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Best of

Magazine

Vol. Ill
Selected from out-of-print issues of DRAGON * Magazine
Best of

Lake Geneva, Wis. July 1983


Dragon Publishing
A division of TSR, Inc.
D&D, DUNGEONS & DRAGONS, ADVANCED DUNGEONS & DRAGONS, and ADVANCED D&D arc registered trademarks owned by TSR, Inc
™ designates other trademarks owned by TSR, Inc.
«1983 TSR, Inc. All rights reserved. Articles on pages 59-69 ©1982 E. Gary Gygax. All rights reserved,

ISBN 0-88038-064-0
Contents
I. Finishing the races 3
The dwarven point of view 4
The gods of the dwarves 6
The elven point of view 11
The gods of the elves 13
The halfling point of view 77
The gods of the halflings 19
The gnomish point of view 23
The gods of the gnomes 25
The half-ore point of view 28
The gods of the ores 31

II. Breathing life into dragons 35


That's not in the Monster Manual! 36
Hatching is only the beginning 38
Self defense for dragons 40
The faerie dragon 42
Two tough foes 43
Evil dragons make good armor 44

III. Playing with class


f
45
The thief: a special look 46
The druid and the DM 47
It's not easy being good 57
He's got a lot to kick about 53
Singing a new tune 56
Cantrips: minor magic 59
Cantrips for the illusionist 66
Spell books 68

IV. Creating new challenges 70


The winged folk 77
The alchemist 73
The archer 78
2 BEST OF DRAGON
I. Finishing
the races

Role-playing a human being is not, in relative terms, a very difficult


thing to do. The principal and most obvious reason for this is that we are
human beings. So, your human cleric character could be played to act
pretty much like you would act if you were a cleric.

But if you want to play an elven magic-user or a halfling thief, you've


got to be able to take a giant step back, away from "yourself," and look at
the world through a set of not-human eyes. You've got to have a different
point of view. And that's what this section of this anthology is all about.

Roger and Georgia Moore, who have been involved in ADVANCED


DUNGEONS & DRAGONS® campaigns for longer than yours truly has
been editing DRAGON® Magazine, assembled a series of "point of view"
articles that appeared during the winter and spring of 1982. As we like to
say about all the articles and features we publish, the information is just
as good and as usable today as when it was originally printed. Even those
who don't agree with all of the general statements about the various races
have still told us how much they enjoyed having the non-human pan-
theons expanded with the "gods" section of each presentation. We hope
you'll enjoy these articles — but even if you don't, try to keep an open
mind. After all, we're only human. . ..

VOL in
The DWARVEN
point of view
by Roger Moore
As AD&DW players know, the dwarves extreme violence in order to bring the pickpockets and burglars, and that is
are a human-like race, standing about 4 sexual imbalance back to normal. For death — unless, of course, the thief is
feet in height but weighing as much as dwarvenkind. however, a male-to-female working for the dwarves against someone
150 pounds or so due to their broad build ratio of 2 to 1 is normal. else.
and musculature. Most people also know Some dwarves, male and female alike, Many dwarves are rather vengeful, and
that dwarves prefer living underground would not marry even if they had the remember slights or insults long after
in caverns and mines, they value gold chance, so immersed are they in their they have ceased to matter to anyone else,
highly, and they have beards (female work. The greatest heroes and heroines of They may well lake opportunities to re-
dwarves are also said to be bearded). dwarvenkind have almost always been dress the situation when their enemies
Their use of axes and hammers as weap- single, as marriage means the end of any have been lulled into complacency. Little
ons and their hatred of ores and giants is outside occupations, especially adventur- wonder that other races sometimes dis-
also familiar. Howtver, this limited ing. For a married dwarf to adventure or trust dwarves more than they do goblins.
amount of information is the extent of otherwise spend a lot of time out of the Who knows, they ask, what a dwarf is
most people's awareness and knowledge home is seen as a shirking of responsibili- really thinking of you?
of dwarves. ties and a disgraceful insult to the other In the estimation of other intelligent
Scattered throughout the ADfcD books partner of the lowest order, in effect say- races, dwarves are humorless, "dour and
and a number of other sources are other ing that the partner (be it he or she) is not taciturn" (as the DMG puts it), and love-
bits of information regarding this poorly worthy of the other's affections. Much of less except for a lust for more and more
understood race — information that may this feeling is caused and reinforced by gold. Such is not true; there is much joy
mean little in itself, but when put the basically lawful good nature of the in a dwarf's life in such things as the
together presents in some detail an inter- dwarven fold. birth of a child, the crafting of a beautiful
esting portrait of a distinctly different By and large, dwarves are seen as pos- jewel, or the forging and finishing of a
race, one that does not share our human sessive, single-minded, perhaps having a great suit of armor or a matchless
values and feelings on the topics of life narrow range of interests, yet throwing weapon.
and living. Much of the difficulty in get- all their energies into the seeking of their Yet, it is true that for the most part, the
ling to understand dwarves is due directly goals. Dwarves are clannish, more so than life of a typical dwarf is fraughi with
to their habit of separation from the most other races, and few make a habit of ceaseless toil and labor; the dwarves' work
affairs of other rates. The dwarves are spending a lot of time among the com- ethic makes the human conception of the
very much a race apart. pany of non-dwarves for long periods of same concept appear lackadaisical. They
One of the most striking features of time. pay a price for this drive, in terms of the
dwarven society is the inequality in A strong streak of materialism is pres- many lines that fill their faces as they age.
numbers of males vs. females. Two out of ent in the dwarven character, and they are This price, however, is seen as a badge of
three dwarves are male at birth, and this sometimes notoriously jealous of what honor among dwarves, and adds in some
ratio continues to hold true as dwarves they own. Dwarves tend to hoard their sense to their satisfaction with them-
get older. The effect this has upon them wealth, spending money only to make selves. Other races don't always see it this
reaches into nearly every aspect of their more money, and are very watchful of way (especially the elves, who would be
lives. Most male dwarves do not marry, thieves, real and suspected. In dwarven sorely distressed to have to live such
but instead devote their lives to careers as society, there is only one penalty for serious and hard-working lives). Those
craftsmen, miners, adventurers, and so few who do admire the dwarves and
forth, uphold their achievements publicly will
Dwarves who do enter into marriage come to win their cautious gratitude, and
become exceedingly jealous and posses- in time may be counted in some manner
sive of their partners, restricting the free- as an "honorary dwarf" if they continue
dom each has in exchange for a life of to actively support and champion
devotion to each other and their children. dwarven causes,
Yet, though roughly half of all male Interestingly enough, there is some
dwarves are destined to go through life as element of humor in the dwarven charac-
bachelors, they do not appear overly sad ter, of a nature particular to themselves.
or frustrated. Their careers fill their daily Whenever dwarves have been responsible
lives as completely as would the presence for the rescuing of persons of other races,
of a wife, and appear to give them much there is inevitably some jesting and josh-
the same satisfaction (particularly in the ing to the effect that the victims wouldn't
metal-working and jeweler crafts, for rea- have had to be rescued if they'd been
sons to be given later). dwarves, or that the dwarves fail to
How would a human society cope with understand what was so awful about the
an excess of males such as this? History situation (regardless of how bad it was).
reveals that at times such as this, human Though two demons, a dragon, and an
societies generally turn to warfare or From issue #58, February 1982 entire tribe or ores might be slain in the
BEST OF DRAGON
conquest, and the dwarves might be Moradin was able, through his skills, the ashes, as well as gold and jewelry, is
immensely proud among themselves, they to give souls to the dwarves when he not common and is done only for dwarves
may put on a casual front 10 other races, breathed upon them at their creation of great importance.
and would appear to treat the whole epi- (also cooling them as they were taken The long-standing rivalry between
sode as a light romp in the afternoon sun. from the furnace). This sets the dwarves dwarves and ores, goblins, and giants,
With all this in mind, one understands in a group, along with humans, gnomes, reflected in the combat skills dwarves
how dwarves on the whole have such low and halflings, of beings with souls have against these types and races of crea-
charisma when interacting with other instead of spirits (see the DEITIES fc tures, doubtless points to older rivalries
races. Yet, on the positive side, dwarves DEMIGODS™ Cyclopedia for clarifica- between Moradin and the gods of those
possess a powerful tenacity, driving on tion of these terms). non-human creatures.
when others have given up and left the Because they are built from the sub- An investigation of theology reveals
race. Legends and tales abound of stance of the earth itself, dwarves feel a that hill gianis are probably the greatest
dwarves who dared the greatest obstacles strong affinity for the lands lhat lie under traditional dwarven enemies. For use
and dangers in reaching for their goals. the ground, and they base their lives on against these huge folk, the clerics of
either to emerge victorious or end up de- working with the earth's resources. Moradin may manufacture +3 Dwarven
stroyed. A thing is either done or it is not, One is siruck, in the study of dwarven Thrower war hammers, something no
and there is no halfway about it. Dedica- theology, by the relationship between other race can make.
tion like this can often make the differ- procreation and metalcraft; perhaps more In the DMG (p. 16} there is a comment
ence between success and failure for than one dwarven smith has looked upon to the effect that dwarves are more "for-
adventuring parties. Such an attitude can a finished piece of work and felt as if he'd ward" in iheir behavior toward females
prove to be a great morale boost for breathed life into the metal and given it a without beards, since dwarven women
groups of adventurers, particularly lawful soul of sorts, as Moradin did so long ago, tend to be bearded too. This author
good ones. How could one avoid win- Some of the most popular dwarven-told would like to suggest thai this statement
ning, with a dwarf on one's side? tales concern an ancient smith who was be disregarded. It was not clear whether
The natural tendency to suspicion in able to do exactly that, somehow invest- dwarven females or females of other races
the dwarven nature has saved enterprises ing his creations with a life of their own. are being referred to, and in any case
from disaster, much more often than it The story ends similarly to the Greek tale dwarves are not at all prone to mate with
has led to the missing of a good oppor- of Pygmalion and Galatea, with the others outside their race. Those persons
tunity. Dwarves take a great interest — smith fashioning a female dwarf from ihe who have had the audacity to ask dwarves
greater than most other peoples can will- most precious of metals and having her whether they like bearded or unbearded
ingly muster — in seeing that the party come to life. Thereafter, of course, they women best have usually been given
and its valuables are secure from loss. were married and he erased to bother stony stares — or, if the pollster is persis-
Dwarves abhor slavery and all forms of with his crafts, being now content, tent and obnoxious enough, a first-hand
involuntary servitude; they never practice Moradin is a proud and possessive god, demonstration of the high quality of the
it among their own kind or against other who owns a hammer and armor that can- dwarven-made battleaxe and the skill
races. Foes are either made to leave the not be stolen or used by any other deity in with which one can be wielded. Such
area, coexist peacefully if they elect to the universe. It is clear that a part of him information was not meani to be spread
stay, or else are slain. Those who make a lives on in all dwarves. The emphasis on about indiscriminately. It may be conjec-
practice of enslaving dwarves run the materialism is difficult for dwarves to rid tured lhat such matters are left to the per-
gravest risks; other dwarves who find this themselves of. They feel that if they want sonal preferences of each dwarf.
out will lay aside all differences to unite a thing they must have it before them, be Two discrepancies appear in the var-
and destroy them, in a fairly short time, if it a person, object, or experience. Fond ious AD&D volumes concerning dwarves.
at all possible. memories do not suffice, and sometimes Though dwarves may become psionic,
Dwarves are one of the toughest of only serve to psychologically torture the Moradin is not; ihis may be accepted as
races, perhaps the most so. Poisonous dwarf, because he or she may be physi- the god's way of keeping his thoughts to
substances don't affect them as much as cally unable to obtain the thing again. himself, however. There is also the ques-
they do other races that are affected. Either a dwarf has something, or he (or tion of whether dwarven clerics (who
Dwarves do not use any magical spells, she) does not. must be fighters as well) can reach 7th or
but this has proved to be a saving grace at Lust for treasure motivates dwarven 8th level; this author strongly favors the
times — such as when cursed rings fail to thieves more so than it does ihieves of idea that iruly exceptional dwarven cler-
function when worn, giving them a other races; little do dwarves care what ics may reach the 8ih level of experience
chance of recognizing the cursed was done lo get the item. Because of the if they have a wisdom score of 18. Other-
enchantments. Magical spells and magi- unequivocal penalties for stealing from wise they can only become 7uVlevel
cal effects of other sorts may be more other dwarves, dwarven thieves base most clerics.
strongly resisted by dwarves because of of their livelihood on stealing from other Information for this article was taken
their non-magical natures. Their strength races (thereby worsening already touchy from the Players Handbook, the Monster
is also considerable and in hattle serves to relationships). The knowledge that Manual, the Dungeon Masters Guide,
offset their short height. Though dwarves dwarves go through life only once (souls and the DEITIES & DEMIGODS Cyclo-
are not as agile as other races, this doesn't cannot be "recycled" as spirits can be) pedia. Paul H. Kocher's book, Master of
appear to affect them greatly in any way. may also fuel the desire to get all one can Middle-Earth (Ballamine Books, paper-
Earlier it was said that dwarves are a oui of life before one goes. (Or, as an back), was also helpful, though ii con-
race apart. Indeed, they were created lhat infamous dwarven thief once put it, "Ya cerns J.R.R. Tolkien's version of dwarves
way. The god Moradin, the Father of the gotta reach for all the gusto ya can.") and not ihe conception of them given in
Dwarves, is said to have fashioned them When a dwarf dies, it is considered a the AD&D rules.
secretly of iron and rnithral, in a forge in dishonor for the body to go unburied. Dungeon Masters may use ihis article
the fires at the heart of the world. No Dwarven communiiies bury their dead in to standardize ihe roles and personalities
other god suspected what was happening, great stone vaults after ceremonial crema- of dwarven NPC's in his or her cam-
it is told, and when dwarves appeared in tion, symbolically returning the body to paign, and players may use this informa-
the world the event was cause for great the Forge of Moradin and then to the tion in role-playing their characters if
surprise among the other deities. Being a earth, while the soul is freed to make its they like. This article is a set of guide-
solitary god himself, it may be guessed journey to the outer planes. The burial of lines for playing dwarven characters, and
that Moradin preferred it this way. weapons, armor, and magical items with not a sei of rules.
VOL. in
The gods of the dwarves
Clanggedin, Dumathoin, Abbathor, Vergadain, Berronar
One of the most powerful of all the above them; having an animal as a sym- Most of the lesser deities and demigods
non-human pantheons is that of the bol would then be a way of saying that of the dwarves are connected with the
dwarven fold, and it well reflects their animal was better than the dwarves. spheres of fighting and warfare, guard-
nature and beliefs as the human pan- Likewise, Moradin said that the dwarves ianship, the earth, metals, craftmanship,
theons reflect that of their human wor- should not ever worship each other, so no volcanoes and earthquakes, fire and lava,
shippers. In describing the dwarven pan- dwarf or part of one is used as a holy the protection of the dead, medicine, and
theon, several distinct differences are symbol. Dwarves should take pride in strength. There are very few or no deities
apparent between it and usual human their achievements, and respect the earth known in dwarven pantheons governing
religions. from which they originally came; thus the sea, the air and atmospheric phenom-
All of the greater dwarven gods are at tools, weapons, and similar items were ena (rain, clouds, stars, etc.), plant life
least twice as large as normal dwarves. developed and used as religious symbols. and forests, comedy, animals, and chaos.
ranging up to Moradin's 20-foot height, Five of the rnosl commonly accepted Most dwarven pantheons do include at
Though some human reviewers have said dwarven deities are described in this arti- least one lesser god, very obese and with a
this is an indicator of an inferiority com- cle. A description of Moradin, invariably ratty beard — the god of alcohol and fer-
plex dwarves have about their height, this the ruler of all dwarven pantheons mented beverages. These particular neu-
claim is patently ridiculous. More likely (though he may be known by several dif- tral gods could in some ways be said to be
it reflects the dwarves' own sense of self- ferent names) is found in the DEITIES 8: comic gods, though few dwarves would
importance (perhaps a little exaggerated, DEMIGODS™ Cyclopedia. There are say so. Certainly the tales of their antics
from the human viewpoint). Dwarves many dwarven gods and demigods, some are seen as comic by the other derni-
refuse to see themselves as a "minor of which may be connected with certain human races. Dwarves who worship these
race," and indeed, there is much to sup- planes or areas all their own. Every clan deities are probably heavy drinkers, and
port the view that the dwarves are one of of dwarves has a pantheon that will vary the usual way in which these beings are
the most powerful of all races (perhaps from every other clan's pantheon {leaving worshipped is to simply go the the near-
second only to humanity). Lesser Dungeon Masters quite free to develop est tavern, gel blind drunk and make a
dwarven gods are generally shorter than their own pantheons and not worry about fool of oneself. The names of these deities
the greater gods; demigods are roughly anyone else's). are different from clan to clan, though
normal dwarven height, and no dwarven Some final notes about dwarven gods there is some evidence that many of these
deity is taller than Moradin, the Soul in general: All dwarven gods possess names (Budwizr, Koorz, Mo-ghan Davit)
Forger. double charismas, one applying to may actually represent the same being.
Another interesting aspect of dwarven dwarves and other dwarven deities, and Dwarves on rare occasions worship dei-
religion is that the holy symbols used are the other to everyone else. Just as the ties from other pantheons. In particular,
invariably not living objects: tools, weap- dwarves hold themselves as a race apart, Goibhnie (of the Celtic mythos) and
ons, mountains, minerals, and so forth. so do the dwarven deities keep themselves Hephaestus (of the Greek) draw much
This derives in large part from some of generally aloof from the workings and favorable attention from dwarves, because
the teachings of Moradin, who ruled that dealings of other pantheons (with a few they represent powers of smith-work and
the dwarves must hold no other race exceptions, as will be seen). the earth.

CLANGGEDIN SILVERBEARD
The Father of Battle

Greater god
ARMOR CLASS: -4
MOVE: 12"
HIT POINTS: 375
NO. OF ATTACKS: 2
DAMAGE/ATTACK.: 3-36 (+14)
SPECIAL ATTACKS: Does double
damage vs. giants
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 50%
SIZE: L (17)
ALIGNMENT; Lawful neutral
WORSHIPER'S ALIGN: All alignments,
especially -warriors (dwarves)
SYMBOL: Two crossed battle axes
PLANE: Arcadia
CLERIC/DRUID: 12th level dniid PSIONIC ABILITY: VI by the souls of the finest dwarven war-
FIGHTER: I7th level ranger S: 25 (+7,+14) 1:20 W: 19 D: 20 riors. He taught the dwarves many special
MAGIC-USER/ILLUSIONIST: 10th C:25 CH: 16 (22 to dwarves) methods of combating giant-types, and
level magic-user passed his knowledge and skills on to the
THIEF/ASSASSIN: Nil Bald and silver-bearded, Clanggedin gnomish gods as well.
MONK/BARD: 6th level bard lives in a vast mountain fortress manned In the many tales and legends about his
BEST OF DRAGON
deeds, the dwarves portray Clanggedin as hit," the same as for mortal dwarves. In all bonuses to hit and damage). His
a fierce and resolute warrior who never the heat of battle Clanggedin is fond of armor is +5 steel chainmail.
backs down from danger and who refuses singing, with the intent of both unnerv- Although Clanggedin has magical
to surrender even when all seerns lost, ing his opponents and increasing his fol- spell ability, he will usually only use
many times winning a victory by only the lowers' morale. such powers to indirectly affect a course
barest of margins against extreme odds, Clanggedin can wield a +4 mithral bat- of events. Not unless his existence on the
Clanggedin's most hated enemies are tle axe in each hand. He can throw the Prime Material Plane is at stake will
Grolantor {the hill giant god) and the fol- axes with either hand up to 100 yards and Clanggedin resort to the use of magical
lowers of that deity. Giant-class creatures both will do damage to whatever they hit spells or spell devices in a close-combat
attack Clanggedin at a -4 penalty "to as if he'd struck the target by hand (with situation.

DUMATHOIN
Keeper of Secrets
Under the Mountain

Greater god
ARMOR CLASS: -2
MOVE.: 9" (48")
HIT POINTS: 366
NO. OF ATTACKS: 2
DAMAGE/ATTACK: }0-4Q(+14)
SPECIAL ATTACKS: Summon
elemental!
SPECIAL DEFENSES: +5 or better
weapon to hit
MAGIC RESISTANCE: 70%
SIZE: L (J8f)
ALIGNMENT: Neutral
WORSHIPER'S ALIGN: All alignments
{dwarves)
SYMBOL: Gem inside a mountain
PLANE: Concordant Opposition their patron, and often cany a small dia- Unlike most other dwarven deities,
CLERIC/DRUID: 15th level cleric/ mond or gemstone in their pockets (10 gp Dumathoin maintains friendly relations
14th level druid value) to attract the favor of the god. with non-dwarven deities, though only a
FIGHTER: 16th level fighter Dumathoin appears to be a gigantic few. Among his close allies is Hephaes-
MAGIC-USER/ILLUSIONIST: Special/ dwarven figure with hair and beard of tus, whom he supplies with adamantite
14th level illusionist gray stone, earth-brown skin, and eyes of: ore, and Grome, the lord of the earth
THIEF/ASSASSIN: I2th level thief silver fire. He owns a great +5 two- elementals, who supplies him with ele-
MONK/BARD: Nil handed mattock of solidified rnagma. H*- mentals at a moment's notice.
PSIONIC ABILITY: VI may summon 3-18 earth elementals (16 Other gods of metalcraft and the earth
S: 25 (+7,+14) 1:23 W: 25 D: 20 hit dice each) at will instantly; they will sometimes do business with Dumathoin
C:25 CH: 18 (24 to dwarves) fight for him to the death. Dumathoin and his representatives for metals and
may also use all metal-, earth-, or stone- ores as well. For these reasons, clerics of
Dumathoin is said to hide the secrets of related magic-user spells at the 30th level this god are sometimes involved in busi-
the earth until they are ready to be uncov- of ability, but cannot use any other ness ventures in the selling of metals and
ered by the diligent and the deserving. He magic-user spells. similar materials.
is the protector of the mountain dwarves,
the keeper of all metals. He lays veins of
iron, copper, gold, silver, and mithral ABBATHOR MONK/BARD: Nil
where he feels they will do the most Great Master of Greed PSIONIC ABILITY: ///
benefit to his followers when found. S: 24 (+6, +12) I: 22 W: 16 D: 24
Dumathoin has never been known to Greater god C: 24 CH: 8 (14 to dwarves)
speak, instead keeping his wisdom to ARMOR CLASS: 0
himself (though he may send subtle clues MOVE: 12" At times, Abbathor has been the ally of
to keen observers on the nature of the HIT POINTS: 3)0 the other dwarven gods, but his treachery
world). NO. OF ATTACKS: 2 and lust for treasure make him a danger-
When Moradin named him protector of DAMAGE/ATTACK: 2-24 (+12) ous associate. He will never help any
the mountain dwarves, Dumathoin SPECIAL ATTACKS: See below non-dwarven deity or creature. He cannot
created a "paradise" for the mountain SPECIAL DEFENSES: Nit be trusted to do anything but evil, unless
dwarves to enjoy. He was angered at first MAGIC RESISTANCE: 50% it suits his own purposes to give
when the dwarves started to "destroy" the SIZE: L (?) assistance.
mountains he had provided for them, but ALIGNMENT: Neutral evil Abbathor was not always as devoted to
his anger turned to pleasure when he saw WORSHIPER'S ALIGN: Evil (dwarves) evil as he is now. Originally, his sphere
the finely crafted metal items the dwarves SYMBOL: Jeweled dagger of influence concerned the appreciation
produced from the ore they had mined. PLANE: Hades of valuable gems and metals, not neces-
His enemies are those (dwarven or other- CLERIC/DRUID: Nil sarily at the expense of others. He became
wise) who plunder the earth's riches and FIGHTER: 14th level lighter embittered when Moradin appointed
take them away for unfair or selfish pur- MAGIC-USER/ILLUSIONIST: llth Dumathoin the protector of the mountain
poses. He does not object to tunneling, level illusionist dwarves instead of himself, and from that
mining, or the keeping of treasures THIEF/ASSASSIN: 20th level thief/ day forward has become ever more
underground, however. Miners see him as 15th level assassin devious and self-serving in his endeavors,
VOL. Ill
in a continual effort to wreak revenge on
the other gods by establishing greed —
especially evil greed — as the driving
force in dwarves' lives. His home caverns
are said to be made of the purest gold,
which may be a fact or may be a legend
born of his reputation for hoarding that
which is precious.
Abbaihor's greed manifests itself fre-
quently in his actions. Should he set eyes
upon any magical item, or on treasure
worth more than 1,000 gp. there is a 40%
chance that he will attempt to steal it out-
right, or slay the owner and then take it
(50% chance of either specific occurrence).
Abbathor wears leather armor and furs,
made from the skins of beings and crea-
tures who have opposed him in the past.
He uses a +5 dagger with a diamond
blade and jewels set into the hilt. The continues to be held. Abbathor also owns Abbathor maintains an uneasy truce
dagger does a basic 2-24 points of dam- a shield that casts one cause blindness with Vergadain (see below), with whom
age, and can detect the presence of pre- spell per round (save at -6) at any target he sometimes roams the Prime Material
cious metals (kind and amount) in a 2" (one at a time) within range. Plane in search of more treasure. If frus-
radius. Anyone but Abbathor who grasps Abbathor's servants consist primarily of trated when attempting to steal an item,
this weapon will suffer the loss of one the undead forms of his worshipers who Abbathor will try to destroy the item, so
experience level at once, and will lose died attempting to steal something; these as to not be tortured by the memory of his
another level in each round the dagger undead are called rappers (see below). failure.

RAPPER A rapper is the undead form of an evil After listening to this tapping sound
Undead dwarf dwarven thief or assassin who died in an for longer than an hour, a human or
attempt to steal something. These beings demi-human or humanoid creature must
FREQUENCY: Very rare typically inhabit old mines and caverns, make a saving throw vs. spell at +2, or
NO. APPEARING: 1-4 where they attempt to lure victims in to else develop a form of insanity (mono-
ARMOR CLASS: 2 their doom. Rappers appear to be pale- mania; see DMG. p. 83. for effects). Those
MOVE: 9" skinned dwarves with semi-translucent who saved the first time against this
HIT DICE: 4 skin, dressed in rags and carrying weap- power must save again after listening to it
% IN LAIR: 05% ons or mining tools. They can go invisi- for a second consecutive hour, again after
TREASURE TYPE: See below ble twice a day for 6 turns, but will a third hour, and so forth. There is a 20%
NO OF ATTACKS: / become visible when physically attacking. chance that an affected character or crea-
DAMAGE/ATTACK: 2-9 or by weapon Rappers will hide in small, abandoned ture will also develop kleptomania
SPECIAL ATTACKS: Insanity; loss corners of underground tunnels and make {DMG, p. 83). Rappers can keep up their
of direction a constant, rhythmic tapping sound with tapping for an infinitely long duration.
SPECIAL DEFENSES: +/ or better their tools or weapons against the tunnel If they are located and attacked, rappers
weapon to hit; invisibility wall. This sound carries in a 120' radius will attack in a crazed manner and will
MAGIC RESISTANCE: Standard through the underground corridors and howl and shriek loudly, possibly (40%
INTELLIGENCE: Average rooms; it is never very loud, but is annoy- chance) attracting additional monsters.
ALIGNMENT: Neutral evil ing to listen to. Within the 120' radius Anyone struck by a rapper's weapon or by
SIZE: S (4' tall) this tapping noise will reduce the chance the rapper itself must save vs. spell or be
PSIONIC ABILITY: Nil of successfully listening at doors by 20% affected as if by the cleric spell lose the
Attack/Defense Modes: Nil (making it impossible for non-thieves to path for a full day. During this time the
LEVEL/X.P. VALUE: V/240 + 4/HP listen at doors at all). character will be unable to tell directions
and must be led by hand or by force.
Rappers guard their victims' remains.
For treasure, generate the number and
types of magical items owned by 1-4 ran-
dom non-player characters of 1st through
6th level, according to the tables in the
DMG on pp. 175-176. Hide bodies and
magic items under rubble or elsewhere in
the rappers' lair. Assume each of the dead
victims possessed treasure types J, K, L,
M, N, and Q as well. A victim will not
automatically possess any magical trea-
sure or gems.
Clerics turn rappers the same as wights.
Holy water does 2-8 points damage per
hit. The spells raise dead and resurrection
will destroy them, but they are immune
to all poisons, enchantment/charm
spells, and paralysis and cold attacks.

BEST OF DRAGON
VERGADAIN Underneath his suit is a set of +5 golden Followers of Vergadain are usually seen
God of Wealth and Liuk mail, and he wears a necklace that allows as suspicious characters; as a result, few
him to change his height at will between dwarves will willingly admit that he is
Greater god one foot and 15 feet. At his side is a +4 their deity. If a follower of this god denies
ARMOR CLASS; -5 sword that detects all treasures within 2" to others that Vergadain is that person's
MOVE: 18" of his person whenever the hilt is true deity, the god will not be offended
HIT POINTS: 345 grasped. (so long as the proper sacrifices are
NO. OF ATTACKS: 3/2 Most of Vergadain's adventures concern made).
DAMAGE/ATTACK: 3-30 (+10) the elaborate con games he has played on Vergadain himself is always out for his
SPECIAL ATTACKS: Nil human, demi-human, humanoid, and own best advantage, and is a poor source
SPECIAL DEFENSES: Automatically giant victims in order to win their every for obtaining the truth — he might even
detects all traps belonging of any worth. He is not above lie to his own clerics, though not very
MAGIC RESISTANCE: 70% using any sort of trick ta accomplish his often. Nonetheless, the stories of his out-
SIZE: L (Iff) ends, and is eternally suspicious of poten- rageous exploits and his courage and
ALIGNMENT: Neutral (tends toward tial adversaries who might try to trick cunning have heartened many a dwarf
chaotic neutral) him in return. faced with adversity.
WORSHIPER'S ALIGN: All neutral
alignments, especially merchants
and thieves (dwarves)
SYMBOL: Gold piece
PLANE; Concordant Opposition
CLERIC/DRUID; 12th level drutd
FIGHTER: 12th level ranger
MAGIC-USER/ILLUSIONIST: Nit
THIEF/ASSASSIN: 18th level thief
MONK/BARD: 5th level bard
PSIONIC ABILITY:///
S; 22 (+4,+10} 1:23 W: 20 D: 23
C: 25 CH: 18 (24 to dwarves)

The patron god of dwarven merchants


and most non-evil dwarven thieves is the
scheming Vergadain. He is said to be a
great poet as well, and may dispense clues
to his worshipers on the locations of great
treasures. These clues are usually hidden
in a verse or rhyme of some sort. His
bard-like talents also give him the ability
to carefully evaluate treasures as to their
true nature and worth.
Vergadain appears to be a huge dwarf
wearing brown and yellow clothing.

BERRONAR
Mother of Safety, Truth, and Home

Greater goddess
ARMOR CLASS: -4
MOVE: 12"
HIT POINTS: 370
NO. OF ATTACKS; 2
DAMAGE/ATTACK: 6-36 (+9)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 80%
SIZE: L (IS')
ALIGNMENT: Lawful good
WORSHIPER'S ALIGN: Lawful good
(dwarves)
SYMBOL: Two silver rings
PLANE: Seven Heavens
CLERIC/DRUID: 15th level cleric/
12th level dntid
FIGHTER: 14th level paladin
MAGIC-USER/ILLUSIONIST: 16th
level magic-user
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY:///
(Continued on next page)

VOL. in
S: 21 (+4. +9) I: 25 W: 25 D: 20 turn to gold (worth 10,000 to 40,000 gold Dwarves have a custom of exchanging
C: 25 CHr 19 (25 to dwarves) pieces). She sometimes gives locks of her rings with those for whom they feel
hair to dwarven communities that are exceptional, mutual trust and love; this
The greatest of all dwarven goddesses is exceptionally poor or hard-pressed and independently parallels a human custom
usually held to be Berronar, who lives otherwise unable to get on their feet eco- used in marriage rituals. This dwarven
with Moradin in the Seven Heavens at the nomically. This is an extremely rare ceremony is not lightly given, and is
Soul Forge beneath the mountains. Ber- occurrence, of course, and must be almost never undertaken with a non-
ronar is seen as the patroness of marriage invoked by a lawful good dwarven cleric dwarf except in the most unusual circum-
and love (but not necessarily romance). of the highest level in the colony. If this stances. Both participants must be lawful
Her name is often invoked in small home gold or any part of it is used for other good, Berronar is said to have inspired
rituals, for protection from thieves and than good purposes, it will all disappear. this practice, and several variations of it
duplicity. But, Berronar is not a passive Berronar wields a +4 mace of gold and exist around the dwarven realms.
homebody; her efforts to preserve and steel that will slay evil thieves and all Ha lawful good dwarven fighter
protect dwarven culture and civilization assassins on contact (save vs. death magic appeals to Berronar for aid for a particu-
have spanned many universes, and at -4). She wears two silver rings of great lar purpose and makes an appropriately
dwarves of both sexes revere her name. power; one prevents anyone from know- large sacrifice, there is a 5% chance she
Berronar appears to be a huge dwarf ingly telling a falsehood within 10" of will bestow upon the individual the pow-
wearing chainmait (+5) of bright silver. her, and the other prevents the use of all ers of a paladin of equal level for 3-6
Her brown beard is braided into four thieving abilities by any mortal within days. Only dwarves of exceptionally pure
rows. If a braid is cut off, it will regrow the same area, unless they make a save vs. heart will be considered for this honor,
in a single day, and at the end of that day spell at -2 in every round an attempt is and it may be granted only once every 10
the lock of hair which was cut off will made to use the skill. years to any individual.

CLERICAL QUICK REFERENCE CHART


Sphere of Raiment Sacrifice/Propitiation
Deity control Head Body Colons) Holy days Frequency Form
Clanggedin war, battle war helm chainmail silver before battle before battle weapons
Duma t hoi 11 secrets, earth bare leather brown new moon monthly gems 8e jewels
Ab bath or evil, greed leather cap leather red solar eclipses annually blood fe gems
Vergadain suspicion, trickery helmet chainmail gold full moon monthly gold
Berronar safety, truth silvered helm chainmail silver new year's day annually silver
None of these dwarven gods has a sacred animal. Clanggedin is worshipped on the battlefield, and the rest are wor-
shipped in underground temples carved from natural rock. Only male dwarves may become clerics of the male dwarven
deities, and females become clerics of the female ones.

10 BEST OF DRAGON
The ELVEN
point of view
by Roger Moore
Elves are much like humans in physi- they have no fear of ii. This feeling is so things are done for what will come about
cal appearance. They are thinner and deeply ingrained [hat elves (and half- in the long run. Singing and dancing all
somewhat smaller, averaging about 5 feet elves) are immune to the effects of the day are not actions done for the sake of
tall, but not small enough for the size dif- magic-user spell scare, which enhances the moment (as most other creatures
ference to affect the way elves see humans any basic fears of death and doom in the believe). This behavior helps make life
and vice versa. Elves have a tendency, as victim's mind. more enjoyable and easily lived, enhanc-
do all demi-humans, to be generally sus- Elves are al$o immune to the paralyz- ing elves' love of the world and of life in
picious of human motives at the same ing touch of ghouls, from which it may general. Longevity can mean intolerable
time they admire (perhaps reluctantly) be deduced that ghouls are somehow able boredom unless one can manage to keep
and look up to humans for their capabili- to cause their victims to be overtaken and occupied for more than a thousand years
ties. But elves are the least affected by this immobilized by their fears of death. The and enjoy it as well. Elves know how to
feeling, and bear little jealousy to more powerful undead creatures can par- do this with little trouble. The naturally
humans for their ability to advance an alyze or cause fear in elves as well as in chaotic bent that elves have comes to their
unlimited number of levels in their pro- other beings because those undead have a assistance here, guaranteeing a life filled
fessions. Elves have their own set of spe- stronger innate magical power and use with variety and unpredictability. Life is
cial abilities and problems. different ways to bring their attacks into an endless series of surprises to fire elves'
The greatest difference between the effect. An elf might not fear death, but imaginations; there are poems to be writ-
viewpoint of an elf and that < >1 a human one would certainly fear an enraged vam- ten, songs to be sung, and tales to be told
concerns concepts of time. The wispy, pire or lich for the harm or damage it about those surprises.
lightly built elves have a life span more could cause. To members of other races, elves
than ten times as long as humans, averag- Elves are a brave people, but are not appear heedless of the harsh realities of
ing 1,200 years with a maximum of 1,600 given to foolhardiness and the sort of the world; they have no attention span,
years or so. Such a time span is barely "damn the torpedoes" approach that they waste time, they are "flighty or frivo-
comprehensible to humankind; its effects shorter-lived beings use so often. Caution lous" and carefree. They have no under-
on the elven personality are profound and is appropriate since there is so much to standing of the value of time, we believe.
far-reaching, Elven player characters are live for and so long to do it in. It may How wrong we are. Elves know only too
already 100 years old or older when they well be that elves are aware that since well the value of time. They cannot com-
start play in the game, perhaps close to they do not possess souls but have spirits prehend fully our haste to do things, our
200 years, and can look forward to many (see the DEITIES fc DEMIGODS™ book concern over things that will not last.
years more, barring accident ordeath in for clarification of these terms) instead, Longevity has also granted elven kind a
battle. In a typical elven lifespan it is pos- they will be "reborn" after some time, keen empathy for life and living things.
sible for as many as sixty generations of and likely as elves again. Why fear death The sense of oneness that elves feel with
humans to appear and vanish. Whole cit- when you know you are coming back to the forests is a thing beyond our ken. We
ies and nations could be founded, life anyway? perhaps also cannot appreciate the rich-
expand, reach a pinnacle, and fade away Their longer lifespans also imbue elves ness elves feel in life, and the fellow-
into degeneration and ruin in that time. with a tendency to see things in a long- feeling they have for other living crea-
Seemingly changeless, the elf would wit- range way. The short-term results of a tures. Elves cannot be said to truly hate
ness it all. particular action concern elves little; almost any creatures; even ores are merely
Time means nothing to an elf; there is regarded with antipathy, for they will
little need for hurry in any project the elf soon pass from life — even more quickly
is engaged in. Humans and other demi- Dragon than humans do. The all-consuming-hate
humans rush about and vainly set out on ores feel for elves is, to the elves, but an
adventures and projects that they want to annoying problem that can be circum-
complete before the Grim Reaper turns vented with a little patience and a few
their bodies and works to dust. Few good arrow shots.
things are that important to elves. Aging There is only one mortal race that war-
seems to have little effect physically on an rants a feeling of true hatred among
elf's outward appearance; unscathed by elvenkind, and, interestingly enough, the
the passage of centuries and millennia, hatred is for a variant elven race: the
elven longevity is intensely envied by drow. Drow also have long lifespans, and
most other races who travel in the shadow to some extent their mentalities mirror
of mortality. that of normal (high, grey, and sylvan)
Seeing others' lives pass away around elves. Yet the drow nature is wholly evil
them, and having no such pressure from and based upon darkness, things very dif-
the presence of death, elves have attained ferent from the philosophy of the upper-
a deep understanding and acceptance of world elves. Against the drow, other elves
death as a part of life by nature. They show no mercy or quarter. To have any
don't look forward Eo it necessarily, but From issue #60, April 1982 dealings with the evil dark elves is to
VOL. in 11
betray tens of thousands of years of elven doing the victims a favor by pointing out, trance. This explains the elven resistance
unity with life; even evil non-drow elves in a rather blunt but effective way, that to sleep spells. Their resistance to charm
will more than likely refuse to have any- nothing lasts forever. spells may be due to their strong sense of
thing to do with the drow. If ores were A very self-willed race, elves tend to do self-will and individuality.
regarded with this same feeling by elves, very much as they please, paying little Elves' ability to move invisibly and
they would be much less plentiful than attention to social convention. They do with great silence in natural terrain is
they are today, perhaps extinct. not see other beings as superiors or infe- another interesting comment on the elven
The empathy elves feel for living riors, even their own leaders. Instead, they desire for secrecy on an individual basis.
things gives them the desire to communi- feel all beings should have dealings in a Elven speech is soft, lilting, and melo-
cate more with life, and elves have a wide direct fashion without a complicated rank dious to the ear; it contains many subtle
repertoire of languages as a result. Sylvan structure or hierarchy. This point of view variations in tone to indicate the speak-
elves, more closely tied to their forests is often appreciated by the less powerful er's emotional state, though most races
than high or grey elves, learn different members of an adventuring party that miss them or misinterpret what is being
tongues, but the language range is just as elves are traveling with, but bothersome expressed. Most of these delicate tonal
wide. All elves lend to be much more to the more powerful members who are changes are meant to be secret from other
expressive than humans or other beings, supposedly in charge of the expedition. races — again, another comment on elves'
and are more sensitive to changes in emo- Leaders, to elves, are to be obeyed in love of secrets.
tions in other creatures. This does not matters only where the leader is knowl- The elven feeling of equality and kin-
necessarily mean that elves are always edgeable, and they may be freely dis- ship with all beings is well expressed in
good listeners or make friends easily, obeyed if their rulings seem unreasona- their religion. Elves were born of the
however; they associate primarily with ble. Individual elves follow their own blood of Corellon Larethian, and thus in
their own race, who appreciate the elven leaders because they want to, not because some sense are equals to that deity (broth-
view of life best. Making friends with "society" says they have to. This makes, ers and sisters, perhaps). Elven deities
shorter-lived mortals is difficult, since of course, for a pretty chaotic state of po- work closely together, with no one desig-
they know that soon (by elven standards) litical affairs, but this is greatly moder- nated as an absolute or even partial
that friend will die, ated in elven society by elves' strong sense leader. All the various cults and sects of
Their sensitivity to emotions can be of identity as a race and their separateness elven religious life coexist in similar
used by elves to draw people out and from the rest of the social world. Thus, fellowship.
learn from them; elves enjoy secrets and elven government, as disordered and con- The long-range psychological view
are always seeking them for the joy of fusing as it seems to an outsider, is quite elves have of life is mirrored in their
learning new knowledge. Perhaps this stable. superior skill with missile weapons,
psychological tendency is related to their If there is something elves desire which requires foresight and accurate
ability to detect secret and concealed strongly, it would be a knowledge of depth perception on the part of the
doors, or perhaps this ability is just a magical power. Magic fascinates elves, archer. Also note that, according to the
function of living in a society that uses who see it as a source of infinite variety DEITIES it DEMIGODS book, Corellon
secret doors a lot. This might indicate for their benefit and enjoyment over the Larethian's longbow never misses its
that while elves seem to know a lot about long years. They are the best magic-users mark. It may be that the elven skill with
everyone else, they sometimes don't know of all creatures except humans, and they swords and bows is partially due to their
much about each other. Chaotics value understand the nature of magic well. kinship with a deity using these weapons
their privacy highly. Some elves understand magic so well as and no others. Also note that this deity's
Regardless of racial preferences, elves to be able to cast spells while wearing sword points out the most dangerous
can make friends from many races. In all metallic armor, though this is not partic- opponents in battle; this is another mani-
likelihood, elves make few generalizations ularly common. Because of differences in festation of the elven talents of sensitivity
racially and make judgements on beings the structure of the elven brain and the and awareness.
on a person-by-person basis. Were there elven personality, they cannot advance as Few children are born to elves, a logical
such a thing as a chaotic good orc] he or far as humans in magical ability. These result of the members of the race having
she might find some friends among elven- differences in the brain's physiological such extended lifetimes. This low birth
folk once the elves got past their initial structure also prevent the vast majority of rate provides a check on their numbers
distrust. elves from having psionic powers. and makes elves somewhat less than
Most elves are basically peaceful and One interesting difference between common. Their population tends to
have little or no desire to own things, elves and other beings in mental capabili- remain fairly constant.
beyond the desire to have them in order to ties is also related to their long lives. Evil elves strive for the destruction of
appreciate their beauty. It is enough for Elves do not sleep as humans, dwarves, life, rather than the accumulation of trea-
elves to have their long lives; material and other races do. During the time an elf sure at any cost. Banshees (also called
things are generally of little worth. This is resting, he or she is vividly reliving groaning spirits), the undead form of evil
might seem contradictory in light of the past memories and experiences. For all female elves, are particularly well asso-
fact that elves make excellent thieves, but intents and purposes, memory is a sepa- ciated with the bringing of death with
elven thieves are very rarely in the busi- rate reality, and dreams serve as a reflec- their keening. Assassin-class elves commit
ness for the profit to be made. They seek tion upon the world of the past. This is a murder and destruction of life as a matter
the variety and excitement the thieving valuable asset to elves because of the of routine, and are rather fearsome as a
life offers, and care more about how enormous amount of information and life result. Fortunately, such beings are quite
interesting an adventure was rather than experiences an elf can accumulate in a rare. Elven assassins and half-elven assas-
what material was gained from it. Well few hundred to a thousand years. Elves sins only rarely associate with their own
wrought jewelry is much liked and rarely close their eyes when they "sleep" kind, preferring human company. The
appreciated for the level of skill required unless there is a bright light present; other elves tend to pick up on too many
to fashion it; elven thieves prefer jewelry thus, some have a "faraway" look in the subtle clues the assassin gives off, thus
over any treasure but magical items. The evenings, and their companions are spoiling the "secret."
amusing insistence of the shorter-lived misled into thinking elves don't sleep or Elven males and females, though they
races on individuals' and groups' owner- rest at all. While resting in this fashion, are aware of their differences in physical
ship of personal property makes them an elf is still alert to some extent but not strength, see each other as equals. Elven
particularly vulnerable to the average overly so, and may have mild difficulty queens are as common as elven kings.
elven thief, who may feel he or she is coming out of the memory-dreaming Corellon Larethian is regarded by some
12 BEST OF DRAGON
elves as male, by some as female, by some No other symbol could represent as was gleaned from Paul H, Kocher's book,
as neither or both. Though female elves well the changeless and ever-changing Master of Middle-Earth (paperback, Bal-
do not serve in the armies in any great state of elven life as the holy symbol used lantine Books). Though this book is con-
number (except as unicorn cavalry riders) in the worship of Corellon Larethian: the cerned with the Tolkien novels and their
because of their lower strengths, other crescent moon. Always present yet always representation of eives and the other
areas of elven life are about equally different, looking upon the world year races, there are nevertheless strong sim-
divided between male and female partici- after year, century after century, with the ilarities in several areas between the elves
pants. Only actual combat occupations same serene face. Though humans and of Tolkien and the elves of the ADffcD™
show a definite pro-male ratio, and even other people come and go, the elves and game. Otherwise, the information here is
then the difference is not as extreme as in the moon remain. taken directly from or derived from the
(for example) human or dwarven armies. Valuable information for this article ADfcD rule books.

