for three years. Finally hewas run to ground — by the Order of theHippogriff, which had been unerringlyguided to its quarry by the Flow.

When the Cataclysm struck; the Sub-lime Emperor perished in his submerg-ing palace. Fortunately, some of theOrder of the Hippogriff were on hand tolift High Priest Winabiigo out of doomedNiiawee — no mean feat, since a hippo-griff will invariably balk at transportingone whose scent and voice is unfamiliarto it.

They escorted Winbiigo to the Spiresto the Sun, but he was already dying ofremorse for the shattered empire. Beforehis death, he gave the Spires over to thesafeguarding of the Order and placed ablessing upon them. The men wouldnever lack for dedicated heirs, he said,who would carry on their fathers’ tradi-tion. Neither would the flock of hippo-griffs fail to increase wiith the needs ofthe knights. Seemingly the priest’s wordsflew straight to heaven, for in the thirteencenturies since his dying, all he prom-ised has come to pass.

During the dark centuries followingthe Cataclysm, the worship of the SunGod was forgotten in Minaria. Even thepeople of the South Plains who held ontocivilization rejected Taquamenau in fa-vor of local cults. The knights of theOrder are the god’s last congregation.

Throughout the long years, the knightshave obeyed the promptings of the Flowand fought for justice. Sometimes thishas meant taking sides in war, such asthe War of the Three Tyrants and theWisnyo War, in both of which the knightsf i g u r e d p r o m i n e n t l y .

More often, however, the knights haveperformed individual feats of daring whilegliding over the face of Minaria, goingwhere the Flow might lead them. Oftenthe Flow has led a knight to his destinedfate — perhaps to be beleaguered by vil-lains or monsters. Or, perhaps there is avillage being ground down by a rapa-cious baron, a parish terrorized by anevil witch, a countryside menaced byrampaging beasts: All of these are jobsfor the Order of the Hippogriff.

W inabiigo promised that the Orderwould never die, and there are few per-sons in grateful Minaria who do not hopethat the gods will continue to grant thepriest’s dying wish.

The Tombs of OldeWhen the Emperors of the Lloroi ruled

from the city of Niiawee, the Tombs ofOlde were named the Necropolis of Min-jekahuan. Here, in a gleaming grave-cityof alabaster and jacinth, the embalmedbodies of deceased Emperors and highpriests were lain amid lamentation andflawless ritual. The last Emperor to beinterred in Minjekahuan was Nibagisis;his unfortunate successor had his restingplace in the Sea of Drowning Men.

Antiquarians have collected an abun-dance of myths about the Tombs; somehave even dared to visit the city of sun-scorched mausoleums. They have foundthat the ancient Lloroi planned well forthe protection of their high-born de-ceased, with mechanical devices, curses,and guardian demons And beyond thesetechnological and supernatural terrors,they invested the Necropolis with a livingmenace.

From the faraway corners of Girion,the Lloroi brought strange, ghoulish be-ings called “kutrubs” to Minjekahuan. Athome surrounded by sorcery and death,these creatures were entirely obedient tothe charm-spells of the Lloroi priest-hood. Lest they increase and spreadbeyond the tomb city, the priests wrap-ped a confining spell around the outerperimeter of Minjekahuan.

But it seems that the old, confiningspells have faded. For some centuriesthe kutrubs have been expanding intothe nearby Waste of Vah-ka-ka. Until re-cently they did not constitute more thana local hazard to lone travelers and smallgroups. But by the early fourteenth cen-tury they had grown numerous enoughto drive the nomadic tribes of the Vah-ka-ka into the Dry Mountains and theBanished Lands.

Many are the legends of doom sur-rounding the fate of tomb robbers whoseek the treasure and magical devicesburied in the crypts of the dead. Onesuch tale speaks of Monju, king of Zef-nar, who sent a host of slaves into Minje-kahuan with picks and shovels. Theybrought back no treasure; in fact, noneare known to have come back with theirfives. Neither did Monju escape the angerof the funerary spirits: After the expedi-tion, a foul, unknown wasting diseasetook him slowly to his deathbed.

But the curses of old may have wanedwith time. One modern expedition hashad impressive success. Hulon, king ofShucassam, braved the bad reputationof the Tombs and had his servants assailone of the largest mausoleums. Theypoured boiling vinegar between the li-mestone blocks to weaken them, then

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applied picks and sledgehammers. With-in two years the Shucassamites had ex-tracted an emperor’s ransom in Lloroigrave goods and furniture from the tomb.Never during this time had the expedi-tion’s death rate due to kutrub attacksand other causes exceeded fifty percentper year — which was apparently consi-dered within acceptable limits. Nor wasHulon’s death — which occurred exactlyone year after the first looting of thecrypt — ever positively attributed to ang-ry spirits.

The Witches’ KitchenAt the very edge of known Minaria,

stands a valley of geysers, healingsprings, boiling pools and bubbling mud.Long before civilized man suspected it,barbarians of the north feared the valleyas a place of angry earth spirits.

The Witches’ Kitchen was discoveredin 1186, when Muetarian hunters werefleeing from a war party of barbariansavages. They feared the blades of themen behind them more than the eerie,steaming vista that lay ahead. Fortunate-ly, the barbarians would pursue no far-ther than the valley’s rim. A few dayslater it was safe for the hunters to leave.

The story they told was of immediateinterest to the sorcerers and alchemistsof the civilized cities. Already before theend of the century, some of these menhad made the hazardous journey north-ward, daring the perils of wolves, undeadthings from the Shards of Lor, and ma-rauding nomads.

The scholarly pilgrims found some ofthe springs invigorating and youth-re-storing. The sulfur and other mineralsfrom the hot springs were of unsurpassedpurity for sorcerous needs. Likewise, theheated ponds of the valley stayed at aperfectly even temperature — ideal forthe delicate potions of the highest typesof magic. Moreover, the gods of magicseem to favor spells worked in the rain-bow-lit valley, and the wizards’ record ofsuccess with experiments worked in theKitchen is truly remarkable.

At first the wizards fought fierce duelsfor possession of this or that corner ofthe Witches’ Kitchen. For a time in thethirteenth century, the mage Zhrondorand his coven dominated the valley tothe exclusion of all others. Since Zhron-dor’s fall, a council of elders have gov-erned the place, keeping order, but al-lowing the wizards who use the Kitchen’sfacilities considerable freedom.

In late years the Kitchen has drawnstudents who go to the valley to attend alyceum conducted by accomplished oldwizards. Its graduates are common inthe cities of Minaria and testify to thewisdom of their teachers. However, thechief sorcerers of Minaria — the Eatersof Wisdom — spurn the lyceum. “Charla-tans!” they say, “And prancing hedge wi-zards with rattles and bones!”

DragonNovember 1981

Dragon’s Bestiary

Created by Erol Otus

FREQUENCY: RareNO. APPEARING: 1ARMOR CLASS: 2 (except underbelly,

which is AC5)MOVE: 18 *12HIT DICE: 13% IN LAIR: 75%TREASURE TYPE: HNO. OF ATTACKS: 3DAMAGE/ATTACK: 1-10 and 1-10 (2

claws) plus 2-12 (bite)SPECIAL ATTACKS: See belowSPECIAL DEFENSES: NilMAGIC RESISTANCE: 25%INTELLIGENCE: AverageALIGNMENT: Lawful evilSIZE: L (10’ legspread, 5’ high)PSIONIC ABILITY: Nil

Attack/Defense modes: Nil

This creature’s true name — if it hasone — is unknown. It has come to beknown by the name “Devil spider” be-cause it certainly is some type of spider,and because it is devilishly evil in its at-tempts to capture prey and treasure.

The devil spider usually makes its lairin a chasm or large pit, or in an open areanear a well-traveled path or under abridge. It will spin a web which spans anopen area (minimum 10’x10’, maximum100’x100’) and will then lurk nearby,waiting for a potential meal to arrive onthe scene. A spider may attack fromground level, or may descend on a victimfrom above, suspended by a single strandof webbing material.

