Professional Documents
Culture Documents
DRMG 076
DRMG 076
DRAGON, DUNGEONS & DRAGONS, ADVANCED DUNGEONS & DRAGONS, ADVANCED D&D,
TOP SECRET, BOOT HILL, and GAMMA WORLD are registered trademarks owned by TSR, Inc.
TRAVELLER is a registered trademark owned by Game Designers Workshop, Inc.
RUNEQUEST is a registered trademark owned by Chaosium Inc.
designates other trademarks owned by TSR, Inc., unless otherwise indicated.
2 AUGUST 1983
onths ago, in a fit of
what we call long-range
planning, we decided
that issue #76 would be a
great time to publish an
updated index. Within days after that
decision was made, one Mr. Gygax
politely inquired about whether we
were considering doing an index. Aw,
sure, I said, were already planning on
it for the August issue.
Well, telling the big guy that youre
going to do something is the worlds
Program response programs. Dungeon Masters Personnel Ser-
vice is not perfect and I thank those of you
best incentive. The index that lots of Dear Editor: who showed us ways to clean up the syntax
you have asked for is finished on time, I enjoy reading your magazine, and have but we think it was one of the best among the
thanks to that confident promise I come to expect high quality from it. However, submissions we had received at the time it was
made last winter and to the efforts of with issue #74 my admiration was lost. The accepted. Well get better as we publish more
the other people credited at the bottom [computer] program was atrocious. programs, and well keep looking and striving
In the first place, on any Commodore com- for perfection. In the meantime, keep those
of page 46. Use it, and enjoy it. puter, the user will get a syntax error. The subscriptions logged on. KM
Something else that makes this issue program uses the variable ST$, which is illegal
special is tucked way back on pages 87 due to its use as an abbreviated command.
and 88 the final two pages in the Anyone using a Commodore computer should
current episode of the saga of Wormy.
An ending . . . followed immediately
change the string name to SV$.
Second, this program wastes a lot of space.
Language lapses
by a new beginning: Issue #77 will Lines 1360-1460 are useless. And instead of Dear Editor:
contain the first installment of a new exchanging ZZ with an ability, change to this I was pleased to find the two articles on lan-
Wormy adventure, and Tramp will be method, which works just as well and faster: guages in issue #75. When I began to read the
[Program details deleted] first one, however, my enthusiasm lagged. One
making pages as long as his markers Third, there is no way to print this out. A reason for this was the passage: . . . It may be
and his imagination dont dry up simple addition of the following lines will no coincidence that ancient Rome, an aggres-
neither of which is liable to happen. accomplish this: sive, expansionist society, spoke Latin by put-
Weve been scolded several times in [Program details deleted] ting the verb first. The position of the word
the last few months for not giving Last, but by no means least, this program denoting and describing action shows clearly
proper recognition to our cover artists. encompasses only Basic D&D. I have written a the importance the Romans placed on action.
So, okay, we can take a few hints. . . . program that is a little longer, but encom- This is not only illogical, but also incorrect.
The striking painting adorning this passes 14 classes of AD&D and with 10 extra In Latin there is no standard word order. Poets
issue is The Thing From the Pit by lines can create random characters. who wrote in Latin did so not by using rhym-
Larry Melvin ing patterns, but often by devising new ways in
Clyde Caldwell. Its the seventh exam- which to arrange the words in the sentence.
Ledyard, Conn.
ple of his work weve printed, and by Furthermore, as a Latin scholar, I can say that
no means the last. (I have another one We got lots of letters about the program in although there is no standard word order,
behind the chair in my office, but #74. We heard from owners of different verbs often come at the end of sentences.
dont tell anybody.) And I expect to see machines about how to make the program I find the notion that culture shapes lan-
more work out of Clyde, even though work on their kind of computer. We heard guage to be absurd. (Their harsh, savage
he has plenty to do already in his new from people with ideas on how to rewrite lines nature will further lead orcs to use mostly
job on the TSR artist staff. or small sections of the program to use harsh, guttural sounds.) I find that to be an
The beholder is so hard to pin down memory space more efficiently. We learned a ill-drawn conclusion. Would a society of artis-
lot about what to do and what not to do when tic, peaceful people necessarily, then, use
that we sent two of our best writers, words with pleasing sounds and soft conso-
we print program listings from now on.
Roger Moore and Ed Greenwood, on a But there are some things we cant do much nants? I think not.
quest for the inside story. The next about. We cant print multiple variations of Also, even though the author describes orcs
article in our ecology series exam- programs to satisfy the quirks of each com- as slow-witted beasts (which they are, as far as
ines the Eye Tyrant like its never been puters version of BASIC. We arent a full- I have heard), their language would not neces-
looked at before. fledged home-computer magazine, we dont sarily be as unimaginative as it is presented.
In the Finishing What We Started intend to be, and we cant sacrifice the space From what I can tell about Common Orcish,
Dept., inside youll find part II of Eds that multiple listings would take up. We there are no adjective clauses, imperatives, and
description of The Nine Hells, assume that anyone who knows how to talk to many ingredients of most languages.
his computer also knows how to translate a Ben Grossblatt
completing a plane-by-plane tour and Chevy Chase, Md.
program if its in a version of BASIC his
adding lots of information on rule machine doesnt use.
changes that apply when a party is Many people took us to task for printing
adventuring in the devils domain. such a lousy character-generation program for
If your player characters ever need a the AD&D game. Well, we did and we didnt. Grays reply
really evil reason for being good, put The program was for the D&D® rule system,
them up against Len Lakofkas death not the AD&D game. (It sure would be a lousy Dear Editor:
master NPC for the AD&D game, AD&D program if you used it that way.) Were Issue #75 of DRAGON Magazine contained
described in Leomunds Tiny Hut. still keeping a light in the window for the a caustic letter from Jon Clemens, accusing me
definitive AD&D character generator, hoping of creating information and including gross
Purists should note that Mr. Gygax itll show up one of these days. inaccuracies in my short review of his game,
had a look at this, and made some We look for programs that are written as Universe II. After reading the letter, I called
basic suggestions which were incorpo- efficiently and concisely as possible. On a prac- Mr. Clemens and found him to be very friendly
rated into the text but no, that tical level, weve given up waiting for perfect and knowledgeable. We reached an under-
doesnt make it official. programs to come our way; we dont doubt standing on two points: I didnt create any
As usual, were out of space sooner that one day well receive a program that cant information, and I had incredibly bad luck
than superlatives. From the first letter be improved upon, but we (and many of you) playing his game.
to the last laugh, enjoy. KM werent willing to wait any longer for the As Mr. Clemens pointed out, the address
magazine to start printing reader-submitted printed for his company was two years old and
D RAGON 3
Ad observations
no longer correct. He admitted to me that he I had trouble finding out what this alien
had not advertised the game for several years, gizmo is or does. On Turn #10, I asked, How
since it was full. I didnt see any ads for his will I ever find out what the alien escape pod
newer games until after the article had gone does or how it works? The reply was that it Dear Editor:
into print, so there was no way I could have functions about the same way as the one built How can you justify wasting 32 pages [in
known ahead of time that the address had into your ship. Is it any wonder that I quit issue #74] on a brochure for a convention
changed. playing this frustrating game? which most of your readers will not attend?
He stated in his letter that I had such limited Next, Mr. Clemens reveals that there are a This booklet should have been mailed to inter-
experience with the game I felt I had to create range of very diversified activities in the game. ested parties, not published in your magazine.
information. That statement simply isnt true. However, they are not mentioned in the rules. William C. Jerome
I played the game for six months; isnt that After four months, all I could do was ask on Rennselaer, N.Y.
long enough to decide whether a game is fun Turn #8, Is there anything else besides ships,
or dull? planets, and asteroids? Dear Dragon:
Mr. Clemens letter said that ships need no Now, an update: Mr. Clemens told me that Lately I am noticing the increased use of
fuel, but the article used that term: According the game has been expanded greatly since I advertisements [in the magazine]. In issue #74 I
to the rules, The central power source on played. Since most of the niceties of the game counted 68 ads, not including the GEN CON
each starship can supply a maximum of five are not mentioned in the rules, he was free to special. Could you not reduce this number?
units of power per time period. It must be add to and improve his design over the past Geof McKinney
apportioned . . . to two functions: propulsion few years. Now that he has let the cat out of Rye, Colo.
and combat strength. This source of power is the bag (to some extent) in his letter, all of us
what I referred to as fuel. Perhaps I should know more about the possibilities in Universe First, the convention brochure didnt
have used the term power but I didnt II and Universe III. waste any space, because readers still got a
make up the information. This whole situation brings an important full-sized magazine in addition to that
He says there is no such device as an alien issue to light. The information that was avail- supplement.
escape pod that can be built. To show that able to me as a player is always a great deal less Second, we cannot (and wouldnt if we
this was the term expressed to me, and that I than the information I could get as a reviewer could) cut down the amount of space devoted
was correct in referring to it in my article, of play-by-mail games. Acting as a player, it to advertising in any issue of DRAGON®
heres a part of my turn sheet for Turn #8: would be very hard to give a fair and accurate magazine. On the contrary, we want more
review of a game unless I had played it for advertising and so (we think) should our
AT THE END OF THIS TIME PERIOD YOUR years. But on the other hand, playing as a readers, because the more paid space we sell,
STARSHIP WAS IN
reviewer allows me to know things that other the more pages we can put between the covers.
QUADRANT: IV players wouldnt get that easily. I think readers Our standard page count has just gone up
SECTOR: AF20 are better served by being told as much as pos- (from 80 to 96) as a direct result of an increase
SHUTTLE #1 sible, if what they read entices them to get in advertising space requests; some of that
involved. Ive always been careful not to give extra 16 pages, but not nearly all of it, is
YOUR SHUTTLE CREW DISCOVERED THE
WRECKAGE OF AN ALIEN ESCAPE POD.
away any secrets or otherwise spoil the game used to hold those ads. What it boils down to
IN IT THEY FOUND A DIAGRAM OF SOME FORM for any readers who decide to play. is more reading material articles and adver-
OF EQUIPMENT. Michael Gray tisements both per issue. Is that anything to
THE FUNCTION PERFORMED BY THE
EQUIPMENT IS UNKNOWN. Williams Bay, Wis. complain about? KM
4 AUGUST 1983
DRAGON 5
The ecology
of the
Beholder
by Ed Greenwood
and
Roger E. Moore
Many tales are told, began the sage,
of the dreaded eye tyrants. At the men-
tion of this name, the restless students sit-
ting around him in the outdoor amphi-
theater grew quiet. The sage smiled and
continued. Youve listened to stories of
these fantastic creatures, seemingly born
to the art of destruction; wild tales of bat-
tle done with them, of the sorcerous pow-
ers of their many eyes, of their rich hoards
of treasure. But few have cared to learn
much of the habits and nature of these
creatures. Know you now that I have
studied the beholder for many seasons,
and can tell you in truth what was not
known before.
The sage paused and looked out at his
youthful audience. Some of you may be
thinking about the good it would do to of a pacing man. No magical spell or opponent. This beam has proven the
destroy the race of eye tyrants. Some of device can negate this levitation, though downfall of many would-be slayers of an
you may be thinking about the fame it beholders cannot resist the push of great eye tyrant.
would bring you to slay one, or the winds; most of them lair underground The sage tossed the chalk aside and
wealth it would have hidden away. . . . where they may go as they will, while rubbed the dust from his hands. The class
Well, no harm in dreaming. The sages others move about in desolate, windless was utterly silent.
gaze fell upon a young boy who looked areas where few other creatures will go. The diet of beholders, he continued,
up at him with unusual intensity; the From atop this armored sphere project is widely varied; of necessity, of course,
sage stared back at him, but the boy did ten eyestalks, each of which has a limited since they can easily defeat most crea-
not look away. maneuverability and field of vision. tures, and thus soon exhaust their food
Perhaps, he went on, some of you These eyes, however, do more than just supply in any given area. They vastly
may actually do battle with one of these see. They are also able to project, prefer raw meat, in large quantities,
monsters, for whatever reason. What I instantly and at will, various spell-like though they may also consume plant
have to tell you may well save you and powers of awful effect. Flesh may be matter and small quantities of gravel to
your companions as well. turned to stone; armor, weapons, skin aid in digestion. They are omnivores who
The sage looked away from the boy and and bone disintegrated; charms may be seem able, given the opportunity, to end-
turned to a blank slate behind him. Pro- projected, and the influence of death lessly gorge themselves. Waste matter and
ducing a piece of chalk, he began sketch- magic itself may be brought to bear. indigestibles like bone they spit out, far
ing a diagram of the beholder with rapid And there is also an eleventh eye, enough away from their lairs to avoid
but careful strokes. greater in diameter than the others, set in betraying the hiding places of their
The beholder is shaped like a great the midline of the spherical body. This wealth. They seem to prefer the flesh of
sphere, almost the height of a man. The great eye can project an anti-magical ray horses, cattle, and humans.
body is covered by several hard plates of that negates the use of all spells, whether Turning to the slate again, the sage
chitin which overlap one another cast from a device or from the mind and picked up the chalk and sketched out a
slightly, protecting the internal organs. A hands. This ray is a faintly visible beam triangular shape. You should all be
magical organ called the levator magnus, of grayish light, extending out from the familiar with the food-chain pyramid; at
located in the center of the body sur- eye in a conical shape up to 140 yards the bottom are plants, upon which feed
rounded by the creatures brain, produces from the monster. This cone is one foot the herbivores, upon which feed the car-
an influence that causes the beholder to across at the eye, and reaches ten feet in nivores, and so forth. Beholders sit at the
float in the air. This allows it to move diameter at its greatest extent. This beam top of the pyramid, preying upon all
about slowly, up and down, left or right, will focus upon one target at a time, and things. Because of their power, however,
forward or back at a slow speed, like that may be shifted to keep track of a moving they must spread out widely to allow one
6 A UGUST 1983
another food enough to eat, and to avoid from its mouth. These eggs are dead- immediately capable of using all the
competition. It is almost unknown for white, spherical, and leathery in texture powers of its parent. Its bite is less power-
more than one beholder to be seen at a and appearance. They have a repulsive ful, much like a dagger thrust in effect,
time, though it is known that they will odor that repels predators, but which and certain of its magical influences are
cooperate with their own kind, and they unfortunately leads the more dedicated at reduced effectiveness, but it will grow
can speak with each other in their own foes of the eye tyrants unerringly to the within a years time to be as dangerous as
tongue. clutch. any other of its race.
Though evil, they are prone to law- The laying of eggs is instinctive, but The sage settled himself against the
fulness as well and may take on servant the beholder consciously chooses the site stone table he used for a lectern. The life
creatures by duress or charm to serve as where the eggs will be left always far span of a beholder is unknown, but
guardians of treasure, or as guardians of from its lair, and usually upon a rocky, thought to be very long indeed. One spec-
the beholders personal safety. These ser- desolate height. Such spots have been imen has survived, if the legends about it
vant creatures are also a means of imple- used by beholders over many centuries, can be trusted, for nine hundred seasons.
menting the eye tyrants plans to carry and it is thought that all such creatures As for social and philosophical aspects of
destruction to all other life it encounters, remember their birthplaces and return the beholders existence . . . your guesses
and accumulate magical treasure. Gar- there to lay their eggs. After being laid, equal mine for accuracy. They desire the
goyles are highly favored for such uses, the eggs will hatch in two to twelve extinction of all species but themselves
since they are too stupid and too undisci- months; egg-laying and hatching occur and those they can manipulate to increase
plined to resist the beholders demands, in no particular season. their power and influence. This is almost
and not powerful enough to give their Once laid, the eggs are left alone to all that is known of their innermost
master discomfort and perhaps bring their fate. Few beholder eggs hatch any thoughts and designs.
about their annihilation. more; humans, demi-humans, and There the sage paused and looked
The sage paused for a breath, then con- humanoid races all will go to great about the class expectantly. After a
tinued with, We now come to reproduc- lengths to destroy them. And the influ- moment, the young boy who had caught
tion. While this topic usually brought ence of nature, with its storms and dis- the sages attention earlier spoke up.
smiles and giggles to the faces of the eases, must be accounted for as well. Teacher, he said, what is the best way
class, now the students watched the sage Those eggs that survive will swell and to kill one of them?
with complete attention. Once a year, grow over time until just before hatching, I knew you would ask that, thought the
every beholder lays a clutch of one to four when they are three feet across. The old man to himself. He looked over the
eggs, each about a foot in diameter, by young beholder then expands suddenly, heads of his audience, at a point far away.
expelling them from the internal organ splitting the shell apart, and it is free. At The best way to kill one of them . . . .
that produces eggs and spitting the eggs this time it eats its own shell, and is That is difficult to say. In combat,
D RAGON 7
beholders prefer not to close with an said that this boy was taking some kind beholder before eye is destroyed, but
enemy, and will stand off a distance to of special training? beholder still alive).
use their spells. The little eye that per- Or, the sage went on, someone who 86-95: Hit vs. AC 2 eyestalk, one
forms telekinesis will come into play first, was immune to most of the magical pow- only; roll d10 and use chart on p. 10 of
to hurl missiles at its opponents, catch ers of the beholder, such as a paladin the Monster Manual to determine
light opponents and cast them into the with a holy sword such a person could which eyestalk is hit. Beholders with
air to be dropped, or to deflect oncoming catch a beholder in its underground lair, 45-54 hp have eyestalks that take 8 hp
missiles one at a time. and would stand a good chance of closing damage each before being severed; 55-
The great eye, with its anti-magical with it to destroy it in combat. 64 hp beholders have eyestalks taking
influence, will focus on anyone who The boy nodded, apparently satisfied. 10 hp damage; 65-75 hp beholders
appears capable of spell casting, that is, After another pause, the sage dusted off have eyestalks taking 12 hp damage. If
anyone not wearing armor. As for closing his hands again. Class is over. I will see severed, eye in question will cease
with it, that cannot be done in the out- you all again tomorrow morning. He functioning.
doors since it will levitate itself up out of reached around behind him for his books 96-00: Hit vs. AC 7 small eye, one
the reach of weaponry, while tilting itself and scrolls and carefully piled them up to only; roll d10 as above to determine
and allowing its eyes to continue to do take them back to his library. Before he which eye is affected. Any hit on a
their work. Perhaps the best way to slay left he turned one last time to follow the small eye immediately destroys it and
one would be to attack it at long range progress of the boy who had asked the its powers.
with masses of archers, stout and paid question, but the youth was lost in the 2. The magic resistance of a beholder is
well, and supported well by magic-armed crowd of children who were now scatter- listed as special because of the anti-
fighters in case gargoyles lurked about. ing to the four winds. magic ray emanating from the 11th eye.
One could put poison in baited traps to Good luck, said the sage in a soft The ray, as stated by the sage, only causes
catch the creature unawares, though a voice, as if to himself. Then he too took magic spells and spell-like powers to
long wait is assured. One could use his leave of the amphitheater, and all was cease functioning within its area of effect;
arcane and enchanted devices at either a quiet again. the plusses of a magic sword, for
great range, or at a closer range with the instance, would remain functional (since
aid of protective rings or cloaks, and hope Appendix this is not a spell-like power), but a wand
that the protection is enough. . . . 1. Whenever a hit is attempted on a of fireballs would not be able to cast a
At this juncture the sages voice faded beholder, roll percentile dice to see where fireball spell while the ray was envelop-
away as he looked into the eyes of the boy the hit might land: ing it and its wielder.
who had asked the difficult question. He 01-75: Hit vs. AC 0 body (takes two- 3. Beholders are considered as aerial
remembered that the boy was a member thirds of hit-point total of beholder maneuverability class A, despite their
of a nearby church, one that was rather before creature is slain). slow speed.
strict and on the militant side, but a good 76-85: Hit vs. AC 7 main (11th) eye 4. Newly hatched beholders may be
church nonetheless. . . . And wasnt it (takes one-third of hit point total of considered to have 45 hp, and charms,
sleep, slow, and death spells they cast are
saved against at a +2 bonus. Unhatched
beholders are AC 4, have no attacks, and
take 25 hp to destroy.
5. The spell-like powers of the
beholders eyes work instantly, in the first
segment of a melee round, but must
recharge for the rest of the round before
firing again.
6. Beholders may levitate themselves
without limit, to the height of the breath-
able atmosphere.
7. The arrangement of each beholders
eyes is different from nearly all others;
referees should work out this detail prior
to combat to determine which eyes may
fire in which direction, since the small
eyes cannot point in just any direction.
8 A UGUST 1983
by Lenard Lakofka
12 AUGUST 1983
does not overcome the sleep or charm spells that require some manufactured
power/spell. material (a salve, potion, cream, fluid,
9. At 9th level and above the death paste, etc.) are marked with a # sign.
master is immune to paralysis and hold Those that are new or have a different
spells, including the touch of the undead. description from that found in the official
10. At 11th level and above the death rules are marked with an asterisk (*).
master is immune to level draining and
strength draining by the undead, though Spells usable by level
normal damage from such an attack Exp. Level of spell
would still occur. Level 1 2 3 4 5 6
4 1
Death master spells 5 2
All spells of the death master must be 6 2 1
learned just as a magic-user learns spells, 7 2 1 1
but some spells given in the list that fol- 8 2 2 1 1
lows are the heart of his profession. These 9 2 2 2 2
spells will be marked with +1, +2 or +3 to 10 3 3 3 2
signify the effective bonus in intelligence 11 3 3 3 3 1
points the death master gains when try- 12 4 4 3 3 2
ing to learn that particular spell. Those 13 4 4 4 4 3 1
Notes:
All spells of a death master are defined, for the purpose of range, duration, and
area of effect, as if the character were three levels lower than his actual level. Thus,
a fourth-level death master casts spells as a first-level magic-user or cleric.
Unless otherwise noted, a death master spell takes 1 segment per spell level to
cast, even if the normal spell text for a cleric or magic-user may be faster or slower.
16 AUGUST 1983
over the eyes look like any of the other Potions, salves, and pastes substance will, in fact, be correctly made
magical types. However, they allow a fig- Correct concoction of necessary (00 is a 100% chance; -- is no chance). It is
ure to see living things at a range of 90 potions, salves and pastes is a function of up to the Dungeon Master to determine
feet even in total darkness and even if the the death masters level as well as chance. the major ingredient(s) in each substance
figure is invisible or is somehow cloaked If he fails in an attempt to concoct a mix- and allowable substitutes, if any. The DM
or protected from normal sight. The eyes ture, this will not be apparent until the may, of course, rule that some substitutes
will see an aura of life without being able spell casting attempt is carried out. Given will increase or decrease the chance of
to see details of the figures face, etc. in the chart is the percent chance that the successful concoction.
Wearing the eyes cancels normal or magi-
cal infravision. The eyes of the undead Particular substance Chance of correct concoction cost to Time to
prevent a vampire from charming their required by spell per level of death master produce produce
wearer. If worn for 1 full day, the eyes 4 5 6 7 8 9 10 11 12 13
will mold themselves to the wearers eyes Animate skeleton rub 80 85 90 94 97 99 00 00 00 00 10 gp/skel. 2-7 hours
and cannot be removed until that figure Animate zombie bath 76 80 84 88 92 96 99 00 00 00 200 gp/10 2-7 hours
is dead. To others, the victims eyes look Cause lt. w. potion 90 93 95 97 99 00 00 00 00 00 75 gp/3 1-4 hours
totally white. In all cases, the wearers Plant death spray 75 79 83 87 91 94 97 00 00 00 200 gp 1-6 hours
natural charisma will drop by two points Death armor cream __ -- 93 95 97 98 99 00 00 00 100 gp 1-4 hours
while the eyes are worn so that they can Find familiar soup -- -- 88 91 94 97 98 99 00 00 250 gp 4-16 hours
be seen by others. Ghast infusion -- -- -- 77 82 87 92 96 99 00 400 gp 6-36 hours
Cloak of Night: This magical cloak Mummy embalm fluid -- -- -- -- 87 91 95 97 98 99 1,400 gp 3-12 hours
will operate only on a non-good figure. If Cause s. w. potion __ -- -- -- -- -- -- 95 98 00 2,000 gp 5-20 hours
a good figure wears it, he will automati- Lichdom potion -- -- -- -- -- -- -- -- -- 93 6,000 gp 5-20 hours
cally be attacked first by any undead Undead goop -- -- -- -- -- -- -- -- -- 90 400 gp/hd 7-56 hours
encountered even if those undead must Vampire eye drops -- __ -- -- -- -- -- -- -- 94 6,000 gp 8-80 hours
push past other party members to get at Spectre gas __ -- -- -- -- -- -- __ -- 97 4,500 gp 6-72 hours
the wearer. The cloak, when worn by a
non-good figure, confers the following Henchmen, hirelings, and Orcus again by the death master any time he
powers at night only: polymorph with all The death master may only have hire- desires to do so.
possessions into a bat, stirge, crow, or owl lings and henchmen who are evil. Such Eventually a death master becomes a
at will in 1 segment (the figure must henchmen are the outcasts of their own demon-worshiper who ultimately wor-
return to normal shape before changing races (humans, half-orcs and dwarves ships Orcus. Such a demon-worshipping
into a different form); gain 90-foot infra- only, as well as any neutral evil or chaotic death master is also allowed a saving
vision (whether underground or not); and evil humanoids), often fleeing for their throw of 8 before a lesser demon will
act as a cloak of elvenkind. lives because of some atrocity they have attack him physically if a protection from
Spectre Wand: This wand only operates performed. Rangers, paladins, clerics, evil spell is not in force.
in the hands of a death master. It fires a druids, monks, bards, and illusionists A death master of 13th level who is
jet-black ray to a range of 180 feet. A hit will never be hirelings or henchmen for a killed on the feast day of Orcus (some-
by the ray is determined as if the intended death master. times called Halloween) will become an
victim had been attacked by a 6 HD Some chaotic evil tribes of humanoids undead under Orcus direction. Some
monster vs. the targets frontal armor revere the death master, since he can pro- death masters will even commit suicide
class (assuming the target is facing the duce armies of undead types to aid them on that date when they are 13th level, so
wielder of the wand). If this roll to hit on their missions. The death master can as to better serve the demon prince. Orcus
is not made, there is no effect. If the ray thus give the tribal witch doctor (and in is 45% likely to notice this action and to
does hit, the target takes 1-8 hit points of some few cases the shaman) control of animate the death master with all of the
damage (no saving throw), and that many some animated undead. Such undead characters powers intact.
points are drained permanently from the must be basically mindless, all of the Death masters, once they become chao-
figures hit-point total. The wand takes 1 same type, and have fewer than 4 hit dice. tic evil, seek seclusion virtually always
segment to fire, can have from 1 to 50 The undead controlled by the witch doc- near an old graveyard or abandoned dun-
charges when found, and cannot be tor or shaman may be up to ten times his geon. There they will seek to produce
recharged. The victim can only regain level in hit dice; for instance, a gnoll undead armies to wreak destruction upon
lost hit points in one of three ways: witch doctor of 5th level can command 50 living beings around them. Only chaotic
limited wish (2-8 points), restoration (2- hit dice of undead. Any undead com- evils and some neutral evils will try to
12 points), or a wish (3-18 points). Once manded in this manner can be taken over hire and/or ally with a death master.
the victim gains a new level of expe-
rience, lost hit points that have not yet
been regained are forever lost.