The gods of the elves


Aerdrie, Erevan, Hanali, Labelas, Solonor
The elven pantheon is largely head- Abyss gain the majority of their worship.
quartered on one of the planes of Olym- Lolth, the demon queen of spiders and
pus, in an area known as Arvandor, "The spiderkind, is an infamous example of a
High Forest." Here dwell a large number lesser divinity who lakes much of her
of elven deities, who collectively refer to power from the worship of evil elven-
themselves as the Seldarine, which kind, particularly thedrow.
roughly translates as "the fellowship of The smaller elf-like beings, like lepre-
brothers and sisters of the wood." The chauns, pixies, and so forth, have their
title also implies a wide diversity in capa- own deities (of demigod level) that tend
bilities and areas of interests, linked to their needs. Depending on the general
together by a desire for cooperation. alignment of their followers, these
Though many of these beings' areas of demigods may be found on several differ-
influence overlap to some degree, there is ent planes, but all are generally allied
no conflict between them. Of all the Sel- with the Seldarine.
darine, only Corellon Lareihian is a Half-elves are allowed to worship any
greater god. god in the Seldarine. They, as player
The Seldarine, almost without excep- characters, may also be allowed to become
tion, are chaotic, neutral, and/or good in clerics or druids of these gods, as applica-
temperament. None are evil, and a very ble. A fair number of half-elves honor
few (two or three at the most) are lawful. Hanali Celanil, the goddess of romance
They act for the most part independently and beauty, in honor of the love between
of one another, but are drawn together by their parents that brought them into the
love, curiosity, friendship, to combine world, if such was the case.
their strengths to accomplish a task, or by The numerous other members of the
outside threats. Corellon Larethian, the Seldarine are gifted with varying degrees
most powerful of them, reinforces this of control over the spheres of elvenkind,
freedom of action and compels none of nature, magic, dancing and play, love,
them to perform any task. Instead, they beauty, time, celestial phenomena, run-
seem to sense when something needs the divinities, sometimes as true physical ning water, weapon skills, craftsmanship,
doing, and automatically a few of them parts of them. The themes of nature and secrecy, comedy and joy, chaos, and
(if more than one is needed) get together magical power also appear very fre- mischief, among others. Few if any repre-
and do it. quently in tales of elven mythology and sent law, underground phenomena, vio-
There are a number of interesting sim- religion. lence without cause, warfare, and non-
ilarities among the elven deities and their Elven deities, when appearing in elven mammalian or non-avian life forms. One
religions. All the religions practice toler- form, are usually between 4' and 8' tall, or two are concerned with death and
ance for other religious followings within with a few exceptions at either end of the dying, but they are peaceful, good-
the Seldarine, and for a few religions of a scale. Many of these deities are also capa- aligned deities and not the dark and evil
closely allied nature (the cult of Skerrit ble of assuming much larger shape in types that pervade human pantheons.
the Forester being a prime example). non-elven, natural forms. Rillifane's form Elven pantheons will vary widely from
Most of these religions also emphasize as an oak tree, Sashelas' shape as a giant, place to place, as different members of the
elven unity with life and nature, and tend towering (vaguely humanoid) wave of sea Seldarine achieve local prominence or
to blur the distinction between elves and water, Aerdrie's appearance as a white fade from memory.
their environment, Rillifane Rallathil, cloud, and Corellon's rare incarnation as Following are descriptions of five of
the Leaflord. is at once a "giant ethereal an azure moon or star are examples of the more powerful and widely accepted
oak tree" and a "green-skinned elf clad in this. deites of the Seldarine. Since there are so
bark armor." Deep Sashelas has sea-green Evil elvenkind have nothing to do with many different elven gods, it is very pos-
skin that mirrors his habitat; Aerdrie the gods of the Seldarine. They frequently sible that these specific deities might not
Faenya is usually depicted as deep blue in find the demon princes, arch-devils, and be found in any particular DM's universe
color, like the sky she rules. The weapons other gods of the lower planes more to and other deities, the existence of which
and tools and armor used by these deities their liking. Evil elves tend most often to was mentioned before, would be present
are often regarded as merely extensions of be of chaotic nature, so the lords of the instead.

VOL. in 13
AERDRIE FAENYA This goddess is able to use all magic-
Goddess of Air and Weather user spells involving air, weather, flight,
electricity, and gas at the 25th level of
Lesser goddess ability, as often as desired, one spell per
ARMOR CLASS; -5 round. She has the power to negate at
MOVE: 48" ((light only) will the flying or levitating abilities of
HIT POINTS: 322 any creature within 12" of her.
NO. OF ATTACKS: 2 Any elves of non-lawful and non-evil
DAMAGE/ATTACK: 6-20 alignment may worship Aerdrie, Elves
SPECIAL ATTACKS: Negate flight who desire certain weather conditions
SPECIAL DEFENSES: Immune to make the most frequent sacrifices to her,
missile weapons and her cult is also popular with elves
MAGIC RESISTANCE: 80% who possess flying mounts (griffons,
SIZE: M (6') hippogriffs, pegasi, and so forth).
ALIGNMENT: Chaotic good (tends It has been known to happen that an
toward neutrality) elven character who has somehow fallen
WORSHIPPER'S ALIGN: See below from a great height, should he or she call
SYMBOL: Cloud with bird silhouette out Aerdrie's name aloud, has a small
PLANE: Olympus and Gladsheim (2%) chance of receiving a feather fall
CLERIC/DRUID: 14th level druid misty whirlwind, so that she appears to spell just prior to striking the ground.
FIGHTER: 10th level fighter never touch the ground. Aerdrie wanders However, those who receive this gracious
M-U/ILLUSIONIST: Special/Nil the winds of the planes of Olympus and benefit, coming directly from Aerdrie her-
THIEF/ASSASSIN: Nil Gladsheim, in the company of a large self, will be both quested and geased (no
MONK/BARD: 10th level bard number of winged creatures of many saving throws allowed) within the next
PSIONIC ABILITY: VI types. 2-7 days to perform a service for the god-
S: 8 I: 24 W: 22 D: 24 If aroused for battle, Aerdrie is able to dess, fully commensurate with the charac-
C: 19 CH: 23 cast two great blasts of wind per round, ter's general level of ability. Such tasks
causing 5-20 points of damage each vary widely in nature, though all of them
Aerdrie appears to be a tall elf-like against any opponent within 96" of her. are said to be comparatively challenging
woman with feathered hair and eyebrows; She may also summon 2-12 air elementals and difficult. Elves receiving this benefit
from her back spring a pair of large, bird- {16 hit dice each) once per day, and may of a feather fall (and its consequences)
like wings. Her feathers are of constantly also summon 3-18 giant eagles or 1-2 rocs need not be worshipers of Aerdrie, but
changing color. The lower half of her twice per day. These creatures will obey should be of the same alignment as her
body from the hips down vanishes into a her unto death. worshipers.

EREVAN ILESERE deity who can change his appearance at


God of Mischief and Change will. He enjoys causing trouble for its
own sake, but his pranks are rarely either
Lesser god helpful or deadly. His favorite tactic is to
ARMOR CLASS: -/ change his height to any size between one
MOVE: 18" inch and six feet. Regardless of how he
HIT POINTS: 290 appears at any given time, Erevan will
NO. OF ATTACKS: 1 always wear green somewhere upon his
DAMAGE/ATTACK: 2-24 (+7) person.
SPECIAL ATTACKS: See below When he travels, Erevan carries a +4
SPECIAL DEFENSES: +2 or better longsword that knocks open all barriers,
weapon to hit doors, and locks with but a touch. When
MAGIC RESISTANCE: 8?% he so desires, he may also summon up to
SIZE: S to M (see below) twenty leprechauns, sprites, pixies, or
ALIGNMENT: Chaotic neutral other small, mischievous elf-like beings,
WORSHIPER'S ALIGN: All chaotic* each with maximum hit points, to help
and thieves (elves) out in a given situation.
SYMBOL: Nova star with Erevan Ilesere will rarely fight another
asymmetrical rays being directly, preferring to escape and
PLANE: Olympus possibly catch his opponent off guard at a
CLERIC/DRUID: 8th level druid later time. He can, however, cast the
FIGHTER; 7th level ranger spells chaos and polymorph any object
MAG 1C-USER/ILLUSIONIST: 18th once per round at will. Prior to entering
level illusionist combat, it is very likely he will make
THIEF/ASSASSIN: 20th level thief extensive use of these spells to his own
MONK/BARD: 10th level bard advantage.
PSIONIC ABILITY: /// Followers of Erevan are usually quite
S: 19 (+3, +7) 1:23 W: 16 D: 25 unpredictable themselves, and very inde-
C: 20 CH: 24 pendent. Many of them are thieves or
have thieving as one of their multiple
While his following is not as large as classes. There have been known to be
those of the other elven deities, Erevan elven cleric/thieves and fighter/cleric/
still commands his share of attention thieves among his worshipers, a set of
from the elves, particularly those engaged class combinations not normally possible
in thieving. to elvenkind. These multi-classed charac-
Erevan is a fickle, utterly unpredictable ters are always non-player characters.

14 BEST OF DRAGON
HANAL1 CELANIL followings, while rarely assisting one may, once during their lifetime, be
Goddess of Romantic Love and Beauty another, don't object to each other's granted an increase of two charisma
presence. points vs. the opposite sex. Thus, a
Lesser goddess Hanali has no physical attack mode as female elf who receives this gift might
ARMOR CLASS: -4 such, though she does possess a magical have her normal charisma of (for exam-
MOVE; /2* aura of 6" radius; any beings within this ple) 14 apply only to her dealings with
HIT POINTS: 312 aura must save vs. magic at -4 each round other females; all males would see her as
NO. OF ATTACKS: Nil or else be permanently charmed by her having a 16 charisma. This effect is per-
DAMAGE/ATTACK: Nil beauty. This goddess may only be manent. There is a 5% chance of this
SPECIAL ATTACKS: Charm aura attacked by beings with a +2 or better benefit being granted following a great
SPECIAL DEFENSES: See below weapon and a negative charisma (-1 to quest performed by that worshiper. This
MAGIC RESISTANCE: 95% -7: see the DEITIES & DEMIGODS quest might involve the creation or pres-
SIZE: M (5fc'; book). All others will be so distracted by ervation of a beautiful object, or mighty
ALIGNMENT: Chaotic good her presence as to miss her with every hit. deeds done in the name of a loved one for
WORSHIPER'S ALIGN; Good and Elven worshipers of Hanali Celanil the loved one's benefit.
neutral alignments (elves) and those
mho enjoy beauty or are in love
SYMBOL; Heart o} gold LABELAS ENORETH
PLANE: Olympus God of Longevity
CLERIC/DRUID: 14th level cleric/
10th level druid Lesser god
FIGHTER: Nil ARMOR CLASS: -3
MAGIC-USER/ILLUSIONIST: 16th MOVE: 12"
level M-U! 15th level illusionist HIT POINTS: 310
THIEF/ASSASSIN: Nil NO. OF ATTACKS: I
MONK/BARD: 12th level bard DAMAGE/ATTACK: See below
PSIONIC ABILITY: VI SPECIAL ATTACKS: See below
S: 15 I: 23 W: 23 D: 25 SPECIAL DEFENSES: See below
C:20 CH: 25 (Special) MAGIC RESISTANCE: 93%
* SIZE: M (ff)
Hanali Celanil is predominantly ALIGNMENT: Chaotic good
depicted as feminine, though on rare WORSHIPER'S ALIGN: Chaotic good
occasions it is said she has appeared as a (elves)
male. Hanali influences the spheres of SYMBOL: Setting sun
love and beauty, and is widely revered by PLANE: Olympus
many of the elves. CLERIC/DRUID: 14th level cleric/
She owns an immense crystal fountain 12th level druid
and pool with which she keeps watch FIGHTER: Nil
over her followers, as if using a crystal MAGIC-USER/ILLUSIONIST: 18th
ball. When she bathes herself in the level M-U/16th level illusionist
waters of the pool (called the "Ever- THIEF/ASSASSIN; Nil
gold"), her charisma score is enhanced [or MONK/BARD: 12th level bard
one day; during that time she will receive PSIONIC ABILITY: VI
a +75% reaction bonus and inspire awe in S: 12 1:25 W: 25 D: 19
characters of up to 14th level. These C: 18 CH:24
bonuses, however, are only effective
against elves or half-elves. Like Corellon Larethian, Labdas Eno-
The goddess Aphrodite (as described in reth variously appears as male or female
the DEITIES & DEMIGODS™ Cyclope- (and sometimes both or neither). Regard-
dia) is the only other being who shares less of gender, Labelas always has silvery
the waters of Evergold with Hanali, and hair and misty gray eyes. This deity wears
she can gain the same bonuses mentioned pale-colored robes of green, blue, white,
above against humans. Oriented as they and gray.
are toward different races, these two god- At the creation of the elven races, Labe-
desses rarely find themselves at odds with las blessed them with longevity, and pro-
one another. Their respective cults and nounced that the passage of time would

VOL in
do little to alter their appearances, as it applicable). This power is used only once temporal stasis, slow, paralysis, hold, etc.)
did to the other races. Labelas knows the {one form or the other) on a creature dur- Elves who worship this being may
future and past of every elf and all elven- ing its lifetime. All mortals within 18" of appeal to him to undo the effects of age,
related creatures. Labelas who are his enemies will be but this is rarely (1% chance) granted, and
Labelas Enoreth is acknowledged to be slowed automatically, and all mortal only to those who have done an outstand-
the master of time and aging by the elves. beings in the same radius but who are ing quest in his name. Such quests
Once per round, should he fix his gaze allied to the god will be hasted, if he so should be worked out by the DM, and
upon any being within 12" of him, he can chooses; there is no saving throw against usually involve the recovery of artifacts
place that being in temporal stasis (no this power, though magic resistance and relics that have been lost for
saving throw) for as long as desired. At a could help. hundreds or thousands of years. Follow-
touch, Labelas can restore youth to, or Labelas is immune to the effects of any ers of Labelas are usually historians or
prematurely age, any being by up to 100 spell or power that involves time or other types who collect information on
years in either direction (save vs. spell would inhibit his movement (time stop, the past history of elvenkind.

SOLONOR THELANDIRA being and then retreat. Once by himself


God of Archery and Hunting again, he can then manufacture a special
arrow of slaying designed especially to
Lesser god kill that one opponent, should it strike
ARMOR CLASS: -2 home. This type of arrow can kill any
MOVE: 15" intended target of up to (but not includ-
HIT POINTS: 308 ing) demigod status. Many demons, dev-
NO, OF ATTACKS: 4 ils, and other monsters of the lower
DAMAGE/ATTACK: 2-16 planes have felt the bite of these missiles;
SPECIAL ATTACKS: Arrow of slaying not even their magic resistance can pro-
SPECIAL DEFENSES: See below tect them from certain death, li takes one
MAGIC RESISTANCE; 85% day to make one of these arrows. They
SIZE: M (7) have a +3 to hit.
ALIGNMENT: Chaotic good When traveling through forests, Solo-
WORSHIPER'S ALIGN: A It good and nor becomes automatically invisible (as
neutral hunters and warriors (elves) in improved invisibility, the 4th level
SYMBOL: Silver arrow with illusionist spell) and completely silent.
green ffetching He taught the first elves the art of hiding
PLANE: Olympus in and moving through natural foliage so
CLERIC/DRUID: 12th level druid search of game and to seek out and de- as not to be detected,
FIGHTER: 17th level ranger stroy evil. His only weapon is a +5 long- Elven hunters and fighters frequently
MAGIC-USER/ILLUSIONIST: 10th bow that has a range as far as the horizon. worship Solonor Thelandira, and appeal
level magic-user Solonor will not close to do battle with to him for better catches of game. Wor-
THIEF/ASSASSIN: 12th level thief an enemy, but will track and pursue shipers who distinguish themselves in
MONK/BARD: 8th level bard instead, firing arrows from a never-empty some very extraordinary fashion have a
PSIONIC ABILITY: VI quiver. He cannot be surprised by any 2% chance of being given an arrow of
S: 21 (+4, +9) I: 22 W: 21 D: 25 being within 48" of him, due to the keen- j&IMMgof the normal sort, designed to
C:21 CH:23 ness of his senses. slay the type of creature that is the elf's
i The favorite tactic of this deity, should greatest enemy at that particular time.
Clad in a great cloak of living leaves, he anticipate battling a particularly dan- This gift can be received only once in an
Solonor strides through the forests in gerous foe, is to physically touch that elf's lifetime.

CLERICAL QUICK REFERENCE CHART


Sphere of Raiment Holy Sacrifice/Propitiation
Deity control Head Body Color(s) days Animal Frequency Form
Aerdrie air, weather, birds one feather sky-blue sky blue spring and birds semi-annual beautiful
Faenya robes fall equinoxes feathers
Erevan mischief, change, leather cap leather black eclipses n/a varies stolen
Ilesere thieves armor treasures
Hanali romance, beauty bare gold robes gold full moon n/a monthly beautiful
Celanil objects
Labelas longevity, lime bare gray robes light gray sunset n/a daily prayers and
Enoreth knowledge
Solonor archery, hunting green hood elfin chain leaf green full moon stag monthly hunting
Thelandira and silver trophies
Clerics of any of these deities (and of any of the other elven gods as well) may be either male or female. Places of worship
vary, with Aerdrie's services being conducted on open hilltops, Hanali's by a fountainside or spring, Labelas's in a small
grove, and Solonor's in the deep forest. The only restriction on where Erevan can be worshipped is that one should never
worship him in the same place twice.

16 BEST OF DRAGON
The HALFLING
point of view
by Roger Moore
The smallest and physically weakest of function is to help maintain the security insistence upon security are readily
all the demi-human races are the half- of the halfling community to the best of apparent. The average halfling is reluc-
lings, so named because they are almost their abilities, and their most common tant to take action in unexpected situa-
exactly one-half the size of humans, Male prayers are for the continued support of tions without looking for a consensus
halflings average 3' in height and females their deities in keeping their homes safe among other halflings of what would be
slightly less; they all weigh about 50-60 and their lives untroubled. the best thing to do. Thus, halflings tend
Ibs., and they look much tike small The normal (0-level) members of the to appear shy, fearful, and overcautious
humans. In fact, evidence suggests that halfling community generally believe in when on their own for the first time.
halflings are more closely related to an orderly, cooperative system of working Their society appears stagnated in the
humans than to any other demi-human together to ensure the continued stability eyes of other races, and they tend to close
race. of their society. Individuals who break themselves off from the rest of the world.
Most humans tend to see halflings as the rules are scolded and punished for Halfling life, while it seems to suit
child-like, basically happy, naive, and "rocking the boat," and it is impressed them well, ran be described at worst as
hungry most of the time. Some of these upon them that their activities are endan- clannish and on the boring side. Yet there
observations may be correct, but the gering not only themselves but their is a great strength in this lifestyle, too.
whole impression is still rather superfi- neighbors as well. "Safety in numbers" is Once they are motivated by a leader-type
cial. How do halflings see themselves and the moral of many of the children's sto- toward some course of community action,
the rest of the world? How do they see us? ries halfling youngsters hear. This out- halflings en masse can be powerfully
One of the key words in halfling look tends to discourage notions of going effective in dealing with invaders, disas-
society is security. The world, from their adventuring in all but the most coura- ters, or other such problems. Oppressors
viewpoint, is both helpful and hostile, geous — or foolhardy. can be overthrown almost before they are
and it's the hostile pan that concerns It is an interesting contradiction of even aware there is a rebellion afoot, due
them. The average halfling has a strength their society that, while halfling adven- to the halflings' speed and the intense
rating of about 8, weaker even than an turers and heroes who leave the commun- cooperation halflings demonstrate in a
average kobold. Direct hand-to-hand ity for long periods of time are much group of their fellows. On more than one
combat with an opponent o[ almost any revered, they are also seen as being out- occasion, brigands who had previously
sort can easily be a losing proposition side the bounds of "normal" halfling raided a halfling community have been
because of this physical weakness, along behavior. No parent tells a child to grow wiped out on their second raid, because
with the halfling's height disadvantage up and be like Uncle Boffo, who killed a they overestimated their abilities against
(against most creatures) and the limited worg singlehandedly and saved his such apparently weak folk.
fighting ability halflings can achieve friends from death by backstabbing a How is this possible? This ability is
(most never exceed the 4th level). ghoul. "Uncle Boffo is not like us regular largely due to the halflings' sense of
These facts profoundly affect halflings' halflings," mother would say instead. organization and willingness to work
lifestyles and the structure of their com- "We're awful glad he's around, but still it together. At least as much of a factor is
munity. Halfling fighters, despite their was foolish of him to go adventuring like that halflings, more than any other race
disadvantages, are still quite common in that when he knows he could get hurt or except elves, are natural-born guerrilla
any such community. They function in lost. We're safer slaying here at home." fighters. This is not to say they practice
an almost entirely defensive role, gener- The negative consequences of this warfare a great deal — they don't. But
ally unwilling to travel with large armies halflings can conceal themselves in natu-
off to war except in the most urgent cir- ral terrain so well as to become effectively
cumstances. Halfting fighters also serve
as the local police or sheriffs department,
Dragon invisible. Their feet (usually noticeable
only because they are hairy) are thick-
keeping the peace among their fellows soled and well adapted for silent
and among the non-hatfling travelers movement.
who pass through town. Most helpful of all in many ways is
Halfling fighters are known to go halflings' skill with missile weapons.
adventuring, but they rarely go very far Short people of any race, unless they are
and are prone to retire quickly soon after very strong, are at a disadvantage in
they reach their highest possible level of hand-to-hand combat. The best they can
ability. Then they may become involved hope for is to kill an opponent before the
in the local militia or government, devot- enemy gets within striking distance;
ing the rest of their lives to community bows, arrows, and slings fill the bill.
service (for which they are greatly Halflings practice long and hard with
appreciated). short bows and slings for this very reason,
Halfling clergy, either druids or nor- as well as using them for hunting and
mal clerics, almost never go adventuring sport. Halflings have exceptional natural
unless it is a matter of great importance dexterity as well, AH this combines to
to the halfling people. Their primary From issue #59, March 1982 make them +3 to hit when using any
VOL. Ill 17
With all the things working to discour-
age halflings from ever becoming adven-
turers, one wonders why some do anyway.
Every society, no matter how closely knit,
will have some rebels, those who don't fit
smoothly into the usual Scheme of
Things. Many halfling adventurers (par-
ticularly thieves and fighter/thieves) are
from this sort of background. They grow
tired of the unchanging nature of their
life at home and set off seeking a little
excitement.
Nearly all halfling adventurers start out
with naive attitudes and high expecta-
tions of how things are going to turn out;
subsequently, some fall prey to the multi-
tude of subtler dangers one meets in the
adventuring life. Yet even then, these
halflings see their troubles as a fair price
to pay. Going adventuring is a sort of
protest against comfort, a reaction to hav-
ing things come too easily. Certainly
these adventurers aren't rejecting alt com-
forts (some have been known to bring
their pillows with them in case they were
short bow or sling — an amazing degree gene pool. Cross-racial marriages are unable to find a bed).
of accuracy, especially for a halfling who quite rare in halfling society, but have Adventuring is a dare to halflings, a
aKo has exceptionally high dexterity. been known to occur. Very little is said or calculated risk. It makes the adventurer
Imagine, then, the effectiveness of a heard about them, though. more acutely aware of his or her own lim-
group of thirty halflings, wearing only Most halfling towns are set in temper- itations and capabilities, and, in the
leather armor and equipped with short ate hills and plains. The dwellings them- words of one halfling, "It makes you feel
bows, hiding in a woods by a roadside, selves tend to vary as described above, but more alive." Halfling adventurers of any
awaiting the passage of a robber gang are usually a curious mixture of above- class almost never travel alone, and prefer
who cannot see or hear them. Bows are ground cottages and hillside burrows and going in a large group with a lot of non-
very quiet, and pinpointing the location tunnels. Individual homes are outfitted halflings in it. (Any being who is not a
of a bow-sniper in a forest is hard enough for comfort and a restful atmosphere; halfling is automatically seen as capable
without having to locate a sniper who greens and yellows are much used in inte- and experienced in adventuring.)
can effectively disappear in the same rior color. Large spaces are set aside for Because of their natural abilities to
environment. And halflings do not shoot outdoor gatherings like parties, commun- move silently and hide, most halflings
to wound their targets. They have trouble ity meetings, and sports events. Gardens desire to take up a profession that makes
taking prisoners, for the same reasons are common, and halflings are prone to the best use of these talents. Being a fight-
why they aren't particularly good at close outfit their homes with odd bits of natu- er has the drawback of putting the half-
combat. ral decoration: rocks, plants, bark. ling in frequent close-combat situations
One of the things a small person can Everything about halfling society con- (the disadvantages of which have been
do to protect himself is to ally himself tributes to the feeling of closeness and noted before). But being a thief, or a
with a bigger person, even if that bigger safety. Even maps of halfling manufac- combination fighter and thief, is another
person isn't the most likable sort of guy, ture rarely describe areas external to the matter entirely.
Halflings seem to make such alliances on community, other than noting (on the Now, it should be noted that halflings
a larger scale than other races. It is very margin, in small print) that to the north- as a whole are law-abiding and honest.
unusual to find a halfling community east is "where all the humans live," or They don't make a living picking one
located more than a couple hours' ride at that "the mountains are said to be in this another's pockets, or filching gems from
most from either a dwarven, elven, or direction," and so on. Halfling commun- treasure rooms. Thieves, however, aren't
human town. ities located near dangerous areas are supposed to gel into direct combat. They
Depending on the makeup of the near- often honeycombed with subsurface tun- are supposed to move silently, hide a lot,
est town(s), the population of a halfling nels and ambush points, should invasion and make moves unseen by their oppo-
community will include varieties of half- occur, and the lands around are heavily nenis. Thieves learn to open locks (fuel-
lings that resemble their non-halfling scouted by missile-armed patrols; ambush ing a halfling's normally irrepressible
neighbors. Hairfeet live near men, have points are likely to be maintained as well. curiosity about what is going on behind
no infravision, and reside in small cot- Despite their misgivings about the locked doors). As for stealing, well, that
tages, Tallfellows live in forests (some in "bigger folks," halflings are generally can be rationalized as borrowing, or tak-
hollow trees) and have infravision like open and conversational with others. ing things that someone has too many of
elves, as well as being more lithe and They have good relations with other and won't miss anyway, and besides, it
elven in appearance. Stouts are shorter races, though the bigger people are seen would be nice to have that ring.. . .
than hairfeet, live in caves and tunnel with some suspicion. Halflings in general Though they aren't the best at climb-
complexes, and have infravision. They do not bear hatred for any race and are ing because of their size, and they have
can delect slopes and other underground prone to accept even the normally unac- difficulty with other written languages,
features in a fashion similar to dwarves. ceptable sorts like half-ores into their halflings make excellent thieves. They
Some of these similarities are probably community (though everyone will be almost never admit to being of that pro-
due to imitation and the effects of the watching, of course). Halflings are usu- fession, though. Halfling thieves describe
environment. However, there is always ally trusting and honest, though they also themselves most often as simply "adven-
the possibility of an occasional cross- enjoy pranks and may become evasive if turers" or "scouts." One diminutive miss,
marriage and subsequent mixing of the uneasy with their company. a master of the thieving art, says, "I'm a

18 BEST OF DRAGON
fighter, 1 jusi happen to do my best fight- Halfling religion mirrors the race's then, is a race that ai first glance should
ing from behind." preoccupation with security. Yondalla, have been quickly overwhelmed by the
Halflings who adventure for a long the most powerful and most widely wor- great cruel world long ago. It wasn't
time often undergo a subtle change in the shipped halfling deity, is usually known overwhelmed, though, and halflings con-
way they view their home community. as the "Protector" who serves as a guard- tinue to thrive while fosiering close coop-
They become mildly acute critics of the ian against evil forces. She is able to hide eraiion wiih ihe other demi-human and
stifling aspects of halfling society, aware her worshipers behind illusions, usually human races.
of the stagnant atmosphere, the concern doing so by making them invisible or Although halflings maintain a low-key
with safety, the closed-mindedness that disguising them as natural foliage. Yon- existence, individuals arise with surpris-
permeates halflings' lives, dalla's symbol is appropriate, too: the ing regularity to considerable heights of
Yet they, the adventurers, are also shield, representing defensive power and fame (or infamy) as thieves; as such, they
among the most vigorous defenders of security. Her holy day is called "Safeday." will continue to remind the rest of the
their home towns. After a long period of Yondalla is also the "Provider," an aspect world ihat the halflings are still here —
hazardous journeying, after seeing the perhaps related to the halfling love for with each purse stolen, each treasure
innumerable horrors lurking in the out- comfort. chesi broken into, and each pocket
side world, the quiet and security of a Yondalla uses a variety of magical picked.
halfling community is a wonderful relief weapons in the defense of her people, but Maierial for this article was garnered
indeed. "There have been limes." said none of them are particularly important from the various AD&D™ lomes. librams,
one returned adventurer, "when I wished in the ceremonies for her worship, or and manuals, as well as from Paul H.
a demon or two would come through even in the tales in which they appear. It Kocher's excellent Master of Middle Earth
town and make things interesting. 1 was was Yondalla, by the way, who gifted (paperback. Ballantine Books). My
so bored. But then, if I really want to see halflings with their resistance to magic thanks, too, lo Cassandra Proudfoot, who
demons, I can go to a dungeon. It's belter and poison, to protect them even furiher pointed out some of ihe finer poinis of
that things slay quiet here at home even if from ihe ravages of the world. the thieving life. By the way, Cassandra,
it is a little dull." The smallest of all the demi-humans, wherever you are, I want my wallet back.

The gods of the halflings


Sheela, Arvoreen, Cyrrollalee, Brandobaris
The halfling pantheon is a small one, the plane of Concordant Opposition, and one deity may actually control two or
having one greater deity (Yondalla) and Brandobaris roams the Prime Maierial more of these concerns, as is common in
several lesser deities and demigods. Mosi Plane, but ihere are times when they too ihis pantheon. The halflings have no dei-
communities of halflings worship only a may be found in the Green Fields — just iies of evil naiure, or ones represeming
few of them, four or five at most, and as as the various Greek gods, regardless of war, suffering, fire and water, or death.
with all religions residents of different where they may ordinarily reside, come to Yondalla is usually invoked at funerals as
areas may worship entirely different Olympus to meet. a protector of the departed souls of half-
groups of deities. It is interesting thai the more powerful lings. There is a neutral-aligned mascu-
Yondalla is the top authority among halfling deiiies tend lo be females. By line lesser deily, Urogalan, who some-
the hatfling gods, though it is said her contrast, dwarven gods tend to be males, times acts as a judge of and protector of
control over Brandobaris is minimal at and clven gods a combination of both ihe dead, but he is primarily an earth
times. Regardless of their orientation and genders. Halfling deities are not aggres- god. Urogalan lives on the plane of Con-
spheres of influence, all ihe halfling dei- sive by and large, and are more taken up cordant Opposition,
lies work together against the enemies of wiih home pursuits and protection than The four deities listed in this article are
the halfling people. w i t h fighting. Even the adventurous among the most commonly worshipped
Most members of the halfling pantheon Brandobaris avoids combat if he can help ones. Some halfling druids might wor-
reside on one of the planes of the Seven it. Most halfling deities are concerned ship deities from other pantheons (e.g.,
Heavens, in an area generally known as with spheres of securhy, sufficiency, the Sylvanus, Ki, Dagda, Lugh), but this is
the Green Fields. Sheela Peryroyl and one earth, youth, play and humor, good luck, noi common. Other deiiies may be devel-
or two other deities make their homes on law, peace, secrecy, love, and friendship; oped as desired by individual Dungeon
Masters, of course.
Despite the small physical size of the
halfling deities, their innate powers are
quite respectable, and many of them work
closely with deities from oiher paniheons
as well, just as mortal halflings tend to
work closely with other humans and
demi-humans. Brandobaris is said to visit
other thieves' deities, particularly
Hermes; Sheela Peryroyl is on good terms
with a number of Celtic divinities; Yon-
dalla and the other lawful good deities
help and arc helped by olher lawful good
deities, and so forih. Thus it may be
safely asserted that the halfling pantheon
should not, despite its size, be looked
down upon.

VOL. in 19
SHEELA PERYROYL etc.) Community-wide revelry is common
"The Wise" at these celebrations, starting in the even-
ing when the day's work has been fin-
Lesser goddess ished and continuing late into the night.
ARMOR CLASS: 3 The length of these festivals varies from
MOVE; 9" (24") area to area, averaging about 10 days.
HIT POINTS: 306 There is a l%chance that a halfling
NO. OF ATTACKS: / who makes a great quest or sacrifice in
DAMAGE/ATTACK: 2-16 (+6) the name of Sheela Peryroyl will be
SPECIAL ATTACKS: Unlimited use granted the power to cast an entangle
of entangle spell spell once (at the 6th level of ability) at an
SPECIAL DEFENSES: Immune to all enemy. The granting of this power does
•weapons with wood in them; not depend on the halfling's alignment or
+2 or better weapon to hit class, except that true neutral halflings
MAGIC RESISTANCE: 80% will be able to cast the entangle spell at
SIZE: S (4' tall) 12th level of ability. This power may be
ALIGNMENT: Neutral granted several times to a halfling in the
WORSHIPER'S ALIGN: All alignments mortal's lifetime, but the quests or sacri-
(halflings) fices made to gain it will become harder
SYMBOL: Daisy and more costly as time goes on. Only
PLANE: Concordant Opposition one such entangle spell may be had at
CLERIC/DRUID: Hth level druid any one time.
FIGHTER: 7th level ranger Sheela Peryroyl, should she need to,
MAGIC-USER/ILLUSIONIST: 14th can create a special type of staff (like a
level magic-user shillelagh) in one segment from a blade
THIEF/ASSASSIN: Nil of grass or a twig. This weapon will be +4
MONK/BARD: 10th level bard to hit and do 2-16 (plus strength bonus)
PSIONIC ABILITY: Nil points of damage. She can also cast the
S: 18<00) (+3, +6) I: 22 W: 25 spell entangle once per round as often as
D: 22 C: 24 CH: 22 she likes. The effects of this spell are
cumulative if cast several times over the
Sheela Peryroyl, known as Sheela the same area; for example, should she cast
Wise, is the halfling deity of agriculture, entangle twice at a troll and should it fail
nature, and weather. Her appearance is its saving throw twice against the spell,
that of a halfling female dressed in wild- the troll would be slowed to one-fourth
flowers. It is said that when she sings she normal speed. Additionally, each succes-
causes fields to grow, trees to bud, and sive entangle cast after the first one will
seeds to sprout. Sheela brings good inflict 1-4 points of damage on all crea-
weather to her favored worshipers, but tures trapped therein from constriction
can easily send drought or floods to those and abrasion. (There is no saving throw
who treat her worship poorly. for this, and it makes no difference if vic-
The followers of Sheela Peryroyl often tims are able to move or not,) The use of
wear a small flower in her honor, and ' i/ entangle spells is her favored method of
strive to work in harmony with nature attack and defense.
and the earth. Two major celebrations are crops of the year (called The Seeding, The clerics of this deity are all druids,
held yearly in this deity's religion, aside New Spring, and other titles, depending and are able to attain the 6th level.
from the regular monthly services. One on the region), and the other at harvest-
comes at the time of planting the first ing time (High Harvest, The Reaping,

ARVOREEN MAGIC-USER/ILLUSIONIST: Nil


"The Defender" THIEF/ASSASSIN: 10th level thief
MONK/BARD: 8th level monk
Lesser god PSIONIC ABILITY: Nil
ARMOR CLASS: / S;20(+3, +8} 1:21 W: 23
MOVE: IT D:24 G23 CH: 21
HIT POINTS: 298
NO. OF ATTACKS: 3/2 The closest thing the half! ings have to
DAMAGE/ATTACK: 2-20 (+8) a god of war is Arvoreen the Defender, the
SPECIAL ATTACKS: Summon haifling patron of halfling fighters. Arvoreen
heroes; invisibility never attacks an opponent first, but the
SPECIAL DEFENSES: +2 or better first attack upon the deity (if it hits) will
weapon to hit; see below only do half damage, regardless of its
MAGIC RESISTANCE: 65% power. The first magical attack upon him
SIZE: M (W tall) will be automatically reflected back upon
ALIGNMENT: Lawful good the caster; thereafter, spells may be cast at
WORSHIPER'S ALIGN: All good and him normally.
neutral warriors (halflings) For his part, Arvoreen can go invisible
SYMBOL: Short sword and shield at will and attack unseen for the first 4-16
PLANE: Seven Heavens rounds of combat against any mortal,
CLERIC/DRUID: 8th level cleric non-divine being. He uses a +4 sword that
FIGHTER: 12th level ranger can shapechange into any other type of

20
'•hand-to-hand weapon for combat that he enemies and actively confront them to get thieving to be necessarily dishonorable,
desires. Once a day, Arvoreen may sum- them to desist from their evil practices. he discourages the use of thieving skills
mon 10-40 halfling fighters {4th level He will not go very far out of his way to unless employed against enemies to better
Heroes), each armed with short swords avoid combat if it occurs, however, and the chances for physical combat later. (It
and short bows; they are AC 4 and have will fight to the finish. would be okay, for example, to steal your
25 hit points each. They will obey him Fighters and fighter/thieves comprise enemies' weapons, or break into their
implicitly. the majority of his worshipers; the fight- camp to free prisoners or make guerrilla
Arvoreen, though quite powerful, is er/thieves are sometimes of neutral good raids, but it is a bad idea to steal just to
not a particularly aggressive deity. He alignment, and all of them will prefer to make yourself rich.) Arvoreen absolutely
will only engage in combat if he is use their fighting skills over their thiev- prohibits stealing from other halflings or
attacked, though he does seek out his ing ones. While Arvoreen does not hold allied beings.

CYRROLLALEE S: 17C+1.-H) 1:23 W: 24 is in his or her own home, Cyrrollalee


"The Faithful" D:24 C:23 CH:22 will cause one piece of furniture (not
larger than 5 cubic feet in volume) to
Lesser goddess Cyrrollalee is the deity of friendship become animated for 5 rounds, attacking
ARMOR CLASS; 3 and trust, as well as a protector like Yon- all enemies of that lucky halfling once
MOVE: 12" dalla. Cyrrollalee is thought of more as a per round during that time. Damage will
HIT POINTS: 260 goddess who protects the home but keeps vary according to the type of object
NO. OF ATTACKS: 3/2 the inhabitants from becoming too defen- animated.
DAMAGE/ATTACK: By weapon type sive and closed in. This deity appears to Any halfling who receives this benefit
SPECIAL ATTACKS: Nil be a normal female halfling with brown from Cyrrollalee is obligated to perform a
SPECIAL DEFENSES: +2 or better hair who wears simple peasant's clothing. service for her afterwards; the nature of
weapon to hit Her worst enemies are those who betray the task (or quest) is left up to the Dun-
MAGIC RESISTANCE: 75% the trust of a host, or who break into geon Master, and should be challenging
SIZE: S (4" tall) homes (of halflings) to steal. She is also but not exceptionally difficult. This gift
ALIGNMENT: Lawful good the enemy of oath-breakers. may be given to a halfling only twice in
WORSHIPER'S ALIGN: All good If she so wills, Cyrrollalee can cause all his or her lifetime.
alignments (halflings) non-living objects within a radius of 6" of Cyrrollalee's followers are largely regu-
SYMBOL: Open door her to become animated as if by a 20th- lar halflings (zero-level characters) and
PLANE: Seven Heavens level cleric (up to 20 cubic feet of mate- some fighter types. Worship services for
CLERIC/DRUID: 10th level cleric rial, for 20 rounds). These spell effects her are held on the first day of each
FIGHTER: 10th level paladin will continue even if Cyrrollalee leaves month.
MAGIC-USER/ILLUSIONIST: 8th level the area. She can perform this power up No particular weapons are associated
in each to three times a day. with Cyrrollalee, though she has been
THIEF/ASSASSIN: Nil There is a 2% chance that if an excep- said to be able to make use of any weap-
MONK/BARD: Nil tionally faithful follower of hers should on, magical or non-magical, that a regu-
PSIONIC ABILITY: Nil call upon her for help while the follower lar fighter could use.

BRANDOBARIS MAGIC RESISTANCE; 60% THIEF/ASSASSIN: 19th level thief


"Master of Stealth" SIZE: S (3£f tall) MONK/BARD: 6th level monk
ALIGNMENT: Neutral S; 19 (+3,+7) 1:24 W: 17
Demigod WORSHIPER'S ALIGN: All thieves D: 25 C: 23 CH: 20
ARMOR CLASS; 0 and those who go adventuring
MOVE: 12" SYMBOL: Half ling's footprint The adventures and misadventures of
HIT POINTS: 185 PLANE: Prime Material Brandobaris, Master of Stealth, are almost
NO. OF ATTACKS: 1 CLERIC/DRUID: 6th level dntid beyond counting. Most of these tales have
DAMAGE/ATTACK: 3-12 (+7) FIGHTER: 7th level ranger the moral that it is better not to go run-
SPECIAL ATTACKS: See below MAGIC-USER/ILLUSIONIST: 6th level ning off into the wilderness on foolish
SPECIAL DEFENSES: See below in each dares; nonetheless, Brandobaris does
VOL. Ill 21
must save vs. spell at -6 or fall deeply
asleep for 6-36 turns.
The followers of Brandobaris, as might
be expected, are mostly thieves and f ighi-
er/thieves. The more ardent followers are
usually also the ones who take the great-
est risks on adventures.
An especially daring risk (one which
places the halfling in considerable jeo-
pardy) that pays off is looked upon favor-
ably by Brandobaris. He might reward
the perpetrator of such a daring act —
though he will do so only once in that
halfling's lifetime, so as not to encourage
the mortal to be too foolhardy. There is a
5% chance that Brandobaris' reward will
be given to any halfling of 10th level or
lower, raising the follower one level in
ability. Halfling thieves of 11th level or
higher cannot receive this particular
reward, but might benefit in some other
fashion from incurring the good favor of
Brandobaris.
Because Brandobaris wanders the
come across as an appealing sort of ras- Brandobaris goes on adventures to find Prime Material Plane, there is a 1%
cal. He has much of the trickster in him; some item he believes will make life more chance per level that a halfling thief of
he is primarily a clever thief who fools comfortable for him, though this does not 11th level or higher will actually meet
his opponents into chinking him harm- always prove to work out as he'd Brandobaris, in the guise of another half-
less, then steals them blind and escapes planned. ling thief, and be invited by the demigod
their wrath. No matter how awful a situa- Brandobaris carries a +3 long dagger to go on a thieving adventure. Other
tion he finds himself in (and he's found which he usually wields in combat (if he thieves may come along on the adventure,
some pretty awful ones), Brandobaris cannot avoid it). This dagger will magi- but if they do not worship Brandobaris
manages to find his way out again — and cally point out the fastest and safest direc- they might find some of their valuables
make a profit from the episode as well. tion of escape from any maze or trap missing when the adventure is over.
Brandobaris is so skilled at moving (making Brandobaris immune to maze Brandobaris will reveal his identity only
silently that he cannot be heard by any spells when holding it). He also uses a +4 after the adventure is over, and only to his
mortal being or god, should he desire to sling that hurls a bait of dust whenever it followers. The adventures Brandobaris
conceal his movements. He can also hide is used; the dust ball has a maximum goes on, as stated before, can be excep-
so well as to be completely invisible range of 48" {24" short range, 36" medium tionally challenging and dangerous, but
(detectable only with a true seeing spell range) and does not harm the victim it hold the promise of great reward for the
or some magic item of similar power). strikes. The victim will feel nothing, but fast, the clever, and the quiet!

CLERICAL QUICK REFERENCE CHART


Sphere of Raiment Holy Sacrifice/propitiation Place of
Deity control Animal Head Body Colors days Frequency Form worship
Sheela Peryroyl agriculture, weather butterfly bare green robes green full moon monthly seeds open field
Arvowen defense, warriors war dog helmet chain mail silver before varies silvered anywhere
battle weapons
Cyrrollalee trust, protection squirrel bare brown robes brown first day monthly prayers home
of month
Brandobaris thieves mouse feathered leather gray new monthly stolen anywhere
cap armor moon items

Halfling clerics and druids may be either male or female. They are frequently the leaders of their communities and have
a lot of say-so on the town's planned activities. Many also serve as judges and arbiters in various disputes, and strive to
obtain justice and good (if lawful good) or fairness and impartiality (if neutral).