The web is made of non-glossy, nearlytransparent strands which cannot be de-tected by torchlight from farther than 5feet away. And if a victim gets closeenough to see the web, the spider willautomatically attack. The devil spiderwill surprise an adversary on a roll of 1-4.

If at least one character or creature isno more than 10 feet away from the web,the devil spider will not usually make anormal attack but instead will attempt toshove the character nearest the web intothe strands. If it has a choice, the spiderwill go for the target which is smallest orlooks weakest. On a result of 11 or higheron a d20, this “push attack” will succeed.The die roll is modified by the followingfactors:

Target smaller than man-sized: -2Target larger than man-sized: +2Target surprised: -2

Target secured in position (using rope,spikes, or other devices): +1 to +4

Target in precarious position (clingingto cliff wall, etc.): -1 to -4

The strands of the devil spider’s webare very strong. Any particular strandwill be broken only if it takes 10 points ofdamage in a single round, from one ormore hits on the same spot. If a webstrand takes less than 10 points of dam-age in a single round, it will be able toabsorb up to 10 more in a subsequentround, because the attacker(s) is notable to hit precisely the same spot withattacks in two different rounds. It takes40 points of damage to sever a web at theintersection of two strands, where thematerial is much thicker, but damage toa web intersection is cumulative overmore than one round.

Blunt weapons do only half damage tothe web. It is fireproof, but takes doubledamage from cold-based attacks.

The web strands are coated with aclear, glue-like substance. A characterwhose body contacts the web will beimmobilized by the sticky goo, but maypull one or two extremities free. If a rollof d20 is equal to or less than the average

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of the character’s strength and dexterity(round fractions down), one limb (vic-tim’s choice) is freed. A victim can roll totry to partially escape once per round,but no more than two limbs can be pulledloose in this manner. The spider will at-tack at +2 “to hit” against a victim in theweb, and the victim (if able to fight back)will be at -4 “to hit” as long as he is in theweb.

A devil spider is reasonably intelligent,and its course of action will always bedictated by circumstances rather thaninstinct. However, the creature is some-what predictable. It will always begin acombat situation by making repeated at-tempts to push a target into its web, aslong as a target is available. Then it willassault the victim, trying to kill or weak-en it so it cannot escape. During all thistime, the spider will generally ignore at-tacks on its body, but if its hit points arereduced to less than half of the originalnumber, it will either turn to take on theones doing the damage, or it will attemptto flee (depending on its estimation ofthe strength of its enemies). After it hascaptured one victim, it will not attempt topush another one into the web until thefirst victim is killed or freed.

Dragon

Dragon’s BestiarySurchur

Created by Jeff Brandt

FREQUENCY: Very rareNO. APPEARING: 1ARMOR CLASS: 2MOVE: 6"HIT DICE: 5-7% IN LAIR: 60%TREASURE TYPE: U,V,W,ZNO. OF ATTACKS: 1DAMAGE/ATTACK: 5-20SPECIAL ATTACKS: See belowSPECIAL DEFENSES: See belowMAGIC RESISTANCE: 20%INTELLIGENCE: AverageALIGNMENT: NeutralSIZE: L (9-10' tall)PSIONIC ABILITY: Nil

Attack/Defense Modes: Nil

This loathsome creature has no re-deeming physical features. Vaguely hu-manoid, the creature’s body is lightbrown to tan in color. Protruding fromthe upper front of the body are eight

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slimy, brownish-green tentacles. Thesetentacles range from 6-8 feet in length,depending on the creature’s body size.

The mouth of a surchur doesn’t haveteeth, but is lined with rows upon rows ofsticky cilia that secrete a chemical whichdigests the flesh of humans and demi-humans. Two stout horns protrude fromthe middle back of the beast. They arenot unlike those of a bull, but somewhatlarger. The horns are composed of anivory-like material which is generally ofgood quality. Each horn can be sold for100-600 gp, depending on its quality andthe size of the surchur it came from.

The surchur will typically attack firstby trying to grab a victim in its tentacles;if an 18 or higher is the result of themonster’s “to hit” roll, the victim iscaught and immediately takes 5-20 pointsof damage. During the next two roundsthe surchur will attempt to pull the cap-tured victim into its mouth. The victimmay attempt to break free in each round,with a base chance of 20% for success,plus 10% for each plus “to hit” the char-acter may have due to high strength.While the surchur is holding a victim itcannot attack another figure.

A victim which is dragged into the sur-chur’s mouth will take 2-8 points of dam-age per round from the digestive juicesuntil the victim or the monster is dead.

A surchur cannot put more than onevictim in its mouth at one time. However,it prefers fresh food if it has a choice. Asecond victim can be grabbed and heldwhile the first is in the mouth. When thetentacles have immobilized another vic-tim, the first one will be expelled from themouth cavity even if it isn’t dead, and thenew victim will be engulfed instead.

If the surchur does not succeed ingrabbing a victim, it will still do damageto an adversary within range of its tenta-cles by hitting with the tentacles them-selves. A surchur which is not injuredwill be able to effectively attack with abunch of five tentacles at once, witheach tentacle considered to do 1-4 pointsof damage on a successful hit. Any blowwhich is aimed at a tentacle, hits it, anddoes at least 3 points of damage will sev-er a tentacle. A surchur with fewer than 5tentacles intact will do correspondinglyless damage from a strike, and a surchurwith fewer than 4 tentacles will not keepits grip on a victim as easily; the chanceto escape per round is increased to 60%against a surchur with 4 tentacles, +10%for every tentacle less than four.

If a surchur is very hungry, it will con-tinue to attempt grabbing victims as longas it is able. If its appetite has been atleast partly satisfied, it will attempt toflee when seriously injured. A surchur’slost tentacles will grow back in 3-6 days.

The typical climate in which surchursare found is jungle-like, but they can befound in just about any environment ex-cept extreme cold.

November 1981 Dragon

Dyll Created by Ed Greenwood

FREQUENCY: RareNO. APPEARING: 30-300ARMOR CLASS: 7MOVE: 6'/18"HIT DICE: 1-3 hit points% IN LAIR: 45%TREASURE TYPE: See belowNO. OF ATTACKS: 1DAMAGE/ATTACK: 1-3SPECIAL ATTACKS: See belowSPECIAL DEFENSES: Nil MAGIC RESISTANCE: StandardINTELLIGENCE: AnimalALIGNMENT: NeutralSIZE: S (4-8 inches long)PSIONIC ABILITY: Nil

Attack/Defense Modes: Nil

The bloodsucking swarms of the dylloccasionally descend upon herds of cat-tle or small settlements, and are greatlyfeared. Dyll are small, leech-like crea-tures. Teardrop-shaped and glossy silverin color, they wriggle in the manner ofworms when on the ground, but prefer tofly upon their rubbery “wings,” dartingabout with great maneuverability (FlightClass A).

Dyll locate their prey by sensing vibra-tions, by, smell, and by homing in onsources of heat. These senses act incombination, and are effective up to arange of 6". Dyll swarms will attack crea-tures of any size, surrounding their vic-tims in a blinding, hampering cloud.Creatures in the cloud attack at -1 “tohit” and are unable to read spell books,

scrolls, or inscriptions, for these areobscured. Such a swarm will always con-tain at least 30 dyll and perhaps as manyas 100. Groups of more than 100 dyll are

extremely rare, and if such a large groupattacks it will always form at least twos w a r m s .

A swarm can hamper as many as threehuman-sized victims at a time, if they arewithin 5 feet of each other. Within theswarm, from 2-24 dyll will attempt tostrike at each victim every round. Soli-tary dyll will attack only motionless (i.e.,sleeping or disabled) creatures.

A dyll is covered with thousands ofmicroscopic, hollow spines. Using these,it sucks 1-3 hit points worth of bloodfrom a victim each round. The initialstrike of the dyll does 1 point of damageas it attaches itself. It begins drainingblood on the round thereafter.

A dyll gains strength from the blood itingests, at the rate of 1 hit point for each2 points of blood-draining damage itcauses. It will remain attached and con-tinue to drain blood until it is killed oruntil it reaches 9 hit points, whereupon itwill loosen its grip and fly away.