Gauntlets of the Ghoul: If a good fig-
ure puts these on, he must save vs. paraly-
sis each round until they are removed or
until he is paralyzed. They can only be
removed by dispel magic or remove curse,
and even then removal must be done
within 2 rounds of the spell being cast or
they will again lock on the victims
hands. The figure will remain paralyzed
until the gauntlets are then removed. If a
neutral figure puts them on, nothing will
happen. If an evil figure puts them on,
his touch will be as that of a ghoul,
inflicting 1-4 hit points of damage per
touch (hand), and a victim must save vs.
paralysis or be paralyzed for 5-20 rounds.
D RAGON 17
FIGURE FEATURE:
RAL PARTHA
5938 Carthage Ct.
Cincinnati OH 45212
Personalities Line
Titan (L), Briarose Knights &
Bumblebee (R)
(Sculptor: Tom Meier) aging is the combination of mounted and
All too often, gamers who want to use a giant- unmounted figures in the same pack. Ral Partha
type creature have to buy larger-scale figures has advanced the basic idea by offering unusual
(54mm or 77mm), or be on the lookout for plas- fantasy figures with bizarre mounts, such as the
tic figures to convert. Very few companies pro- briarose knight. Detailed armor, flowing capes,
duce quality biggies, and of those Ral Partha and heroic stances make these knights distinc-
has always led the way. Now you can get a clas- tive, but what really sets them apart is their
sic Greek Titan, who stands 2½ tall and comes mode of transportation giant bumblebees. All
equipped with separate shield and spear. the parts of this 8-piece set fit together nicely.
One of the older concepts in miniatures pack- Suggested retail price: $4.50 each.
TSR, INC.
P.O. Box 756
Lake Geneva WI 53147
AD&D Metal Miniatures
Magic-Users & Illusionists set (L),
Monks, Bards & Thieves set (R)
The next releases in TSRs series of
official figures for the ADVANCED
DUNGEONS & DRAGONS® game
complete the roster of player-character
classes. Three figures from each 12-
piece set are shown here. The spell
casters include a gnome illusionist, a
magic-user holding a tome and casting
a spell (with a young dragon at his female bard strumming her instru- the magic-users skull belt, and the
side), and a M-U casting a spell from ment, and an assassin on the attack. monks pole arm. As with the other
his wand. The quality of detail of all these sets (Fighters, Rangers & Paladins and
Representative of the second box are releases is notable; check out the Clerics & Druids), each of the character
a female monk in a fighting stance, a pouches and bags hanging from belts, types is outfitted with only weapons
18 AUGUST 1983
NEW RELEASES
Text by
Kim Eastland
Photos by
Scheibe Studio
and gear permitted to the class, so
players are saved from having to over-
look inaccuracies sometimes found in
non-official figures. Suggested retail
price: $10 per set.
D RAGON 19
SF/gaming convention calendar
MYSTICON 2.5, Aug. 12-14 GATEWAY 1983, Sept. 3-5 science fiction but now also featuring a
Science fiction author Orson Scott Card Southern Californias largest strategy number of gaming competitions and
will be a guest of honor at this SF and game convention and exposition will be events. Four popular fantasy/SF authors
gaming convention, to be held at the Jef- held at the Sheraton-Anaheim Hotel near Marion Zimmer Bradley, Katherine
ferson Inn in downtown Roanoke, Va. Disneyland in Anaheim, Calif. Activities Kurtz, Jacqueline Lichtenberg, and Jean
Memberships are $10 each; for more for everyone from novice to expert in a Lorrah will be special guests. The site
information, send SASE to MystiCon, wide variety of games, plus exhibits and is the Charter House Inn, Euclid, Ohio.
P.O. Box 1367, Salem VA 24153, or phone special events. Admission for the weekend Advance registration is $18 until Aug. 31,
Calvin Yates at (703)362-3562. is $13.50 for pre-registered entrants $20 thereafter. One-day admission is $10
(postmark deadline: Aug. 10), or $15 for a at the door. For complete registration
MIT SUMMERCON 83, Aug. 12-14 three-day pass at the door. One-day passes information, write to EarthCon III, P.O.
A gathering for board wargaming and are $10. For more information, write to Box 22041, Beachwood OH 44122.
military miniatures enthusiasts, spon- Strategicon PR Dept., P.O. Box 2577,
sored by the MIT Strategic Games Anaheim CA 92804. SUNCOAST SKIRMISHES 83, Oct. 14-16
Society. To be held at the MIT Student Historical and adventure gaming,
Center, Cambridge, Mass. For details, WRATH OF CON 1983, Sept. 16-17 demonstrations, and seminars will be
write to MIT Summercon 83, East Cam- To be held on the campus of the Uni- held at the Holiday Inn Central Conven-
pus, 3 Ames St., Cambridge MA 02139. versity of North Carolina at Chapel Hill, tion Center in Tampa, Fla. For more
this event emphasizes role-playing games. information, write to Suncoast Skir-
GEN CON® GAME FAIR, Aug. 18-21 A two-round D&D® tournament and non- mishes 83, 4006 Wallace Ave., Tampa FL
The 16th annual gaming and fantasy competitive sessions in several RPGs will 33611, or phone 813-831-1762.
extravaganza sponsored by TSR Hobbies, be offered, plus an SCA demonstration
Inc. For more information, see the adver- and an exhibitor area. Contact: UNC-CH WORLD FANTASY CONVENTION 83,
tisement on page 63 of this issue of D&D Club, No. 403 Northampton Plaza, Oct. 28-30
DRAGON® Magazine. Chapel Hill NC 27514. This annual extravaganza moves to the
Midwest for its ninth running. To be
VULCON 83, Aug. 19-21 MASSCON 83, Sept. 24-25 held at the Marriott OHare in Chicago,
SF author Roger Zelazny will be the Tournaments in all types of games and it will feature Robert Bloch as toastmaster
guest of honor at this science fiction/fan- demonstrations of historical miniatures and Gene Wolfe, Manly Wade Wellman,
tasy/gaming event to be held in Akron, battles are the highlights of this event on and artist Rowena Morrill as special
Ohio. Registration is $8 in advance, $10 the University of Massachusetts campus guests. Memberships are $30 in advance,
at the door. For more information, con- at Amherst. Admission is $3 for one day, $35 at the door if any are still available.
tact Stargate, c/o Sarah Blick, 150 Conger $5 for the weekend. Food and lodging are Contact: World Fantasy Convention 83,
Ave., Akron OH 44303. available at the Campus Center, which is P.O. Box 423, Oak Forest IL 60452.
also where registration takes place. For
CAMPCON 83, Aug. 20 details, contact MassCon, P.O. Box 117, NECRONOMI-CON 1983, Oct. 28-30
A game convention to be held at Camp Amherst MA 01002. Piers Anthony and Robert Adams are
Emmanuel near Astoria, Ill. For details, guests of honor for this Halloween week-
contact Kevin B. Sager, Box 833, Astoria TRI-CON II, Oct. 1-2 end convention at the Holiday Inn in
IL 61501, phone (309)329-2934. A fantasy and science-fiction gaming downtown Tampa, Fla. Memberships are
convention at the Sheraton Pittsburgh $10 until Oct. 15, $15 at the door if avail-
7th ANNUAL BANGOR AREA WAR- South, featuring tournaments, exhibits, able. For details: Necronomi-Con, P.O.
GAMERS CONVENTION, Aug. 29-21 demonstrations, and a dealer/trader area, Box 2076, Riverview FL 33569.
The University of Maine campus in with Thom Hawk Christopher as spe-
Orono is the site of this event. No cial guest. Memberships are $25 for CONCENTRIC 83, Nov. 18-20
advance registration is taken; admission adults, $15 for those under 12 until Sept. A fantasy/SF/gaming convention to be
fee is $5 at the door. For more informa- 1, when each fee is raised $10. Member- held at the Holiday Inn West in Colum-
tion, contact Edward F. Stevens, Jr., ship is by advanced registration only; no bia, Mo., featuring Jack Chalker as guest
32 Masonic St., Rockland ME 04841, passes are sold at the door. For informa- of honor. Contact: ConCentric, P.O. Box
phone (207)596-0338. tion on how to register, contact Trinette 7514, Columbia MO 65205.
Kern, 1037 Francis Road, Castle Shannon
2nd ANNUAL SQUAD LEADER OPEN, PA 15234. CRUSADER CON III, Jan. 13-15, 1984
Aug. 31-Sept. 1 To be held at the Metropolitan State
A round-robin tournament, each par- TOL-CON II, Oct. 1-2 College Campus in Denver, Colo. Regis-
ticipant playing five games. Further At the University of Toledo, Scott Park tration fee is $8 until Jan. 1, 1984, and
information: Don Munsell, 6101 McBride Campus. Role-playing and boardgame $10 thereafter. For more information,
St., Charlotte NC 28205. competition, painted miniature contests, write to The Auraria Gamers Club, Met-
and manufacturers displays are some of ropolitan State College, 1006 11th Street,
COLONIAL CITY GAMEFEST, Sept. 2-3 the attractions of this convention, Box #39, Denver CO 80204.
At the Ohio National Guard Armory in expected to attract a crowd of nearly
Mt. Vernon. Role-playing, armor & Star 1,000. Contact: Mind Games, 3001 N. WISCON 8, Feb. 24-26, 1984
Fleet Battles miniatures tournaments, a Reynolds Road, Toledo OH 43615, or Noted writers Jessica Amanda Salmon-
painting contest and many boardgames phone (between 4-8 p.m. Monday son and Elizabeth A. Lynn are guests of
are on the agenda, For details, write to through Friday) 419-531-5540. honor for this SF/gaming event at the
Colonial City Gamefest, Mt. Vernon Inn on the Park in Madison, Wis. Con-
Gamers Association, P.O. Box 846, Mt. EARTHCON III, Oct. 7-10 tact: WisCon 8, P.O. Box 1624, Madison
Vernon OH 43050. A large convention formerly devoted to WI 53701.
20 AUGUST 1983
6. MALBOLGE
The sixth plane of the Nine Hells is
ruled by Baalzebul through his viceroy
Moloch (Baalzebuls own abode is not on
this plane). Moloch is continually
ordered about by his lord and watched by
the tribune Bileth, for Baalzebul fears that
to allow the Grand Duke to rest undis-
turbed here for long would enable him to
somehow wrest control of Malbolge from
the Lord of the Flies.
An outsider might well wonder why
Moloch would want to rule such a place,
for nothing grows in Malbolge. It is a
plane of craggy, tumbled black stone and
ash, filled with stinking vapors, smokes,
fire pits, and huge caves and caverns.
The air is always hot and choking, and
intruders will find that anything flam-
mable remaining in contact with the
ground for more than 4 rounds (such as
dry wood, paper, hair, dry cloth, and the
like) must save versus (normal) fire or
burst into flames. Any such substances
that are almost continually in contact
with the ground (e.g., the soles of boots)
must save at the end of every 4-round
period.
Malbolge is a noisy place, populated by
tormented lemures, malebranche, and
occasional spined and styx devils, all of
whom suffer at the hands of the cruel
Baalzebul (who delights in torture), upon
his visits, and the almost equally cruel
Moloch. Both delight in the torture and
disfigurement of devils, so many (at least
50%) of the lesser devils found on this
plane will hate them to the point of
agreeing to active rebellion (if such an
effort seems likely to succeed), and such
devils are likely (80%) to be missing an
arm or leg, or be suffering a similar sort
of infirmity, as a result of the amuse-
ments of the Grand Duke and his master.
Malbolge is continually patrolled by
pairs of malebranche who report to their
commander, the pit fiend Bethage; to the
legate Tartach; or to Moloch himself (or
to Baalzebul, if the Lord of the Flies is
present). Intruders are always brought
alive to the horned devils commander for
torment and questioning (or the male-
branche patrol themselves will suffer in
the intruders place). Few intruders
escape, and fewer still are allowed to live
for any length of time, for Baalzebul jeal-
ously grasps and guards all power and
knowledge that he can, seeking to keep it
from other archdevils (particularly
Mephistopheles and Asmodeus), so as to
eventually gain the power to rule all of
the hells.
Moloch moves with his consort Lilith
from fortress to fortress of the male-
branche upon Baalzebuls orders (usually
brought by the herald Neabaz). Tartach is
Molochs deputy and ambassador to the
vassal dukes and to visitors, and Bileth is
the tribune installed by Baalzebul as a
watchdog upon Moloch and others who
would take control of the plane. Baal- stature, save that her eyes are glowing of success). Tartach regenerates 2 hit
zebul finds it a continual struggle to white (pupils and all), her skin is crim- points per round.
retain two planes under his own sway, in son, and she has hooves, a serpents tail, Description: Tartach appears as a
a diabolic society where all are ambitious and small curving horns. She rarely wears human of giant stature wearing a beard
and there are not enough planes to go garments, cloaking herself in darkness and mustache and with stubby, hooked
around. All of the vassals and assistants (see above) when summoned if she deems horns on his forehead. He has no tail, but
to Moloch, including Lilith, are regarded it necessary. She fights with any weapons his feet have the pads and fur (but not the
as loyal to Baalzebul, although Tartach available but prefers to strike with her claws) of a lion, and his skin is of a fiery
and Lilith (who feel largely powerless in tail, which does 2-12 constriction damage orange hue. He wears robes of black or
the current regime) might support a per round; it is long and strong enough purple silk, and walks with cold dignity.
strong bid to seize Malbolge by another to immobilize one M-sized target. She
arch-devil. usually bears a slim scimitar or a barbed
The defensive forces of Malbolge con- whip (two 10 strands with metal barbs; BILETH (Duke of Hell)
sist of nine companies of malebranche these do 1-8 base damage each and can
under the command of the pit fiend strike the same or adjacent targets; they FREQUENCY: Unique (Very rare)
Bethage, and sixteen companies of bone can entangle weapons or limbs, but she NO. APPEARING: 1
devils led by the pit fiend Herobaal. rarely employs them thus, fearing damage ARMOR CLASS: 3
to the weapon). Significantly, a deep lash MOVE: 14/21
welt is commonly known in the hells as HIT DICE: 121 hit points
LILITH (Princess of Hell) Liliths Mark. % IN LAIR: 75%
TREASURE TYPE: C, P
FREQUENCY: Unique (Very rare) NO. OF ATTACKS: 2
NO. APPEARING: 1 TARTACH (Duke of Hell) DAMAGE/ATTACK: 2-12, 2-12
ARMOR CLASS: 1 SPECIAL ATTACKS: See below
MOVE: 16/30 FREQUENCY: Unique (Very rare) SPECIAL DEFENSES: See below
HIT DICE: 71 hit points NO. APPEARING: 1 MAGIC RESISTANCE: 70%
% IN LAIR: 80% ARMOR CLASS: 2 INTELLIGENCE: Genius
TREASURE TYPE: C, I, S MOVE: 12 ALIGNMENT: Lawful evil
NO. OF ATTACKS: 2 HIT DICE: 114 hit points SIZE: L (9½ tall)
DAMAGE/ATTACK: 2-12, or by weapon % IN LAIR: 75% PSIONIC ABILITY: 224
type +5 TREASURE TYPE: C, I, P Attack/Defense Modes: All/all
SPECIAL ATTACKS: See below NO. OF ATTACKS: 1
SPECIAL DEFENSES: See below DAMAGE/ATTACK: By weapon type +7 Bileth serves Baalzebul as tribune on
MAGIC RESISTANCE: 75% SPECIAL ATTACKS: See below Malbolge, acting as a watchdog and a
INTELLIGENCE: Genius SPECIAL DEFENSES: See below check on the actions of Moloch. Bileth
ALIGNMENT: Lawful evil MAGIC RESISTANCE: 70% speaks with the authority of Baalzebul,
SIZE: L (9 tall) INTELLIGENCE: Exceptional but stands apart from the regime run by
PSIONIC ABILITY: 222 ALIGNMENT: Lawful evil Moloch, serving as a justiciar independ-
Attack/Defense Modes: All/all SIZE: L (10 tall) ent of the viceroy. Moloch can do nothing
PSIONIC ABILITY: 212 against Bileth, and must submit to his
Lilith is consort to Moloch, viceroy of Attack/Defense Modes: All/all commands, but has tried to undermine
the sixth plane of the Nine Hells. She is the tribunes effectiveness in Malbolge by
held in high regard by many witches on Tartach serves Baalzebul as legate to spreading the word among the male-
the Prime Material Plane, who hold (and Moloch, the viceroy of Malbolge. His branche that Bileth is insane.
keep secret from others) the rituals for loyalty to Baalzebul is outwardly strong, Bileth can use the following spell-like
summoning her thence. Lilith serves but Tartach feels relegated to a position powers at will, one at a time and once per
Baalzebul, but her loyalty is not what it of minor importance, when elsewhere in round: pyrotechnics, produce flame, wall
used to be; she feels largely powerless in the hells many of lesser strength have of fire, anti-magic shell, dispel magic,
the current regime, and resents being higher standing. If an arch-devil made a detect invisibility, know alignment,
moved here and there at Baalzebuls be- bid to gain control of Malbolge that charm person, suggestion, ESP, tongues,
hest. She often works with the legate seemed likely to succeed or if Moloch detect lie, repulsion, teleport, and (fulfill
Tartach, who is of like mind. Lilith is were menaced in some way Tartach anothers limited) wish. Once per day he
personally most attractive, and many dev- might aid the attempt, or at least not can use a death spell, and twice per day
ils will do her small favors as a result. move to block it. Tartach has a dark, he can cause a flame strike. Bileth causes
Lilith can employ at will the following cruel sense of humor, and enjoys torment- fear by touch (save vs. spell at 2 to avoid)
spell-like powers, one at a time and once ing weaker creatures. He fights with a and can summon 1-2 malebranche (75%
per round pyrotechnics, produce flame, flame tongue sword and a rope of chance of success) or Baalzebul himself
animate dead, ESP, dispel magic, read entanglement. (5% chance of success). Bileth regenerates
magic, tongues, charm person, detect Tartach can employ the following 2 hit points per round.
invisibility, darkness 15 radius, invisibil- spell-like powers at will, one at a time Description: Bileth appears as a large
ity, suggestion, know alignment, poly- and once per round: pyrotechnics, pro- man clad in gilded coat-of-plate. He uses
morph self, fireball (2d6), teleport, and duce flame, fireball (3d6 damage), dispel weapons only in a pinch, preferring to
(fulfill anothers limited) wish. Twice per magic, detect invisibility, know align- fight with his fists (2-12 damage each),
day Lilith can employ a finger of death, ment, hold monster, wall of fire, teleport, backed up by his massive strength. He is
and once per day she can hurl a (4d6) and (fulfill anothers limited) wish. Once bearded, crimson-skinned, and has horns
lightning bolt. She radiates fear at will in per day he can use a symbol of stunning, and hooves. He is tailless, but has large
a 2 radius (save vs. spell at 2 to avoid). and once per day he can feeblemind black bat-like leathery wings. Once per
Lilith can summon 1-2 malebranche with another creature. Tartach causes fear by day he can breathe fire (in a cone 25 long
a 60% chance of success. Lilith regenerates eye contact (save vs. spell at 3 to avoid and 10 wide at its end, doing 3-18 dam-
3 points of damage every turn. effects) on any creatures (one target per age; save vs. breath weapon for 2-12), but
Description: Lilith appears as a beauti- round) within a 4 radius. He can sum- he will do this only if angered or
ful, curvaceous human female of giant mon 1-2 malebranche (with a 70% chance hard-pressed.
D RAGON 23
devils here can be bothered to repair any- run in the end to a great sea of lava that
7. MALADOMINI thing) is carried to neglected areas of
Malagard by servant spined devils, and
seems to encircle the plane. Within this
sea are a ring of volcanic mountains, and
The seventh plane of the hells is also tossed into any unused space, so that within this ring lies the confusion of
ruled by Baalzebul, who dwells there in a entire towers of the fortress are crammed Malagard, malebranche castles, ruins,
great fortress of black stone. Baalzebuls with reeking debris. roads, and quarries. Baalzebul is said to
fortress, Malagard, sprawls for many Outside, the plane of Maladomini is have vast collections of gems and plants
miles, and consists of countless black very similar to Malbolge: hot underfoot (the latter tended continually by enslaved
spired towers linked by many open and (see Malbolge, above, for effects on flam- creatures) in Malagard, but no green
covered bridge-spans that crisscross and mable objects) and filled with stinking things grow in this plane outside Mala-
slant crazily in all directions. Here Baal- vapors, earth tremors and underground gards walls.
zebul is attended by his consort Baftis, his explosions, fire pits, smokes, and huge Neabaz (as herald) is the only devil
herald Neabaz, and his marshal Barbatos, caves and caverns. Maladominis surface allowed by Baalzebul to move freely
plus malebranche and many lesser devils is also despoiled by vast quarries where about the hells. Barbatos is charged with
of all sorts whom he has commanded to lesser devils and enslaved prisoners toil the duty of arranging malebranche mes-
service. Malagards rooms, passages, and ceaselessly to cut the stones from which sengers and weaponry so that the armies
dungeons are so vast and numerous that Malagard and the castles of the male- of Maladomini can be gathered quickly
it is said not even the Lord of the Flies branche are built. Roads wind and criss- for battle. These malebranche armies
himself has visited all of them. Most of cross the landscape from quarry to quarry 60 companies under the duke Abigor, and
those who escape cells of torment in Mal- to the various castles, and the entire plane 28 under the duke Zepar are customar-
agard flee to the dungeons, seldom pene- is littered with the tumbled ruins of long- ily occupied with the endless construction
trated very deeply by the devils, and many ago cities and towers, and the ever-larger of Malagard, other fortresses, and linking
weird creatures are said to roam this new works. roads. Spined devils, typically overseen by
lightless underworld. Great arched bridges, carved with dia- styx devils or (rarely) bone devils, feed
The fortress above contains many rich bolic faces, span the rivers of molten lava and tend to the wants of the malebranche
and sumptuously furnished chambers, that cut across Maladomini, and from the laborers. Pit fiends are noticeably absent
many cells for prisoners and for larvae rivers canals have been cut to carry the from Baalzebuls service on Maladomini;
awaiting use, and rooms upon rooms that liquid fire, so that it encircles every castle the Lord of the Flies suspects all such of
are choked with garbage. Filth of all of the malebranche with a moat of leap- being spies for Asmodeus, and is reluc-
sorts, including carrion and anything ing flames. The rivers of lava are swelled tant to allow any of the creatures on the
that is broken and useless (for none of the by volcanic cascades and eruptions, and same plane he inhabits.
24 A UGUST 1983
BAFTIS (Princess of Hell) MOVE: 16/30
HIT DICE: 124 hit points
FREQUENCY: Unique (Very rare) % IN LAIR: 15%
NO. APPEARING: 1 TREASURE TYPE: See below
ARMOR CLASS: 1 NO. OF ATTACKS: 2
MOVE: 16/30 DAMAGE/ATTACK: 1-6 or by weapon
HIT DICE: 79 hit points type +4
% IN LAIR: 80% SPECIAL ATTACKS: See below
TREASURE TYPE: D, G SPECIAL DEFENSES: See below
NO. OF ATTACKS: 2 MAGIC RESISTANCE: 70%
DAMAGE/ATTACK: 2-8 or by weapon INTELLIGENCE: Exceptional
type +5 ALIGNMENT: Lawful evil
SPECIAL ATTACKS: See below SIZE: M (6 tall)
SPECIAL DEFENSES: See below PSIONIC ABILITY: 190
MAGIC RESISTANCE: 75% Attack/Defense Modes: All/all
INTELLIGENCE: Genius
ALIGNMENT: Lawful evil Neabaz serves Baalzebul as herald, and
SIZE: L (9 tall) as such is rarely idle. He respects his mas-
PSIONIC ABILITY: 220 ter and likes his work, for he is placed in
Attack/Defense Modes: All/all the Nine Hells well above any station he
could achieve by his own means, due to
Baftis is consort to Baalzebul, The his association with the Lord of the Flies.
Lord of the Flies. A quiet, subservient Physically weak in comparison to other
consort, she is more than a little afraid of greater devils, Neabaz has by Baalzebuls
her lord, and rarely acts on her own orders been provided with magical weap-
behalf without specific permission from onry to augment his means of personal
him. Baftis is somewhat proud and will defense. His bare fists do only 1-6 damage
be outraged if her person or belongings each, and his chief attack is blood drain:
are threatened by lesser creatures. Her When his human-like mouth is open, he
fanged bite does 2-8 points of damage. can extrude a foot-long proboscis from
She normally carries a bronze spear. within, and suck blood (1-6 points per
Baftis can employ the following spell- round, both upon initial contact and
like powers, one at a time and once per thereafter for as long as he can grip the
round: pyrotechnics, produce flame, wall victim). Neabaz is careful and polite at all
of fire, wall of smoke (= fog), animate times, fearing to offend an arch-devil (and
dead, dispel magic, charm person, sugges- any creature may be a polymorphed arch-
tion, detect invisibility, darkness 15 devil, to his slightly paranoid mind).
radius, paralyzation (= hold person or Neabaz can use the following spell-like
monster, by touch, lasts 1-3 turns; save vs. powers at will, one at a time and once per
paralyzation to avoid), teleport, and (ful- round: pyrotechnics, produce flame, fire-
fill anothers limited) wish. Once per day ball (2d6), dispel magic, detect magic,
Baftis can employ a finger of death, and read magic, read languages, tongues,
thrice per day she can heal herself or oth- know alignment, detect invisibility, tele-
ers (by touch). She causes fear by speak- port, and (fulfill anothers limited) wish.
ing to a creature within 3 (save vs. spell Once per day he can slay living (by
at 1 to avoid). Baftis can summon 1-3 touch), and at will he can cause fear in a
malebranche with a 70% chance of suc- 2 radius. Neabaz can summon (40%
cess. She regenerates 1 point of damage chance of success) 1-3 malebranche, or
every 3 rounds. (50% chance of success) 1-4 bone devils.
Description: Baftis appears as a tall, He regenerates 1 hit point every 2 rounds.
attractive, but rather forbidding human Description: Neabaz appears as a
female, save for her tall, spired horns, smoothly polite, cold-blooded, and very
batlike wings, crimson skin, and hooves. handsome man save for his tiny
She has no tail, and unusual for a pointed horns and transparent, housefly-
devil eyes of lavender hue. She almost like wings. He is customarily garbed in
always wears loose, open robes; it is said black tunic (open at the shoulders to
she is sensitive about the lighter shade of accommodate his wings) and breeches,
her skin down her back of a human, with a hat and cape of rich, blood-red
almost ivory hue. Once a human on the silk. The cape is magical, having the abil-
Prime Material Plane uttered an oath ity to give forth an aura of flames (treat as
mentioning the pearly spine of Baftis, a cold version fire shield that will not
and she took that as a summons, appear- harm Neabazs wings) up to four times
ing and rending the unfortunate with her every 24 hours at the wearers will, each
jaws and claws (which do 1-3 damage aura lasting up to three rounds as desired.
each when she is weaponless). Neabaz also bears a flame tongue blade
that, when grasped, can know alignment
of any creature pointed at, and fire 9
NEABAZ (Duke of Hell) magic missiles (1 missile per spell) every
24 hours. (These items are believed to be
FREQUENCY: Unique (Very rare) of Prime Material Plane origin.) Neabaz
NO. APPEARING: 1 carries other treasure only upon Baalze-
ARMOR CLASS: 3 buls business and explicit orders.