22 BEST OF DRAGON
The GNOMISH
point of view
by Roger Moore
Gnomes are small demi-humans closely Communities of gnomes are closely Those whom gnomes do not trust are
related to dwarves. They average about knit, and tend to engage in much friendly dealt with carefully; they may find them-
3'6" in height and 80 Ibs. in weight. competition with other such communi- selves perplexed, led around in circles,
Their skin tones range from brown to ties. Their principal trades are jewelcraft, and kept unsure of just what is going on.
dark tan to grayish brown, and they have mining, metalworking (including armor The gnomish brand of humor is demoral-
gray or white hair. Gnomish males are and weapons manufacturing), a minor izing to enemies of the gnomes, who may
bearded, but females are not. Despite their amount of farming (a skill almost find themselves constantly subject to
small size, gnomes have an average unheard of among dwarves), hunting, booby-traps of every conceivable sort.
strength equal to most humans. Though and involvement with the local military Humans have found it helpful to develop
most people tend to think of gnomes as as scouts and community militia. Trade a manner of humility and respect when
just smaller dwarves, they have different with other gnomish communities and passing through a community of these
capabilities and a much different outlook demi-human villages and towns is brisk, small folk. Those who are earnestly
on life, and are certainly worthy of con- though few gnomes leave their homes to friendly and supportive of gnomes may
sideration as a race unto themselves. become traveling merchants. In general, soon find them to be close friends. Gnom-
Gnomes are perhaps the rarest of all humans trade with gnomes less fre- ish mercenaries will assist non-gnomes
demi-humans, though halflings in some quently than do elves, halflings, or fighting directly for gnomish causes; their
areas are tied with them for the distinc- dwarves, due to some mutual distrust and service may also be given in other, non-
tion. Only 5% or less of any adventuring avoidance, but some human communities critical (to a gnome) situations, but they
types of human or demi-human origin are quite friendly with gnomish folk, won't lake things quite as seriously in
are gnomes. They prefer living in tem- sending them clothing, foodstuffs and such instances, and they won't necessarily
perate climates in rough and hilly terrain. spices in exchange for ores, gems and stop their praciical jokes (though the
Gnomish communities are composed jewels, and worked metal products (weap- jokes will become more friendly and
of elaborate underground tunnel com- ons, tools, armor). harmless).
plexes much like those dwarves inhabit, Humor is very important to the gnom- The lawful good orientation of mosi
and all such communities maintain a ish personality. Gnomes go for practical gnomes comes from their sense of com-
network of mines for metals and gem- jokes, especially the sorts that are directed munity spirit and cooperation with one
stones. However, gnomish complexes do against larger creatures and enemies. another and other allied beings. This is
not go as deep into the earth as dwarven When directed against other gnomes, muted to some extent by a more neutral,
tunnel systems do, and they tend to be these jokes lend to be friendly, with no nature-loving concern thai includes a tol-
spread out over a wider area. Though harm intended. But against humans and erance for other alignmems and a desire
gnomes enjoy their mines and their close other large races (including humanoids), to maintain the balance of nature.
association with the earth, they also gnomes' humor is more of a weapon, and Though gnomes may not like chaotic evil
appreciate the world above ground, and takes on a darker aspect. A good practical beings, there is still the feeling among
love the beauty of the wilderness and of joke played on an enemy (like substitut- most gnomes that such creatures are
living creatures. ing a necklace of strangulation for a necessary in some way to mainiain a bal-
Gnomes seem to have struck a happy necklace of missiles in a half-ore's pocket) ance with other alignments. Neutrally
medium between the attitudes of dwarves will win an immense amount of status for aligned gnomes are not often prone lo be
and elves in this respect. Dwarves seek the responsible gnome. closely involved with oiher races, wiih the
mastery over their environment, treating possible exception of sylvan elves and
it as a thing to be shaped and governed; rare communities of tall fellow halflings
elves seek union with their sylvan envi- of neutral alignment.
ronments, making themselves at one with Perhaps because of their close associa-
nature. Gnomes, splitting the difference, tion wiih ihe earth, gnomes are lough
look upon their environment and the when ii comes to constitution and related
creatures within it as separate but equal matters. They are resistant to many poi-
to them, as friends and helpers. For this sons and magic spells; as with halflings
reason they have learned to speak with all and dwarves, certain magic items (i.e.,
other burrowing mammals and often rings) may malfunction when used by
have working relationships with local gnomes, because of this resistance.
groups of badgers, groundhogs, and so Gnomes are also able to consume large
forth for food-gathering and mutual quantities of intoxicating beverages and
defense. Gnomes sometimes have such not be as affected as a human might be;
creatures as companions; they treat their gnomes drink as much as dwarves do, but
animal friends as partners and not like whereas a drunken dwarf becomes (gener-
pets. Certainly it does not hurt such rela- ally speaking) more obnoxious and gruff,
tionships that gnomes are small enough with a tendency to fight everything that
to see "eye to eye" with these small moves, an inebriated gnome becomes
mammals. From issue #61, May 1982 euphoric, laughs at virtually everything,
VOL. HI 23
and joyfully insults anyone or anything are rare, but highly respected in their other gods, but Garl is the best represen-
larger than himself or herself. home communities for their powers; tative of gnomes as a whole. His ever-
Gnomes are rarely on good terms with learning illusionist powers lakes a great changing gemstone eyes seem to fit well
any evil humanoid race, but their most deal of time and practice compared to into his unpredictable (though still law-
hated enemies are the kobolds. Both races learning fighting or thieving skills. ful) nature.
compete for the same sort of living space Gnomish adventurers of any sort often Like dwarves, gnomes have a distinct
and materials, and their deities have long think of themselves favorably as "giant sexual imbalance in numbers (two males
warred with one another, Garl Glitter- killers" ("giant" here meaning anything for every female), and this does have an
gold (the major gnomish god) once larger than 5 feet tall). effect on their society. Gnomes, however,
caused Kurtulmak's most elaborate and Aside from elves, gnomes are the do not have the rigid sexual and marital
richly decorated throne room to develop a longest-lived race among humans and mores dwarves have. Expressions of love
structural defect in the ceiling, making it demi-humans, reaching a maximum age and caring are shown more freely, and
collapse at an untimely moment when of over 750 years. As with the elven Eolk, courting is a popular pastime among
the kobold god was entertaining one of this has to some extent changed the gnomes. Since most gnomes do not marry
the major arch-devils. The latter believed gnomes' concept of time. Gnomes are not early in life, this means very long court-
the ceiling collapse was an assassination usually prone to hurry with tasks, and are ships. Some "romances" have been
attempt, and in vengeance hung Kurtul- good at making up a variety of amuse- known to last several hundred years —
mak by his tail over an active volcano for ments with which to occupy their time. becoming, in the process, material for
six weeks. The kobold god has since Joke-play ing and other humor is very some particularly amusing tales and
devoted all his energies to the destruction useful in this respect. Gem and metal jokes,
of all gnomes, but his efforts seem to have crafts take up much of a gnome's time in Those males who choose not to be mar-
only made the gnomes tougher on the later life when adventuring begins to ried become more immersed in their
whole. All in all, it was a grand joke pale, and community service is a popular crafts, and develop close, non-sexual rela-
indeed. option. Mining, of course, can be done at tionships with friends who are either
Goblins also hate gnomes, though not any age, and frequently is. other male gnomes, humans or demi-
with the single-minded fury that kobolds As a race, gnomes are quite adaptable. humans of either sex, or animals. These
have for them. Gnomes, in turn, hale Though they do not particularly like the relationships are looked upon by married
these races to the point where they will sea or other large bodies of water, they are and unmarried gnomes alike as being as
attack diem in preference to any other more willing than dwarves to live in such valuable and important as a marriage
race of enemies, and gain a bonus 10 hit areas. Undersea communities of gnomes, relationship, though humans and
them as well. Because gnomes are small with tunnels leading from great air-filled members of other races might be hard
enough to dodge between the legs of caverns beneath the waves to rockier pressed to see things that way. Gnomes
larger opponents and evade blows, ground on the shore, have been reported. will go to great lengths to aid those
humanoid beings of gnoll size or larger These complexes would be extremely beings and creatures whom they become
have a very tough time scoring any hits rare, since most gnomes do not know attached to, and will feel a strong sense of
on them. how to swim. Other colonies of gnomes responsibility for them.
The physical senses of gnomes are very have been reported in arctic areas, clus- As presented in the AD&D rule books
well developed. Their eyesight is good tered near geothermal springs or places and played in AD&D campaigns, gnomes
and includes infravision out to 60' or so. with mild volcanic activity. at times seem a little too much like
Gnomes have the most sensitive hearing Recently, a purely subterranean sub- dwarves. The two races share some char-
of any demi-human race, and their com- species of gnomes was discovered; known acteristics; yet, in order for each to remain
munities are unusually quiet compared to as svirfneblin, or "deep gnomes" (see a separate and distinct character type, dif-
those of other races as a result. Some ADfcD* Module D2, The Shrine of the ferences should be present. It might be
gnomes prefer walking some distance Kw-Toa, and the FIEND FOLIO® worth discussing ways in which gnomes
ahead or behind groups of noisier (usu- Tome), these beings are on close terms could be made a little more unlike other
ally meaning human) races. Gnomes also with many sorts of earth elementals, just character races; it is suggested that the
have a more highly developed sense of as surface gnomes associate with burrow- sexual ratio of males to females be evened
taste and smell than other races, and have ing mammals. They possess an innate up, perhaps nearer seven males for five
larger noses that some people find quite magic resistance and spells of illusion; females. It is odd, too, that while dwarves
amusing. their language is a modified form of the are said to be unable to cast magical
Gnomes go adventuring for various surface gnome tongue. Gnomes seem to spells (excluding the clerical sorts possi-
reasons; many such adventurers are be turning up in the most unexpected ble to many races) due to their magical
multi-classed. Gnomes are able to learn places — perhaps their way of having a resistance from their constitutions,
the skills of the fighter, thief, illusionist, little joke on all the other races. gnomes gain the same magic resistance
and assassin, and are better able to mix The personality of gnomes is well and are allowed to become illusionists.
classes than either dwarves or halflings. represented by their chief deity, Garl Glit- Further discussion of this matter and
Gnomish thieves and illusionists, for tergold, Garl is mischievous, courageous, other possible changes might be worth-
obvious reasons, are especially able to use witty, and strongly drawn to the adven- while in making the AD&D system more
their talents to pull jokes on other beings. turing life. His great axe is actually his logical and reasonable.
The feeling that gnomes have been slight- companion; Arumdina is quite intelli- Material for this article was gleaned
ed by many other races without cause (a gent, and has the power to cut stone and from the AD&D Players Handbook,
claim not without substantial evidence) heal Garl as desired. It is interesting to Monster Manual, Dungeon Masters
makes the fighting and thieving lives compare Arumdina (as Carl's compan- Guide, and the DEITIES & DEMIGODS™
most attractive, as a way of evening up ion) to Moradin's hammer (which is non- Cyclopedia. Also, the novels Three Hearts
the imbalance. Assassins are motivated by intelligent and his personal tool) and to and Three Lions by Poul Anderson and
a similar "get 'em back" philosophy, and Corellon Larethian's sword (which is an Enchanted Pilgrimage by Clifford D.
enjoy taking vengeance on their enemies extension of the elven god, virtually a Simak provided some additional details
with macabre humor. Gnome illusionists part of him). Gnomes have a number of on various matters.

24 BEST OF DRAGON
The gods of the gnomes
Baervan, Urdlen, Segojan, Flandal
The demi-human pantheon with the
fewest members is likely that of the
gnomes. By most counts there are only six
or seven deities governing the gnomish
folk, though it is possible there are more
in other universes. All gnomish gods,
with the exception of Urdlen the Crawler,
are ruled by Carl Glittergold (see the
DEITIES & DEMIGODS™ Cyclopedia).
AH but one of them live on one of the
planes of the Twin Paradises in the area
called the Golden Hills, where the souls
of faithful gnomes go at death. The
exception is, as before, Urdlen. who lives
in the Abyss.
Gnomish deities are fully concerned
w«h the fate of the gnomish race, and go
adventuring quite often to support their
causes and keep enemies from over-
whelming the gnomes. Though all of the
known gnomish gods are masculine, they
are worshipped by male and female
gnomes with equal reverence. They lack
the "he-man" image one might imagine
an all-male pantheon would possess, and
are clever, sensible, and helpful. Urdlen is
sexless (though still referred to as a "he")
and shares none of these good qualities,
but "his" few followers may still be male
or female.
Gnomish gods nearly always have at an exception again, has no friends. response of gnomish gods to their ene-
least one companion, either a weapon, Because gnomes regard companions mies. They often act indirectly against
animal, or other deity, that accompanies highly, it is inevitable that their pan- their enemies, but if the situation is
them on their missions. Garl has'Arum- theon reflects this trait. Gnomish deities serious enough they are fully able to take
dina, his intelligent battle axe; Baervan usually only associate with other gnom- the offensive and fight directly in battle.
has his raccoon friend Chiktikka; Segojan ish deities, though they maintain a loose Compared to other non-human deities,
is sometimes accompanied by an intelli- contact with a few dwarven gods at times. the gnomish pantheon is one of the most
gent stone golem, and so forth. Urdlen, Pranks and practical jokes are a major active and involved with its worshipers.

BAERVAN WILDWANDERER FIGHTER: 8th level ranger safely approach this tree; it will attack all
"The forest gnome" MAGIC-USER/ILLUSIONIST: 13th others (treat as a treant of maximum size
level illusionist and hit points). Whisperleaf regenerates
Lesser god THIEF/ASSASSIN: 20th level thief all wood loss within an hour.
ARMOR CLASS: ; MONK/BARD: Nil In battle Baervan may touch his special
MOVE: 75* PSIONIC ABILITY: ///
HIT POINTS: 295 S: 18(00) (+3, +6) I: 21 W: 19 D: 25
NO. OF ATTACKS: 312 C:22 CH:22
DAMAGE/ATTACK: 2-24 (+6)
SPECIAL ATTACKS: See below Garl Glittergold's closest rival in the
SPECIAL DEFENSES: +2 or better field of good-natured mischief is Baervan
weapon to hit Wild wanderer, the forest gnome. While
MAGIC RESISTANCE: 20% he lacks Garl's finesse and dedication,
SIZE: S (T tall) Baervan is slightly better in the practice
ALIGNMENT: Neutral good of his thieving skills. He dresses in
WORSHIPER'S ALIGN: Alt good clothes of wood-brown hues, and carries a
and neutral alignments (gnomes) spear (+3) made from an ancient oak tree
SYMBOL: Raccoon's face on the Twin Paradises called Whisper-
PLANE: Twin Paradises or leaf, If this spear is destroyed, Baervan
Prime Material Plane may make another from the wood of
CLERIC/DRUID: 12th level druid Whisperleaf in a single day. Only he may

VOL. Ill 25
spear to any ordinary tree, automatically Chiktikka does 2-8 paints of damage with nut-brown skin and pale gray hair (and
animating it for 5-20 turns as a treant of each set of claws and bites for 2-12 points his raccoon friend). Should he chance to
12 hit dice. The tree/treant obeys all of of damage. Many stories are told of the meet a worshiper of his who has per-
Baervan's orders and no one else's for the adventures this duo has shared, often formed some great deed in his name
duration of its animation. Baervan may started by Chiktikka's humorous ability (DM's option, about a l%chanceof
do this as often as he likes, animating one to get into trouble by "borrowing" some- encounter), he will give thai gnome a
tree per round. thing valuable, such as a minor artifact or minor magical item. Such a worshiper
Baervan has a travelling partner, a some other item. will meet Baervan only once in his or her
giant raccoon named Chiktikka Fast- Though Baervan sometimes plays jokes lifetime.
paws, who is highly intelligent but prone on other creatures, it is hard not to like Gnomish fighters, fighter/thieves, and
to act before he thinks. Chiktikka is AC 3, him. He tends to keep to himself, except thieves of a non-evil nature are often the
moves at 15", has 70 hit points, and has for Chiktikka's company, and is said to followers of this god, and prefer living in
all the powers (including attacks) of a sometimes roam the forests of the Prime the outdoors rather than in a city all the
12th-level thief with an 18 dexterity. Material Plane. He is distinguished by his time.

URDLEN
"The Crawler Below"

Lesser god
ARMOR CLASS: 2
MOVE: 12" (36")
HIT POINTS: 272
NO. OF ATTACKS: 2
DAMAGE/ATTACKS: 4-16 (+7)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 30%
SIZE: L (8V long)
ALIGNMENT: Chaotic evil
WORSHIPER'S ALIGN: All evil
alignments (gnomes)
SYMBOL: While mole
PLANE: Abyss humanoid, or demi-human. No one can their deity by pouring the blood of a crea-
CLERIC/DRUID: 8th level cleric predict where he will strike next, or what ture they've killed into the ground and
FIGHTER: 10th level fighter his plans are to further the cause of evil burying it. Jewels and valuable metal
MAGIC-USER/ILLUSIONIST: 13th among gnomekind. Just as he can burrow goods are sacrificed to him by ruining
level illusionist into the earth of the Abyss, so he hopes them {breaking, tarnishing, melting) and
THIEF/ASSASSIN: 12th level assassin evil will burrow into his followers' hearts then burying them. Clerics of this deity
MONK/BARD: Nit and souls. He thrives on harmful trickery are continually at war with the rest of the
PSION1C ABILITY: VI against the innocent and good. gnomish deities and the clerics and fol-
S: 19 (+3,+7) 1:20 W: 14 D: 20 Urdlen's form is distorted by a perma- lowers thereof.
C:24 CH:3 nent blur spell which cannot be dispelled Gnomish assassins and evil thieves and
: while he lives. His clerics have a 5% fighters make up most of the worshipers
Urdlen is the epitome of the evil chance of successfully calling upon Urd- of this awful deity. They generally share
impulse that rules some gnomes and is len when in danger and having him cast their lord's love for evil and deadly
feared by the rest. He appears as a huge, a blur spell on them for protection; how- pranks directed against all creatures, even
dead-white, furless mole with claws of ever, if the gnome cleric is slain anyway other gnomes. His followers often prefer
steel. It is said that Urdlen, a neuter and while the spell is still in effect, Urdlen to live underground, after the manner of
sexless being, lusts for precious metals, will eat the gnome's soul when it reaches Urdlen's chaotic tunnel home in the
jewels, and the blood of any human, the Abyss. Urdlen's clerics may appease Abyss.

SEGOJAN EARTHCALLER CLERIC/DRUID: 11th level druid


Deity of earth and nature FIGHTER: 6th level fighter
MAGIC-USER/ILLUSION 1ST: 16th
Lesser god level in each
ARMOR CLASS: 0 THIEF/ASSASSIN: Nil
MOVE: 9" (36") MONK/BARD: 4th level bard
HIT POINTS: 255 PSIONIC ABILITY: VI
NO. OF ATTACKS: / S: 18(01) (+1,+3) 1:22 W: 23 D: 18
DAMAGE/ATTACK: 3-30 (+3) C:24 CH:20
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better Segojan is the gnomish deity of the
weapon to hit earth and nature, a friend to all living
MAGIC RESISTANCE: 20% animals that move above and below the
SIZE: Af (W tall) earth and one who speaks with the very
ALIGNMENT: Neutral good rock itself.
WORSHIPER'S ALIGN: All good He is known to his worshipers as a
and neutral alignments (gnomes) gray-skinned gnome who wears armor
SYMBOL: Large glowing gemstone made of grass and roots that acts as +4
PLANE: Twin Paradises leather. When he enters battle he carries a
26 BEST OF DRAGON
rod made of crystalline quartz thai is +4 Segojan may also call up 2-8 earth ele- betterment of gnomekind and for their
to hit and does 3-30 points of damage per rnentals (16 hit dice each) once a day. art's sake as well. Gnomish miners and
hit. This rod will create a stone golem Though his primary sphere of control jewelers also revere this deity. The non-
once a day thai is of average intelligence is the earth and nature, Segojan is also player clerics of Segojan frequently cast
and will obey Segojan's commands alone. seen in a lesser way as the gnomish god of light or continual light spells on large
The rod must be pressed against a mass of magic. Many of his followers are illusion- and well-cut gems for use as holy sym-
rock of sufficient size to form the golem. ists who strive to improve their art for the bols, causing them to glow from within.

FLANDAL STEELSKIN made of yellow metal, named Rhondang.


"The Forger" It is +5 to hit and can shoot a six-dice
fireball as frequently as once per round,
Demigod up to a total of ten times per day. Rhon-
ARMOR CLASS: 2 dang is able to converse naturally with all
MOVE: 6" beings who use fire or dwell in fiery loca-
HIT POINTS: 230 tions (red dragons, chimerae, fire elemen-
NO. OF ATTACKS: 3/2 lals, etc.). This in no way means that
DAMAGE/ATTACK: 3-24 (+10) Flandal is friendly toward those beings,
(and see below) however, though he will be prone to talk
SPECIAL ATTACKS: Set btlou) first before attacking. Rhondang does
SPECIAL DEFENSES: Takes half double damage to cold-using or cold-
damage from heat and fire dwelling creatures.
MAGIC RESISTANCE; 10% Because he needs their services to help
SIZE: S (4' tall) forge items, Flandal is likely (65% chance)
ALIGNMENT: Neutral good to have 1-4 fire elemental^ (16 hit dice
WORSHIPER'S ALIGN: All each) with him when he is encountered.
workers of metal (gnomes) The elementals are quite friendly toward
SYMBOL: Flaming hammer him and obey him in all respects. When
PLANE: Twin Paradises half all damage he receives from heat and Flandal is not traveling, he will be found
CLERIC/DRUID: 8th level in each fire. His skin is the color of mithril steel, in his workshop on the Twin Paradises,
FIGHTER: 10th level fighter and his eyes are flaming coals. Flandal's planning or making a new magical
MAGIC-USER/ILLUSIONIST: 15th hair and beard are a brilliant blue-silver. weapon.
level magic-user Flandal is one of the strongest of Flandal is obviously a popular god
THIEF/ASSASSIN: Nil gnomish deities, perhaps the most so. He among gnomish smiths; a large number
MONK/BARD: Nil is often found traveling with one or two of fighter/clerics follow his worship in
PSIONIC ABILITY; VI of the other gnomish deities in search of some areas. It is said that some of his cler-
S: 22 (+4,+10) 1:18 W: 20 D: 17 new ores and veins of metal to use in his ics have developed or been granted a new
C: 23 CH: 18 forges. It was Flandal who helped forge spell that enables their war hammers to
Flandal wears only a leather apron for and enchant Arumdina, Carl Glitter- burst into flame for a short time, giving
armor and protection from fire, but the gold's battle axe. additional bonuses to hit and damage, as
apron has been enchanted to reduce by Flandal wields an axe-backed hammer a flame tongue longsword.

CLERICAL QUICK REFERENCE CHART


Sphere Raiment Sacrifice/Propitiation Place of
Deity of control Animal Head Body Colors Hoty days Frequency Form of worship
Baervan adventure, raccoon green cap brown wood f u l l moon monthly treasure forest
thieves clothes brown items clearing
Urdlen evil white mole bare white white winter annually blood and underground
cloak solstice jewels cavern
Segojan earth, badger fur cap leather gray and first day of quarterly gemstones underground
nature armor dk, brown each season temple
Flandal metal work ing n/a steel leather red midsummer's annually forged underground
' helm armor day weapons forge

Gnomish clerics are never druids, regardless of alignment. They tend to work through indirect channels to support the
cause of gnomes, and will only rarely bring their business into the open. They are not often found as community leaders or
such, because of their supportive orientation. Gnomish clerics are all males, just as their deities are considered to be.

VOL. ill 27
The HALF-ORC
point of view
by Roger Moore
Half-ores, as everyone knows, are what than food-gathering, like figuring out mortality rate is quite high, too. Barely
you get when you cross ores and humans. how to get more food and living space. one oreish child in three will see adult-
They are not uncommon in the world of The easiest opportunity to be realized was hood, and fewer still will see old age.
the ADfcD™ game, and they do not enjoy to take food and/or living space away None of this is any surprise to non-ores
good reputations among most popula- from other folks, and these other folks who have made even the briefest study of
tions. One well-known authority de- were usually other ores. Intertribal com- the race. But what shocks the casual
scribes most half-ores as "rude, crude, petition became fierce, and over the cen- observer is the degree of acceptance, even
crass, and generally obnoxious." turies many of these conflicts have preference, ores express for this situation.
Why do half-ores seem to turn out this "evolved" into what seem to be eternal "How eould we feed so many hungry lit-
way? What makes them tick? states of war between various tribes. tle mouths?" retorted one ore prisoner to
To better understand half-ores, one Ores are nocturnal by nature. They a curious paladin. "If you have lots of
needs to understand the non-human prefer to catch prey when it is asleep and brats and some of them die, so what?
aspect of their nature. Ores are probably less able to escape. Ores have done this They were the weakest... the strongest
the most common son of humanoid crea- for so long they've developed infra vision, ones will live and work for you, make
tures. They vary widely in physical the ability to see living objects in dark- you proud of their strength. Who wants
appearance, but generally seem to retain a ness by their body heat. The development weak sons? Your enemies will kill you in
vaguely human look, tinged with a hint of infravision was assisted by the oreish your sleep if they see you are protected by
of something .. . else. habit of living in caves for protection. weaklings."
In nearly all oreish societies, the social Ores tend to live in wilderness areas As can be inferred from the above
philosophy is the same. Ores are the where the sky is heavily overcast and comments, ores prefer male children.
ultimate social Darwinists; only the direct sunlight is nonexistent or rare at Though females are born only slightly
strong and the clever survive, and the best. In magical universes such regions less often than males, much fewer of the
strongest and cleverest ores are the ones are frequently found, their twilight per- females survive to adulthood. Other
who manage to reach the upper social petually maintained by the forces of demi-human races with sexual imbal-
levels of their cultures. Ores have no magic cast by mortal or godling. In these ances have that property because of natu-
respect for those weaker than themselves, places ores will be much more active than ral reasons; ores (and certain other
and are quick to step-and-fetch for those is customary in the daytime, even to the humanoids as well), however, are more
stronger than they. They distrust all over- point of conducting raids and hunting, likely to practice selective infanticide, or
tures of friendship and love, seeing these but it is at night when ores really become otherwise forcibly adjust the ratio of
as a cover for other, baser intentions; if dangerous. males to females. The emphasis in oreish
they discover feelings of friendship to be Though such lives of hard work and society is on fighting ability to gain sta-
quite genuine, they immediately attempt danger have made most ores rather strong tus and well-being; since they have less
to manipulate events to take the best and tough constitutionally, the race has a muscle than males, females generally lose
advantage of them and gain the upper short lifespan. A 40-year-old ore has out. Ores believe that the only value
hand. reached the virtual end of its natural life; female ores have is in bearing children (as
Ores are like this because of the influ- the average ore lives for 12 to 26 years. As many as possible) and keeping the cave
ence of their deities (discussed in the might be expected, ores have a very high clean.
companion article to this one) and rate of reproduction, but their infant Oreish religion is interesting, too,
because of their own past. Sages have because of the great extent to which the
uncovered much evidence showing that ores' way of life mirrors the tenets of the
ores developed in regions generally hos- religion they follow. By and large, ores do
tile to life; survival was difficult, and only not well appreciate the consequences of
if a group worked closely together could their actions beyond the immediate pres-
it hope to collect enough Food to get even ent (a byproduct of their low wisdom).
a pan of its numbers through the year. What they do, they do for the here and
While the group would have to work now, occasionally with some (but not
together to collect food, distributing it much) consideration for the future. This
was another matter. The strongest ores is probably due to the necessities of their
got the most food, and the weakest ones harsh life; one does not have time to
got none at all. (They were probably think of the future when one must worry
going to die anyway, right?) about just getting through today. For
The very toughest ores managed to ores, however, this reasoning applies even
receive more than just the bare minimum when times are comparatively good and
of nourishment, enough to make life food is plentiful. They continue to worry
more comfortable for them and give them primarily about now, not later.
a certain degree of personal security. This This altitude is reinforced in their reli-
also gave them the chance to explore gious ceremonies; no mention is made of
somewhat more intellectual occupations From issue #62, June 1982 the future beyond the statement, often
28 BEST OF DRAGON
variety of non-orcish attitudes and life-
styles, but even then will have some less
savory aspects to their nature as well. The
average human has a dislike for ores and
anything with orcish ancestry; half-ores
will find themselves the objects of preju-
dice in most human communities.
Many half-ores react to the local expec-
tations of them in predictable ways
(incidentally reinforcing those expecta-
tions). In other words, treat a half-ore as
if it were dangerous and bad, and it will
probably become dangerous and bad if it
wasn't already. Yet there have been
examples of neutral-aligned half-ores and
even a few of good nature; most of these
retain an unnatural (to many humans)
affinity for lawfulness and obedience, but
are otherwise acceptable company. Half-
ores raised in a human community are
very unlikely to be able to speak orcish
unless they have had formal study in it.
Half-ores have a variety of careers open
to them, in whatever society they inhabit.
Obviously, and most commonly, they
make good fighters; orcish tradition
strongly emphasizes personal combat and
physical strength.
Half-ores are fairly good at thieving
and banditry, but suffer from relatively
repeated, that ores shall rule the world for the "half-humans" among them, they poor physical coordination and have
someday. It is interesting to note that are also aware that such beings generally some difficulty in applying themselves
Gruurnsh, the major orcish deity, is one- possess more adaptability and cunning constantly to improving their skills. Half-
eyed; this means he has a narrow field of than a full ore, and have the potential to ore thieves generally steal for the same
vision and no depth perception at all. be stronger than the average ore. reasons as anyone else does, but tend to
The many tales about Gruumsh reveal Unless rivalry between the half-ore and feel that they are especially justified in
that, indeed, he too appears prone to act his peers ends his life at an early age, the what they do by one of their laws of sur-
first and think about it later. When he half-ore will usually achieve a quite vival: he who cannot hold onto what he
meets another godling who appears to respectable position of power and influ- has, does not deserve it. They regard their
fail to notice him, or to give him proper ence in his tribe. Aware that he is not a actions as necessary for their own exis-
respect, he doesn't ask why; he attacks. full ore, the half-ore will probably feel tence, stealing because they have to, not
When Cruumsh's moronic (and two- much superior to ores and assume added just because they want to.
eyed) son Bahgtru stubs his toe on a huge arrogance and pride — thus successfully The assassin's skills, by contrast, come
rock, Gruumsh curses the rock and tries mixing the worst of human qualities most readily to the half-ore. By virtue of
to wrestle it. After breaking it into small with the "best" of the orcish. These sorts their casual regard for the lives of others,
pieces with Bahgtru's help, he proclaims of leaders are exceptionally dangerous, even of their own kind, the art of killing
a victory over the forces of nature. Never possessing enough foresight and intelli- has a certain appeal to those with orcish
mind that he and Bahgtru had their feet gence to lead their tribes on much more blood. Half-ore assassins often come to
cut by rock fragments, or that they are so widespread raiding, banditry, and war- believe their actions are for the benefit of
tired from breaking the rock that they making than is usual for ore bands. the world in general; they are culling out
have trouble later fighting giants. The Life is not all rosy for this type of the unfit in the most direct way possible,
point had to be made, then and there. leader, of course; rivalries, jealousies, and which brings out another of the orcish
While Gruumsh will usually act with intrigues will probably continue within laws of survival: if something can be eas-
some forethought and planning, his rage the tribe against him unless he becomes ily killed, it did not deserve to live. Who
is easily ignited, and it inevitably clouds powerful enough to command immediate can resist the urge to be the one who
his judgment. With only one eye, he has obedience at the risk of swift destruction. wields the scythe, who decides the fates of
but one view of the world: his own, A few cases are known of half-ore females others, who has the power of almighty
Orcish shamans and half-ore clerics rising to positions of power within a death in his hands? With their preference
imitate Gruumsh by plucking out one of tribe; usually this female is either a war- for a retinue of underlings, half-ore assas-
their eyes, hoping to gain Gruumsh's rior disguised as a male (who must flee or sins can create powerful guilds to support
perspective. die if her deception is discovered), or a them, and may spread their influence into
With a background like this, it is cleric for one of the few orcish religions many a court or government.
hardly surprising that half-ores are as that permit female shamans or clerics. In Half-ores who become clerics will usu-
they are. Produced under questionable no known cases have female half-ores ally combine their clerical practices with
circumstances at best, half-ores will usu- become as widely feared or powerful (per- another career, commonly as a fighter or
ally retain some properties of both spe- sonally or politically) as male half-ores, assassin. This is because half-ores cannot
cies, human and ore, wherever they are though this is not through any fault of advance very far in experience as clerics,
raised. Those brought up in orcish their own. Orcish sexual prejudice is deep and they will eventually require another
society (the male ones, at least) will be and strong. set of skills to keep them on even terms
immersed in the previously described Half-ores raised in human society, usu- with increasingly tougher adversaries.
orcish social philosophy. Though full- ally without the orcish parent present, Half-ore cleric/assassin types are invaria-
blooded ores have some degree of dislike have a greater likelihood of adopting a bly death-worshipers, and strive to put
VOL. Ill
themselves in better favor with their For example: god, and that some being might be capa-
awful gods by personally bringing death Elves are able to see many sides of a ble of bringing this about if he were not
to as many beings as possible, within problem; ores see but one. more careful. Though Gruumsh rails and
their religion and outside it. Elves carefully examine the long-range curses the elven gods in many later sto-
Ores and half-ores generally dislike and consequences of an action, usually before ries, he never again tries to directly
avoid beings larger than themselves, undertaking it, while ores could care less assault them, and spends his fury on mor-
unless (as in the case of ogres) the ores for anything but the present. tal elves instead. Obviously, he took the
feel they can manipulate them suffi- Elves are very long-lived, while ores hint.
ciently, with promises of shared treasure have one of the shortest lifespans among In summary, ha If-ores are often bound
and food, to make them useful to the the human*ml races. to take on some of the less desirable char-
orcish community as guards and/or That list could be longer, contrasting acteristics of their orcish parents, espe-
heavy infantry. Ores and half-ores dislike many other aspects of the races' lifestyles, cially if they are raised in an ore tribe.
smaller humanoids because they are inev- but a point has been developed. Ores and Half-ores are generally tough, respect-
itably weaker, and these races are usually elves are opposites in nearly every way, ful of power, and seek to have power
employed only as slaves. Goblins, who and ores resent the advantages elves have, themselves. They tend to measure one
are only marginally weaker than ores and especially their long lifespan. While elves another by the number and quality of
can hold their own against them at least do not particularly like ores, they think of their followers, and they prefer to work
some of the time, are afforded more toler- them as a short-term problem not worthy within a group setting rather than on
ance than other small humanoids. of prolonged consideration. Ores, on the their own.
But it is not other humanoids that ores other hand, are consumed with hatred for Like ores, half-ores often act before
hate worst of all — it is other orcish elves, and will slay them out of hand thinking about the results of their deeds,
tribes. The roots of hatred run deep whenever the opportunity presents itself. and appear somewhat stupid to other
between conflicting tribes; the original Orcish mythology has several tales of more foresighted individuals because of
cause of friction, if there was one, has battles between elven and orcish deities. this. They dislike the weak, follow the
long since been lost to antiquity. Intertri- The most famous one occurs between strong, and quarrel with their equals.
bal conflicts are maintained by religious Gruumsh and Corellon Larethian, the Again, this is not true of all half-ores. But
bigotries; each tribe worships a particular chief elven deity. The story goes like this, at least a vestige of these characteristics is
orcish patron god with interests that according to the ores; present in nearly every one, regardless of
(naturally!) conflict with those of other Gruumsh ambushes Corellon in hopes their individual makeup.
deities. Even so, all tribes usually pay of slaying him and drinking his blood, so Information for this article was taken
some homage to Gruumsh, the king of as to inherit his special powers; Gruumsh from the ADfeD rule books, the Players
the orcish gods. fails, of course, through his own short- Handbook, the Monster Manual, and the
Another question concerning orcish sightedness, and Corellon shoots an Dungeon Masters Guide, as well as the
and half-orcish personality should be arrow at Gruumsh's eye. DEITIES fc DEMIGODS™ Cyclopedia.
addressed: Why do ores hate elves so Though the arrow failed to blind Some additional comments and insights
much? Superficial examination of the Gruumsh, apparently it was not intended were found in Master of Middle-Earth by
question reveals little overt cause; ores to. Elven stories of the same event (much Paul H. Kocher. Though this latter book
and elves do not frequently compete for briefer than the tedious orcish versions) concerns the world of J.R.R. Tolkien,
the same living space or for the same say that Corellon meant the arrow as a much of the information therein is quite
foods. But a slightly deeper examination warning to Gruurnsh of his vulnerability usable in an AD&D setting, and the work
shows that in terms of personality, prob- — a hint that it would only take the loss is highly recommended to the serious
ably no two races could be further apart. of his eye to break Gruumsh's power as a student of role-playing.

30 BEST OF DRAGON
The gods of the ores
Bahgtru, Shargaas, Ilneval, Yurtrus, Luthic
This is the tale the shamans tell, in the
camps of the ores when the night is deep
on the world and dawn is far away:
In the beginning all the gods met and
drew lots for the parts of the world in
which their representative races would
dwell. The human gods drew the lot that
allowed humans to dwell inhere they
pleased, in any environment. The given
gods drew the green forests, the dwarven
deities drew the high mountains, the
gnomish gods ike rocky, sunlit hills, and
the kalfting gods picked the lot that gave
them the fields and meadows. Then the
assembled gods turned to the orcish gods
and laughed loud and long. "All the lots
are taken!" they said tauntingly. "Where
will your people dwell, One-Eye? There
is no place left!"
There was silence upon the world then,
as Gruumsh One-Eye lifted his great iron
spear and stretched it forth over the
world. The shaft blotted out the sun over
a great part of the lands as he spoke: "No!
You lie! You have rigged the drawing of
the lots, hoping to cheat me and my fol- shamans say Corellon deserved it for not exclusion of mention of Gruumsh
lowers. But One-Eye never sleeps; One- being properly deferential. Because of this himself.
Eye sees all. There is a place for ores to battle, ores of all sects and cults hate elves Warfare between tribes is actually
dwell. .. here!" With that, Gruumsh more than all other non-ore races. encouraged to some extent by the orcish
struck the forests with his spear, and a The shamans' tales of the battles gods, who believe that this is the best way
part of them withered with rot. "And between the dwarven gods and the orcish of eliminating the unfit and weak, and
here!" he bellowed, and his spear pierced gods lor ownership of the mountains promoting the survival and growth of the
the mountains, opening mighty rifts and would weary the most ardent listener. strong. No attention is paid to the
chasms. "And here!" and the spearhead The ores are drawn to the mountains by thought that it might also waste the best
split the hills and made them shake and their brutal majesty and stark barrenness, fighters' talents, which might have been
covered them in dust. "And here!" and while dwarves love mountains for their better directed against non-ore foes.
the black spear gouged the meadows, and isolation and beauty, and for the ores that A minor cull has been noted, represent-
made them barren. lie beneath them. ing the only known orcish religion that
"There!" roared He-Who-Watches tri- Many have also heard of the eternal doesn't emphasize violence or warfare.
umphantly, and his voice carried to the battles on the plains of the Nine Hells Probably less than a hundred ores belong
ends of the world. "There is where the between the goblins and ores, each side to this sect, and most sages doubt that the
ores shall dwell! There they shall survive, led by their respective gods. No matter being they worship is even a true god, It
and multiply, and grow stronger, and a how much noise the ores of this world appears to have been started when an ore
day shall come when they cover the make about joining their forces with the discovered an ancient picture of a female
world, and shall slay all of your collected other humanoids, all ores are aware that ore, reputedly the most beautiful of her
peoples! Ores shall inherit the world you there will be room for one race in the end race ever known. This ore and his follow-
sought to cheat me of!" . . . and it will not be the goblins, the ers worship the picture and bring it sacri-
In this way, say the shamans, did the ogres, or any of the rest. fices of flowers, jewels, and candies. Only
ores come into the world, and thus did The division of ores into separate tribes time will tell whether they worship a true
Gruumsh predict the coming time when (Evil Eye, Death Moon, Broken Bone, goddess or just a picture; whether this
ores will rule alone. This is why ores etc.) is usually made along cult lines. The cult shall fade away with time, or
make war, ceaseless and endless: war for tribal symbol is the holy symbol of the whether the ores will someday all follow
the wrath of Gruumsh. orcish god the tribe holds as its patron. the ways of the mysterious goddess
The shamans tell other tales, too, that There are a large number of orcish known as "Mispigie,"
shed light on why things are as they are gods, representing such spheres of inter- Following arc descriptions of five of
in the world. Shamans tell of the battle ests as strength, swordsmanship, military the most powerful orcish gods besides
between Corellon Larethian (the chief power, the night, death, fertility, hunt- Gruumsh, who is represented in the
elven god, whom the shamans call The ing, and so forth. Each of them is part of DEITIES & DEMIGODS'" Cyclopedia.
Big Fairy) and Gruumsh, in which Corel- a rigid chain of command with Gruumsh Any use of the word "cleric" in these de-
lon tried to shoot out Gruumsh's eye (sac- at the top. The relative positions of the scriptions, when referring to those who
rilege!) with his bow, but failed of course. gods in the hierarchy varies depending on use clerical spells granted by these gods,
It is not considered important that the shaman doing the telling, as they all also includes shamans and witch doctors,
Gruumsh started the fight by trying to seek to emphasize the power and glory of as described in the AD&D™ Dungeon
paralyze the elven god with his spear; the their own deity, sometimes almost to the Masters Guide, unless otherwise stated.
VOL. in 31
BAHGTRU who command his services, especially if
they fail to give him some respect.
Lesser god It is said that Bahgtru once fought a
ARMOR CLASS: 1 tremendous reptilian monster from
MOVE: 9* another world, and slew it barehanded by
HIT POINTS: 340 breaking all of its legs. His symbol is
NO. OF ATTACKS: 2 derived from this epic battle. Since this,
DAMAGE/ATTACK: 10-60 (+15) Bahgtru has never been known to use
SPECIAL ATTACKS: Grapple weapons or armor of any usual kind. He
SPECIAL DEFENSES: +2 or better wears little other than a great pair of
weapon to hit; see below cesti, or gauntlets, studded with steel
MAGIC RESISTANCE: 35% rivets, with which to beat his victims flat.
SIZE; L( 16' tall) Bahgtru is a huge, incredibly muscular
ALIGNMENT: Lawful evil ore with dirty tan skin and dull green
WORSHIPER'S ALIGN: Lawful evil eyes; his tusks, protruding from either
warriors (ores and half-ores) side of his mouth, are glistening white
SYMBOL: Broken thigh bone from gnawing on bones. If Bahgtru
PLANE: Nine Hells attacks and rolls a number 4 or more over
CLERIC/DRUID: Nil what he needs to hit with both hands, he
FIGHTER: As 16+ HD monster has grappled his opponent and will crush
MAGIC-USER/ILLUSIONIST: Nil for 10-120 points of damage per round
THIEF/ASSASSIN: 6th level assassin thereafter, without rolling again to hit.
MONK/BARD: Nil His skin is so thick and tough that blunt
PSIONIC ABILITY: Nil weapons do only one point of damage to
S:25(+7, +14) 1:6 W: 6 D: 18 him before they bounce off.
C:25 CH: 5 {22 to ores) Clerics of Bahgtru must have a min-
imum strength of 16, and must keep
Bahgtru is the son of Gruumsh and themselves physically fit. They cannot
Luthic the Cave Mother. Though he is wear armor, but may use weapons as they
scorned and derided for his stupidity and choose. Those clerics who lose their
lack of self-will, no one says ill of his required strength lose their other powers
awesome might. Other orcish gods call as well, and will have their spirits
upon him for assistance; he is obedient, crushed in Bahgtru's fists in the afterlife.
though his incredible strength always Stronger clerics of this cult may help
exceeds the expectations of others, and he weaker clerics along to the next plane,
may accidentally (?) cause harm to those usually without the latter's permission.

SHARGAAS Shargaas the Night Lord lives in a tre-


mendous cavern system below the fiery
I plain of one of the levels of Gehenna. It is
Lesser god
ARMOR CLASS: 2 said that his caves extend infinitely, and
MOVE: 18" are darker than the blackest night. There
HIT POINTS: 265 no creature has sight but Shargaas him-
NO. OF ATTACKS: 312 self and his orcish spirit servants. Shar-
DAMAGE/ATTACK: 3-30 (+8) gaas, though blinded completely by light
SPECIAL ATTACKS: Ambush from the sun, can see perfectly well in
SPECIAL DEFENSES: +2 or better darkness out to a range of a mile or more.
weapon to hit; hiding; blindness He can also climb any surface, even per-
MAGIC RESISTANCE: 65% fectly smooth ones, without slipping. In
S12.Z-. L (& tall) the days when he is said to have walked
ALIGNMENT: Neutral evil upon the earth, Shargaas could also hide
WORSHIPER'S ALIGN: Thieves, himself and his followers so well that no
assassins, and those who do evil mortal could detect his ambushes or lairs.
under cover of darkness (ores As might be expected, orcish bandits
and half-ores) and ha If-ore thieves hold Shargaas as
SYMBOL: Red crescent moon with their patron, as do other regular ore
red skull between the horns tribes. Clerics of Shargaas are multi-
PLANE: Gehenna classed (cleric/thieves or cleric/assassins)
CLERIC/DRUID: Nil if they are half-ores; it is rumored that
FIGHTER: As 10 HD monster even orcish shamans and witch doctors
MAGIC-USER/ILLUSIONIST: 7th have some small degree of thieving or
level illusionist assassination skill (probably some 05-30%
THIEF/ASSASSIN: 16th level thief! success at one or two abilities like hiding
nth level assassin in shadows, picking pockets, or assassina-
MONK/BARD: 10th level monk tion from surprise). The major religious
PSIONIC ABILITY: IV holidays in the worship of Shargaas are
S:20(+3, +8> I: 19 W: 15 D: 24 the times of the new moon, when the sky
C: 19 CH: 7 (24 to ores) is dark and cloudy.

32 BEST OF DRAGON
ILNEVAL the symbol of the leader type, the one
who plunges into battle with nothing but
Lesser god victory and destruction on his rnind. It is
ARMOR CLASS: -I hinted that Ilneval covets Gruumsh's
MOVE: 12" position as the chief god of the ores; he
HIT POINTS: 331 has been said to have deposed one or two
NO. OF ATTACKS: 2 other orcish gods, relegating them to
DAMAGE/ATTACK: 6-36 (+11) lesser status, in his climb to power.
SPECIAL ATTACKS: See below Ilneval is more of a "captain's god"
SPECIAL DEFENSES: Immune to than a god of the common orcish soldier;
missile weapons; +1 or better Gruumsh is prefered by chieftains and
weapon to hit orcish kings, and Bahgtru by common
MAGIC RESISTANCE: 55% warriors. Though Gruumsh does not
SIZE: L (? tall) trust Ilneval, He-Who-Never-Sleeps has
ALIGNMENT: Lawful evil Bahgtru on his side, and this relieves
WORSHIPER'S ALIGN: Lawful evil some of his concerns.
warriors (ores and hatf'Orcs) Ilneval wears a suit of red iron chain-
SYMBOL: Bloodied broadsword mail and wields a sword that slays all
PLANE: Nine Hells non-ores it strikes (save vs. death at -6).
CLERIC/DRUID: 8th level dene He cannot be touched by missile weapons
FIGHTER: As 15 HD monster because of his armor's magical powers,
MAGIC-USER/ILLUSIONIST: Nil and is immune to non-magical weapons
THIEF/ASSASSIN: 14th level assassin as well. He appears to be a very war-wise
MONK/BARD: Nit and confident being; his face and arms
PSIONIC ABILITY: Nil are heavily scarred from the many battles
S: 23 (+5,+11) I: 17 W: 14 D: 20 he's fought, but the scars only increase
C:23 CH: 8 (25 to ores) his appeal to his orcish followers.
The clerics of Ilneval, if half-ores, use
When Gruumsh does not have time to broadswords as weapons and are multi-
command his armies, he turns the job classed cleric/fighters. Clerics of all sorts
over to his chief lieutenant, Ilneval, the (ores and half-ores) wear red metallic
master of command and strategy (next to armor, and are expected to be good mil-
Gruumsh himself, of course). Ilneval is itary leaders as well as good clerics.

YURTRUS color. Yurtrus has no mouth and doesn't


communicate; the ores have a way of say-
ing "when White-Hands speaks"when
ARMOR CLASS: 0 they mean "never."
MOVE: 6" Yunrus is surrounded by a huge enve-
HIT POINTS: 303 lope of stinking gases out to 120'; any
NO, OF ATTACKS: 2 mortal beings within this radius are
DAMAGE/ATTACK: See below affected as follows: Those up to and
SPECIAL ATTACKS: Disease • including 4 HD/levels as if struck by dust
SPECIAL DEFENSES: See below of sneezing and choking, those up to 8
MAGIC RESISTANCE: 75% HD/levels as if struck by a symbol of
SIZE: L (12' tall) pain, and those of higher levels suffer a -2
ALIGNMENT; Neutral evil "to hit" with no saving throw. All effects
(lawful tendencies) last while anyone stays within the cloud
WORSHIPER'S ALIGN: Assassins of gas.
and those who worship or profit Yurtrus, in addition to his clerical
from death (ores and half-ores) spells, uses all death-magic spells of 18th
SYMBOL: White hand on level magic-users. He may try to touch his
dark background victims instead of using his spells; any
PLANE: Hades being he strikes loses 3-12 hit points and
CLERIC/DRUID: 15th level cleric will catch 1-4 random diseases as well
(destructive spells only) (use the listings in the Dungeon Masters
FIGHTER; As 13 HD monster Guide). The loss of hit points will be
MAGIC-USER/ILLUSIONIST: See permanent unless recovered by a wish
below/Nil spell, on a one-hit-point-per-wish basis.
THIEF/ASSASSIN: 15th level assassin The clerics of Yurtrus wear pale white
MONK/BARD: Nil gloves made from the skins of non-orcish
PSIONIC ABILITY: VI humanoids, humans, or demi-humans,
S : l 8 ( + l , + 2 ) 1:18 W: 11 D: 10 during their ceremonies. They wear thin
C: 17 CH: -4 armor (equivalent to cloth) woven of the
same materials. In combat they use maces
Yurtrus the White Handed is the terri- with the weapon's head made in the
fying orcish god of death and disease. He shape of a white fist. When plague or dis-
appears as a huge, vaguely orcish giant ease strikes a group of ores, the clerics of
covered with peeling, rotting green flesh; Yurtrus appeal him for an end to the
his hands, however, appear completely illness with great sacrifices of prisoners
normal except for being chalk-white in and slaves.