Dyll typically lair in rocky areas orcaverns, usually near water where crea-tures come to drink. Such lairs oftencontain the drained husks of past vic-tims, and any treasure borne in by thoseunfortunates.

One dyll in every 10 creatures will beable to cast a Sleep spell affecting crea-tures with up to 3 hit dice when attackinga victim. If its initial strike is successful,the spell is cast. Sleep spells cast by dyllstriking in the same round are cumula-tive; thus, a pair of dyll may strike andsleep a creature of up to 6 hit dice, threedyll can affect a creature of 9 hit dice,and so on.

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Dragon Vol. VI, No. 5

PoltergeistCreated by Craig Stenseth

FREQUENCY: Very rareNO. APPEARING: 1-4ARMOR CLASS: -3MOVE: 12"HIT DICE: 6% IN LAIR: 20%TREASURE TYPE: C, Q x 5NO. OF ATTACKS: 1DAMAGE/ATTACK: By weapon typeSPECIAL ATTACKS: See belowSPECIAL DEFENSES: +2 or better weapon to hitMAGIC RESISTANCE: 65%INTELLlGENCE: HighALIGNMENT: Chaotic neutralSIZE: S (3'+ tall)PSIONIC ABILITY: Nil

Attack/Defense modes: Nil

Poltergeists are the spirits of chaotic gnomes from Limbo andGladsheim sent to the Prime Material Plane to spread the influ-ence of chaos. They enjoy jokes and tricks, and their magicalnature makes it difficult to do anything to stop them. And whenthey are provoked by someone trying to spoil their chaotic fun,they become as single-minded in their purpose as a berserker.

Poltergeists can use several spells of an illusionary nature. Atwill, they can perform the following feats of magic, at the 8thlevel of spell-use ability: Audible glamer, Hypnotism, Invisibilityand Ventriloquism. They have infravision (60') and can teleportwith no chance of error up to once per turn.

The creatures are immune to cold-based attacks and are unaf-fected by charm, hold and sleep spells and attack forms. Apoltergeist only takes half damage from electrical and fire-based attacks, which is reduced to one-fourth if it makes asuccessful save.

Poltergeists will be armed as follows: 15% with club &sling,30% with club & spear, 40% with short sword, 15% with shortsword &spear. There is a 15% chance for any poltergeist carry-ing a club or sword that the weapon is magical (+1).

The chaotic nature of poltergeists makes it difficult to des-cribe them in terms of general characteristics. They tend toshow hatred for the same creatures that gnomes hate (goblins,kobolds and orcs in particular), but will not hesitate to attack orbeleaguer any character they encounter.

Poltergeists cannot be forever slain when encountered on thePrime Material plane; one whose body is killed will have itsessence banished to Limbo or Gladsheim for a time and will thenbe able to reappear.

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November 1981 Dragon

Practicing Game Design

IV: State of the artThis is the fourth of a five-part mini-

series in Simulation Corner that gives adetailed but non-technical answer to thequestion of how to make a game. Theseries discusses this question in regardeach of the various steps of game de-sign, starting with the selection of a top-ic. Last month’s segment covered waysand means of designing for realism. Thismonth’s intention is to move beyond thatpoint to discuss the notion of “state ofthe art” in game design.

The series is based upon the exper-ience of professional game designersdrawn from three sources: interviews inthe hobby media; my own experience;and the testimony of a panel of gamedesigners who were asked to give theiropinions on these subjects.

The expert panel was composed ofJay Nelson, noted for his designs BridgeToo Far and Highway To The Reich;Jack Greene, author of the exciting newlronbottom Sound (Quarterdeck Games)as well as the Avalon Hill update of Bis-marck; and Stephen Newberg, veteraninnovator with his Lee At The Cross-roads and his WWII naval trilogy IJN-Torpedo-Kriegsmarine (all games bySimulations Canada). These highly qual-ified designers are together responsiblefor roughly two dozen published gamedesigns.

In an earlier column (“State of the Art,”DRAGON #42), Simulation Corner ana-lyzed two games on the same subject bythe same company done ten years apart.We found that the newer game had amuch more sophisticated approach, tomodeling a number of game elementsand concluded from this that there hasbeen a improvement in the general “stateof the art” with respect to game design.

Among professionals there is incom-plete agreement on this point. JackGreene, on the one hand, sees the stateof the art as “moving forward certainly,”while Jay Nelson cautions that “state ofthe art is an amalgam of inspiration andstealing (not to mention some inspiredstealing). Unfortunately, many times‘state of the art’ is only thought to be thatwhich is new. Many games which are nolonger played contain ideas which areeven now ‘state of the art.’ ”

Here is the first point: What is “state ofthe art” may not necessarily be new ingames. State of the art may mean that atraditional element of a game system hasbeen handled with excitingly differentmechanics. Or it may mean that the de-sign has found ways to present thingsignored or factored out in previousdesigns.

While it is not possible to give a precisedefinition for “state of the art” as a con-cept, it is relatively easy to identify stateof the art in retrospect. The rule of thumbto identify a state-of-the-art change is toask whether the game design containsone or more new elements that futuredesigns on similar topics cannot getalong without.

Designing for state of the art is not thesame as designing for realism, althoughthe design tools (game mechanics) usedin the service of both objectives are thesame. A game need not be realistic toattain state-of-the-art distinction, but arealistic game will either attain the stateof the art or else it will be perceived astoo complex for comfortable play.

Thus, the task for the designer inachieving state of the art is different thanin his quest for realism. Whereas in de-signing for realism the creator of a gamemust seek to identify all the elementsrelevant to the situation, in designing forstate of the art the task is to see if thoseelements can be handled reasonablywithout overloading the overall design.Although in reality these are comple-mentary design tasks, for ease of under-standing it may help to think of realismas a stage of, including elements andstate of the art as a stage of excludingthings.

Why is state of art being defined in thisessentially negative fashion? Isn’t “stateof the art” a process of modeling morethings more accurately in games? Yes,but... The problem is that the term can beused in different senses: “State of theart” can denote the outer limits reachedby design technique in modeling pro-cesses, or it can be used to mean anaverage level of modeling sophisticationin games of a certain type or period.

As a general question for game de-signers, it is this second meaning that isnow our concern. This is why “state of

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the art” is presented here as a process ofexclusion: The problem is to create agame system with the highest possiblelevel of “average” modeling sophistica-tion without overburdening the game asa whole so that it is perceived as exces-sively complex. The mark of excellencein game design is the elegance withwhich inclusion and exclusion decisionshave been made, and the measure of thequality of a game is how high its “aver-age” sophistication remains despite theaccommodations that must be made toretain the desirable feature of playability.

As with the perennial problem of thequantifications that underpin game ca-pabilities, a trouble with inclusion/ex-clusion decisions is the subjective na-ture of the beast. There is no rule a de-signer can use to simplify his decisionson these matters. But it may help to con-sider for a moment the other meaning of“state of the art”: the outer limits of de-sign technique. Clearly a relationship ex-ists between the topic of a game andwhich elements in its system will be atissue when a gamer looks at the designto see if it achieves this “state of the art.”Because of this, the designer has a guideto where he should focus his detailedgame mechanics. Here is the secondpoint to mark: Focus the game mechan-ics on design elements that contribute tothe state of the art in that type of game.

The third point to mark is to alwaysconceive of the game as a totality. Fromthe beginning of the innovation process,the designer should have in mind a givenlevel of complexity for the whole gameand he should keep in mind how eachrule, mechanic, or subsystem builds to-ward that level. If the total “design load”of the game system exceeds the de-signer’s original intention then some-thing in the system should be pareddown, or the designer treads on thin ice.

In Highway To the Reich, for example,Jay Nelson recalls that the use of num-bers in the game became so prevalentthat finally “the numbers took control,not me.” This is a, predicament to beavoided unless the intention is expresslyto design something like Campaign forNorth Africa.

DragonLet’s take this notion of a “design load”

and make it more concrete. The essenceof game mechanics and subsystems arecreated by the rules, so it’s a fair assump-tion that there is a relation between thecomplexity of a game and the length ofits rules. In practice, the typed manus-cript for a “simple” game should workout to less than twenty pages, that for a“moderately complex” one to no morethan forty.