D RAGON 25
BARBATOS (Duke of Hell) ABIGOR (Duke of Hell) INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
FREQUENCY: Unique (Very rare) FREQUENCY: Unique (Very rare) SIZE: M (5 tall)
NO. APPEARING: 1 NO. APPEARING: 1 PSIONIC ABILITY: 217
ARMOR CLASS: 3 ARMOR CLASS: 2 Attack/Defense Modes: All/all
MOVE: 16 MOVE: 14/22
HIT DICE: 122 hit points HIT DICE: 120 hit points Zepar is a duke in the service of Baal-
% IN LAIR: 60% % IN LAIR: 65% zebul, and leads 28 companies of male-
TREASURE TYPE: See below TREASURE TYPE: A, I branche. Vicious and arrogant, he seldom
NO. OF ATTACKS: 2 NO. OF ATTACKS: 1 engages in combat, but uses his magical
DAMAGE/ATTACK: By weapon type +7 DAMAGE/ATTACK: 2-16 or by weapon powers and his servants to bully weaker
SPECIAL ATTACKS: See below type +7 creatures. When in a black mood, he
SPECIAL DEFENSES: See below SPECIAL ATTACKS: See below wades into the hapless lemures and dishes
MAGIC RESISTANCE: 70% SPECIAL DEFENSES: See below out all the punishment he can deliver. He
INTELLIGENCE: Exceptional MAGIC RESISTANCE: 70% fights with a hand axe and a short sword,
ALIGNMENT: Lawful evil INTELLIGENCE: Exceptional both envenomed like those of an erinyes
SIZE: L (12 tall) ALIGNMENT: Lawful evil (save vs. poison or faint for 1-6 melee
PSIONIC ABILITY: 212 SIZE: L (7½ tall) rounds).
Attack/Defense Modes: All/all PSIONIC ABILITY: 210 Zepar can employ the following spell-
Attack/Defense Modes: All/all like powers at will, one at a time and
Barbatos is the marshal of Maladomini, once per round: pyrotechnics, produce
responsible for all of Baalzebuls armies Abigor is a duke in the service of Baal- flame, animate dead, spectral force, blink,
on that plane, and, through Moloch, zebul, commanding 60 companies of fly, detect invisibility, tongues, sugges-
administering also the forces of Malbolge. malebranche. He enjoys destroying other tion, teleport, and (fulfill anothers
Authoritarian and a shrewd judge both of creatures in battle, and will not miss a limited) wish. His touch can (at will)
his warriors and of tactical problems, he chance to fight a weaker opponent. He cause one of the following: fear (save vs.
has won Baalzebuls respect and limited wields a +2 battleaxe and a mace, and if spell at 1 or cower on the spot, dropping
trust. He has never displayed any per- he loses these in a skirmish he will weapons, if save fails); lust (cease hostili-
sonal ambitions, nor (at any time) his employ anything available. Weaponless, ties and approach the first creature of like
true feelings, so that among the hierarchy he strikes with one massive fist while race and opposite sex; this effect lasts
of the hells his loyalty to his master, and warding off attacks with the other. A only 4 rounds and ceases in any case
therefore his actions in any change of the blow from his hand does 2-16 damage. when the affected person is attacked by
status quo, remain unknown. Abigor can use the following spell-like Zepar, the intended object of his or her
Barbatos moves with lightning speed in powers, one at a time and once per round: affections, or another); or a shocking
battle, having two weapon attacks per pyrotechnics, produce flame, animate grasp (11-18 points of damage). Once per
round. He carries treasure only upon the dead, dispel magic, speak with dead (who day Zepar can polymorph other (save at
orders and specific business of Baalzebul, can have been dead for up to 600 days), 1) and once per day employ a symbol of
and wears a gray cloak with a green hood detect invisibility, detect magic, know insanity. He can summon 1-3 male-
fringed in scarlet. alignment, tongues, teleport, and (fulfill branche with a 70% chance of success, and
Barbatos can at will use the following anothers limited) wish. Once per day regenerates 1 hit point per round.
spell-like powers, one at a time and once Abigor can employ a symbol of stunning, Description: Zepar appears as a slight,
per round: pyrotechnics, produce flame, and once per day he can spell turn (as in dark-complexioned man dressed in scarlet
dispel magic, detect invisibility, detect lie, ring of spell turning) a spell cast at him armor, with a grotesque clubfoot and a
detect magic, charm person, fly, know back at the caster (note that he can do this forked tail. He has small horns (concealed
alignment, tongues, speak with animals, even with a spell that his magic resistance by his helm) and speaks in a grating, con-
repulsion, wall of fire, teleport, and (ful- has protected him from). Abigor causes temptuous voice. Beneath his armor
fill anothers limited) wish. Once per day fear by touch (save vs. spell at 1 to (without which he is AC 2) is crimson
he can use a symbol of sleep, and six avoid). He can summon 1-2 malebranche skin, and a normal human foot that
times per day he can cast a 4d6 fireball. with a 70% chance of success, and regen- has retractile black catlike claws (1-4 rak-
Barbatos breathes fear in a cone up to 4 erates 2 hit points per round. ing damage if unbooted).
distant, 2 wide at its furthest extent (save Description: Abigor appears as an
vs. breath weapon to avoid). He can ochre-skinned, hairless humanoid with
summon 1-4 malebranche with a 70% ruddy diabolic features, small horns,
chance of success, and regenerates 2 hit
points per round.
black hooves, and a forked tail. He has
large crimson bat-like wings, and a loud,
8. CAINA
If summoned to the Prime Material bellowing voice. The frigid eighth plane of the hells is
Plane, Barbatos will always appear with ruled by Mephistopheles, the mighty
2-8 malebranche. On that plane, he can Lord of No Mercy or Cold Lord.
track as a ranger, pass without trace, and ZEPAR (Duke of Hell) This scheming arch-devil rules the frozen
move silently if he wills; break wizard wastes of Caina with the help of his con-
locks by touch; and detect treasure (of a FREQUENCY: Unique (Very rare) sort Baalphegor and his staff: Barbas,
metal or mineral nature, as in the wand NO. APPEARING: 1 chamberlain of Mephistar (Mephisto-
of metal and mineral detection) in a 3 ARMOR CLASS: 3 pheles iron citadel) and guardian of
radius. Those who know how to summon MOVE: 14 Mephistopheles wealth and treasures;
him are few, because he and his male- HIT DICE: 118 hit points Adonides, steward of Caina, who oversees
branche guard can usually destroy them % IN LAIR: 65% the administration and defense of the
or bear them to the hells for torment. TREASURE TYPE: A, P realm; and Bele, justiciar, who sits in
Description: Barbatos appears as a NO. OF ATTACKS: 1 judgement of all disputes within Caina.
bearded, horned man-like giant with DAMAGE/ATTACK: See below Mephistopheles is cunning enough to
crimson skin, black hooves, and a tail. SPECIAL ATTACKS: See below allow the appearance of justice and
His eyes are green, and he talks with a SPECIAL DEFENSES: See below thus win the ease and resulting loyalty of
rich, persuasive voice. MAGIC RESISTANCE: 70% his vassals, as well as reassurance for
26 A UGUST 19 83
other devils elsewhere in the Nine Hells since no combustibles are to be found), the plane). Most seek to gain the most
who might consider supporting him in a and will attack without hesitation. If far power they can in any change of ruler-
bid to overthrow Asmodeus, showing from Nargus, an ice devil is not likely to ship, and favor dissent and change
them that an independent judiciary inform Mephistopheles or his staff of the among the arch-devils as the only way to
would be installed under the rule of existence of intruders unless there is a better their own lot. None have openly
Mephistopheles, were he to become Over- chance that other devils have seen them defied Mephistopheles yet, but a time will
lord of Hell. too, and are likely to report them. If a come . . . unless, of course, Mephisto-
Malebranche and spined devils staff the party should escape a lone ice devil, the pheles defeats Asmodeus, whereupon
iron citadel of Mephistar, which perches latter will not warn others of their pres- their loyalty will be loudly conspicuous.
high in the icy mountains at the heart of ence, but will itself remain alert for signs Mephistopheles is openly distrustful of
the plane. Much of Caina is a land of ice- of them. Nexroth, who is totally selfish and loyal
covered boulders and mountains, ruins of Were it not for the cold and the lack of only to himself; he will do whatever
stone (for it took the devils long to learn food (some tales speak of remorhaz or seems best for his own advancement.
that nothing on the glaciers could with- glacier worms in Caina, but if any exist Nexroth retains his command only
stand the inexorable ice), and sprawling they must be very rare), Caina would offer because he seems the most reliable of the
glaciers. Bifrons, one of the dukes of intruders many inviting places of con- pit fiends, and Mephistopheles dares not
Caina, rules from a cold blue palace cealment there are many hidden val- allow open conflict within Caina for fear
carved out of the slow-moving ice of a rift leys in the mountains, and countless ice- that another arch-devil would take advan-
in the center of the great glacier Nargus. caves. Corpses, it should be noted, will tage of the situation. If not for this, the
This glacier is staffed by the ice devils freeze and be preserved perfectly, so killers Cold Lord would cheerfully shift the
who populate the plane, and by spined of all sorts are advised to seek deep cre- command whenever it suited him, play-
devils, who perform the most menial vasses or snowbanks to conceal such ing the pit fiends off against one another
tasks. remains. indefinitely.
Mephistopheles is one of the most care- The dukes of Caina are Hutijin, who
ful and suspicious of the arch-devils, and commands two mighty legions of pit
the halls and chambers of Mephistar are fiends, the nobles of Caina (including BAALPHEGOR (Princess of Hell)
patrolled and inhabited by devils in Silcharde, Bechard, Guland, Sphandor,
accordance with a strict schedule of activ- and Buldumech); Bifrons, who com- FREQUENCY: Unique (Very rare)
ities. Only Bele, Barbas, and Adonides are mands 26 companies of ice devils in Nar- NO. APPEARING: 1
free of this iron regimentation, and gus; and Nexroth, who leads 16 compan- ARMOR CLASS: 2
Mephistopheles wants to know where ies of malebranche. The pit fiends and MOVE: 19/29
they are and what they are doing at all malebranche dwell in the rocky spires HIT DICE: 82 hit points
times. All three devils delight in deceiv- and pits of the outermost fringes of % IN LAIR: 90%
ing their lord as to precisely where they Caina. These are hot regions crisscrossed TREASURE TYPE: R, X, Z
are and what they are doing, but such by colder, steaming, slimy waters which NO. OF ATTACKS: 1
deceptions are always small things, for at length give way to marches of icy ooze DAMAGE/ATTACK: 2-12
they dare go no further in light of the which rise at length into the frozen SPECIAL ATTACKS: See below
possible punishments. mountains of the planes interior. SPECIAL DEFENSES: See below
A visitor will find Caina numbingly The strength and ambition of the pit MAGIC RESISTANCE: 80%
cold without heat, most warm-blooded fiends (particularly those named above) INTELLIGENCE: Supra-genius
creatures can only survive for a few hours are a weakness in Mephistopheles con- ALIGNMENT: Lawful evil
before suffering chills, later frostbite, and trol over his own plane a weakness SIZE: M (5½ tall)
then death. Certainly any such creature encouraged and delighted in by his foes PSIONIC ABILITY: 229
that goes to sleep, falls unconscious, or is particularly Baalzebul, who has spies Attack/Defense Modes: All/all
rendered immobile in the open without among the malebranche, and seeks to fos-
heat will die shortly. Ice devils will be ter unrest. Only a few of the pit fiends Baalphegor is consort to Mephisto-
immediately attracted to any fire (note remain strictly loyal to Mephistopheles pheles, and a most highly regarded she-
that the raw materials for such a blaze (without Hutijin, the Cold Lord would devil. Personally attractive (and a prac-
will have to be brought by the visitor, soon face open revolt and could not hold ticed diplomat), she is charming in
28 AUGUST 1983
manner and artful in thought; she has SPECIAL DEFENSES: See below Description: Bele appears as a tall,
invented many of the strategies and devic- MAGIC RESISTANCE: 70% handsome, hollow-eyed man with ivory
es used in the hells. Asmodeus regards her INTELLIGENCE: Genius skin, a curling beard and pencil-thin
as one of his most valuable assets, and ALIGNMENT: Lawful evil mustache, a low, nasal voice, tiny horns,
tolerates the machinations of Mephisto- SIZE: M (6 tall) and long black robes. Beneath the robes
pheles largely because of her. Baalphe- PSIONIC ABILITY: 232 are concealed a short forked tail, a
gors own desires are seldom revealed; she Attack/Defense Modes: All/all crimson-skinned lower torso, and a belt
appears loyal to the hells and devoted to bearing Beles black rod of office (equiv-
Mephistopheles, and manages to avoid Bele serves Mephistopheles as justiciar alent to a rod of smiting) and a dagger of
making a distinction between the two. of Caina, spending most of his time in venom. When Bele disrobes, his leathery
Baalphegor can use the following spell- the fortress of Mephistar, dispensing wings can spread to a surprisingly large
like powers, one at a time and once per impartial justice within the Cold Lords (20) wingspan.
round: pyrotechnics, produce flame, ani- realm. Some in Caina (among the pit
mate dead, dispel magic, charm person, fiends) openly doubt if Beles justice is
suggestion, detect invisibility, enchant an impartial but it is true that Mephisto- ADONIDES (Duke of Hell)
item, permanency, teleport, and (fulfill pheles does not intervene on a case-by-
anothers limited) wish. Once per day case basis to overrule or influence his FREQUENCY: Unique (Very rare)
Baalphegor can employ a finger of death, judgements. Mephistopheles and Bele do NO. APPEARING: 1
once per day unleash chain lightning, agree upon (and periodically discuss) the ARMOR CLASS: 2
and once per day heal herself. She causes basic principles and some specific details MOVE: 16/28
fear (2 range) by pointing at the desired of what precisely justice, in Caina, is HIT DICE: 121 hit points
creature (save vs. spell at 2 to avoid). She and should be. As a result, Beles judg- % IN LAIR: 55%
can summon 1-2 devils with a 75% chance ments are opposed to any rebellious or TREASURE TYPE: R, X, Z
of success. Baalphegor regenerates 1 point disorderly actions, although they occa- NO. OF ATTACKS: 2
of damage every 4 rounds. sionally stand against Mephistopheles DAMAGE/ATTACK: By weapon type +7
Description: Baalphegor is a musical- orders. Perhaps the most important fact SPECIAL ATTACKS: See below
voiced, beautiful female, apparently in the matter is that Bele would not have SPECIAL DEFENSES: See below
human, save for her ruby-red eyes, forked his present office without the permission MAGIC RESISTANCE: 70%
tail, and slim, delicate leathery wings. of Mephistopheles; if Beles judgments INTELLIGENCE: Exceptional
Her feet are human in appearance, and ever run too much against his masters ALIGNMENT: Lawful evil
she is sleek and curvaceous, with will, that office will end. Bele has no real SIZE: L (8 tall)
cinnamon-brown skin. She appears treasure, on Mephistopheles orders. PSIONIC ABILITY: 228
young and carefree, but when angered her Bele can use the following spell-like Attack/Defense Modes: All/all
light voice can crack like a whip, and her powers at will, one at a time and once per
eyes flash fire. round: pyrotechnics, produce flame, ice Adonides serves Mephistopheles as the
storm, ESP, detect lie, know alignment, steward of Caina, responsible for the
tongues, read magic, read languages, hold security and internal stability of the
BELE (Duke of Hell) person, hold monster, fools gold, legend realm. His experiences thus far have
lore, teleport, and (fulfill anothers made him mistrust all pit fiends (even
FREQUENCY: Unique (Very rare) limited) wish. Twice per day he can cause watching the dukes Nexroth and Hutijin
NO. APPEARING: 1 a flame strike, and once per day he can with a wary eye), and to suspect every ice
ARMOR CLASS: 3 banish (as in the spell banishment) a devil and malebranche of being a spy for
MOVE: 14/20 creature (or creatures) of up to 16 levels or Baalzebul. Adonides is naturally cruel
HIT DICE: 112 hit points hit dice to its own plane. Bele causes fear and high-handed, and since Barbas is
% IN LAIR: 95% by voice tone in a 6 radius (save vs. spell chamberlain of Mephistar, and the stew-
TREASURE TYPE: Nil at 3 to avoid). He can summon 1-3 ice ard has no authority there the steward
NO. OF ATTACKS: 1 devils (60% chance of success), or 1-2 pit of Caina spends much of his time roam-
DAMAGE/ATTACK: By weapon type +8 fiends (30%). Bele regenerates 1 hit point ing the plane with a guard of 16 ice dev-
SPECIAL ATTACKS: See below per round. ils, searching for and punishing intruders
D RAGON 29
and those who misbehave or act to betray MOVE: 16 rod topped with a hook at one end. It was
Mephistopheles. In battle Adonides bears HIT DICE: 110 hit points fashioned by a chaotic good smith, and
a twisted, spiked +1 staff (1-8 +1 damage, % IN LAIR: 95% does 4-24 damage to devils and other LE
+7 if Adonides wields it) with which he TREASURE TYPE: R, X, Z creatures, but only 2-8 damage to others
can strike twice (against 2 different NO. OF ATTACKS: 2 (of S or M size; only 1-6 vs. L). Barbas
targets, if he so wishes) in a round. DAMAGE/ATTACK: By weapon type +7 also bears a dagger of venom (perhaps
Adonides can use the following spell- SPECIAL ATTACKS: See below more than one) hidden about his person.
like powers, one at a time and once per SPECIAL DEFENSES: See below Barbas can employ the following spell-
round: pyrotechnics, produce flame, ice MAGIC RESISTANCE: 65% like powers, one at a time and once per
storm, wall of ice, cone of cold (1d4 + 16 INTELLIGENCE: Exceptional round: pyrotechnics, produce flame, wall
damage), lightning bolt (4d6), detect lie, ALIGNMENT: Lawful evil of ice, lightning bolt (2d6), detect lie,
know alignment, dispel magic, teleport, SIZE: L (10 tall) ESP, tongues, hold person, shield, tele-
and (fulfill anothers limited) wish. Once PSIONIC ABILITY: 224 port, and (fulfill anothers limited) wish.
per day Adonides can heal himself (or Attack/Defense Modes: All/all Once per day Barbas can use a symbol of
another, by touch), and once per day he insanity, and once per day he can slay liv-
can use a symbol of stunning. He causes Barbas serves Mephistopheles as cham- ing (by touch; saving throw at +1). Barbas
fear by pointing at the desired creature berlain, running the citadel of Mephistar causes fear by eye contact (at will, one vic-
(one target per round; save vs. spell at 1 and seeing to the security of Mephisto- tim per round, 4 effective range). He can
to avoid), and can summon 1-6 ice devils pheles treasure. Proud and arrogant, summon 1-3 ice devils (60% chance of
(70% chance of success) when desired. He Barbas is as openly cruel as any devil in success), or 2-8 spined devils (70%). He
regenerates 2 hit points per round. Caina is allowed to be under the rule of regenerates 1 hit point per round.
Description: Adonides appears as a Mephistopheles. Totally unscrupulous Description: Barbas appears as a giant,
young, long-haired, darkly handsome and dishonest, Barbas is kept in check bearded man with large lips and an
man of giant stature. He has unusual and the treasure in his care where it is enormous belly. He wears voluminous
glittering black eyes and a fanged grin. supposed to be by the combined scru- robes, which conceal his forked tail,
The hair hides two small horns; Adonides tiny of Bele, Adonides, and Mephisto- hooves, and crimson skin covered with
wears robes to hide his short forked tail pheles himself. He retains his position by thick, oily black hair.
and scarlet torso. the brilliant deceptions he practices in the
name of security, catching or misdirect-
ing the spies of other arch-devils and BIFRONS (Duke of Hell)
BARBAS (Duke of Hell) deflecting the greed of those native to
Caina. Barbas is lazy and gross-bodied, FREQUENCY: Unique (Very rare)
FREQUENCY: Unique (Very rare) but snake-quick in battle, and attacks NO. APPEARING: 1
NO. APPEARING: 1 twice per round with his staff of striking. ARMOR CLASS: 3
ARMOR CLASS: 3 He also bears a goad, which is an iron MOVE: 18
HIT DICE: 141 hit points
% IN LAIR: 65%
TREASURE TYPE: R, Q(x6), Z
NO. OF ATTACKS: 2
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 65%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: L (12 tall)
PSIONIC ABILITY: 228
Attack/Defense Modes: All/all
36 AUGUST 1983
powers, one at a time and once per round: damage per strike. Each tentacle can defiant of all beings of whom he is scared
pyrotechnics, produce flame, flame arrow withstand 6 cumulative points of damage (in other words, those stronger than him-
(by touch), animate dead, lightning bolt before being severed. Note that Buer will self). Asmodeus tolerates this because of
(4d6), dispel magic, fly, remove (or be- regenerate damage to these along with the all the dukes, Bune is the quickest and
stow) curse (by touch), find familiar (for rest of his body. most careful in the execution of his
another; imps only), cure (or cause) dis- orders. Bune is content with his position,
ease (by touch), detect invisibility, detect sees Asmodeus as the most powerful arch-
magic, know alignment, teleport, and BUNE (Duke of Hell) devil and thus the safest lord, and will
(fulfill anothers limited) wish. Twice per not betray him.
day he can cause a flame strike, and once FREQUENCY: Unique (Very rare) Bune can use the following spell-like
per day he can use a symbol of hopeless- NO. APPEARING: 1 powers at will, one at a time and once per
ness or one of discord. He causes fear by ARMOR CLASS: 3 round: pyrotechnics, produce flame, ani-
his bellow (6 effective range; save vs. MOVE: 12/18 mate dead, dispel magic, detect invisibil-
spell to avoid), and can summon 1-3 pit HIT DICE: 136 hit points ity, detect magic, tongues, locate object,
fiends (70% chance). Buer regenerates 2 % IN LAIR: 90% flaming sphere, magic missile (6 missiles
hit points per round. TREASURE TYPE: I, Q(x10), W, Z per spell), teleport, and (fulfill anothers
Description: Buer resembles a centaur NO. OF ATTACKS: 2 limited) wish. Once per day Bune can cast
(human torso with arms, horses body) DAMAGE/ATTACK: 2-5 or by weapon a cone of cold (9d4 +9), once per day heal
with gleaming silver skin and white hair. type +8 himself, and once per day use a symbol of
He has staring red eyes and red horns, SPECIAL ATTACKS: See below death. Bune causes fear (save vs. spell at
and his four hooves are cloven and have SPECIAL DEFENSES: See below 2 to avoid) by touch, and can summon 1-4
crimson fetlocks. He wears a belt about MAGIC RESISTANCE: 70% malebranche (70% chance of success) or a
his body, carrying a +2 mace and a +1 INTELLIGENCE: Exceptional pit fiend (40% chance of success) to his
bow; the belt also carries four quivers ALIGNMENT: Lawful evil aid. Bune regenerates 2 hit points per
(two on each side) containing 20 arrows SIZE: L (12 tall) round.
each. He can flame arrow and fire such a PSIONIC ABILITY: 229 Description: Bune appears as a male-
shaft in one round, or fire two arrows, or Attack/Defense Modes: All/all branche, except that his scaled body is
strike twice with his mace. green in hue (coppery on the belly and
From Buers hips (that is, the upper Bune is a duke in the service of Asmo- loins), and his talons are silvery in color.
portion of his back, just above the fore- deus, commanding 30 companies of Bunes head, however, is human with
legs) protrude six 10-long prehensile ten- malebranche. He is greedy (fond of mate- dog-like furry ears and a great griffon-like
tacles, which have no strength to grip but rial wealth) and enjoys manipulating beak. His voice is high-pitched and lilt-
can flail at any opponents (up to six lesser beings of all sorts (including his ing, although he will screech if he
separate targets) within 1. Each tentacle warriors). His loyalty to Asmodeus is becomes infuriated, and he is an excellent
slaps for 2-8 corrosive, stinging acidic solid, but he is naturally cheeky to and mimic of other beings.
D RAGON 37
Bune fights with a saw-edged sword, He often wrestles with the pit fiends liked in the hells, but he is loyal to
shaped somewhat like a leaping flame under his command, hurling them about Asmodeus and has little personal pride.
(2-8 base damage), and a trident. He bears and roaring. He is respected by the pit Rimmon rarely fights with a trident, get-
the sword and any treasure (in a pouch) fiends for his fairness to them and his ting 2 attacks per round, one for weapon
by means of a belt, but rarely wears any loyalty to Asmodeus. He despises weak- damage +6 and the other 4-16 for his tail.
other clothing. Bunes bite does 2-5 dam- ness, and is angered by creatures who Unarmed, he does 2-8 damage with each
age; if he is unarmed, his claws do 2-8 bluff or presume to have a strength or sta- set of claws plus 4-16 for his tail.
damage each, but he will snatch up a tion they do not possess or deserve. Morax Rimmon can use the following spell-
weapon at any opportunity. respects Bifrons, Geryon, Asmodeus, and like powers, one at a time and once per
other physically strong devils, and has lit- round: pyrotechnics, produce flame, fly,
tle time for sneaks or those who hide dispel magic, detect invisibility, detect
MORAX (Duke of Hell) behind magic (for example, Phongor magic, wall of ice, ice storm, cone of cold
and Adramalech, in Nessus). Morax and (5d4 +5 damage), lightning bolt (4d6
FREQUENCY: Unique (Very rare) Alastor are good friends, and will aid damage), teleport, and (fulfill anothers
NO. APPEARING: 1 each other when one is in need, know- limited) wish. Twice per day he can
ARMOR CLASS: 3 ledge of the situation and opportunity unleash chain lightning (7d6), and once
MOVE: 12/16 permitting. per day he can use a symbol of pain.
HIT DICE: 135 hit points Morax can use the following spell-like Rimmon radiates fear in a 2 radius at
% IN LAIR: 90% powers, one at a time and once per round: will, has 60 infravision, and regenerates
TREASURE TYPE: H, I, Y pyrotechnics, produce flame, fireball 2 hit points per round.