VOL. Ill 33
LUTHIC

Lesser goddess
ARMOR CLASS: 5
MOVE: / •>" (12")
HIT POINTS: 287
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 5-20 (+7)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Regeneration
MAGIC RESISTANCE: 80%
SIZE: L (W tall)
ALIGNMENT: Lawful evil
{neutral tendencies)
WORSHIPER'S ALIGN: Females
(ores and half-ores), and those
who need heating or sanctuary
SYMBOL: Cave entrance rune
PLANE; Nine Hells
CLERIC/DRUID: 15th level cleric
FIGHTER: As 12 HD monster
MAGIC-USER/ILLUSIONIST: 12th
level in each
THIEF/ASSASSIN: 6th level in each
MONK/BARD: Nil
PS1ONIC ABILITY: Nil ores, she is worshipped by males as well Ores who follow her worship some-
S: 19 (+3,+7) I: 18 W; 19 D: 14 for her ferocity and her healing powers, limes rub dirt on themselves to ensure
C:20 CH: 12 (25 to ores) Luthic appears as a huge female ore they will have many children, and clerics
who wears no armor, but has unbreakable use earth in casting curative spells
Luthic governs several spheres. She is black claws four feet long. Her hair and (though this is purely a symbolic gesture
the goddess of female ores, orcish fertility eyes are dull black and her skin is dark and not a true material component of the
(moreso for females; Gruunish is the male brown, lighter on the nose and ears. spell).
fertility god), caves and caverns (which When in contact with the ground, she Luthic's worship is one of the few that
she digs herself), servitude (as she serves regenerates 3 hit points per round. allows both male and female ores to
Gruumsh), and primitive medicine, and In addition to her normal attacks, become clerics; nearly all of the other dei-
she helps restore orcish morale. Luthic may use magical spells to undo ties permit male clerics only. Ores in her
Luthic Is the deity closest to Bahgtru, her opponents. And if she hears anyone tribe (that of the Vile Rune) generally
her son, and he will follow her com- abuse her name, ore or non-ore alike, she dwell underground, and seern to commit
mands over all others', even those of may (25% chance) choose to render that fewer raids against other creatures,
Gruumsh. Other oreish gods and god- being susceptible to any disease, so that though they are especially fierce if their
desses fear her great claws, which are so the next time the victim catches even the lair is threatened. Ores guarding clerics of
strong they can tunnel through solid most minor of ailments, it will prove Luthic gain a +2 bonus "to hit" from
rock. Orcish clerics call her the Cave fatal within 2-7 days. Only the power of their ferocity and madness, but this also
Mother and conduct her services under- three wish spells applied while the victim causes a -2 penalty to their armor classes
ground. Though she represents female is still alive can unwork this curse. at the same time.

CLERICAL QUICK REFERENCE CHART


Sphere of Raiment Holy Sacrifice/ Propitiation Place of
Deity control Animal Head Body Colons) days Frequency Form worship
Bahgtru strength ox bare loincloth n/a battle days before battle bones of battlefield
enemies
Shargaas night, thieves bat leather leather redfc new moon monthly stolen anywhere
cap armor black items
Ilneval warriors n/a red metal red metal red battle days before and blood and anywhere
helmet armor after battle weapons
Yurtnis death, skeleton bare skins while full moon monthly sacrifices underground
plague crypts
Luthic caves, heal- cave bear fur cap lea I her brown & midwin- yearly treasures cave halls
ing, females armor black ter's day

Clerics, shamans, and witch doctors occupy very important positions within their tribes, and are counted on to give
advice to tribal chieftains on matters of warfare and inter-tribal relations. It is not uncommon for such clerics lo inherit the
posiiion of chieftain themselves and govern the ores of the tribe directly. In either case, they should have a retinue of
guards equal to that of a major orcish chieftain or king; see the Monster Manual for details.

34 BEST OF DRAGON
II. Breathing life
into dragons

With a name like ours, it's understandable why people send us articles
about dragons. And, of course, we like to get 'em. The dragon, perhaps
more than any other type of monster, is symbolic of the essence of heroic
fantasy: a wondrous, formidable, intelligent adversary that, when prop-
erly presented and played, provides a challenge to characters that's practi-
cally unparalleled among the creatures that reside on this Prime Material
Plane of ours.

The AD&D™ Monster Manual describes twelve types of dragons. The


FIEND FOLIO® Tome supplies six more — and there's still plenty of
room for expansion of the species. Inside this section you'll find a group
of neutral dragons, a prankster called the faerie dragon, and a couple of
twins known as the steel and the grey.

The second major type of dragon article is one that doesn't try to add
to the dragon population, but instead uses the official rules as a founda-
tion for discussion of an aspect of dragondom not covered in the books.
What do you do with that dragon egg you found, and how do you deal
with the little critter that comes out of it? Even if you don't consider a
dragon's ability to fly, use magic, and breathe all over you and your
party, shouldn't the dragon be able to more than hold its own in a two-
dimensional physical confrontation? And shouldn't the skin of that nasty
dragon you just did in be good for something more than mounting on a
very large wall? Answers to all of these questions are suggested in the sec-
tion that follows — answers that we've now published twice, not just
once, because we have a vested interest in seeing that dragons are treated
the way they deserve to be.

VOL. in
That's not in the
Monster Manual!
Neutral dragons
by Arthur Collins From issue #37, May 1980

Taxonomic types have no doubt noticed that the dragons in victim talking, in order to try again, but this time will get only a
the AD&D™ Monster Manual are easily separated into two types: 5% cumulative chance per round of entrancing the victim(s). If
colored dragons, ruled by Tiamat, the Chromatic Dragon (evil); the dragon fails in a suggestion attempt on the second try, the
and metallic dragons, ruled by Bahamut, the Platinum Dragon intended victim cannot be affected again.
(good). And a well-balanced and fascinating group of beasties Going along with their intelligence and charisma, all neutral
they are. So why am I about to propose six new types of dragons? dragons have a 50% chance of being psionically endowed. They
Part of the problem is with alignment. How come there are no are also telepathic, although they cannot communicate telepath-
neutral dragons? Surely there must be a place for the occasional ically with non-telepathic creatures or characters with an intelli-
dragon who doesn't give a hoot about good or evil as long as gence below 17. Magic-using neutral dragons employ both
people leave his treasure alone. Likewise, half of these fascinat- magic-user and druid spells.
ing creatures are of good alignment, which really cuts down on Since they are smaller than other dragons, the neutral dragons'
the pillaging an adventurer of good alignment ran attempt fear aura in attacking is saved against at +4 for all opponents.
without incurring the wrath of the gods (or at least the DM). Neutral dragons cannot polymorph themselves, unless they
Another part of the problem is that everyone and his brother know the appropriate spell. They have the innate ability to blink
has a Monster Manual, which cuts down on the DM's options to six times per day, as in the spell. Particulars about each type of
surprise his adventurers with something that they have to think dragon are listed in the accompanying chart,
about to deal with successfully. It's very frustrating to be graphi-
cally describing an unknown beast a party has encountered, only PS1ONIC DISCIPLINES (where applicable)
to have some fanatic quote you chapter and verse on what it is, Crystal dragons have 2 minor disciplines each; Topaz dragons,
and what all of its abilities are. Finally, there is just something 3 minors; Emerald, 2 minors and 1 major; Sapphire, 3 minors
fascinating about dragons, which leads us to explore new varia- and 1 major; Amethyst, 3 minors and 2 majors; and Sardior, the
tions simply to enjoy the essence of dragon-ness. Ruby Dragon, has the following 4 minor and 3 major disci-
In proposing this new breed of dragon, I am assuming that all plines: Domination, ESP, Invisibility, Levttation, Molecular
these types conform to the characteristics of dragons in general, Rearrangement, Energy Control, and Dimension Walk, All neu-
except where otherwise noted. In addition, all of these dragons tral dragons have a level of mastery for all disciplines equivalent
share the following standard characteristics: to twice their age level; Very Young dragons operate at 2nd level
FREQUENCY: Very rare of mastery, Young ai 4th level of mastery, and so on.
NO APPEARING: 1-3, except in the case of Sardior, the
Ruby Dragon CRYSTAL DRAGONS
SPECIAL ATTACKS: Breath weapon +• possible magic These creatures live on mountain crags, far away from all
use (except for Sardior, who definitely uses magic) other beings. They like to come out at night and lie under the
ALIGNMENT: Neutral stars. Crystal dragons can breathe a dazzling cloud twice per day,
The neutral dragons are basically reclusive creatures, dwelling 4" long by 4" wide by 2" high, that causes temporary blindness
in out-of-the-way places, and are not loo receptive to unexpected for everyone enveloped in it. After emerging from the cloud,
visitors. Like all dragons, they get their kicks from lolling creatures remain blinded for 10-60 rounds (saving throw cuts this
around on a pile of treasure. They are named after precious and in half). The dazzling cloud is as bright as daylight, and can be
semi-precious stones, and are especially fond of gems and seen for miles. Most creatures w i t h i n 60' of it will be -2 to hit,
jewelry. They are generally smaller and slower than other drag- due 10 its brightness (except for creatures not adversely affected
ons, but make up for this w i t h their outstanding intelligence and by brightness or fiery light, such as fire elememals). Basically
overwhelming personalities. nociural creatures such as goblins, et al, will sttike at -4.
The neutral dragons ate all very charismatic and suave. They Crystal dragons are a milky white in color, but when the moon
delight in riddling talk, and seek to entrap the creatures they or stars shine on them, their hide becomes luminescent and spar-
encounter by charming them with their voices. Anyone not kling. In bright sunlight, they are almost unbearable to look al,
engaged in such things as combat who listens to the dragon's because ol the dazzling brilliance that their hide reflects.
voice faces a 10% cumulative chance per round of being
entranced. While the intended victim is entranced, the dragon TOPAZ DRAGONS
has a chance (varying with the dragon iyj>e; see chart) of These creatures, light orange in color, prefer to dwell along
implanting a suggestion in his mind. The dragon gets one bleak, rocky seacoasts, although they have no inordinate love for
attempt per creature to suggest, and the victim is allowed a sav- the water as bronze dragons do. Twice per day they can use their
ing throw as against the spell of the same name. If the victim breath to dehydrate objects. Their breath dries up 3 cu, ft. per
makes the saving throw, the entrancement is broken for a min- h.p. of the dragon when directed againsi liquids. Other materials
imum of six rounds. The dragon will try to keep the intended suspended in the liquid (for instance, salt) will precipitate out.

36 BEST OF DRAGON
CRYSTAL TOPAZ EMERALD SAPPHIRE AMETHYST RUBY
ARMOR CLASS: 2 1 0 -1 -2 -3
MOVE: 9"/IB" 9" /IS." 9"/24" 9"/24" 12"/30" 12"/32"
HIT DICE: 4-6 5-7 6-8 7-9 8-10 23 (96hp)
% IN LAIR: 55% 55% 60% 65% 70% 80%
TREASURE TYPE: H, U*2 H, U*2 H, Ux3 H, I, U*2 H, 1x2, U*2 100% H,
1x3, U*5
DAMAGE/ATTACK: 1-4/1-4/ 2-5/2-57 1-6/1-6/ 1-6/1-6/ 1-8/1-8/ 1-10/1-10/
2-12 2-16 3-18 5-20 5-30 5-40
INTELLIGENCE: Exceptional Exceptional Exceptional Genius Genius Supra genius
SIZE: 12' long 15' long 20' long 24' long 30' long 36' long
PSIONIC ABILITY: 100 120 180 200 250 344
A/D modes: C/F BD/FH AD/FJ AC/FI ACE/FG J All/all
CHANCE OF
Speaking: 50% 60% 70% 80% 90% 100%
Magic-use: 30% 35% 40 45% 50% 100%
Sleeping: 25% 20% 15% 10% 10% 5%
SUGGESTION: 35% 40% 50% 55% 65% 75%

SPELLS GAINED *
CRYSTAL TOPAZ EMERALD SAPPHIRE AMETHYST RUBY
Very Young 1 Ist-D 1 Ist-D Ist-D Ist-D 2 Ist-D *•
Ist-MU Ist-MU 1 Ist-MU
Young 1 Ist-MU Ist-D Isi-D Ist-D 1 2nd-D
Ist-MU Ist-MU Ist-MU 2 2nd-MU
2nd-D
Sub-adult 12nd-D 2nd-D 2nd-D 2nd-D 2 3rd-D
Ist-MU 2nd-MU 2 2nd-MU 1 3rd-MU
Young Adult 1 2nd-MU 2nd-D 2nd-D 2 3rd-D 1 3rd-MU
2nd-MU 2nd-MU 2 4th-D
Adult 1 3rd-D 3rd-D 3rd-D 2 3rd-MU 2 4th-MU
2nd-MU 1 3rd-MU 1 5th-D
Old 1 Srd-MU 3rd-D 1 3rd-D 2 4th-D 2 5th-MU
3rd-MU 1 3rd-MU 1 5th-D
Very Old 1 4th-D 4th-D 1 4th-D 2 4th-MU 2 6th-D
3rd-MU 1 4th-MU
Ancient 14lh-D 4th-D 1 4th-D 1 5th-D 2 6th-MU
1 4th-MU 4th-MU 1 5th-MU

» — "1 Ist-D" means one first-level druid spell; "2 3rd-MU" means two third-level magic-user spells, etc.
** — Sardior, the Ruby Dragon, has 3 each of both druid and magic-user spells of levels 1-7, and has spell books listing
all the magic-user spells of those levels.
It is assumed that since dragons' MU spells are of a special, verbal-only kind, so also are the neutral dragons' druid
spells of a special kind, actuned to their natures, and not requiring mistletoe or other material or somatic components.

When directed against living creatures, the breath will cause The emerald dragon is a beautiful creature whose scaly hide
every creature in its path (3" long cone with l"base) to lose 7-12 seems to be in constant motion due to the many shades of green
strength points due to dehydration. After being dehydrated by a on the body. The interplay of the various shades can be very dis-
topaz dragon, a creature must be nursed back to health carefully. tracting to an observer, and the emerald dragon knows how to
Affected creatures will regain dieir strength at the rate of one- undulate its body to create a hypnotic effect on those it is parlay-
half point per day with adequate care and rest, A successful sav- ing with, dulling the observer's reactions. Thus, after the first
ing throw reduces damage to 1-6 strength points drained. Char- three rounds of a peaceable encounter with this sort of dragon,
acters with a constitution of more man 15 may recover 1 strength the dragon is able to attack (if it deems it necessary or wishes to)
point per day after 6 days. Curative spells will not negate the with complete surprise.
effects of this dehydration.
Any creature reduced to a strength of less than 3 will lapse into SAPPHIRE DRAGONS
a coma, and will die in 3-12 turns unless a strength spell or a Sapphire dragons make their lairs in deep underground ca-
raise dead spell is cast on him. These spells will not cure the verns, avoiding inhabited places where ores, dwarves, etc., live.
individual of his dehydration, however, nor help him recover his Twice per day the sapphire dragon can set up a sonic vibration
strength, but will only let him pass into normal sleep for 4-24 by its keening wail, which disintegrates a number of hit points
turns. Any creature reduced to zero strength points is killed equal to the number of hit points the dragon has. Creatures not
instantly. killed outright by loss of hit points would survive, but with
weapons, armor and clothing totally disintegrated. Magical
EMERALD DRAGONS items get a saving throw.
Emerald dragons make their homes in extinct or dormant vol- Sapphire dragons can be occasionally mistaken (on sight) for
canoes. Twice per day they can use a keening sort of voice young blue dragons, although an adventurer who has encoun-
(breath) weapon which will set up a sonic vibration, knocking tered blue dragons before sometimes realize his mistake if he has
all affected creatures within hearing distance unconscious for 10- reason to recall that blue dragons prefer arid environments,
60 rounds. Those who make a saving throw vs. breath weapon while sapphire dragons are liable to be found in caverns in any
are deafened for 10-60 rounds. climate. (Continued on next page)
VOL. in 37
AMETHYST DRAGONS has detection of good/evil, detection of magic, object reading,
Amethyst dragons love to dwell near isolated highland tarns. energy control, and dimension walk.
Twice per day, the amethyst dragon can shriek, with the same Occasionally (10% of the time), one of these dragons will roam
effects as a banshee. the earth without Sardior and the other thanes. If encountered,
Amethyst dragons are a sparkling lavender in color. the thane may reward beings that find favor with it, usually in
the form of gems, but sometimes in the granting of a boon.
SARDIOR. THE RUBY DRAGON All of Sardior's thanes are huge, ancient dragons. It must be
Finally, we come to the Ruby Dragon. This is not a breed of remembered, of course, that Sardior and company are a stay-at-
dragon, but a unique individual. Sardior the Ruby Dragon is the home lot, not given much to interfering with others' business.
Prince of Neutral Dragons. He dwells in a magical castle that All the neutral dragons honor Sardior, but being what they are,
roams the night sky, high up in the atmosphere. He keeps his his sovereignty does not much affect their daily lives of treasure-
castle moving so that it is always in the earth's shadow. Often, mongering. Al! are agreed, however, that Sardior is the most bril-
when Sardior's castle is sighted, sages think they are seeing a liant conversationalist and raconteur of all dragons.
reddish star making unusual conjunctions with other stars in the Sardior has two breath weapons, both of which he can employ
night sky. twice per day: a shriek {like an amethyst dragon) or a dazzling
Sardior keeps a court of five thanes, one each of the various cloud (like a crystal dragon). He has a ruddy appearance, but his
breeds of neutral dragons. They are: Hrodel (a female crystal handsome features and general grace ensure that only a very
dragon), who has the psionic disciplines of empathy and invisi- inexperienced dragon-hunter would mistake him for a red
bility; Tithonnas (a male topaz dragon), who has the disciplines dragon.
of clairaudience, clairvoyance, and sensitivity to psychic impres- So much for neutral dragons. Put one of these in your cam-
sions; Smargad (a male emerald dragon), who has domination, paign, and listen to the music of agonizing wails when your
hypnosis, and teleportation; Charstmma (a female sapphire hardened dragon-slayers encounter something that they've never
dragon), who has ceil adjustment, ESP, suspend animation, and heard of before. (Chortle, chortle!) After all, keeping them on
etherealness; and Aleithitithos (a male amethyst dragon), who their toes is what makes for exciting play.

, _
Dragon

Hatching is only
the beginning
Raising a baby dragon
by Colleen A. Bishop From issue #50, June 1981
All right, so your party has obtained a dragon egg. What are additional aging plus 5% for being transported), an 80% chance
they going to do with it? (Chorus: Sell it in the city!) of hatching after two weeks on the road, and a 95% chance after
Disposing of an egg in such a fashion ia a fine choice, espe- three weeks.
cially if the city is only a day or two away. But if travel time will Hatching of the egg, once it is determined that it is time for
be a week or more, that egg just might hatch enroute . . . the blessed event to occur, takes approximately one hour. The
egg will begin to quiver, and as the emergence of the dragon
I. Chance of hatching: The chance of a dragon egg hatching becomes more imminent, the egg will violently rock back and
depends first on the age of the egg. This is fairly easy to forth and From side to side. At the end of the hour, the shell will
determine: suddenly part, and out will tumble a baby dragon. Note: any
dragon egg (except a white dragon egg) subjected to cold
Table 1 temperatures for longer than a few minutes, or kept in vacuum
or stasis (such as inside a bag of holding) for any length of time
Base at all, will be destroyed, becoming hard and shriveled up, and
Die Condition chance to the creature inside will die (with no possibility of revival or
roll Age of egg of eggshell hatch resurrection).
1 Newly laid (1-2 wks) Soft, rubbery 0%
2 Young egg (3-5 wks) Somewhat soft 20% II. Size and appearance of the newborn dragon: Dragons
3 Developing (6-8 wks) Medium hard 50% hatching from relatively immature eggs will tend to be smaller
4 Mature egg (9-10 wks) Hard, leathery 80% than those hatching from more mature eggs. Immature new-
borns also have a higher mortality rate:
Of course, jostling an egg (such as during travel) may affect its
date of hatching. To reflect this, add a 5% chance per week Table 2
(cumulative) to the base chance of hatching given in the above Age of egg Chance of Size of
table. Also add to the base chance a 10% chance of hatching per at hatching survival baby dragon
week (cumulative) due to aging which has taken place since the 1-2 wks 30% Small
egg was encountered. For example, a developing egg (6-8 weeks 3-5 wks 70% Small
old, 50% base chance of hatching) will have a 65% chance of 6-8 wks 85% Average
hatching after being transported for one week (50% plus 10% for 9-10 wks 99% Huge
30 BEST OF DRAGON
Hit dice of the baby dragon are calculated as in the Monster most effective ways to do this is to jump up and down, flapping
Manual, starting as a very young (1-5 years old) dragon. It will one's arms. There is a 30% chance for each such attempt that the
"graduate" to a young dragon on its 6th birthday, to a sub-adult baby dragon will catch on to the idea of flight; this chance
on its 16th birthday, and so on. should be checked after each attempt by "mother" to give the
Dragons will, of course, be of the same type (color) as their idea, until the dragon is determined to have caught on.
parents. Once the baby dragon learns that it can fly, it must be encour-
aged to practice. Baby dragons will be reluctant to practice (75%
III. Imprinting: Newborn dragons, like most relatively intelli- chance of refusing to practice when encouraged to do so; each
gent creatures, go through a period of "imprinting" shortly after practice-session attempt must take place no less than 6 hours
birth. The newborn dragon will beome very attached to the first after the previous one, and only two such attempts can be made
creature it sees after hatching. It will, not knowing any better, per day).
consider this creature to be "mother," and will follow its If a dragon does not practice flying 25 times before the end of
"mother" around to the best of its ability for its entire first year its 10th week of life, it will always remain a "clumsy flyer." Such
of life. The baby dragon will also attempt to copy the actions of animals will fly only to remove themselves from danger. They
its "mother" as closely as possible. Note: It is just as likely for a may fly into walls (15% chance whenever such an act is possible), .
male character to be "mother" as it is for a female character. It cannot usually brake in mid-flight (25% chance of doing so), and
all depends on whom the dragon saw first. cannot turn in flight (25% chance of doing so). They must rest
for 4 hours after an hour of flight, and are unable to engage in
IV. Abilities of baby dragons: During their first year, baby normal activities (certainly not fighting) during this rest period.
dragons must learn to use the various special abilities which they In contrast, normal flyers (non-clumsy) are only required to
may possess, such as speaking, magic use, flight, and breath rest for 1 hour after 20 hours of flight (cumulative) and may
weapon. The normal attack mode of claw/claw/bite is instinc- engage in all normal activities (but still not including combat)
tive and does not need to be learned. during the rest period. All dragons brought up by other dragons
Speech: There is a bonus of 35% to the chance of speaking will be normal flyers.
listed for the dragon type in the Monster Manual if "mother" is Breath weapon; A dragon gains the capability of using its
capable of speech. If a baby dragon is capable of speech, it will breath weapon at the age of 3 months. Again, the dragon must
begin speaking after three weeks of life. If the dragon does begin be given the idea. The method of achieving this is up to the
to speak, it has a 20% chance of learning a second language (gen- DM's discretion, and may prove to be the funniest part of an
erally the racial tongue of "mother"). Baby dragons will only adventure. The dragon has a 30% chance of getting the idea, and
speak or understand any dragon language if it is taught to them successfully using its breath weapon, on each attempt made by
by "mother" (and they are of sufficient intelligence to learn it), the teacher {"mother"). Such attempts may be made once a week
Magic use: This obviously applies to speaking dragons only, by the teacher until a successful discharge of the breath weapon
since dragons' spells have no somatic or material components. is accomplished.
There are certain bonuses (see Table 3) to the chance of spell use, Once a dragon has used its breath weapon, it must remember
depending on the character class of "mother." how to do the same thing on each subsequent occasion (Table 5).
Some dragons of more intelligent types will have a better chance
Table 3 of remembering {Table 6). There is also a bonus of 1% to the
chance of remembering for each time the dragon has previously
Character class of mother ' Bonus to chance of spell use been successful, as well as a 5% bonus on any such attempt if
Magic-user 35% "mother" is trying to help the dragon remember {by coughing,
Illusionist 35% sneezing, or another such method).
Druid 25%
Cleric 20% Table 5
Spell-using paladin 15% Base chance of
Spell-using ranger 15% remembering
1
— If "mother" is a multi-classed character falling into more Age of breath weapon Effect of weapon
than one category, only one bonus (the highest of those which dragon technique if successful
apply) is gained. 3 months 15% K effect
4-6 months 40% « effect
IE a dragon is capable of spell use, it will be able to begin 7-9 months 60% H effect
attempting such action at 6 weeks of age. The chance of success- 10-12 months 80% full effect
fully attempting a spell improves with practice: Over 1 year 100% full effect

Table 4 Table 6
Chance of successfully Race Bonus Race Bonus
Age of dragon attempting spell Black Gold + 10%
6-10wks 10% Blue +05% Green
ll-20wks 20% Brass +05% Red
21-30wks 40% Bronze +10% Silver +10%
31-40wks 60% Copper +05% White -05%
41-52wks 80%
Over 1 year 100% Any dragon under 1 year of age will attempt to use its breath
weapon in any situation which seems threatening to it. Such
Even if a spell is successfully cast, applicable saving throws occasions would include loud noises, people tripping, monsters
may still prevent it from taking effect. Note: A dragon's possible appearing (but not necessarily attacking), and so forth. "Mother"
spelts are rolled randomly, unless "mother" is a magic-user and is the only one who can curb this tendency in a baby dragon.
is attempting to teach certain spells to the dragon. Spell use After reaching 1 year of age, a dragon will have discovered that
remains as described in the Monster Manual. the use of its breath weapon should usually be limited to really
dangerous situations, and needs no further reminders of this fact.
Flight: All dragons possess the capability of flight, but the
skill must be learned before the end of the dragon's 10th week of V. Care: Baby dragons must be kept scrupulously clean, or a
life. The dragon must first be given the right idea. One of the distinctive musky odor will linger in the air around the dragon

VOL. Ill 39
and in its wake. This odor will not vanish (or 2 days, and enables the dragon will follow the one who seems most similar to
almost any creature with a nose to track the dragon and those "mother" in abilities and characteristics.
who might be accompanying it. This odor will also spook most When it reaches adulthood, a "domesticated" dragon will go
horses and mules (90% chance of such an occurrence the first to the wilds if "mother" ts no longer alive. There it will establish
time a particular scent is encountered). a lair and otherwise act like a dragon of its type.
If a dragon was not well treated during its infancy, it will
VI. Feeding: A baby dragon will eat voraciously (or the first 6 attempt to slay "molher" during its second year of life, and if
months of its life. If "mother" does not provide food, the baby possible afterward (whether or noi the atiernpt succeeds) it will
dragon will instinctively go hunting. If restrained from hunting, escape to the wilds. In any future encounters with humanoids, it
it will cry piteously with hunger and otherwise attempt to lure will have an automatic -33% modifier on its reaction roll. If more
food to itself. than half of the humanoids in any given encounter are of the
Food is not difficult to obtain since dragons are omnivores and same race or abilities as "mother" was, the reaction roll will be
can and will eat almost anything. Dead monsters make fine at a modifier of -50%.
dragon food. In a wilderness area, dragons will subsist by eating When not under "mother's" influence (which means acting in
leaves and branches from trees, uprooting grass and shrubs, and the same alignment behavior as "mother"), a dragon will revert
digging for truffles. (DM's note: This foraging may leave a trail to its instinctive alignment. This includes looking for {and
for others to follow.) attempting to collect) treasure, as well as reactions to any wan-
dering passers-by. A chaotic evil dragon will attempt to slay all
VII. Behavior of baby dragons: A dragon, if it is treated well beings within reach; lawful evil dragons will tend to loudly crit-
during its first year, will remain loyal to "mother" for the rest of icize (at least) all beings nearby; neutral and chaotic good drag-
its life. If "mother" dies, the dragon will continue to follow the ons will play harmless and sometimes seemingly purposeless
member of the party most like itself in alignment until it reaches practical jokes; and lawful good dragons will converse or ptay
adulthood. If more than one party member fits this description, with all beings who seem friendly and of a similar alignment.

Self defense
for dragons
Give 'em a fighting chance
by Gregory Rihn From issue #50, June 1981
The dragon is nearly everyone's favorite monster. There is have them pretty uniformly throughout the type, A dragon with
something numinous in the name and the image: sagacious, no spell ability has only one other major weapon: its breath,
fierce, terrible in its jaws and claws, soaring aloft on great pin- which works only three times per day. The claws of even the
ions, breathing great gouts of flame and smoke. If such a crea- largest gold dragon are no more formidable than swords, and
ture existed in nature, even without fiery breath, its sue, many other creatures can approach the damage of a dragon's
strength, mobility, and intelligence would make it a formidable bite, or possess abilities like paralyzaiion or life-draining that are
foe of and competitor with mankind — our advantage lying only continually reusable.
in numbers and a comparatively rapid rate of reproduction. The result is that few dragons are able to stand up to the in-
But the dragon is an endangered species. How can this be? Just variably large and well-equipped parties that are thrown against
as the dragon is the favorite pet of the Dungeon Master, it is the them, A carefully dispersed party can avoid the blasts of breath
favored prey of the adventurers. Is the castle on the crag haunted weapon with a fair chance of survival by surrounding the dragon
by a vampire? The characters shudder and dare to approach the and indicting unacceptable damage on the beast's flanks and
crag only with trepidation. Do the depths of the caves hold de- tail. Even if the dragon were guaranteed of killing an adventurer
mons? Let's wait until we're a bit more skilled. , , . But let word with each bite, a large party would still overwhelm it — espe-
get out that a dragon lurks or lairs in the vicinity, and every cially i( the dragon was awakened from sleep by one or more
character within earshot drops everything else and begins sharp- heavy-damage spells hitting home.
ening his sword. Hirelings of every stamp are readily bought The dragon really ought to be more formidable in melee, a
with the promise of sharing in the dragon's enormous hoard. veritable whirlwind of destruction, the likes of which should
When the party has equipped itself with control potions, all the rightly frighten anyone in possession of all his wits.
magic that can be begged, borrowed, or stolen, and pack mules The damage done by dragon claws is far too slight for any-
to ferry back the loot, it's hi-ho and off they go dragon hunting. thing except small representatives of the species. An average-
Why? Because no other monster holds the potential of such sized dragon ought to do twice as much damage as specified, and
great gain at such comparatively low risk. a huge dragon perhaps three limes as much. This would reflect
Yes, I said low risk. What other monster is liable to be found the enormous strength these creatures possess. The smallest
sleeping obliviously in his den? What other creature can be so dragon type, the white, averages 24 feet in length. Even if we
easily subdued and then sold on the open market? And even assume that half of the dragon's length is made up of neck and
dead, the dragon alone is worth a sizable ransom; its hide can be tail, the dragon should still have as much mass as a large ele-
sold for armor, its teeth for ornament, its other parts for potions. phant. Yet these creatures have the muscular strength to fly!
All other creatures with spell-using or magic-like capabilities Even if is is assumed that the dragon's power of flight is due to
40 BEST OF DRAGON
an inborn magical power, akin to the breath weapon, a creature have a traditional dragon's tail, long and tipped with a spadelike
of that size must be exceptionally strong to be able to move with blade. It strikes as a sword. Green and brass dragons have a tail
any speed. Therefore, a dragon ought Co have at least the muscu- of medium length, lipped with spikes similar to those of a stego-
lar strength of a comparably sized giant, if not more. Remember, saur. It strikes as a flail. Black and copper dragons have a very
a giant cannot fly by muscular strength alone, and if giants had long, whiplash-like tail that strikes as a dagger. And, the blue
strength in human terms in proportion to their size, they would and the bronze have a snakelike, relatively long, prehensile tail,
not even be able to stand and support their huge frames. which does damage through constriction.
Further, dragons have other assets that are not considered in
combat. Unlike reptiles or saurians, dragons are hexapedal, or Recommended damage by tail type:
six-limbed, with the "extra" pair of limbs being wings. Other Type of tail Small Average Huge
flying creatures — birds, bats, and the extinct pterosaurs — have Plated 1-8 2-16 3-24
wings made out of modified forelimbs. Spiked 2-12 4-24 6-36
Let us assume that, considering neck and tail, a dragon might Spade 1-10 2-20 3-30
have a wingspread approximately equal to its overall length. A Whiplash 1-8 2-16 3-24
24-foot-long dragon would therefore have a 12-foot wing on Constrictor 2-12 4-24 6-36
either side. These wings are often thought of as bat-like, a mem-
branous structure supported on a frame of modified wing and The dragon could lash with its tail once per set of attacks,
hand bones, (See the Monster Manual illustrations of the white, striking either to the left or to the right, but not to both sides at
silver, and green dragons, and the dragonne.) There is often a once. A short tail, representing about one quarter of a dragon's
"ihumb" claw at the "hand" joint. The dragon Smaug, as pic- overall length, might strike only through an arc of 60 degrees; a
tured in the television version of The Hobbit, had a well devel- medium-length tail, about one third of the dragon's length,
oped thumb and fingers at the wing-hand, similar to bats and through 90 degrees; a long tail, representing one third plus an
flying dinosaurs. I personally prefer this idea. additional one eighth of length, through an arc of 120 degrees;
The point of this discourse on wings is this; If you have ever and a very long tail, going up to one third plus an additional
tried to corral a winged creature, a chicken, or, worse yet, a large one quarter of the dragon's full length, might strike through an
goose, you know that it strikes out with its wings. Roger Caras, arc of 180 degrees, centering at the base of the tail. The difference
in his book Dangerous To Man, reports several instances of fatal is because the shorter tails are thicker and less flexible,
injuries being inflicted by the blows of a swan's wings. There- Now, having given the dragon an assist in self-defense, let's
fore, those characters standing to the sides of the dragon must look at revised attack figures for a white dragon:
dare the sweep of the dragon's wings. Those in front and near
the center of ihe wing would be in danger of being struck by the A (tack type and no. Small Average Huge
wing-claws. A wing buffet should do some damage, mainly of a 2 claws 1-4 2-8 3-12
bruising, battering type, tending to throw adventurers away from 1 bite 2-16 2-16 2-16
the dragon, and this should amount to about one-third of the 2 wing buffets 1-2 1-3 2-4
dragon's normal claw damage. If the target is within range of the (2 wing claws) 1-2 1-S 2-4
wing-claw, add an extra "to hit" roll for the dragon, and if the Foot stamp (one every other time) 1-4 2-8 3-12
result is a hit, add the appropriate extra damage, ranging from Tail lash 1-8 2-16 3-24
1-2 points for a small dragon to perhaps 1-10 fora big one.
An intelligent dragon might use its wings in more than one The modifications and additions described in this article are
manner. A dragon with a gaseous breath weapon could use the suggested to accurately reflect the fearsome fighters that dragons
sweep of its wings to fan the gas into every corner of its lair, A should be, without unreasonable additions of powers or hit dice.
dragon that has started a fire with its breath could fan the flames Instead, most of what is proposed here can be logically extrapo-
into a roaring conflagration. A prudent dragon might cover the lated from the common assumptions about dragonkind. Recall
floor of its den with ice crystals; sand, ash, or other loose mate- the famous painting of St. George and the Dragon, showing the
rial which could be whipped into a blinding, slinging storm at pitifully small dragon fighting off St. George with both fore
the onset of an attack. claws and hind claws, wings outspread, and with the end of its
On the subject of limbs, what about a dragon's hind feet? tail wrapped around the saint's lance, which is piercing the crea-
Surely any dragon is intelligent enough to kick out at something ture's chest. Further, these "extra" tactics would likely be used
attacking its flank, especially if the front end is otherwise only when the dragon is trapped and fighting in its lair. It only
engaged. Allow one foot stamp by one of a dragon's hind feet in makes sense that a creature able to fly, in open terrain, would
every other set of attacks. (The dragon, if not actually airborne, prefer to attack from the air, not exposing itself to close assaults.
has to stand on at least one foot at all times, although it might
be supported by its wings to some degree. This should do the "Dirty tricks" for dragons
same damage as the foreclaws, but at -2 to hit. If the dragon were It is debatable whether or not dragons' forepaws are prehensile
for some reason to engage in close combat with some creature — that is, are they sufficiently flexible and dextrous to permit the
nearly its own size, such as a giant, then the dragon might well dragon to grasp things and handle small objects with some ease?
employ both rear claws at once, in the manner of some great cats. If so, this opens up whole new possibilities. The dragon culture
In such attacks, the animal attempts to get the throat of its adver- has never been one of tool-users, but of robbers and predators,
sary in its own jaws, hooks its claws into the shoulders of the preferring to take or steal rather than forge or build. But that
opponent, and then {in a dragon's case, with the aid of wings for doesn't mean that a dragon could not or would not learn to use
lift and balance) brings the rear claws up to thrust into the mid- implements. Monsters should make use of the magic they guard
section of the victim and rake downward to disembowel the whenever this is feasible. A magic ring might fit on a giant's fin-
enemy. This is the only situation in which a dragon might rea- ger, so why not on a dragon's claw? Why wouldn't a spell-using
sonably be expected to employ both rear claws at the same time. dragon be enough of a magic-user to employ a wand or staff?
Finally, there is the tail. Many dinosaurs and present-day croc- As a final word, I strongly urge that, where one is dealing with
odiles and alligators use their powerful tails as weapons. To a more intelligent dragon, the 50% bite-or-breath rule be
simulate this, dragons are assigned different types of tails, in dropped. Instead, a canny dragon ought to know when and
much the same way that breath weapons are differentiated. when not to expend its breath weapon.
White and silver dragons have a relatively short, thick tail, with Slaying a dragon should be a feat that even hardened adven-
a ridge of horny plates, that might give the creature better trac- turers would boast of, and would be proud to tell their grand-
tion when climbing on ice. It strikes against armor as a mace. children about. So make it a tough and memorable experience,
The traditional, fire-breathing dragons, the red and the gold. not just an excuse for another notch in one's sword.
VOL. HI 41
The
faerie dragon
Magical and mischievous
by Brian Jaeger From issue #62, June 1982

FREQUENCY: Very rare defending its lair. However, the faerie dragons are given below. The Dungeon
NO. APPEARING: 1-6 dragon will use its magic at any oppor- Master should keep in mind that spell
ARMOR CLASS: 5 (/ when invisible) tunity to wreak mischief on passers-by. choice is bounded only by the imagina-
MOVE: 6" 124' Most (65%) faerie dragons will employ tion of the possible pranks, and by the
HIT DICE: See below magic-user spells as per a magic-user of fact that a faerie dragon prank will never
% IN LAIR: 25% the level indicated on the accompanying have damage to its victims as its aim.
TREASURE TYPE: S, T, V in lair chart; some (35%) will use druid spells.
NO. OF ATTACKS: I All their spells are chosen solely for their Magic-user spells
DAMAGE/ATTACK: 1-2 mischief potential. Offensive or defensive 1st level: dancing lights, message, sleep,
SPECIAL ATTACKS: Breath weapon, spells will never be learned unless the unseen servant, ventriloquism
magic use particular faerie dragon has thought up 2nd level: audible glamer, forget, levi-
SPECIAL DEFENSES: Invisiblity an exquisite prank using some such spell. tate, magic mouth, pyrotechnics
MAGIC RESISTANCE: See below All faerie dragons will leam the spells 3rd level: fly, phantasmal force, slow,
INTELLIGENCE: High to genius water breathing and legend lore at the suggestion, water breathing
ALIGNMENT: Chaotic good first opportunity. Though many faerie 4th level: fire charm, fumble, halluci-
SIZE: S (1-1%' long) dragon pranks are spur-of-the-moment natory terrain, polymorph other, poiy-
PSION 1C ABILITY: Nil affairs, months of preparation often go morph self
Attack/Defense Modes: JVi/ into a single grand practical joke. 5th level: distance distortion, Morden-
CHANCE OF: Faerie dragons enjoy swimming and kainen's faithful hound, telekinesis,
Speaking: 90% diving. In flight, they can hover, and are transmute rock to mud, wall of force
Magic use: 100% maneuverability class A. They eat fruits, 6th level: control weather, legend lore,
Sleeping: 40% roots, tubers, nuts, honey, and grains, and project image
have been known to go to great lengths to 7th level: limited wish, simulacrum
This chaotic offshoot of the pseudo- get a fresh apple pie. 8th level: Otto's irresistible dance
dragon lives in peaceful, tangled forests All faerie dragons can communicate
in all climes, often with a group of sprites telepathically with one another at a dis- Druid spells
or pixies. tance of up [o two miles. They speak 1st level: animal friendship, entangle,
Faerie dragons can become invisible at their own language and their alignment faerie fire, pass without trace, speak with
will. They are able to attack or employ tongue, plus the languages of sprites, pix- animals
magic or breath weapons when invisible. ies, elves, and the birds and animals in 2nd level: charm person or mammal,
They attack as 4 HD monsters, biting for their area. They frequently use forest create water, obscurement, trip, warp
I -2 points of damage. However, the faerie creatures to help them in their pranks. wood
dragon is much more likely to use its Description: Faerie dragons appear as 3rd level: plant growth, pyrotechnics,
breath weapon of "euphoria gas." The thin, miniature dragons with long, pre- stone shape, water breathing
creature expels the gas in a two-foot- hensile tails, butterfly wings, and wide 4th level: animal summoning I, call
diameter spherical cloud — just enough smiles. Their colors range through the woodland beings, control temperature Iff
to give the target a good faceful. A victim spectrum, from red for the very young to radius, speak with plants
failing to make his saving throw vs. purple for ancient individuals, as shown 5th level: animal growth, control
breath weapon will wander blissfully on the accompanying chart. Females' winds, transmute rock to mud
about for 3-12 rounds, during which time hides shine with a golden tinge in the 6th level: transport via plants, weather
he will be unable to attack and will have sunlight, while males have a silver tinge. summoning
an effective armor class two places worse Spell lists: Suggested spells for faerie 7th level: animate rock
than actual. The victim will be able to
keep his mind on the situation and the
surroundings, as long as he makes a sav- Age Magic M-U Druid
ing throw of intelligence or less on d20 level H.P. Age Color res. level level
during each round the effect of [he gas 1 1-2 very young red 12% 2 2
lasts. As soon as a victim fails an intelli- 2 3-4 young red-orange 24% 4 3
gence saving throw, he will completely 3 5-6 sub-adult orange 36% 6 5
lose interest in the matters at hand, indi- 4 7-8 young adult yellow 48% 8 6
cating that the gas has had its maximum 5 9-10 adult green 60% 10 8
"euphoria" effect. 6 11-12 old blue-green 72% 12 9
The faerie dragon will never attack 7 13-14 very old blue 84% 14 11
directly by any means unless cornered or 8 15-16 ancient purple 96% 16 12
42 BEST OF DRAGON
Two tough foes:
by Pat Reinken
Legends say that Ahi and Rahab are (some say that if they were to fight each
[wins — that the steel dragon and the other, neither one would survive), but the
grey dragon emerged from the same egg, truth of their origin is lost in antiquity.
but for unknown reasons grew up to This may be just as well, for these two
become exact opposites. They apparently dragons are not known for their hospital-
are indeed from the same hatch, and they ity and are said to not look kindly on
are both known to be very powerful trespassers. . . .
From issue #62, June 1982

One that's very, very good


STEEL DRAGON CHANCE OF: unconsciousness for 2-4 rounds; a cloud
(Draco Ferrosus Carbo) Speaking: 100% (same size) of scalding water vapor that
Magic Use: 100% causes 6-36 points of damage and blinds
FREQUENCY: Very rare Sleeping: 15% for two rounds; or a cone of vapor 6" long
NO. APPEARING: / (base diameter 2") that causes affected
ARMOR CLASS: -2 Ahi, the steel dragon, is a loner. He creatures to assume gaseous form for 5-10
MOVEMENT: 9" 148" lives high in the uppermost atmosphere rounds.
HIT DICE: 12 (96 hit points) of the Prime Material Plane in a castle Ahi can cast any magic-user spell of
% IN LAIR: 85% that circles the earth on the west wind. first through sixth level, but can employ
TREASURE TYPE: H, S, T Although he is lawful good, Ahi will not only two spells per day. The steel dragon
NO. OF ATTACKS: 3 hesitate to properly deal with trespassers can make himself gaseous anytime he so
DAMAGE/ATTACK: 1-6/1-6/3-24 and other intruders into his home. At desires, and will use this ability in order
SPECIAL ATTACKS: See below regular intervals, the steel dragon visits to get behind an opponent. In addition to
SPECIAL DEFENSES: See below the earth to feed and to gather small trea- this, Ahi's normal appearance to charac-
MAGIC RESISTANCE: Standard sures from any evil characters he finds. ters and other creatures is as a shifting,
INTELLIGENCE: Genius The steel dragon can attack with the cloudy, dragon-shaped mass of vapor.
ALIGNMENT: Lawful good usual claw/bite routine of other dragons Because of this appearance, any opponent
SIZE: L (60' long) or with one of three breath weapons: a attacking the steel dragon with a weapon
PSIONIC ABILITY: Nil cloud (2" x 2" x y>) of poison vapor that will always miss on his first attempt to
Attack/Defense Modes: Nil causes 2-12 hit points of damage and hit.

and one that's just the opposite


GREY DRAGON The grey dragon, Rahab, is hated by will find noihing bui a large mound of
(Draco Nox Dwbolus) dragons as much as he is haled by all blackness, for Rahab is hidden by a form
other creatures. The only living things of continual darkness. The spell is not
FREQUENCY: Very rare around him are the men, dwarves, and affected by anyihing except continual
NO. APPEARING: / goblins he has enslaved. He lives deep in light, which in ihe presence of the grey
ARMOR CLASS: -5 (-2) a cavern in a remote mountain range and dragon will act as a light spell. In the
MOVE: l5'/24" never ventures forth from it. darkness, Rahab has an armor class of -5.
HIT DICE: 12 (96 hit points) The grey dragon attacks with the usual If ihe darkness is temporarily alleviated
% IN LAIR: 100% claw/claw/bite routine but gels two addi- by the application of continual light, the
TREASURE TYPE: H, S, T, U lional swings with his claws because of dragon's armor class worsens to -2.
NO. OF ATTACKS: 5 his iremendous speed. However, the latier If adversaries come close enough lo the
DAMAGE/ATTACK: 1-811-81 iwo claw aitacks are made at -1 "to hit" dragon, or if Rahab advances loward his
1-4/1-4/5-40 and do only 1 -4 points of damage if they foes, the grey dragon may be able to
SPECIAL ATTACKS: See below succeed. envelop his opponents in this blackness,
SPECIAL DEFENSES: See below Rahab's breath weapon is a gas cloud effeciively blinding them. If he manages
MAGIC RESISTANCE: Standard that affects all viciims within iis bounda- to do this, Rahab receives a +5 bonus "to
INTELLIGENCE: Low ries (2" * 2" x 3") as a super-powerful hit" on each character so affected. The
ALIGNMENT: Chaotic evil charm spell. Affecied characters or crea- dragon's own vision is sufficient to see
SIZE: L (4S1 long) tures (those who fail their saving throw under the darkness. The edge of the area
PSIONIC ABILITY: Nil vs. breaih weapon) will never again of darkness is approximately three feet
Attack/Defense Modes: Nit aitack Rahab or seek to do him harm for away from [he dragon and surrounds him
CHANCE OF: as long as they live, or until ihe effeci of entirely.
Speaking: 25% the breath weapon is negated by a remove The grey dragon can cast two magic-
Magic Use: 75% curse spell. user spells per day, but can use no spell of
Sleeping: 10% Those who enier ihe dragon's cavern higher than third level.