Of course, this last proposed solutionis a mechanical formula. It is subject tomanipulation in a way that does not en-sure the continued quality of the gamesystem. Much better is for the designerto confront his design problems square-ly, by working with each major subsys-tem until that rule briefly expresses agame mechanic that deals with somereal element in a satisfactory way.

Mechanical solutions or rules of thumbare useful, but the best designers, in ad-dition to knowing “the book,” also knowwhen to throw “the book” away. This istrue both in the initial design stages andat the advanced game-development level.

The best way to gain a feeling for thisinstinctive solution-finding is throughobtaining and following a conscious phi-losophy of game design. In the last in-stallment of the “Practicing Game De-sign” series next month, SimulationCorner will turn to this issue of designphilosophy.

Vol. VI, No. 5

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November 1981 Dragon

Universe is an artistic triumphby Jeff Swycaffer

With precision typical of SPI, the gameUNIVERSE was released exactly whenthe public seemed most ready for it. It’s abig game, of wide scope, and SPI has bigplans for it.

The first thing one sees upon examin-ing the box — after the price ($20 for theboxed version, including the Delta-Veetactical combat system) — is the coverillustration: a family snapshot of a pair ofadventurers and their trusty robot, allbusily engaged in shooting their way outof a heavy ambush. It seems somehowtypical of the far future that the woman isbusily firing her pistol at some unseenthreat while the man and the ’bot taketime out to smile at the camera.

The hopeful gamer moves on to thecomponents, and here the first reward isstriking: the four-color star map. Similarto the map for SPl’s StarForce, this mapis a true three-dimensional display of allknown stars within thirty-one light yearsof Earth, shown in brilliant colors againstthe deep black of space. The grid is rec-tangular, as opposed to hexagonal — achange that subtly enhances the believ-ability of the situation. As in the Star-Force map (the most beautiful piece ofartwork SPI had ever produced, as of thetime of its release), the stars here aresmall, colored points, accompanied by abrief label that names each star andgives its spectral class. Gone — andgood riddance — are the ugly poker-chip stellar displays of Freedom in theGalaxy and Sword and the Stars. Theeffect here, as opposed to those lattermaps, is a chilly, naturalistic, and usabledepiction of the far heavens. Anotherbonus: Only a portion of the mapsheetbeyond the map is taken up with chartsand tables, and these are useful ones,referring to the map itself. In one corner,marring the overall effect, is yet anotherreproduction, making three in all, of thecover-art family snapshot, robot and manposing with wide smiles while the wom-an fires to stage left.

But all other types of art pale in com-parison when the rules are opened: Hereis art to be appreciated with another por-tion of the mind altogether. Charactergeneration takes up nearly half of the76-page rule book, and comprises themost complex and complete character-generation system that role-playing hasyet developed.

The system is nearly as complex ascharacter generation would be in reallife; nevertheless, most desired resultsare within reach. Even the most difficultcharacter type to obtain, the characterthat is powerfully psionic, doesn’t take

more than five or six runs through thesystem to produce.

Slightly annoying is the standard SPIobsession with play balance: For everyadvantage and bonus a character is giv-en, there is a corresponding disadvan-tage. The result is overall equality . . . butcertainly not mediocrity. When consi-dered in the light of the many, many role-playing gamers who manage, against allodds, to roll 18/00, for example, the cau-tious SPI approach makes sense; and itis certainly true that a character supreme,with a 185% chance of succeeding at anygiven task, is ultimately a boring one torole-play. Designer John Butterfielddoesn’t seem to have gone too far in theother direction, but he certainly hasgone far enough.

A character’s generation is affected byhis choice of a general area of study,such as the military or the humanities,and it is this choice that determines theskills and personal characteristics thatthe character under development is mostable to improve. The fields of study of,for example, the body and the militaryare most beneficial to such characteris-tics as strength and agility, while theoret-ical and applied sciences give a bigboost to intelligence. These choices, asmany as six for characters with low over-all potential, or as few as two for charac-ters who were well born and very healthy,also determine what skills the characterwill be eligible to acquire later.

And the list of skills is substantial.From Agriculture and Ambush to Vehi-cle Tech and Weapons Tech, each skill iswell described and documented, andeach has some reasonable application tonormal adventuring. Various applicationsof these “preferred skills” are outlined,and the exact throws needed (on percen-tile dice) to achieve any given effect aredescribed.

65

Skills have levels, and usually thesquare of the skill level is the bonus tothe percentage chance for success listedfor a certain task. If the base chance toambush a party, for instance, is 30%,then a character with Ambush-6 has a66% [30 + (6 x 6)] chance, and a charac-ter with Ambush-7 has a 79% chance.Although other modifiers apply, such asagility and battlefield skill, it is the pre-ferred skill, when squared, that gives thegreatest contribution to success.

There seems to be quite a bit of psio-nics in this game, far more than a strictlymaterialistic referee might be able toswallow. True, the power of these fa-vored and somewhat rare people is keptwithin reasonable limits, so that no psio-nic strongarm ruffian can take over thegame. And true, the power is written intothe game so that it can, with effort, bedeleted, but far too many basic gamesystems are based upon the existenceand use of psionic talent. Interstellarnavigation is based on psionics, guaran-teeing that there will be at least one ofthese not-quite-humans aboard everystarship; this will be unacceptable tomany gamers.

On, then, to robots and equipment.Unlike any system previous to Universe,robots are built according to a simple“shopping-list” approach, with moneybeing the main limiting factor. Fortu-nately, not all that many different roboticsystems are available, leaving it impos-sible for a player to produce anythingtoo grotesque. As always, play balanceis uppermost in the designer’s mind.Personal equipment is fairly standard —if useful — stuff. Most of it is cash andcarry, but a few very useful and neededitems have a waiting time for acquisition.

The world-generation system is su-perb. Everything from a planet’s positionin the orbital sequence to its size, number

Dragonof moons, civilization level, and properplace in the overall Federation is co-vered; mapping the planet’s surface ishandled in a manner far more realisticand useful than the system of icosahe-dron/hexagons that other systems app-ly. The new system gives larger planetsmore actual area, rather than simply in-creasing the scale on one standard map.This may well be the game’s most out-standing feature. Due to the fact that astandard — and real — star field has al-ready been generated (by nature, andnot by any mapper’s art), no system isincluded for generating a new stellarmap. On the other hand, one won’t beneeded during the course of play, so no-thing is lost.

The section following this in the rulesmay well be the game’s worst: CharacterAction. The action sequence is dense,slow, and, for referees without a compu-ter, just about useless. The calculationsaren’t complex at all; there are simply toomany of them. It has long been the pri-mary fault of percentage-based gamesystems that every action that couldpossibly add even as much as one per-cent to the probability of success of agiven task must be taken into account.

The end result of this is not realism, itis death by detail. If UNIVERSE doesn’tsuffer from this as much as does TSR’sTOP SECRET® game (including the de-signer’s additions, official or not), it doessuffer from this fault more than TSR’sBOOT HILL™ game or SPl’s Dragon-Quest. This fault in this section by nomeans makes the game unplayable; itdoes raise the complexity level overall alittle more than was necessary.

The Delta Vee tactical systemDelta Vee, as a space combat system,

is unparalleled — the best space combatsystem on the market, narrowly beatingout GDW’s Mayday and High Guard.

The Delta Vee system is, by its nature,unrealistic, and that is one of its greatestassets. Rather than trying for a simula-tion of true zero-gravity maneuver, aswas done in Vector-3, SPI and Butter-field have developed a free-wheeling, yetcontrolled system, more like an air battlethan anything else. Since in all of thebig-name movies and television serieswe’ve come to love, the space combat is

essentially World War II air combat, thissimplification is not only acceptable, it isnearly ideal.

Both Mayday and Vector-3 suffer fromthe perfectly realistic fact that to slowdown in space takes as much time as tospeed up. Because of this, players con-stantly overshoot their targets, their ob-jectives, and the edge of the map whiletrying to line up the perfect bead on thefleeing enemy.

