Dragon Magazine #67
Dragon Magazine #67
Dragon Magazine #67
SPECIAL ATTRACTION
FEDIFENSOR A scenario for AD&D adventuring
on the Astral Plane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
OTHER FEATURES
Spys Advice Answers to TOP SECRET questions . . . . 12
Souping up the spider Eleven new arachnids . . . . . . . . . . 15
Deities & Demigods of the WORLD OF GREYHAWK
Heironeous, Hextor, Iuz, and St. Cuthbert . . . . . . . . . . . . 23
THE ASTRAL PLANE: A special section . . . . . . . . . . . . . . . . . 27
Astral encounters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Astral traveling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Encounter checks and the Psychic Wind . . . . . . . . . . . . . 30
Movement & combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Magical alterations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Cleric spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Druid spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Magic-user spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Illusionist spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Magical items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
King of the Cats Fiction by Gillian FitzGerald . . . . . . . . . . 50
Loyal Readers: A letter from EGG to you . . . . . . . . . . . . . . . . . 61
Poker, chess, and the AD&D system Official words . . . 63
REGULAR OFFERINGS
Out on a Limb Letters from readers . . . . . . . . . . . . . . . . . . . . 3
From the Sorcerors Scroll Scads of new M-U spells . . . . 4
Featured Creatures Elves and their canine comrades . . . 10
Module design contest rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Dragons Augury reviews
The Role of Books Beginning a new series . . . . . . . . 67
Trollpak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Convention schedule . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Dragon Mirth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
W o r m y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Whats New. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
DUNGEONS & DRAGONS, ADVANCED DUNGEONS & DRAGONS, ADVANCED D&D, and TOP SECRET are registered trademarks owned by TSR Hobbies, Inc.
designates other trademarks owned by TSR Hobbies, Inc., unless otherwise indicated.
N OVEMBER 1982
November 1982
Not a hammer
To the editor:
Christopher Townsends new proficiency
system (DRAGON #65) looks like a well
thought out replacement for the official one.
Although the system in the Players Handbook
is not really in need of replacement, it is an
interesting alternative.
However, I did find an error in Mr. Townsends categorizing of weapons. As anyone
who owns the AD&D Dungeon Masters Adventure Log should know, since it illustrates
many lesser-known weapons, a lucern hammer is not an un-edged bludgeon weapon, but
rather is a spiked, 5+ long pole arm, and
would therefore belong in Mr. Townsends
Short Pole Arms category. I can understand
the mistake, though; I once played in a campaign in which the DM allowed clerics to use
them, not realizing what they were!
David MacKenzie
Bethesda, Md.
In retrospect, I can appreciate Lens criticisms and most of his points of view. In defense of what we do (and in defense of the
author of the maligned article), I must point
out that it is neither possible nor desirable for
all the material in DRAGON Magazine to be
of official quality. And weve made the point
often enough that the words we print are not
to be taken as gospel. In one way or another, every issue of this magazine is an experiment, and a lot of the articles are experimental
and speculative in nature. If you like an idea,
use it and enjoy it. If you dont, therell be
more ideas to choose from next month. KM
Common errors
Translation and
design opportunity
Dear Editor:
DRAGON #65 contained an article on The
Missing Dragons. I would like to point out a
few common errors in this type of article
which, if they were cleared up, would improve
the game and the monster in question. Writers
tend to make the monster shrouded in myth.
They do this by ascribing information to
sages, bards, long-dead wizards, etc. Frankly,
this is just trite. The monsters in the Bestiary,
et al, are meant as part of text on the subject of
monsters. Thus, the monsterss stats and history should not be vague. [Just say that] The
monster came from some locale, has such
and such attacks, etc., and leave out the
mystery.
These dragons have very powerful attack
forms when one looks at the consequences of
their breath weapons. Imagine, however, how
it would be to have a red or a black dragon
breathe in your face. This would be like being
directly exposed to a flame thrower or a mixture of nitric and sulfuric acids. However, the
red and black dragons simply do damage and
do not blind or melt the face of the target.
The point is that the AD&D system is not a
simulation, it is a game. Certainly we can look
at our current knowledge of chemistry and
biology and know the consequences of sodium chloride fired into someones face. We
would also know how to give artificial respiration, as is suggested in the article. But alas,
medieval man did not know these things.
R A G O N
by Gary Gygax
1982 E. Gary Gygax. All rights reserved.
1st Level
Alarm
Armor
Firewater
Grease
Melt
Mount
Precipitation
Run
Taunt
Wizard Mark
3rd Level
Cloudburst
Detect Illusion
27
28
29
Irritation
Melfs Acid
Arrow
Preserve
Tashas Uncontrollable
Hideous
Laughter
Whip
30
31
32
Material
Melfs Minute
Meteor
Secret Page
Sepia Snake
Sigil
Wind Wall
4th Level
Dispel Illusion
Evards Black
Tentacles
Leomunds Secure Shelter
Magic Mirror
Otilukes Resilient Sphere
Shout
Stoneskin
Ultravision
(Editors note: The listings and descriptions for new magicuser spells of levels 5-9 will be published next month, in issue
#68 of DRAGON Magazine.)
SPELL EXPLANATIONS
Alarm (Evocation)
Components: V, S, M
Level: 1
Casting Time: 1 round
Range: 1
Duration: 2-8 turns +1 t./level Saving Throw: None
Area of Effect: Up to 20 sq. ft./level
Explanation/Description: When an alarm spell is cast, the
NOVEMBER 1982
segment and then cease. While undead creatures will not cause
the spell to function, invisible creatures, as well as those from
other planes who are otherwise alive, will do so. Ethereal or
astrally projected creatures will not trigger an alarm. The material components of this spell are a tiny bell and a piece of very
fine silver wire.
Armor (Conjuration)
Level: 1
Range: Touch
Duration: Special
Area of Effect: 1 creature
Components: V, S, M
Casting Time: 1 round
Saving Throw: None
Explanation/Description: By means of this spell, the magicuser creates a magical field of force which serves as if it were
leather armor (AC 8). If the spell is cast upon a person already
armored, it has no effect. However, if it is cast upon a creature
with an armor class normally higher than 9 (due to its size,
speed, skin, etc.) it will benefit the normal armor class by +1, i.e.
AC 8 becomes 7,7 becomes 6, and so on. The magic armor spell
does not slow or hinder movement, adds no weight or encumbrance, nor does it prevent spell casting. It lasts until dispelled
or until the wearer sustains cumulative damage totaling greater
than 8 points +1 point per level of the caster. Thus, the wearer
might take 8 points from an attack, then several turns later
sustain an additional 1 point of damage. Unless the spell were
cast by a magic-user of 2nd level or higher, it would be dispelled. Until it is dispelled, the armor spell allows the wearer full
benefits of the armor class gained due to the dweomer.
Note: This spell will not function in conjunction with protective magic devices other than a ring of protection. The material
component is a piece of finely cured leather which has been
blessed by a cleric.
Firewater (Alteration)
Level: 1
Components: V, S, M
Range: 1
Casting Time: 1 segment
Duration: 1 round
Saving Throw: None
Area of Effect: 1 pint of water/level
Explanation/Description: By means of this spell, the magicuser changes a volume of water to a volatile, inflammable substance similar to alcohol. If this substance is exposed to flame,
fire, or even a spark, it will burst into flames and burn with a hot
fire. Creatures subject to firewater flame will suffer 2-12 hit
points damage. Firewater will evaporate and be useless within 1
round, even if it is securely contained and sealed, so it must be
utilized within 10 segments of its creation. The material components of this spell are a few grains of sugar and a raisin.
Grease (Evocation)
Level: 1
Range: 1
Duration: Permanent
Area of Effect: 1 sq. ft./level
Components: V, S, M
Casting Time: 1 segment
Saving Throw: Special
Explanation/Description: A grease spell creates an area covered by a slippery substance of a fatty, greasy nature. Any
creature stepping upon it will have to save versus petrification
or slip, skid, and fall. Of course, if a creature is aware of the area,
it can possibly be avoided. The spell can also be used to cause a
greasy coating on some surface other than that underfoota
Components: V, S, M
Casting Time: 1 segment
Saving Throw: None
(& special)
Mount (Conjuration/Summoning)
Level: 1
Components: V, S, M
Range: 1
Casting Time: 1 round
Duration: 12 turns + 6 turns/level
Saving Throw: None
Area of Effect: 1 creature
Explanation/Description: By means of this spell, the caster
Run (Enchantment)
Level: 1
Components: V, S, M
Casting Time: 1 round
Range: Touch
Saving Throw: None
Duration: 5-8 hours
Area of Effect: Special (humans, demi-humans only)
Explanation/Description: The run spell enables the recipient
DRAGON
to run at full speed for from 5-8 hours without tiring. However,
after so running the individual must spend a like number of
hours resting, as well as drinking plenty of liquids and eating
heartily. For every 2 levels of experience of the spell caster,
another individual can be affected, i.e. at 4th level, 2 individuals
can be touched and empowered to run; at 6th, three; etc. The
material component of this spell is an elixir made from the juice
of dried plums boiled in spring water and the oil of 5-8 beans of
a spurge (castor) plant.