VOL in 43
Evil dragons
make good armor
Hides with built-in bonuses
by Roger Moore From issue #62, June 1982

In an era long past, an intrepid dragon- transported to civilization (assuming the dragon armor, burning hands. None of
hunter and his wizard friend discovered dragon wasn't killed in the village these spells or substances will damage the
that the hide of an evil dragon, if prop- square), the services of skilled armorers, hide they are applied to; their function is
erly prepared, could be cut and formed leather-workers, and tailors must be to activate the innate resistance in the
into a suit of armor that provides protec- employed to fashion the hide into armor. hide which has been "brought to the sur-
tion against attack forms resembling the This process takes 21-30 days for each suit face" by the enchant an item spell.
breath weapon of the dragon from which of armor, and prices for the needed ser- When the enchantment is complete, the
it was made. vices will be three times the standard rate. armor will be essentially equivalent to
To begin the process, an evil dragon Only one set of armor may be fashioned +7 scale mail: armor class 5, movement
(white, black,Ted, blue, or green) of at from the hide of a single dragon. rate 9", weight 15 pounds. In addition,
least adult age must be killed, without the The resulting suit of armor is equiv- each armor type/color affords the wearer
use of magic and preferably by means of alent to normal scale mail in armor class resistance or immunity to a particular
repeated attacks with blunt weapons. (6), maximum movement rate (6"), and attack form. The special properties of
Even a single magical attack directed bulkiness (fairly bulky). It weighs about each type are:
against a dragon, whether or not the spell 30 pounds, compared to 40 pounds for White dragon armor — Resistance
casting succeeds and whether or not the normal scale mail. The non-enchanted against white dragon breath, winter wolf
spell causes damage to the dragon, will armor can be worn "as is," but if the non- breath, cone of cold spell, and other
ruin the protective potential of the crea- magical armor is hit even once by an attack forms involving cold, ice or frost.
ture's hide and make later attempts at edged weapon, it will not be able to be Black dragon armor — Resistance
enchantment ineffective. If the dragon is enchanted after that. against black dragon breath, giant slug
hit with edged weapons, there is a chance Enchanting the armor must be done by spittle, anhkheg digestive acid, and other
the hide will be cut and marred to the a magic-user of 16th level or higher, who attack forms using acid or acid-like
extent that it becomes unusable as armor. will insist on a generous payment in gold effects.
For each successful hit on the dragon pieces, or the promise (and proof) of some Green dragon armor — Resistance
with an edged weapon (regardless of the other benefit that might be offered. At against green dragon breath, iron golem
amount of damage done), add 5% to the least half of the payment must be sup- breath, cloudkill spell, and other attack
chance of the hide being damaged beyond plied in advance, with the rest due when forms using poisonous gases.
use. (Thus, if a dragon takes 20 hits from the armor is delivered. Blue dragon armor — Resistance
edged weapons, there is no chance that The magic-user must first successfully against blue dragon breath, lightning
the hide will be thereafter usable as cast enchant an item on the armor, and bolt spell, storm giant's lightning attack,
armor.) If and when the dragon is killed, then apply a second spell (which varies and other sorts of natural or artificial
the chance that the hide is spoiled must depending on the armor type) to act as a (including magical) lightning or
be exceeded on a roll of d% in order for catalyst, triggering the armor's capability electricity.
the armor-making process to continue. to resist a particular attack form. This Red dragon armor — Resistance
The hide must be removed with care, second spell must be applied {the casting against red dragon breath, fireball spell,
and at this juncture a very sharp edged must have been begun) within 12 hours and other attacks using heat or fire.
weapon is essential to trim the hide as after the completion of enchant an item. "Resistance" includes these benefits:
cleanly and efficiently as possible. The If the magicking process fails, either The wearer of the armor gains +1 on all
instrument must be able to be controlled because the casting of enchant an item is saving throws against the specified attack
with precision, which means it can't be unsuccessful or because the second spell form. The wearer is unaffected by any
any larger than a standard dagger blade. is not applied within the required time, attack of the specified type that does 6
If the character doing the skinning uses a the magic-user is under no obligation to points of damage or less in a round. In all
normal (non-magical) blade, there is 30% make another attempt free of charge. cases, the wearer is entitled to a -1 modi-
chance that, despite his best efforts, the The second step in the process depends fier on each and every damage die rolled
hide will not separate cleanly from the on the color of dragon hide used. To fin- (with a minimum of 1 point of damage
body and the resulting scraps of dragon- ish white dragon armor, an ice storm per die). Jf the application of this modi-
skin will be unusable as armor. If an spell must be cast on the hide; for black fier reduces damage taken in a round to 6
enchanted blade is employed, the chance dragon armor, the finished hide must be points or less, the wearer takes no damage
of failure at this step of the process immersed in acid for 13-24 (dl2 + 12) (as stipulated above).
decreases by 10% for each "plus" of the hours; to complete green dragon armor, a Although these suits of armor come
instrument; thus, with any blade of +3 or stinking cloud spell must be cast on from evil dragons, clerics and fighter-
greater, successful skinning is assured. (around) the hide; for blue dragon armor, class types of all alignments may wear
Once the hide has been removed and a shocking grasp spell, and for red them.

44 BEST OF DRAGON
III. Playing
with class

We don't like to talk about it too much, but it's a fact that you can play
the D&D® game or the AD&rD™ game for an entire lifetime without ever
needing to open the cover of a single issue of DRAGON® Magazine.

Gasp! Horrors! What is he saying? Well, the point is this: The rule
books for those games are very complete. The games wouldn't be as pop-
ular as they are if you had to buy a magazine every month to get every-
thing you needed to be able to play. But as complete as those rules are,
they are also so complex that they can't possibly be all-encompassing or
all-satisfying. Or, to adapt a quotation from a pretty good writer named
Mark Twain, Difference of opinion is what makes it possible for role-
playing game magazines to exist. Anyone who gets into a game deeply
enough and thinks about it long enough and hard enough forms an
individual set of opinions on how a certain slice of the rules can be made
"better." Some of the best writing we've run across using this approach is
contained in the following section on AD&D player character classes.

The articles run the gamut from a brief glimpse at the thief's special
abilities to a complete reconstruction of the bard class; from an essay on
how to "psychologically play" the paladin to a specific, largely statistical
look at how the monk could be redesigned; from ideas on how to give the
druid more depth to some official words from E. Gary Gygax on cantrips
and spell books, designed to fill some voids in the rules concerning
magic-users and illusionists. What they all intend to do, in one way or
another, is to help the whole game system — and the people who enjoy it
— benefit by adding more depth, or more detail, or more realism to one
of the system's component parts. As is almost always the case with the
magazine's offerings, these articles — with the exception of Mr. Gygax's
words — are suggestions only. They do not represent official rule addi-
tions or changes (again, except for the material on cantrips and spell
books, which will probably appear in future rule books in essentially the
same form). But you may find them appealing enough to give them a try
in the friendly confines of your gaming group. Do they upset the balance
of the game? That's not a yes-or-no question; the answer depends on how
you use them, and how well they fit in with the one-of-a-kind AD&D
game that is embodied in the world your characters are a part of. You
don't need these articles, but we think you'll like 'em.

VOL. in
The thief: a special look
Examining abilities, old and new
by Lenard Lakofka
The [hief character is more often victim can add as much as 100% to a locks and complex closures. Nothing for-
abused by players than underrated, thief's chance of stealing something. A bids the inclusion of "complex locks" in
though some players miss capabilities good thief will try to sneak past an out- addition to the run-of-the-mill, crude
that thieves should have. The easiest way post or lookout to get into a camp occu- lock the thief will run into most of the
to discuss a thief is to look at his special pied by sleeping or intoxicated residents. time. "Complex locks" can subtract some
abilities. A good thief will rarely kill the guard set amount from the thief's percentage
How often does a thief pick pockets'? I unless he has to. chance to open the lock, cutting his pros-
had a thief progress to 16th level over a One of the most important functions of pects by one third, one half, two thirds or
two-year period, and in all that time he a thief — mapping — is not even men- even more for truly unusual, challenging
picked one pocket. Picking a pocket is tioned in the Players Handbook. The closures. Such complex locks should be
best done just as an assassin plans a kill- ability to sneak into a place and get the expensive and rare. Picking a complex
ing. The two acts have a great deal in "lay of the land" is very important to any lock (or an ordinary one) in a stress situa-
common. If you tell a player, "A drunk is party. It is most valuable when a building tion (practice does not count) can give a
approaching and bumps into you as he is the subject of the party's eventual thief actual experience, if the DM chooses
passes," or some such statement, it will be attack. However, the DM should be sure to award experience for such an act. An
obvious to all the players what has likely that a thief takes the opportunity to draw ordinary lock takes 1-4 rounds to open; a
occurred. On the other hand, if you allow a map promptly. If the thief must do it complex one can take 1-10 rounds (as
the thief to pick his time of attack with from memory after the investigation, the suggested in the DMG, p. 19) or perhaps
some real forethought, it will be very dif- map will likely be inaccurate. Also, the even longer For really unusual ones.
ficult for the victim to realize when his DM must require some reasonable intel- Finding traps and removing traps are
pocket was picked. ligence on the part of the thief to make a two separate acts. It is best for the DM not
To encourage pickpocket ing, it is very good map. Stupid thieves (intelligence of to go into detail on what kind of trap is
wise to have many encounters for the 7 or less) might not even know how to found, because that might tip off the way
parly in a town. Mention every person the read, much less write or draw accurately. to disarm the trap. Some traps can be
party passes on the street if the town is On the Intelligence Table (PH, p. 10) obviously disarmed, and thus the second
small. In a town with a thousand or more we can see that those of intelligence 7 or act (removing) does not come into play,
persons there will be a number of crowds less can learn only one language over and The DM is wise to say something like:
encountered, or people will be passed above their m i n i m u m number. Intelli- "You find no traps," or "You think you
during almost every round of movement. gence can be used — for all characters — disarmed it," as opposed to "There are no
Such situations are a thief's bread and to determine the chance to be able to read traps," or "You have disarmed it." Only
butter, A good thief will not attempt to and write any and all languages known. if the character has a 100% chance of suc-
pick up something if he will stand out. Multiply intelligence by 12 to yield a per- cess should a definite statement be made.
This should be obvious from the victim's centage chance that a character of any A new ability in this category is given
point of view as well. Allow more expe- class will know how to read and write. below — setting traps:
rienced thieves, whom player character Optionally, wisdom may be added to this
might run into, to convey this concept chance (cumulative), but at the lower rate Level Chance to Level Chance to
(for a price) if your players have not of 3% per point of wisdom. This method of thief set trap of thief set trap
already caught on to it. ensures that most characters can read and 1 26% 9 65%
Thieves also enjoy slipping in and out write, but not all. 2 32% 10 68%
of camps to pick up things. A sleeping Thieves (or any other characters, for 3 38% 11 71%
that matter) who fail to map as they go, 4 43% 12 74%
or at least to pause during the investiga- 5 48% 13 76%
Dragon tion to map from time to lime, should be
forced to draw a map later from memory.
6
7
53%
57%
14
15+
78%
80%
If a single player is making the map, for 8 61%
game purposes, allow no one else who is
preseni to make a map. This is especially Adjustments for dexterity:
imporiam if any player has no character 9: -10% 14: +8%
on the mapping expedition. A good party 10: -6% 15: +11%
will rarely send the thief on a mapping 11: -2% 16: +14%
foray alone. They will send along one or 12: +2% 17: +17%
two back-up characters who can help if 13: +5% 18: +20%
things go wrong,
Opening locks, as we all know, is a Adjustments for race:
matter of "cleverness, plus knowledge Dwarf: +15%
and study of such items" (PH, p. 27). Elf: -5%
Again, siupid ihieves could be penalized, Gnome: +10%
but likely that would be going too far and Half-elf: 0%
players would rebel. However, real intel- Halfling: +8%
From issue #47, March 1981 ligence does come into play on puzzle Half-ore: +4%

46 BEST OF DRAGON
The best possible chance to set a trap is numerous times. Shadows must be fairly daggers, and perform similar acts while
99.9%, To keep the chance from going deep to be effective for hiding. Don't clinging to a wall by their toes should fall
any higher than that, convert 100% to forget that a figure hiding in shadows can flat on their behinds! A player will claim
99.1%, 101% to 99.2%, and so on, up to still be detected by smell, a wand of that great things are possible while his
108% to 99.9%. Failure to set a trap suc- enemy detection, detect magic (if the character is hanging on a wall, not the
cessfully will cause the trap to spring on character hiding has a magic item), and least of which will be disarming traps,
the thief attempting the action. His. other such non-visual means. melee, drawing a map and other abso-
chance to escape from his own trap can The chance to hear noise assumes that lutely absurd things. Give this turkey a
be a function of dexterity for mechanical the area is quiet. If the party is talking or chance to hold on equal to 2% per point
traps, at a chance of 3% per point of dex- moving about, this action will negate the of dexterity on difficult acts — but any
terity. If the thief does not jump free, he chance. Hearing a sound can also involve act the DM considers impossible will
will suffer the consequences of the trap's discerning what is heard — but this abil- cause him to fall, period. Falling can deal
damage-dealing properties, ity does take thief's training. Re-roll (at out quite a bit of damage — not the least
Moving silently is only abused when the same chance as to hear a noise) to see of which will be to carried items, which
the DM forgets that the allowable rate of if the sound was discerned enough to will suffer ordinary or crushing blows as
movement is only 12 feet a round {DMG, determine what a likely source or cause our hero hits the floor below.
p. 19). If the thief moves faster, reduce the might have been. Discerning a noise Back stabbing can be partially negated.
chance of silent movement by as much as might not only mean hearing bits of It does not have to be an all-or-nothing
3% per foot of movement rate above 12 actual conversation, but might also allow affair. Only total surprise will give the
feet per round. The actual surface being a guess as to how many persons are full bonus to damage. This bonus is due
crossed will dictate the proper subtraction engaged in speaking. The DM should not to the thief's skill at placing the blow
(ranging from W%> to 3% per fool). It give away loo much! exactly where he wants it. This can only
should also be noted that the thief using a Obviously, non-thieves can hear things, be done on a surprised victim, A figure
silence 15' radius spell will have that but the ability of discernment should not who catches sight of (he thief, even if that
sphere of silence hit his victim while the be allowed to them. Give other characters sight is subsequently lost, will be on
thief is still 15 feet away; a sudden lapse half of a thief's chance (by level) to hear guard and might be hard to sneak up on.
into silence will often alert a victim. Cir- noises, but avoid a procession of one This cannot be quantified, and must be
cumstances must be considered in such a character after the other going to the door determined on a situation-by-situation
case. It should also be remembered that to listen. Such a procession might be basis. For example: A figure is running
boots of elvenkind do assume some slow heard from the other side. Note that away from a party at full speed. A thief
rate of movement — not 12 feet a round, undead monsters rarely make noise, takes off after him and tries to hit from
but not running either — in order to Climbing walls can be aided by spikes behind. The figure is not really surprised,
function properly. A speed of up to half driven in with a hammer. But this makes but the fleeing figure is also not looking
of the thief's normal walking speed "Thor's own good sound" and can be behind himself at every step. Thus, a
would allow the boots to function as heard for miles in some tunnel com- bonus of ^-3 to hit (instead of +2 or +4)
designed. A higher speed would begin to plexes. Such driving of one spike will and perhaps double damage if a hit
negate their effectiveness, take 3-18 segments, longer for very hard occurs (instead of triple damage) would
Hiding in shadows has been discussed rock. Thieves who try to cast darts, throw be quite fair.

The druid and the DM


Opportunity knocks, indoors and out
by Tim Lasko
When the druid character class was first all the spell casters, the druid still wins
presented in Eldritch Wizardry, a charac- hands down in the wilderness, as it was U.M *.
ter almost exclusively bent to be played in
the wilderness appeared; the sketchy
meant to. But now, the druid has better
hit dice, better spells, a better back- Dragon
background and the specificity of his ground, and a handful of other benefits
spells held little else in store for the poor that make it an ideal campaign character.
druid. And soon, there was hardly a wil- A Dungeon Master would be wise to
derness extant without a druid or two encourage druid player-characters in his
hidden away, but there were hardly any campaign, with the intent of getting
druids in the dungeon. The original characters out of the city and the dungeon
druid was unique among all character and into the woods and wilds sooner,
classes in its lack of easy applicability to preventing the campaign from being too
dungeon situations. dungeon-centered and leading to a better
When the AD&D™ game was released, game for all involved. But before one can
the druid's abilities and possibilities grew judge a druid fairly, a few misconceptions
until it was another character class should be removed,
among many. But the association, partly The old Grey hawk (and earlier) image
well-founded, with the wilderness still of the hum an ^sacrificing, hostile, nature-
remained, despite the expansions to the oriented cult has been dispelled, but there
class found in the AD&D rules. Among remain a few myths, from the standpoint From issue #48, April 1981
VOL. in 47
of the game, that must be dispelled.
These points, once eliminated from con-
sideration, can lead to a better playing of
druids in your milieu.
The first and most common of these
misconceptions is that druids, because of
their association with the wide open spac-
es, are unable to function in the dungeon,
sometimes being handicapped with claus-
trophobia. Druids are not claustrophobic.
Anyone who has traveled deep into the
woods and gotten lost can attest that the
feeling one gets is claustrophobic. And
while a particular druid afraid of the
woods may be amusing, it isn't true in
general: The druid is at home both in
open meadows and dense underbrush.
Therefore, there is no reason to assume
thai a druid traveling in a well-equipped
party which is cognizant of its location
would be frightened any more than the
average party member.
Second, Nature does have power in the
dungeon. Certainly there are enough
lichens, molds, small creatures, and other
living things through which a druid can
feel Nature's presence. The stones and
rocks of the dungeon itself, being the base
of Nature's power, can give a druid a
solid feeling in an unfamiliar environ-
ment. Remember that Nature encom- be worth a 15% bonus on the hiring per- choose the club, the shillelagh spell
passes many things other than plants and centage, whereas a mere animal friend- becomes useless; if he dismisses the
animals. The idea that a druid is power- ship would not impress the potential dagger and dart, he loses his throwing-
less in the dungeon is ridiculous. hireling. Similarly, a farmer would be weapon options; and if he does not
And last, Druids are not misanthropic more inclined to lie to the King's Guard choose the high-da mage weapons (scim-
in nature. That is, they are not prone to if the druid threw a plant growth or a itar, spear, etc.), his use as an emergency
hate humanity in general. If druids are purify water in return. This kind of help fighter is limited. The tone of your cam-
more preoccupied with the non-human usually nets a +5 to +10% on reaction dice paign should help the player decide, but
facets of Nature, this does not preclude rolls. A druid will also automatically it always helps to give hints and rumors
their association with other humans, gain certain loyalty bonuses, specifically of magic scimitars and other weapons.
Granted, the druid's beliefs may cause those for firm and fair discipline and just And regardless of the choice, the druid
him to look down upon other humans and invariable treatment, merely because must stick to it.
who treat Nature too callously, but this of his training and alignment. The druid Of course, the player may bypass the
does not lead to a hatred of all people; also incurs no alignment-difference usual options and wish to have a non-
after all. man is just another part of penalties on loyalty rolls for similar standard or less traditional weapon, such
Nature's design. reasons. as a blowgun or a scythe (not the small
With these points out of the way, let's The important thing to remember with sickle-like type, but the large economy
look at the DM's side of a druid PC's humanoid encounters and druids is that model similar to the one that Father
preparation. Preparation is very impor- the druid's training allows him to stand Time carries). Note that there is an
tant to a young druid character, and a inviolate, providing that he is doing the expense in using and choosing either of
large amount of the preparation will have talking and he appears to be in control of these weapons; the player must seek out a
to fall on the DM's shoulders, depending the situation. If the party needs a safe tutor for the initial instruction, then he
on how you handle certain elements in place to sleep or hide out, or they're just must pay to have the weapons specially
your own milieu, such as the hiring of hiring more cannon fodder, the druid made, since many armorers and weapon
hirelings and the acquiring of friends. should make the pitch alone; the sight of manufacturers probably would be ill-
Normally, the druid should give his own other people ordering him about tends to equipped to handle such a request,
spiel while hiring, but he should be ruin his powerful image. Friends and For the blowgun, the darts required
interested in hiring those whom he can companions should not be whispering in should be specially made, usually being
easily sway with his powers, such as the druid's ear or prompting him, and longer and lighter than an ordinary dart
farmers, superstitious barbarians, and the neither should the druid be displaying (magical darts cannot be used in such a
like. Of course, a lasting friendship prob- greed or similar intentions. blowgun). Blowgun darts are thrown off
ably cannot be made with a cleric of an Another important item in preparation course by any wind above a normal draft,
animal-sacrifice cult, or a lumberjack. of the character is the weapon choice of so they may be used effectively only in
Initially, of course, the druid's high the druid. Do not forget to enforce the some underground areas and dense
charisma is a definite benefit to hiring, non-proficiency penalty (-4). A druid is underbrush. Generally, a blowgun dart is
but a druid trying to hire, say, a barbar- not free to grab any magic sword and +2 "to hit" against metal-armored men
ian, would gain another +5 to +15% start swinging it. The druid has a fair and +3 against non-rnetal-armored men.
depending on the superstitious nature of choice of weaponry, and a choice must be This bonus is lost if any respectable
said barbarian and the persuasive tech- made and enforced early, as it should be breeze is blowing (for example, the aver-
niques employed by the druid. For exam- for any class. The weapon choice of the age closed dungeon room would have no
ple, using a call lightning spell on the druid can be one of the player's most effect, but a long, drafty hallway might),
barbarian's behalf (or to scare him) might important decisions: If the druid does not and in a good wind the accuracy suffers
48 BEST OF DRAGON
by 1 point "to hit" for every five miles per druid starts with, he must seek his own room could be raided one night, and
hour of wind, assuming a man-sized someday. In seeking his mistletoe, the what do thieves know of herbs and
target, unmoving, within ten feet of the druid should search for an oak forest and plants? Anything well protected, such as
druid. It is nearly impossible 10 aim a find his own to cut, according to the the druid's mistletoe, should be worth a
blowgun dart at a figure in melee without method described in the Players Hand- lot of silverl If the town is especially
a chance of hitting the other partici- book. The only problems the druid may rowdy, a druid should be careful of cer-
pant^). If the player wishes to dip the have are the lack of a nearby oak forest tain prejudiced residents who don't
darts in any substance, this must be done and the lack of proper materials. The happen to like the "forest folk." And if
within one turn before firing, or the sub- former of these problems can be solved by the druid already has made residence in a
stance will evaporate and/or slide off the any resourceful player, but the latter will grove of sorts, then a wandering monster
dart. cause the same player a few problems or two could make life interesting for
The other exotic weapon mentioned, until the druid is rich enough to purchase him. But the main point is for the DM to
the scythe (being a common farm imple- or forge his golden scythe and bowl. keep him interested in entering the
ment), will generally be less expensive in Remember that any mistletoe cut without dungeon.
cost, but an ordinary tool cannot be used such materials is only lesser mistletoe. A few "extras" can be placed strategi-
because it would be generally unsuitable Obtaining mistletoe is generally not cally in the dungeon, which will not only
for frequent use against monsters and much of a problem for a player (unless delight a druid character, but constitute
men, most likely falling apart or dulling the DM makes it a problem), but keeping an interesting trick for the rest of the
quickly. A tutor is also necessary to teach it fresh can be. party. For example, how about a carniv-
the druid how one could be used in com- As part of the beginning druid's orous (and hungry) pi ant-watchdog left
bat. The exact "to hit" values are given instruction, the DM should inform the by the dungeon's former occupants? Or
later in this article, but as a rule of player that mistletoe will become useless the magic-user's laboratory, where the
thumb, a scythe can hit weaker armor unless it is kept fresh. Freshness is main- wizard spent so much time working on
classes more easily; however, stronger tained by immersion of the mistletoe in plant/animal hybrids? Or the under-
armor classes are much harder to hit. The spring water treated with several herbs, ground conservatory with all of those
scythe is also a very heavy item to carry which are combined according to a for- beautiful benign (?) plants now wild,
{that is, one which is used in combat), mula learned from his mentor during his unkept, and overgrown, perhaps hiding
usually being upwards of 120-140 in gold- training. The herbs should be replenished something beneath or behind them.
piece weight. The weight alone may pre- monthly as well. After six to ten days Imaginative treasures can draw a druid
vent many druids from using this without preservation, the mistletoe will into an adventure, such as a map leading
weapon., lose one level of effectiveness (from to a tomb or a cave several miles away.
Other exotic weapons suggested by the greater to lesser to borrowed to useless), This option would give the druid a
player should be considered carefully, as the effect being cumulative. In addition, chance to use his wilderness skills to help
these two should be, before allowing a holly will become useless after one week defend the party along the way, and give
druid (or anyone, for that matter) to have without preservation, and oak leaves will the rest of the players a nice underground
one in the campaign. Any non-standard become useless one week after collection, complex to loot as well. IF enough of
weapon a druid may carry must be able to regardless of any preservative. Preserva- these complexes are scattered about, the
be included in a broad category which tion of mistletoe could become very players could soon realize the asset that a
also includes aother weapon that a druid important on long missions. druid character really is, and this will
is able to use (for example: blowgun dart Most of the preparation mentioned help bring the other characters out of the
and regular dart, scythe and scimitar), here can be taken care of in a short talk dungeon and into the wilderness.
and should not do any more damage than between the DM and the potential druid, There are several other variations on
a scimitar. and perhaps a few die rolls; that is; there the norm; the DM should help in some
Of course, if your druid has a blowgun, shouldn't be any lengthy preparation fashion to get the druid involved in the
he may want to use poison darts, which involved, unless you normally spend a lot party, and into situations where the druid
brings up the matter of poisons. Person- of time in such preparation. The player can be of some use while having the
ally, I feel that the druid's ability with may wish to consider more aspects than combined protection of the other party
natural poisons could (and should) rival what are outlined here, but usually these members. In this fashion, the druid will
that of the best of assassins. However, merely add polish to a completed charac- advance with the rest of the party, so that
flaunting such power would not only ter. Once the basics are taken care of, the he or she is of some use to them when
give druids a notoriety they do not druid is ready to enter the dungeon. Later they attempt to brave the wilderness.
deserve, but also would give player- in this article are several additional sug- It is true that druids are made for the
character druids too much power. A great gestions which also happen to be changes
amount of restriction is called for here by to the ADffcD rules, and you can pick and
the DM. A player-character druid who choose among them as you like. What
uses poisons left and right should be remains is for the DM to decide how to
receiving threats or veiled warnings from keep the druid interested in the dungeon.
the townsfolk, his mentor, and even the The fighters get their share of action, the
Assassins' Guild. A just and reasonable clerics have their undead, and the thieves
rule would be to give the druid (through always have a door to listen at; why
his mentor or his own research) the use of should the druids be left out? Granted
only one insinuative poison per level. that more opportunities exist outside the
The most important of the druid's dungeon for DM deviousness toward
preparations is the gaining of mistletoe. druids, but the existence of a small natu-
Note that early in the young Aspirant's ral cavern underneath the castle is laden
life, he must eventually seek out his own with possibilities for the druid. There is
mistletoe. The druid's mentor would pro- no real trick to taking parts of the world
vide the young Aspirant with a small above and transporting them below the
amount of lesser mistletoe to last him a surface.
short lime. The amount probably would Aboveground, the druid should be kept
depend on the druid's initial perfor- on his toes. If he lives in a city, as he
mance. However, no matter how much a might until he can brave the woods, his
VOL. in
wilderness, but the game needn't exclude Summon insects: In an underground medium is 3"-5", and short range is up to
them from the dungeon. A well-played environment, the chance for flying insects 3" {30 feet).
druid in a campaign will multiply the being summoned drops 10 50%. Scythe: A scythe designed for use in
options for DM and players alike, both combat weighs 110-140 gp. It is capable
underground and aboveground. Character age and aging of doing 2-8 poinis of damage to a S- or
The druid player character's initial age M-sized opponent, 2-7 against opponents
Suggested rule changes should be 22 + Id4 yars, not 18+ Id4, of L size. The length of a scyihe is
Some of the rule changes below detail because of the time needed to gain a great approximately 5 feet, and a minimum of
possibilities for the druid character that amount of knowledge concerning Nature four feet of space is required for its use.
weren't covered in the ADfeD rules thor- and her works. Also, treat the druid as AC adjustments for new weapons:
oughly enough, and several others (no- five years younger than his actual age for 10 9 8 7 6 5 4 3 2
tably the spells) make a clearer distinction the purpose of determining age category. Blowgun +4 +3 +4 +3 +1 0 -1 -2 -3
between the effectiveness of the various For example, a human druid would Scyihe +5 +4 +5 +3 +2 0 -1 -3 -4
varieties of mistletoe. Some of these rules remain mature until age 45 instead of 40.
(e.g., aging) imply that other classes be The druid loses this benefit, for obvious Gaining of spells
restricted similarly. It is also helpful to reasons, if any of the following events The druid, when praying for his daily
remember that the druid gains +2 on his occur: the druid catches a major disease replenishment of spells, may not always
saving throws vs. fire and electricity, and which incapacitates him for longer than 1 get the spells he desires. Nature will
that there are more spell adjustments for week; the druid fails a system shock roll; answer in the following manner to a
underground situations given in the the druid loses a point (or more) of con- druid's prayers:
Players Handbook, stitution by any means; or the druid lives On a roll of 7-12 (on 2d6), Nature will
within a major city or town for longer respond by granting all of the asked-for
Druid spells than one-quarter of his adult life. spells.
Predict weather: If greater mistletoe is On a result of 4-6, Nature will respond,
used as part of the divination, the knowl- Sage ability but will consider each prayer separately
edge gained is good for an additional Due to the great amount of knowledge and may choose to grant only some of the
hour for every two levels of experience of gleaned in training, even a young druid spells. (The DM can simulate this by
the druid above the normal time of two has a small chance at knowing the answer assigning a chance for each spell to be
hours per level. For example, a Sin-level to a sage-like question, but only in the granted, and then rolling as many times
druid casting this spell would have exact categories of flora and fauna. The chance as needed to determine the outcome of the
knowledge of the weather for twelve to know the answer to a general question druid's original requests.) If any of ihe
(10+2) hours. is a base 10%. beginning at 2nd level and originally requested spells is denied, the
Shillelagh: The shillelagh is unable to advancing 2% for every level thereafter druid should immediately ask for differ-
hit creatures who can only be hit by mag- through 8th level. The chance for answer- ent specific spells to replace those that
ical weaponry (e.g. wraiths, lesser de- ing a specific question is a base 5%, again were originally asked for but denied —
mons, etc.) unless greater mistletoe is beginning at 2nd level and advancing IS and those "second choices" will be
used in the enchantment. for every level through 8th. At 9th granted.
Speak with animals: Due to the druid's through 11 th levels, the druid would On a roll of 2 or 3, Nature will either
teachings and beliefs, he is able to com- know the answer to a question as if the choose to not give the druid any spells
municate with animals better than an same question were put to a sage out of that day, or will give the character a ran-
average cleric; therefore, the duration on his field. Above 11th level, the chance to dom selection of spells (the choice is up
this spell should be 3 rounds per level, know would be as if it were put to a sage to the DM).
but only if mistletoe (any type) is used in with flora or fauna as his minor category. Note thai a worshipful druid will
the casting. The usual limits and time requirements rarely not get the spells he asks for, but a
Cure light wounds: With this spell and that apply to any sage also apply to druid who spends too much time in the
other cure wounds spells, if the material druids, if they wish to use this aspect of dungeon or otherwise ignores or post-
component is holly instead of a type of their abilities. pones his prime responsibilities may fall
mistletoe, the spell is only half effective. into Nature's disfavor. To reflect this
Oak leaves cannot be used as the material Loyalty of hirelings and henchmen condition, the DM should assign modifi-
component for these spells. As explained earlier, druids automati- ers to the 2d6 roll as appropriate.
Fire trap: If greater mistletoe is used in cally gain the loyalty bonuses for firm The druid gains his original knowl-
the setting of the trap, an additional and fair discipline and just and invariable edge of spells available to him through
point of damage would be done, if the treatment. These bonuses raise the nor- studies with his mentor, and will acquire
trap were sprung, making the total dam- mal loyalty base to 70%. The druid does information about the existence of other
age 2-5 points plus 1 point per level of not incur alignment-difference penalties types of magic in the course of his adven-
the caster. to the loyally base, either. If there is any turing, or as part of the iraining required
Warp wood: With this spell, a 3rd-level change in the druid's alignment or treat- to advance to a higher experience level.
druid can seal or spring a wooden door, ment, an immediate loyalty check must
and a 5th-level druid can do the same be made for all of the druid's hirelings, Miscellaneous magic
with a wooden reinforced door. ignoring the above bonuses, but not any Bag of beans: If a druid is present and
Call lightning: The lightning bolts others gained since the hiring. casts a hold plant spell (using greater
will do the full damage stated (2d8 + 1 die mistletoe) on me beans while they are
per level) if a type of actual mistletoe is Weapons being planted, the growih of the beans is
used in the enchantment. If holly is used, Blowgun and blowgun darts: The halted for one round per level of the
the damage is only Id8 + 1 die per level of blowgun itself weighs 10-20 gp, and each druid casting the spell.
the druid. Oak leaves cannot be used as dart weighs approximately & gp. Each Bag of tricks: If a druid possesses the
the material component of this spell. dart is capable of doing 1-2 points of bag and casts an animal summoning
Neutralize poison: A type of actual mis- damage to an opponent, regardless of the spell on it before pulling out the animal,
tletoe must be used with this spell. Fail- opponent's size. The blowgun is 4-7 feel ihe druid may name the animal that he
ing to do so by using holly or oak leaves long, and requires at least that much wishes to have, providing that the animal
will reduce the power of the spell so it space to use. It can be fired once per is within the range of possibilities for
acts as the cleric spell slow poison. round. The blowgun has no long range; both the bag and the spell.

50 BEST OF DRAGON
It's not easy being good
Restrictions and rewards of paladinhood
by Roger Moore
There's a custom-made T-shirt in my of paladinhood in the game. They couple of types of traditional paladin
closet that depicts a red dragon, clutching shouldn't be, no matter who is the DM, adversaries, cannot be hit with non-
a full stomach and in some distress, with either. Using hallucinogens destroys the magical weapons, so acquiring magical
the caption "Paladins Cause Heartburn," clarity of the mind and its attachment to ones is important and necessary in the
This phrase has more meaning for me as reality, leaving the paladin open to inad- long run. But having magical weapons
a Dungeon Master and as a player in vertently committing an evil or chaotic for their own sake, just because one wants
AD&D1" games than just as a sight gag. In act, or being unable to deal with an to look as decorated as a Christmas tree in
my years of gaming, it has been a rare emergency. Casual sex, of course, is cha- front of all the local peons, is wrong.
thing for me to see a property character- otic and to be avoided (though I've A related problem that will be run up
ized paladin, or even one that's done at known several paladins who would give against by nearly all paladins is the limit
least reasonably right most of the time. their holy swords to get away with it). on die number of magical items that may
Unlike the situation with other character Law implies permanence and few be owned by them. This rule gets violated
classes, the restrictions on the paladin changes, and it further implies long-term all the time. I looked over one person's
class give it a wealth of special problems relationships and love when connected to character sheet (for a paladin) and noted
in play. good. Law also implies obeying the rules something on the order of twenty-odd
Certainly no one would enjoy being a of society and working within a system to magical items. When I asked him why he
character that is so hemmed in by regula- make things work out for the better. had so many when he was only allowed
tions and restrictions that he comes across Paladins can and should break laws that so few, he replied, "I only use a few of
as humorless, dry and nit-picky about violate the tenets of lawful good, like them. The rest are out on loan,"
details. Paladins can be friendly, jocular, slavery and the "right" to torture prison- No dice. I gave him five minutes or so
and basically happy people (and probably ers. In good societies, though, paladins to dump all but his "legal" amount of
should be), but there are limits. It's in the would be expected to go along with the magic, or else become a normal fighter.
nature of the game. People who don't rules of their church and state, as long as Things worked out after that. Excess
care to play paladins (or other lawful they don't conflict with each other. magic should be given to other lawful
good characters) as the rules outline them There is a small chance that a paladin good characters or donated to the nearest
should really choose another class more character will be confronted with a situa- temple of the paladin's religion.
suited to them, and consider the reasons tion in which many of the members of his Constant association with neutral
for doing so. Few people respect and like or her church actually turn away from characters is an abused area; sometimes
to game with persons who cheat — and a being lawful good; the paladin is not an entire party, with the exception of the
paladin who is greedy, refuses to take then obligated to follow the rules they paladin, may be neutrally aligned. In
risks, lets danger fall on everyone else, hand down that aren't lawful or good, cases like this, another character should
and has twenty-eight types of holy swords but is still required to be lawful good be substituted for the paladin unless there
is definitely cheating. DMs can and himself. In all cases like this, the pala- is something really monumental to deal
should penalize this sort of behavior. din's deity can and should back up the with (tike a quest to save a church, a high
Some of the basic questions about paladin's actions as long as they are cor- priest, or a holy artifact). This is part of
using paladins as player characters rect, though the deity's help might prove the breaks of being a paladin. The com-
involve what sort of things should be to be indirect. pany you keep will reflect on you.
approved of, what should be avoided, and There are lots of other ways in which Associating with evil characters in any
what kinds of actions constitute evil or paladins can become ensnared in chaos or way in a friendly manner is EVIL.
chaotic acts. Perhaps the greatest enemy evil. Conceit is one ("Boy, I'm hotter than Period. If a paladin character becomes
of paladins in the game is cultural rela- a salamander's pitchfork now! I'm really
tivity. Maybe anthropologists can study a something else!"), and it's one of the
tribe of cannibals and find their culinary most common pitfalls. Humility is the
practices reasonable, at least for the can- virture that should be nurtured. Paladins
nibals, but paladins of any religion may be more powerful and more effective
would have to disapprove. The killing than most other members of an adventur-
and eating of human beings or any other ing party, but they should have a sense of
intelligent beings, even ores, is not a good their own limitations, and their place in
act by AD&D standards. It at least borders the Scheme of Things. Related to this is
on being evil, depending on the situation. the tendency seen in a number of pala-
Please remember, too, that this is a dins to become arrogant ("Get outta my
game, and it postulates the existence of way, peasant! Do you know who you're
fundamental absolutes like Good and dealing with?") And an excessive display
Evil, Law and Chaos. There are few of either conceit or arrogance is a trans-
"gray areas." Smoking or taking halluci- gression and merits severe penalties.
nogenic substances, indulging in casual The hunger for power and more mate-
sex, and going against the grain of rial wealth is another of the many deadly
society, regardless of what the person temptations in paladinhood. There's
playing the paladin thinks of those nothing wrong with desiring a better
actions, are in no way a part of the world sword; demons and devils, to name just a From issue #51, July 1981
VOL. Ill 51
aware (hat one of the party members is in which, for example, the lawful goods punch them in the nose and settle things.
actually evil in alignment, then a con- have slain all the males of a tribe of Again, the sword might be a reasonable
frontation is inevitable. The paladin will werewolves, and all that's left are the answer.
be required to have nothing to do with females and young, who cower in the As for what paladins do believe in and
the evil person(s), with the possible rocks and refuse to fight. Civilization is practice, ihey like friendships, law and
exception of taking someone into custody hundreds of miles away, and no means order, charity, sharing personal dedica-
if that person commits an evil act. exists at the moment to render the cap- tion to high goals and standards, chains
Paladins meet evil persons all the time tives free of lycanthropy. If released, the of command, obedience to orders, honesty
in their daily business, even just walking young will grow up and terrorize the and truth, and taking joy in being alive.
down the street, but don't associate with neighborhood again. If they are kept as Paladins want to find more allies of law-
them. There's nothing wrong with com- captives, the party will be hampered and ful good alignmeni and establish assur-
piling all the information one can gel on may meet new monsters at any moment. ances of mutual aid in case of danger to
local evil sons, and on evil-aligned char- Killing the captives could well be the one or the other of the involved parlies.
acters, for future reference in crimefight- only alternative the paladin is left with, Permanence, tradiiion, and predictability
ing. One can use informants, direct ques- yet if this is done the DM might say it are pursued. If you feel the need of a role
tioning, and judicious surveillance and was evil and remove the player's align- model in figuring out what else paladins
spying (though this last endeavor might ment and status as a paladin. A touchy might approve of, think of John Wayne
prove questionable if done too often). situation, right? The DM should keep (making .some appropriate substitutions
Note again that a confrontation will be well in mind how he or she would react if in taking him out of the Old West), or
inevitable between a paladin and another placed in the same situation in the game, read Three Hearts and Three Lions by
evil player. Once a paladin is aware that essentially trapped with no way out. It Poul Anderson. This book could have
evil exists, he cannot turn his eyes away isn't fair, and the players will know it formed much of ihe basis for pulling
from it; that's not just cowardly, it's and resent it. If captives must be slain, it paladins into the ADfeD game; the char-
wrong. On the other hand, a paladin should be done quickly, without torture, acter Holger Carlsen is a paladin if he is
cannot just slay every evil person he and with the assurance that there was no anything. Other examples, like King
meets. That's wrong, too, unless every way to avoid it. Arthur or Sir Lancelot, might help as
evil person one meets is trying to kill the If a paladin does have prisoners and well.
paladin or someone else. But somehow, they can be disposed of by turning them Finally, the DM can make use of sev-
in one way or the other, the ends of evil over to other authorities, and this won't eral methods to bring paladin characlers
must be undone. unreasonably endanger innocent people, inio line with their alignment, if such
Killing is a difficult topic to address then killing them out of hand could rate nudging is needed. Reduction or with-
with regard to paladins. This article as an ungood act. The DM is the final holding of experience points from an
doesn't attempt to deal with the question arbiter of such matters. adventure; being unable to use lawful
of whether all killing in real life is evil or As far as using poison, killing innocent good-aligned swords without some diffi-
not. In an AD&D game, however, there people or beasts, or torturing goes, any of culties (like back-talk from the weapon if
are many creatures whose whole existence that means doom for paladtnhood. If a it is intelligent); negative reactions from
is evil and cannot be undone by the radically evil act is committed by a the paladin's horse, henchmen, or hire-
means short of a wish (and even that may paladin, I roll percentile dice for the dei- lings; or direct warnings from the pala-
not be possible). Undead of any son, evil ty's reaction, giving a 5% chance that in din's deity can be effective means of dis-
dragon types, and all demons, devils, and addition to removing paladinhood, the suasion if the paladin contemplates an
daemons deserve (from a paladin's point god kills the ex-paladin as well. One evil or chaotic act.
of view) no other fate than utter and abso- paladin has gone out this way while I The DM should bear in mind the diffi-
lute destruction. Allowing such creatures was a DM, after butchering some were- culties involved in playing a paladin, and
to live, unchallenged, is evil. Sometimes boars who were having a carnpout with should make an effort to not make ihings
little more can be done than to send the the party. He vanished in a bolt of light- worse for the player by selling him up for
creature back to its home plane, in the ning. So much for that. defeal in some sort of morality trap.
case of demons, devils, and daemons, but In dealing with neutrals, it would be Remember that being good isn't being
if the situation permits they should be better for the paladin to focus on using stupid, either, and paladins should not be
slain by whatever means are at hand so ways other than killing to accomplish made to lake on more than ihey can bear.
that no further harm may be done by goals. One paladin in our group encoun- "Banzai" attacks without hope of
them. There is no quarter given, and no tered a dryad who tried to charm some of accomplishing anything (like attacking a
prisoners are taken. the players right after the group had Type VI demon with a pocketknife) are
Other beings, like beholders and mind rescued her from being ravished by a ridiculous. Low-level paladins should get
flayers, will also fit pretty well into his bunch of nasty, unwashed ores. The challenging, low-level monsters to fight;
category. No amount of polite talk and paladin punched the dryad in the nose, retreating from tougher monsters is smart
reasoning will convince an intellect and she fled. and good, if the player plans to come
devourer to be a nice guy. The sword is While the group (and myself, who was back and smash the villains when he gets
the only answer. When ores, trolls, and so the DM) was shocked by this, in retro- tougher later on.
forth are encountered, the same applies. spect it might have been a little strong I've had a lot of misgivings in my gam-
They are evil, there are deities who make but it was right. She had her life and a lit- ing experience about having paladins in
a living at keeping them evil, and there's tle bloody nose to show for attempting to ihe game at all, but in general a well
not much more to say. Perhaps the only kidnap party members. By lawful good played paladin is about the best character
exception would be if the evil creatures standards, she could have come out of it a thai the ADBcD rules have to offer. It is
surrendered; the paladin could then tie lot wrose. Though I had the paladin also the hardest to play, and ii takes a lot
them up (or whatever) and march them chastised for this, I think now I shouldn't of dedicaiion 10 play it well. The guy
off to the nearest authorities to stand trial have and should have let it stand. (Per- whose paladin punched ihe dryad in the
or be imprisoned. haps I should have congratulated him; he nose played the best paladin I ever saw;
Not all of the problems paladin player had a vorpal sword and might have used though he would "toe the line" adjacent
characters encounter in this area of it, but that response would have been loo to chaos or neutrality from time to time,
whether killing is right or not are the strong and not good.) Of course, when his paladin was basically a good one.
fault of the player running the character. confronted by a band of wild bandits or And that is perhaps the highest com-
Sometimes a DM will set up a situation buccaneers {all neutral) you can't just pliment a paladin can get.