In Delta Vee a number of unrealistic,yet necessary, game devices are em-ployed to keep the speeds down. Now,cleverness and a little foresight can offsetthe advantage an enemy might haveeven with a bigger ship and heavier en-gines. Combat is by missiles and bybeams, with a pleasant variety of each;there aren’t many instant deaths outthere, with one ship blowing another intocomponent atoms, but the damage to ahit ship is satisfyingly severe, and is notreparable (as opposed to Mayday, inwhich repair rolls can make the effects ofany hit meaningless, and in which win-ning means getting a dozen or so hits onone section of the target over severalhours of play). There are no computerrules for Delta Vee, a slight omission butnot a disheartening one.

Perhaps the less said about the coun-ters, the better. Better counters, while

Vol. VI, No. 5

not adding much to the game, couldhave been expected. True, the countersserve their purpose, and true, the realrecord-keeping is in the paperwork onthe players’ clipboards at their sides.But, all in all . . . better could have beenexpected.

The big questionHow does the UNIVERSE system com-

pare with Traveller? The question prac-tically begs to be answered. SPI asks iton the feedback card that accompaniesthe game. Players will ask it upon open-ing the box. The noble worthies at GDWwill endeavor not to ask it at all, trying toavoid calling all that more attention to it.

Well, how do they compare?Details come first to mind. Traveller

ships are built within a hull; Universeships use interchangeable pods.

Traveller has fewer concerns with ro-bots; Universe cares less about the mil-itary. Both systems use a variation of tele-portation for interstellar travel; both sys-tems feature psionics, swords, the con-cept of law being equivalent to total-itarianism, free trade between planets,and so on.

The essential difference, it seems, isthis: Universe, in what it offers, is super-ior. The character-generation and space-combat systems are superlative. Theworld-generation and mapping systemsare unexcelled. Probably, many current-ly ongoing Traveller games will havethese and other systems adapted for usein those campaigns.

But it will be Universe that is adaptedinto a Traveller campaign, not the otherway around. Because Universe does notyet offer a grand scope, like the Imperi-um of Traveller, and does not offer themilitaristic splendor that Traveller play-ers have come to love, it will be hard putto become more than just a Travellersupplement.

In conclusion, and without fear ofoverstating an essentially pretentiousview, Universe is highly recommended,simply because if it cannot be appreciat-ed for itself, it can be viewed as the bestTraveller supplement on the market. Intime, with proper supplementation of itsown (SPI has great plans for add-onelements), it has promise of becomingfar more. Buy it.

A classic is given more classby Tony Watson

THIRD REICH is Avalon Hill’s game ofWorld War II grand strategy in the Europeantheater. It was first published in 1974, andsince then has garnered some awards at Orig-ins conventions as well as the accolades of anumber of reviewers and gamers. This praiseis well deserved; the game is excellent. This

reviewer plays very few WWII titles, but des-pite this game’s relative complexity and lengthof play, my gaming group always manages to ual situations.get together for two or three campaign games A strong testament to THIRD REICH’s con-of THIRD REICH every year. tinued popularity is the fact that Avalon Hill

The original rules were marred by a lack of has decided to take another look at designerclarity and a number of ambiguities; this led to John Prados’ game. This result is the thirda second-edition rule book in 1976. This se- edition of THIRD REICH, and this time wide-

substance of the rules, primarily fine tuningaimed at eliminating perfect plans and unus-

ranging and fundamental changes have beencond effort made only minor changes in the

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November 1981

made. If the second edition was fine tuning,the third edition is a major overhaul.

THIRD REICH is a strategic level game ofthe war in Europe 1939 to 1945. The large mapdepicts Europe from Lisbon to the CaspianSea and Alexandria to most of Scandinavia.The units are approximately corps size andcome in armor, infantry, and airborne (all landunits) as well as air and naval units. The actualmovement and combat mechanics are notoverly complex, but take a bit of practice tomaster. Players have the option of makingattrition attacks on a given front, a sort ofall-inclusive summation of the operations in aregion, or of taking an offensive, during whichattacks are made on an odds-chart CRT be-tween adjacent units and nearby air fleets.

The turn sequence is move-combat-exploi-tation, the final phase being a second move-ment and combat opportunity for armored un-its that did not attack in the first combat phaseand were adjacent to attacking units that elim-inated their defenders and advanced aftercombat. It is this exploitation segment thatreally gives the game a great feel for mechan-ized warfare. Combined with air units, ar-mored forces can truly recreate the blitzkriegof rapid advances and massive encirclements.Naval units operate a little more abstractly,but can still perform their historic functions ofground support, naval transport, amphibiousassault, and foiling of enemy naval missions.

While THIRD REICH’s mechanics are inter-esting enough, the game has another wholelevel of play that forms an intense backdrop tothe operational/military aspects of the game.Players not only assume the role of generalstaff, plotting out and executing offensives,but they must also take on the mantle of grandstrategists, making the political and econom-ic decisions of when and where to fight.Clausewitz’s maxim that war is an extensionof politics is aptly illustrated. The players aregiven basic criteria for victory (such as thecontrol of a certain number of objective cities,or conquest of a number of enemy powers)but are left pretty much on their own as to howto do it. For example, while it might be wise forGermany to attack Russia on or before summerof 1941, the Axis player is never compelled todo so by an arbitrary rule. There is no rulecompulsion to attack minor countries such asNorway, Holland or Belgium, but the Axis (orperhaps even the Allies in rare instances)might find it advantageous for reasons of po-sition or economic aggrandizement. The op-tions and strategies are variable and flexible.

Economics plays a large part in the game.Basic Resource Points (BRPs) are granted toeach country; more can be obtained througheconomic growth or absorption of other na-tions. They are expended in purchasing unitsfrom a country’s force pool or for paying fordeclarations of war and offensive options.

Aficionados will be pleased to know that the1981 version is essentially the same as the onethey own, but they may be curious as to whatthey will be getting for the $9 price Avalon Hillis asking for an update kit, containing a newboard, scenario cards, and rule book.

The main reason for the high price is thenew mapboard. Functional differences fromthe old map are relatively minor. Sevastopol isnow a fortress, Aachen has been renamedBonn, and The Hague has been moved northone hex. Constantinople is now a Black Seaport as well as a Mediterranean port, givingthe Turkish fleet something to do if the Russ-kies invade. The mapboard is more aesthetically

pleasing; the blue used for the water has beenmuted, and the coastlines are thinner andthus more defined.

In the new force-pool cards, France and theU.S. now have separate cards instead of beingbackprinted, so that both nations can be inthe game at the same time — if, for somereason, France should survive until 1942. Theforce pools have not been altered, and theoriginal countermix is still used.

The biggest changes are in the rules. Al-though basic concepts remain the same, therehas been an almost total rewrite, and the ef-fort has paid off. Of the three rulebooks for thevarious editions, this is the most intelligible.

Some of the mechanics have been altered.For example, an armored unit does not haveto survive and advance into a hex duringcombat to achieve a breakthrough, but it doeshave to participate. This makes breakthroughsa little easier to effect.

The biggest rule changes have been madein air and naval combat. The old system wasrather simple; no die rolls were required, andlosses were extracted on a more-or-less evenbasis, though modified in favor of the largerforce. In the new system, both sides roll a die;their die rolls are modified either up or downfor such factors as numerical superiority andnationality. The modified results are com-pared, and the difference (in units) is lost bythe lower roller, with the victor losing half asmany units. The impact of this change on thegame is considerable, especially in the airwar, which is a crucial adjunct to land combat.It is more difficult for the offensive player toinsure the destruction of the defender’s airpower, for one thing, and the air factors ofboth sides tend to survive a little longer thanin the original game. More importantly, theintroduction of a luck factor into the resolu-tion process allows the possibility of a smallerforce defeating a larger, something not pos-sible before. Air attacks against fleets havebeen changed as well, now bloodier for boththe navy units and the attacking planes.

Other changes include a reduction in theBRP loss to Britain for the Axis capture ofSuez; the penalty is down from 50 BRPs to 25BRPs, but Gibraltar is worth 25 now. The pro-cess for resolving Murmansk convoy attemptshas been updated as well.