Taunt (Enchantment)
Deeppockets (Alteration/Enchantment)
Components: V,S
Level: 1
Casting Time: 1 round
Range: 3
Saving Throw: Neg.
Duration: instantaneous
Area of Effect: 2 levels or hit dice/level
Explanation/Description: A taunt spell enables the caster to
jape and jeer effectively with respect to any creature with an
intelligence of 2 or greater. The spells dweomer gives the
magic-users words and sounds real meaning to the subject
creature or creatures. These words and sounds will challenge
the subject(s), be insulting, and in general cause irritation and
anger. If the subject creature or creatures fail to save versus
magic, the taunt spell will cause them to rush forth in fury to do
battle with the spell caster, and each and every affected creature so coming will certainly attack the spell caster if physically
capable of doing so, i.e. they will seek to use body weapons and
hand-held weapons rather than attacking from a distance. Only
one sort of creature can be affected by a taunt spell. It affects
creatures closest to the spell caster first, regardless of maximum range. Thus, if a group of gnolls were being taunted by a
10th level magic-user, the foremost 10 would be subject to the
spell first, even though the spell caster might prefer to affect the
gnollish shaman at the rear of the group.
Components: V, S, M
Casting Time: 1 segment
Saving Throw: None
Explanation/Description: When this spell is cast the magicuser is able to inscribe, visibly or invisibly, his or her personal
rune or mark, as well as up to six additional characters of
smaller size. A wizard mark spell allows the caster to etch the
rune upon stone, metal, or any softer substance without harm
to the material upon which the mark is placed. If an invisible
mark is made, detect magic will cause it to glow and be readable
(which does not necessarily imply understandability). Detect
invisibility, true seeing, true sight, a gem of seeing, or a robe of
eyes will likewise note an invisible wizard mark. The material
components for the casting of this spell are a pinch of diamond
dust (about 50 gold pieces worth) and a pigment or pigments
for the coloration of the mark. If the mark is to be invisible, the
pigments are still used, but the caster uses a stylus of some sort
rather than his or her digit.
Bind (Alteration/Enchantment)
Level: 2
Range: 3
Duration: 1 round/level
Area of Effect: Special
Components: V, S, M
Casting Time: 2 segments
Saving Throw: None
Level: 2
Components: V, S, M
Range: Touch
Casting Time: 1 turn
Duration: 24 turns + 6 turns/level
Saving Throw: None
Area of Effect: 1 garment
Explanation/Description: This spell allows the magic-user to
specially prepare a garment so as to hold far more than it
normally could. A finely sewn gown or robe of high-quality
material (at least 300 gold pieces value) is fashioned so as to
contain numerous pockets. One dozen is the minimum number.
The deeppockets spell then makes 1 of these pockets able to
hold 1,000 gold pieces weight (5 cubic feet volume) as if it were
only 100 gold pieces weight. Furthermore, there will be no
discernible bulge where the special pocket is. The spell can be
changed to allow 10 pockets each of 100 gold piece weight
capability (1/2 cubic foot volume each). If a robe or like garment
is sewn with 100 or more pockets (1,000 gold piece minimum
cost), 100 pockets can be dweomered to contain 10 gold pieces
weight each, and hold 1/6 cubic foot volume each. If the spell
duration expires while there is material within enchanted
pockets, the material vanishes lost forever. In addition to the
garment, the material components of this spell are a tiny golden
needle and a strip of fine cloth given a half-twist and fastened at
the ends.
Irritation (Alteration)
Level: 2
Range: 1/level
Duration: Special
Area of Effect: 1 creature
Components: V, S, M
Casting Time: 2 segments
Saving Throw: Neg.
Explanation/Description: An irritation spell affects the epidermis of the subject creature. Creatures with very thick or
insensitive skins are basically unaffected by the dweomer. (Examples are buffalo, elephants, scaled creatures, etc.) There are
DRAGON
two versions of the spell, either of which can be cast from the
standard preparation:
Itching When cast, this causes the subject to feel an
instant itching sensation on some portion of its body. If
5-8 segments are not immediately spent scratching this
irritated area, the subject creature will be so affected that
the next 3 rounds will be spent squirming and twisting,
effectively lowering the subjects armor class by 4 and its
to hit probability by 2.
Rash When a rash is cast, the subject creature will
notice nothing for 1-4 rounds, but thereafter its entire skin
will begin to break out in red welts which faintly itch. The
rash will persist until either a cure disease or dispel magic
is cast upon it. It lowers charisma by 1 point per day until
four days have passed, i.e. maximum loss of charisma is 4
points. After one week, the subjects dexterity is lowered
by 1 point also: Symptoms vanish immediately upon the
removal of the rash, all statistics returning to normal.
The material component for this spell is powdered leaf from
poison ivy, oak, or sumac.
Preserve (Abjuration)
Level: 2
Components: V, S, M
Range: Touch
Casting Time: 2 rounds
Duration: Permanent
Saving Throw: None
Area of Effect: One-half cu. ft./level of the spell caster
Explanation/Description: A preserve spell enables the caster
to retain some item fresh and whole until some later time when
it is needed in a spell. Of course, the dweomer is ineffective in
retaining the potency of material such as mistletoe, holly berries, and similar stuffs which must be gathered periodically. It is
otherwise effectual. The sort of material which can be treated
by a preserve spell depends upon the level of the caster:
Hard, relatively dry material: 2nd-4th level
Soft, relatively wet material: 5th-7th level
Semi-liquid and liquid materials: 8th level & up
A container is necessary only in cases where a relatively high
degree of moisture is concerned. The material components of
the spell are a pinch of dust, a bit of resin (or amber), and a drop
of brandy.
Components: V, S, M
Casting Time: 2 segments
Saving Throw: Special
Components: V, S, M
Casting Time: 4 segments
Saving Throw: Special
Explanation/Description: By means of this spell, the magicuser creates a magic arrow which speeds itself to its target as
if fired from the bow of a fighter of the same level as the
magic-user casting the spell. The arrow is equal to a +1 weapon
for hit determination purposes. The effect of a hit might inflict
damage on the target even if it would not normally be harmed
by an arrow or magic weapon of only +1 value. This is due to the
acid. The arrow itself does 2-5 points of damage. The acid
which gushes forth when it hits is equal to an acid missile of
8-ounce volume (1 diam. area of effect, 2-8 hit points damage,
plus item saving throw). The acids strength increases by one
round of damage for every 3 levels of magic use above 3rd, so
that double damage will occur over two rounds if the spell cast
is from a 4th-6th level magic-user, unless the target can have
the acid neutralized. The material components of the spell are a
dart and powdered rhubarb leaf and adder stomach.
Level: 2
Range: 1
Duration: 1 round/level
Area of Effect: Special
Components: V, S, M
Casting Time: 2 segments
Saving Throw: Special
Explanation/Description: By means of this spell, the magicuser creates a material, whip-like substance up to 1 distant
from his or her person. The spell caster can then wield this whip
by moving his or her hand as if it held an actual one, for the
magical one will respond to the movements made by its evoker.
The lash can be used so as to make both a whistling crack and
an actual strike each turn. The sound alone is sufficient to keep
normal animals at bay unless they save versus magic. Any
animal actually struck (as indicated by a normal to hit die roll)
must save versus magic at -1 to -4 or else slink away and not
return for at least an hour. Note that the whip does not do actual
damage to the creature struck. Creatures with intelligence
above 3 are not affected, nor are giant-sized animals above
about bear-size, nor are monsters. The whip can also be used in
melee combat, a successful to hit roll indicating that the lash
has struck and wrapped around an opponents weapon. If the
whip saves versus crushing blow (13 or better), if the weapon is
edged, or versus normal blow (6 or better), if the weapon is
non-edged, the whip will tear it from the opponents hand unless a saving throw versus magic succeeds. Magic bonuses of
affected weapons reduce dice score to save versus blows (Magic resistance must fail to make a to hit possible). The material
component of the spell is a small bit of silk braided so as to form
a miniature whip.