NO. OF ATTACKS: 2 (2d6), dispel magic, detect invisibility,
DAMAGE/ATTACK: 3-12/3-12 detect magic, teleport, and (fulfill anoth-
SPECIAL ATTACKS: See below ers limited) wish. Once per day he can ZAGUM (Duke of Hell)
SPECIAL DEFENSES: See below cause earthquake, and once per day use a
MAGIC RESISTANCE: 75% symbol of stunning. He causes fear by FREQUENCY: Unique (Very rare)
INTELLIGENCE: Exceptional touch (save vs. spell at 2 to avoid), and NO. APPEARING: 1
ALIGNMENT: Lawful evil can summon 1-3 pit fiends (75% chance) ARMOR CLASS: 2
SIZE: L (12 tall) at will. Morax regenerates 2 hit points per MOVE: 12
PSIONIC ABILITY: 223 round. HIT DICE: 127 hit points
Attack/Defense Modes: All/all Description: Morax is a cloven-hooved, % IN LAIR: 85%
humanoid devil. He has a bull-like head, TREASURE TYPE: C, P
Morax is a duke in the service of with massive curved horns (somewhat NO. OF ATTACKS: 3
Asmodeus, leading nine companies of pit like Moloch), bat-like wings, and heavily DAMAGE/ATTACK: 3-12/3-12/4-16
fiends. He is a being of few (and well- muscled arms. He has a short forked tail. SPECIAL ATTACKS: See below
chosen) words, but exults in a good fight. His entire body is a dark, dirty brown in SPECIAL DEFENSES: See below
hue, and his eyes are scarlet. He has a MAGIC RESISTANCE: 65%
cluster of 2-inch-long spines on his chest, INTELLIGENCE: Exceptional
and in battle loves to hug victims against ALIGNMENT: Lawful evil
this cluster (piercing and crushing dam- SIZE: L (16 tall)
age of 4-24 points per round). He prefers PSIONIC ABILITY: 228
to fight by hurling two throwing axes Attack/Defense Modes: All/all
and then closing with opponents to use
his hands (3-12 each). If he wields a weap- Zagum is a duke serving Asmodeus,
on (a rare thing), Morax does damage by and commands 30 companies of barbed
weapon type +7. devils. He is ambitious and cold-blooded,
but considers cruelty a self-indulgent
waste of time, whereas humor (laughing
RIMMON (Duke of Hell) with fellow devils) pays dividends in
terms of comradeship, mutual aid,
FREQUENCY: Unique (Very rare) respect, and cooperation. Therefore
NO. APPEARING: 1 Zagum has a sense of humor, if a coarse
ARMOR CLASS: 4 one, and is constantly inventing jokes or
MOVE: 9 stunts that amuse rather than harm.
HIT DICE: 125 hit points Zagum can use the following spell-like
% IN LAIR: 90% powers, one at a time and once per round:
TREASURE TYPE: Q(x6), R pyrotechnics, produce flame, wall of fire,
NO. OF ATTACKS: 3 dispel magic, hold person, hold monster,
DAMAGE/ATTACK: 2-8/2-8/4-16 fly, teleport, and (fulfill anothers
SPECIAL ATTACKS: See below limited) wish. Twice per day he can cause
SPECIAL DEFENSES: See below a flame strike, and once per day employ a
MAGIC RESISTANCE: 65% symbol of pain. He causes fear by gaze (1
INTELLIGENCE: Exceptional effective range, save vs. spell at 2 to
ALIGNMENT: Lawful evil avoid), and can summon 1-4 barbed devils
SIZE: L (12 tall) (75% chance of success) as desired. Zagum
PSIONIC ABILITY: 224 regenerates 2 hit points per round.
Attack/Defense Modes: All/all Description: Zagum appears as a gigan-
tic barbed devil, with a long (15) tail and
Rimmon is a duke serving Asmodeus. a jagged row of barbed spines running up
He leads five companies of ice devils in his back, culminating in a bony collar
battle, and appears as an ice devil with a edged with spines at the back and sides of
handsome, human-like diabolic horned his head. His scaled skin is crimson in
head. He is nasty and sarcastic and little hue, his eyes yellow with black pupils.
38 AUGUST 1983
column, From the Sorcerers Scroll, or Planes), all such spells will work prop-
Spells in the hells Len Lakofkas column, Leomunds Tiny erly. A demigod can be contacted on the
Hut. Note that new spells published after second plane down; a lesser god, the
There is much more to be done before issue #69 of DRAGON Magazine are third; and a greater god, five planes
the Nine Hells are truly playable. As unknown to me as of this writing, and down. No contact of any sort can be
another step in that direction, the hence are not covered. These alterations made from the 6th-9th planes of the Nine
remainder of this presentation is devoted (and those of magical items and character Hells unless permission is given from the
to some suggested spell alterations (that abilities, detailed hereafter) are of neces- ruler of the plane.]
is, differences in the performance of spells sity incomplete: few are eager to learn Dispel evil: X
on the Prime Material Plane compared to such alterations the hard way, by experi- Flame strike: X
the plane in question), primarily for the mentation in the hells, and few who do Insect plague: X
plane of Avernus. (Editors note: Frank learn return to tell the tale. Quest: X
Mentzer, one of the resident rule experts Spells are listed by class, and within Raise dead: X
on the AD&D game at TSR Hobbies, each character class by ascending level,
Inc., responded to our request for addi- alphabetically by name within each level. Aerial servant: X [See commune.]
tional help by offering some additions X equals ineffective. Conjure animals: X [See commune.]
and suggested corrections to the authors Find the path: X
spell list. We have used [square brackets] [Word of recall: Will only work from
to set off Franks remarks from Ed Cleric spells the 1st-6th planes; the 7th-9th planes are
Greenwoods original material.) too far removed.]
The defensive strategy of the Nine Command: Ineffective against greater
Hells is to confine all entries to this devils. [Astral spell: Will only work from the
plane, so that hostile or unauthorized vis- Detect evil: Evil is so overwhelming 1st of the Nine Hells.]
itors can be dealt with on Avernus and that this spell can only be used nega- Control weather: X
not in the realms of any of the arch- tively; i.e., to detect the absence of evil in Earthquake: X
devils. If an attacker is strong, the arch- a specific object or creature. Exaction: Ineffective versus devils.
devils merely send more and more of their [Light and continual light spells have [Gate: Affects deities in limited fashion,
armies (who, given an arch-devils areas of effect of half normal size and as per commune (see above).]
authorization, can move freely about the intensity, and may attract wandering res- Henleys digit of disruption: Ineffec-
hells) to Avernus, into the fray, until the idents of the plane, if any (1 in 6 chance, tive, but caster will know this upon
foe is overwhelmed. If this strategy works, check per turn).] thinking of the spell, prior to casting.
further details of the rest of the Nine Protection from evil: X Holy word: Ineffective. (Unholy word
Hells may never be necessary. Protection from good: Effects of double will be effective only if caster worships
strength. one of the arch-devils, and then only
[Purify food & drink: X] against lesser devils.)
Magic alterations Sanctuary: Ineffective versus arch- Resurrection: X
devils; other creatures attacking caster
The Nine Hells are environments very gain a +2 bonus on saves vs. spell.
different from the Prime Material Plane. Druid spells
The arch-devils have, over a span of time Chant: X
far beyond mans ken, twisted facets of Holy symbol: Ineffective, and any Entangle: X
the nature of the hells to their own ends, attempt to cast will draw the nearest devil Predict weather: X
resulting in magical conditions forbid- to the place of casting, quickly. [Purify water: X]
ding to intruders. As a rule of thumb, Messenger: X
spell casters entering the Nine Hells will Heat metal: Functions normally, but
find that they cannot contact or summon Dust devil: X note that devils suffer no damage from
creatures from other planes; cannot con- Enthrall: X the hot version and only half damage
trol fauna, flora, or weather; and in par- Prayer: X from the cold version.
ticular they will face many creatures (the [Speak with dead: X] [Obscurement: Half normal dimen-
devils) that are immune to the effects of sions, 1/8 normal volume (½ cube/level).]
most mind- and control-related spells. Abjure/implore: Both forms ineffective
Clerics and druids cannot regain spells Ceremony, consecrate ground: X [Call lightning: X]
above 2nd level, once cast, and the effects Divination: X Plant growth: X
of many spells and even magical items are Negative plane protection: X Summon insects: X
altered. A protection from devils scroll, Protection from evil, 10 radius: X
for instance, would be ineffective if read [Note that a paladins radiant protection Animal summoning I: X
in the hells. [A scroll of protection from effect (and that of any other creature con- Call woodland beings: X
devils would still have effect, but only nected to the Positive Material Plane) is Hold plant: Plants native to the hells
that of a normal protection from evil, merely reduced from 10 radius to per- save vs. the spell at +2.
10 radius spell effect. Partial reading sonal effect only.]
gives the 2 penalty to attacks of, and the Protection from good, 10 radius: Animal growth (or reduction): X
+2 bonus to the saving throws of the effects of double strength. Animal summoning II: X
defenders from, the given type of devil (3, Commune with nature: X
7, or 10 segments to affect lesser, greater, Atonement: X Insect plague: X
or all devils, respectively). However, con- Commune: X [Commune, aerial ser-
tact with any magic-resistant creature vant, conjure animals, and other spells Animal summoning III: X
might cause the protection to vanish involving direct contact with another Conjure fire elemental: X [Conjure
(normal MR check applies).] plane might work, depending on the elemental (fire or earth) works from
Suggested spell alterations are given power of the being contacted and the Avernus only.]
below, including those for spells pub- actual plane of the Nine Hells on which [Feeblemind: Treat all devils as if
lished in earlier issues of DRAGON® the spell is cast. If on the outermost (or human clerics (+1 to save).]
Magazine, either from E. Gary Gygaxs first, or highest, or closest to the Inner Weather summoning: X
D RAGON 39
Chariot of Sustarre: This spell is effec- Detect evil: See note under cleric spells. [Wall of ice: Duration is but 1 round
tive on Avernus, but not when cast on Forget: Ineffective against all devils. per level in most warm areas of the hells.]
any of the other hells. [Invisibility (all sorts): The DM must
Confusion: Ineffective versus greater remember to check each devils chance of Avoidance: Ineffective versus the
devils; lesser devils save vs. spell at nor- detecting invisibility (as applicable), apparel or possessions on the person of a
mal, not at 2. based on intelligence and hit dice (DMG devil.
Conjure earth elemental: X [But see p. 60). Thus, any form of invisibility is Conjure elemental: X [See note under
conjure fire elemental above.] often ineffective against arch-devils.] druid spell conjure fire elemental.]
Control weather: X Invitation: ineffective against devils Contact other plane: Effective only to
Creeping doom: X [Rope trick: The extra-dimensional other planes within the hells. [Ignore the
[Finger of death: Ineffective against any space will be on an adjacent level of the elemental line in the spell description,
devil.] hells, and may invite unexpected visitors calculating all distances as needed.]
[Reincarnation: X] (cf. gate).] Dismissal: Effective in the normal
Scare: X manner, but its reverse, beckon, will
[Shutter: Will not affect a devils never succeed in summoning a creature
Magic-user spells talisman.] from any plane but one of the other hells.
Tashas uncontrollable hideous laugh- Distance distortion: X
Cantrips Bee: X; Bug: X; Change: ter: Ineffective versus greater devils. Dolor: Ineffective versus devils and
ineffective vs. creatures native to the hells; other creatures native to the hells.
Gnats: X; Mouse: X; Spider: X; Yawn: Cloudburst: X Nothing will happen when it is cast; the
ineffective vs. creatures native to the hells. Material: X target devil will not charm and dominate
Monster summoning I: X the caster.
Find familiar: Will work only if cast by Protection from evil 10 radius: X [Feeblemind: See note under the druid
a lawful evil or neutral evil magic-user; Protection from good 10 radius: Effects spell of the same name.]
only imps can be summoned in the hells. will be of double strength. Leomunds lamentable belabourment:
[Light and continual light: See note Sepia snake sigil: Will always miss dev- Ineffective versus devils.
under cleric spells.] ils of any sort. Leomunds secret chest: The chest can
Melt: Ice devils are not affected by this be summoned on Avernus, but not on any
spell, suffering no damage. Charm monster: Ineffective versus of the other hells, and in no case will a
Mount: X greater devils; lesser devils save at +2. living creature of any sort enter the hells
Precipitation: X Fear: Ineffective versus undead, devils. via such a chest.
Protection from evil: X Fire charm: Ineffective versus greater Magic jar: Ineffective versus greater
Protection from good: Effects will be of devils. devils.
double strength. Monster summoning II: X Monster summoning III: X
Taunt: X Plant growth: X [Wall of iron or wall of stone: These
effects have a duration of 1 turn per level
of the caster.]
Control weather: X
[Death spell: Ineffective against any
devil.]
Ensnarement: X
Geas: Ineffective versus devils.
Invisible stalker: X [See note under the
cleric spell commune.]
Monster summoning IV: X
[Reincarnation: X]
Spiritwrack: Only effective versus devils
(demons cannot be contacted from the
hells), and casting it will attract any
greater and arch-devils on the plane of
casting to the location of the caster,
within 1 turn.
Transmute water to dust: The waters of
marshy areas in the upper hells (e.g.,
Minauros) will be affected by this spell,
but the river Lethe and the waters of the
swamp and ocean of Stygia will not.
40 AUGUST 1983
a limited wish. Such a spell cannot be [Vanish: If the object is of greater bulk check applies).] The reverse of the spell
used to contact a deity or a deitys ser- than the given limit, the object is not will not cause any creatures to appear.
vants except an arch-devil or servants, nor replaced by stone, but is instead entirely Monster summoning VII: X
to gain spells from that deity or servants. unaffected.] Wish: See limited wish, above; condi-
Monster summoning V: X tions are identical except that a wish may
Teleport without error: This can be [Antipathy/sympathy: Any devil on its affect lesser devils.
used to enter or leave the hells, but the home plane is unaffected.]
chance of error in any case rises by 21%. Binding: See torment, above.
Torment: Any unfortunate spell caster Demand: Ineffective versus devils. Illusionist spells
undertaking such a spell will soon learn Mass charm: Ineffective versus greater
that, in the hells, no devil can be bound devils. [Hypnotism: Ineffective against all
in a magic circle, thaumaturgic triangle, [Maze: The extra-dimensional space devils.]
pentagram, or other drawn boundary. is 3 planes removed at best, and may [Light and continual light: See note
(Protective circles will keep some devils at (depending on the level of the hells on under cleric spells.]
bay, however, and physical barriers or which it is cast) have an effect similar to Spook: Ineffective on creatures native
prisons, such as a forcecage, can contain rope trick or gate.] to the hells.
most devils.) Monster summoning VI: X [Wall of fog: Half normal dimensions,
Truename: It is worth noting with Sink: Greater devils are unaffected by 1/8 normal value.]
respect to this spell that no arch-devils this spell. Other creatures of the hells are
true name is known to other devils allowed the usual saving throw. Fascinate: X
(except perhaps Asmodeus; if this were Symbol: Ineffective versus greater Hypnotic pattern: Ineffective versus all
not so, the devil in question would not devils. devils.
retain his or her position for long), and as [Trap the soul: Ineffective against [Invisibility (all forms): See note under
a rule, only arch-devils know the names arch-devils.] magic-user spells.]
of other devils (typically only a few loyal
to them, for they would act quickly to Energy drain: Ineffective in the hells. [Illusionary script: Ineffective against
bring about the downfall of an enemy, by When the spell is called to mind (the con- greater devils.]
means not available to casters of this centration just prior to casting begun), [Paralyzation: Note that a paralyzed
spell). Devils do not bargain with the true the caster will realize that the spell will devil can still perform at will abilities,
names of other devils, although they may not work and if spellcasting is not including teleport.]
bargain for such names. The sending por- undertaken, the spell will not be lost.
tion of the spell will work as a means of Imprisonment: [Ineffective against Confusion: Ineffective vs. greater devils;
delivering willing creatures from the hells arch-devils, but will place any other devil lesser devils save vs. spell at par, not at 2.
to other, safer planes, or as a means of into temporal stasis until dispelled (and [Emotion: Ineffective against greater
transport within the hells. note that a standard magic-resistance devils.]
D RAGON 41
[Minor creation: Half normal duration, Magic item alterations will only animate dead raising a
or 1/10 normal duration when on the mindless, undead zombie which will obey
7th-9th planes of the hells.] Potion of fire resistance: Effective anyone bearing the rod. The zombie is
Phantasmal killer: Ineffective versus against the natural fires of the hells and subject to the usual damage and continu-
greater devils. those magically produced by creatures ing decay while animated, and if removed
[Shadow monsters: All have half the such as nightmares, up to and including from the hells to another plane, will
given hit points, and inflict half the given malebranche but, the potion seems revert to an inanimate, lifeless corpse.
damage against victims who make their ineffective against the fiery magics of pit Rod of rulership: Such rulership is
saving throws, due to the remote position fiends and all greater unique devils. (A ineffective against hellcats and all devils.
of the hells with respect to the Plane of ring of fire resistance seems strong [Rod of smiting: Acts as a +1 weapon
Shadow.] enough to protect against such powerful in the first hell, and non-magical on
Solid fog: Does not reduce the move- magical fires.) planes further removed; however, one
ment of creatures native to the hells. Potion of gaseous form: An adventurer charge is still used on a roll of 20, and
using such a potion exploded when triple normal damage is still inflicted
Chaos: X struck by a firewind, while fleeing across thereby (if the victim can be damaged by
[Demi-shadow monsters: See shadow the rifts of Nessus. Companions of the normal weapons).]
monsters above.] lost one say the firewind appeared drawn Staff of command: Ineffective in the
[Major creation: Half normal duration, to the gas. hells.
or 1/10 normal duration when on the Oil of etherealness: [No effect.] Ethereal Staff of the magi: Protection from evil
7th-9th planes of the hells.] individuals are apparently not invisible power ineffective, protection from good
Maze: [See note under magic-user spell in the hells. of double strength. Plane travel power is
of the same name.] Potion of treasure finding: Apparently unaffected, but conjure elemental func-
[Shadow door: The invisibility is inef- ineffective in palaces and caves of the tion will be ineffective. The retributive
fective against arch-devils.] Nine Hells. strike power is unaffected, and has oper-
[Shadow magic: Victims failing their Ring of djinni summoning: The djinni ated most efficiently in the hells! [For
saving throws take only half normal will not feel its summons, nor appear, if staff of the magi and staff of power, see
damage.] such a ring is rubbed when in the hells; notes on spell alterations for light, invisi-
[Summon shadow: X] its operation is suspended. bility, etc.]
Ring of elemental command: Such a Staff of the serpent: Hell hounds, hell-
Conjure animals: X ring is inoperative in the hells, and none cats, and all devils are immune to the
[Demi-shadow magic: See shadow of its effects or properties (including sav- poison of the adder version.
magic above.] ing throw penalties) will be effective. [Staff of striking: Acts as a +1 weapon
[Mass suggestion: Ineffective against Ring of fire resistance: See potion of in the first hell, and non-magical on
arch-devils.] fire resistance, above. planes further removed; however, charges
[Permanent illusion: Lasts only 3 min- Ring of human influence: All devils, still double or triple normal damage (if
utes after concentration ends.] even if in human or humanoid form, are the victim can be damaged by normal
[Shades: See shadow monsters above.] totally unaffected by such a ring. weapons).]
Ring of multiple wishes: Any wishes Staff of withering: Ineffective in the
Alter reality: Devils are in no way that affect any greater or arch-devil (other hells (refer to DMG).
affected by an alter reality cast in the than to free the speaker or a stated crea- Wand of conjuration: The monster
hells; the conditions limiting the spell are ture from the physical grasp or confine- summoning function will be ineffective,
identical to those on the magic-user spell ment of such a being) are beyond the but charges will be drained and lost
limited wish (see above). power of the magic of the item. Requests in the usual manner when this power is
[Astral spell: See note under cleric spell involving exit from the hells will be called upon.
of the same name.] granted, as will wishes involving travel Wand of enemy detection: Ineffective in
Shadow walk: X from place to place within the hells, but the hells.
Vision: X [Works normally on the first such travel will not extend to captive dev- Wand of fear: Ineffective in the hells.
of the Nine Hells.] ils or other creatures of lawful evil Wand of magic detection: Ineffective in
Weird: Ineffective versus greater devils; alignment, and may not operate to the the hells.
lesser devils save at +3; ineffective versus precise destination requested. Wand of metal and mineral detection:
undead. Ring of three wishes: See ring of mul- Ineffective in the hells.
(Note that in this list, the term greater tiple wishes. For limited wish items, see [Wand of wonder: No effect if heavy
devil includes arch-devils unless the two that spell under the above list of spell ruin, summon, or create any creature,
terms are used separately in the same alterations. plant, or object (rhino, butterfly, grass, et
entry.) Ring of water walking: This item will al.) is indicated; only certain spell effects
[General note on limited and full operate in the marshes of Minauros and will be produced.]
wishes: The ruler of any plane of exis- probably elsewhere in the hells as well, Arrow of direction: Ineffective; it will
tence (including the Nine Hells) has full but demonstrably does not function with fall in random directions when used in
and final veto power over any wish cast respect to Lethe, the River of Forget- the hells, although this may not be
within its/his/her territorial jurisdiction. fulnss, on Nessus. immediately evident to the user.
This power might or might not be exer- Rod of beguiling: [Ineffective against Bag of beans: The soil and water of the
cised with any given wish, depending on all residents on their home planes.] hells cannot cause such beans to sprout.
the nature of the ruler and the wish. [Rod of lordly might: In the first hell They retain, however, their explosive
However, the exceedingly lawful nature (Avernus), the battle axe effect is +2, the property.
of the hells is such that the ruler will spear +1, and other weapon effects are Bag of devouring: A bag of devouring
immediately know of any and all such non-magical. Deductions apply for will never be found in the hells, and will
attempts, and will immediately (in all but planes further removed. All mechanical not enter them; it will disappear (along
exceptional circumstances) cancel, mod- effects work normally.] with any contents) instantaneously if its
ify, or grant the effects, quite possibly Rod of resurrection: This item will not bearer enters any of the hells.
arriving in person (with all appropriate function properly in the hells. If its Book of exulted deeds: Cannot be
guards and assistants) to adjudicate the employment is attempted, charges will be touched by lesser devils, against whom it
matter.] drained in the usual manner, but the rod functions as though it were a protection
42 AUGUST 198 3
from evil of 20 radius, and if any such for the following: knight will arrive by this item will not function normally: evil
approach to 10 distant, they take 2-12 means of plane shift in 1-3 rounds, clerics (or evil creatures of any sort) will
electrical damage (no save), and are re- bewildered but fully armed and armored, not be swallowed up in a flaming chasm.
pulsed. This applies also to non-diabolic fresh and at full hit points and will Such a talisman has a marked effect on
creatures of the hells. Greater devils take immediately recognize the character he all vile creatures in the hells (including
1-6 damage per contact, and are (save at wishes to follow. Flames will cause the devils); the touch of one (to hit roll
+1) confused (75%), slowed (20%), or both devil (DMs choice as to identity, but it required) will do any such creature 12-48
(5%) for 1-4 rounds at every contact with will be a devil somewhere in the hells at points of damage (no saving throw), and
such a book. Arch-devils take 2-4 points the time the card is drawn) to imme- drain 1 charge. If its charges are
of damage upon touching such a book, diately see the character who has drawn exhausted in the hells, such a talisman
and their touch destroys it. the card, and know the precise location of will darken, shrivel, and crumble.
Bowl commanding water elementals: the character at that time. If balance is Talisman of ultimate evil: Will func-
Ineffective in the hells. drawn and the characters new alignment tion normally in the hells, but will not
Bowl of watery death: Will function is lawful evil, betrayal of the party in lose any charges, regardless of the number
normally in the hells. A tiny, drowned such a way as to gain the most status for of uses to which it is put. Devils will not
magic-user will turn into a lemure of the newly lawful evil character will be the have or know how to use such talismans.
normal size if still in the hells after 60 ultimate result. Trident of fish command: Any aquatic
turns have elapsed. Eyes of charming: Charm powers are life to be found in the hells (i.e., in the
Brazier commanding fire elementals: not effective versus devils or other mon- swamp or ocean of Stygia or the river
Ineffective in the hells. sters; the eyes enable the wearer to charm Lethe) is unaffected by such a trident.
Brazier of sleep smoke: When a fire is person only. [General note on magic items: For
lit in such a brazier when in the hells, Helm of teleportation: This item will items constructed on the Prime Material
clouds of billowing smoke will pour function properly in the hells, but there is Plane, all magic weapon plusses are
forth, but it has no sleep effects, and no a 33% chance that the destination reached dropped by 2 on the first of the Nine
fire elemental will appear. The smoke will be slightly different than that Hells (Avernus), and by 1 more for each
will dissipate, and the fire go out, in 2-6 intended i.e., a teleport into an infer- plane further removed.]
rounds. nal palace might deposit one outside the Note regarding artifacts and relics: All
Censer controlling air elementals: Inef- gates. Inter-planar travel (i.e. into another such items function normally in the hells.
fective in the hells. level of the hells) is of course not possi- It is most unlikely that artifacts or relics
Censer of summoning hostile air ele- ble. This shift phenomenon does not of any sort will be found in the hells. If
mentals: Ineffective in the hells. appear to affect the spell teleport (but there are any such, items dedicated to
Crystal ball: If used while in the hells, evidence available to date is fragmentary), good will not be found among them,
the chance of locating a subject within and in any case the shift effect is and they will lie within the walls of the
the Nine Hells is normal; i.e. as given in entirely separate from the vertical-error arch-devils fortresses not lost or for-
the DMG (note that from one level of the risk of teleportation. gotten for a character to happen upon.
hells to another is to another plane, and Horn of the Tritons: Ineffective if
subject to 25% penalty). Arch-devils will winded in the hells.
always (100%) feel the view-presence of a Horn of Valhalla: Will be effective if
scrying entity, knowing its direction and winded in the hells, and any berserkers
approximate distance after 1-4 rounds of appearing will fight any devils within
observation, if on the same plane, and view before turning on the horn-blower,
knowing the plane after 3-12 continuous if there is any class or alignment conflict.
rounds of observation if the observer is on The berserkers will vanish in 6 turns
another plane. If a crystal ball is (although few will survive that long if
employed in the hells to observe things called into direct combat with devils).
on other planes outside of the hells, there Instrument of the bards: See bards
is a penalty of 33% on locating a subject under character ability alterations, below.
(but only 24% if the subject is on the Iron flask: Any devil or rakshasa
Prime Material Plane). released from such a flask will imme-
Crystal hypnosis ball: If a magic-user diately know where it is and will seek to
should employ a ball controlled by an summon or attract the attention of infer-
arch-devil (and most arch-devils place nal aid to defeat the individual releasing
four to twelve or so on the Prime Material it and any companions.
Plane to further their own ends and to Pipes of the sewers: Rats are present in
observe events) while in the hells, the the hells in only two places: the dungeons
suggestion employed immediately will be beneath the iron city of Dis, and in the
to travel to (or move toward) the location garbage-choked towers of Malagard. Only
of (or the plane of) the controlling arch- when the pipes are played in these places
devil. Rarely (and only if the controlled will rats appear.
individuals party is strong), the devil Robe of eyes: The tracking ability of
may compel the individual to undertake a such a robe is ineffective in the hells, but
mission in the hells, typically stealing otherwise it functions normally.
from or spying on a rival arch-devil. If a Scarab of enraging enemies: Greater
crystal hypnosis ball controlled by a devils and arch-devils are immune to the
being not in the hells is employed by a effects of this item.
magic user in the hells, nothing will Sphere of annihilation: Such phenom-
occur; the crystal ball will seem only a ena are never found in the hells, and can-
non-magical sphere of glassy crystal, not be magically plane shifted or other-
although it will still radiate a detectable wise made to enter the infernal regions.
dweomer. Stone of controlling earth elementals:
Deck of many things: Plaques drawn in Ineffective in the hells.
the hells will have normal effects except Talisman of pure good: In the hells,
D RAGON 43
Character ability alterations immediately realize that the psionic char- commanded to stay close by its master,
acter is invisible to others. will bolt in fear (and likely be lost) when
Combat Molecular agitation: Devils are faced by the diabolic. A paladins protec-
Note that a +2 (at least) or better magic immune to both heat and fire damage tion from evil does not operate in the
weapon is required to physically hit any effects. hells, except as a white, continual light-
unique devil or arch-devil, including the Sensitivity to psychic impressions: Any like radiance enveloping the paladin,
nobility of hell and the outcast devils. psionic character foolish enough to exer- retaining only the +2 saving throw bonus.