Russia is always the deciding front for thewar, as the Soviet Union represents the mostformidable obstacle to Axis victory. In theoriginal rules, the USSR was conquered whenreduced to less than 75 ground, air or navalfactors. The third edition lowers that require-ment to 50, but prevents the Soviet playerfrom counting his fleets in his total. The Ger-mans must have a 3:2 ratio in factors to Rus-sian strength inside the USSR proper, a bitmore than previously required. The net resultis that the Germans can concentrate on at-tacking Russian units and not have to worryabout chasing down the Soviet fleets.

A new section of rules dealing with foreignaid has been introduced. This allows the ma-jor powers to make BRP grants to minor pow-ers in an attempt to influence their activation.For example: Rumania, normally an Axis mi-nor that activates in summer of 1941, could beprevented from doing so by BRP grants fromRussia, which would modify an activation dieroll in favor of the Soviets. The Germans, ofcourse, could spend BRPs to counter the So-viet diplomatic effort.

Also new is the intelligence table, used inconjunction with the campaign game variant

67

Dragontable. Players may expend BRPs and roll inhopes of discovering or possibly nullifyingthe enemy’s variant chit.

The strategic warfare rules, which cover theU-boat campaign against British shippingand the bombing of German industry, have un-dergone some major changes. For one thing,the Allied ASW no longer eliminates Axis subson a one-for-one basis; starting in 1943, ASWfactors take out increased numbers of the op-position, preventing the Germans from enjoy-ing quite the runaway success that strategicwarfare afforded them previously.

There is also a new provision that in a stra-tegic warfare phase when Allied bombers getthrough, the Axis must remove an air fleetfrom play for that year and convert it intointerceptors. This keeps both sides on theirtoes and give incentives for the constructionof both bombers and interceptors, units thathad before been largely ignored in favor ofU-boats and anti-submarine warfare factors.

This review includes only the most salientchanges made in the third edition of THIRDREICH; numerous smaller alterations weremade and even veteran players should re-read the rules to insure catching them.

One might ask if all the effort expended on athird edition of this venerable game was worthit. I would have to answer yes. Though someof the new rules take a little getting used to(the new air warfare sections are a prime ex-ample), once they are understood they proveout to be changes for the better. It would seemthat it is possible to improve upon a goodthing, and the folks at Avalon Hill should becommended for caring enough to take anoth-er look at one of their products.

Dragon Vol. VI, No. 5

New gaming accessories:Useful, durable, original

by Kim Mohan

I remember the days when the only things agame magazine reviewed were games — thedays before people like Tim Orisek, ChuckKennedy, R. B. Zajeski and some guy namedPolly S started to carve out their own niches inthe adventure-gaming market.

They don’t do games, you see. They dogame accessories — things that aren’t gamesthemselves, but are supposed to be used witha game to make the game itself easier or moreenjoyable to use. Making game accessories isa good way for a manufacturer to get a slice ofthe game-playing consumer’s dollar withoutgoing to all the trouble of creating a new game(and cluttering up things with yet another setof rules for something or other).

Does this mean that game-accessory ma-nufacturers are trying to take advantage ofthe public’s enthusiasm for the hobby by giv-ing people more ways to spend their amuse-ment money? Well...yes.

But that doesn’t mean they’re crooks orclods — particularly not the manufacturersmentioned above. The gaming accessoriesthey’ve produced are an asset to the hobbybecause they satisfy three important criteria:They’re useful, they’re durable, and most im-portant of all, they’re original.

* * *

Orisek Industries is a company that makes“How come nobody thought of that before?”products. The people who brought the thirddimension into gaming with Counter Clipsand Nebelwerfer Smokescreens have nowcome up with SPELLBINDERS™, Orisek’s

trademark for an assortment of vinyl note-books. The flagship of the line is an 8½x11-inch, three-ring looseleaf binder that doublesas a storage place and a DM’s screen. Whenthe notebook is opened out, the cover can betilted away from the center spine and thebinder will stand up to keep its contentsshielded from eyes on the other end of thetable.

The big SPELLBINDER notebook has asuggested retail price of $8.95, which sounds

a little steep for what is essentially an ordinarylooseleaf binder with a gaming-oriented gim-mick. But it appears to be very sturdily con-structed and is covered in a tough plasticcoating that doesn’t seem likely to split at theseams. It’ll last for a long time.

Another $8.95 will get you two smallerSPELLBINDERS designed for the computer-game enthusiast. Covered with the same goldvinyl as the big notebook, the smaller bindersare for storage of computer mini-disks andtape cassettes. The disk depository measures9x12 inches. The inside has four simple, clearplastic pockets to accommodate an equalnumber of mini-disks. The cassette containeris 7x10 inches, with four tape-shaped rectan-gles of molded plastic on one of the insidesurfaces and a sleeve opposite it where doc-umentation or rules can be stored.

All of the SPELLBINDER products have avalid purpose, but perhaps some purposesare more valid than others. Maybe it’s be-cause I don’t happen to own a multitude ofdisks and cassettes, but I can’t see the compu-ter-game SPELLBINDERS being snapped upby everyone who’s into that aspect of thehobby of gaming. For the price of a couple ofbinder sets, you can pick up some new blankdisks or cassettes instead, and I have a feelingthat’s what a lot of people are going to do...

Contact Orisek Industries, P.O. Box 52,Hinsdale IL 60521, for more information onSPELLBINDERS or any of the company’sother products.

* * *

Chuck Kennedy is the head of CreativeConceptions and the purveyor of a new play-ing aid called the MAGNE=MELEE™ MagneticGraphic System, which is —

Heck, there’s no way around it. It’s a cookiesheet, folks. A deluxe cookie sheet, to be sure,with the other equipment and instructionsyou need to make moving miniatures aroundeasier and more exact.

The product’s conceptual claim to fame issomething called the Diamo Dot™ pattern.The underside (where the cookies don’t go) ofthe 11"x17" metal sheet is printed with theoutline of a grid of larger diamonds andsmaller dots. The diamond grid is set out in 1"squares, corresponding to 5 feet scale dis-tance in 25mm. Each four-square-large sec-tion of the diamond grid contains 25 smallersquares defined with dots. Each of the smallersquares (7/16") represents a distance of 1 me-ter in 15mm scale. The overall pattern, whiledifficult to describe in words, is not confusingto behold on the back of the sheet. Therearen’t a lot of diamonds and dots, only asmany as necessary to properly outline theplaying area. It’s easy to orient your eyes and“see” only the pattern you need for the scaleof your figures.

The MAGNE=MELEE Basic Set includes astrip of pliable magnetic material which canbe cut into ½-inch squares and temporarilyfastened to the bases of figures (one side ofthe magnetic strip is self-adhesive) so they’llstay where they’re put, plus a couple of

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patches of magnetic stuff that can be choppedinto chunks as desired and used to mark thelocation of stationary objects.

Magnetized characters are given a sense ofdirection by the use of a special marker sup-plied with the kit. It’s called a dry erasemarker, and it produces a dark brown line.Walls, doors and other terrain features can bedrawn on the grid, and as characters moveinto different locations the DM can quicklyredecorate by wiping away the walls thatdon’t belong and drawing in the ones that do.The process is not as tedious or time-con-suming as it may seem; step-by-step changesusually involve only a few lines’ worth of re-drawing, and the marker is erased very easilyby a finger wrapped in a piece of tissue. (Afinger not wrapped in tissue will erase a linejust as easily; chances are if a number of play-ers are moving figures around the sheet atone time, somebody will accidentally wipeout a wall with his thumb once in a while.)

The marker leaves a slightly visible residueon the metal after the fluid is wiped away, butthe dingy buildup seems to come off easilywith soap and water. The instruction sheetmentions, almost in passing, a point thatshould have been more strongly emphasized:Standard felt-tip markers will not work. If thefluid from a non-erasable marker is put on thesurface and allowed to dry, it won’t come offeasily if at all.