Cloudburst (Alteration)
Level: 3
Range: 1/leve/
Duration: 1 round
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None
(& special)
FEATURED
CREATURES
Grugach
FREQUENCY: Very rare
NO. APPEARING: 20-80
ARMOR CLASS: 6
MOVE: 15
HIT DICE: 1 + 1
% IN LAIR: 50%
TREASURE TYPE: Individuals N, Q;
B in lair
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: +1 with bow or
spear
10
NOVEMBER 1982
Grugach are not magic-users, but dualclassed ones will be fighter/druids. They
are on good terms with all animals of the
forest, save those of evil nature. They will
often (70%) have stags four mounts.
About 20% of contacts with wood elves
will actually be with grugach.
Valley Elf
Cooshee
FREQUENCY: Rare
NO. APPEARING: 1-8
ARMOR CLASS: 5
MOVE: 15 (21)
HIT DICE: 3 + 3
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 7-10
SPECIAL ATTACKS: Overbearing
SPECIAL DEFENSES: Camouflage
MAGIC RESISTANCE: Standard
INTELLIGENCE: SemiALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: 111 / 110 + 4/hp
G, S, T, in lair
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type
or 1-10
DRAGON 11
SPYS
ADVICE
by Merle M. Rasmussen
How does an agent pick pockets, and what are his chances of
being noticed?
In a public setting with several people milling about, and/or
when the pickpocket can get within reach of the victim, pickpocketing can occur. Compare the pickpockets Surprise Value
to the victims Surprise Value. If the victims Value is higher than
or the same as the pickpockets value, the victim cannot be
pickpocketed without his knowing it. If the pickpockets Value
is 1-25 points higher than the victims, he can only pick the
victims pocket by bumping or noticeably touching the victim.
(The victim will know he has been touched, but may not know
hes been robbed until he checks later.) If the pickpockets
Surprise Value is more than 25 points higher than the victims,
there is a 95% chance of success without the victims notice.
(On a percentile roll of 96-00, the victim is aware of the filch but
may not choose to immediately respond.) Only one pocket
location may be attempted per meeting. A pocket may not be
present at that location, it may be empty, or it may contain
useless items. Necklaces, earrings, bracelets, watches, purses,
and other hand-carried bags may have a clasp, lock, or buckle
that must first be deactivated. The security rating on such
devices ranges from 1-10. Money belts have a security rating of
at least 20. Stealing from a hand-carried purse or bag allows
one take per successful pickpocket attempt. Stealing a purse, a
handbag, something from a persons hand, or an article of
clothing is not considered pickpocketing.
* * *
* * *
Who is James Pong and what are his Personal Trait Values?
James Pong is the character name of an ex-roommate of
mine who has played the TOP SECRET game since its inception. Pong is a 6th Level Killer used by the Administrator as his
personal bodyguard and strong-arm assistant. Pong is also a
sociopathic assassin with sadistic tendencies. He carries a selfdesigned, .60 caliber gyrojet launcher and a non-metallic poison ring. He owns an elaborate yacht with space for a helicopter, a sports car, and a motorcycle with sidecar. Usually a solo
operator, he was last seen working with a group known as, The
* * *
* * *
If an assassin and a confiscator perform an assassination
together, does the assassin receive all of the 100-point Bureau
Bonus?
This is an administrative decision. The rules for calculating
12
NOVEMBER 1982
Which issues of DRAGON Magazine contain The Rasmussen Files and TOP SECRET modules?
As of this writing, the article issues are #38, #40, #45, #47, #49,
#51, #53 and #57. TOP SECRET modules appeared in issues
#39, #48, #56, and #62. (Editors note: Some of the issues listed
are out of print and no longer available from Dragon Publishing. See the order blank elsewhere in this issue for an up-todate list of back issues for sale.)
*
DRAGON
13
by Gregg Chamberlain
An encounter with spiders is an almost
universal quality in fantasy tales and
dungeon adventures usually with the
spiders getting the worst of it. In the eyes
of many FRP gamers, spiders are among
the weakest of monsters, best relegated
to early-encounter challenges for a
group of new dungeon-delvers.
But nature has endowed spiders with
many distinctive attributes, and the skillful use of some of the more obscure
types of spiders as monsters can provide
challenging and entertaining encounters
for expert as well as novice characters.
Spider biology
First, a little background information:
Spiders belong to the phylum Arthropoda, class Arachnida, order Araneae. They
differ from insects in having eight legs
and a body composed of two parts, the
cephalothorax and the abdomen. To the
cephalothorax are joined the legs; the
pedipalps, which cut and crush the spiders food, making it easier to digest; and
the chelicerae, or fangs, which the spider uses to seize her prey and inject venom into it. The abdomen contains the
heart and lungs of the spider as well as
the silk glands and spinnerets the spider
uses to spin her webbing.
Most spiders encountered by players
will be female, unless otherwise stated
by the Dungeon Master, since male spiders do not, with only a few exceptions,
live past the mating period.
Spiders depend primarily on their highly developed sense of touch for information about prey, mates, and possible
enemies. The legs and the pedipalps detect vibrations in the web (in the case of
weaver spiders), to indicate something
has blundered into the web.
Also, tiny hairs all over the body of a
FREQUENCY:
NO. APPEARING:
ARMOR CLASS:
MOVE:
HIT DICE:
% IN LAIR:
TREASURE TYPE:
NO. OF ATTACKS:
DMG/ATTACK:
SPECIAL ATT.:
SPECIAL DEF.:
MAGIC RES.:
INTELLIGENCE:
ALIGNMENT:
SIZE:
PSIONIC ABILITY:
16
N OVEMBER 1982
Barrel
spider
Boleadore
spider
Net-throwing/
fishing spider
Crab
spider
Daddy
Longlegs
Uncommon
1-8
4
3*12
4+4
70%
C
1/1
2-8
See text
Nil
Standard
Animal
Neutral
L
Nil
Rare
1-4
4
3*12
4+4
70%
C
1/1
2-8
See text
Nil
Standard
Animal
Neutral
L
Nil
Common
1-10
4
3*12
4+4
70%
C
1/1
2-8
See text
Nil
Standard
Animal
Neutral
L
Nil
Uncommon
1-6
6
18
2+2
50%
J-N, Q
Common
2-15/15-25
6
18
2+2
50%
J-N, Q
1-6
See text
See text
Standard
Animal
Neutral
M
Nil
1-6/3-12
See text
See text
Standard
Animal
Neutral
M
Nil
Jumping
spider
Raft/Swamp
spider
Spitting
spider
Trap-door/
Purse spider
Whip
spider
Wolf
spider
Common
1-12
6
18/40
2+2
50%
J-N, Q
1/2
1-6/1-10
See text
See text
Standard
Animal
Neutral
M
Nil
Uncommon
1-6
6
18
2+2
50%
J-N, Q
1
1-6
See text
See text
Standard
Animal
Neutral
M
Nil
Rare
1-4
6
18
2+2
50%
J-N, Q
1
1-6
See text
See text
Standard
Animal
Neutral
M
Nil
Common
1-12
6
18
2+2
80%
J-N, Q
1
1-6
See text
See text
Standard
Animal
Neutral
M
Nil
Rare
1-4
6
18
2+2
50%
J-N, Q
2/1
1-3/1-3/1-6
See text
See text
Standard
Animal
Neutral
M
Nil
Common
1-12
6
18
2+2
50%
J-N, Q
1
1-6
See text
See text
Standard
Animal
Neutral
M
Nil
D RAGON
17
18
NOVEMBER 1982
DRAGON 19
20
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DRAGON
21
Geas
Infravision & ultravision
Know alignment
Levitate
Mirror image
Polymorph self
Read languages & magic
Teleport (no error)
Tongues
In addition, each group of deities has other particular powers and abilities, as described below. A number
in parentheses after a listing indicates the times per
day the power can be used; lack of a number means the
power is usable as often as the deity desires.
Greater Gads:
Anti-magic shell (2)
Command, 4 rd. effect (2)
Control environment1
Cure critical wounds (3)
Death spell (2)
Dispel (evil/good,
illusion, magic) (8 each)
Fly
Gate (3)
Globe of invulnerability (1)
Heal (3)
Holy/unholy word (3)
Improved invisibility
Improved phantasmal force
Polymorph any object (1)
Polymorph others (3)
Lesser Gods:
Anti-magic shell (2)
Command, 3 rd. effect (1)
Control temperature, 10 r.