52 BEST OF DRAGON
He's got a lot to kick about
Monks deserve more than they have
by Philip Meyers
Of all the character classes in the The multiple attacks with open hands aside from opening a few locked doors
ADfcD™ game, the class of monks is the that are supposed to be the monk's forte now and then, does nothing besides
most difficult to qualify for, A monk are still negligible at 5th level, becoming siphon off experience points from more
must have exceptional strength, wisdom, appreciable only at 6th level, where the deserving characters. Neither of these
and dexterity, and — if he wishes to sur- monk receives 3 attacks every 2 rounds. situations is wholly satisfactory.
vive for very long — constitution. Fighters are, however, quick to catch up; Of course, one can always argue that,
The odds of rolling up such a charac- at 7th level they also acquire this ability. once the monk finally does make it to the
ter, even using the various "cheating The spell-like powers of monks are upper levels, the long wait was worth it.
methods" listed in the Dungeon Masters laughable when compared to the spell An 8th-level monk is just about competi-
Guide, are not favorable. Given this, one abilities of clerics or magic-users. Just as tive with 8th-level characters in the other
would expect a monk to be a powerful the 6th-level magic-user is acquiring a classes, and is clearly superior to an 8th-
character indeed. At first glance this second fireball with which to destroy the level thief, or even a 9th-level thief.
would appear to be true. The Grand Mas- enemy, the 6th-level monk is learning to However, it is by no means certain that
ter of Flowers can reasonably claim to be feign death. the monk character will ever get to 8th
the most powerful fighter around, able to The ability to stun or kill an opponent level, even should he honestly earn the
inflict 128 points of damage in a single is next to worthless at low and middle 200,001 experience points required. This
round. This superiority, however, is more levels because the monk's chance of doing is due to the requirement that a monk of
theoretical than real. In actual practice, it is so small, and because the monk's this level or higher must fight and defeat
the monk is the weakest of the character awful armor class and hit points prevent the present title holder in order to
classes, not the strongest. the character from spending too much advance in level. Thus, every time the
The sources of a monk's weakness are time in melee. Also, monks advance more player-character monk tries to advance in
many. First, monks are severely handi- slowly in level than members of any other level beyond the 7th, the character must
capped in armor class. The Novice starts character class at middle and upper levels. run a basic 50% chance of losing and fail-
at AC 10, is denied the use of any armor, Practical experience with monk charac- ing to achieve the level,
and receives no armor class adjustment ters reinforces the conclusion. In this Worse still, the price of defeat is a full
for dexterity. This situation fails to author's experience, there seem to be two level's worth of experience points, just as
improve for a long lime — at 5th level the ways for a monk character to survive to if the monk had been energy-drained. A
hapless monk is a "mighty" AC 7. reach upper levels. The first is for the wealthy fighter who has been struck by a
As for hit points, the average Ist-level monk to acquire a powerful magic item wight can pay a large sum for a restora-
monk with a 16 constitution has 9 hit that offsets one or more of the monk's tion spell. The defeated monk has no
points. The extra hit die at first level is weaknesses, like a ring of regeneration, such option. In effect, this limits the
not enough to allow the monk to keep up bracers of defense AC 2, or a cloak of dis- monk to 7th level, or at best means that
with clerics, fighters, or even thieves for placement. The other way is for the monk the monk will ultimately need 2 or 3
very long. At 5th level the monk with a 16 to cower at the back of the party, avoid- times as many experience points as listed,
constitution has an average of 25 hit ing combat wherever possible. This since the luck of the die will invariably
paints, while the cleric has S2W, the fight- means the monk is generally useless and, cause the monk to be defeated a number
er 37M, and the thief 27W at the same level.
(No one should try to play a monk with a 6-sided dice for accu-
constitution of less than 16; the figures Experience points Level mulated hit points Level title
become humiliating for the monk.) 0-1,500 1 2 Novice
1,501—3,000 2 3 Initiate of the Rudiments
3,001—6,000 3 4 Initiate of the Elements
6,001—12,000 4 5 Initiate of the Principles
12,001-25,000 5 6 Brother
25,001—40,000 6 7 Disciple
40,001—70,000 7 8 Disciple of Secrets
70,001-110,000 8 9 Disciple of Mysteries
110,001—160,000 9 10 Immaculate
160,001—220,000 10 11 Master
220,001-400,000 11 12 Superior Master
400,001—650,000 12 13 Master of Dragons
650,001—900,000 13 14 Master of the North Wind
900,001-1,150,000 14 15 Master of the West Wind
1,150,001—1,400,000 15 16 Master of the South Wind
1,400,001—1,650,000 16 17 Master of the East Wind
1,650,001—1,900,000 17 18 . Master of Winter
1,900,001—2,200,000 18 19 Master of Autumn
2,200,001-2,500,000 19 20 Master of Summer
2,500,001—2,800,000 20 21 Master of Spring
From issue #53, September 1981 2,800,001+ 21 22 Grand Master of Flowers
VOL. in
of times. Worst of all, the monk may have MONKS ABILITY TABLE
to stand off challenges by NPC monks, Effective Open hand Open hand Special
and who can say how many Superior Level Armor Class Move attacks/round damage abilities
Masters will be out looking for the char- 1 6 15" 1 1-4 A
acter who finally makes it to Master of 2 5 15" 1 1-6 B
Dragons? 3 4 16" 1 2-7 C
In essence, then, the monk is a useless 4 3 16" 3/2 2-7 D
character at lower and middle levels, and 5 S 17" 3/2 2-8 E
is extremely difficult to maintain at 6 2 17" 3/2 3-9 F
upper levels. The player with visions of 7 2 IS" 2 3-9 G
Bruce Lee or David Carradine dancing in 8 1 18" 2 2-12 H
his head is in for a big letdown when 9 1 19" 2 3-12 I
such a player tries to run a monk 10 0 ZOf 5/2 3-12 J
character. 11 0 20" 5/2 4-13 K
The idea of a character class of martial 12 -1 21" 5/2 4-16 L
artists is undeniably a good one, and 13 -1 22" 3 4-16 M
monks deserve a place in the AD&D sys- 14 -2 23" 3 5-17 N
tem. But how, then, can monks be made 15 -2 24" 3 5-20 O
competitive and (if possible) more 16 -3 25" 3 4-24 P
interesting? 17 -3 26" 4 4-24 Q
It is possible to cure the defects in the 18 -4 27" 4 6-24 R
present system without changing the 19 -4 28" 4 5-30 S
nature of monks at all, as the following 20 -5 29" 4 8-32 T
suggested system demonstrates. 21 -5 30" 4 6-36 U
First, in place of Tables I and II on
page 31 of the Players Handbook, use the O: Mind bar, as the psionic ability, otherwise very large, and against crea-
revised tables given herein. 100% chance of success, usable once a tures with a natural armor class of 0 or
week, maximum duration 1 hour per better.
Special abilities level of the monk. 2: A monk's thieving abilities are
A: The ability to feign death, as the P: Object reading, as the psionic abil- limited to moving silently, finding (but
present monk ability D. ity, once a day, not removing) traps, hiding in shadows,
B: The mind-masking ability (resis- Q: Dimension walk, as the psionic hearing noise, and climbing walls.
tance to ESP), as present monk ability B. ability, 1 hour per each 2 levels the monk 3: Single combat as a means of
C: The speak with animals ability, has attained, usable once a day. advancement is not required until the
present monk ability A. R: Astral projection, once a week, as monk reaches 12th level, and then only if
Dr The self-healing ability (present the cleric spell, but only the monk may so the title is occupied (see below), A monk
monk ability E), plus immunity to dis- travel. who loses a challenge loses 100,000 expe-
ease (present ability C), also including S: A premonition of death or serious rience points and cannot challenge again
immunity to haste and stow spells. harm occurs to the monk 1-4 turns before for 1 year.
E: Body equilibrium, as the psionic the harmful event, 90% of the time. 4: At 10th level a monk's hands and
ability, except that it can be used but once T: The monk acquires the ability to feet become the equivalent of +1 weapons
per day, for 1 round per level of the generate a tower of iron will or an intel- for purposes of determining what crea-
monk. Also, the monk obtains mind over lect fortress about himself, duration 1 tures they can do damage to. At 18th level
body, usable for up to 1 day per level. round per level of the monk, usable once they become the equivalent of +2 weap-
F: Empathy, as the psionic ability, but a day. The monk must concentrate to use ons, (Moral: You can't karate-chop an
usable only once a day. this power, and cannot do anything else iron golem.)
G: Invisibility, as the psionic power, besides walking slowly. If the monk's
but usable once a day for 1 turn per level concentration is broken, the defenses Upper-level advancement options
the monk has achieved beyond the 6th, disappear. Monks can be either lawful good, law-
H: Molecular manipulation, as the U: Plane shift, as the cleric spell, twice ful neutral, or lawful evil. The Players
psionic power, usable against inanimate a day. Handbook makes no mention of separate
objects only, once a day. Monks are monastic orders for these alignment
limited to the 8th level of mastery in this Note on quasi-psionic monk abilities types; it follows that all monks are part of
power. The powers in the above list that refer one big brotherhood, whether they be
I: Resistance to charms, hypnosis, etc. to the psionics section of the Players good or evil. In many respects, this does
as present monk ability G, plus 18 intel- Handbook should be played as though not make a great deal of sense. For
ligence for purposes of telepathic and the monk were psionic with regard to instance (and this is a relatively minor
mind blast attacks, as present ability H. computing level of mastery, range, etc. point), the title names for monks sound
J: Retarded aging, as though the monk Instead of expending psionic strength like they were designed for lawful good,
were using a phylactery of long years, points to use the abilities, the monk or lawful neutral, monks only. An evil
plus immunity to poison (present ability simply abides by the usage restrictions Grand Master of Flowers? Not a very
I), and immunity to geas and quest (pres- given above. If the monk character is appropriate name, one might say,
ent ability J). actually psionic, attack/defense strength Either we must do away with evil
K: Body control, as the psionic ability, and modes may be used normally, but the monks, which would be a loss, or the sys-
once a day for a maximum of 1 turn per psionic monk never receives disciplines tem can be altered to more appropriately
level of the monk beyond the 10th. other than those inherent in the class's account for them.
L: The quivering palm, same as pres- special abilities. One solution to this problem is to
ent ability K. allow the existence of separate, parallel
M: Dimension door, once a day, as the Other suggested changes monastic orders, at least three of them
magic-user spell. 1: Open hand damage done is halved, and perhaps more. There could then be
N: Speak with plants, as a druid, pres- rounding up, when the monk is attacking more than one of each of the upper-level
ent ability F. a creature 10 feel or more in height, or monks, but only one per title per order.
54 BEST OF DRAGON
Each order would then decide how to
solve the advancement problem. Lawful
neutral orders might opt (or the present
system, as modified by suggested rule
change (3) above.
Lawful evil orders might insist that
combat be to the death, thus solving the
problem of the rematches that constantly
plague upper-level figures.
Lawful good orders might forbid
advancement by combat and instead insist
that candidates wail until a vacancy
occurs. When, for instance, the reigning
Master of Winter dies, all the masters
beneath would be allowed to advance
when they obtained sufficient experience
points. A panel of masters would decide
whom to promote from among the three
Masters of Dragons and the current
Superior Masters.
Advancement by default should indeed
occur on a fairly regular basis in any sort
of monastic order, if only because the
reigning Grand Master of Flowers is
probably close to death (being old),
divine ascension (being powerful), or
both. The following probabilities are
suggested for such events:

Chance of vacancy total to continue to increase but deny the strength of a monk flows from the mind
Lvl. Title (per year) monk the actual attainment of the new — that it is a sort of psionic power. After
12 Master of Dragons 3% level until a vacancy occurred. The monk all, no degree of skill or knowledge is
13 Master of the North Wind 1% could then save up experience in advance, going to allow a human being to fall an
14 Master of the West Wind 1% but would be limited in this endeavor to a unlimited distance when within 8' of a
15 Master of the South Wind 1% total which is 1 point short of two levels wall and take no damage when finally
16 Master of the East Wind 1% beyond the monk's current level. hitting bottom at terminal velocity.
17 Master of Winter 2% No matter how it is managed, there Also, the damage done by open-hand
18 Master of Autumn 2% must be some form of restriction on attacks of upper-level monks is hard to
19 Master of Summer 4% monk advancement beyond the 11th level. explain on the basis of physical skill
20 Master of Spring 6% Unrestricted advancement in a campaign alone. Can you imagine Bruce Lee killing
21 Grand Master of Flowers 10% where experience points are easy to come a purple worm in one melee round with
by would mean the monk character four mighty karate chops? According to
Naturally, figures like these will vary would become extremely powerful too the present rules, a high-level master can
from campaign to campaign. Slumbers quickly and too easily. Also, monkish do exactly that. The half-damage rule
are given here only as an example of how combat in the ADOcD game has become proposed above is designed to partially
such a system should be set up. The traditional, and many players may be cure this situation, and even with that
chance given for each master level should loath to give it up. some form of magical mind-power is the
be rolled for once per year, so that 10 total only way to account for the things monks
rolls are made. These chances do not take Rationale for rule changes can do. Also, the present monk powers
into account possible deaths resulting Certain salient points of this alternative already closely resemble the related psi-
from challenge combats. The DM will system need more explanation. It is sug- onic disciplines. The new powers given
have to establish how often each master gested that monks receive six-sided dice above are simply an extension of this
will be challenged. Each of the Masters of for their hit dice instead of four-sided principle, designed to make the monk a
Dragons could be challenged as often as dice. This would cure the monk's hit- reasonably powerful and versatile charac-
2-8 limes per year in a lawful neutral point disadvantage. ter even at low and middle levels.
order as described above. There would be Armor class, attacks per round, and The thieving abilities of removing
relatively fewer challenges in a lawful evil damage have all been made better for the traps and opening locks were deleted
order. monk at low and middle levels, because it is not clear how or why monks
In a lawful good order that does not The new intermediate experience levels should have such abilities. For what pur-
advocate advancement by combat, a DM allow the monk to rise as high as 11th pose does a monastic aesthetic learn to
might contrive to say that the Grand Mas- level before advancement by combat pick locks? Surely not all monks are
ter of Flowers always rules for 1 year becomes necessary. This is an important adventurers; why, then, do these monks
only, and at the end of that time passes change, for it allows the monk who has learn skills usable nowhere else but on an
on to become a divine being on one of the been unsuccessful in challenging his or adventure?
Outer Planes. This would ensure a steady her superiors to go on an upper-level In game terms, it is no longer necessary
stream of vacancies. adventure. Also, it makes the rank of to make the monk act as a second-rate
A lawful good monk would never lose Master a good deal more formidable, and thief so that the monk will have some-
experience points under this system. Such puts it on a par with the "name" ranks of thing to do on an adventure. The monk
a monk would either have his or her total other classes, such as Master Thief, Lord, as redefined in this article is a first-rate
"frozen" at some point (say, 1 point short or Wizard. warrior and scout (if an infrauision spell
of the level held by another), or the DM The new special abilities and powers is used), and no longer needs such addi-
could allow the monk's experience-point are based on the premise that the inner tional abilities.
VOL. in 55
Singing a new tune
A different bard, not quite so hard
by Jeffery Goelz
(A conversation between a DM and two NPC's: Jake Armaged- from scratch and design an entire new class, perhaps having only
don, a half-ore fighter/assassin, and Jake's brother A Iphonse, a its name and a few of the most basic characteristics in common
cleric! assassin.) with the official version. In the end, the path chosen lies between
DM: Guys, I'm glad you could come. I want your opinion on a the extremes but ends up closer to the second one than the first,
particular subject. I chose the Welsh version of the bard as my source, for several
Jake: Go ahead, boss. Whatcha wanna talk about? reasons. First of all, the bardic heritage of the Welsh people is
DM: Urn... bards. rich and continues even to modern times, with annual gather-
(The two valiant half-ores immediately run into the nearest ings at bardic festivals. More importantly, the version is readily
corner, cowering and whimpering.) available to most people in Evangeline Walton's version of the
Alphonse: Ach, sss, it hurts uss. It hurts usss, nasssty DM. Welsh Mabinogion tetralogy.
DM: Don't worry, I'm not going to bring one here right now. I Similarities may be found between this version and the version
just wanted to talk about them. in the Players Handbook. (After all, they both describe essen-
(Jake and A Iphonse apprehensively come back from the tially the same thing, only from different perspectives.) When
comer.) there was no evident reason to change a characteristic or attri-
Jake: Boss, bards are just plain mean! Me and Alphie will bute, that item was kept fundamentally the same. Differences
probably be in the runnin' for guildmaster pretty soon now, but will be noted, including but not limited to those mentioned
these bard guys could lick the tar out of both of us. above.
DM: Which ones are worse, the old-type bards or the newer- It is easy to see how thieving abilities could he introduced into
type ones? a non-Welsh version of a bard, but not in the bard as viewed by
Jake: Well, I'll tell ya, I'd rather run into a division of Sher- the Welsh themselves. Welshmen had a somewhat poor reputa-
man tanks than one of the old ones, and the newer ones are just tion in the eyes of other British peoples. The concept of "welsh-
as bad 'cept nowadays there sure are less of 'em, 'cause it takes ing" on a bet is derived from the Welsh people. Also, there is a
them so long to become one. British saying that equates Welshmen with thieves. If the Welsh
A Iphonse: Ach, sss, nasssty bardsses. bard is assumed to be the prototypical bard (the Irish may have a
DM: Jake, where did you learn about Sherman tanks? . . . quarrel with this), non-Welsh writers may have understandably
included this thievery aspect in their literature.
There is one great drawback to the bard class as described in The "illusionist connection" is demonstrated well by Walton's
the ADfeD1* Players Handbook, that being that you have to go works, such as the incredible illusion that the bard Manawyddan
through 10 to 16 levels as something else before you may become created at the court of Caswallon in The Song of Rhiannon.
a bard. The modified bard class described in the article which This description certainly portrays a bard differently than the
follows removes this inhibiting factor; the bard class, as rede- Players Handbook — but no claim of superiority is made for it.
fined according to the author's experience and opinions, is one The differences arise from different perceptions, probably derived
which a beginning character may enter without having to gain from a difference in sources, I can slate that this bard is better for
fighter and thief experience first. It is also a class which, unlike my purposes, and I believe that it has more versatility and fewer
the official ADfeD bard, does not possess thieving abilities — but restraints than the official bard. I hope other players will find it
does have limited power in the use of illusionist spelts. useful as well.
In planning a revision of the bard class, a path could have
been chosen toward one of the two possible extremes: either to Bard abilities and characteristics
rework the material in the Players Handbook without altering A bard must have certain minimum ability scores. These are:
any of the basic structure underlying the class, or to literally start strength 9; intelligence 15; wisdom 12; constitution 6; dexterity
16; and charisma 15. A bard does not gain 10% to earned expe-
rience for exceptional ability scores in any area.
Race: Human, elven, and half-elven bards have unlimited level
advancement. A halfling or dwarf may be a bard and attain up to
5th level. Half-ores and gnomes cannot be bards.
Dragon Alignment; The alignment of a bard may be either lawful
good, lawful neutral, (pure) neutral, neutral good, or (rarely)
chaotic neutral or chaotic good. Bards tend to be lawful, since
they depend on custom and culture to make their living. Bards
may expect to be allowed admittance to the homes of most
nobles and other wealthy patrons to play for their dinner, and if
they are superb they may also receive other payment, perhaps a
gold chain or a bag of coins thrown to the bard by the patron for
his excellence. Bards are not evil, for this evil intent would per-
vade their songs and ruin the beauty inherent in them. Evil peo-
ple are generally portrayed as being against beauty in any event.

From issue #56, Arms, armor, and combat


The only armor a bard may wear is leather armor, and only a
December 1981 wooden shield is permitted. A shield may not be actively used

56 BEST OF DRAGON
6-sided Magical items usable by bards
dice for Read A bard may employ magical weapons of the types normally
Exp. Exp. Level accum. Charm Lore Lang usable by a bard (see the preceding section). Magical leather
level points Title hit pis. Pet. Pet. Pet. armor and a magical wooden shield may also be used by a bard.
1 0—2,000 Rhymester 1 10% 0% 0% They may use potions, scrolls, rings, rods, wands, and miscel-
2 2,001—4,000 Versifier 2 15% 1% 5% laneous magic items which are usable by all classes. Any books,
3 4,001—8,000 Lyrist 3 20% 2% 15% librams, manuals, or tomes that are read by a bard cause the
4 8,001—16,000 Sonnateer 4 24% 5% 20% same effect as if the bard were a druid. Bards may also use a rod
5 16,001—33,000 Troubador 5 28% 8% 25% of beguiling and all types of the Horn of Valhalla. Of course,
6 33,001—67,000 Minstrel 6 32% 11% 30% they may also use any instrument of the bards which is appro-
7 67,001—135,000 Skald 7 36% 14% 35% priate to the character.
8 135,001—270,000 Lorist 8 40% 18% 40% The bard may employ some magic items with better than
9 270,001—500,000 Muse 9 44% 22% 45% usual effect. These are:
10 500,001—750,000 Laureate 10 48% 26% 50% Drums of panic — saving throw is made at -1 on the die.
11 750,001—1,000.000 Bard 11 52% 31% 55% Horn of blasting — 50% greater damage.
12 1,000,001—1,300,000 Bard, 12th ll+l 56% 36% 60% Lyre of building — double effects.
13 1,300,001—1,600,000 Bard, 13th 11+2 60% 41% 65% Pipes of the sewers — double number of rats in half the usual
14 1,600,001—1,900,000 Bard, 14th 11+3 64% 46% 70% time; also, a bard may substitute the pipes for a stringed instru-
15 1,900,001—2,250,000 Bard, 15th 11+4 68% 51% 74% ment when attempting to charm children, utilizing it as such
16 2,250.001—2,600,000 Bard, 16th 11+5 72% 57% 77% rather than for summoning rats.
17 2,600,001—2,950,000 Bard, 17th 11+6 76% 63% 79% Horn of the tritons — Calm water in a two-mile radius, double
18 2,950,001—3,300,000 Bard, 18th 11+7 80% 69% 80% the number of summoned creatures, double duration of fleeing
19 3300,001—3,700,000 Bard, 19th 11+8 84% 75% 81% by creatures.
20 3,700,001-4,150,000 Bard, 20th 11+9 87% 81% 82% Horn of Valhalla — double amount of summoned fighters.
21 4,150,001—4,650,000 Bard, 21st 11 + 10 90% 87% 83%
22 4,650,001—5.400,000 Bard, 22nd 11 + 11 93% 93% 84% Saving throws
23 5,400,001 or more Master Bd. 11 + 12 98% 99% 86% A bard makes his saving throws as a cleric of equal level,
except for saving throws vs. paralyzation, poison, and death
when a bard attempts charming, since a string instrument must magic, which the bard makes as an equal-level magic-user,
be played, which requires the use of both hands.
The weapons usable by a bard are: hand or throwing axe, club, Spell use
dagger, darts, hammer, javelin, horseman's mace, scimitar, sling, Because of their affiliation with druids, bards can cast most
broadsword, longsword, and short sword. A bard may use flam- druid spells. Some spells are unusable by bards of any level,
ing oil, but not poison, however; these are enumerated below. The effectiveness of a
Bards use the same "to hit" table as fighters; however, they druid spell cast by a bard is the same as that of a druid one level
never strike more than once per round, as fighters do when they lower than the bard; i.e., a 3rd-level bard would cast a spell with
attain high levels. Likewise, they do not gain multiple attacks the same effectiveness as a 2nd-level druid. However, spell-
against opponents of less than one hit die. casting effectiveness greater than that of a I2th-level druid can-
When a bard character starts his career, he is proficient with not be attained until the bard becomes a Master Bard, in which
only one weapon, and suffers a -4 n on -proficiency penalty. A case spells are cast with 13th-level effectiveness.
bard may become proficient with one additional weapon for Bards also have some illusionist spell powers, derived from
every four levels that have been attained; i.e., a 5th-level bard can their ability to enter strong impressions upon people's minds.
be proficient with two weapons. A bard may never use a weapon Just as with druid spells, some illusionist spells are off limits to
in each hand, such as a sword ih one and a dagger in the other. bards, and they are listed below. A bard's effectiveness in casting
illusionist spells is three levels less than he has attained as a
Spells usable by level bard; a 5th-level bard casts an illusionist spell as if he were a
2nd-level illusionist. A bard determines which illusionist spells
Bard Illusionist spells Druid spells are known by him, just as an illusionist does.
level 1 2 3 4 1 2 3 4 5 6 7 Druid spells not usable by bards:
1 - - - - - - - - - - - 2nd level: barkskin, fire trap
2 - . - - 1 - - - - - - 3rd level: stone shape
S . . . - 2 - - - - - - 4th level: control temperature Iff radius, product fire,
4 1 - - - 3 - - - - - - plant door (may pass through undergrowth or thickets with
5 2 . . . 3 1 - - - - - this spell, but may not enter trees)
6 2 1 . - 3 1 - - - - - 5th level: insect plague, pass plant, sticks to snakes
7 3 1 - - 3 2 - - - - - 6th level: conjure fire elemental, transport via plants, wall
8 3 1 - - 3 2 1 - - - - of thorns
9 3 2 . . 3 3 1 - - - - 7th level: conjure earth elemental, chariot of Sustarre,
10 3 2 . _ 3 3 2 - - - . creeping doom, finger of death, fire storm,
11 3 2 1 . 3 3 2 - - - - Illusionist spells not usable by bards:
12 3 3 1 . 3 3 2 1 - - - 1st level: darkness, hypnotism
13 3 3 2 - 3 3 3 1 - - - 2nd level: blindness, hypnotic pattern, misdirection
14 3 3 2 1 3 3 3 2 - - - 3rd level: continual darkness, rope trick
15 3 3 2 1 3 3 3 2 1 - - 4th level: minor creation, shadow monsters
16 3 3 3 1 3 3 3 2 1 - -
17 3 3 3 1 3 3 3 3 1 - - Languages and other knowledge
18 3 3 3 2 3 3 3 3 1 - - Since bards are a scholarly sort, often perusing old works or
19 3 3 3 2 3 3 3 3 2 - - learning songs of foreign languages, they have the ability to read
20 4 3 3 2 3 3 3 3 2 1 - languages and also have knowledge about many magical or
21 4 4 3 2 4 3 3 3 2 1 - legendary people, places and things.
22 4 4 3 2 4 4 3 3 2 2 - The bard's "read languages" percentage determines not only
23 5 4 3 2 4 4 3 3 2 2 1 whether or not the bard can comprehend a particular work, but

VOL. in 57
how much of what is there may be understood. For instance, if a Charming by a bard is exclusive of all activities other than
bard has a 25% chance to read languages and is successful in the walking. If the bard begins to walk while charming, the charmed
roll to determine whether an item can be read, he can still read creatures will attempt to follow until or unless they are forced to
only 25% of the information there, so his knowledge of the work be farther than 4" away, at which time the charm will be broken.
in question will still be rather sketchy. Unlike thieves, bards may A bard must use both hands to play his instrument while
read languages that are now extinct. Bards are different in the charming.
way in which they may learn languages. A bard does not need to
be taught by a person who knows the language, but must study Other effects of a bard's songs
the language for an amount of time equal to 1 month, minus A bard's singing and/or playing also has other effects. By
one day for each point of intelligence above 12 and minus one merely singing a poem or song, a bard increases the morale of
additional day for each language already known. However, this associated creatures by 10%; gives +2 to those creatures on saving
does not allow a bard to learn more languages than his intelli- throws vs. fear, submission, or similar attacks which act to dis-
gence would indicate. A bard may also, if he wishes, leam lan- hearten the individual; and inspires ferocity in attack, so that "to
guages in the same way that members of other classes do. hit" rolls are made at +1. Both of these characteristics require 1
round of poetics to produce the desired effect; during the second
The bard's lore round after the bard begins to sing or play, the ferocity and/or
The bard's ability to determine the nature of magical or leg- morale bonuses will be in effect. These effects last for one full
endary people, places, or things is expressed as the bard's "lore turn, as long as the bard conlinues to sing throughout this time.
percentage." Usually this knowledge will be dispensed toothers The bard can melee while he sings and still produce these effects,
as a riddle, poem, song, or in some other cryptic form. This abil- but cannot charm or cast spells and invoke the ferocity/morale
ity is not a substitute for a detect magic spell. A typical +1 sword bonuses at the same time.
is generally not able to be identified as such by a bard, but the The singing and playing of a bard negates the song effects of
sword of a legendary hero could be identified, and the alignment harpies and prevents similar attacks which rely upon song, A
(at least) of an intelligent sword could be discovered. Any magic bard's song gives +1 to the saving throws of associated creatures
item bearing magical inscriptions can be detected as magical and (and the bard) against attacks which are based on sound, such as
its properties determined by use of the bard's lore percentage. the wail of a groaning spirit, or the roar of an androsphinx or a
Any item to be identified must be closely scrutinized, and if it is dragonne. The bard's playing also stills the noise of shriekers.
possibly usable by the bard it must be actually handled by him. When two opposing bards are engaged in a conflict of songs,
Artifacts and relics can be identified as such by a bard, but their the charm percentage of the lower-level bard is subtracted from
powers won't be known, or will only be hinted at. A bard may ihe charm percentage of the higher-level bard, thus giving a new,
also have knowledge about a legendary place, if its name is effective charm percentage for the more adept bard in this
known or if the site has been visited. instance. When two bards of equal level oppose each other, their
The dice should not always be allowed to dictate the course of songs have no charming effect since they cancel each other out,
events on a lore percentage roll. If there is some knowledge that though the duet may sound exquisite!
the DM does not want characters to find out, he may disregard A bard is useful to his party when traveling in the wilderness
the result of a lore percentage roll and state that the bard knows because a bard's songs are soothing for a road-weary traveller,
nothing about the item or subject at hand. This should only be thus allowing an additional 20% of normal movement per day if
done for the sake of the adventure or the campaign as a whole, on foot, or a 10% bonus to movement if the party is mounted.
and the tactic should not be used so often that the bard's ability
becomes worthless. Miscellaneous information
When a bard gains the title of Bard (\ 1th level), he also gains
Charms and suggestions the power to change form, as a druid is able to do.
Another ability of bards is that of charming creatures of at An instrument is needed for all bard abilities associated with
least animal-level intelligence by Use of their singing and play- song, except for inspiring ferocity or raising morale. In no way is
ing. Those creatures immune to charms are not affected, nor are any loyalty or reaction adjustment for high charisma of any
deafened creatures. benefit to a bard's functions.
If the bard's roll on percentite dice exceeds his charm percent- A bard cannot employ henchmen or hirelings until he gains
age, the charm attempt has essentially failed, and all non- the title of Bard ( l l t h level), and then may employ only druids or
associated creatures within 4" must merely delay their intended fighters of the human, half-elven, elven, or halfling races.
actions for one segment. If the bard's roll is equal to or less than A bard will work with no other bards while adventuring,
his charm percentage, all non-associated creatures w i t h i n 4" although they may practice their music or poetry with each
must save vs. spell. A successful save indicates the creature will other. Like monks and rangers, bards will retain very litlle of the
listen for one round, doing nothing else. Failing the saving money they gain. They will attempt to buy serviceable clothes
throw indicates that the affetled creature w i l l listen 10 the b;ml for traveling, and will buy fine clothes and the most exquisite
for as long as he conlinues to play and sing. These creatures will instrument they can acquire for use when they perform, but wilt
be enraptured by the bard's music, doing nothing more than try- keep only enough money to maintain themselves in a modest
ing to follow the bard if he moves, or perhaps tapping their feet manner. Any other money will he donated to a worthy cause or
or doing a little dance. give away at whim — although not to player characters! Occa-
A bard can, if he wishes, while a creature is in this charmed sionally, when a bard amasses an amount of wealth that is a
stale, try to implant a suggestion (as the spell), in which case the burden to his creativity, he might use it to have an extravagant
charmed creature must again attempt a save vs. spell — this time festival or pany instead of giving it away.
at -2 on the die — and if t h i s saving throw fails, the creature will One interesting sidelight of the bard class is that if a player
suffer the full effects of ihe suggestion. If the second saving with a bard character has the ability or inclination lo write or
throw succeeds, the creature is totally free of the bard's charm. recite short poems or songs for particular situations, he should
To plant a suggestion, the bard must be able to speak in a lan- be encouraged lo do so. For example, if a bard was to charm a
guage known by ihe intended victim. It is not necessary for a creature and then plant a suggestion of sleep on the creature, a
bard to speak the creature's language to simply charm, however. lullaby could be appropriately sung by the player representing
A bard may attempt to charm as often as he wishes, but any the bard character. This could add additional flavor and enjoy-
particular creature or character may be affected only once per ment to the game.
day. Loud noise which would drown oui the bard's singing, or a
physical attack upon the bard, will immediately negate charms, DM: Well, guys, how do you like it now?
but not suggestions, which may be in effect. Alphonae: Taaasssty, taaasssty!
5fi BEST OF DRAGON
Cantrips: minor magic
A cast of spells for would-be wizards to use
by E. Gary Gygax
I have often wondered why no player or DM has asked me upper left-hand column of the chart immediately following this
about what apprentice magic-users actually do. The very text.) An apprentice has one useful cantrip for each point of
thought always conjures up visions of Mickey Mouse having intelligence, and is allowed free choice from the list of 20 offered.
troubles with brooms marching endlessly with buckets of water All cantrips are 0 level, have a 1" range, a generally small area
— Walt Disney really outdid himself when he made Fantasial of effect, require only soft, simple verbal and somatic compo-
That aside, I have always reasoned that apprentice dweomer- nents, and are cast in a very short time (1/10 to 1/2 segment).
crafters had to fulfill the dual role of menial and student, per- Only those which involve living creatures afford any saving
forming chores all day and then studying late into the night. throw. The common cantrips are:
After a certain point, an apprentice would begin to acquire suffi-
cient magical acumen to employ minor magics — mainly to No. Useful Reversed (2-8) Legerdemain (2-5)
lighten his burden of drudgery but also to create some amuse- 1 Chili Curdle Change
ment at times. The petty spells gained by an apprentice magic- 2 Clean Dirty Distract
user are cantrips. 3 Color Dusty Hide
Previously, the acquisition of first-level spell ability subsumed 4 Dampen Hairy Mute
that lesser magics would be ignored by the fledging magic-user. 5 Dry Knot Palm
The stuff of base servitude and inferior status would be cast aside 6 Dust Ravel Present
for the heady power of actual spells! However, as I worked on 1 Exterminate Sour
the list of cantrips which might be possible to apprentices, I was 8 Flavor Spill
struck by the real usefulness of many of them. Why not allow the 9 Freshen Tangle
magic-user the option of retaining cantrips? Would it unbalance 10 Gather Tarnish
play if a number of cantrips could be substituted for a single 11 Polish Untie
first-level spell? A few days of additional work detailing the 12 Sa/( Wilt
powers of cantrips and determining their possible effects gave the 13 Shine
answer: Not only did the addition not adversely affect the game, 14 Spice
the inclusion of cantrips made the play of low-level magic-users 15 Sprout
very much more interesting and challenging! The following 16 Stitch
regarding cantrips is from my AD&D™ expansion manuscript. 17 Sweeten
Cantrips are merely 0-level magic-user spells, the spells learned 18 Tie
and used by apprentices during their long, rigorous, and tedious 19 Warm
training for the craft of magic-use. Most cantrips are simple little 20 Wrap
spells of no great effect, so when the individual becomes a jour-
neyman (Ist-level) magic-user,'the knowledge and information No. Person (2-8) Personal (2-8) Haunting (2-5)
pertaining to these small magics are discarded in favor of the 1 Belch Bee Creak
more powerful spells then available. However, a magic-user may 2 Blink Bluetight Footfall
opt to remember up to four cantrips in place of one 1 si-level 3 Cough Bug Groan
spell. This assumes that the magic-user has, in fact, retained his 4 Giggle Firefinger Moan
or her book of cantrips — a tome as large as a good-sized book of 5 Nod Gnats Rattle
higher-level spells. 6 Scratch Mouse Tap
The number and types of cantrips known and recorded is 1 Sneeze Smoke puff Thump
determined by random use of the tables given herein. The excep- 8 Twitch Spider Whistle
tion is the table of useful cantrips — those which were employed 9 Wink Tweak
to make apprenticeship less wearisome. (These are given in the 10 Yawn Unlock

Dragon Dragon

From issues #59 and #60,


March and April 1982

VOL. in 59
THE CASTING OF CANTRIPS Material so removed is transported else-
Cantrips are basically cast the same way that spells are cast. where, but new dust can accumulate, of
Note that despite their simple components and short casting course. Verbal component is a continuous
times, only two cantrips can be cast during any round by a single in-drawing of breath, somatic is a back-
magic-user or apprentice. Furthermore, the segment of the round and-forth hand motion.
in which the cantrip is cast is dependent on the usual factors:
surprise, initiative, and so on. After the first of the two cantrips Exterminate When this cantrip is used, the caster
is cast, the magic-user must roll a four-sided die to determine (Abjuration) may kill a small pest such as a fly, mouse,
how many segments later he or she will be able to cast the second A of E: One very rat, beetle, or the like. It is useful for
cantrip (if so desired). It is not possible for a magic-user to cast small creature indoors and outdoor applications. If the
both a spell and a cantrip during the same round, no matter how CT: 1/10 segment subject is very small, an area of up to
short the casting times. ii cubic foot (an be rid of pests. The
somatic gesture is a pointed finger, while
CANTRIP EXPLANATIONS the caster verbalizes a low "zzzt" sound.

Useful Cantrips Flavor This cantrip enables the caster to give


(Enchantment) the subject a superior or better or differ-
Chill (Evocation) A cantrip of this nature allows the cast- A of E: 1 object ent flavor. Thus, mush can be made to
A o f E : r cubs er to cause liquid or solid material to CT: ft segment taste as if it were lobster bisque, but the
CT: % segment become about 40° F. cooler than it was, dweomer will not actually affect quality
subject to a minimum temperature of or wholesome ness. Spoiled food remains
freezing. If the subject is living matter, spoiled; a poisoned drink would still be
the cantrip will be only half as effective deadly. The verbal component is a mut-
and will not lower temperature more tered lip-smacking sound; the somatic
than 10° below normal for that creature. gesture is a shaking motion.
Verbal component is a soft whistling,
somatic is a down ward-thrust thumb. Freshen By means of this cantrip, the caster
(Enchantment) brings new life or freshness to the object
Clean (Abjuration) This cantrip enables the caster to A of E: 1 object desired. The magic applies to food and
A of E: 4 sq. yds. remove heavy soil, dirt, and like foreign CT: ft segment drink items such as milk, beer, meat, and
CT: g segment objects from floors, walls, dishes, win- raw vegetables. It also works with cut
dows, etc. The subject surfaces are then vegetables, flowers, herbs, etc. Although
spotless, but care must be taken in remov- it will remove a slight taint of spoilage,
al of pigments and the like, so usually restore drooping flowers, and so on, it
only one type of material will be treated lasts for but an hour. The subject must be
in a single application. Verbal compo- of relatively small size, i.e. a small cask of
nent is a low outrush of air, somatic is a liquid, a sheep, a bushel of vegetables,
circular hand motion. etc. The verbal component is an
"mmmmmm" sound, while the hand
Color (Evocation) By use of this cantrip, the caster brings makes a mystic symbol with thumb and
A of E: / cubic yd. color to an object. It can be used to re- forefinger forming a circle and the other
CT: ft segment store faded hues or to tinge those already fingers upright and apart.
colored with a different hue. Thus, dull
or faded fabric can be brightened, pig- Gather (Alteration) This cantrip enables the caster to neatly
ments restored, or even hair or skin A of E: / sq. yd. gather numerous small objects into a
changed to another color. The effect must CT: 1/6 segment stack or pile. For instance, if nails, nuts,
be renewed every 30 days. Verbal compo- coins, papers, or like objects were spilled,
nent is a humming, somatic is a back- the magic would bring them together. It
and-forth or wringing hand motion. can be used selectively, for instance to
separate one type of material from
Dampen When a cantrip of this sort is cast, the another, but only the selected type would
(Evocation) subject area is permeated by a fog-like be gathered neatly. The caster verbalizes
A of E: / cubic yd. dampness which leaves all material the type of material to be gathered while
CT: « segment within it damp to the touch. It is useful making a gathering motion.
for many sorts of things. It is hard on
parchment, and it similarly makes it and Polish (A Iteration) When this cantrip is used, the caster
like substances hard to set aflame. Verbal A of E: 7 object magically smooths and brings a luster to
component is a low hooting or a CT: % segment materials such as wood, metal, stone,
hummed ditty, somatic is a hand gesture leather, or ceramic. Naturally, the desired
upwards with writhing fingers. object must be relatively clean in order
for the cantrip to be effective. The object
Dry (Abjuration) The cantrip removes dampness and affected must be of reasonable size — a
A of E: / cubic yd. escess moisture from materials within the floor of up to 1,000 square feet, an
CT: % segment subject areas. It is useful for cloth, herbs, armoire, etc. It works better on smaller
and cleaning chores. Verbal component is objects, of course, such as boots, mirrors,
similar to that of the dampen cantrip, crystal containers, etc. The caster hums a
and the somatic is a two-handed wring- ditty while making a buffing motion.
ing motion.
Salt (Evocation) This cantrip causes a sprinkling of fine
Dust (Abjuration) A cantrip of this sort removes all fine A of E: I object salt to magically appear and descend
A.oftilO'T. dust and tiny grit particles from exposed CT: 116 segment upon the desired object — a stew, some
CT: » segment surfaces such as floors, shelves, walls, etc. troublesome weed patch, or a barrel full

60 BEST OF DRAGON
of stock fish to be preserved. The object to tightly knot itself to either its other end
must be of a reasonable size — up to per- or an end of a similar object within I' of
haps 4 square yards in area or about 30 it. The resulting knot will be a normal
gallons liquid volume. Care must be one such as a square knot, half-hitch,
taken to avoid over-salting if the object running bowline, or whatever other sort
involved is smaller, and if the object is the caster desires. The caster verbalizes the
larger, it will not receive much salt. Ver- name of the knot desired while holding
bal component is a labial smacking, per- up three fingers.
formed while the hand makes a sprin-
kling motion. Warm (Evocation) This cantrip is the same as chill, except
A of E: /' cube that the magic brings a warming of the
Shine (Alteration) Similar to the polish cantrip, this CT: % segment liquid or solid. The temperature will rise
A of E: / object magic allows the caster to remove tarnish, at most about 40° F. The cantrip will
CT: % segment rust, corrosion, and similar substances never cause living creatures to become
from the desired object. This cantrip warmer than their normal body tempera-
brings about a mirror-bright shine to ture. Components are an "aafi" sound
objects capable of such, causing their sur- vocalized while the hands are rubbed
faces to be smooth and unmarred. A piece briskly together.
of jewelry, for instance, would be made
more attractive, and even its gems better Wrap (A Iteration) When a wrap cantrip is employed, the
{+1 on die rolls). A single object up to A of E: 7 cubic yd, caster creates a strong and sturdy wrap-
about 1 cubic yard in volume can be CT: ft segment ping around the subject desired — a bit of
treated by this cantrip. Verbal and herbs, a heap of flour, a bundle of cloth,
somatic components are similar to polish. etc. The material of the cantrip is of a
suitable type and thickness for the item<s)
Spice (Evocation) Unlike the flavor cantrip, this magic to be wrapped. Thus, a few ounces of fine
A of E: 1 object actually brings a particular spice to the powder will be contained in a waxy
CT: ft segment object food or drink. Thus, ginger, tissue, gem stones in a felt-like envelope,
pepper, and like spices can be brought to meal in cloth, and so forth. The wrap-
add zest {or disguise). Herbs such as bay ping can be undone normally, but the
leaf, garlic, parsley, and so forth can caster can just as easily order it to open,
likewise be evoked by this cantrip. The so the cantrip is often used to enfold the
quantity is sufficient to spice food or material components of a spell. The cast-
drink for about a dozen people. The spice er verbalizes a general class of wrapping
(or herb) appears over the object vessel as desired while making folding motions
a fine powder or flake, falls upon it, and with his hands.
adds its substance to the dish or drink. A
ditty is hummed while the hand makes a Reversed cantrips
crumbling and sprinkling motion.
Curdle This cantrip is broader in effect than its
Sprout (Alteration} By means of this cantrip, the caster (Enchantment) name, for it affects many food and drink
A of E: / cubic yd. causes acceleration in the growth of A of E; / object items. The magic curdles milk and
CT: ft segment plants, particularly with respect to the CT: 1/6 segment hastens spoilage or wilting. It has a per-
germination of plant seeds. Upon its cast- manent effect on the object. It is other-
ing, the cantrip will cause seeds to shoot wise similar to freshen. The caster verbal-
forth tiny sprouts, newly sprouted plants izes a retching sound while pointing the
to grow an inch or so, buds to flower, etc. thumb downward.
Fruits and vegetables can be caused to
ripen (or actually go past ripening to Dirty (Evocation) The opposite of a clean cantrip, this
spoilage) by this cantrip. A susurrant A of E: 4 sq. yds. enables the caster to soil, spot, and sully
sound is verbalized while the caster's CT: 116 segment walls, floors, dishes, garments, etc. Verbal
hand makes hoeing motions. component is a spitting sound, made
while the feet are shuffled and stamped.
This cantrip magically sews seams in
A of E: Special cloth or leather. It will make new ones, or Dusty (Evocation) By means of this cantrip, the caster
CT: ft segment repair old work. About 20 yards of cloth A of E: Iff r. causes a film of dust and grirne to settle
can be thus stitched, but only about 2 CT: 116 segment upon all exposed surfaces within the can-
yards of leather. The seam thus created is trip area of effect. Verbal component is a
neither stronger nor weaker than a seam low humming, while the hands make
done without magic. Usually a brief shaking motions.
rhyme is recited as the hand makes a sew-
ing motion. Hairy (Alteration) While this cantrip is not actually one
A of E: / object of the standard "useful" ones which
Sweeten This cantrip is the same as a spice can- CT: 1/10 segment apprentices reverse for mischievousness, it
(Evocation) trip, except that the result is the evocation is one which is generally used for no
A of E: / ofr/«ri of a sweetener — sugar, honey, or even a good purpose. It causes hair, fur, or hair-
CT: ft segment syrup. Components are a buzzing sound like growth to thicken and lengthen.
and a stirring motion. Thus, a head of hair, a peach, a beard, a
cat, or whatever could be affected. The
Tie (A Iteration) By means of this cantrip, the caster can growth will cause the subject material to
A of E:./ object magically cause the object of the magic — increase from 2-12 inches in length. The
CT: ft segment thread, string, cord, rope, or even cable — subject material must be trimmed or cut
VOL. in 61
to remove the cantrip's effect. This can- mixed materials such as grass and string,
trip can be reversed to shorten growth or hair and threads, and so forth. A buzzing
effectively shave, but since the effect on is verbalized while the finger makes a stir-
short material (growth under 1 inch in ring motion.
length) is complete absence of growth for
2-12 days, it is not often used. The caster Tarnish The reverse of a shine cantrip, this
verbalizes snicking sounds while making (Alteration) causes a covering of rust, corrosion, ver-
massaging motions for growth, or scissor- A of E: 7 object digris, or the like to cover an object nor-
ing motions for removal. CT: * segment mally subject to such tarnishing. The
object must be of about 1 cubic yard or
Knot (Alteration) This cantrip is a permutation of the tie less in volume. Verbal component is a
A of E: 1 object cantrip. It causes the thread, string, cord, spitting sound, while the hand makes a
CT; % segment or rope to knot itself in such a manner as sprinkling motion.
to be very difficult to untie, and from 2-8
rounds, minus dexterity bonus for reac- Untie (Alteration) This permutation of a tie cantrip is
tion of the individual untying the knot, A of E: I object simply the reverse of the magic. The cast-
to undo. It works even on material CT: 1/3 segment er selects an object — thread, string, cord,
already affected by a tie cantrip. The cast- etc. — which is knotted or tied. The can-
er verbalizes a tow "zzz" sound while trip removes the knot or tying. Note that
moving the arm forward with strong the untie cantrip will cause a tangle to be
wrist motion. nullified. The cantrip will not remove
both a knot and a normal tying (normal
Ravel (A Iteration) This cantrip is the reverse of a stitch. It knot or one caused by a tie cantrip), but it
A of E: Special will work only if there is a loose or will cause the former to disappear so that
CT: 1110 segment broken thread in the seam or fabric to be only a normal tying remains. Somatic
affected, except for material magically and verbal components vary according to
stitched by the appropriate cantrip. When the desired result. In general, a popping
the latter sort of seam or material is sound is made white the hands are moved
involved, the ravel cantrip will always apart — either as if a knot were being
work, except in the case where the subject untied or a cord snapped.
is otherwise magical, i.e. a bag of hold-
ing, a cloak of protection, boots of elven- Wilt A reverse of the freshen cantrip which
kind, etc. The name of the cantrip is ver- (Enchantment) affects only vegetable material — whether
balized while the fingers make a plucking A of E: / object growing or picked. Thus, a plant can be
motion. CT: » segment made to wilt (or possibly wither if it is
not very healthy), or a bunch of cut flow-
Sour (Evocation) When this cantrip is used, the caster ers sag and droop. Verbal component is a
A of E: 1 object causes the subject food or drink to take on descending hum, while the forefinger is
CT: ii segment a sour taste, not unlike vinegar of the slowly curled from an upright position.
appropriate sort. While it is typically
used to spoil wine, beer, or some pastry,
the sour cantrip can be used to useful Legerdemain cantrips
purpose. The magic actually causes about
a pint {maximum) of vinegar to appear Change (Alteration) By means of a change cantrip, the cast-
over the subject. This can be an empty A of E: 1 object er alters one small object to another,
container in which such liquid is desired. CT: II10 segment although the change must be within the
The easier purses the lips and makes a same kingdom, and only animal and
whoosh sound while clenching the hand. vegetable objects are affected. Thus, a
piece of parchment can be changed to a
Spill The opposite of a gather cantrip, this brightly colored cloth square, then the
(Alteration) enables the caster to cause the contents of cloth can be changed to a rose by another
A of E: 1 container a container to spill out. The object con- use of the cantrip. Likewise, a bird can be
CT; /16 segment tainer is actually tipped by the cantrip, changed into a bat, the bat to a flying
and since the magic is not powerful, con- squirrel by another use of the same type
tainers of more than about gallon size, or of cantrip, and so forth. Each change
magical ones, will not be affected by the requires a change cantrip. The cantrip
cantrip. Solids and/or liquids within the will not cause more than a 50% increase
object container will spill out, if the con- or decrease in size/volume, and the effect
tainer is not securely closed or capped. will last for a base time of 1 turn. If the
The caster verbalizes an "oh-oh" sound change is radical, then the time will be
while making an abrupt hand motion. reduced accordingly; i.e., changing a dead
object to a live one is a radical change
Tangle (Alteration) A permutation of the tie cantrip, this and will last only 1 round. On the other
A of E: 1 object magic allows the caster to cause fine hand, a very slight alteration such as
CT: 116 segment material such as thread, hair, small grass, color change or the like will last for 1 or
and the like to become twisted and en- more days. A saving throw against this
twined in a tangle. It will not work on magic does not apply as long as small,
heavy material such as rope. Untangling animal-intelligence, non-magical crea-
subject material will take 3-12 rounds, tures of normal son are concerned. Typi-
unless it is roughly done — and the mate- cally, a magic word is verbalized while
rial is broken and snapped in the process, the hand makes a pass over the object 10
torn loose, etc. The cantrip will tangle be affected.