DMs should also remember that fire of cise this discipline in the hells will
any sort has no effect on devils or any quickly (within 1 round) be overwhelmed Rangers
other creature native to the hells. by the cumulative violent emotions and The tracking ability of rangers is
Archery: Use of this skill (by any char- horrific visions of the many lemures, entirely lost while in the hells.
acter proficient in it) is impossible on the tormented souls, and evil deeds done here.
plane of Dis, save within Dispaters The effects are as follows: The psionic Thieves
palace itself, or underground (due to the must save vs. death magic or be driven Hiding in shadows is normally impos-
winds), and also impossible in the central insane (melancholia, megalomania, sible with respect to devils and other crea-
rifts of Nessus (due to the firewinds). It mania, manic-depressive, hallucinatory tures of the hells; for game purposes
can otherwise be exercised normally, insanity, homicidal mania, hebephrenia, assume a base penalty of 33% to the
although volcanic activity on Phlegethos, suicidal mania, or catatonia; see DMG). A chance, further modified by the DM for
and fireball formation on Avernus, may psionic character who successfully saves circumstances. Climb walls is often modi-
destroy the occasional missile. will fall unconscious for 1-2 rounds, and fied in the hells for conditions: smooth
Infravision: For elves, half-elves, spell thereafter be confused for 1-4 rounds. iron walls, such as those of the city of Dis
casters employing such a spell, and other (Psionic individuals who are evil by and Mephistar, subtract 20% from the
creatures while in Phlegethos, Malbolge, nature save at +2.) ability to successfully climb them; if
and Maladomini, there is too much back- Mass domination: Ineffective versus heavily rusted, the DM may add another
ground heat in all surroundings for arch-devils and greater devils. 15% penalty to simulate the chance of
infravision to detect anything more than Molecular rearrangement: Any metals the entire wall collapsing or breaking
cold or cool spell effects, objects, etc., contained in diabolical magic items, such away under the weight of the climber.
(and these soon warm from contact with as the fork of Mephistopheles, will not be The treacherous alpine and glacial ice of
the surroundings). affected by this psionic power; nor will its Stygia and Caina subtract 33% from the
use affect the powers of such items. thiefs chance to climb them successfully.
Psionics Telepathic projection: Ineffective ver- A spider climb spell employed by a thief
Psionic processes function with only sus all devils. or other character will overcome such
minor modifications in the hells. Psionic Teleportation: There is a 33% chance penalties, and have its normal effect.
combat is unaffected. that an intended destination will not be
Animal telepathy: All creatures native reached (see helm of teleporation under Assassins
to the hells are considered monsters as Magic item alterations, above). Note that Refer to thief functions, above; assas-
far as this ability is concerned. this is different from mis-teleporting (i.e. sins are subject to the same modifications.
Body equilibrium: Anyone walking low or high), which can also occur (nor- A disguise in which the assassin appears
upon the water of the river Lethe (or for mal probabilities and means of psychic to be a devil will not fool any devil.
that matter, the rivers of fire in Phlege- prevention prevail).
thos, or the lake of Cocytus) will be sub- Monks
ject to the natural effects described in the Clerics Refer to thief functions, above; monks
text of this article. Note that use of this No cleric, regardless of alignment or are subject to the same modifications. A
discipline will not prevent Cocytus from deity, can turn away or command into quivering palm attack cannot affect any
swallowing a psionic character that service any devil while in the hells. devil (and remember, creatures only hit
action is a physical, attacking action and Undead, etc., will be affected normally. by magical weapons are unaffected).
not a matter of the ice giving way and
closing over someone who has fallen. Druids Bards
Detection of good/evil: The over- The flora, fauna, and weather of the Arch-devils and greater devils are
whelming evil of the hells so pervades hells, as mentioned under the list of spell immune to the charming (suggestion)
everything a psionic character concen- alterations above, are largely immune powers of a bard, even when augmented
trates on that good creatures are easier to from magical influence and control. by a magical instrument of the bards. All
distinguish (+33% chance), good objects Druid abilities gained at third and sev- other properties of bards and bardic
slightly so (+10%), and evil creatures or enth levels (refer to the Players Hand- instruments will function normally, with
objects do not betray their potency or book) are unaffected. the following exceptions for abilities that
power by their auras, nor their precise are ineffective for certain instruments:
(lawful, chaotic, neutral) evil alignment. Paladins Fochlucan Bandore, en tangle; Doss Lute,
Domination: This ability functions The detect evil ability of this class will hold animal; Cli Lyre, control winds;
normally in the hells, but arch-devils and prove sensitive enough to distinguish Anstruth Harp, weather summoning;
greater devils are immune. powerfully evil beings and items from the Ollamh Harp, control weather.
ESP: The thoughts of devils will be surroundings, although all things native
meaningless unless the psionic recipient to the hells will display their evil nature Barbarians
is conversant with Mabrahoring, the lan- to the paladin. Paladins may not affect The following barbarian skills are
guage of the hells. The minds of arch- devils while in the hells (see cleric sec- affected while in the hells: tracking (as
devils and greater devils are not tion, above) although this power versus with rangers); animal training (ineffective
unshielded; they cannot be read by undead and the like is unaffected. A war- versus all animals native to the hells);
this means. horse cannot be called while in the hells, outdoor crafts; and survival. The DM
Hypnosis: Devils of all sorts are if it is not taken to the hells with the should rule carefully on what facets, if
immune to this mental power. paladin; note that such steeds will be any, of outdoor crafts and survival
Invisibility: Arch-devils have minds of trembling with fear at all times it is in the become effective after a months existence
too great power to be affected by psionic infernal regions, and if menaced by devils which is no small feat in the
invisibility, but they will not always and/or not constantly reassured and initially alien environment of the hells
44 A UGUST 19 83
NAME: The DRAGON®
magazine index
FREQUENCY: One of a kind
NO. APPEARING: #1#74, plus The
Strategic Review
SPECIAL DEFENSES: Find lost article,
avoid confusion
explaining why we did what we did, so that the
Two things about dragons are generally true: index will be understandable and easy to use.
They live for a long time, and they accumulate This listing of articles and features is as com-
lots of treasure. Fortunately, the same two prehensive as we could make it without going
things are true of DRAGON® magazine, and the into burdensome detail. It has a different format
information that appears on the following six from the first index that appeared way back in
pages is proof of that fact. issue #40 but it does include all of the impor-
Those pages contain an index of all the sig- tant information from the original index as
nificant material that was printed in the first well, so you dont need to have that one, too.
seven years of DRAGON magazine, plus the In the original index, we used the full titles of
only seven issues of The Strategic Review, the articles and also listed authors names. This
publication that was the predecessor of this time, weve deleted the author credits and altered
magazine. We hope the index will be valuable to most of the identifying lines for articles, so that
each of our readers for at least one of its many they more accurately describe what an article
purposes; this preface is offered in the interest of (Continued on next page)
D RAGON 45
was about instead of what it happened to be duplication of entries was done to help you use
called. The first change was made for the sake of the index more easily on a search for specific
brevity, to keep the index from getting too large material but keep in mind at all times that
to be easily used. The second change was made the system isnt necessarily complete.
to make the list more useful for readers inter- How do we expect the index to be used? The
ested in finding out everything weve printed on simplest and most obvious use is for determin-
a specific subject. The only exceptions to these ing the issue (or issues) in which a certain article
rules are for fiction pieces, where authors are (or articles) appeared; if you cant remember if
credited, and articles that originally appeared Weather in the World of Greyhawk was in
under titles that left no doubt about the topics #68 or #58, now you can find out without dig-
they covered. ging out both magazines.
Individual articles are listed under major We hope the index will be useful even to peo-
headings organized alphabetically, just as in any ple who dont have very many issues of
index. Most of the major headings are general; DRAGON magazine in their collections; by
for instance, you wont find a separate heading skimming through the entries, you might be
for Championship Sumo Wrestling, but you able to figure out which back issues you could
will find a heading called Game Inclusions, purchase that would be most helpful to you. Or,
under which that game is listed along with all as a prospective contributor, you can find out
the others weve printed over the years. what weve already published on a topic thats
In most cases, entries under a major heading related to your manuscript, and how long ago
are listed in chronological order. Certain groups the other articles on the same topic appeared. In
of entries, such as those under Character general, we arent interested in printing new
Classes (Unofficial), are organized alphabeti- articles on old subjects, especially if the pub-
cally to make it easier to pick out particular lished piece appeared fairly recently. But, as
items in the list. Unless otherwise specified, veteran readers of the magazine know (and as
most headings refer to material pertaining to or you can find out by reading through the index),
derived from the D&D® or AD&D game sys- we arent opposed to new, improved treat-
tems, since the vast majority of the articles ments of subjects weve already covered.
printed in the magazine have concerned those Please note that virtually all of the issues of
games. Other games that have proven popular DRAGON magazine mentioned in the index are
enough to warrant many articles about them out of print and no longer available from
(such as the GAMMA WORLD®, TOP Dragon Publishing or the Dungeon Hobby
SECRET®, and TRAVELLER® games), have Shop. (A list of back issues that arent sold out is
their own headings. Articles on other games can printed in every issue of the magazine.) If you
be located under broader headings such as must have an article from an issue we dont sell,
Science Fiction Games. To use the index most try shopping around a bit. Possibly, the article
efficiently, you should skim through all the has been reprinted in one of our BEST of
pages a few times to familiarize yourself with DRAGON® anthologies, which are still availa-
the major headings; this will save a few seconds ble. If that doesnt work, some game and hobby
of frantic page-flipping when you really need to stores may have issues still on their shelves that
use it to find something. we dont have to sell any more, or you may run
Articles and features are keyed with a pair of across someone who has the issue and is willing
numbers separated by a slash, denoting (first) to sell it to you. As a last resort, drop us a line to
the issue number and (second) the page number. tell us how much youd like to see a particular
Entries that were printed in The Strategic article reprinted. If we get enough requests for a
Review have the letters SR preceding the pair certain article, chances are good that well
of numbers. include it in a future anthology. Unfortunately,
Weve done a certain amount of cross- business and economic reasons make it practi-
referencing (the see also lines at the end of cally impossible for us to consider reprinting
some categories) to help you find your way to early issues in their entirety.
other headings that contain related material. It The index was compiled and prepared for
will quickly become obvious that we didnt publication by Mary Kirchoff, Patrick Price,
carry this to an extreme; if we had done so, a few Georgia Moore, Roger Moore, and Kim Mohan.
of the headings would be cross-referenced to We, and the rest of the people on the Dragon
practically every other category in the index. Publishing staff, hope youll let us know if we
Also, some articles have been listed under more made a mistake. And we wouldnt mind hearing
than one major heading, simply because we felt any comments or criticisms that will help make
they deserved to be. The cross-referencing and the next index even better.
46 AUGUST 1983
AD&D/D&D BOOKS AND GAME AIDS Barding harps SR 6/12 Comparison of official classes 69/31
Sneak preview: AD&D DMG 22/33 Variant bard 56/5 (see also Assassin, Bard, Barbarian, Cavalier,
DMG developers notes 28/4 Sage Advice (bards) 56/9 Character Classes (Unofficial), Cleric, Druid,
Interview with Gary Gygax 28/4 Songs instead of spells 56/10 Illusionists and Illusions, Magic-User, Monk,
Errata to AD&D books 35/4 Diarmuids last jest 60/48 Paladin, Ranger, Thief)
Dragon Dungeon Design Kit (game aid) 45/38 Suggestions to class 69/31
Basic D&D editions (review) 52/14 CHARACTER CLASSES (Unofficial)
Fiend Folio (reviews) 55/6 BARBARIAN Alchemist 2/28, 45/11, 49/56
Spellminders (game aid) 58/39 Barbarian class 63/8 Anti-paladin 39/8
AD&D Monster Cards 61/51 Barbarian additions 65/9, 67/63 Archer 45/32
Combat Computer (game aid) 74/40 Barbarian suggestions 69/31 Astrologer 45/10
The real barbarians 72/24 Bandit 63/22
AD&D/D&D MODULES Berserker 3/27
The Hall of Mystery 21/14 BOOK, MAGAZINE, & MOVIE REVIEWS Bounty Hunter 52/57, 52/58
The Fell Pass 32/22 Preview: The Lord of the Rings (movie) 20/23 Bureaucrat 74/8
Doomkeep 34/26 The Silmarillion 21/25 Cloistered cleric 68/30
The Pit of the Oracle 37/26 The Face in the Frost 22/15 Duelist 73/7
The Mansion of Mad Professor Ludlow 42/30 Apprentice #2, Phoenix magazines 22/16 Entertainer 69/55
The Temple of Poseidon 46/31 SPI on AD&D 22/44 Gypsy 59/16
The Chapel of Silence 50/35 America B.C. 28/45 Healer 3/22
The Garden of Nefaron 53/33 Panzer Colors II 29/47 Idiot 3/28
Cavern Quest 54/35 Kfz. I Kubelwagen 29/48 Jester 3/28, 60/45
The Creature of Rhyl 55/37 Desert Tracks 29/48 Jock 72/50
The Wandering Trees 57/33 The Tolkien Quiz Book 29/48 Ninja 16/7, 30/13
Quest for the Midas Orb 61/35 Apprentice #5 33/53 Oracle 53/14
Chagmat 63/33 Gamelog 40, 41, 42 33/53 Politician 74/8
The Assassins Run 64/30 Hammers Slammers 34/46 Samurai 3/25, 49/18
Fedifensor 67/37 The Wolfen 34/47 Scribe 3/23, 62/21
Mechica 70/35 Spacefarers Guide to Alien Monsters 34/49 Smith 70/5
Forest of Doom 73/41 The Drawing of the Dark 40/60 Timelord 65/33
The Complete Book of Wargames 46/51 Witch 3/7, 5/4, 20/11, 43/6, 43/8
AD&D/D&D THEORY/HISTORY/DESIGN Amateur gaming magazines 50/23 Wizards (special) 17/10
Gary Gygax on D&D: Origins of the game 7/7 The Dinosaurs 55/13
D&D relationships, the parts & the whole 14/20 New gaming accessories 55/68 CHARACTER GENERATION
D&D ground and spell area scale 15/13 Christmas gift books 56/70 Rapid character generation 26/37
Role-playing: Realism vs. game logic: spell points, British gaming magazines 63/58 Starting from scratch 39/20
vanity press and rip-offs 16/15 Conan the Barbarian (movie) 63/72 What are the odds? 39/39
Game balance 16/36 The Sword & the Sorcerer (movie) 63/72 Magic items for everyman 45/14
D&D: What it is and where it is going 22/29 The Role of Books 67/67, 69/81, 72/69 DMs Personnel Service (computer prog.) 74/42
D&D, AD&D and gaming 26/28 (see also AD&D/D&D Books & Game Aids,
What Judges Guild has done for D&D 27/10 Off the Shelf) CHARACTER TRAITS AND ABILITIES
Interview with Gary Gygax 28/4 Non-prime requisite character attributes 1/7
Whats ahead for TSR? 35/12 BOOT HILL (Game) Birth tables for D&D 3/14, 70/11
Morality and fantasy 36/8, 39/10, 41/6, The art of gunfighting SR 3/5 Morale in D&D 6/26
43/54, 48/29 John (Doc) Holliday SR 4/11 Weights & measures 10/19
Past, present, and future of D&D 39/36 Ben Thompson SR 5/13 Physical appearance 10/19, 41/21, 65/10
D&D in Germany 45/18 Experimental rule for BH SR 6/12 How heavy is my giant? 13/5
AD&D exam 47/6 The fastest guns that never lived SR 7/6, 9/24, Insanity 18/9
Science and fantasy 60/33 19/21, 36/44 Disease chart 24/29, 53/57
Individuals count 66/58 Random encounters for BH 15/32 Extraordinary characters 24/43
Poker, chess, & AD&D 67/63 How to design a town in BH 18/15 Character social class 25/12, 70/11, 70/12
Falling damage 70/13 Birth tables for BH 18/21 Aging 29/39
(see also Character Classes (Official), Encounter chart 21/10 Jumping & leaping 45/62
Game Theory/Design/Philosophy) BH additions 26/22 Charisma 63/19
BH and AD&D 28/12 Comeliness 67/61
ALIGNMENT BH scales 30/18 Determining unlisted skills 68/81
Law and chaos SR 6/3 Tyrannosaurus Rex in BH 46/28 Chess ability 70/60
Varied PC and NPC alignment 9/5 Character backgrounds 46/30 Level titles 72/54
Alignment ethics 24/34 Equipment costs 54/62 (see also Alignment, Language, Names and
Alignment and religion 26/23 The Taming of Brimstone (module) 71/35 Titles, Non-player Characters)
Evil: law vs. chaos 28/10
Good isnt stupid 38/22 CAMPAIGN CONSTRUCTION/DEVELOPMENT CLERIC
Alignment ethics 60/72 Random events in settled areas 15/5 Clerics and edged weapons 16/18, 33/20, 66/6
Jungles 31/4, 31/5 Undead turning tables (variant) 40/36
AQUATIC ADVENTURING The seven magical planets 38/26 Role-playing clerics 52/6, 52/8
Sea trade in D&D 6/6 Fantasy calendars 47/24 Sacrifices 52/10
Ships cargo 12/12 Getting a world into shape 49/28 Sage Advice (clerics) 52/11
Megaflora 32/10 Creating a world 53/22 New cleric spells 58/5
Aquatic adventuring 48/7 Mapping 56/12 The cloistered cleric 68/30
Aquatic encounter tables 68/36 Planning campaigns 63/50
Ship hulls and sailing speed 70/8 War 65/63 COMBAT AND IN JURIES
Laws 65/56 Brawling 1/7
ARMOR AND SHIELDS Inflation control 74/50 Fighters vs. mages 2/12
Adamantite 17/31 (see also Aquatic Adventuring, Gunpowder Combat modifications for dexterity 3/30
Armor weights 23/14 Weapons, Planes of Existence, Urban Chainmail revisited: Jousting in D&D 17/4
Arms and armor of the Conquistadors 25/44 Adventuring, Wilderness Adventuring, Causes of death in D&D 20/26
Armor of the Far East 31/23 World of Greyhawk) Damage permanency 23/19
Shield and weapon skills 57/10 The melee in D&D 24/17
The history of the shield 57/57 CASTLES BY CARROLL (M. Carroll) Death and mutilation 31/30
Armor quality 65/13 Neuschwanstein 68/29 The segment of action melee system 34/34
Plate armor 72/6 Wawel Castle 69/19 Critical hits 39/34
Armor damage 73/34 Jericho 70/30 Action in the melee round 43/26
Tower of London 72/62 Weaponless combat variant 61/14
ASSASSIN Leeds Castle 73/76 Weapon specialization 66/27
The first assassins 22/5 Melee and realism 67/58
The assassins guild 64/24 CAVALIER Two-weapon fighting 68/7
The Assassins Run (module) 64/30 Cavalier class 72/6 Attack Priority system 71/23
D RAGON 47
The DMs right-hand man 36/42 Druid in a dungeon? 48/22 Seal of the Imperium (EPT Q&A) 9/21, 11/12
Computer games have a long way to go 63/62 Grand Druid (15th level) 65/9 Distributing eyes and amulets 20/6
DMs Personnel Service 74/42 Druid class suggestions 69/31 Naming people, places and things 24/39
(see also Electric Eye, The) New druid spells 71/5 Birth tables and social status 26/33
A new profession: The adventurer 31/27
CONVENTIONS DUNGEON CONSTRUCTION/DEVELOPMENT This is a Tekumel test 34/26
Cangames 79 report 27/11 Solo dungeon adventures SR 1/3
Conventions: The manufacturers view 28/19 Hints for D&D judges: The dungeon 2/12 ESPIONAGE
Origins 79 29/46 Tombs & crypts 9/25 Tracing THRUSHs nest 74/28
GenCon XII 30/2, 31/49 Pits 15/5 In trouble? Say UNCLE 74/30
Origins 30/10 Sights and sounds in D&D 17/15 Spying on the spies 74/34
NANCON 88 31/8 Boredom & dungeons 17/24 (see also Top Secret)
Cangames 40/58 The Chamber of the Godgame 18/19
CWA CON II 42/36 Dungeons and prisons 23/21 EXPERIENCE
NANCON 88-II 42/36 Notes from a successful D&D moderator 26/27 Gaining a new experience level 10/20
Conventions 1980 43/10 Dastardly Deeds & Devious Devices 34/24, 41/41 Level progression for players and DMs 28/32
GenCon South 48/75 Libraries 37/25 Rewarding heroism 29/23
Games Fair 82 63/59 The Dueling Room 40/7 Experience: By doing and learning 35/14
Why gamers get together 64/61 Gas, smoke, & ventilation 45/6, 45/8 Experience points: A new system 36/40
Doors 53/56 Working your way up to first level 51/22
DEITIES AND MYTHOLOGIES Ruins 54/10
The Persian mythos 12/8 (see also Monsters (General topics), EYE OF THE DRAGON (Hobby news)
The Feathered Serpent (Quetzalcoatl) 12/16 Tesseracts, Treasure) 37/28, 41/48
The Lovecraftian mythos in D&D 12/18
The Japanese mythos 13/11 DUNGEON MASTER LISTS FANTASY GAMES & GAME AIDS (Miscellaneous)
Cthulhu mythos revisited 14/22 22/18, 33/23, 37/40 Akalabeth 65/73
Rebuttal to Cthulhu mythos revisited 16/3 Barbarian Prince 54/35, 68/16
Near Eastern mythos 16/4 DUNGEON MASTERING (Theory and Method) Basic Role Playing 52/72
The mythos of Australia 19/14 DMs & D&D SR 7/22 Beastlord, The 39/46
The mythos of Polynesia 20/8 Methods in DMing 10/11 Borderlands 68/77
Creating a mythos & deities 24/34, 25/43, 29/4, Boredom & dungeons 17/24 Bunnies & Burrows 45/58
36/17, 54/6 Level progression for DMs 28/32 Bushido 34/46
The mythos of Africa 27/39 Rewarding heroism 29/23 Call of Cthulhu 61/70
The politics of Hell 28/2 Morality & fantasy 36/8, 39/10, 41/6, Chainmail SR 4/2, 17/4
Origins of the Norse pantheon 29/33 43/54, 48/29 City of Lei Tabor 44/76
The mythos of Oceania 29/35 Reality & fantasy 40/10 Citybook I 70/70
The Monties 37/16 Rating DMs 45/20 Demonlord 49/73
Dwarven gods 58/31 Handling high level characters 45/21 Down Styphon 30/38
Halfling gods 59/52 Choosing a DM 48/28 Dragonlord 17/5
Elven gods 60/9 Adventure generation 48/60, 48/63 Dragonlords, The 21/7
Gnome gods 61/31 Keeping players ignorant 49/79 Dragonmaster 73/87
Orcish gods 62/28 Curing bad player behavior 50/52 Duck Tower 44/76
Humanoid gods 63/25 Correcting mistakes 52/61 Dungeon! SR 6/13, 1/25, 17/17, 21/24, 24/22
Tuatha De Danaan 65/47 Going beyond the books 52/62 Dungeon Tiles 52/74
Deities & Demigods of Greyhawk 64/13, 67/23, Falling damage 70/13 Dunzhin 71/70
68/63, 69/27 ,70/20, 71/52 (see also Campaign Construction/Develop- Elric 68/79
Quasi-deities of Greyhawk 71/19 ment, Dungeon Construction/Development, Emerald Tablet, The 18/7, 27/22
(see also Monsters (Extraplanar)) Player Advice and Methods) Escape from Astigars Lair 44/75
Free City of Haven 62/72
DIVINE RIGHT (Game) DWARVES Grailquest 45/64
Design notes 27/19 A new view of dwarves 3/26 Griffon Mountain 58/68
Review 28/45 Organizing dwarvish miniature armies 27/20 Hammer of Thor 49/84
Changes from the designer 34/4 Female dwarves and beards 28/4, 38/22 Hero 43/50
Official second edition rules 34/5 Elves, dwarves, and halflings 41/21 High Fantasy 68/76
Minarian Legends 34/6, 35/27, 36/20, 37/13, Dwarven campaigns 53/56 Inferno 44/75
38/18, 39/12, 41/22, 42/18, 44/82, 45/41, 46/19, The dwarven point of view 58/24 Jasmine 69/78
48/32, 49/72, 50/44, 51/71, 52/64, 54/58, 55/56, Dwarven magic items 58/27 King Arthurs Knights 21/22
56/25, 57/52 Sage Advice (dwarves) 58/28 King of the Mountain 44/12
Ambassador cards 34/7 The gods of the dwarves 58/31 Knights of Camelot 58/61
Sieges 34/7 Dwarven language 66/52 Lords & Wizards 26/16
The rest of the rule book 34/8 Runestones 69/12 Magic Wood 37/44
Minarian variants 34/9, 34/10, 46/14 Modron 44/75
ELECTRIC EYE, THE (Computer column) Monsters! Monsters! 17/33
DRAGONQUEST (Game) 33/50, 36/62, 38/52, 39/40, 40/46, 41/44, 42/42, Mountain of Mystery 46/51
Review 43/49 43/70, 44/86, 45/56, 46/70, 47/70, 49/76, 50/70, Nine Doctrines of Darkness 46/51
Travel and threads for DQ 49/68 51/62, 53/66, 54/74, 55/48, 57/72, 63/65 Nomad Gods 14/10
The versatile magician 57/24 Pellic Quest 18/8
ELVES AND HALF-ELVES Portals of Torsh 44/76
DRAGONS The three kindred of the Eldar 1/30 Questworld 72/72
Dragon magic 15/3 Elvish tactics in fantasy miniatures 28/17 Runequest 40/26, 51/28
Chinese dragons 24/8 The elven point of view 60/6 Sorcerer 28/48
Neutral (gem) dragons 37/6 The gods of the elves 60/9 Spawn of Fashan 60/76
Rearranging the dragon 38/10 Sage Advice (elves) 60/13, 66/16 Spellmaker 30/34
Red dragon armor 39/42 The half-elven point of view 60/14 Spies of Lightelf 44/76
Dragons blood 41/20 Elfquest 66/12 Swordbearer 71/66
Self-defense for dragons 50/7 Grugach and Valley Elves 67/10 Swordquest 40/60
Baby dragons 50/13 Temple of Athena 46/51
Dragon mounts 50/48 EMPIRE OF THE PETAL THRONE (Game) Thieves Guild 54/32, 54/33
True dragons 51/10 Tsolyani names SR 4/7 Timelag 52/73
Faerie dragons 62/6 Everlasting glory of the Petal Throne SR 7/20 Titan 48/81
Steel & grey dragons 62/8 Reports submitted to the Petal Throne 4/4 Treasure Vaults of Lindoran 44/75
Armor from evil dragons 62/10 Jakalla encounters 4/10 Tribes of Crane, The 26/40, 40/24, 46/10
Purple, orange, and yellow dragons 65/27 Battle of the Temple of Chanis: 2020 A.S. 4/12 Trollpak 67/68
Landragons 74/12 The Mihalli 4/18 Venerable Destruction 2/27
Electrum dragon 74/17 The Vriyagga 4/19 War of Wizards SR 6/9, SR 6/10
Roads from Jakalla 4/23 Warlock 53/76
DRUID Legions of the Petal Throne (miniatures) 4/28 Warlord Game, The 13/19
The druids 12/13 Eye chart 4/31 White Bear & Red Moon 1/27
The druid in fact and fantasy 32/21 Petal Throne painting guide 6/8 Wilderlands of the Fantastic Reaches 44/76
The druid and the DM 48/22 Military formations 7/16 Wizardry 65/73
48 AUGUST 1983
Wizards Quest 33/53 Be Quest (A. Noel) 69/16 Greyhawks World (heroes) 71/19
Wohrom 49/86 Everybody Eats Everybody on Sundays Planet
(J. Swycaffer) 69/24 HISTORY/BACKGROUND
FANTASY TRIP, THE The Blink of a Wizards Eye Ancient and medieval military symbols SR 7/16
(Game; includes Melee and Wizard) (J. Rosenberg) 72/10 Mystery Hill: Americas Stonehenge? 7/8
New spells for Wizard 32/18 The Sagittarian (J. Salmonson) 73/71 The druids 12/13
Wizard review 33/53 The first assassins 22/5
Melee combat statistics 41/9 FINIEOUS FINGERS (Cartoon) Armies of the Renaissance 22/12, 24/26, 25/17,
Experience points in Melee 41/11 3/17, 4/30, 6/27, 7/24, 9/29, 10/29, 11/29, 12/29, 28/16, 30/24, 37/19
Dragons in Melee 41/13 13/28, 14/27, 15/26, 16/31, 17/34, 18/26, 19/22, Roman military organization 24/12
Firearms in Melee 41/15 20/30, 21/28, 22/49, 25/41, 26/45, 27/45, 28/51, A Viking campaign in the Caspian Sea 24/13
30/44, 33/60, 35/58, 38/60, 39/60, 41/66, 43/74, Bergenhone 77 (American tanks) 24/32
FEMALE PLAYERS AND CHARACTERS 45/73, 48/92, 49/92, 50/75 The return of Conan Maol 24/33
Notes on women & magic 3/7 The Armada Disasters 25/9
Why males are stronger than females 10/19 GAME INCLUSIONS War of Flowers (Aztec) 25/35
Points to ponder 39/17 Snit Smashing 10/15 D-Day remembered 26/18
Women want equality 39/16 Snits Revenge 11/15, 11/16, 18/30, 34/27, 41/56 Deck of Fate (tarot cards) 26/24
Amazons 43/28 Mugger! 26/31 Agincourt and the Hundred Years War 27/7
Dungeons arent for men only 57/50 Awful Green Things from Outer Space, The The cavalry plain at Austerlitz 28/8
The real barbarians 72/24 28/24, 40/22, 40/68, 43/72 America B.C. (book review) 28/45
Ringside 38/30, 42/38, 61/54 The Mongols 36/31
FICTION (Includes authors name) Runngus Game 40/22 Castles 45/49
The Quest for the Vermillion Volume Food Fight 44/39 The pulps 47/50
(R. Kuntz) SR 6/6 Crimefighters 47/29, 47/46, 47/50 Siege warfare 52/51
What Price Gold & Glory? (J. Hayes) SR 7/9 Search for the Emperors Treasure 51/39 Understanding armory 53/18
The Search for the Forbidden Chamber Flight of the Boodles 60/37 Historical coinage 63/67
(G. Jaquet) 1/11, 2/8 Planet Busters 64/37, 65/3 The real barbarians 72/24
Shadow of a Demon (G. Fox) 2/14 Championship Sumo Wrestling 64/67
Search for the Gnome Cache (G. Ernst) 1/28, Monsters of the Midway 65/35 HISTORICAL AND OTHER GAMES (Misc.)