Cure serious wounds (3)
Death spell (1)
Dispel (evil/good,
illusion, magic) (4 each)
Gate (2)
Heal (2)
Holy/unholy word (2)
Improved invisibility
Improved phantasmal force
Minor globe of
invulnerability (1)
Demigods:
Anti-magic shell (1)
Command, 2 rd. effect (1)
Cure light wounds (3)
Dispel (evil/good,
illusion, magic) (2 each)
Finger of death
Gate (1)
Heal (1)
Holy/unholy word (1)
Invisibility
Limited wish (1)
Phantasmal force
Protection from evil/good,
10 radius
Raise dead (3)
Remove curse (3)
Remove fear
Summon 4
Symbol (1)
True seeing (2)
Wall of force
Notes:
1
23
HEIRONEOUS
(The Invincible)
Lesser God
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NOVEMBER 1982
HEXTOR
Lesser god
War, Discord, Conflict, Fitness
MOVE: 24
HIT POINTS: 200
NO. OF ATTACKS: 2, 4, or 6 (see below)
+6 (strength bonus)
DAMAGE/ATTACK: By weapon type
(see below)
PLANE: Acheron
CLERIC/DRUID: Nil
FIGHTER: 16th level fighter
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: 12th level assassin
MONK/BARD: Nil
PSIONIC ABILITY: II
Attack/Defense Modes: All/a//
S:18/00 I:18 W:16 D:19
C:20 CH:18 (-2)
IUZ
(the Old)
Demigod
Oppression, Deceit, Wickedness, Pain
Whether Iuz is a human who has become demon-like through the centuries,
or whether he is a semi-demon (as some
suggest, a by-blow of Orcus), no mortal
knows. He is, however, the first known
godling of Chaotic Evil; his wickedness
and treachery are infamous throughout
the Flanaess. (See the WORLD OF
GREYHAWK Gazetteer, under the political heading Iuz.)
This cruel being can appear as either a
massive (7 tall), fat man with demoniac
features, reddish skin, pointed ears, and
long, steely fingers, or as an old and
wrinkled mannikin of scarcely 5 height.
Either or both might be Iuz true form.
Iuz rules a portion of Oerth, a horrid
territory which bears its masters name,
from the cursed city of Molag. Few creatures beyond the boundaries of this domain will speak his name, let alone adore
him.
In his demoniac form, Iuz prefers to
wield a great, magical +3 two-handed
sword, although he can use other weapons. In any guise, Iuz can use his exceptionally long and sinewy digits to
claw and strike and strangle. If he strikes
thus twice, a strangling grasp is indicated, and the victim will die in 2-5 rounds
unless freed. In his mannikin-like form,
Iuz has the ability to generate a disgusting spittle which he can expectorate
once per round. This substance ages the
victim struck by 1-6 years (no saving
throw) and withers the area struck,
numbing a member and making it useless for 2-5 rounds. His wrinkled visage
has a negative charisma of -4. This
causes awe (revulsion) of -55% and affects creatures with up to 6 hit dice.
Iuz is rumored to have a soul object
secreted on the Abyssal Plane dominated by the demoness Zuggtnoy, with
whom he is known to consort. He is thus
free to roam outside his domain without
fear of permanent harm. He is also said
to wear an old, short cape. This covering
conveys an additional 20% magic resistance and serves as +4 protection as well.
In addition to his various abilities listed
here, Iuz also has all powers typical of a
demigod.
SIZE: M
ALIGNMENT: Chaotic evil
WORSHIPPERS ALIGNMENT: Evil (any)
SYMBOL: Grinning human skull
PLANE: Prime Material (Oerth)
CLERIC/DRUID: 16th level cleric
FIGHTER: Nil
MAGIC-USER ILLUSIONIST: Nil/Nil
THIEF/ASSASSIN: 16th level assassin
MONK/BARD: Nil/Nil
PSIONIC ABILITY: III
Attack/Defense Modes: All/all
S:21 I:18 W:20 D:18
C: 18 CH:18 (-4)
DRAGON
25
ST. CUTHBERT
(. . . of the Cudgel)
Lesser god
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NOVEMBER 1982
27
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NOVEMBER 1982
is probably the worst (as in most dangerous) thing one could hope to meet
anywhere. Referees should make up their
own lists of possible encounters of this
sort, including the various arch-devils,
demon princes, and unique dragon-types
from the Monster Manual. On the Astral
Plane it may be possible to meet almost
any deity, though lesser deities may be
more common than greater ones and
demigods more common than either of
the others. Referees should use common sense and caution in having the
group meet a deity; some deities would
have no possible business being on the
Astral Plane, and should be excluded
from encounter lists.
As with character encounters, the reactions of deities should not be checked
randomly, and should be role-played
fully. Gods will not often go out of their
way to do anything when encountering a
group of adventurers, unless provoked,
bored, or of a similar or opposite alignment. Demogorgon might try to kill everyone he meets; Asmodeus might try
enslaving everyone; Bahamut might assist (if good-aligned characters are present), and so forth.
Deities should, whenever possible,
have a retinue of lesser creatures with
them who will follow their rulers every
whim; these followers may be sent ahead
to check out any groups they meet, to do
the fighting or talking. The nature of
29
When using either form of astral projection (astral projection or Astral Spell),
three encounter checks are rolled during
the journey. One is made immediately at
the start of the voyage, to see if any beings are adjacent to the Prime Material
Plane at this locale; it may be possible to
encounter certain Prime Material monsters (like catoblepas) which can project
magical attacks into the Astral Plane, if
any are nearby. Another encounter check
is made near the midpoint of the voyage,
deep into the Astral Plane (no Prime
Material monsters like the medusa or catoblepas will be encountered around
here), and the last check is made when
the group comes adjacent to another
plane. If this plane happens to be another Prime Material Plane, then obviously
medusae and the like may be met, if any
exist on that plane.
Characters using any other form of
30
NOVEMBER 1982
who are using astral projection or Astral Spell must make a saving throw
vs. magic (for the spell caster or psionit), or the silver cord snaps and all
are slain irrevocably. If the save is
made, the group or person will be lost
for 4-40 days (make one encounter
check every 4 hours during this time)
31
if they: 1) still retain some magical properties on the Astral Plane; 2) were physically worn or carried by the character at
the time of death; and 3) make a saving
throw vs. magic. All other items of a nonmagical nature will be left behind on the
Astral Plane, but may be recovered by
other characters.
If the earthly body of an astrally projecting character is slain while the character is in astral space, [the silver cord is
sundered and] the characters spirit vanishes at once, leaving all material possessions behind. The character is irrevocably dead. If the material body is
slain after the character has formed a
new body on an Outer Plane, the character (with whatever possessions he or she
has at that time with the new body) will
live on in the new form but will, of course,
32
NOVEMBER 1982
unless the spell caster or psionic initiating the travel can make a saving throw
vs. magic. If the deitys magic-resistance
roll fails on the first severing attempt,
subsequent rolls may be made without
requiring another successful to hit roll
against the silver cord.
Any character wounded while on the
Astral Plane will not normally recover
any lost hit points, no matter how long a
time is spent there. [Obviously, however,
after 365,000 days of relative rest a normal character would regain 1 hit point.]
slow an astrally projecting partys progress through the Astral Plane by four
hours, resulting in one extra encounter
check while in astral space, but not necessarily during the spells duration.
Lower Water: This spell will cause all
free-floating water within its area of effect to move away from the spell caster at
a rate of speed equal to the casters normal astral movement allowance. The reverse of this spell, Raise Water, has the
opposite effect in drawing water directly
toward the caster at the above speed.
These spells could be used to save a
drowning character (see Create Water).
Part Water: This spell will cause a water sphere (see Create Water) to separate into two equal-sized spheres (smaller
than the original) separated by 1/level
of the caster. This spell may be used to
save a drowning character (see Create
Water).
Raise Dead: If used astrally, there is a
33
34
NOVEMBER 1982
RAGON
35
paper. If cast upon other non-living objects, it will reduce their total mass (as
per the spell description) and make them
easier to push or carry astrally (see the
previous section on encumbrance). If
cast upon a living being in the astral
realm, that person will be able to carry
(without penalty) an additional mass of
material equal to the persons normal
body weight, for the duration of the spell.
Feeblemind: See the comments for the
druid spell of the same name.
Find Familiar: The creature summoned
by this spell will be a minor Outer Planes
creature similar in power to an imp or a
quasit. The creature will be of the same
alignment as the spell caster. Because of
the variety of creatures that could be encountered, the specific effects of this
spell will vary from case to case and
plane to plane.