62 BEST OF DRAGON
Distract By means of this cantrip, the caster Palm (Illusion) This cantrip enables the caster to secret
(Enchantment) causes all who are watching to look at an A of E: 7 small item a small object in his or her hand without
A of E: Special area of the caster's choice. The area must CT: 1/lOsegment seeming to do so. The dweomer creates an
CT: 1/3 segment be to the right or left of the caster, and the illusory duplicate of the object to be
distraction must be within 10 feet of the palmed, so that the other can be taken
caster. Thus, the caster can cause viewers while under a form of hide cantrip
to watch his or her right hand and a place (which actually works regardless of
a few feet distant where the caster's finger viewer position). The illusory duplicate
is pointing, while the caster's left hand of the palmed object lasts but 1 segment,
does something unnoticed. Saving throws so it must be covered or screened from
apply only to individuals above 0 level, or view, or else any onlookers will see it
with at least 1+1 hit dice and an intelli- wink out of existence, A special word is
gence of greater than low rating. The dis- spoken while a digit points at the object
tract cantrip has a duration of only 1 to be palmed. The caster may then pick
segment. The caster speaks an attention- up the now-invisible actual object while
getting word or phrase and gestures to the seemingly only touching or handling the
left or right to effectuate the cantrip. illusory duplicate.

Hide (Illusion) This cantrip allows the caster to magi- Present (Alteration) A present cantrip enables the caster to
A of E: 1 object cally hide an object of virtually any size A of E; / small item bring any small object or series of objects
CT: 1110 segment for a short period of time. The cantrip CT: 1/6 segment from within a 2-foot radius of his or her
casts a dweomer over the desired object so person to his or her hand. The object or
that it becomes invisible to all who are in objects will appear magically in the cast-
front of the caster. Note that the magic er's hand as he or she puts the hand
does not affect sound, so that if a crowing upward or outward with a flourish and
rooster were made to seemingly disap- speaks the key word to begin the dweo-
pear, the noise of its cry would still be mer. If an object as large as a tankard is
heard. Likewise, if an elephant were hid- thus presented, the cantrip will be
den by the cantrip, the sound of its tread, exhausted, but as many as a dozen coins
trumpeting, or even breathing might be could be brought to the hand before the
heard. The dweomer will not work if dweomer failed. The caster must know
viewers are beside or behind the caster. the exact nature and location of the object
The cantrip lasts for 1 turn on an object or objects to be presented. If they are on
of 2 cubic yds. or less in size. The dura- the person of another individual, a save
tion is reduced by 1 round for every addi- vs. spell applies to the individual, unless
tional 2 cubic yds. of volume made to the object or objects are in plain sight.
seemingly disappear, until at 20 cubic
yds. of volume, duration is 1 round. At Person-affect ing cantrips
over 20 cubic yds, of volume, duration is
reduced by 1 segment per 2 additional Belch (Evocation) When this cantrip is cast, the subject
cubic yds.; i.e., the hide cantrip will have A of E: / person will involuntarily belch. A saving throw
a duration of 9 segments if cast on an CT: II10 segment is applicable only to see how loud or
object of 22 cubic yds. volume; 8 segments muffled the burping sound is, failure
For 24 cubic yds., 7 segments for 26, 6 for indicating a very loud belch, success
28, 5 for 30, 4 for 32, 3 for 34, 2 for 36, and meaning that the sound is relatively low
1 segment for 38 cubic yds. Anything over and muffled. The verbal component is an
38 cubic yds. in volume will at best almost inaudible belch, done at the same
momentarily seem to disappear and then time that the caster's hand presses his or
reappear again. Verbal component is an her diaphragm.
activating word such as abracadabra
while the hand makes a pass across the Blink (Evocation) By means of this cantrip, the caster
forepart of the object. The caster can dis- A of E: 1 person causes the subject person (or creature) to
pel the cantrip simply by speaking the CT: I HO segment blink his, her, or its eye or eyes. The
activating word. blinking reaction is only momentary, of
course, lasting no more than half a
MvU(A Iteration) The mute cantrip allows the caster to second. A successful saving throw indi-
A of E: 1 object alter the shape of small objects of a min- cates only a single eye wink, or no effect
CT: l/Wsegment eral nature. The magic is effective against for one-eyed creatures. The verbal com-
glass, metal, stone, etc. A plane can be ponent is a softly spoken magical word
altered to a rod, a torus to a sphere, etc. (such as "hatcha-cha"), voiced while the
Thus, a coin could be changed to be a caster snaps his fingers.
ring. Similarly, glass could be changed to
crystal, lead to silver, copper to gold, etc. Cough (Evocation) This cantrip enables the caster to make
The duration of the mute is but 1 round. A of E: 1 person the subject individual cough spasmodi-
If another individual actually touches the CT; 1/3 segment cally. If a saving throw is made, the
object affected, the dweomer of the can- cough is only a brief hacking which will
trip might be affected: The individual not usually disturb other activities. Fail-
touching it makes a saving throw vs. ing the saving throw indicates the victim
spell, and if it succeeds the cantrip is dis- is affected by a loud and active series of
pelled. The verbal and somatic compo- coughs lasting from 1 to S seconds. The
nents for the mute cantrip are similar to somatic component is a gagging gesture
those of a change cantrip. while a gasp is verbalized.

VOL. in 63
Giggle (Charm) By means of this cantrip, the caster occur, but the subject is then more sus-
A of E: / person causes the subject individual to involun- ceptible to a sleep spell. During the bal-
CT; 1/3 segment tarily giggle. The loudness and length of ance of the round in which the yawn
this reaction depend on the saving throw. cantrip was cast, and during the whole of
If the subject fails to save, the result will the following round, the subject will
be a chuckle or giggle lasting about 2 or 3 automatically fall into comatose slumber
seconds. If the save succeeds, only a brief from a sleep spell cast upon it, so 1 addi-
chuckle will be caused. The verbal com- tional creature will be vulnerable to the
ponent is a single word or phrase (known spell if more than 1 creature of 4 or fewer
in magical circles as a "punch line") lo hit dice are subjected to the spell. Further,
be spoken while one finger is moved back if creatures of 4+1 to 4+4 hit dice are
and forth rapidly. involved, there is then a chance that two
such creatures will actually be affected by
Nod (Evocation) This cantrip causes the subject to give sleep. Even a creature of up to 5+2 hit
A of E: I person an involuntary nod of the head due to dice can be affected by sleep if previously
CT: l/10segment muscle contraction. The effect is as if the victimized by a yawn cantrip, but the
subject were nodding in agreement or as a effect of the sleep spell is rolled for as if
greeting. A successful saving throw the creature had 4+1 to 4+4 hit dice; i.e.,
negates the effect. The caster gives a there is a 50% chance it will not be
slight nod of the head while pointing his affected. The caster hums a lullaby for the
or her small finger at the subject. verbal component while making a rock-
ing motion with cupped hands.
Scratch (Evocation) A scratch cantrip causes the subject
A of E: 1 creature creature to experience an annoying itch Personal cantrips of the apprentice
CT: 116 segment on some portion of the body. Unless a
saving throw is successful, the subject Bee (Summoning) When this cantrip is used, the caster
will involuntarily scratch at this itch. A of E: 1 bee summons a honey bee from someplace —
This scratching will take but a second, CT: 1/2 segment where is of no importance, for the crea-
and will immediately cause the itch to ture appears in seconds. The bee will
cease. Verbal component is the name of appear in whatever spot the caster is gaz-
some body pest (flea, louse, etc.) while the ing at, up to 1" distance from him or her.
area of the itch is pointed to. The bee is, of course, annoyed, and it is
90% likely to sting any living creature it
Sneeze (Evocation) A cantrip of this nature causes an irri- finds itself upon, (This will certainly
A of E: 1 creature tation in the nasal passages of the subject. cause the subject to react violently if it
CT: 112 segment Unless the subject makes a successful sav- would otherwise be so affected by a bee
ing throw vs. spell, a sneeze will occur. sting.) The verbal component is a low
This single sneeze will relieve the irrita- buzzing sound while the caster's forefin-
tion. The caster verbalizes the name of an ger moves through flight-like passes.
irritant substance while touching his or
her nose. Blue light This cantrip enables the caster to con-
(Conjuration) jure a small sphere of glowing blue
Twitch (Evocation) By means of this cantrip, the caster A of E://*' radiance. The light has an eerie effect
A of E: / creature causes a muscle contraction in some por- CT: H segment when seen from a distance, but it only
CT: 7/3 segment tion of the subject creature's appendages illuminates an area in a 5' radius. Fur-
— head, neck, hand, arm, foot, leg, etc. thermore, the bluelight does not cast
The twitch will be noticeable, but will reflections beyond this radius. The light
not cause the subject great discomfort or does not affect either infravision or ultra-
loss of control or concentration. The can- vision. When the caster says a rhyme
trip is negated by a successful saving using the words "blue" and "light" in
throw. Verbal component is the name of any combination, the blueligkt appears
the area to be affected while the caster in his or her open palm and remains
gazes at the area and makes a twitching aglow until the caster ceases to concen-
motion with the hand. trate on it.

Wink (Enchantment) This cantrip enables the caster to cause Bug (Summoning) A variation of the bee cantrip, the dug
A of E: / person the subject individual to wink one eye. A A of E: / bug cantrip enables the caster to summon
CT: 1/10 segment saving throw indicates that the winking CT: % segment some form of crawling insect. The beetle
is rapid and not greatly noticeable, while or bug appears in the same manner as the
failure to save indicates a greatly exagger- bee summoned by the cantrip of that
ated, prolonged winking. The caster name. It will likewise be irritated and
speaks a magical phrase (such as " twenty- will pinch, bite, or otherwise attack the
three skidoo") while making an imper- creature it might find itself upon, with
ceptible winking of his or her eye. appropriate results. Verbal component is
the name of the insect desired while the
Yawn (Evocation) A yawn cantrip makes the subject crea- caster's forefinger makes a sliding and
A of E: / creature ture feel a brief wave of drowsiness which pointing motion at the desired area of the
CT: 116 segment in turn evokes a yawn reaction. If a sav- bug's appearance (up to 1" distant).
ing throw vs. spell succeeds, the subject
creature is totally unaffected by the Firefinger (Alteration) The firefinger cantrip enables the caster
dweomer of the cantrip. Failure, however, A of E: 'A' to cause a jet of flame up to one-half foot
not only forces a yawn to immediately CT: 1/3 segment in length to shoot forth from his or her

64 BEST OF DRAGON
finger. The flame is very hot and will spider is of the very poisonous sort, the
ignite combustible materials such as victim must also make a saving throw vs.
parchment, twigs, kindling, and the like poison at +4. Success indicates 1 point of
without difficulty, providing the mate- damage is inflicted. Failure indicates 2
rials are relatively dry. The flame persists points of damage are inflicted, and the
for up to 1 segment. The caster speaks a victim will feel sick and be unable to act
word of power over elemental fire (ron- normally for 1-4 days unless a neutralize
son, tip-po, or the much revered word, poison spell is cast to remove the toxin.
dun-hill), extends the forefinger, and (A slow poison will defer the sickness for
makes a downward or sideways motion 1 day.) To cast the cantrip, the caster
with the thumb. speaks the word "arachnid" while spread-
ing his or her fingers and wiggling them.
Gnats (Summoning) A cantrip of this nature is similar to the
A of E: / cubic foot bee and bug cantrips described above, Tweak (Conjuration) By means of this cantrip, the caster
CT: %.segment except that when it is used a cloud of A of E: / creature causes an unseen thumb and forefinger to
gnats is summoned. The swarm will CT: / /5 segment harmlessly, but annoyingly, tweak some
immediately proceed to Fly around the portion of a chosen subject within a 1"
head of the nearest living creature, and radius of the caster. Portions subject to
unless this creature makes a successful the tweak cantrip are: cheek, nose, ear,
saving throw vs. poison, the cloud of beard, moustache, whiskers, or tail. The
gnats will distract the creature for from cantrip's effects do not disturb spell cast-
1-4 segments before the gnats fly else- ing, although the tweaking might distract
where. The verbal component is a high- any creature by causing it to turn to dis-
pitched buzzing sound while the caster cover the source of the annoyance. A fail-
points a digit at the area in which the ure to save vs. spell (with respect to crea-
gnat cloud is to appear. tures with an intelligence under 7), or
failure to roll a score greater than intelli-
Mouse (Summoning) Similar to the cantrip which summons gence rolled on 3d6 (with respect to crea-
A of E: / mouse a bee or a bug, the mouse cantrip enables tures with intelligence of 7 or gicater),
CT: % segment the caster to bring forth a mouse up to 1" indicates a 1-segment distraction. The
from his or her position. The animal will caster speaks a magic phrase (such as
be a typical field mouse or as similar a "kitchy-kitf.ky-coo") while making a
species as possible. When it arrives, the pinching and pulling motion with
caster will have no control over the t h u m b and forefinger.
mouse, and the animal will behave as
would any mouse in the given situation. Unlock (Conjuration) This cantrip enables the caster to con-
The caster speaks a summoning word A of E: / lock jure an invisible, key-tike force appro-
(typically the name of a food desirable by CT: fe segment priate to the locking mechanism to be
mice) while holding his or her hands in opened (or closed). The unlock cantrip
such a way as to resemble mouse cars. will affect only simple locks of the most
basic sort — typically those which have
Smokepuff When ibis cantrip is employed, a puff closing pressure prongs or bolt and pins,
(Evocation) of actual smoke appears in the desired or bolt and spring closures. Locks w i t h
A of E: 1' d. cloud location, up to [" distant from the caster, tumblers or levers, as well as secret-
CT: 1/3 segment and will ascend as would a normal cloud combination locks, are not subject to this
of smoke, or be dissipated, depending on cantrip. Note that simple locks w i t h
the prevailing conditions. The caster can complex wards to prevent skeleton-key
cause the smoke to be either white, gray, triggering w i l l be subject to an unlock
black, brown, yellow, or green. The caster cannip. While the caster speaks a word or
names the color of smoke desired while phrase associated with locks (tu-tock-
moving a hand from an extended hori- doublflock, yah-el, etc.) he or she makes a
zontal position to a vertical one, mean- twisting motion w i t h fingers held as if to
while breathing forth a puff of air. grasp a key.

Spider (Summoning) This cantrip, much as d<x's a bee or Haunting-sound cantrips


A of Er 1 spider bug or mouse or gnats cantrip, summons
CT: a small, ordinary spider from elsewhere to Creak (F.vocation) By means of (his cantrip, the caster
the location desired by the caster, up to 1" A of E: Special evokes a noise simiiar to that of a door
distant from his or her JXTSOII. The CT: 1/6 segment with corroded hinges slowly opening, or
arachnid so summoned w i l l usually be a else a sound as if someone or something
common garden spider or the like, no were walking across squeaking floor-
larger than an inch or two in diameter, boards. The former sound lasts for 1/3
and basically harmless. There is a 5% segment; the latter noise will last half a
chance that the creature w i l l turn out to segment and seem to traverse up to 10 feet
be one with powerful poison (bla< k distance. The caster makes a low creaking
widow, brown recluse, etc.). Since the sound in his or her throat while using a
spider summoned w i l l be annoyed, the hand to make an opening motion or fin-
creature upon which it finds itself, if such gers to make a walking motion.
is the case, will lie subject loan imme-
diate bite attack. This will have only a Footfall (Illusion) When this cantrip is used, the caster
momentary effect, distracting the victim A of E: Special creates the audial illusion of footsteps.
For 1 segment, for a normal spider. If the CT: 116 segment The sound is as it a human or humanoid
VOL. in 65
was walking. The footfalls can be soft or the illusionary sound. The spell caster
fairly noisy. They can approach, move names the rattling device which he or she
away from, follow, or otherwise seem to desires to create the illusion of while
parallel a person or party. They must shaking one hand vigorously.
begin within 1" of the caster, but they
may thereafter move away from him or Tap (Evocation) By means of this cantrip, the caster is
her up to a 2" distance, or may approach A of E: I sq. foot able to evoke an invisible force which
closer than 1". The caster must softly CT: 116 segment will tap or rap against some solid object
vocalize sounds similar to footsteps while — a door, lid, floor, table, wall, pane, or
pointing in the area they are to occur whatever. The sound will occur once,
initially and subsequently. twice, or thrice according to the number
of fingers extended by the caster. It is an
Groan (Illusion) A groan cantrip creates the audible actual sound; creatures within 1" of the
A of E: Special illusion of a wracking cry coming from noise will certainly hear it if they are
CT: 1/6 segment some location no more than 1" from the able. Verbal component is a hollow
caster. Naturally, those creatures within sound created by the tongue against the
hearing distance are allowed a saving palate, or a key phrase spoken softly,
throw vs. spell, and if it succeeds, the while the finger makes a tapping motion,
individual will hear no such noise. The
caster makes a soft groaning sound in his Thump (Illusion) An audible illusion, the thump cantrip
or her throat while pointing to the area A of E: Special causes all creatures within a 1" radius of
from which the sound is to appear to CT:7110 segment the area of effect to hear a loud but
come. Note that a container or door will muffled thumping sound, as if something
not hamper the range of the cantrip, so large just fell from a height of a foot or
that a groaning sound can be made to two. A successful saving throw vs. spell
seem to come from behind a door, in a nullifies the cantrip's effect. The caster
chest, etc. can cause the sound to seemingly come
from any location within a 1" radius of
Moan (Illusion) This cantrip is the same as a groan can- his or her person. The caster swallows
A of E: Special trip, except that the sound involved is loudly while pointing toward the area
CT; I/JOsegment either a pitiful moaning or else an eerie where the cantrip is to come from, while
one. The desired sound is either a low- thinking of the thumping sound.
pitched one for the haunting effect or a
high-pitched one for the pitiful effect. Whistle (Evocation) When this cantrip is cast, the dweomer
A of E: Special causes a faint or loud whistling sound. A
Rattle (Illusion) By means of this cantrip, the caster CT: 1 !6 segment faint whistling can be heard within 10', a
A of E: Special causes the audible illusion of a rattling loud one within 30'. The sound can be
CT: ItlQsegment sound associated with chains. Its direc- sharp and normal-seem ing or echoing,
tion and distance are the same as for a hollow, and eerie. The caster must whis-
groan cantrip. The sound will last for up tle softly in a manner similar to the
to 2 seconds. All creatures within 1" of desired sound while he or she looks at the
the sound are entitled to a saving throw area from which the sound is to come and
vs. spell to determine whether they hear holds two fingers near his or her mouth.

Cantrips for the illusionist


Zero-level spells add spice to specialist class
by E. Gary Gygax
With magic-users' cantrips seen to, it is time to take up the
cause of their more specialized cousins, illusionists. This sub-
class is not too popular in most campaigns, but that will change
somewhat when the game system expansion is published. That
volume will have many new and highly useful spells for illu-
sionists. Meanwhile, you will find that adding cantrips to their
repertoire now makes the playing of illusionist characters imme-
diately more desirable. The cantrips for the sub-class are basi-
cally the same as those for magic-users of the standard sort. The From issue #61,
main differences are that illusionists generally have fewer of
them, and they have access to an additional type of cantrip not May 1982
Illusionists learn many of the same cantrips as do apprentice
magic-users, as indicated by the following list. They have, in
addition, certain of their own petty magics which they might
have learned. These special cantrips are likewise enumerated
below. Except where otherwise indicated, all properties pertain-
ing to magic-user cantrips likewise apply to those employed by
the illusionist class.
66 BEST OF DRAGON
Cantrips available to illusionists.' nout or rhee-oh-stat) and make a down-
Useful cantrips: One per point of intelligence, up to intel- ward motion with one hand to effectuate
ligence minus 3; i.e., an illusionist with 18 intelligence can the cantrip.
choose 15 useful cantrips from the magic-user list.
Reversed: 2-5 (compared to 2-8 for magic-users) Haze (Alteration) When a haze cantrip is cast, the atmo-
Legerdemain: 3-6 (2-5 for magic-users) A of Ei I" cube sphere in the desired area of effect
Person: 2-5 (2-8 for magic-users) CT: # segment becomes cloudy, as if layered by smoke or
Personal; 2-5 (2-8 for magic-users) filled with floating dust. Any creature
Haunting: 5-8 (2-5 for magic-users) attempting to discharge missiles or cast
spells at a target screened by such a haze
Special illusionist cantrips; will be affected. The target is 5% harder to
Number Minor Illusion (5-8) hit, so missile discharge is at -1 "to hit"
1 Colored light and saving throws are at +1 (or one is
2 Dim given when otherwise none is allowed,
3 Haze although it is only a 5% chance to save in
4 Mask the latter case). Hiding in shadows is 5%
5 Mirage more effective when screened by a haze
6 Noise cantrip. The hazy effect lasts but a single
7 Rainbow round. It must be cast over an area within
8 Two-D'lusion \" of the caster. Atmospheric conditions
will destroy the haze if applicable — a
Minor Illusion cantrips good breeze, rain, etc. A gust of wind
spell will immediately disperse the haze.
Colored lights When this cantrip is used, the caster The caster hums 3 melody while the
(Alteration) creates one or more globes of pastel light hands make passes before the body to
A of E: Special (cf. magic-users' blue light cantrip). A effectuate this cantrip.
CT: Vi segment single globe of illumination 1 fool in
diameter can be brought forth, or a pair Mask (Illusion) A mask cantrip enables the caster to
of 6-inch-diameter globes, three 4-inch A of E: I person alter his or her visage, or the visage of
globes, or four 3-inch globes. The caster CT: 1/6 segment whatever subject individual (human,
can cause these globes of light to be of demi-human, or humanoid) he or she
any pastel color. Each will illuminate a chooses, by means of illusion. Ears, hair,
radius around it equal to five diameters; head shape, facial features, and all such
i.e., a 1-foot globe sheds a 5-foot radius of aspects of appearance are affected. The
brilliance, while a 3-inch sphere of light m&sh will only be detectable if a viewer
illuminates only a radius of 15 inches. As peers closely or can detect illusion and
long as the caster concentrates on the does so. The effect lasts for 3-6 rounds.
colored lights, the cantrip will remain The caster touches his or her face, thinks
active, and the globe or globes will will of the desired features, and then speaks a
float near or rest upon the caster, as he or word descriptive of the visage desired.
she desires, within the 1" range. Globes
can be moved back and forth, up and Mirage (Illusion) This cantrip lets the caster cause an
down, to and fro as desired. The illumi- A of E: 2 sq." area to appear to be something other than
nation from any of them wilt not cast CT: fe segment it is. The mirage cantrip brings an illu-
reflections beyond 1", and the light shed sionary scene to cover the area. The area
cannot be detected beyond 3". Infravision must be relatively flat and featureless, and
and uhravision are not affected if light is the mirage must be an actual place, in
colored pale blue or pink, but other hues existence at the time, which the caster has
will disturb these visual capabilities. The actually beheld. A saving throw vs. spell
caster must speak the color and number is applicable. The cantrip lasts for as
of globes desired, then speak a magic long as the caster concentrates, although
word (noma, mazda, etc.), while directing each round there is a 5% cumulative
the globes with one or more fingers. chance that it will waver and reveal its
true nature. Touching a mirage will
Dim (Alteration) By means of a iti'ii cantrip, the illu- instantly dispel the cantrip, as will dispel
A of E: Special sionist causes a light source to become illusion or dispel magic. The caster must
CT: % segment weaker or the very air to become less speak a word or two descriptive of the
permeated by light rays. If light sources mirage and then make a single pass to
are to be affected, about 6 torches, a cause the magic to begin. It is maintained
medium-sized fire (such as in a fireplace by concentration alone thereafter.
or a campfire), 72 candles, or even a light
or continual light spell can be affected. Noise (Illusion) The caster of a noise cantrip causes
The dim cantrip will cause any of the A of E: 1" illusory sound of whatever nature he or
above light sources to at best shed only CT: 1/6 segment she desires, although it is indistinct and
half their normal radiance for one full confusing. Thus, he or she can cause a
round. Torches will burn only as brightly murmuring sound as if many voices were
as candles; candles will but glow dimly; a speaking behind a thick door or at a great
fire will become torch-like in illumina- distance, a rushing sound similar to
tion, and all light spells dim to half their wings and wind combined, shuffling and
normal brightness. Affected light must be scraping as if many people were moving
within 1" of the caster. He or she must things or walking slowly but at some dis-
speak a magical phrase (such as bee row tant place, etc. All creatures within the

VOL. ill 67
area of effect will be subject to the can- is spoken while the fingers of both hands
trip, but each gets a saving throw. Success form a pyramid.
negates the noise with respect to the indi-
vidual. Range is 1" For the cantrip's Two-D'lusion This cantrip is virtually the same as a
radius of sound. The caster points a digit (Illusion) phantasmal force spell in most respects.
at the desired area and then softly makes A of Er 4 sq." The caster creates a two-dimensional illu-
sounds imitative of the noises desired. CT: 116 segment sion of whatever he or she desires. If any
viewer sees it from an angle of more than
Rainbow (Alteration) By means of this cantrip, the caster 45° from its horizontal or vertical viewing
A of E: Special brings into being a plane of pastel colors axis, the nature of the illusion will be
CT: 113 segment which exactly duplicates a rainbow. He immediately apparent. It is dispelled by
or she can cause this 30-foot-long, 1-foot- touch or magic (dispel illusion or dispel
wide band of color to arch into a bowed magic). It is invisible from the side or the
shape, remain a ribbon, twist and turn, rear, and lasts as long as the caster con-
etc. In any event, one end of the rainbow centrates upon it. To effectuate the can-
must be within 1" of the caster when the trip, the caster must speak a phrase de-
cantrip is cast. The colors will glow softly scriptive of the illusion while making a
and be visible even in total (normal) dark- circular motion with his closed hand.
ness. If no motion is desired, the caster
may leave the vicinity of the rainbow. If It is possible that an apprentice will have developed other can-
motion is desired, the caster must control trips over the course of his or her apprenticeship. The Dungeon
it by hand gesture and remain within 1" Master must carefully review any proposed cantrip to determine
of it. The rainbow will last for 1 round if it is of suitable nature and power when compared to existing
and then fade away. All creatures [ailing cantrips herein. In no event is it possible for any apprentice to
to save vs. spell will gaze at the rainbow have developed more than three new cantrips.
for 1-4 segments, 2-5 if the caster keeps it Since cantrips arc magical, they must be read as would a spell.
in motion. Verbal component is a name Likewise, to record one in a spell book or on a scroll, the same
of power (gar-land, pegee-lee, etc.), which procedure is followed as in recording a spell.

Spell books
Rules for M-Us to read
by E. Gary Gygax
All information regarding spell books 4th, 5th, and/or 6th level; or two spells of
in ADfeD™ gaming is currently inferred. 7th, 8th, and/or 9th level.
This was not, Gentle Reader, by design.
Simply put, 1 overlooked it in the morass Cost of spell books
of getting three volumes put together. In A standard spell book costs 1,000 gold
order to rectify that oversight, the follow- pieces for materials, plus 100 additional
ing rules are offered. When the AD&D gold pieces per spell level for each spell
Expansion volume is completed (please contained therein.
don't ask me when!), the same rules will The cost of a new magic-user's or illu- From issue #62, June 1982
be included therein, although some sionist's initial book or books is assumed
minor changes are probable. to be borne by the new spell caster's A travelling spell book costs 500 gold
former master, so the fledgling spell cast- pieces for materials. The cost of each
SPELL BOOKS er will have one or two spell books at no spell contained within such a book in the
When a magic-user completes his or cost to him or her. Books which are pre- same as the cost for entering a spell in a
her apprenticeship, it is assumed that he pared later in a magic-user's career (hav- standard book. All travelling spell books
or she has one, or possibly two, spell ing higher spell-level capacity than must be fabricated by the magic-user, or
books. A Book of First Level Spells will "beginning" books) are not supplied by a otherwise discovered as treasure by the
certainly be possessed, and there might be M-U's master, but must be composed by magic-user or his or her associates. A
a Book of Cantrips as well. The latter the M-U in question as part of his or her player character cannot automatically
depends upon the options of both the DM training when the spell caster is trying to possess one at the beginning of his or her
and the concerned player. The following rise to the next experience level. This career.
applies to all spell books. composition will take from 4-7 weeks for
each new standard book; the book is Physical aspects of standard books
Types of spell books composed during and after the time when A standard spell book is approximately
There are two kinds of spell books: other training exercises are taking place. 16 inches in height, 12 inches wide, and 6
1. Standard books, each of which con- The same costs/prices apply when such inches thick, (The DM has leeway to
tains up to 36 cantrips, 24 spells of under a book is being manufactured and com- reduce or enlarge this general size,
4th level, 16 spells of under 7th level, or 8 posed: Any standard spell book requires a although nothing smaller than 1 2 x 1 2 x 6
spells of 7th, 8th and/or 9th level. 1,000 gp investment for materials, plus inches or larger than 1 8 x 1 2 x 9 inches is
2. Travelling books, each of which con- 100 gp per level for each spell entered recommended.) The weight of a standard
tains at most one-fourth of the number of within the book, payable when a magic- book is 150 gold pieces (adjusted upward
spells possible to be contained in a stan- user adds a new spell to his or her reper- or downward for varying sizes). The
dard spell book: nine cantrips; six spells toire. (Entering a first level spell costs 100 encumbrance value of such a book is
of 1st, 2nd, and/or 3rd level; four spells of gp, a second level spell costs 200 gp, etc.) equal to three times its weight <450 gp or
BEST OF DRAGON
thereabouts), although it is correct to eventually sold. Thus, a spell book can- book (and vice versa) even if the illusion-
assume that a volume will (it within an not be kept while a particular spell or ist spell in question is the same in name
otherwise empty backpack or large sack. spells are transcribed, and then the work (and perhaps other respects) as a magic-
The cover of a standard book is typi- be sold for G.P. Sale Value and the pro- user spell. The magical forces released by
cally heavy leather — dragon hide, gor- ceeds taken toward experience points. the casting of "namesake" spells are sim-
gon hide, etc. — inlaid with metal so as ilar to one another, but the way in which
to provide both extra security and a Casting spells directly from books that magic is triggered differs from class
means to close and secure the book. Vel- In extremis the DM may allow a magic- to class.
lum pages are sewn together and secured user to cast a spell directly from any sort Except as noted above, treat illusionist
to a fine, supple leather spine backing. of spell book just as if the book were a spell books as magic-user spell books.
Pages are secured additionally by Fine scroll. The book must be of appropriate
leather front and back pieces. It is also sort so that tbe spell matches the profes- Cost of M - I ' iIlusionist spell casting
usual for such a tome to have vellum sion of the caster, i.e. magic-user spell, While the cost of having a cleric cast
stubs at intervals for insertion of addi- magic-user spell book. The caster must needed spells is reasonably well detailed
tional pages, although this by no means have read the particular spell. The caster in the Dungeon Masters Guide, the cost
allows for any increase or change in the must be able to know and use the spell in of magic-user or illusionist spell casting
number and types of spells the book can question. (Note that in this regard, read- was neglected. Rather than give an exten-
contain. ing directly from a spell book differs from sive list of spell costs, the following set of
Notwithstanding any special protec- the use of scroll spells.) guidelines will enable the DM to deter-
tions placed thereon, a standard spell Direct casting of a spell from a spell mine a "reasonable" fee for any spell.
book has a saving throw equal to that of book automatically destroys that spell. Basic costs: A willing magic-user or
"leather or book," with +2 to dice rolls There is also a 1% chance per level of the illusionist will typically work for a fee of
made to save against acid, fireball, disin- spell that the spells immediately preced- 200 gold pieces per spell level. Double the
tegration, and lightning attacks. ing and following the spell cast will material component(s), or material com-
likewise be destroyed. There is an addi- ponents of at least such value as substitu-
Physical aspects of travelling books tional 1 % chance that the casting of a tions, is also a part of the basic fee.
A travelling spell book is approxi- spell directly from a spell book will de- Additional costs: Failure to furnish the
mately 12 inches tall, 6 inches wide, and 1 stroy the entire book. A permanency material component(s) of a spell which
inch thick; 9 * 9 * 1 is likewise a good spell, for instance, would not prevent a has ordinary sort will incur a surcharge
working size. The weight of such a book spell from "disappearing" when cast in of 10% or three times the value of the
is approximately 30 gold pieces, and this manner; even though writing might component(s), whichever is greater. Any
encumbrance roughly 60 gp. Five such remain on the page, that writing will no extraordinary component(s) bring a 100%
books will fit within a backpack, twice longer be magical in nature. surcharge or three times such value,
that number in a large sack. These strictures apply whether a spelt whichever is greater. Spells which place
The cover of a travelling spell book is caster is using his or her personal book or the caster in danger (including such cast-
strong, supple leather, such as that from a the book of another. Read magic is ings as identify, which causes a tempor-
giant cobra. The hand-sewn leaves of required to read another M-U's spell ary drop in constitution of the caster)
parchment are carefully secured to a fine book, and a magic-user can learn a spell require at least a double fee, and guaran-
leather backing and glued to the spine. by reading it in another's book. This tees will be required as well. Spells which
The whole is further secured by front and learning process requires 2-8 hours of age the caster will be cast only if a coun-
back pieces of vellum. A small lock or study per spell level, after which time the ter to such aging is awarded prior to spell
leather ties are typically used to secure the spell is learned and thereby immediately casting, or else if the amount of aging is
whole. Pages are very thin and fragile, so usable by the M-U doing the studying. insignificant to the caster. (A young elf
great care must be taken to care for the will not be overly concerned about five
book when in use. Illusionist spell books years, although a ten times normal fee
Notwithstanding any special protec- Illusionist spell books are the same as might be charged!)
tions placed thereon, a travelling spell those of regular magic-users, with the fol- Magic item payment: A magic-user or
book has a saving throw equal to that of lowing exceptions: illusionist will generally accept some
"leather or book," with no bonuses (like 1. Standard spell books contain 24 item of magic in lieu of cash or like valu-
a standard book has) against certain first or second level spells, 16 third or ables. In such cases, the sale value of the
forms of attack. fourth level spells, or 8 spells of fifth. item, adjusted downward by the general
sixth, and/or seventh level. If first reaction of the spell caster to the individ-
Value of spell books level magic-user spells are known and ual requesting his or her services, is to be
A standard speli book has an Expe- used by the illusionist, he or she must considered the base value of the item. The
rience Point Value of 1,000 points per have a new spell book for such spells; character and behavior of the NPC
spell level contained therein (considering this tome is essentially a standard encountered will always be the purview
cantrips as first level spells for this pur- work for first level containing up to 24 of the DM, Such character or behavior
pose), and a Gold Piece Sale Value of 200 spells. will, naturally, often affect costs and fees.
gp per spell level (but only 150 gold piec- 2. Travelling spell books hold 6 Hostile spell casters: In general, a hos-
es for each cantrip, if the book is of that spells of first or second level, 4 spells tile spell caster will either charge at least
sort). or third or fourth level, or but 2 spells double normal fees, or else he or she will
A travelling spell book has an Expe- of fifth, sixth, and/or seventh level. simply refuse to cast any spell whatsoever
rience Point Value of 500 points per spell Starting spells for an illusionist player — unless possibly bribed to do so with
level contained therein (again, consider- character are determined according to the some magic item. Any spell caster of good
ing cantrips as first level spells), and a preference of the player (subject to the alignment is quite unlikely to cast any
Gold Piece Sale Value of 1.000 gp per usual "chance to know" roll based on spell for a character of evil alignment in
spell level (applies to all spells, including intelligence). For additional security, any event. Again, adjudication of such
cantrips). illusionists may opt to do their spell events is the realm of the DM,
As with any other magical items, spell books using illusionary script, which Spell casting under duress: Use the
books must either be sold immediately or would only be recognizable as such by rules in the Dungeon Masters Guide for
else the X,P. value taken. This holds true another illusionist. A rnagic-user may not all magic-user and illusionist spell cast-
regardless of whether or not any tome is leam a spell from an illusionist spell ing under threat, magical influence, etc.
VOL. in
IV. Creating new
challenges

It takes all kinds to make an AD&D™ universe: Player characters, with-


out whom there would be no game; monsters, without which there would
be nothing for player characters to battle; and non-player characters,
without which any world would quickly become too sterile and struc-
tured and "unreal." Obviously, not everyone in a world can be a player-
character adventurer; PCs are the exception, not the rule, in the society in
which an AD&cD campaign takes place. Just as obviously, not everything
the adventurers meet can be bent on the obliteration of the party; even the
hardiest adventurers wouldn't last long in a climate like that.

Non-player characters bridge the gap between player characters and


monsters. Depending on how the adventurers treat them, and how they
(as role-played by the DM) react to the player characters, NPCs can be
friends or foes, helps or hindrances. Above all, they represent the variety,
changeability, and challenge that can keep an AD&D adventure from
becoming little more than an eternal exercise in sword-swinging and
spell-slinging. The final section of this collection features three NPC
types that have been mentioned most often when readers tell us what
they'd like to see reprinted. And, once again, the people who buy and
read DRAGON® Magazine have shown their impeccable good taste.
Without further ado, turn your eyes to the facing page and turn your
imagination loose. The winged folk, the alchemist, and the archer could
be incorporated into any DM's campaign. And you could do it without
necessarily changing anything else about the world you've worked so
hard to build — except, of course, the lives of the player characters. In
real life, the "world" each of us lives in changes every day — and why
should our fantasy life be any different?