2/6, 3/11, 5/29, 6/22, 7/28 Arrakhars Wand 69/45 Agincourt 27/4, 27/6, 27/7
Beyond the Wizard Fog (G. Fox) 5/18 File 13 72/39, 72/47, 73/78 Air War 29/28
The Forest of Flame (Morno) 6/12 Ancient Strategy SR 6/14
The Journey Most Alone (Morno) 7/12 GAME THEORY/DESIGN/PHILOSPHY Assault on Leningrad 49/85
The Finzer Family: A Tale of Modern Magic Standardization vs. playability 30/20 B-l Nuclear Bomber 41/33
(H. Fischer) 8/8, 9/7 Books are books, and games are games 31/28 Battle of Maiwand 31/48
Sea Magic (F. Leiber) 11/17 Creative imagination in wargaming 34/12 Battle of Monmouth 26/41
Quag Keep (A. Norton) 12/22 Wargaming: A moral issue? 35/17 Bismarck 41/36
The Stolen Sacrifice (G. Fox) 13/22 Good generalship 41/26 Cavaliers and Roundheads SR 2/2
Excerpt from an interview with a Rust Monster (see also AD&D/D&D Theory/History/Design, Circus Maximus 29/48
(M. McCrery) 14/14 Simulation Corner) Citadel 1/27
Monty Haul and His Friends at Play Civilization 70/71
(J. Ward) 14/21 GAMMA WORLD (Game) Classic Warfare 1/26, 24/12
Monty and the German High Command Introduction to GW 8/21 Daredevils 70/73
(J. Ward) 15/6 GW: First report; setting up the campaign 18/20 Dawn Patrol 68/14
The Gospel of Benwa (J. Arkenberg) 15/10 A new list of treasures to be found 19/8 D-Day 34/23
The Green Magician (L. S. DeCamp) 15/23, More excerpts from the journals of Hald Dont Give Up the Ship SR 5/9
16/25 Sevrin 19/9 Empire Builder 65/75
The Thursday Night D&D Game for Monty and Review 19/23 En Garde! 23/5
the Boys (J. Ward) 16/12 A part of GW revisited 25/5 English Civil War 27/31
The Childhood and Youth of the Gray Mouser Judging and you 25/7 Fight in the Skies SR 6/8
(H. Fischer) 18/28 Gamma World map 25/23 Flattop 30/19
Footsteps In the Sky (author unknown) 19/28 GW artifact use chart 25/24 Fury of the Norsemen 50/58
The Thing from the Tomb (G. Fox) 23/8 20th century primitive 25/24 Gangbusters 62/11
Monty Haul and The Best of Freddie Cavern of the Sub Train (module) 52/40 Gangster 35/50
(J. Ward) 24/42 Golden Horde, The 41/3
The Tug of the Machine (A. Evans) 25/8 GIANTS IN THE EARTH Hitlers War 61/71
An Alien in a Strange Land (J. Ward) 25/28 26/13, 27/28, 28/35, 29/21, 30/31, 35/20, 36/36, House Divided, A 53/76
Excerpt from an interview with an Iron Golem 37/29, 39/28, 41/16, 42/32, 44/26, 46/53, 47/22, Indian Ocean Adventure 31/47
(M. McCrery) 25/31 48/56, 49/30, 52/36, 54/24, 57/26, 59/11, 61/10, International Team Games 35/52
Monty Strikes Back (J. Ward) 28/37 64/15, 70/14 Ironclads 32/38
Adventures in the Improbable (R. Dienst) 29/40 (see also Heroes and Heroines) Junta 53/64
Trollshead (J. Eric Holmes) 31/3 Klondike 29/48
A Typical Night in the Life of Nine Ordinary (?) GNOMES Last Spike 29/48
People (J. Swycaffer) 32/40 The gnomish point of view 61/28 Mech War 2 36/64
The Eyes of Mavis Deval (G. Fox) 33/6 The gods of the gnomes 61/31 Middle Sea 32/38
Oasis (C. Frazer) 35/6 Midway Campaign 41/34
Ripples in the Fabric of the Multiuniverse GUNPOWDER WEAPONS AND MIG Killers 27/37
(M. Cummings) 35/57 MODERN TECHNOLOGY (D&D/AD&D) Nukewar 41/35
The Cube From Beyond (G. Fox) 36/5 Modem world adventuring 30/12 Panzer Warfare SR 4/3
The Cup of Golden Death (G. Fox) 38/6 Modem monsters 57/5 Panzerkrieg 22/15
Its the Little Things That Count Firearms 60/24, 70/31 Pearl Harbor 37/44
(L. Bryson) 38/46 (see also Hybrid Games) Raiders & Traders 29/47
Next Time, Try a Cleric (T. Armstrong) 39/24 Rail Baron 21/16
The Adventures of Reginald Rennup 39/59, HALFLINGS Reich 29/47
40/62, 41/54, 42/57, 43/73 Elves, dwarves, and halflings 41/21 Risk 34/20
The Day of the Dwarf (R. Moore) 42/54 The halfling point of view 59/49 Russian Campaign 48/76
The Lure of the Golden Godling (G. Fox) 44/6 The gods of the halflings 59/52 Samurai 36/14
The Sorcerers Jewel (J. Eric Holmes) 46/6 Sandlot Football 32/38
Wishing Makes It So (R. Moore) 49/65 HALF-OGRES Source of the Nile 20/18
A Part of the Game (D. Schweitzer) 51/55 The half-ogre 29/12 Stalins Tanks 53/74
Abomination (D. Achen) 54/49 The whole half-ogre 73/24 Swashbuckler 42/50
The Coming of the Sword (G. Fox) 55/24 System 7 Napoleonics 26/4, 26/6, 26/7, 26/8
The Doctor (J. Dunkle) 56/52 HEROES AND HEROINES Team 29/48
In The Bag (J. Eric Holmes) 58/37 Conan the Barbarian 36/10 Third Reich 31/35, 55/66
Skitterbugging (G. ONeill) 59/26 Father Christmas 44/94 Trojan War 60/63
Wearwolf (J. Rosenberg) 60/30 Larger Than Life 53/28, 54/16 United Nations 69/78
The Feline Phantom (G. Linzner) 62/52 Robin Hood 55/20 Up-Scope! 22/15
The Next-To-Last Mistake (P. McHugh) 64/54 Four myths from Greece 58/18 William the Conqueror-1066 26/19
Friends In High Places (R. Moore) 66/73 Elfquest characters 66/12 World Campaigns 49/85
King of the Cats (G. FitzGerald) 67/50 Heroes reviewed 70/14 (see also History/Background)
D RAGON 49
HORSES, MULES, AND OTHER MOUNTS Magic swords 41/30, 46/12, 47/19, 74/18 Rakshasa SR 5/14
Tolwar 43/29 Undersea magic items 48/12 Death Angel 6/28
Water horse 48/10 Dwarven magic items 58/27 Demon generation 13/9
Mules 48/52 Philosophers stone 59/10 Angels 17/32, 35/18
Aerial mounts 50/48, 74/6 Zadrons Pouch of Wonders 62/62 Demonology made easy 20/13
Warhorses and barding 74/4 Magical tomes 62/16, 69/67 Demonic possession 20/32
Non-violent magic items 73/36 Random generation of creatures from the
HYBRID GAMES (D&D/AD&D with other) (see also Magic-User, Treasure) lower planes 23/15
Sturmgeschutz and sorcery (Tractics) SR 5/3 Barghest 26/44
Faceless men and clockwork monsters MAGIC-USER Elementals 27/8
(Metamorphosis Alpha) 17/6 Wizard research rules 5/24 Patron demons 42/12
Guidelines for mixing campaigns 18/22 M-Us and edged weapons 16/18, 66/6, 66/7 Well spirit 42/46
Six-guns and sorcery (Boot Hill) 28/12 A wizard with a difference 17/10 Demons & devils 42/7
Monster mixing (Chivalry & Sorcery) 49/34 New spells in D&D 18/13 The possessors 42/9
Dwarves in space (Traveller) 70/27 Spell determination for hostile M-Us 19/24 Koodjanuk 44/88
(see also Gunpowder Weapons) Sensible sorcery 21/10 Dust devil 45/68
Keeping the magic-user in his place 24/7 Outer planes monsters 47/13
ILLUSIONISTS AND ILLUSIONS Strain and spell casting 29/38 Incubus 54/29
Introduction of new class SR4/5 In defense of M-Us 34/17 Poltergeist 55/62
Illusionist additions 1/23 Strategy for hostile M-Us 38/47 Colfel 56/61
A new look at illusionists 12/6 New M-U spells 42/17, 67/4, 68/24 Devas 63/5, 67/63
Illusions 43/31 Cantrips 59/6, 60/16 Planetar 64/10
Advanced Illusion (spell) 59/10 Spell books 62/14 Solar 64/11
Illusionist cantrips (spells) 61/6 (see also Illusionists and Illusions) Baku 65/25
New official illusionist spells 66/22 Phoenix 65/26
Phantasmal force 66/31 METAMORPHOSIS ALPHA (Game) Other genies 66/20
Illusions and familiarity factor 66/32 Notes on the androids on the starship (see also Deities and Mythologies,
Warden 4/10 Planes of Existence)
INTERVIEWS Some ideas missed in MA 5/10
Gary Gygax 28/4 Tribal society and hierarchy 5/10 MONSTERS (General topics)
Tom Wham 40/14 How green was my mutant 5/16 Random monsters 10/9
Tim Hildebrandt 49/41 An alternate beginning sequence for MA 6/4 Wandering monsters 15/7
Boris Vallejo 52/28 Rules modifications and clarifications 6/15 Creating new monsters 21/8, 59/62
Additions to MA 8/26 Strength comparison table 26/38
JASMINE (Comic) The bionic supplement 13/8 Trained animals 29/38
37/51, 38/59, 39/62, 40/66, 41/59, 42/58, 43/76, Robots as players 14/12 Dungeon encounter tables 34/18
44/98, 45/74, 46/74, 47/76, 48/90 The total person in MA 14/24 Making monsters meaningful 42/16
MA modifications 16/22 Fantasy genetics 44/16
LANGUAGE Mutated animal chart 16/23 Monster strengths 44/28
Languages 1/9 Faceless men and clockwork monsters (crossing Gaze weapons 50/30
Libraries 37/25 MA with D&D) 17/6 Aerial mounts 50/48, 74/6
Thieves cant 66/35 Water adventures on the starship Warden 23/11 The blood of Medusa 58/11
Language rules 66/46 Humanoids 63/25
Fantasy philology 66/50 MINIATURES & MINIATURE RULES Aquatic encounter tables 68/36
Dwarven language 66/52 Tractics SR 1/2, SR 4/4, SR 5/12 The mind of the monster 71/15
Runes 69/7 5mm Napoleonics (Ebro River) SR 3/4 The ecology of . . .
Runestones 69/12 Chainmail SR 4/2, 17/4 . . . the piercer 72/12
Fantasy miniature rules 1/14 . . . the catoblepas 73/22
LANKHMAR (Game) Royal armies of the Hyborean age 1/24 . . . the bulette 74/26
1/4, 30/16, 31/32, 33/12, 34/32, 36/46, 37/31, 38/44 Space Marines 14/4, 45/63 (see also Monsters (New))
The Emerald Tablet 18/7, 27/22
LYCANTHROPES Vikings in the Caspian Sea 24/13 MONSTERS (New)
Lycanthropy: the progress of the disease 14/29 Orc miniatures 25/18 Anhkheg 5/12
Another look at lycanthropy 24/10 Pre-Hispanic Mexican warfare 25/37 Argas 53/52
Painting werewolves 40/20 Grenadier figure packs 26/41 Baseball bugbears 60/56
Other lycanthropes 40/32 Dwarvish miniature armies 27/20 Beguiler 58/9
Silkie (wereseal) 41/57 Simulating the cavalry plain 28/9 Bleeder 59/21
Werejaguar (in module) 70/35 Fantasysmiths Notebook 28/14, 29/8, 31/20, Boggart 54/28
32/29, 33/4, 34/22, 35/26, 36/34, 37/17, Bulette 1/19, 74/26
MAGIC (General topics) 38/12 ,39/6 Catoblepas SR 7/15, 73/22
The D&D magic system SR 7/3 Elvish tactics in fantasy miniatures 28/17 Clay golem SR 4/10
Magic and science 1/8 MAATAC 29/48 Cooshee 67/11
Gandalf was a fifth-level magic-user 5/27 Orc castle display 30/3 Cryoserpent 44/89
Dragon magic 15/3 Boot Hill 30/18 Dark dwellers (trolls) 51/68
D&D ground and spell area scale 15/13 Down Styphon 30/38 Denebian Slime Devil SR 7/15
Magic: governed by laws of theory 18/14 WRG Rules 32/34 Devil spider 55/59
Wishes 19/12, 49/62, 73/62 The Aliens from Beyond 39/37 Dinosaurs 55/12, 66/54
Systematic magic 19/18 Painting lycanthropes 40/20 Dyll 55/61
How to counter foretelling spells 21/9 Miniatures spotlight 40/43 Fire-eye lizard 40/63
Curses 29/13, 34/30 Perilous encounters 41/37 Firetail 61/48
AD&Ds magic system 33/10 TA-HR takes off 41/38 Flitte 40/64
Snags in the AD&D spell structure 33/16 Guerilla warfare in Napoleonics 41/50 Flolite 38/58
Magical systems: Rationale 37/18 Figuratively Speaking (miniature reviews) 47/64, Flying squirrel (carnivorous) 66/56
Spell research 37/22 48/72, 49/82, 50/54, 51/60, 52/70, 55/70, 56/58, Frosts 33/56
Glyphs of Cerilon 50/32 59/68, 60/68 Fungi (five types) 68/4, 69/36
Protective circles 56/18 Erics Dragon 56/59 Gaund 46/26
Merchant magic 62/56 Photographing miniatures 63/12, 73/28 Gem vars 46/61
(see also Cleric, Druid, Illusionists and Gen Con Miniature Open 68/11 Golden ammonite 48/10
Illusions, Magic Items (New), Magic-User) Figure Feature (miniature reviews) 70/24, 72/44, Groundsquid 39/57
73/32 Hawk/falcon 66/57
MAGIC ITEMS (New) Horast 27/41
Mighty Magic Miscellany SR 4/10, SR 5/7, MONK Huntsmen 40/65
SR 6/16, SR 7/11 Monk arena 2/4 Ice golem 44/90
Deck of Fate (tarot cards) 26/24 Monk weapons & combat 18/23 Insectoids 32/16
Bazaar of the Bizarre 27/46, 28/31, 29/43, 37/47, Monk (variant) 53/6 Jabberwock 54/30
39/41, 40/44, 41/30, 45/22, 47/18, 48/12, 50/20, Defining and realigning the monk 53/10 Krolli 36/63
54/67, 58/27, 62/10 Sage Advice (monks) 53/11 Kzinti 50/16
Orlows inventions 30/35 Leprechaun SR 3/2
Magic oils 33/47 MONSTERS (Extraplanar) Light worm 61/49
Magic fountains 34/41 Wind walker SR 3/2 Lurker above SR 3/3
50 AUGUST 1983
Lythlyx 43/30 Role-playing paladins 51/33 Intruder 39/46
Magentas Cat 58/10 Rules for paladins 51/36 Invasion of the Air Eaters 33/54
Mind flayer SR 1/2 John Carter, Warlord of Mars 42/48
Miniature animals 66/55 PINSOM (Comic) MAATAC 29/48
Naga SR 3/2 46/66, 47/68, 48/86 Moon Base Clavius 73/79
Narra 53/55 Morrow Project 50/58
Necroton 42/45 PLANES OF EXISTENCE (D&D/AD&D) Ogre 11/8, 17/22, 64/69
Nogra 49/54 Planes in D&D 8/4 Olympica 21/13
Oculon 53/54 Elemental planes 27/8 Planet Miners 41/34
Pelins 52/49 Playing on the other planes 32/12 Robots! 47/60
Piercer SR 3/2, 72/12 Gates 37/4 Space Fighters 48/82
Pirahna bats 51/69 The inner planes 42/24 Space Marines 14/4, 45/63
Pooka 60/66 Elemental planes 47/9 Star Command 2/27
Prowler 7/24 Astral/ethereal searching, 47/11 Star Fleet Battles 29/48
Quatsch 42/44 Astral plane 67/27 Star Frontiers 65/7, 74/59
Remorhaz 2/21 Fedifensor (astral plane module) 67/37 Star Patrol 58/68
Rhaumbusun 52/48 Sage Advice (astral plane) 71/47 Star Smuggler 66/70
Roper SR 2/4 The inner planes 73/10 Star Viking 57/67
Sandbats/swampbats 42/47 (see also Monsters (Extraplanar)) Starfire I, II, III 29/48, 47/62, 59/72
Sand lizard 45/67 Starmaster 42/50
Sea demon 48/11 PLAY-BY-MAIL GAMES (General overview) Starship Troopers 26/15, 36/64
Shambling mound SR 3/2 Gaming by mail 68/60 Stellar Conquest 10/23, 15/19, 31/12, 36/6
Shrieker SR 3/2 The PBM scene 72/30 Survival 56/64
Shroom 56/60 Time Tripper 42/50
Skyzorrn 45/66 PLAYER ADVICE AND METHODS Titan Strike 35/50
Slinger 28/50 The plays the thing 11/10 Trek-80 36/65
Slithering tracker SR 5/14 Notes from semi successful players 13/30, 15/9 Triplanetary 51/77
Spiders 67/15 A short course in D&D 28/7 Universe 55/65
Spriggan 59/22 Level progression for players 28/32 War in the Ice 35/51
Stroan 54/28 Morality & fantasy 36/8, 39/19, 41/6, War of the Empires 3/4
Stymphalian birds 59/22 43/54, 48/29 Warp War 17/36
SUB 58/8 Funerals 40/12 Worlds of Wonder 64/70
Surchur 55/60 Creativity in role-playing 45/20
Tolwar 43/29 Evil characters (pro & con) 45/60, 57/50 SIMULATION CORNER (Wargaming column)
Tomb tapper 41/58 AD&D exam 47/16 35/47, 36/41, 37/14, 38/50, 39/48, 40/48, 41/31,
Trapper SR 5/14 Choosing a DM 48/28 42/40, 44/36, 46/56, 47/66, 49/69, 50/68, 52/68,
Triffids 53/58 Handicapped players 53/26 53/62, 54/64, 55/63, 56/72, 57/70
Tybor 61/50 Escaping & evasion 55/50
Umbrae 61/48, 65/70 Styles of gaming 65/68 SOCIETY FOR CREATIVE ANACHRONISM
Ukuyatangi 31/50 Individuals count 66/58 The S.C.A. 24/44
Vampire frog, giant 50/61 Ready for anything 69/63 The sleep war 29/32
Vilkonnar 34/48 Group cooperation 73/74
Vulture 66/56 Vicarious participation 74/38 SOLO ADVENTURING
Vulturehounds 37/48 (see also specific official character classes, Solo dungeon adventures SR 1/3
Water horse 48/10 Dungeon Mustering) The solo scenario 73/16
Winged folk 51/18
Wingless wonder 40/64 POISON SOURCE OF THE NILE (Game)
Whiz-bang beetles 29/50 Effective use of poison 18/24 See Africa and die! 20/18
Yeti SR 3/2 Poisons from AA to XX 32/4 SOTN revisited 21/3
(see also AD&D/D&D Modules, Deities and The toxins of Cerilon 59/57 Lost civilizations (SOTN/fantasy) 24/5
Mythologies, Dragons, Horses, Mules, and SOTN flow charts 29/6
Other Mounts, Lycanthropes, Monsters PSIONICS
(Extraplanar), Monsters (General topics), Determination of psionic abilities 6/25 SQUAD LEADER (Game)
Orcs and Half-orcs, Undead) Orgies and psionics 10/6 Fighting in the streets 36/38
Psionic combat variant 23/10 Large-scale streetfighting 37/20
NAMES AND TITLES Psionics revisited 24/28 The battles for Warsaw 40/34
EPT names SR 4/7, 24/39 Determining psionic disciplines 63/19 The fall of Sevastopol 43/52
What do you call a 25th-level wizard? 21/7 Two eyes for an eye 47/67
Whats in a name? 34/27 RANGER Budapest under siege 49/70
Historical names make for better games 49/32 Ranger class SR 2/4
New names 72/56 Ranger notes 38/22 SUPERHERO GAMES
Champions (game) 57/69, 73/66
NON-PLAYER CHARACTERS SAGE ADVICE Superhero RPGs 69/38
Non-player character statistics 18/31 31/26, 32/14, 33/48, 34/16, 35/16, 36/12, 37/12,
Spell determination for hostile M-Us 19/24 39/30, 42/22, 43/16, 44/23, 46/54, 47/52, 48/59, TESSERACTS
Encounters with personality 21/11 52/11, 53/11, 54/21, 58/28, 60/13, 62/24, 64/19, 17/20, 27/16, 38/4
Hirelings have feelings, too 26/26 66/16, 71/47
NPCs have feelings, too 29/40 THIEF
A CAU for NPCs 33/9 SCIENCE-FICTION GAMES (Misc.) Thief dexterity bonuses SR 7/19
Strategy for hostile magic-users 38/47 Alpha Omega 18/15, 31/10 The thief: A deadly annoyance 26/46
(see also Character Classes (Unofficial), Annihilator 40/59 A special look at thieves 47/20
Character Generation, Character Traits and Asteroid 48/81 Thieves cant 66/35
Abilities, Giants in the Earth, Heroes and Asteroid Zero Four 29/48 Thief-Acrobat split class 69/20
Heroines, Names and Titles) Battle Sphere 26/42 Thief experience table (D&D suggestion) 73/60
Belter 37/44
OFF THE SHELF (Book reviews) Black Hole 30/34 TOLKIEN (Or derived therefrom)
54/75, 56/67, 58/71, 59/75, 61/74, 62/74, 64/73, Bloodtree Rebellion 45/63 Battle of the Five Armies in miniature 1/6
66/67, 68/83, 70/67, 72/66, 74/67 Cerberus 29/48 Gandalf was a fifth-level magic-user 5/27
Chitin I 51/30 Tolkien in D&D 13/8
ORCS AND HALF-ORCS Cosmic Encounter 14/11, 18/8 Preview: The Lord of the Rings 20/23
Orcish miniatures 25/18, 30/3 Creature That Ate Sheboygan, The 31/47 War of the Ring variant 20/28
Orcs 44/16 Crush, Crumble and Chomp 65/74 The Tolkien Quiz Book review 29/48
Various half-orcs 44/17 Dark Nebula 41/37
Genetics and half-orcs 44/19 Dawn of the Dead 56/65 TOP SECRET (Game)
More genetics and half-orcs 44/20 Double Star 35/50 The Rasmussen Files 38/16, 40/38, 45/28, 47/26,
The half-orc point of view 62/26 4th Dimension 22/32, 31/48, 38/24 49/22, 51/64, 53/49, 57/20
The gods of the orcs 62/28 Freedom in the Galaxy 38/55 The Missile Mission (module) 39/M1
Grav Armor 73/80 TS adventure locations 40/41
PALADIN Ice War 26/40 The super spies 44/10
Paladin notes 38/22 Imperium 18/7, 20/3, 20/4, 27/34, 39/44 Doctor Yes (module) 48/35
D RAGON 51
Undercover job guide 52/26 TRAVELLER (Game reviews) Weapon damage (early variant) 2/30
Mad Merc (module) 56/31 Traveller 18/6 Quarterstaff rules 11/26
In search of a James Bond 57/17 Mercenary 26/41 Arms and armor of the Conquistadors 25/44
Outfitting new agents 60/60 High Guard 40/60 Small weapons damage 29/30
Special knowledge 61/60 Azhanti High Lightning 43/48 Weapons of the Far East 32/6
Infiltrators bureau 61/60 Across the Bright Face/Mission on Mithril 47/63 Mongol weapons 36/31
Chinatown (module) 62/35 Research Station Gamma 47/63 Molotov cocktails 40/18
Computerized character generation 63/65 Fenris and Tethys ships 51/79 Damage to weapons 54/14, 73/34
The Pong Papers 65/66 Ley Sector 51/78 Shield and weapon skills 57/10
Spys Advice 67/12, 72/60 Traders and Gunboats 51/78 Swords 45/12, 58/55
Weapon statistics 69/75 Argon Gambit/Death Station 56/66 Weird weapons 61/16
New tools of the trade 73/58 Fighting Ships 56/66 Official new weapons 64/6
(see also Espionage) Beyond and Vanguard Reaches 58/69 Weapon proficiency system 65/19
Trillion Credit Squadron 58/69 Weapon quality 65/13
TOURNAMENTS/RATINGS Fifth Frontier War 62/70 Weapon specialization 66/27
Snurres Hall (Origins 78) 19/3 Simba Safari 63/73 (see Combat, Gunpowder Weapons)
Competitive D&D 19/6 Chamax Plague/Horde 65/75
AD&D Masters Tournament 22/31 WHATS NEW? (Cartoon)
Guidelines for staging tournaments 25/46 TREASURE 49/90, 50/74, 51/87, 52/79, 53/80, 54/76, 55/79,
Tournament success in six steps 30/26 Gems and jewelry in D&D 8/22 56/80 ,57/80, 58/78, 59/78, 60/79, 61/76, 62/78,
Doomkeep (tournament module) 34/26 Tombs and crypts 9/25 63/76, 64/76, 65/76, 66/76, 67/78, 68/93, 69/88,
How the Masters did 34/M10 Orgies, Inc. 10/5 70/75, 71/76, 72/75, 73/91, 74/73
A tournament tabulation formula 34/28 Planning creative treasures 19/13
AD&D National Player Rating System 35/24 Charts for location of treasure 19/25 WILDERNESS ADVENTURING
Masters II 35/25 Inflation in D&D 21/9 Hints for D&D judges: Wilderness 1/20
The Slave Pits 43/12, 49/8 Historical coinage 63/67 Designing unique wilderness encounters 10/7
Frank Mentzer 43/14 Runestones 69/12 Weather in the wilderness 15/14
Fairness in tournaments 49/6, 49/8, 49/9 Gems 72/14 Jungles 31/4, 31/5
Improving tournament performance 70/48 Money and inflation 74/50 Ice Age adventuring 68/18
Weather in the World of Greyhawk 68/42
TRAVELLER (Game) UNDEAD (see also Aquatic Adventuring, Campaign
Game strategies 18/3 Ghost SR 3/2 Construction/Development, Urban
Asimov cluster 20/20 Vampires 17/3, 25/42, 30/7 Adventuring)
Naval career variant 25/20 Chinese undead 26/20
Tesseracts 27/16 Curst 30/43 WORLD OF GREYHAWK, THE
Star system generation 27/18 Crawling claw 32/39 Developing TWOG 37/10
Politician career 32/24 Liches 36/36 The World of Greyhawk (reviews) 46/48
IBIS career 35/7 Restless dead 42/14 Adding depth to the Flanaess 52/18
Useful skills 35/8 Poltergeist 55/62 From The Sorcerers Scroll (TWOG) 55/17,
Other career variant 35/9 Rapper 58/32 56/18, 57/13
Scout career variant 35/10 Shoosuva 63/31 Notes from TWOG 59/24, 63/15, 64/13, 65/11
Black holes 35/11 Animal skeletons 66/57 Bandit Kingdoms 63/14
Canard (module) 43/35 Deities & Demigods of Greyhawk 67/23, 68/63,
Alien races (random generation) 51/7, 58/65 URBAN ADVENTURING 69/27, 70/20, 71/52
Skill acquisition variant 51/9 Hints for D&D judges: Towns SR 7/10 Weather in the World of Greyhawk 68/42
Old ships 51/11 The development of towns 8/5 Greyhawks World (quasi-deities) 71/19
Computers 51/13 Inns and taverns 29/24
Planet parameters 51/15 System for urban encounters 37/8 WORMY (Comic)
Masers and cameras 51/15 Cities 37/9 9/28, 10/28, 11/28, 12/28, 13/29, 14/26, 16/30,
The Miller milk bottle 51/16 Ruins 54/10 17/35, 18/27, 19/11, 19/30, 20/10, 29/52 30/42,
Merchant career variant 53/60 Laws 65/56 31/52, 32/43, 33/58, 34/52, 36/66, 39/61, 42/59,
Skill advancement 55/52 (see also Campaign Construction/Devel- 43/75, 44/96, 47/74, 48/89, 49/91, 50/76, 51/91,
Skitterbuggers (adaptation of fiction opment, Wilderness Adventuring) 52/80, 54/79, 55/78, 56/76, 57/79, 58/80, 60/78,
characters) 59/32 61/78, 62/76, 63/78, 64/78, 65/78, 66/78, 67/77,
Exonidas Spaceport (module) 59/33 WEAPONS 68/92, 69/90, 70/77, 71/79, 72/79, 73/94, 74/77
Robots 64/46 Medieval pole arms SR 2/5, SR 4/2, 22/50
Dwarves 70/27 Missile weapons (bows) SR 7/18, 39/26, 45/32, WRITERS GUIDELINES
Nobility 73/26 58/47, 58/50 The write way to get published 45/24
52 A UGUST 1983
54 AUGUST 1983
Saved by the cavalry! ®
An army of knowledge for BOOT HILL players
by Carl Smith
The sergeant shaded his eyes, hunched regiments never saw their commanding name derived from their hair, which
over in the saddle, and squinted against officers in the field. reminded the Indians of the pelt of the
the glare of the desert sun. The air he Cavalry companies were called squad- buffalo, and the naming was also a trib-
sucked into his lungs was hot. His shirt rons, and majors commanded them. ute to the soldiers tenacity and courage.