The three pages of instructions are verycomplete — so much so that a lot of the sug-gestions will seem self-evident to anyone witha bit of experience in playing with figures. TheMAGNE=MELEE Basic Set is available for$11.95 plus $1.95 postage from Creative Con-ceptions, P.O. Box 33, So. St. Paul MN 55075.You can also get an expansion kit (black,blue, green and red markers plus more mag-netic stuff) for $4.95 plus $.95 postage, andthe colored markers are sold as a set by them-selves for $3.85 plus $.65 postage. (Apparent-ly to get another Diamo Dot sheet, you have tobuy another Basic Set. Try making ‘em anoffer.)

MAGNE=MELEE is a good idea and a con-venient, simple system. But I’m afraid that if acustomer’s initial reaction is, “$12 for a cookiesheet?!” then his money is liable to end up insome other company’s coffer. Chuck Kennedydoesn’t attempt to ignore the origin of theplaying surface; he brings it up in the instruc-tions, and also points out that “it helps usprovide serious gamers with an effective gra-phic system at a reasonable price.”

Maybe if the original product exhibits e-nough (ahem) attraction, Creative Concep-tions would be able to sink some money into anew version with specially prepared boardsections that could be added to one anotherin modular fashion. The scale size of the play-ing surface (40x70 feet) in 25mm is not suffi-ciently large for many encounter areas, andthe obvious way to expand is to join twoboards together. And if you’ve never tried tobutt the edges of two upside-down cookiesheets together, go out to the kitchen rightnow and satisfy your curiosity.

After you’ve stood up your notebook anddrawn out your map on metal, you can clickon your DRAGONBONE™ and get ready foraction. Now a DM can decide a character’sfate with the flick of a switch and push of abutton — and no more fishing around in the

November 1981

shag carpet for that cute little 5mm micro-diethat just tumbled off the table for the twentiethtime. DRAGONBONE makes die rolling elec-tronic without the use of a computer.

The device is made by R. B. Zajeski and DBEnterprises, 14030 S. Laramie, Crestwood IL60445. It is a sturdy plastic cylinder about aninch in diameter and 7 inches long, with a dialon the bottom and a double column of littlered lights down one side of the cylinder. Thedial can be set to simulate a roll of d4, d6, d8,d10, d12, d20 or percentile dice, and when abutton is pressed one of the lights (two, ifyou’re rolling d%) within the specified rangecomes on.

The marrow of DRAGONBONE is an elec-tronic clock that cycles 2,000 times per se-cond. Different numbers are generated de-pending on when the pushing of the buttoninterrupts the cycling of the clock. Thus thenumber generation is not literally random; it’sa function of the time between button-pushes.But there’s no way to beat the system unlessyou can estimate elapsed time with accuracyto 1/2000 second.

How do you playtest a product like this?You push a lot of buttons, trying to find out ifthe numbers seem to be random. They seemto be. You wait for the machine to make amistake, like giving you a result of 12 whenyou roll a 10-sider. It didn’t.

DRAGONBONE does what it’s supposedto. I hope Son of Dragonbone, if there is one,does more. The machinery needs to be up-graded, if it can be, to allow for one-shot gen-eration of numbers from more than one die.You can get a new number as quickly as youcan push the button again, but it’s a pain to go“click” over and over to calculate a 6-die fire-ball when you can pick up a handful of diceand get it over with in one motion. DB Enter-prises is reportedly at work on an improvedmodel; if technological and financial consid-erations do not prevent it, maybe the “ulti-mate” hand-held random-number generatorwill be upon us soon. DRAGONBONE is cer-tainly a big step in the right direction. It can behad by mail for $21.95 plus $1.50 postage.

* * *

It takes a lot of effort to keep up on devel-opments in the world of fantasy gaming.Something as ordinary as a color chart from apaint company can provide a wealth of newinformation about a game—when the chart isfrom the new ADVANCED DUNGEONS &DRAGONS® Color Series by the Floquil-Polly S Color Corp.

The 54 colors and (presumably) their nameswere developed by Polly S in cooperationwith TSR Hobbies, Inc., and the line is li-censed as an official AD&D™ product. Thecolors are available individually in the com-pany’s standard 5/8-oz. bottles, and 15 smallercontainers of basic paints are packaged in thePolly S AD&D Fantasy Paint Set.

If you want to consider the colors andnames as official AD&D rule additions (andwhy not?), we now know the body colors ofsome creatures whose descriptions in theMonster Manual don’t even tint at an answer.The series includes Carrion Crawler Lt. Green,Couatl Orange, Hippogriff Yellow, and DjinniLt. Blue, among others. At last we know whatthe “nauseous” Mind Flayer Mauve looks like.And, mysteriously, we learn of the existenceof Basilisk Dk. Green. (The Monster Manualsays basilisks are “usually dull brown,” so thismust be what color the unusual ones are.) Themajor humanoid races, up to and includinggiants, are all represented by a shade depict-ing their appropriate skin color — at last, adefinitive statement on the difference betweenDwarf Flesh and Gnome Grey/Brown.

The list goes on — and I would be remiss innot noting Beholder Body Fuchsia, AnhkhegUnderside Pink, Remorhaz Blue/Green, andBulette Head — all the colors you never knewyou needed until you found out they existed!

The Fantasy Paint Set comes with a coupleof brushes, a 25mm wizard figure from Gen-adier Models’ official AD&D figure line, andlittle bottles of metal primer and clear glossfinish in addition to a good selection of startercolors. The whole thing is packaged in anofficial plastic tray that includes mixing wellsfor blending your own shades. Look for theFantasy Paint Set, or the larger display of theentire line, in your store — if only to find outwhat color a cockatrice is supposed to be.

Dragon

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Dragon Vol. VI, No. 5

70

November 1981 Dragon

71

Dragon

DINOSAURS(Continued from page 76)

nodon weighs about 50 pounds, and canlift off to glide in only a moderate breeze.It uses the blade-like crest on its head asa rudder and stabilizer while flying. Itcannot carry anything weighing morethan a few pounds. A pteranodon is introuble if it is caught on the ground or onthe surface of the water by a predator, forits hollow bones and thin wing mem-branes make it highly vulnerable to at-tack. However, an entire flock will dive toattack anything which threatens its cliff-side nest.

QuetzalcoatlusFREQUENCY: RareNO. APPEARING: 1-3ARMOR CLASS: 10MOVE: 3"/15"HIT DICE: 3NO. OF ATTACKS: 1DAMAGE/ATTACK: 1-10SIZE: L (40' wingspan)

This huge pterosaur is an awesomesight as it sweeps across the sky. Butthough it is 15 feet long with a 40-footwingspan, quetzalcoatlus weighs lessthan 100 pounds! It eats carrion andsmall prey. With a good wind, a full-sizedquetzalcoatlus might be able to carry offa small child or light halfling.

MARINE CREATURESBelow are the most interesting-and

well known of the marine animals con-temporary with the dinosaurs. Not all ofthese are dinosaurs but will be encoun-tered in the same time and place. Notcovered is the megalodon, which is foundin the Monster Manual under “Shark.”

ArchelonFREQUENCY: UncommonNO. APPEARING: 1ARMOR CLASS: 2MOVE: 3"//12"HIT DICE: 6NO. OF ATTACKS: 1DAMAGE/ATTACK: 1-8SIZE: L (12' long)

Archelon is actually a giant prehistoricmarine turtle. It feeds on swimming crea-tures smaller than itself.

Crocodile, MarineFREQUENCY: UncommonNO. APPEARING: 1-4ARMOR CLASS: 5MOVE: 15" (water only)HIT DICE: 4-9 (d6 + 3)NO. OF ATTACKS: 2DAMAGE/ATTACK: 2-12/3-18 (4-6HD)

or 2- 16/5-20 (7-9HD)SIZE: L (15'-40' long)

Crocodiles and giant crocodiles are

Vol. VI, No. 5

common in the dinosaurs’ world. Lesswell known is this species of fully marinecrocodiles, with flippers instead of feet.The first attack listed is a whack with thetail; the second is the bite.

DinicthysFREQUENCY: CommonNO. APPEARING: 1ARMOR CLASS: 6MOVE: 18"HIT DICE: 7NO. OF ATTACKS: 1DAMAGE/ATTACK: 3-24SIZE: L (25' long)

Dinicthys is a giant hunter fish with ahuge mouth. It will attack anything smal-ler than itself.