70 BEST OF DRAGON
The winged folk
by William Lenox
One race of demi-humans that has been with cleric or druid ability (2nd or 3rd
neglected in most works studying the rel- level in all cases). If 50 or more are
atives of mankind is the Winged Folk, encountered, there will be the following
known as Al Karak Elam in their lan- additional figures: a 4th-levet fighter/4th-
guage. Perhaps this lack of attention on level magic-user or illusionist and a 4th-
the part of other races and societies in the level fighter/4th-level cleric or druid.
ADfcD™ world is derived from the fact If the winged folk are encountered in
that the winged folk are even more reclu- their lair, there will be a leader of 9th- From issue #51, July 1981
sive than efves and often conceal their level fighting ability and two lieutenants
presence behind powerful illusions. of 5th to 7th-level fighting ability. There Treasured carvings
However, this reclusiveness seems to be will also be a magic-user of 7th to 9th In addition to the treasure types given
coming to an end. After centuries of level, an illusionist of 7th to 15th level, above, for each adult female in a village
indifference to human concerns, the and a druid or cleric of 9th level. All will there is a 50% chance of her possessing
winged folk are said to be returning in have assistants similar to the leader's from 2-5 carvings (roll d4+l for number,
numbers to the mainstream of human lieutenants. There will also be 3-36 then consult the following chart for
and demi-human affairs. Because of this, eagles, hawks, falcons, or owls serving as types):
a study of the characteristics of this race, watchbirds, who will scout and spy on
which may soon be taking a more active non-winged folk in the area.
part in the world, is well advised. Dice Base
The following study will briefly detail roll value Type
the history, physical description, dwell- 01-70 10 Common wood
ing places, social, political and economic 71-85 50 Precious wood or ivory
characteristics, military organization, and 86-92 100 Serni-precious stones
special attributes of the race of winged 93-97 500 Fancy stones
folk. 98-99 1,000 Gemstones
00 5,000 Gemstones
The Winged Folk (Al Karak Elam) The value of carvings should be
checked individually according to the
FREQUENCY: Uncommon procedure described on pages 25-26 of the
NO. APPEARING: 10-100 (100-1000)* Dungeon Masters Guide. The stone
ARMOR CLASS: 7 (or better) should not increase or decrease in value
MOVE: I2"/1P by more than one level,
HIT DICE: / + 1
%INLAIR:/0% History
TREASURE TYPE: JV (G, S, T in lair) Once the winged folk were found
NO. OF ATTACKS: 1 almost everywhere as mercenaries, adven-
DAMAGE/ATTACK: 7-70 or fry turers, and scholars. Men greatly desired
weapon type to have them as scouts and messengers
SPECIAL ATTACKS: +; to hit with (not to mention as regulars) in their
bow or javelin armies. The winged folk even organized
SPECIAL DEFENSES: Surprised only bands of 50 to 100 mercenaries to hire out
on a 1 to more mundane races. The winged folk
MAGIC RESISTANCE: Standard fit in well with humans and demi-
INTELLIGENCE: Very to genius humans, and for hundreds of years there
ALIGNMENT: Neutral to chaotic good was much interaction between the races.
SIZE; M (y-ff tall, Some 2,000 years ago, King Imruk of
lff-iy wingspan) the city state of Erlacor {now in ruins)
PSIONIC ABILITY: Nil** sought to overthrow the High King of all
At tack/Defense Modes: Nil** the land. The High King had turned to
demon worship. Imruk intended to put a
* — 5% chance of 100-1,000 appearing halt to this exercise of evil power, and the
if encountered "in lair." This represents a movement to oust the High King became
tribal holding (large village or small nigh unstoppable when Hawkwing, king
town). of the winged folk, proclaimed that
** — Possible in exceptional because the High King had sacrificed sev-
characters. eral winged folk to the demons, the
winged folk warriors would gather into
For every 20 winged folk encountered, an army and aid Imruk's effort.
there will be one of above-average fight- With command of the air provided by
ing ability (2nd or 3rd level). For every 30 the winged folk, Imruk was able to crush
encountered, there will be one with the High King's armies.
magic-user or illusionist ability and one The last battle of the uprising was
VOL. Ill 71
fought on the plain 10 the north of the throughout the world in search of adven- Druid: 9th level if wisdom 18; 8th if
High King's capital. The winged folk ture. But the leaders say they will never wisdom 17; 7th if wisdom 16 or less.
clerics called upon their gods for aid, and again involve great numbers of their peo- Magic-user: 9th level if intelligence 18;
their prayers were rewarded when the ple in the battles of humans. 8th if intelligence 17; 7th if intelligence
High King's demons were destroyed by 16 or less.
the gods' wrath. Physical description Illusionist: Unlimited advancement if
Seeing his demons and his army being Winged folk closely resemble half-elves intelligence and dexterity are both 18;
destroyed, the High King called down a in appearance, except that their body otherwise, maximum of l l t h .
curse upon the winged folk and upon structure includes a pair of large, white-
Irnruk, proclaiming that Imruk would feathered wings. They are above average Muliklass restrictions; Winged folk
become as he, but less than he, and would in all abilities (see table below) and can may operate in two classes simultane-
die for treachery. Seconds after proclaim- possess extremely high charisma. (For ously as long as the rnulticlassed charac-
ing that curse, the High King fell dead height, weight and aging, use the half-elf ter fits one of the following descriptions.
with scores of arrows in his body as tables, since the two races are similar in No three-way combinations are possible.
Imruk's warriors burst through the High these respects.) Possible double-class combinations
King's last defenses. The tales of angels told by some include fighter/magic-user, fighter/illu-
Imruk was awed by, and apprehensive legends may have arisen from the wide- sionist, fighter/cleric, magic-user/clerk,
of, the power the winged folk had shown. spread use of winged folk as messengers magic-user/druid, illusionist/cleric, and
He feared that unless he acted quickly, he and ambassadors (dressed in the white illusionist/druid.
would rule only by their sufferance. robes of peace) in the glorious days of the
Therefore, Imruk invited Hawkwing to High Kings of old when winged folk Racial preferences: Winged folk are
bring the winged folk army to Imruk's were more commonly seen among men. very friendly toward elves and half-elves;
encampment the following day so he tolerant of halflings, gnomes, and
could give the winged warriors great Ability score minimums and maximum* dwarves (whom they call "diggers"); and
rewards for their part in winning the Males Females usually on good terms with any humans
battle. Strength 15/18(00) i4/18<50) they come in contact with. They detest
The following day the winged folk Intelligence 12/18 12/18 ores, goblins, and all their kin, but their
army landed in the designated area in the Wisdom 12/18 12/18 greatest hatred is reserved for gargoyles.
center of Imruk's camp. As soon as the air Dexterity 15/18 15/18 These fierce predators are one of the few
was no longer stirred by the beating of Constitution 12/18 12/18 types of creatures which can seriously
wings, Imruk's archers fired upon the Charisma 13/19 13/19 threaten a winged folk village.
winged folk, and only a few of them Winged folk do not like the under-
again reached the safety of the sky, Winged folk typically dress in simple ground or the sea, and it is extremely
Hawkwing was one who escaped, tunics or robes when near their homes. unlikely that any will be encouritered in
Three days later he killed Irnruk in a raid When they hunt, war, or make journeys such places. Winged folk who are forced
upon the camp, but was himself mortally they will wear leather armor and carry to stay in these environments or are
wounded. Thus did Imruk die for his shields. The weapons they normally use imprisoned must save vs. spell once a day
treachery, and was ruin wrought upon are bows, javelins, daggers, spears, or go insane. Mania, manic, depressive,
the winged folk, just as the High King's swords, axes, bolas, nets, and ropes. homicidal mania, suicidal mania,
curse had prophesied. Winged folk may carry up to half their hebephrenia, and catatonia are the forms
The winged folk lost 80 percent of their maximum encumbrance in flight with a of insanity (as defined in the Dungeon
male population and many of their corresponding slowing of movement (as Masters Guide) to which the winged folk
female clerics and magic-users in the if fully encumbered) and may carry max- are susceptible.
ambush, even though many of Imruk's imum encumbrance airborne in an emer-
men were also slain. The best estimates of gency for one or two rounds. They fly as Dwelling places: Though found nearly
the winged folk population at the time of effortlessly as humans walk, needing only anywhere as adventurers, mercenaries,
the ambush placed their numbers at occasional rests to keep flying all day, hunting parties, or engaged in other such
around 50,000. including 40 percent Winged folk can speak with eagles, activities, winged folk make their homes
males, 40 percent females and 20 percent hawks, falcons, owls, hippogriffs, grif- only in forests and mountains. They
children. Most of the females and all of fons, and pegasi. They also speak their build tree houses in the tallest trees in
the children did not go to Imruk's camp own language, the common tongue, and forests; in the mountains they live in cliff
and thus were spared. the language of elves. When aloft, they dwellings. Due to the power of the
Before he died, Hawkwing charged his can see for great distances like an eagle, winged folk illusionists, their homes are
successor with the responsibility of re- and they have the night vision of an owl. often disguised with permanent illusions.
moving the winged folk from their rela- Winged folk may be clerics, druids, Their homes are always open and airy
tionships with other human and demi- fighters, rnagjf-users, or illusionists, or affairs; in many cases only the floors and
human beings. Hawkwing's successor certain combinations of two of those roofs are permanent with the walls all
followed this order, secreted the remain- classes. They are unlimited in their abil- being simply lent cloth which is used
ing winged folk from the society of men, ity to advance in the illusionist class (for only in inclement weather.
and thus the winged folk began their individuals with sufficiently high abili-
long and slow recovery from the disaster ties), but in other classes may never attain Social and political aspects: Winged
into which Hawkwing had unwittingly a level higher than 9th. Clerics and high- folk have a loose-knit social and political
led his people. level fighters may use maces or other mis- structure which stresses individual free-
During their self-imposed exile, the cellaneous weapons, and all higher-level dom. The family is the basic social unit,
only outside contact the winged folk had types have normal chances to have psi- and groups of families are gathered in
was through their friends, the elves and onics and magic items. clans which owe allegiance to a tribe,
half-elves, who served as their interme- Tribal holdings may be extensive, but
diaries in trading and commerce. Class level limitations most tribe members will choose to live in
In the last few years, winged folk have Fighter: 9th level if strength 18; 8th if the tribal village itself, which offers the
begun to move back into the mainstream strength 17; 7th if strength 16or less. protection of numbers.
of human affairs, establishing trade, hir- Cleric: 9th level if wisdom 18; 8th if All of the tribes form the winged folk
ing out as mercenaries, and traveling wisdom 17; 7th if wisdom 16 or less. nation, which is ruled by a king. The
72 BEST OF DRAGON
king is chosen by the tribal chieftains The winged folk appreciate other types winged folk troops will be armed as fol-
from one of their number, and rules for of wealth as well as their carvings. Mer- lows: 50% of the group will have long-
life. Tribal chieftains are, in turn, chosen cenaries and adventurers are often moti- bows, and within this group 40% will also
by the clan leaders of each tribe. vated by the promise of gold and other be armed with a sword, dagger, and bolas;
Female winged folk have a great voice riches with which to fill the communal 30% wiih spear, dagger and bolas, and
in their clans and often hold the office of coffers. 30% with axe, dagger and bolas. The
clan matriarch because they excel in cler- When acting as mercenaries, winged remaining 50% of the group wilt be
ic's abilities. There are many male clerics, folk will not fight other winged folk serv- armed with three javelins, and in this
but the majority are females, and the ing for an opponent, nor will they put group 40% will also have sword, dagger,
males do not ignore their wisdom. each other in any danger by any of their net, and rope; 30% spear, dagger, net, and
Males and females are generally consid- actions. This is expressly slated in any rope, and 30% axe, dagger, net, and rope.
ered equals, with each responsible for agreement between an employer and mer- The winged folk bola does damage of
performing important tasks for the com- cenary winged folk. At such times, both 1-3/1-8/1-3 (roll separately for 3 attacks
munity. In general, males are typically bands of winged folk would simply be vs. normal AC of opponent) and an
fighters and hunters; the females, clerics sent to other areas, or both would termi- entanglement (roll vs AC 6). An entan-
and crafters. Both sexes deal in the magic- nate their service and leave. If only one of glement will bind both legs together (35%
user class equally well. Females who wish the employers is foolish enough to force of the time), one arm to the body (30%),
to fight and males who wish to be clerics, the winged folk to fight each other, or both arms to the body (30%), or will cause
though they are the exceptions, are not even insist on it, the band hired by that the weapon to wrap around the throat
scorned. employer will join the other side. (5%). Entanglement prevents an opponent
Few laws exist among winged folk, and In battles against men, winged folk from attacking for one round, and he
the few laws there are can be boiled down generally are employed as scouts to defends at -4 for that round while getting
to one principle: Do not bring harm observe and report on enemy maneuvers disentangled. If both hands are caught,
upon other winged folk or their com- and as messengers. If from 50-100 winged someone else must cut that victim loose.
munities. There are few winged folk who folk are present, they are usually Otherwise, a victim can cut himself free
would intentionally harm another of employed as high-altitude missile troops from the entanglement of a bola attack.
their kind, and those few are exiled from who can decimate enemy ranks with little The net and rope are used in conjunc-
their clan as soon as they are found out. fear of retaliation. In sieges, they can scat- tion with each other. The net is thrown
Word is spread among the rest of the ter the defenders on [he inside of a wall in (roll for an entanglement vs. AC 6, as
tribes, and there is usually no chance of this manner to enable other attackers to with the bola) to entangle the opponent.
return for such an outcast. Should one of storm the walls with minimal resistance. If a victim is entangled in the net, the
these outlaws attempt to cause further Winged folk mercenaries are as highly warrior who dropped the net will attempt
trouble, he is hunted down and killed by regarded as any troops, and rightly so, for to lasso and bind him in the round when
members of his former clan, they bring aerial power to any battle, and he is struggling with the net (roll vs. AC
can turn the tide for even a comparatively 6 to see if the roping attempt succeeds).
Economy: Winged folk have a simple weak force. Winged folk conform in all ways to the
economy. They tend to be hunters and rules on aerial combat in the Dungeon
gatherers; they do not care to till or dig Military organization: Winged folk Masters Guide for determination of dam-
the earth. Many times they will locate prefer to fight from the air using bows or age causing loss of flight ability. They are
their homes near groves of fruit-bearing javelins, but are not averse to closing class C in maneuverability.
trees to make the gathering easier. with a foe and meleeing on the ground or The winged folk will be a power to be
Females are the main crafters, and their in the air if the situation so dictates. They reckoned with more and more often as
carvings of wood, ivory, and gem stones can hover for up to one round in mid-air they continue to emerge from their
provide the bulk of the community's (long enough to discharge missiles with- retreats and conduct their affairs openly
wealth. Elves act as intermediaries out penalty) once every five rounds. If a once more. The areas in which they oper-
between winged folk and men in matters hostile party is outnumbered by four to ate will certainly feel a great impact; the
of trade, bartering finished carvings and one or more, winged folk may attempt to contributions of winged folk to a society
furs for weapons, tools, utensils, and any- capture them with nets, bolas, and ropes will almost certainly result in advantages
thing else the winged folk do not care to instead of killing them. for all who show good will and willing-
make. When found in groups of 20 or more. ness to cooperate with them.

The alchemist JJ.M

by Lenard Lakofka
The alchemist is an obscure sub-class the common trades, and thus tradesmen,
of magic-user. He is always a non-player when encountered, might have minor
character, as the rules here will indicate. knowledge of alchemy. These trades are
The class is detailed because information those of potter, glass blower, brewer and
on the alchemist is of value when he is distiller as defined within the text. Brew-
encountered in a town or hired by a ers and distillers need not learn magic, of
player character as a henchman. It is the type used by alchemists, to ply their
helpful if the DM knows what an alche- trades.
mist can and cannot do, An alchemist must have ability scores
His profession encompasses some of within the following limits: strength 9 or From issue #49, May 1981
VOL. Ill 73
above, intelligence 10 or above, wisdom 6 For each major glass instrument For each mixture analysis done cor-
or above, dexterity 9 or above, constitu- blown/crafted, 6 xp (this award cannot be rectly, 45 xp.
tion H or above, and charisma 15 or less. given beyond 7th level), For each spell learned, 7 xp per level of
Humans, elves and half-etves may be For each potion identified by the "10% the spell.
alchemists. Only humans can become test," 7 xp (this award cannot be given Alchemists must have specific intelli-
Masters or Grandmasters. An alchemist beyond 7th level). gence levels to obtain higher magic spells
may never be a multi-classed character. For each potion made correctly, 10% of as well as for the more complex potions.
Experience is gained by alchemists only the potion's xp value. If no xp value is If the alchemist is not smart enough, he
from plying their trade and never from given, then award 20 points. This award will never be able to cast higher-level
adventuring. Experience is given as fol- is given for every properly made potion, spells or make the most complex potions.
lows, in case you wish to advance a non- regardless of the alchemist's level. An alchemist must have an intelligence of
player novice through a few ranks to be For each poison made correctly, 5 xp 12 for Srd-level spells and 2nd-diffkulty
more useful to the party as a henchman. for a mild poison, 15 xp for a toxic poi- potions; H for 4th-level spells and 3rd-
For each piece of pottery used in the son. This award is not given to Masters difficulty potions; and 16 for 5th-level
trade, 3 xp {not given beyond 3rd level). and Grandmasters. spells and 4th-difficulty potions.

ALCHEMIST ABILITIES
See text for an explanation of each listing. All percentages give the chance of success.
Potion identification via:
"10% Analysis Analysis
test" of a of a of un- Manufacture poisons: Potions:
Level of Craft accuracy: known known known Destruc- Difficulty value
alchemist Pottery Glass potion potion potion Mild Toxic Lethal five 1st 2nd 3rd 4th
1 93% — — —
— — — —
2 94% — — — —
3 95% 75% —
60% — — — —
4 96% 80% 65% — 15%
— — —
5 97% 85% 70% — 25% 20% 15% 10%
— — —
6 98% 90% 75% — — — — 48% 35% 29% 23%
7 99% 95% 80% — — 65% 48% 36% 27% 71% 50% 43% 36%
8 100% 100% 85% 60% 81% 64% 52% 43% 94% 65% 57% 49%
9 100% 100% 90% 91% 70% 97% 80% 68% 59% 100% 80% 71% 62%
10 100% 100% 95% 97% 80% 100% 96% 84% 75% 100% 95% 85% 75%
11 100% 100% 100% 100% 90% 100% 100% 96% 91% 100% 100% 99%

Potions listed by difficulty


This list tells what potions can be made by prescriptions writ-
ten in Alchemese (the special language of alchemists). Alche-
mists who do not have the proper intelligence cannot make 3rd difficulty 4th difficulty
potions of greater difficulty than their intelligence will allow. Intelligence 14+ Intelligence 16+
Substances are also in the list. ESP Dragon control
Extra healing Heroism
1st difficulty 2nd difficulty Flying Human control
Intelligence 10+ Intelligence 12+ Gaseous form Invulnerability
Animal control Clairaudience Invisibility Oil of etherealness
Climbing Clairvoyance Longevity Super-heroism
Delusion Diminution Philter of Treasure finding
Levitation Fire resistance persuasiveness Ghost/Vampire/
Sweet Water Heating Plant control Spectre control
Skeleton/Zombie control Oil of slipperiness Polymorph self Keoghtom's
Water breathing Philter of love Wight/Wraith/Shadow ointment
Dust of appearance Poison control Nohur's marvelous
Speed Dust of disappearance pigments
Ghoul/Ghost control Dust of sneezing fr choking

The alchemist writes "prescriptions" in It must be translated and then written the intelligence of some alchemists and
a special language. His spells, if any, also down. Copying a spell without write is thus are doomed to failure. Even a 5th-
are written in "Alchemese." Thus, a possible, but the chance of error is 10% level alchemist with sufficient intelli-
magic-user cannot use an alchemist's per level of the spell and the time gence may attempt a 4th-difficulty
spell book without both read magic and required is one week per spell level. An potion, but his chance of success is rather
comprehend languages. Once an individ- error in the spell will simply ruin it 80% small.
ual spell is understood, the magic-user of the time, but the other 20% of the time Alchemists may not wear magic armor
would not have to resort to using those an error will cause it to backfire. Clerics of any type, including bracers of defense,
two spells again to read that particular and illusionists cannot understand but items that are for protection (cloaks
spell. Alchemese, but neither can an alchemist and rings) may be used. Alchemists rarely
In like manner, an alchemist must have read their scrolls or books. use weapons, but they may learn the use
read magic and write to transcribe a spell Alchemists can begin to make potions of two, the dagger (never thrown) and the
from a magic-user's book to his book. He at 4th level, but the chance of misconcoc- dart. Those two weapons may be magical.
can never learn the spell directly from the tion at that level is quite high. Some Alchemists cannot employ rods or staves,
magic-user's book and transcribe it later. potions, as mentioned earlier, are beyond and only wands of detection and magic
74 BEST OF DRAGON
missiles can be used. Even with read such as range, duration and area of effect, liquid and not to look for taste, smell, or
magic, scrolls are useless to alchemists. will vary according to the alchemist's color, since potions made by the same
The alchemist may own the following "level of magic," which is not necessarily alchemist will all have identical taste,
items from the miscellaneous rnagic list the same as level of experience. The smell, color, etc.
In the DMG; alchemy jug (a Master can "level of magic" at which an alchemist Potions never tested before will be
obtain two types of liquid per day from can cast a spell is determined by the unknown to the Apprentice but will add
thejug), bag of transmuting, bagof hold- alchemist's hit dice; for instance, a Schol- to his knowledge. A Grandmaster always
ing, beaker of plentiful potions, brooch ar is a 7ih-level alchemist in terms of knows a similar potion by the "10% test"
of shielding, crystal ball, decanter of end- experience, but he has 4+6 hit dice, so his if he has imbibed one before. Apprentices
less water, dust of appearance, dust of magic will be cast at 4th ievel. Alchemists charge 40 gp for this service, and 10 gp
disappearance, dust of sneezing and chok- do not progress in level or spell-casting may be added per level of the alchemist
ing, flask of curses, helm of comprehend- ability beyond Grandmaster, which is the for this test due to the belter accuracy
ing languages and reading magic, helm l l t h level of experience and has a "magic achieved at higher levels.
of telepathy, Keoghtom's ointment, man- level" of 7. Spells other than read magic must be
ual of bodily health, mirror of mental More than one Grandmaster can exist, learned just as a magic-user learns a spell.
prowess, Noltitr's marvelous pigments, but rarely in the same vicinity. If two Remember that alchemist spells are writ-
periapt of health, periapt of proof against Grandmasters are in the same town, one ten in Alchcmese and must be in that
poison, scarab of protection, stone of might well try to do in the other. form to be rnemorized/learned. The
good hick, stone of weight, and the iron All alchemists are lawful in alignment; charge for casting a spell, if appropriate,
flask of Tuerny the Merciless. 80% will be lawful neutral, 10% lawful is given in the spell list.
If forced into combat, alchemists fight evil, and 10% lawful good. It is possible D. A Brewer learns ways of preparing
as magic-users. They make saving throws for low-level alchemists to observe other various compounds by boiling and mix-
as a magic-user, at -2 for all forms except alignments, but they all will have ing ingredients. He must be told what to
vs. spell. changed to lawfulness by the time they mix, or the results are 85% likely to fail.
Certain aspects of alchemists' spells, reach 6th level (Identifier). Potions of the first difficulty can be
attempted in this way, but failure will
ALCHEMISTS TABLE produce a potion that has the opposite
4-sided result. Animal control will cause the
dice for animal to feel blind rage. Climbing will
hit points Spells learn- cause the figure to be pushed away from
and Experience able by level Special the surface being climbed. Delusion will
Level fc title magic level points 1 2 3 4 5 notes cause the imbiber to become more alert
t Potter 1 0—1,000 - - - - . A and thoughtful, but then he will give in
2 Glassblower 1+2 1,001-3,200 B to almost any suggestion. Levilation will
3 Apprentice 2+2 3,201—6,000 1 - . - - C cause the figure to plunge as if he
4 Brewer 2+4 6,001—10,000 2 - - - - D weighed twice as much, thus damage will
5 Alember 2+6 10.001—18,500 3 - - - - E be double and saving throws for items
6 Identifier 3+6 18.501—30,000 4 1 - . - F will be at -1. Sweet water will pollute the
7 Scholar 4+6 30,001—50.000 4 2 1 - - G sample even more and turn it into a mild
8 Graduate 4+8 50,001—75,000 4 3 2 - . H poison <2d4 damage). Skeletoni'zombie
9 Alchemist 5+8 75,001—110,000 4 3 3 1 - I control will cause those monsters to
10 Master 6+8 110,001-200,000 4 4 3 2 1 attack the imbiber, foregoing all other
11 Grandmaster 7+8 200,001 + 4 4 4 2 2 — victims. Any cleric within 20 feet of the
— imbiber will be unable to turn or destroy
Explanation of special notes B. A Glassblower makes beakers, flasks the monsters. Water breathing will cause
At the first through ninth levels of and other glass items used in the labora- the figure to gag and cough and speed the
experience, an alchemist acquires certain tory. Workling his craft will take from 3-8 rate of drowning by 100%. Dust of
special abilities and characteristics for ris- hours per piece. The chart measures his appearance will fail so that invisible
ing to each new level. Abilities and char- chance of success by level; note that objects will not be revealed.
acteristics acquired at lower levels always alchemists of 8th level and higher always All adverse results of making such a
apply at higher levels as well, unless craft pottery and glassware successfully. potion will initially not be evident, caus-
superseded by a higher-level ability. (For Glass items sell for 6-600 sp per item. The ing the Brewer or imbiber to believe the
example, the description under Special amount of pottery and glass needed for potion is correct. A defect in an improp-
note "A" says "A Potter has no knowl- any experiment will be determined by the erly prepared potion is detectable by the
edge of alchemy whatsoever." Obviously, DM. Alchemists often have a number of 10% test or by regular analysis, but at
this characteristic does not apply to an novices working for them so that they do -30% to the normal chance for proper
alchemist of sufficiently high level, not have to make pots and glassware identification.
although a high-level alchemist would themselves. Both Potters and Glassblow- Brewers can make various chemical
certainly retain the knowledge and skill ers might go on in those trades and never compounds but never any item that
of a Potter.) take up Further alchemist studies. requires crystallization or distillation
A. A Potter can do little more than craft C. An Apprentice begins to learn magic (i.e., potions or materials of the second or
pottery used by the alchemist lo heat, stir, of a minor sort. Each is taught read higher level of difficulty). Brewers are 75%
grind and store items. He learns how to magic and can learn various other spells likely to know how to brew beer, ale
tend for the hearth. Each pot must be as outlined herein. Apprentices are taught and/or malt liquors. They often prepare
made from scratch. This process will take trial-and-crror potion identification, these liquids for extra money if their mas-
at least 48 hours. The percentage chance commonly called the "10% test." A list of ter will allow such "nonsense."
given in the abilities chart is for a success- potions so tested must be kept for each E. An Alember is a student of distilla-
ful crafting. Failure means the pot will be Apprentice as he progresses in rank. Only tions of various types. He is allowed to
useless. A Potter has no knowledge of potions that are fully understood through perform various steps in potion manufac-
alchemy whatsoever. Pottery sells for prior testing can be examined and identi- ture but always under direct supervision.
from 1-100 sp per unit, depending on the fied by this 10% imbibing. The Appren- He is taught the first elements in the
item. tice leams to examine the reaction of the alchemist's written language, Alchemese.

VOL in 75
Unless comprehend languages is availa- magic-user is equal to a 9th-level alche- Wizard were 20th level. Thus, magic-
ble, another figure cannot read an mist. It must be noted that a magic-user users use the equivalent alchemist level
alchemist's prescription on how to make of llth or higher level gains no extra when learning such spells. An alchemist's
a potion. At 11 th level, magic-users can spells by learning alchemy. If he wishes highest effective level for the purpose of
learn this language so that they no longer to learn and then memorize a spell writ- range, duration, etc. is 7th.
need an alchemist to make a potion. ten in Alchemese, it is at the level in F. The Identifier begins to learn
Alembers can attempt a potion of their alchemist terms regardless of what level second-level alchemist spells. Identify
own but such a potion, even if compre- spell it might be for the magic-user. potion is always taught first, and the stu-
hend languages is available, might fail. Example: A Wizard (12th level) wishes dent may consider his intelligence as
Those percentages are given in the to learn the spell magic missile written in being two full points higher for the learn-
alchemist abilities chart. However, failure Alchemese. It is a Sth-level alchemist ing percentage on this important spell.
will produce specific results. Roll percen- spell and must be learned at the Wizard's G. The Scholar is given the knowledge
tile dice and consult the following table 5th level even if he knows it at first level of third-level alchemist spells as well as
to determine success or possible after- as a magic-user. Further, the Wizard will the knowledge to make poisons. He can
effects of a potion that fails. Column A in only obtain the results with it that an make poisons in four stages: mild, toxic,
the table is for alchemists only; column B alchemist would obtain, i.e., four magic lethal, and destructive. His chance of suc-
is for non-alchemists or magic-users missiles. That would be true even if the cess is measured in detail as follows:
under 11th level using comprehend
languages. Damage inflicted: Manufacture result:
Failed Success- S.T. Half
Result A B save ful save modifier Success Failure efficacy
Success 01-25 01-15 Ingested poisons:
Complete failure 26-45 16-50 Mild (A) 5d4 2d4 +2 01-65 66-68 89-00
Explosion (6d4 dam.) 46-50 51-58 Toxic (B) 5d6 3d4 +1 01-48 49-84 85-00
Half efficacy 51-60 59-64 Toxic <C) 5d8 5d4 0 01-40 41-84 85-00
Opposite effect 61-70 65-79 Lethal (D) Death 4d6 0 01-36 37-75 76-00
Mild poison (5d4 darn.) 71-90 80-90 Destructive (E) Death 5d6 -1 01-27 28-68 69-00
Toxic poison (5d6 dam.) 91 -96 91 -96
Lethal poison (death 97-00 97-00 1 n.sinuatiVT poisons:
unless save made; 4d6 Type A 4d4 0 01-70 71-90 91-00
damage in any case) Type B 4d6 0 01-55 56-92 93-00
TypeC 4dlO 0 01-37 38-84 85-00
Modifiers to percentile dice roll: For Type D Death 0 01-27 28-78 79-00
alchemists of 6th level (Identifier) or
higher, subtract 23 for each level higher Half-efficacy poisons do the same dam- will deal out 4d4 points of damage. The
than 5th. For non-alchemists or magic- age as if there were a successful saving charge for such an analysis is 150 gp.
users under 11th level, subtract 2 for each throw vs. poison on a full-strength I. Alchemists of 9th level learn what
level higher than 1st, Note that the sub- ingested poison. If the saving throw vs. a will occur if two potions are mixed. They
traction for an alchemist of 10th or 11th half-efficacy poison is made, there is no can, by chemical analysis, predict with
level is always greater than 100; hence, all damage whatsoever. Half-efficacy insin- 70% accuracy the result of a potion mix-
potions manufactured by them are suc- uative poisons do 2d4, 2d6, 2dIO, and ture. This accuracy is 80% for a Master
cessful. All modified results of less than 2dl2 respectively if the saving throw vs. and 90% for a Grandmaster. Use the chart
01 are treated as 01. poison fails. If the saving throw is made, on page 119 of the DMG. If the accuracy
Examples: A Scholar (7th level) reads a there is no damage. These poison types percent is diced, then tell the player the
potion prescription based on his know- conform, roughly, to the list given on proper result. If it is not, re-roll and tell
ledge of Alchemese. He is allowed to sub- page 20 of theDMG. the player the new result. The cost of the
tract two times 23 from any dice roll. If he Modifiers to Manufacture result dice miscibility analysis is 450 gp. This analy-
rolls 86, he subtracts 46 for a result of 40 roll; Subtract 16 from the roll for each sis actually requires mixing about 5% of
(complete failure). A fighter of 8th level level of the alchemist above 7th, Subtract the two potions, and thus the actual
with a helm of comprehending languages only 8 from the die roll for each level of a result does occur, but at a substantial
and reading magic would be allowed a rnagic-user above l l t h , and limit the sub- reduction. An explosion will deal out Id8
subtraction of 7 (levels over 1st) * 2, or 14, traction to 40. Magic-users just do not of damage. Explosion might also occur
from his dice roll in trying to make a make poisons as well as alchemists do. In due to the analysis itself. This is 20%
potion. Such a fighter would still have to fact, you might wish to forbid rnagic- likely for an Alchemist, 15% fora Master
have an intelligence sufficient to make users from making poisons altogether. and 10% for a Grandmaster. Explosion
the potion (i.e., depending on the degree The cost of the various poisons is given due to the analysis wilt cause 4d6 points
of difficulty of the potion), so that a in the DMG, page 20, of damage.
fighter of intelligence 11 could not make G. Graduates learn analysis techniques If two alchemists prepare identical
a potion of the second difficulty even of potion identification so that imbibing potions, they will mix in the same way
with the helm. Note that an Stn-level is not necessary. In any such analysis, 10% only if the prescriptions are identical.
magic-user would have just as much of the potion is consumed. Without the Thus, a healing potion could be mixed
chance as an Sth-level fighter. Only at text of the prescription in the Graduate's with a potion of gaseous form and an
11th level do magic-users gain real book, he is 40% likely to misidentify the explosion might result. However, if either
alchemist abilities. A conversion table for potion. With the prescription, the chance of the two potions was made from a dif-
magic-users to alchemists is given below: for misidentification is only 15%. Any ferent prescription, a new result would be
Magic-user level Equiv. alchemist level analysis has a 10% chance to produce an obtained if they were mixed.
11-12 8 explosion. Check for this chance before Giving formulas for each and every
13-14 9 determining if the analysis was a success potion would be a waste of time. Some
15-16 10 or not. The chance of explosion is suggested key ingredients are given in the
17+ 11+ reduced by 2% per level above 8th, so a DMG (pages 116-117). Others can be sub-
Thus, in any attempt to perform any Grandmaster is only 4% likely to have his stituted. A prescription for any particular
function of an alchemist, a 14th-level lab explode. The explosion so produced potion will tell the key ingredient. Any
76 BEST OF DRAGON
substitution of the key ingredient should 20-pound bond, 12 or belter can break
reduce the chance of success by 10% for a one of 40 pounds, 14 can break one of 60
Ist-difficuhy potion, 16% for a 2nd- pounds, 16 can break one of 80 pounds,
difficulty potion, 23% for a 3rd-difficulty 17 can break one of 100 pounds, 18 can
potion and 40% for a 4th-difficulty break one of 120 pounds and 18(51) or
potion. better is needed to break one of 140
Some items might be bought by pounds. Bonds stronger than 140 pounds
alchemists when obtained by a party. The cannot be created,
items can be traded for potions or for a Write can be used to copy texts written
reduced price in buying/making/testing in Alchemese. Ii can also be used to trans-
a potion. late magic-user text to Alchemese if used
Alchemists, since they are such poor in conduction with read magic. It can not
fighters and since they have so few useful be used to write a sepll in the magic-user
combat spells, will rarely goon an adven- language.
ture, even if some important raw material
might be obtained. Alchemist henchmen, Second level
of any level, will go on a trip only if there Affect normal fires (lOgp)
is ample protection and they do not have Create water
to go into danger themselves. Alchemist
henchmen wil give their bosses a slight Faerie fire
discount on the cost of any potion they T^OIECK Identify potion # (80 gp)
make. After all. the boss is providing Identify plants (* (50 gp)
room and board and perhaps even raw named prior to spell casting. Minerals Preserve # (150 gp)
materials. Alchemists, Masters and can be complex or simple. The spell will Shatter
Grandmasters like to hire from 3-10 help- take 1 round to cast, it will last for 1 turn Shrink
er/novices to help in the lab. They would per effective level of the alchemist, and Unseen servant
like their mentors to pay for these hire- will cover an area of 10 feet by 10 feet to a
lings. Alchemists, Masters and Grand- depth of 60 feet. Man-made structures as Identify potion is a spell that uses 10%
masters who have set up shop in a town well as any plant or plant byproducts will of the potion in question as the material
will have hirelings, including guards of foil the detection. Once a metal is smelted component. The potion does not have to
various types. This overhead will mean it cannot be detected, since the spell only be imbibed but it must at least be touched
that potion prices, as well as testing pric- locates minerals in their natural state. (bare skin in the liquid sample). It
es, will be as much as 40% to 100% more Mending will only work on pottery and increases the accuracy of ihe "10% test" by
than the listed prices. glass; otherwise it is identical to the 15% per effective level of the alchemist.
magic-user spell. A piece broken into a Unknown potions cannot be identified
ALCHEMIST SPELLS number of pieces (not fragmented to except by the analysis meihod also de-
Each spell in the following list that has shards or dust) can be put back together. scribed herein. This spell adds 7% per
the same name as an AD&D spell is iden- Stir is a simple spell that employs any effective level of the alchmist to thai test.
tical to that spell in its particulars — but natural stick or rod as a stirring device so Finally, the spell adds 3% to the mixture
remember to use the hit dice of the that the alchemist can do something else. test also described herein. The duration
alchemist for equivalent level when figur- Stirring can be set to any pace and for any would be thai of the appropriate test with
ing range, duration, area of effect, etc. If a duration up to 1 hour per effective level casting time equaling duration.
standard AD&D spell is employed by of the alchemist. Casting time is one Identify plants gives the alchemist the
more than one class, the alchemist uses round as the alchemist physically dupli- powers of a 3rd-level druid. The casting
the version belonging to the class that cates the speed and tempo of the stirring time is 1 round, duration 1 turn per effec-
receives the spell at the lowest spell level; stroke with the stick or rod. The stirring tive level, range up to 120 feel, area of
for instance, the alchemist's version of will then continue by itself. The alche- effect a 60-fooi-diameier circle. The mate-
create water is similar to the 1st level mist can command the stirring to stop rial component is ihe leaf of any tree.
cleric spell, not the 2nd-level druid spell. and begin again as long as the duration Preserve is a spell cast upon a finished
Alterations in an existing spell are permits. potion to insure that it will remain
marked with an asterisk (*) and noted fol- Wizard glue is the creation of a bond unchanged and to protect it from expo-
lowing the lists, A new spell unique to that will hold one relatively flat substance sure lo normal air. fictions have a 20%
alchemists, but usable by magic-users, is to another: a picture to a wall, a mirror to chance, or higher, to deteriorate when
marked with a number sign (#). Given a door, a rug to the floor, a light fixture exposed to the air. Time sometimes will
also in some cases is a cost (to the custom- to a ceiling, etc. The glue is quite strong destroy a potion's efficacy. Spell duration
er) to cast the spell. if not overtaxed, but it can only support is until the liquid is mixed or imbibed.
20 pounds per effective level of the Casting time is 1 round. One preserve
First level alchemist. Brittle items, like a mirror, spell can effect only one potion. The spell
Comprehend languages (45 gp) would break if they were forced from the is also used to preserve ingredients (eye of
Detect magic (150 gp) wall when being held by -wizard glue. basilisk, horn of ki-rin, troll blood, and
Erase (80 gp) The material component is honey, which so forth) so that they will not deieriorate.
Identify minerals # (125gp) must be applied to both surfaces before
Mending *(40% of item value) they are joined. It takes only one segment Third level
Produce flame to cast the spell. Body weight converts to Freeze metal * (50 gp)
Purify Water < 100 gp) support weight if a living thing is held in Heat metal * (50 gp)
Stir # or by the glue. Dispel magic will unglue Identify poison # (75 gp)
Wizard glue # (225 gp per effective level) the item. The area to be closed or held Leomtind's trap (125 gp)
Write * (200 gp/spell level) cannot exceed 20 square feel per level of Magic mouth (145 gp) ^,
the alchemist. Doors can be glued shut, as Slow poison (200 gp/effectwlevel)
Identify minerals can determine if an well as chests, etc., but once the bond is Tenser's floating disk
outcropping contains a specific mineral broken the glue no longer adheres. Wizard lock (200 gp)*p«Wfe
the caster is seeking. The mineral must be Strength in excess of 10 can break a (Continued on following page)
VOL. Ill 77
Freeze metal and Heat metal are like Levitate find a living plant anywhere within one
the druid spell, but both are used in mak- Neutralize poison (1,000 gp) mile per effective level if he has a sample
ing potions and do not have a good Pyrotechnics of any part of that plant. Direction will
application to combat situations. Range Stone shape (400 gp) be pointed out without error for a period
is touch. Duration is 1 hour per effective of one hour per effective level.
level with maximum freezing/heating Find familiar produces a different set of
occurring at the midpoint of the spell possible familiars from the magic-user Fifth Level
duration. The amount of metal affected is spell. Other variables of the spell are the Burning hands
only 10 pounds (lOOgp weight) per level same, however. Roll d20: Dispel magic (700 gp)
of the alchemist. There is no saving 1-4 Black cat Explosive runes
throw. Thus, it can be used in combat, 5-8 Hoot owl Glyph of warding (paralyzation or
but the target would have plenty of time 9-11 Crow blindness)
to remove his armor. The spell can have 12-16 Garter snake Magic missile (4 missiles)
some uses as a trap if time is on the side 17 Special Locate object (300 gp)
of the caster. 18-20 None available this year Polymorph other
Identify poison merely tells if a specific Special familiars depend on the Potymorpfi self
sample is poison or has been poisoned. It alchemist's alignment: lawful good, a Telekinesis
is infallible in that regard, but the brownie or a blink dog; lawful neutral, Transmute rock to ore # (150 gp plus
strength of the poison is not determined. pseudodragon; lawful evil, imp, 10% of ore value)
Range is 100 feet, area of effect is 20 cubic An alchemist's familiar does not add to
feet of material. Casting time is 8 his hit points or level. It can gain infor- Transmute rock to ore will turn ore-
segments. mation the same way a magic-user's bearing rock into pure ore in any form
familiar ran, and the alchemist has a tele- the alchemist desires, "form" being
Fourth Level pathic link to it for the sake of communi- powder, solid, etc., and not implying the
Extension I cation. An alchemist with a familiar may final shape of the ore. The spell takes one
Find familiar add 5% to all of his chances to perform hour to cast, and interrupting the casting
Fools gold any task whatsoever. If the familiar is will negate the spell completely. A mag-
Find plants n (125 gp) killed, the alchemist will be minus 5% on nitude of one ton of rock can be reduced
Glyph of warding (shock or explosion) all tasks until a new familiar is gained. to the ore within it via this spell. Worked
Knock Find plants allows the alchemist to rock will not be affected.

The archer
by Lenard Lakofka
Those who are familiar with the Errol Flynn movie Robin
Hood may recall a scene when he kills four or five men-at-arms
with single arrow shots, all within one minute (I've timed some
of the missile-firing melee scenes). We have all seen some movies
in which the bow (usually the longbow) is fantastically accurate
and deadly. This pre-conditioning, if you will, confuses many a
new player of the D&D® or AD&D™ game. The novice might
give up if the leader of a group of ores shouts out to his troops,
"Stand and deliver!" because the player has a fear of the bow. On
the other hand, the party might refrain from missile fire for the
From issue #4%, January 1981
opposite reason: Most monsters met in an encounter cannot be Archer-rangers require even higher intelligence, wisdom, and
killed by a single arrow. Are, or were, archers really as good as constitution — a minimum of 14 in each. Archers and archer-
they are sometimes portrayed to be? rangers whose strength and dexterity are both 16 or better gain
In fact, an English longbowman could hit and kill a figure at 10% to earned experience.
a range of 400 yards! This was, however, the rare shot and not While archers may be of any alignment, archer-rangers must
the rule. That fact is based on fire into a group of figures and be good, just as rangers.
rarely, if ever, was such a feat achieved by a single shot at a lone Archers can be human, elf, half-elf, or half-ore, as well as some
target. The maximum longbow range in the game is 21 inches, other humanoid races. Hu ma no ids are limited in level as an
which equates to 630 feet outdoors — a mere 210 yards. How can archer as follows: Ores can become 3rd-level archers, gnolls can
this apparent inequity be taken care of? Well, it cannot without become 5th-level archers, and hobgoblins can become 4th-level
unbalancing the game. Remember that movement and spell archers. Kobolds, goblins, dwarves, gnomes, and halflings can-
range, to say nothing of spell casting time, is tied to selecting not become archers. Only humans and helf-elves can become
distances. If bow range is tampered with, it will throw off the archer-rangers. Archer-rangers can be human or half-elf.
other numbers. However, in the archer and archer-ranger sub- Archers and archer-rangers use 8-sided dice for determination
class (described hereafter), some increase in range is allowed for of hit points. At first level, two 8-sided dice are thrown, just as
strong characters. for the ranger class. All archers add 2 hit points per level after the
9th level.
A new NPC class: Archers and Archer-Rangers All archers may use a wide selection of armor, but the use of
The principal attributes of an archer are strength and dexter- plate armor will negate an archer's "to hit" bonuses, and thus he
ity, both of which must be 15 or better. Intelligence, wisdom, and will surely decline to use this type of armor. A shield can be car-
charisma must all be at least 6, and constitution at least 9. ried, but obviously it must be set aside when arrows are fired.
78 BEST OF DRAGON
taught by a magic-user, the archer must check to see if he can
learn it, as if he were a magic-user. Failure to succeed on this
check forever negates that particular spell. Archers cannot read
spells from scrolls in any case, and neither can they pen their
own spells.
Archers may use particular spells beginning at the 7th level of
ability. The number of spells usable and the list from which the
archer may choose changes as the archer's level increases:

Level # of spells
of archer usable Which spells possible
7th-8th 1 Magic missile, shield
9th-10th 2 Strength, minor image plus above
llth-12th 3 Flame arrow, protection from
normal missiles plus above
I3th and up •1 Enchanted weapon {bows ft arrows
only) plus above

At 3rd level any archer can make arrows for his bow, assuming
the proper raw material is obtained. He can craft a dozen arrows
in an 8-hour day. At 5th level any archer can make a long, com-
posite, or great bow. This process takes 9-14 days and also
assumes proper materials are at hand. A crude bow that is -2 to
hit and from which the archer gains no bonuses whatsoever can
be crafted by an archer in less than an hour.
An archer's major attribute is an enhanced ability to hit and
damage a target with bow and arrow. This bonus applies only if
an archer is not wearing plate armor, as previously noted. He
must be using a well-made bow and well-crafted arrows. The
bonus applies to any target of human size, and may be further
modified upward or downward depending on the target size and
Archers have a great selection of weapons available, but this relative motion of archer and target (see preceding discussion).
selection is not as broad as thai of a fighter. They may use, in The bonuses to hit and to damage must be awarded at each level
addition to their long/composite/great bow, the following weap- promotion of the archer. Remember also that a +1 bow is +2 in
ons: swords of any type, dagger, axes of any type, spear or the hands of an archer, over and above any bonus given here.
javelin, darts, or scimitar. Archers rarely use blunt weapons like The same "extra +1" is true of arrows.
a mace, hammer, or flail. Archers do not use pole arms except (or Archers use the range of "point blank" in addition to the
the throwing spear. It is very rare tor an archer to use a short short/medium/long ranges for most missiles. For an archer,
bow or any type of crossbow. Archers gain no bonuses to hit or point-blank range is from 10 to 50 feel. Other ranges remain the
damage when using these latter missile weapons. same. (Hereafter are given range changes for exceptionally strong
Archers and archer-rangers have the same saving throws as characters, which may be used for archers at the DM's option.)
fighters. They melee on the fighter table. All archers begin with Note: The bonuses to hit/damage given below do not include
only two weapons, a bow and almost always some type of sword, the -2 and -5 adjustments to armor class which must always be
Thereafter they may add one weapon for every three levels applied at medium and long range, respectively.
attained, just as other fighting classes do. However, their non-
proficiency penalty is -3, All archers can make only one hand-to- Bonus to hit/damage at the range given:
hand melee attack per round through the 8th Jevet. At the 9th Archer Point-blank Short Medium Long
through 15th levels, they can strike three times in two rounds. level Hit Dam. Hit Dam, Hit Dam. Hit Dam.
They gain two attacks per round only at 16th level and higher. 1 +1
At 7th level and above, archers can fire three arrows per round 2 +1 +1 +1
instead of just two, All archers can employ those magical items 3 +2 +1 +1 +1
usable by all classes plus many other items as well. A magic bow 4 +2 +2 +1 -t-1 +1
and/or a magic arrow operates at +1 in an archer's hands, over 5 +3 +2 +2 +1 •u tl
and above any magical bonus to hit and/or damage it may 6 +3 +3 +2 +2 +1 -H •fl
already have. However, elven archers do not gain this +1 to hit 7 +4 +3 +3 +2 +2 +1 -H
with a longbow because of their smaller-than-human size. 8 +4 +4 +3 +3 +2 +2 +1 +1
At 9th level, an archer can establish a freehold just as a fighter 9 +5~ +4 +4 +3 +3 +2 +2 +1
can (see Players Handbook, page 22). However, archer-rangers 10 +5 +5 +4 +4 +3 +3 +2 +2
cannot build such a freehold (PH, page 25), 11 +6 +5 +5 +4 +4 tS +2 +2
The following applies only to archer-rangers. In melee, archer- 12 tfi +6 +5 +5 *4 +4 +3 +2
rangers gain •*•! to damage vs. "giant class" creatures, just as 13 +7 +6 +6 *s +5 +4 +3 +2
rangers do. An archer-ranger is as stealthy as a ranger and is able 14 and up +7 -t-7 +6 +6 +5 +5 +3 +3
to track like a ranger does. An archer-ranger attracts a body of
2-24 followers, just as a ranger does. However, archer-rangers No matter how well an archer is capable of shooting, a roll of
only gain druid spells, except for some very specific magic-user 1 on the "to hit" die is always a miss. (Normal missile-firing
spells outlined hereafter for both archer-rangers and archers. troops always miss on a 1 or 2.) As an example of how to use the
Druid spells are gained at the 8th level and follow the chart above chart, a 7th-level archer with a +1 bow firing a +2 arrow at
given for rangers. An archer-ranger does not gain any special point-blank range would have these bonuses to hit and damage:
advantage from non-written magic items pertaining to clair- +1 for the bow and +1 more because an archer is firing it; plus +2
audience, clairvoyance, ESP, and telepathy, such as a ranger can. for the arrow and +1 more because an archer is firing it; plus +4
All archers can learn some specific magic-user spells, but to do to hit due to skill and +3 to damage due to skill at point-blank
this intelligence must be 9 or higher. When the spell is to be range, for an overall bonus of +9 to hit and +8 to damage!
VOL, HI 79
All archers, and optionally any trained figure with a long, slaying. The magic must be accomplished by a magic-user with
composite, or great bow, can also do extra damage and gain the following spells: enchant an item, wish, and trap the soul.
greater accuracy through use of physical strength. This can only Fresh blood from the figure type to be slain must be available.
be accomplished by the use of specially made bows and arrows Thus, it is virtually impossible to craft an arrow for use against a
with a greater "pull." Normal bows and arrows cannot be used, unique character like Bahamut, Tiamat, or a deity or demigod.
nor can any short bows or any type of crossbow. Such a bow
must be crafted by an archer, an archer-ranger, or an elf bow- Archer or Archer-Ranger table
maker who is at least 6th level as an archer or fighter. Proper 8-sided
"long arrows" must be crafted by an archer, an archer-ranger, or dice for
an elf fletcher of at least 4th level. Ordinary fletchers can only Experience Experience accumulated
make normal arrows. points level hit points Level title
The strength bonuses apply to point-blank range and short 0-2,500 1 2 Bowman
range only. Full strength bonuses as given in the Players Hand- 2,500—5,000 2 3 Master Bowman
book will apply; +3 to hit and +6 to damage is the maximum 5,000—11,000 3 4 Fletcher
bonus allowed due to strength. Girdles of strength will not pro- 11.001—22,000 4 5 Master Fletcher
vide a further bonus for this purpose. At short range, the bonus 22,001-42,500 5 6 Bowyer
to hit and damage due to strength is halved from the amount of 42,501-92,500 6 7 Master Bowyer
the bonus at point-blank range {fractions are dropped). This 92,501—162,500 7 8 Sharpshooter
bonus for strength is in addition to an archer's bonus for skill. 162,501—287,500 8 9 Arrowsmith
The strength of an archer or archer-ranger may also allow for 287,501-512,500 9 10 Archer
an expansion of the long-range end of a bow's potential. Only 512,501-850,000 10 10+2 Archer Esquire
specially made bows will give greater range. Only the top end of 850,001-1,187,500 11 10+4 Archer Knight
the long-range category is expanded. Medium range distance 1,187,501-1,525,000 12 10+6 Archer Lord
stays as given in the Players Handbook. Given below are ranges 1,525,001-1.862,500 13 10+8 Archer Master
for each type of bow allowed to an archer, archer-ranger, or 1,862,501—2,200,000 14 10+10 Archer
strong fighter, according to the strength of the character. Grandmaster
Remember, the bow and arrows must be special.
340,000 experience points per level for each additional
Point- Long Long Great level beyond the 14th,
Strength blank Short Medium comp. bow bow Archers and archer-rangers gain 2 hit points per level
9-15 10-50 51-210 211-420 421-630 421-630 421-630 after the 9th.
16 421-630 421-640 421-630
17 421-640 421-650 421-640 It is not uncommon for archer-rangers to have a double title,
18 (all 421-640 421-660 421-650 like Fletcher-Scout or Ranger-Archer. Note that the ranger class
18/01-50 ranges 421-650 421-670 421-660 title is given first. Any individual might only state part of his
18/51-75 in 421-650 421-680 421-660 title. Note that the experience points necessary for each level are
18/76-90 feet) 421-660 421-690 421-660 the same for archer or for archer-ranger.
18/91-99 421-660 421-700 421-660 (By the way, Errol Flynn's Robm Hood was an Archer
18/00 421-670 421-720 421-660 Grandmaster and not a thief of any type. Consider Flynn's statis-
tics as follows: Str 16, hit 17, Wis 15, Dex 18, Con 18, Cha 17;
Only archers and archer-rangers who reach 8th level or above 14th-Ievel Archer Grandmaster; leather armor +2 for AC 6; HP
can craft arrows that tan later be magicked to become arrows of 110; long sword +2, long bow +3.)

Editing and interior design: Kim Mohan


Cover design: TSR Product Design Dept.
Production: Marilyn Favaro
Editorial assistance: Roger Moore
Proofreading: Patrick L. Price
Contributing artists: Larry Elmore
Jim Holloway
Paul Sonju
Roger Raupp
Todd Lockwood
Todd Oleck
Susan Collins
80 BEST OF DRAGON
Buried treasure!
Some of the most popular articles and features
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