was stained with salt streaks under the Cavalry squadrons were composed of a By an Indian, no higher compliment
armpits and from his shoulders down to headquarters troop and two other troops. could be paid. At one time or another in
his waist. The barrel of the carbine rest- Infantry companies and cavalry troops their units histories, all of the buffalo
ing across his lap was almost too hot to were usually commanded by captains, or soldiers saw duty at Fort Davis, Texas.
touch. sometimes a senior first lieutenant. Most Each of the branches of the army had
Suddenly a searing pain shot through troops/companies were composed of pla- its own distinctive color. This color
his left leg. An arrow! And now he saw toons (about 50 men in size) commanded appeared on its guidons, on its epaulette
the Indian, kneeling by a patch of sage- by a first lieutenant. Many of the first backgrounds, as the color for its NCOs
brush where he would have bet a weeks lieutenants who commanded companies stripes, and as the color of the stripe that
pay that there wasnt enough room for a received the command so the captain ran down the trouser leg of the dress uni-
rabbit to hide. His Sharps carbine came could be free to perform his time- form. The infantry used oyster white or
around, and he made its big .52 caliber consuming administrative duties. light blue, the cavalry yellow, artillery
barrel boom while he wheeled his horse The platoon was subdivided into two scarlet, and the medical corps green.
around to head for the troop. Behind 25-man sections, and each section was Unlike todays chevrons, the armys
him, the air filled with war cries. . . . split into two squads, sometimes three. chevrons in 1875 had their point towards
The squad was the smallest military unit. the wrist. In addition, if an NCO had a
That scene is not one that often occurs In the army of 1875, the command specialty (bugler, cook, stable sergeant,
in a BOOT HILL® campaign but it structure was headed, of course, by the etc.), the symbol for that specialty (a
could. With a little patience, some basic President as Commander-in-Chief, fol- bugle, a cooks hat, a horses head) was
know-how, and a dab of creativity, you lowed by the General of the Army, a embossed above the stripe in the regimen-
can turn your BOOT HILL campaign Lieutenant General, three Major Gener- tal color. As such, there were no shoulder
into part of the epic battle for the Old als, 14 Brigadier Generals, and 67 men patches to designate units.
West. To do this, first you need some holding the rank of colonel. The approx- Although the dress uniform was fancy,
background information about American imate distribution of men in the primary we need concern ourselves only with the
Indians and the United States Army. ranks for each branch of the service was campaign uniform. The soldier wore a
In the 1870s, the United States was as follows: dark blue shirt, trousers of a lighter blue,
recovering from the Civil War. A large and a blue or tan slouch hat. The infan-
army was considered unnecessary; as soon Inf. Cav. Art. try was issued shoes and leggings (which
after the war as 1875, the Army had Colonel 25 10 5 were often discarded), and the cavalry was
shrunk to less than 24,000 men. For com- Lieutenant Colonel 25 20 5 issued boots.
parison, the Confederacy alone fielded Major 25 30 15 For armament, the soldier carried a .45
more than 20,000 men at the Battle of Captain 250 120 60 caliber Colt New Model Army single-
Shiloh. In the Battle of Antietam, around First Lieutenant 250 120 120 action revolver in a leather-flap holster.
23,000 men were killed. Yet, the entire Second Lieutenant 250 120 65 The holster was suspended from a leather
United States was now to be protected by Sergeant Major 19 12 5 belt on which was slung a cartridge box
this small force. First Sergeant 250 120 60 with 30 spare pistol rounds. Soldiers were
The U. S. Army circa 1875 consisted of Sergeant 1,000 600 250 also issued a 100-round bandolier or car-
five artillery regiments, twelve cavalry Corporal 1,000 480 240 tridge belt. Often, wearing their bandolier
regiments, and nineteen infantry regi- Private 8,460 8,540 2,600 as a belt, they hung their holsters directly
ments. Artillery and cavalry regiments from it. This cartridge belt was filled
were composed of twelve companies each. The army of the 1870s was a great with ammunition for their .52 caliber
Of the nineteen infantry regiments, ten melting pot. After the Civil War, many Sharps rifles. The infantry carried the
were old style regiments of ten com- ex-Confederates enlisted out of despera- rifle, and the cavalry carried the lighter
panies each, and nine were new regi- tion. There was nothing for them to carbine version until the army adopted
ments of twenty-four companies (divided return home to, and joblessness was ram- the Krag-Jorgensen in the late 1890s. The
into eight battalions of three companies pant in the pre-industrial South. Irish, calibre of the Sharps is often given as .52,
apiece). This totalled 2,444 men per new Scots, ex-Confederates, blacks, and a .54, or .56, because different bullets mea-
regiment, about 305 men to a battalion, small cadre of professional soldiers sured differently from tip to base. Early in
or 101 men to a company. Old regiments formed the army that was supposed to the Indian campaigns, the cavalry was
had 582 men per regiment. keep peace and protect the frontiers. issued the famous 7-shot Spencer repeat-
Regiments were commanded by colo- Of particular interest are the 9th and ing carbine. These were the firearms used
nels, and each regimental commander 10th Cavalry Regiments and the 24th and at the famous Battle of Beechers Island.
had a lieutenant colonel as his second in 25th Infantry Regiments, which were Another standard piece of weaponry was
command. Most battalions were com- formed entirely of black soldiers and the sabre issued to cavalry soldiers. Most
manded by majors, and consisted of a black non-commissioned officers. (Their of these were the 1860 model, and were
headquarters company and two other officers were white.) These soldiers almost always left to decorate the barracks
companies. Although colonels com- fought so well that the Indians gave them wall while their owners campaigned.
manded on paper, the members of many a special name, buffalo soldiers. The (Continued on page 58)
56 AUGUST 1983
A: Hospital stew- M: Guardhouse
ards house N: Inf. barracks
B: Hospital O: Bakery
FORT C: Magazine
storehouse
P:
Q:
Commissary
Barracks
D: Band quarters R: Quartermaster
58 AUGUST 1983
D RAGON 59
on campaign. They gain one experience by shooting at targets and silhouettes. gunners or less, but still have a basic crew
point for every week they campaign, and Furthermore, soldiers firing a military- of five (including the commander) to
likewise one point for every enemy they issue weapon do not suffer the 5% start.
kill. Half of their experience points must penalty for firing while walking.
be put into raising their bravery through In terms of the BOOT HILL game, BIBLIOGRAPHY
experiencing the rigors of the campaign. soldiers may improve their Gun Accuracy
When brawling, soldiers receive a 5% for either rifle or pistol, but they must be Guns of the Gunfighters, 1975,
bonus on their hitting and chances to do improved separately. Strength and Brav- published by Guns and Ammo
damage, since they have been trained in ery may be improved by campaigning, as The Soldiers, 1973, Time-Life Books
melee combat. When firing from any may Experience. Soldiers may have any The Authentic Wild West, 1976,
supported, kneeling, standing, or prone initial Speed ability score. However, if it James D. Horan
position with a rifle, a soldier receives an starts out as less than 60% it can never be Small Arms in Profile, Vol. I, 1973,
additional 5% bonus to hit, since soldiers improved to higher than that number. Doubleday Books
trained on the rifle range in all of these To equate the soldiers weapons with The Complete Illustrated Encyclopedia
firing positions. the BOOT HILL system, treat the of the Worlds Firearms, 1978,
When soldiers gain certain amounts of military-issue weapons as follows: The Ian V. Hogg
experience points, they may advance to Colt NMA is a 6-shot SAR; the .52 calibre The Book of the American West, 1963,
the next highest level (rank): Sharps rifle is a one-shot Army rifle. Julian Messner Co.
There is no carbine analogous with the Arms and Equipment of the Civil War,
Points needed single-shot .52 calibre, so use the statistics 1962, Jay Coggins
to reach Rank for the Civil War carbine, except that the Fort Union, 1962, Robert Utley
30 Private Second Class weapon holds one shot instead of seven. A Pictorial History of the United States
45 Private First Class Additionally, the following adaptations Army, 1966, Gene Gurney
60 Corporal are suggested: The West Point Atlas of American Wars,
75 Sergeant All army rifles are treated as buffalo 1959
100 Sergeant Major guns in terms of stunning chances. Army Great Western Indian Fights, 1960,
150 Second Lieutenant carbines are not. Military rifles have a les- University of Nebraska Press
175 First Lieutenant sened chance of jamming (only a 1 in 100 Rifles and Warbonnets, 1968,
200 Captain chance), since breech loaders are not too Marian T. Place
250 Major difficult to clear. United States Firearms: The First Century
For game purposes, all crew-served 1776-1875, 1971, David F. Butler
Because of the style of holsters they weapons require a crew of four, com- Uniforms of the World 1700-1937,
wear, soldiers receive no bonus when manded by an NCO or an officer. Can- 1980, Knotel, Knotel and Sieg
attempting to draw quickly. And, soldiers nons may not function with less than two Old Forts of the Southwest, 1963,
cannot call their shots, since they train gunners. Gatling guns may fire with two Herbert M. Hart
60 AUGUST 1983
D RAGON 61
Who was Baba Yaga, the magic-user lady who made the Hut that pure adamantite can be enchanted to +6, but this is uncer-
artifact in the DMG? tain. Drow-made adamantite weapons are ruined by exposure to
According to David Nalles assessment of her in issue #53 of sunlight, because of the loss of special radiations that keep their
DRAGON® Magazine (p. 32), Baba Yaga was a cannibalistic powers operating; normally, adamantite items suffer no such
ogre-witch who dwelled in old Russia. She was chaotic evil, with problems. There are rumors that githzerai (see the FIEND
all the powers of a 20th-level magic-user, a 15th-level illusionist, FOLIO Tome) house themselves in adamantite fortresses, but
a 10th-level druid, and a 12th-level fighter. Her vital statistics this is extremely unlikely and is probably a rumor only; wasting
were: AC 7, 24 move, 150 HP, 80% magic resistance, hit only by adamantite on making forts is hard to excuse, and it is just not
magical weapons, 8 in height (shes non-human), and her abil- found in such quantities.
ity scores are S 22, I 24, W 17, D 16, C 18, CH 2. The sight of her There are no commonly circulated mithral or adamantite
causes fear in all, 3 to save vs. spell, and anyone looking into coins; if there were, they would be almost unusable by virtue of
her eyes must save vs. spell at 5 or be charmed into doing her their great cost. A 1 g.p. weight of mithral would command
bidding. If her spells fail or if shes feeling especially mean, upwards of 50 g.p.; an equal amount of adamantite would be
shell attack with her two clawed hands and her fanged mouth; much more expensive than that.
each set of claws does 2-16 points damage, plus 1-12 points for
poison if a save fails against it, and her bite does 1-10 damage. Can a player character become a free-willed vampire and be
Avoid her at all costs. played like any other player character?
No. A player character who becomes a vampire also becomes
Can a Dungeon Master give away magical items in an adven- an non-player character under the Dungeon Masters control;
ture and then later say that the items operate at reduced effec- otherwise, the character is too powerful and the game balance
tiveness or have wholly new powers? starts to disappear as the PC vampire vampirizes the countryside.
It may be that the DM had planned ahead that certain magic All undead creatures should be NPCs, to emphasize the humano-
items would indeed change their abilities over time (a wand of centric nature of the AD&D game system.
wonder, for instance, constantly does unpredictable things), but
often DMs alter magical items as a way of bringing the cam- In the Players Handbook it states that rangers will not congre-
paign back into order if they find theyve given away some pow- gate in groups larger than three, but in The Lord of the Rings by
erful items that are too tough to manage. This is not a good way J. R. R. Tolkien this restriction does not appear.
of handling the situation, since it does violate the spirit of the The rangers in the AD&D game are not the rangers in Tol-
rules, but it is one way to handle things. It would be better to set kiens books; granted, the two are related but in the final
up situations working within the rules than to arbitrarily say, analysis, AD&D rangers are different. The AD&D game, more
Well, your +4 sword is now a +1 sword. Players will accept broadly, should not be interpreted too literally in the light of
changes done within the rules better than if they feel (and rightly books and materials not developed by TSR, Inc.; though indi-
so) that they are getting rooked. vidual DMs and players may do so if they wish, they should note
that, for example, Tolkiens elves are immortal and AD&D elves
What are mithral and adamantite? are just long-lived. The AD&D system is not LOTR.
Mithral is a very rare metallic ore that has a cloudy silver lus-
ter in mined form, but when refined and made pure becomes Can a DM award experience points to players for solving rid-
brilliant and silvery. It is soft, as metals go, and is easily fash- dles, defusing traps, setting up clever ambushes, and so forth? If
ioned into jewelry by dwarven, gnomish, human, and elven so, how many points should be awarded?
craftsmen. However, it is primarily used in alloys with pure steel This is a problem for individual DMs to resolve, though I
to fashion weapons, shields, and armor; mithral/steel alloys would recommend giving out experience points for such actions,
retain magical dweomers much better even than the purest iron, since doing so tends to encourage further creativity on the play-
and they may be enchanted to +4 quality. ers parts. As a rule of thumb, no more than 100 experience
Adamantite is an even rarer ore that seems to come in several points or so should be awarded for exceptionally clever actions;
basic hues: brown-gold, blue-silver, and green-silver; a few cases most deeds that involve solving riddles and the like would prob-
are known of black adamantite ore (from drow enclaves). Ada- ably earn about 10-20 experience points or so.
mantite is extremely difficult to mine because of its hardness,
and must be made molten to be of any use at all. Usually only If player characters manage to kill off every monster in a dun-
dwarves, gnomes and humans have access to adamantite, since it geon, can they then take the dungeon over for their own?
is found very deep in the earth and in very small quantities, This depends upon the DM, but actually there is no reason
though drow are able to find enough of it to make their armor why the characters couldnt do this. In truth, it might not be
and weapons. Adamantite must be alloyed with high-grade steel such a bad idea, from the standpoint of campaign balance; the
to be usable in making items, primarily because it is too rare to cost involved in renovating the ex-dungeon, hiring workers, get-
waste by making pure adamantite devices. Adamantite-alloyed ting new materials, and so forth will eat up enormous sums of
armor and weapons maybe enchanted to +5 quality. It may be cash. Whenever the players leave the dungeon to go somewhere,
62 AUGUST 1983
D RAGON 63
new monsters (a few) might move in if they havent properly WORLD combat round (10 seconds), meaning that 6 life levels
warded and guarded the place. Characters involved in fixing the will be lost per AD&D round, no saving throw allowed. This was
place up wont be able to adventure for a long time if they per- confirmed by Jim Ward, the co-author of the GAMMA WORLD
sonally supervise everything. Maybe the ruler of the dungeon rules. And you thought vampires were bad! AD&D characters
had some friends from other places (maybe even from some drained of life levels by de-evolution simply die and do not
Outer Planes) who plan to drop in sometime; they might not become undead. If raised, the character so affected will be a zero-
like seeing that the ownership of the dungeon has changed level character.
hands. Of course, there will always be the chance that things
might tunnel up from below one day . . . like drow, mind flayers, Can a character who is paralyzed yell for help? Can such a
troglodytes, orcs, purple worms, umber hulks the list goes on character use psionics? Cast spells?
and on. You get the idea. No. Yes, because the mind is unaffected. No, unless the being
that is paralyzed has innate spell-like powers like those of a
In the old Giants in the Earth column, some of the heroes demon, devil, beholder, or lamia (for example), in which case
were given a percentile score for every ability of 18, even those these powers can still be used at will.
characteristics like intelligence and wisdom that have no percen-
tile score given to them in the AD&D rules. Why was this done? What does the inch sign () mean in reference to distances and
Originally such 18-percentile scores were given as a basis for length?
comparison; so many of the heroes and heroines in that column When discussing height or small items, it means inches. When
had ability scores of 18 that it was thought there should be some discussing spell ranges, missile ranges, and spell areas of effect
way to further differentiate between (for instance) two characters indoors, it means 1 = 10 feet. When discussing spell ranges and
who both have 18 intelligence. Such percentile values can be eas- missile ranges outdoors, it means 1 = 10 yards (30 feet); however,
ily disregarded, since they have no function in the AD&D rules. areas of effect for spells are always measured in tens of feet, never
tens of yards.
Numerous modules refer to a game called knucklebones. How
is this played in terms of the AD&D game? Whats the difference between a secret and a concealed door?
See the DMG, Appendix F, for a brief description of gambling Secret doors are constructed so that their function as a portal is
games that could be used within a scenario. not immediately obvious; false backs on fireplaces, revolving
bookcases, and sliding sections of stonework are examples of
In reading through past issues of DRAGON Magazine, I this. Concealed doors are just doors hidden by an intervening
noticed that several times characters and monsters have been de- object, like a tapestry, a stack of boxes, a door covered over with
scribed differently from the presentations in the official AD&D plaster, and so forth.
books. I now have two different versions of Circe, Medea, the
phoenix, and several others. Which version is correct? Do constitution bonuses for monks, rangers, and first-level
DRAGON Magazine frequently prints material that is not half-ogre characters (who all start with two hit dice) apply to
necessarily considered official, but is presented as a reasonable both hit dice as well as all hit dice earned after first level?
alternative to already existing material. Often two or more writ- Yes.
ers have differing views, taken from different sources, on how a
certain personage or monster should appear in the AD&D game. How can you handle pregnancy in AD&D games?
Presenting these different perspectives on the character or mon- This is one of those aspects of AD&D gaming that is left up to
ster is done to give the DM the freedom to select a version that the DMs decisions; all campaigns are different, and the elves (for
best fits the DMs campaign and personal conception of what example) within one campaign could legitimately have longer
such a being would be like. gestation periods than those in another campaign. As a general
rule of thumb, it can probably be asserted that elves have the
Is everything that appears in DRAGON Magazine an official longest pregnancy times (possibly as much as 2 years); dwarves,
rule change or addition? gnomes, humans, halflings, and half-elves are all about the
No. Virtually all of the magazines contents are not official, same, between 8 and 12 months, and orcs and humanoids would
excepting only those writings that are defined as official, either have shorter gestation periods, possible ranging down to 6
by their nature (such as most articles written by E. Gary Gygax, months. These are only suggestions, however; what the DM
which are automatically official) or by a note prefacing the decides for his campaign is the final answer.
article that indicates it should be considered official. For the
most part, the material in DRAGON Magazine is intended only Some of the characters described by Gary Gygax in your maga-
as possible suggestions for referees and players to adopt into zine have an attribute labeled CO. What is this?
their campaigns if they so choose. No one is obligated to use any CO stands for Comeliness, a new attribute described by Gary
of the material in the magazine but if you try something out Gygax (in issue #67 of DRAGON magazine) to represent physi-
and you find you like it, have fun with it. cal beauty/handsomeness. Unlike other attributes such as
strength, comeliness has a range from 8 (for the ugliest half-orc)
Why are there so many contradictions between the Basic and to +25 (for the most beautiful elf). Scores of +10 to +13 are aver-
Expert D&D® sets and the Advanced D&D® books? age. The use of a comeliness attribute is up to the DM and the
The DUNGEONS & DRAGONS® game and the ADVANCED players of an AD&D group.
DUNGEONS & DRAGONS® game are two different products,
and are not meant to be meshed. The similarity in names is con- How can any character be able to take more physical damage
fusing, but the game systems are very different from each other, than an ancient huge red dragon?
in the way that both are different from the Runequest® game sys- AD&D gaming is based on what is sometimes called fantasy
tem or the Traveller® game system. DMs and players should realism. In reality, none of us humans would have a chance
avoid mixing the D&D® and AD&D systems at all times. against a monster the size of a red dragon; however, AD&D gam-
ing is not reality. It reflects very well the kind of fantasy real-
What happens if a GAMMA WORLD® mutant hits an AD&D ism found in myths, legends, tales, and modern fantasy litera-
character with the power de-evolution? ture, wherein it is possible to be so lucky, gifted, and powerful
The AD&D character, unlike GAMMA WORLD characters, that one could even be tougher than a dragon. Hit points not
has no resistance to mental attacks or radiation attacks from only reflect bodily damage; they also reflect combat skill, the
GAMMA WORLD monsters or devices. De-evolution will auto- ability to sidestep an otherwise fatal blow, and the blessing of a
matically strip an AD&D character of one level per GAMMA patron deity, as well as innate luck (and perhaps other attributes
64 AUGUST 1983
of an intangible nature). Obviously, it cannot be argued that and their own behavior tends to strongly limit their charismatic
even the toughest fighter in an AD&D game has more body mass effect toward other races.
than a red dragon; however, it can be argued that a warrior,
especially a heroic warrior on the level of Beowulf, Roland, or How do half-ogres feel about other humanoid creatures?
Conan, could be skilled enough to give a dragon a bad time in Use the Humanoid Racial Preferences Table in the DMG;
combat. After all, its the essence of heroic fantasy not hum- half-ogres will feel about the same way as regular ogres do
drum reality that the game reflects. toward other creatures.
D RAGON 65
are not necessary at first. A general out- modules are 32 pages long; this is the What about art for modules?
line of what makes the submission dis- most efficient length for printing pur- Usually we dont accept art as part of a
tinctive or unusual is helpful. poses. At a ratio of roughly 4 manuscript freelance submission. We dont know
(typed) pages, to 1 finished (typeset) page, what size such illustrations can be until
What product types would you like to this means a submission should be the module has been typeset, and by that
see more of? around 120 pages in length. Beginning time our deadlines are usually too short
Over the next year, we would like to see designers tend to have difficulty filling to deal with freelance artists.
more modules for games other than the this length; experienced designers usually
AD&D system, especially for the STAR have difficulty cutting their text down. How about word processors?