ElasmosaurusFREQUENCY: CommonNO. APPEARING: 1ARMOR CLASS: 6MOVE: 15"HIT DICE: 8NO. OF ATTACKS: 1DAMAGE/ATTACK: 3-18SIZE: L (40' long)

Elasmosaurus is among the largest ofthe plesiosaurs. Though 40 feet long,over 20 feet of this is neck. Its long,needle-like teeth are made for catchingfish, but it could also easily reach into asmall boat and snatch a sailor.

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November 1981

lcthyosaurusFREQUENCY: CommonNO. APPEARING: 1-20ARMOR CLASS: 8MOVE: 24"HIT DICE: 2NO. OF ATTACKS: 1DAMAGE/ATTACK: 1-6SIZE: M (7'long)

A classic case of convergent evolu-tion: An icthyosaur looks so much like adolphin that a character who hasn’t seenone before is 90% likely to mistake it for adolphin. Unlike dolphins, these marinereptiles are savage predators, and are farmore likely to attack a swimmer.

DragonTylosaurus

FREQUENCY: UncommonNO. APPEARING: 1ARMOR CLASS: 6MOVE: 18"

bers of the family of mosasaurs includemosasaurus and nothosaurus.

Plesiosaurus

HIT DICE: 7-12 (d6 + 6)NO. OF ATTACKS: 1DAMAGE/ATTACK: 2-20 (7-9HD)

or 3-30 (10-12HD)

FREQUENCY: CommonNO. APPEARING: 7-6ARMOR CLASS: 7MOVE: 15"HIT DICE: 4

SIZE: L (20'-40- long)

Tylosaurus is a mosasaur, a giant ma-rine lizard (not a dinosaur). It is pro-pelled through the water both by flippersand by its powerful tail. It has a largehead and mouth, shaped like a lizard’srather than a carnosaur’s. Other mem-

NO. OF ATTACKS: 1DAMAGE/ATTACK: 7-8SIZE: L (10' long)

Plesiosaurus is representative of mostplesiosaurs, being 10 feet long, of which5 feet is neck. Like elasmosaurus, itsmain diet is fish.

DINOSAUR ENCOUNTER TABLEWhen characters in an AD&D™ game are adventuring in dinosaur country and the DM is using this article as a reference, this

updated encounter table will prove more appropriate than the one found in the Monster Manual.

Creature name and typeAllosaurus (carnosaur)Anatosaurus (hadrosaur)Ankylosaurus (ornithopod)Apatosaurus (sauropod)Brachiosaurus (sauropod)Crocodile, MarineDeinonychus (carnosaur)Diplodocus (sauropod)Iguanadon (hadrosaur)Misc. small dinosaur*

Plains Scrub Forest Marsh01-04 01-04 01-04 01-0405-08 05-11 05-08 05-1309-12 12-15 09-12 ---13-16 16-22 13-20 14-1917-18 23-26 21-24 20-25

--- --- --- 26-3719-22 27-30 25-28 38-4023-26 31-37 29-36 41-4627-38 38-44 37-44 47-5239-50 45-51 45-52 53-58

Creature name and type Plains Scrub Forest MarshParasaurolophus (hadrosaur) 51-54 52-58 53-60 59-67Plateosaurus (sauropod) 55-62 59-65 61-68 68-73Pteranodon (pterosaur) 63-66 66-69 - - - 74-76Quetzalcoatlus (pterosaur) 67-68 --- --- 77-79Stegosaurus (ornithopod) 69-76 70-76 69-76 80-85Teratosaurus (carnosaur) 77-80 77-80 77-80 86-91Therezinosaurus (carnosaur) 81-82 81-84 81-84 91-94Triceratops (ornithopod) 83-94 85-93 85-92 ---Tyrannosaurus rex (carnosaur) 95-96 94-96 93-96 95-96Other creature† 97-00 97-00 97-00 97-00

*— “Miscellaneous small dinosaur” includes all dinosaurs deer-sized or smaller. They are edible, but of no otherinterest to adventurers.

† — When “Other creature” is rolled, the DM should employ one of the following:A standard AD&D fantasy monster.A monster that might be found on dinosaur turf if it were real (lizard men, giant toads, giant snakes, etc.)A new kind of dinosaur of the DM’s creation, previously unknown.A highly evolved dinosaur; for instance, an intelligent dromaeosaur with “hands” (two fingers and a thumb)

instead of mere clawed fingers.

As previously mentioned, the DM should use judgement about how tough the encounter should be. It may be desirable to use aspecies similar to, but smaller than, the one rolled up. Crocodiles may be normal or giant-sized, depending on the circumstances.

Da storyof

“Da Letter...”by Kim Mohan

I’ve met Larry Elmore, and he wouldagree with me that he’s not the kind ofperson who stands out in a crowd. But hehas two real good ways of getting atten-tion: He paints terrific pictures, and hedraws terrific letters.

“Da Letter,” which begins on the pagefollowing this one, arrived at the DragonPublishing World Headquarters after apayment to Larry was, er, somewhat over-due and he decided we deserved a littlepoke in the ribs (or wherever it is you pokesomeone who owes you money).

The story actually started a few weeksbefore Larry’s reminder arrived, when Iwrote to Larry to inform him that thepainting he had sent us was indeed ac-ceptable for publication, and (like it sayson page 2 of Da Letter) “the money will becoming soon.” After “soon” had longsince passed, Larry drew the followingpages and sent them to us. His distinctiveway of communicating didn’t go unno-ticed or unappreciated: He got his money,and we got a great little set of comic-strippages that I wished there was a way topublish...

Well, where there’s a madness, there’s amethod. Sure we can publish it, I said. Allwe have to do is wait ’til the calendar isreleased, so people will understand whatit’s all about, and . . . to avoid giving awaythe big finish, I’ll stop there and hope it allbecomes clear after you see the next fourpages.

The story has an epilogue, which we’rehappy to relate because it means (amongother things) that you’re liable to see

more of Larry Elmore’s artwork in thepages of DRAGON magazine in themonths to come. The folks at TSR Hob-bies, Inc., (our parent company) were soimpressed with the painting Larry did forDragon Publishing that they offered him ajob as a box-cover designer and illustra-tor for TSR Games products — and hetook it.

Which means he’s just down the streetnow, instead of all the way down south inLeitchfield, Kentucky. And an editordoesn’t have to have an intelligence of 18to take advantage of a situation like that. Iwon’t be able to keep myself from cross-ing the threshold of his office with a pleafor an illustration for this article or thatshort story, and we may try to talk himinto flexing his fingers on a regular comicstrip. And if Larry ever shows us anothercolor painting as good as the one on thecover of our calendar, you’ll all see it realsoon after we do.

On second thought, maybe I shouldn’thave said soon. . . .

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Dragon

365 REASONS...

...to own the 1982 DAYS OF THE DRAGON™fantasy art & trivia calendar

Reason #32 (February 1): “On this day in 1974, the DUNGEONS & DRAGONS® fantasyadventure game was first published.”

Keep track of your days and keep track of your dragons with the 1982 edition of DragonPublishing’s DAYS OF THE DRAGON fantasy art & trivia calendar. Each day (actually396, since January 1983 is included) includes one or more bits of historical, humorous orunusual trivia, such as reason #32 above.

The giant 12"x24" display (designed to be hung on the wall) features 14 striking, full-colorpieces of fantasy artwork specially commissioned for the calendar from such well-knownDRAGON’” artists as Dean Morrissey, Phil Foglio, John Barnes, Clyde Caldwell, andJames Holloway. Each month is embellished with one artist’s conception of a D&D®dragon — and the results are, to say the least, interesting.

So go dragon hunting. Find the 1982 DAYS OF THE DRAGON calendar wherever you buyDRAGON magazine, or send $7.00 (includes postage and handling) to receive one by mailorder from Dragon Publishing (a division of TSR Hobbies, Inc.), P.O. Box 110, LakeGeneva WI 53147.

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