Fly: No effect; the movement system of
the Astral Plane makes it useless. If cast,
the spell will not be forgotten and may be
re-cast later.
Fumble: If the victim of this spell makes
a saving throw, he or she is slowed in all
respects except movement (which depends upon intelligence, which is not
slowed). Those who fail to save will be
unable to make any attacks (because
they are dropping weapons, missing
grappling attempts, etc.) but can defend
themselves. Further, any actions undertaken that involve manual coordination
will be completely muffed for the spells
duration.
Gate: See comments for the cleric
spell of the same name.
Gust Of Wind: This spell will not affect
the movement of any intelligent, living
creatures on the Astral Plane, but may
push [relatively] small, non-living objects [such as spheres of fire, ice, mud,
dust, or water]. Since objects are weightless in astral space, things pushed away
by this spell will continue to move away
from the caster even after the spells duration ends. They will move at a speed of
1 (10 yards) per round per level of the
caster who used the spell.
Hallucinatory Terrain: No effect; no
terrain in astral space exists that could
be so affected. This spell is not like the
druid version.
Haste: This spell will not increase a
characters movement through the Astral Plane, since movement depends on
intelligence, which the spell cannot
hasten. It will affect other abilities and
actions as usual, most notably the number of attacks per round in a combat situation. (See the comments below for the
Slow spell.) Interestingly, when Haste is
cast upon the Astral Plane, the recipient
NOVEMBER 1982
night Astramal was awakened by a terrible dream a nightmare that he took to be a vision of the future. In his dream, he
saw the temple and all its grounds desecrated and destroyed,
and superimposed on the scene of carnage was the gloating face
of a powerful demon. Astramal saw the dream as a message
from his deity, the gods way of warning the temple that its fate
or one of its possible fates was to be overrun by the forces
of evil and chaos.
The high priest meditated and prayed for guidance all the next
day, but received no inspiration. Then he slept, and he had a
second vision. In this dream Astramal saw himself but as an
elderly person, a man years older than the priest was at present.
Astramal was in conference with a tall, strong warrior dressed
in silver and white a paladin. Cradled in the arms of the high
priest was a large, finely crafted sword which Astramal presented to the warrior. That scene faded, to be replaced by the
sight of a battle between the paladin and a demon. Because of
the power in the special sword, the paladin was an easy victor;
the demon was destroyed, and the good warrior stood alone, his
sword raised high and his head down in prayer.
Now, thought Astramal, he knew enough to embark upon a
course of action. The first thing he needed to do was acquire a
great sword like the one he had envisioned, and for this he went
to enlist the aid of a secluded band of gray elves who lived to the
east. The elves respected the temple of Amphabese, and they
appreciated the temples location, between their enclave and
the nations of evil which lay to the west, across the sea. Astramal conferred with the leaders of the faerie tribe and convinced them that his dreams were indeed visions of a foreboding
future. The elves, impressed with the seriousness of this apparent threat not only to the temple, but to the elves continued
existence agreed that they would craft a sword of highest
quality and enchant it with the most powerful abilities their
wizards could conjure up.
Astramal returned to the temple and told his anxious brothers
to go about their usual tasks. The elves work would take weeks,
perhaps months, to complete, and the priests second vision had
suggested to him that it would be years before he would encounter the paladin who would later vanquish the demon.
As it turned out, more than three years came and went before
Astramal heard from the elves again. Many times he was on the
verge of setting out for the elves enclave again, to see what had
happened, even at the risk of annoying the faerie folk. He worried
more and more; his hair became more silvery, his brow more
furrowed, and he began to look like the old man in his second
vision. He prayed for enlightenment, and was rewarded with the
wisdom and willpower to wait faithfully. Then, one day the sentries at the temple gate were accosted by an entourage of gray
elves seeking an audience with Astramal. The high priest received them at once, and was promptly presented with the
awesome result of the elves efforts: a mighty, magical sword
the elves called Fedifensor, or Defender of the Faith.
The master smith who forged the blade was in the traveling
party to make the presentation himself. This is my greatest
creation, he told Astramal. It is a weapon so endowed with
goodness that even the greatest of demons must flinch at its
gleam. And it can only be wielded by a truly righteous hand.
Astramal accepted the sword and its scabbard with gratitude
and humility. I will treasure this gift for as long as I am alive and
as long as the temple of Amphabese stands, Its use will only be
entrusted to the most worthy warrior in the land and I will
place the welfare of the sword above my own safety if that
choice ever needs be made.
The services of thanksgiving went on at the temple for several
days after the elves had departed. Then Astramal and the elders
set about deciding who should be entrusted with the sword.
38
NOVEMBER 1982
Note: All of the following is for the DMs use only and should not be known by players before the adventure begins.
FEDIFENSOR
The magic sword which is the object of this adventure has the
following powers:
In the hands of a non-paladin of lawful good alignment, Fedifensor is a +2 bastard sword. It has an intelligence of 17, an ego of
18, and (of course) is aligned lawful good. It cannot be touched or
carried by anyone of another alignment unless the blade is
sheathed in its special scabbard.
In the hands of a paladin, Fedifensor is a +5 weapon and also
exhibits these other abilities: 1) Magic resistance of 50% in a
radius of 5 feet; 2) Dispel magic can be cast upon any spell cast
on the sword or its wielder whenever the paladin desires, at a
level of spell use equal to the experience level of the wielder; 3) At
a range of 1/level of the paladin, the sword can detect the
presence of major evil entities [demons, devils, undead, or any
evil creature that can only be hit by a magic weapon). If the blade
is unsheathed, it will immediately begin to glow bright red, as if
just drawn from a forge furnace; and 4) it inflicts an additional
point of damage (beyond the usual +5) for each experience level
of the wielder when used against a demon.
When Astramals essence on the Astral Plane ceased to
exist, Fedifensor was cast loose into the void. During the time it
took the clerics of Amphabese to gain the aid of a rescue party, a
small group of githyanki warriors (see the FIEND FOLIO Tome)
came upon the sword in its scabbard. They perceived the blade
to be magical, although they dont realize the full extent of its
powers, and traveled with it back to their outpost, where they
deposited it for safekeeping.
ENCOUNTERS
Because this adventure is a search-and-recovery mission
rather than a simple journey through the Astral Plane, encounters will occur relatively often. Check for a random encounter
once every 4 hours by rolling d4, with a result of 1 indicating an
encounter. The following table is suggested as a list of possible
encounters and their frequencies; the DM can easily alter most
sections of it to suit his or her preference.
The passage of time between encounters, when search
movement is being conducted, has little meaning to player characters while they are on the Astral Plane. However, the DM
must keep a careful record of elapsed time so that activities
going on in the Prime Material Plane at the same time can be
properly moderated.
Encounter Table
d& roll Encounter type
01-20
21-23
24
25-26
27
28
29
30-32
33-52
53-55
56-60
Githyanki Outpost
Aerial servant
Demon, major
Demon, minor
Demon, prince
Devil, archDevil, greater
Devil, lesser
Githyanki
Intellect devourer
Invisible stalker
Number (notes)
1 (see following)
1
1
1-3
1
1
1
1-3
1-4
1-2
1-3
61-65
66-70
71-74
75-79
80-83
84
85-87
88-90
91-00
Ki-rin
Night hag
Nightmare
Rakshasa
Shedu
Titan, elder
Titan, major
Titan, lesser
Void Cruiser
1-4
1-4
1-3
2-5
1
1
1
1 (2-7 githyanki
on board)
Special rules: The party will have no more than 6 encounters
or 20 encounter checks (whichever comes first) before running
across the Githyanki Outpost. If the outpost has not been encountered by the time the sixth encounter is determined, or the
20th encounter check is made, the party will automatically locate it at the end of the next four-hour interval. The party will
always have at least two encounters (or reach the maximum of
20 encounter checks) before finding the outpost; if the Githyanki
Outpost is indicated by a roll on the table for the first or second
actual encounter, roll again until a different result is obtained.
RAGON
39
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NOVEMBER 1982
AREA DESCRIPTIONS
All walls and floors in the outpost are made of opaque stone.
Windows, and the tops of each of the towers, are made from
bricks of a clear crystalline substance that has the strength of
rock: it will crumble and break, but will not shatter like glass.
Note: Directions like up and down, locations like floor and
ceiling, have no universal meaning in this weightless environment. However, terms like these are used in the area descriptions for simplicity and clarity; when interpreting such terms,
consider the surface depicted on the map as the floor, as
though you are looking down on the outpost from overhead.
1) Void Cruiser Port: This chamber is roughly spherical,
about 100 feet in diameter. It has a large set of double doors,
closed but unlocked, on the outside wall. A smaller set of double
doors, wizard locked and barred on the inside, are on the opposite wall. One void cruiser is docked inside the chamber, and
there is room for three more. Four 10-foot-wide passages (A, B,
C, D) lead away from the sphere, each of them a 30-foot-long
corridor capped by a small, transparent tower that can hold one
githyanki guard. Inside tower A is a level 3 fighter.
2) Corridor: Inside the wizard-locked door is a hallway 20
feet wide and 40 feet high. Double doors lead into areas 4 and 5.
3) Entry Hall: This is an open area with an alcove on the far
side. Two rows of pillars dominate the side areas, reaching the
full 40-foot span from floor to ceiling and providing strength for
the wing that protrudes from the core of the complex. The
double doors in the alcove are locked from the inside, and stationed in the corners of the alcove are a pair of guards (level 2
and level 3). The adventurers will sight the guards at a range of
60-90 feet, while the inattentive guards will not spot the intruders until they are within 40-70 feet. The guards will instantly be
aware of a foreign presence if the adventurers try to pass
through the doors leading to area 4 or 5. If the guards sight the
intruders first, they will pound on the alcove doors to alert
another pair of guards (also level 2 and level 3) stationed inside
the alcove doors. These guards will either go to warn their
comrades, putting the outpost on alert, or unlock the doors and
join the fight (50% chance of each).
4) Captains Quarters: This is the residence of Captain
Perragourp. Like the other living quarters in the outpost, it
contains some basic furnishings and a few personal items. Furniture and other large items are attached to the flat surfaces of
the chamber; odds and ends are simply left to float in the weightlessness of astral space. If Captain Perragourp has not yet been
encountered, he will be discovered here on a roll of 1-2 on d6.
4A) Captains Quarters: This is Captain Mimhanoks room,
essentially identical to the other captains chamber. Among the
odds and ends floating in this room is a +3 long sword in its
scabbard. As above, there is a 2 in 6 chance that Captain
Mimhanok will be here if he has not already been encountered.
5) Knights Quarters: This room is bare of furnishings except for a large table and eight chairs bolted to the floor, eight
living compartments on the ceiling, and eight chests along the
walls holding personal items. There will be 0-5 (d6-1) knights in
the room when it is entered.
6) Main Hall: This roughly spherical chamber is unfurnished.
Doors lead away from it in five directions. A 10-foot-square
passage leads down from the center of the room into area 21.
The door to area 8 is wizard locked, the one to area 11 is locked
normally, and those to areas 7 and 9 are closed but unlocked.
7) Throne Room: An open area here surrounds a raised
platform which houses an ornate throne, studded with jewels,
set between two huge pillars. The door to area 10 is locked.
6) Worship Room: The main feature of this chamber is a
15-foot-tall statue of the githyanki lich-queen, fastened to the
midpoint of the wall opposite the double doors. An altar is on the
floor in front of the statue, and pairs of pillars flank the area of
the altar and the statue. Two rows of braziers spew forth clouds
of thick smoke that obscure side-to-side vision within the room.
The statue and the altar are lavishly decorated with jewels and
precious metals. The empty chamber connecting area 8 with
area 13 has closed but unlocked doors on both sides.
Scale:
1 inch =
50 feet
DRAGON
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If an item has only a +1 bonus, it becomes non-magical and loses all its special powers on the Astral Plane (so luck
blades have no usable wishes). Items
with multiple enchantments lose one
plus from each type of enchantment; a
flame tongue sword would be non-magical for most purposes, with a +1 vs. regenerating creatures, a +2 vs. cold-using
creatures, etc.
Obviously, any items that normally allow the user to go ethereal or use any
other similar powers will still have their
protective enchantments (reduced one
step), but those powers will not be usable. Cursed items with negative enchantments (-1 shield, missile attractor) also
Weapons, Armor, and Protective Devices: When such items are brought into
the Astral Plane, the enchantments upon
them are lessened, since their enchantments are so closely connected to the
Prime Material Plane. One plus is subtracted from such items bonuses, on to
hit, damage, or protection scores. Thus,
for example, a +2 sword becomes a +1
sword, a +3 ring of protection becomes
+2, etc.
DRAGON
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NOVEMBER 1982
more strict, than for previous contests. If you intend to enter, be sure
your entry is composed and submitted in accordance with all the
regulations spelled out in the following text. An authors failure to
comply with all the rules will almost certainly result in the automatic
disqualification of that entry.
Contest entries will be accepted for any of the categories listed
below. Each contestant may enter different modules in two categories,
but not in three or more.
The categories
General rules
Be sure the module you intend to enter fits the qualifications for one
of the 20 categories. You must fill in your name and address, the title of
your work, and the category you are entering on the entry blank (see
the other side of this page), and also include that information on the
first page of the manuscript. As specified on the entry blank, all entries
become the property of Dragon Publishing and cannot be returned.
Every module consists of at least two elements: the text (manuscript),
and any maps or schematic diagrams that are needed to play the
adventure. A contest entry should include any diagrams or illustrations
that are essential to the understanding of the text. Optionally, a contest
entry can also include accessory illustrations (artwork). The presence
or absence of accessory illustrations will not affect the judging of an
Prizes
third-place entries in any category for which cash prizes are not given,
and also to third-place entries in categories for which first-place and
second-place cash prizes are given. The first-place merchandise prize
is a two-year (24 issues) subscription to DRAGON magazine, plus a
complimentary copy of every non-periodical publication (such as future BEST OF DRAGON collections and the annual Dragon Publishing fantasy art calendar) released during the one-year period following
the declaration of winning entries. The second-place merchandise
prize is a one-year (12 issues) subscription to DRAGON magazine, plus
a free copy of other products as for the first-place prize. The third-place
merchandise prize is a one-year subscription to DRAGON magazine.
All prize-winning contestants will receive a certificate of achievement
to commemorate the occasion.
Cash prizes will be awarded in every category for which at least five
entries are received, as long as the first-place module is judged to be of
publishable quality. The first-place cash prize in each eligible category
will be at least $200 and no more than $400, and will vary according to
the number and overall quality of entries received for that category. A
second-place cash prize amounting to one-half of the first-place cash
prize will be awarded to the runnerup in any category in which the
first-place entry qualifies for a cash prize, whether or not the secondplace entry is judged to be of publishable quality.
Merchandise prizes will be awarded to first-place, second-place, and
48
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King
of
the
Cats
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Components: V, S, M
Casting Time: 3 segments
Saving Throw: #one
wide, 1/level long
Item (Alteration)
Level: 3
Components: V, S, M
Range: Touch
Casting Time: 3 segments
Duration: 6 turns/level*
Saving Throw: Special
Area of Effect: 2 cu. ft./level of the spell caster
* Non-living material allow quadruple duration.
Explanation/Description: By means of this spell, the magicuser is able to touch any normal, non-magical item of a size
appropriate to his or her area of effect and cause it to shrink to
one-twelfth its normal size. Optionally, the caster can also
change its now-shrunken composition to a cloth-like one. Only
living things are entitled to a saving throw versus magic, but
each such save is at +4 Objects changed by an item spell can be
returned to normal composition and size merely by tossing
them onto any solid surface or by word of command from the
original spell caster. Note: It is possible to affect a fire and its
fuel with this spell.
Material (Evocation-Conjuration)
Secret Page (Alteration)
Level: 3
Range: 1
Duration: Permanent
Area of Effect: 1 cu. ft./level
Components: V, S
Casting Time: 1 round
Saving Throw: None
Explanation/Description: A material spell allows the magicuser to actually bring into being certain common things. There
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Level: 3
Components: V, S, M
Casting Time: 1 turn
Range: Touch
Duration: Until dispelled
Saving Throw: None
Area of Effect: 1 page of any size up to 2 ft. square
Explanation/Description: When cast, a secret page spell al-
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None
Components: V, S
Casting Time: 4 segments
Saving Throw: None
Explanation/Description: This spell is the same as the 3rdlevel illusionist spell of the same name. However, the magic,
user attempting to dispel the illusion is considered at two levels
below his actual level with respect to illusion-phantasm types
of spells cast by an illusionist.
Wind Wall
Explanation/Description: There are three forms of this spell,
Level: 3
Components: V, S, M
Range: 1/level
Casting Time: 3 segments
Duration: 1 round/level
Saving Throw: Special
Area of Effect: An area 1 wide and high per level of caster
Explanation/Description: This spell brings forth an invisible
curtain of wind of considerable strength sufficient to blow
birds as large as crows upward, or to tear papers and like
materials from unsuspecting hands. (If in doubt, a saving throw
versus magic determines grasp.) Normal insects. cant pass
such a barrier. Loose material, even cloth garments, caught in a
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wind wall will fly upward. The material components are a tiny
fan and a feather of exotic origin.
Components: V, S, M
Casting Time: 8 segments
Saving Throw: Neg.
(see below)
Level: 4
Range: 2
Duration: 6 turns/level
Area of Effect: 30 sq. ft./level
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Components: V, S, M
Casting Time: 4 turns
Saving Throw: None
Components: V, S, M
Casting Time: 1 hour
Saving Throw: None
Explanation/Description: By means of this spell, the magicuser changes a normal mirror into a scrying device similar to a
crystal ball. The details of the use of such a scrying device are
found in the Dungeon Masters Guide, Miscellaneous Magic
Treasure section, under Crystal Ball. The mirror used must be
of finely wrought and highly polished silver of a minimum cost
not less than 1,000 gold pieces. This mirror is not harmed by
casting of the spell as are the other material components the
eye of a hawk, an eagle, or even a roc, and nitric acid, copper
and zinc. (Cf. fifth level cleric spell, magic font, and second
level druid spell, reflection pool.) (Editors note: Descriptions of
these two new spells will be published in upcoming issues of
DRAGON Magazine.)
Shout (Evocation)
Level: 4
Range: Self
Duration: Instantaneous
Area of Effect: 1 x3 cone
Components: V, M
Casting Time: 1 segment
Saving Throw: Neg.
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magic-user empowers himself or herself with tremendous vocal powers. With the dweomer of the spell the caster releases an
ear-splitting noise which has a principal effect in a cone shape
radiating from the mouth of the caster to a 3 terminus. Any
creature within this area will be deafened for 2-12 rounds and
take a like amount (2-12 points) of damage. Any brittle or
similar substance subject to sonic vibrations will be shattered
by a shout, e.g. a wall of ice. A spell of this nature can be
employed but once per day, for otherwise the caster might
permanently deafen himself or herself. The material components for casting the shout spell are a drop of honey, a drop of
citric acid, and a small cone made from a bulls or rams horn.
Stoneskin (Alteration)
Level: 4
Range: Touch
Duration: Special
Area of Effect: One creature
Components: V, S, M
Casting Time: 1 segment
Saving Throw: None
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Ultravision (Alteration)
Level: 4
Components: V, S, M
Range: Touch
Casting Time: 4 segments
Duration: 6 turns + 6 turns/level
Saving Throw: None
Area of Effect: One creature
Explanation/Description: By means of this spell the magicuser empowers the recipient to see radiation in the ultraviolet
spectrum. In night conditions this means that vision will be
clear, as if it were daylight, to a range of 100 yards, and shadowy
and indistinct from beyond 100 yards to about 300 yards distance. If the night is very dark, with thick clouds overhead,
reduction of ultravisual sight is 50%. Where more than about 6
feet of earth or 3 feet of stone interpose between the sky and the
individual, such as in virtually any underground area, ultravision allows only vision of the dimmest sort in about a 3-foot
radius, since the ultraviolet rays are screened out. (Of course, if
an emission source is nearby, the visual capabilities improve
accordingly.) Nearby light, including the radiance shed by
magic items, tends to spoil ultravision, the brightness of the
rays blinding the eyes to dimmer areas more distant. The
material component for this spell is a crushed amethyst of at
least 500 gold pieces value.
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of just how it all works. I still feel good about our movie!
I still feel bad about the film, CONAN THE BARBARIAN. My
review of the film brought letters in response. One suggested
that had I not read the REH books, and were I about 14 years of
age, I would have liked the film. He is probably right. Another
letter suggested that I did not actually review the film properly
because I was judging it from the bias of being a fan of Howards work, and I failed to treat its components, such as the
music and cinematography of De Laurentiis. Had the movie
been titled IRVING THE BARBARIAN I would not have been
quite so rash in my comparisons to what Howard wrote and
what De Laurentiis produced. As it is, however, my opinion is
unchanged. It was a terrible film which did nothing more than
rape the Howard works for a few names. Acting was bad, and so
was characterization. The film dragged even the orgy scene
was boring. The plot was thin at the beginning and never got
better. I regret to say that with all of that working against it, I can
not even recall a bar of the music. Also, with regret, I can only
say that in my opinion the cinematography matched the overall
quality of the balance of the film. Aristotle says in POETICS that
the least important aspect of a tragedy is its spectacle. Special
effects were not bad! Frankly, chaps, I did expect a film of
top quality. Instead, I saw a typical De Laurentiis production.
Regarding my review of Games Day 82, one letter writer
suggested that both the exhibit-oriented conventions and the
player-oriented ones have their place. I totally concur, for hobbyists need to meet the manufacturers and view their latest
wares, just as enthusiasts need to get together for tournaments
and fun gaming. TSR does run three small conventions in
Lake Geneva each year (Autumn Revel, Winter Fantasy, Spring
Revel). This list should expand to four soon, and all are game
events with no exhibitors at all. However, the reader proposed
that the RPGA network might be the logical sponsor for a big,
player-oriented gathering. I think the idea is worth considering
. . . what say the powers at that association? Stay tuned, folks.
A BEAUTIFUL IDEA
Frank Mentzer and Francois MarcelaFroideval are already hard at work, and I
am being flooded with suggestions and
ideas from these Good Gentlemen. Francois uses a Beauty attribute for his
characters, and I have come to the conclusion that you might also like to use
such a rating. Here are my thoughts:
Comeliness is my word for the attribute. Beauty is too specific, as it calls to
mind a positive state of good looks.
Comeliness has a more neutral connotation; i.e., a character with a 3 attribute
score for Beauty would be a non-beauty,
but a 3 in Comeliness implies ugliness.
Comeliness is not charisma. Charisma, however, can affect comeliness. After the six attributes of a character are
determined, his or her looks must be determined. Is the character ugly, homely,
plain, or pretty? This characteristic is determined by the comeliness roll. 3d6 are
rolled and totalled. The resulting number,
between 3 and 18 inclusive, is modified:
Characters with a charisma of less
than 3 will have an adjustment of -8 on
comeliness, so that it will fall in the
range of -5 to +10. For charisma of 3,
the adjustment is -5; charisma of 4-5,
-3; for 6-8, -1; for 9-12, no adjustment;
for 13-15, +1; for 16-17, +2; for 18, +3;
and for charisma of more than 18, +5.
Racial note: Charisma adjustment to
comeliness applies only to the race of
the character; i.e., dwarves to dwarves,
elves to elves, etc. Comeliness adjustment by racial type applies to other races
only and is:
Half-orcs . . . . . . . . . . . . . . . . . . . . -3
Dwarves, gnomes . . . . . . . . . . . . -1
Halflings, humans* . . . . . . . . . . . 0
Half-elves*, sylvan elves* . . . . +1
Gray elves*, high elves*. . . . . . +2
* Treat as same race.
The possible range of comeliness now
reaches from a low of -8 (a 2 charisma
half-orc) to +25 (a 19 charisma gray elf).
Considering that many other creatures
will eventually be given a comeliness rating for better or worse the possible
spread will be broadened to range from
-20 to +30. This reflects well from a mythological base and provides a solid working spread.
Comeliness will have the following effects on creatures of human sort. (This
category includes, but is not necessarily
limited to, humans, demi-humans, humanoids, giant-class, and bipedal creatures of human-like form and motivation.)
-16 or lower: Those viewing a character with comeliness this low are repulsed
and horrified, so as to turn away or attempt to destroy the creature so offensive to the sight. If the individual with low
comeliness is powerful, the reaction will
tend toward escape, or reinforcement of
DRAGON
67
previously determined awe (horror) reaction. With creatures of like and Evil
alignment, the effect is that of a positive
comeliness of the same total.
-15 to -9: Disgust, evidenced by a tendency to look away, revile the individual,
and act hostile in general. Under no circumstances will this character be accepted by the viewers unless all are of
Evil alignment, so that the negative
comeliness can be regarded as positive.
-8 to 0: Aversion and a desire to be
away from so ugly a creature will be evidenced by all viewers. If given an excuse,
those near the individual will be hostile
and openly aggressive; otherwise they
will merely tend toward rejection.
+1 to +6: As such an individual is simply ugly, the reaction evidenced will tend
toward unease and a desire to get away
from such brutishness as quickly as possible. If given the opportunity, the characters charisma can offset ugliness, but
this requires a fair amount of conversation and interaction to take place.
+7 to +9: The homeliness of the individual will be such that initial contact will
be of a negative sort. This negative feeling will not be strongly evidenced. High
charisma will quickly overcome it if any
conversation and interpersonal interaction transpires. (Consider a dwarf with
16 charisma and a base comeliness roll
of 9; he or she will be at 8 when viewed by
all creatures save other dwarves who
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NOVEMBER 1982
character, follow him or her, and generally behave foolishly or in some manner
so as to attract the attention of the character. The reaction adjustment is double
the score of comeliness; i.e., 22 equals
+44%. Charm- like power will affect all
those with wisdom of less than twothirds the comeliness score of the character. If an individual of the opposite sex
is actually consciously sought by a character with comeliness of 22-25, that individual will be effectively charmed unless
his or her wisdom is 18 or higher. Rejection is as above.
+26 to +30: Unearthly beauty of this
sort can be possessed only by creatures
from other planes demi-gods and
demi-goddesses and deities of unusual
sort. Reaction adjustment is double
comeliness score. Charm- like power is
effective on all save those with wisdom
equal to 75% of comeliness, save that 19
or higher wisdom always allows saving
versus the power. An individual of the
opposite sex who is consciously sought
by the possessor of such unearthly
beauty and comeliness will always be
under the spell of the individual with
such beauty unless he or she has wisdom of 20 or more.
N.B.: Charm from attraction due to
comeliness does not affect the abilities
of the individual with respect to fighting,
spell casting, etc. It could, however, affect alignment.
OFFICIAL
by E. Gary Gygax
A few individuals consistently voice
misconceptions about the DUNGEONS
& DRAGONS and the ADVANCED
DUNGEONS & DRAGONS games with
respect to the whole of the genre of fantasy role playing in general and TSR in
particular. This matter would be of small
import indeed, were it not that some of
these few are also connected with commercial ventures in the Adventure Gaming industry in general and fantasy in
particular. Because of this basic misconception and lack of knowledge, it is
sometimes difficult to communicate effectively. In order to cast light on the
situation, please follow along as I draw a
couple of analogies. Although the parallels arent exact, they do demonstrate
quite amply the points to be made.
In the wide range of card games there
is poker. It is a separate and distinct
game from all others played with cards.
There is a single recognized authority on
poker Hoyle. Now the Hoyle rules relate two distinct types of poker played.
One sort is pretty well free and includes
lots of house rules and hands such as the
skip-straight, straight round the corner,
WORD
ON
WHAT S
OFFICIAL
RAGON
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NOVEMBER 1982
The barbarian
This brings us nicely round to whether
or not the barbarian sub-class of fighters
unbalances the AD&D game or is too
weak and useless for consideration.
Opinions were about evenly divided between those two positions. Is the barbarian a true class? Perhaps the character
could better be described as an individual from a certain type of society or cultural group. Certainly, one could not call
the barbarian group a race. In any case,
the designation profession isnt bad,
for barbarians work at being what they
are and derive their livelihood from the
pursuit of such activity. Of course, barbarians must come from a particular society, but then it is only logical to assume
that magic-users come from that strata
of developed society which enjoys money, education, and position. How else
could such a class of characters be
trained so long and expensively? Whatever justifies the barbarian, or the magicuser, is not actually germane. Does the
sub-class work? That is the question.
TSR has sufficient faith in the creator of
the system to say yes by allowing me to
produce official material on a carte
blanche basis. Be that as it may, there
were too many questions about the subclass to simply pass over them all by
offering a take it or leave it position.
It is obvious to anyone who has the
opportunity to read the letters regarding
the barbarian that the objections to the
class are both contradictory and reactionary. As I mentioned before, of those
comments which questioned the barbarian, it was nearly a standoff between
those protesting it as too strong and
those asserting it was too weak. A few
wondered why a decision to be a barbarian character had to be made prior to
rolling dice for attribute scores. The
answer is simple: The game is based on
role-playing principles, and it is easier to
do so with a course determined in the
first place. Method I of Generation of
Ability Scores encourages the player to
arrange scores so as to be able to choose
a character profession from predisposition rather than dice-determined statistics. It is but a step removed from there to
deciding on play as a barbarian subclass fighter and rolling dice accordingly. Frank Mentzer suggests that the 4d6
system could be employed, with minimum score requirements of 16 strength
and constitution, 15 dexterity, and a
maximum wisdom of 15. That will work,
but it seems to beg the question. Playing
as a barbarian is offered to players as a
determined choice, not as one of several
possibilities or a mere afterthought.
This is a part of the whole concept. Thus,
the level title for a barbarian never varies.
Such a character, properly role-played,
is bred, raised, grows, and dies a barbarian. Barbarians do not need training to
go up levels, because they gain no so-
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them sell used books, but most specialize in publishers overstocks and remainders. Overstocks are sold because the
publisher feels it has more copies on
hand than it can sell normally through
bookstores. By selling its extra books
cheaply, the publisher reduces inventory and consequently reduces taxes and
storage costs. Remainders are books for
which there is no further demand from
bookstores. The publisher sells them at a
large discount to a mail-order firm, since
some revenue is better than none. In
either case, the books cost around half
of list price, plus postage (which is less
per book the more books you order at
one time). The mail-order catalogs describe each book in one sentence or one
paragraph (with some exaggeration, I
might add), and books are categorized
by subject. For a free catalog, write to
one or both of these mail-order houses:
Barnes & Noble, 126 Fifth Ave.,
New York NY 10011
Publishers Central Bureau,
1 Champion Ave., Avenel NJ 07001
If you decide to buy a book new, remember most books that are in print are
not on the shelves of the average bookshop. Most shops will order a book for
you at no extra cost if it isnt in stock.
DRAGON 67
This work was a landmark among folklore specialists when it first appeared,
but because of its limited appeal to the
non-specialist youll be lucky to find it in
any but large university libraries. However, it may be worth some effort to find,
because no other work can provide the
sheer volume of ideas for fantasy roleplaying that this one does. No one would
want to read these books the way youd
read a novel or a volume of history, or
even the aforementioned Cotterells Dictionary; but it can be dipped into, pencil
at hand, and if nothing else it will exercise and lubricate your imagination.
The subtitle describes the contents: a
classification of narrative elements in
folk tales, ballads, myths, fables, mediaeval [sic] romances, exempla, fabliaux, jest books and local legends. In
other words, every motif or simple plot
element in a vast array of literature is
categorized and listed more than 3,000
pages of information and inspiration.
For example, a part of one page lists the
motif Magic object protects followed
by a sub-motif of magic object protects
a city and the sub-sub-motif city impregnable while statue remains; then
back to another sub-motif with magic
fire surrounds and protects and so on.
In many cases, at least one tale using the
motif is referred to, but I doubt that any
of us would bother to look one up. These
motif lists are obviously sources of ideas
for adventures or magic items. (A section on Magic fills most of volume 2.)
The work as a whole is so exhaustive
(and exhausting, if you read for too long)
that youre bound to encounter some notions youve not run across before. I garnered several hundred ideas from the
work when I read it five years ago.
Probably only a dedicated referee will go
to the trouble to use it, but hell find that
the books repay a few hours study.
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Convention
schedule
AUTUMN REVEL, Nov. 6-7 The staff of
TSR Hobbies, Inc., presents another miniconvention at the American Legion Hall,
735 Henry St., Lake Geneva, Wis. Doors
open at 9 a.m., closing at midnight Saturday and 6 p.m. Sunday. Admission is $5
for the weekend or $3 for one day, and all
game events are free of charge.
MDG WINTER GAMEFEST, Nov. 12-14
This convention staged by the Metro Detroit Gamers will be held in Cobo Hall in
Detroits downtown convention center.
For information, write: MDG, W-11 Info,
Box 656, Wyandotte Ml 48192.
WESTERN RECON, Nov. 12-14 Fritz
Leiber and Richard & Wendy Pini are
among the guests of honor for this fantasy/sf/game convention, to be held at the
Tri-Arc Travelodge, Salt Lake City. For
more information, contact Karl Miller, 837
N. University Village, Salt Lake City UT
84108, phone (801)-582-6076.
CONTRADICTION 2, Nov. 19-21 This
science-fiction gathering will be held at
Johns Niagara Hotel in Niagara Falls,
N.Y. For details, write to Contradiction,
234 Crescent Ave. #8, Buffalo NY 14214.
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