FRONTIERS game. We kept GAMMA The difference between the two types of We accept printout manuscripts if they
WORLD® submissions on hold until the submissions is usually in the depth and are dark enough to photocopy (double
revision of the game came out recently, so development of the encounter informa- dot matrix). Normal standards apply
now well be needing more of those, too. tion detail. otherwise.
In general, fewer designers write non- Module formatting how the material For authors who use text editors on
fantasy material, so good-quality material is organized and presented is also their home computers, we accept diskettes
of that sort has a lot less competition. important. For example an AD&D that are compatible with the Atari Text
module is usually set up with boxed Wizard or Apple Applewriter soft-
What would you consider good information to be read to the players, ware. A complete printout of the text
material? while a TOP SECRET module is not. should be included, and it should be dark
As a rule of thumb, if a submission Some product lines, like the STAR enough to photocopy. File length should
meets or exceeds the quality of our cur- FRONTIERS modules, have a very con- be kept to 170 sectors or less.
rent products, we would consider it good sistent format; others are not so rigidly
material. structured. If you have any questions, ask What happens to a submission?
We like module submissions with well- us. Some information acquired at the First, the project is screened by the
developed plot lines, internal consistency, outset can save hours of work later. Product Planning Manager for whatever
good writing, innovative use of detail, Existing products for the game system product line the game falls into. These
enough detail so that any referee can run are another consideration for example, include D&D® or AD&D games, non-
the encounters as the designer intends, there might be a glut of modules on the fantasy role-playing games, family games,
and a presentation that gives the referee market dealing with lizard men. Under and specialty games (the last being SPI
all the information he needs in the order those circumstances, we would be reluc- games, historical simulations, and so on).
he needs it. tant to do another one. Strange settings, The Product Manager is responsible for
like Oriental or Amerind cultures, auto- maintaining the balanced growth of the
Are there other considerations? matically have a more limited market, so line; how many products of what type,
Of course. Module manuscript length its a good idea to check with us first consistency within the line, and so on. A
is important. Most of our commercial before doing anything special. project not approved by the PPM in
Games are really tough to succeed with; charge is returned to the person who
the market for games is much more submitted it. If a submission is favorably
uncertain than the market for modules. reviewed by the PPM, the product goes
Good playability and innovative mechan- back to the Acquisitions Department for
ics are very important. A catch-up fea- evaluation and testing (at this stage,
ture of some sort is desirable in family modules are sometimes returned for a
games, allowing someone who is behind revised draft). The third step is an appro-
a chance to win. The game must be fun val stage, which brings in the Marketing,
to play. Purchasing, and Finance Departments.
(In the case of standard-sized modules,
What exactly makes up a completed this step should move fairly quickly
submission? several weeks.) If the project is approved,
For modules, the main text includes an an agreement is then reached. This will
introduction, background, encounter nearly always include a rework to be
keys, conclusion, and any special sections completed by the author. The receipt of a
like new magic or an alien update file. satisfactory finished project will set the
Charts and tables should be separated payment procedure in motion. It can take
from the text and included at the back. as long as a year or more for this entire
Maps should also be separated from the process to run from start to finish,
main text, neatly drawn, and clearly though we havent been operating as a
labelled. All words or numbers that separate department long enough to do
appear on the maps should be repeated more than guess at what the long-term
on a special page (these bits of text are average time will be.
called map tags). Maps should be
treated as an integral part of the submis- Is it difficult to get published?
sion, and not just dashed off. Standard Yes. It can be a long and frustrating
map symbols should be used. experience. It isnt easy, and the odds of
Games should come with complete making a lot of money are not good. It
rules and components, including maps or takes hard work, persistence, and a com-
board, dice, playing pieces, cards (if any), mitment to continually improve. Even
and so on. SPI-style games should also then, there are no guarantees. However,
have a complete counter set and a counter there are payoffs like seeing your work
manifest (a blow-up of a counter sheet in print that go a long way toward
with each counter reproduced in the posi- balancing this.
tion it will occupy in the final sheet), Also, once we know a designer can turn
map tags, and tables. These should be in quality work, on time, we will want to
separated from the text. continue to keep in touch.
66 AUGUST 1983
Off the Shelf
Aliens, dinosaurs, and more
Reviews by Chris Henderson illustrate the size differences between the search continues within the spaceship,
dinosaurs and men, Volkswagens, planes, the team meets an alien prisoner of a spe-
TALBOT MUNDY: and so on. Museum listings are given for cies different than that of the two alien
MESSENGER OF DESTINY the best displays around the world, pilots and the attacker. The prisoner
D.M. Grant, Compiler including what each display has to offer. informs the team that Earth is in danger
Grant Books 0-937986-46-1 $20.00 There are also a number of simple to read of attack and that its citizens must plan
For those people who have not heard of articles which go over the latest theories their strategy for interstellar war.
Talbot Mundy, he was a fantasy and about the dinosaurs. Because the alien prisoners story is
adventure writer. Many critics believe that Written like an enjoyable textbook, A reinforced by the arrival of an entire fleet
he was a better writer than even Robert E. Field Guide to Dinosaurs is the best up- of hostile aliens, a united Earth begins to
Howard a debatable point. to-date saurian book on the market today. prepare for war. Despite the military
For those readers who are already fans If one wants to add some new wrinkles to efforts, the war against the aliens takes a
of the creator of Tros and the Purple a campaign, or just wants to remain turn for the worse. Faced with this
Pirate, they will be pleased to learn that informed about dinosaurs, then this book dilemma, there comes the discovery that
Donald M. Grant has spent the last is the one to purchase. maybe the alien prisoner was not being as
decade compiling the most complete bib- honest as everyone had originally
liography of Mundys work to date. The thought. How to contact the other alien
bibliography section of the book is not INVASION: EARTH fleet, what to say to this other race if con-
only a simple listing of his works but also Harry Harrison tact is possible, and how much trust to
a compilation of comments about these Ace Books 0-441-37154-X $2.75 place in these aliens become the major
stories. The book also includes a short A spaceship appears over the Pacific, issues of the novel.
autobiography, appreciations penned by travels at an unheard of speed across Harrison tells a fine story, with Earth
friends and fellow authors, and a number America, and finally lands in Central in a Vietnam-caught-between-the-
of rare illustrations. In addition, copies of Park. After the city police and the Army superpowers situation. The tale is a grim
old book covers, magazine illustrations, have argued over whose jurisdiction the study of imperialism, illustrating what
photos of Mundy (either alone or with ship is in, an Army team is finally sent its like to be the weaker race caught in a
family and friends), and personal letters inside to investigate. power struggle of the stronger ones. Like
appear in the compilation. Within the alien craft, the members of all Harrison stories, the plot of Invasion:
Since bio-bibliographies are fairly spe- the team find two dead aliens and kill a Earth flows swiftly; scenes are paced with
cialized books, only dedicated fans of an third alien who attacks them. As the never a pause or dragging moment.
author really have much use for them. Another plus for the book is that it is
Fans of Talbot Mundy will have a use for illustrated by artist Evan Ten Broeck
this one. This book is a finely made Steadman. All of the plates are done in
hardback edition which deals with the black-and-white, but the odd usage of
subject matter accurately. Grants love for grey tones lends itself well to the off-
Mundys writing shows through in the center direction of the storyline.
care which was taken in the production Unfortunate, though, is Harrisons
of this work. ending. After taking a strong stand
throughout the book in favor of military
action in desperate situations, the last
A FIELD GUIDE TO DINOSAURS lines of the novel seek to negate this
The Diagram Group effort. Whether the author sought to
Avon Books 0-380-83519-3 $8.95 balance an overly militaristic outlook or
Unlike other dinosaur books that have to make the liberal character (a Russian,
recently been published, A Field Guide to no less) look foolish, the outcome does
Dinosaurs stresses fact, not artwork. not work and leaves the reader wondering
Though artistic renderings of favorite what the point of the novel is.
saurians are fairly standard pieces, the All in all, however, Invasion: Earth is a
information within this book is precise, good, solid novel, and one worth reading.
plentiful and easily located. A Field
Guide to Dinosaurs supplies such inter-
esting bits of information as the Latin TEA WITH THE BLACK DRAGON
names of the ancient reptiles and their R.A. MacAvoy
equivalent English translations, the loca- Bantam Books 0-553-23205-3 $2.75
tions of where each type of dinosaur lived Tea with the Black Dragon is one of
(maps included), and the size, length, the most unusual, and yet most delight-
height, weight, and age in which the ful, books to appear in many years. It is
creatures lived. Fossil drawings are found the story of Martha MacNamara. Having
throughout the text, and certain sketches come to California at her daughters
D RAGON 67
request, Martha begins to worry when, The hero, Lee Kestner, has one simple
after having checked into her hotel, her desire: a car. Trapped in a stagnant world
daughter does not contact her and she can where one is constantly bored, Kestner
find no trace of her. In between waiting wants a set of power-charged wheels. He
and worrying, Martha meets a strange wants to bandit around, screech his tires,
Chinese gentleman named Mayland and generally have a good time. As most
Long. people know, however, life does not
Bored by his present life, Long offers to operate that easily.
help Martha find her daughter. They set Kestner travels from one adventure to
out together, plunging into the world of another, learning about life and himself
computers and video politics (her daugh- in what is an incredible saga. Thurstons
ters specialty). During their search, they storytelling underplays all of the action.
come to learn as much about themselves Rather than concentrating on the gratu-
and each other as they do the daughters itous violence inherent with the future he
past and present troubles. has created, Thurston studies the feelings
Long is portrayed as a bookish Doc and sensitivities of his central characters.
Savage. He needs little sleep, is a skilled, Everything is seen through Kestners eyes;
calm fighter, is well-read, and can become Thurston never alters his point of view,
knowledgeable on an unknown subject so the story only matures as rapidly as
with but one nights research. Kestner does. And mature he does, as
Martha, on the other hand, appears to would anyone in his set of situations.
be more emotional and have less direction Another positive point of this novel is
in her life than Long. She practices Zen that the author apparently had fun writ-
Buddhism and remains faithful to her ing it. Thurston had a story he wanted to
beliefs. As a career, she plays the fiddle. relate, which is exactly what he did.
However, just as Long envies the life she However, there will be no sequel to
has led, so Martha envies his. Kestners adventures, even though readers
With two such diverse characters, it is might sorely want one.
only natural that opposites attract. So, in part-time janitor (sanitary engineer), he is
part, Tea with the Black Dragon is a love the one selected. The comedy stays at this
story, but it is a bizarre one. Long claims level throughout. TRANSFORMER
to have been (and does deeply believe that Analyzing Spellsinger is not easy. The M.A. Foster
he was) an Imperial Black Chinese author does a good job of explaining this DAW Rooks 0-87997-814-7 $2.50
Dragon. By the end of the book, there is worlds evolution, making mistakes Several years ago, M.A. Foster wrote a
no proof to support his claim, and yet the neither in the social order he has set up stunning book, The Morphodite.
reader is compelled to believe him. And, nor with the mores he has established for Although the storyline was neatly
so is Martha. it. However, there is nothing particularly resolved, enough raw angles remained so
Be warned, this novel is light fantasy at outstanding about this book. Either one that more pages could be easily generated.
best. If gaudy magics and swordplay are wants to read a comedy with no other Luckily for Fosters audience, the wait
musts, then this one is not for you. If, merits or one doesnt. was not too long.
however, a quiet fable containing the And that is the whole of the situation. For those readers fortunate enough to
most unusual, yet uniquely compatible, Foster infuses none of the characters with find a copy of The Morphodite, buy the
adventuring couple since John Steed and anything new. Preparing for the great book at once. For those who cannot
Emma Peel is what youre after, then conflict with evil, Clothahump and acquire it, there is no need to worry since
track this one down quickly. Meriweather gather a number of others to Fosters latest work, Transformer, is a
assist them, but none of the characters novel that can stand on its own without
strike much of a chord within the reader. having to read its predecessor.
SPELLSINGER The bickering and constant sexual refer- The story begins with enough back-
Alan Dean Foster ences are amusing, but the book has no ground to both inform the reader and
Warner Books 0-446-90352-3 $2.95 substance, and, indeed, no ending, either. arouse his curiosity about the Morphodite
Now, for those who do want the gaudy Lacking in nobility, or even a point, and its enemies. Even though the Mor-
magics and swinging swords, Fosters Spellsinger is void of feeling or mood. It phodite was neutralized, its creators still
newest, Spellsinger, just might be the has comedy aplenty, but little else. fear it. The creature is supposedly happy,
novel to read. having retreated from the mainstream of
Spellsinger is an epic fantasy, with a human existence to care for orphans with
suitable epic cover filled with warriors. SET OF WHEELS a woman it loves. Yet its creators fear that
But before running straight for the local Robert Thurston someday the Morphodite may remember
bookstore, be warned that this novel is, in Berkley Books 0-425-05820-4 $2.50 things it should not be able to recollect
fact, a comedy. Judging from his past credits like the and come after them seeking vengeance
Jonathan Thomas Meriweather from Battlestar Galactica books, one might not for their crimes.
California has been transported into think that Robert Thurston could write a To spare themselves and future rulers
another dimension by a wizard. Because novel such as Set of Wheels. He did, of their council, the creators send their
this dimension is populated by intelligent though, and people are enjoying it. best assassins to finish the job they
animals who fight, live, drink and appar- Simply, the story concerns a bleak bungled in the previous novel. By doing
ently copulate with humans, it is not future: the government has practically this, the council sets off exactly the chain
surprising to discover that this wizard is a fallen into ruin, and things are so bad of events they had wished to avoid. As the
turtle. The wizard, Clothahump, has that hardly anyone has noticed. Cities are killers miss their mark the first time, the
brought Meriweather to this dimension controlled by their inhabitants; religious Morphodite retreats, looking for the truth
because he needs another wizard to help groups are buying property in the and tracking it to the hidden recesses in
him fight a great evil. Unfortunately, the southwest; peoples dreams are shattered which it has been stored.
word wizard translates as engineer in the daily; and the welfare state of America is The importance of Fosters work is not
English language. Since Meriweather is a an abysmal failure. the events that occur in his story, but
68 A UGUST 1983
AGAINST INFINITY
Gregory Benford
Timescape Books 671-45901-5 $14.95
Evidently Gregory Benford is not
content with the Nebula, Campbell
Memorial and British Science Fiction
Association awards he received in 1980 for
his novel Timescape. The amount of
detail and hard work Benford poured into
his latest effort, Against Infinity, seems to
support this line of reasoning.
The action of Against Infinity takes
place on Ganymede, one of the moons of
Jupiter. Manuel Lopez, the protagonist,
is a first-generation native, part of a
human settlement whose mission is to
terraform Ganymede. The work is slow;
the atmosphere remains poisonous to
humans after generations; the surface
temperatures are extremely low; and there
are no native foodstuffs.
The only break the men of Ganymede
have for their never-ending work is the
semi-regular hunting expeditions. These
trips were designed to minimize the herds
of mutates released on the moons surface
by Earth biologists. Actually the hunting Despite the harsh, gritty realities which
trips are cleverly disguised opportunities Benford paints so well, the novel never
for the men to gather information on the loses its sense of wonder. Seen through
rather what the story has to say. Unlike strangest aspect of their new world: a the eyes of Manuel, both as a child and as
other books of this genre, Transformer is nearly mythic, randomly destructive, ever- a man, the reader sees how a spark of an
more a history of the emotions of man changing, totally unpredictable thing idea can drive a person throughout his
than just another science-fiction novel known for years as the Aleph. lifetime, until either he conquers it or it
filled with just futuristic trappings. The Aleph is a relic from a time past. conquers him.
The Morphodite is a creature capable No one knows who built or grew it, or This is a rare treat for old-time science-
of changing its physical appearance, from how it got to Ganymede. Since the first fiction fans who enjoy the appearance of
one male or female form into another. encounter, the Aleph has remained a mys- innovative ideas into the field. Asimov,
Each transformation costs it a number of tery to the men of Ganymede. Heinlein and Clarke may be doing their
years of its life as it becomes younger each Manuel, a very young adolescent at the curtain calls, but as long as Benford and
time. It cannot transform itself into an books opening, wants to hunt the Aleph. others of his caliber are in the wings,
older being, only a younger one. And yet, Over the years he tracks it, studies it, and hard-core audiences will continue to
as it grows older, each younger entity it gains partners to help him bring it down. experience excellent performances.
becomes is wiser than the last. The As is to be expected, Benfords new
insights and added maturity brought to novel is not merely a science-fiction hunt-
the creature after each change make ing story. Although the action, when REPRINTS AND COLLECTIONS
Transformer a book to be studied as well present, is set at a rocketing pace, it is not In past months, several science-fiction
as read. Even the minor characters have the highlighted feature. and fantasy works have been reprinted or
numerous valuable insights to relate One of the things that makes Against reissued. The titles of those works are
the death scene of the Morphodites friend Infinity a success is the hard science categorized below according to publish-
Pompeo exemplifies the revelations into within the text. A full professor of phys- ing company; publishing firms are listed
human nature this novel possesses. ics, Benford records his knowledge in an in alphabetical order.
Although Transformer is entertaining, entertaining but thorough manner. He Ace Books: Castledown, Joyce Ballou
its intent is meant as much more. The tackles the problems of colonization on Gregorian, $2.95; Uller Uprising,
author depicts a number of normal other worlds stunningly. H. Beam Piper, $2.75.
human situations, but often develops With equal deftness, however, Benford Avon Books: Welcome to Mars, James
them with twists different from those the also juggles the dozens of political theo- Blish, $2.50.
reader expects. Moving beyond many of ries human beings would most likely take DAW Books: To Keep the Ship,
science fictions stereotypical reactions, with them to the stars. In one scene, a A. Bertram Chandler, $2.50; Cemetery
Foster has established a more mainstream new character appears, explains why cap- World, Clifford D. Simak, $2.50; The
flow to his latest work. italism must generate communism and Blue World, Jack Vance, $2.25.
In conclusion, even though the novel why its ascendancy must generate capital- Del Rey Books: Hieros Journey,
Transformer is filled with both radical ism, and then leaves without being seen Sterling E. Lanier, $2.95.
and standard science-fiction props, it is again. Benfords style works in such a Dodd, Mead & Co.: Nebula Maker &
not merely another SF story. Transformer way that the reader neither misses this Four Encounters, Olaf Stapledon,
is a hard-hitting, searching book which character nor questions his entrance. Illustrated by Jim Starlin, $7.95.
tackles the causes of the problems it pre- Against Infinity is top-notch hard-core Fawcett-Crest: Starships, Asimov,
sents. The Morphodite is not a one for science fiction. Having the necessary Greenberg, and Waugh, Editors, $3.50.
stop-gap measures, and neither is Foster. hardware, the science in the novel Pocket Books: The Monster of
As if teaching a class in deductive reason- appears practical, fitting and intelligently Prophecy, Clark Ashton Smith, $2.95.
ing, Foster leads the reader from chapter constructed. The politics and humanity Warner Books: Dark Crusade/Death
to chapter, teaching new ways by which of the characters are drawn from attitudes Angels Shadow, Karl Edward Wagner,
to perceive the world. and emotions all of us have experienced. $2.95 (each).
D RAGON 69
Khi to Freedom: Key to Triteness
KHI TO FREEDOM facile-tongued linguist would find the
Ardath Mayhar pronunciation of such names as LKKT,
ACE Books 0-441-43726-5 $2.50 Shhhp, Lthhh, or Hrrrll to be nightmar-
If a hodgepodge of odd-looking and ish. Just as aliens need not be named
acting aliens and a desire to save the John or Jane Doe, so a string of conson-
universe are ones mode of entertainment. ant slurs, sibilants or plosives impossible
then this science-fiction novel should to pronounce need not reflect the alien
supply hours of enjoyment. element. Character names ought to be
In terms of aliens, the reader is inun- easily identifiable and memorable, but
dated with all sorts. Not only is one not distracting.
treated with the usual humdrum of cat- Besides a plethora of alien lifeforms,
people, spider-folk, and green-furred Khi to Freedom offers the reader an expe-
humanoids, but encounters with such rience to save the universe or at least
esoteric creatures as interdimensional large parts of it not only once, but
beings provide added pleasure. However, twice. The novel, then, becomes quite a
the cast of thousands, from protagonist to treat for those with a messianic complex.
extras, is quite stock. For example, there During the first half of the novel, Hale
are the evil fascist types called Ginli, the Enbo, protagonist and indentured plane-
organized bureaucrats known as the tary scout, escapes from the lab-ship of
Sdnnn, and the bodiless thinkers named his masters, the Ginli. Bound to prove the
Oti. Apparently, Mayhar wasnt satisfied racial and intellectual supremacy of pri-
with her compendium of space lifeforms, mates, the Ginli pursue their plan by
so she tossed in a humanoid protagonist exploring alien worlds and vivisecting
determined to save the universe, a trio of their captors, be they intelligent or not.
lovely interdimensional instructors, and a Said atrocities, of course, infuriate and
glimpse of the supreme beings ultimately horrify Enbo, and he flees to the planet of of racial supremacy didnt supply Mayhar
responsible for the universes creation Khi-Ash. Here amongst the various races, with enough material from which to
and salvation. Enbo meets the Khi, the interdimensional create a novel, in the middle of the story,
Not only do the physiologies and the begins who teach him how to deal with the reader encounters the second plotline:
ideologies of the aliens races appear trite, the Ginli threat. threat of universal annihilation. During
but so do the alien names. Even the most Since the philosophical ramifications the last pages of the novel, Enbo must
70 A UGUST 1983
protect the universe from a negative life that there are various Is telling the story story from moving along expeditiously.
force whatever this force is remains a is. Each chapter identifies the first-person But for character development and
mystery, for the reader is never quite sure speaker. Such a technique allows the insight, the technique is fascinating.
what constitutes this being. reader to explore the feelings, reactions, All in all, Khi to Freedom is that type
Though the characters are stock and and beliefs of the various alien races. of science-fiction novel that has too many
the plot trite, the author does use a rather Since different characters are allowed an fictional devices and not enough scien-
interesting literary device. The entire opportunity to respond to the same set of tific speculation to make it a memorable
story is told in the first-person viewpoint, circumstances, the story does have a lot of piece for its genre.
Though this, in and of itself, is not new, flashbacks, sometimes preventing the review by Patrick Lucien Price
STORM SEASON indeed; but the buyer of this one should Roman Church claims universality and
Robert Lynn Asprin, editor seek light-hearted fantasy elsewhere. perpetuity. Whatever the reason may be,
Ace 0-441-78710-X $2.95 many SF works A Canticle for Leibo-
As the fourth book of Thieves World, witz, the Deryni series, The Star, for
this latest collection of original stories YEARWOOD example have dealt not only with the
concerns the inhabitants of that wretched Paul Hazel Christian religion but also the Catholic
backwater called Sanctuary. Timescape/Pocket sect. Forbidden Sanctuary is one more
For those who have not encountered Books 0-671-41605-7 $2.50 example of this topical concern.
them, the Thieves World books consist of Quoting from the books cover, this is Aboard an alien ship destined to make
original stories which are set in a com- the first book of the Finnbranch, which first contact with Earth, a crewmember of
mon background: a declining trade town is called Yearwood. Ho-hum, another a heretical sect plans his escape from the
in a conquered province. Though the fantasy series by an unknown author. Yet, ship once it lands. The crewmember
Emperors younger brother and a handful with a vision all its own, this book has remembers that this sects teacher, raised
of vicious Imperial troops rule the town, impressed me more than any I have amongst a rebellious folk, was a wonder-
some of the most colorful rogues, scoun- encountered in some years. working preacher of love and peace. After
drels, vagabonds, and ordinary citizens Yearwood is a saga drawing from the the teacher was brutally persecuted and
this side of a World Science Fiction darker elements of both Celtic and Scan- condemned by his coreligionists, he rose
Convention inhabit Sanctuary. dinavian legendry. The tale concerns an from the dead so that he could inspire his
These characters were created, and are ill-begotten youth who, knowing neither followers to believe in his teachings. This
being chronicled, by some of the most his own true name nor his heritage, feels once obscure sect is now persecuted by the
stellar names in the science-fiction and drawn to leave home. The story reminds Empire on behalf of its own decadent and
fantasy genres: Poul Anderson, Marion one, not of some hackneyed cardboard coarsened official cult, but countless
Zimmer Bradley, John Brunner, C.J. Conan, but of Cuchulain, Aragorn, Odin, Imperial citizens are becoming secret
Cherryh, Phil Farmer, Joe Haldeman, and Oedipus. In Hazels novel, familiar believers. It is this persecution that has
Vonda McIntyre, and A. E. VanVogt. All literary motifs become, not cliches, but prompted the alien to seek his freedom.
authors write under the redaction of Mr. archetypes which resonate in the depths This set of circumstances should suffi-
Asprin, also an SF writer. This peculiar of the subconscious mind. ciently indicate that something special is
experiment a coordinated equivalent The work is not without flaw, however. afoot here. If not, the human interpreter
to the creation of such cycles as those The author does not have the gift of chosen for the encounter with the alien
about Arthur and Charlemagne has creating names as did Tolkien a name race will. As an extremely devout
been received with plaudits and, more such as Tabak ap Ewyn would cause any Catholic, the human interpreter is able to
importantly, with brisk sales. philologist to balk. immediately grasp the theological impli-
What, then, of the fourth book of A more serious flaw, though, is Hazels cations of the situation. When the alien
Thieves World? Curiously enough, it is a depiction of women. His description is escapes from his persecutors, he seeks
bit of a letdown. For the first time, no neither the mindless good-ol-boy chau- sanctuary within the Church. But the
new writers, and only a handful of new vinism of a Robert E. Howard nor the ensuing complications embroil the Pope,
characters, are introduced to the collective twisted sadism of a John Norman. the Secretary-General of the UN, the
unconscious of Sanctuary in this volume. Instead, women do not appear as the President of the United States, and
In a curious parallel to the cover paint- individuals they actually are. Their per- eventually every inhabitant of the Earth,
ings, fewer characters are the focal point sonal qualities are overshadowed by their human and alien alike.
of the artwork; those few which have representations as the greatest of arche- This book is thought-provoking and
remained so are overdrawn to the point of types. Thus, female characters tend to well-written, involving very credible
near obsession. As the inhabitants will lose their element of humanity. human and alien characters as well as an
willingly admit, Sanctuary is slowly Regardless of flaws, I join the writers objective consideration of various ethical
becoming an increasingly miasmatic and quoted in the books blurb in looking and political issues. It is also fun to read.
squalid place, reminiscent of back-alley forward to the next book to be called While the Numoi are not as alien as some
Lankhmar at its worst. Undersea and in recommending it to readers might desire, the personalities,
Storm Season is certainly not lacking the serious reader of fantasy literature of culture, and conflicts of the Numoi are
in action: slaughter, feud, betrayal, inva- mythic quality. presented in a plausible manner.
sion, kidnapping, condemnation, theft, Like Walter Wangerins Book of the
god-slaying, and all the other forms of Dun Cow, Bowkers novel may be one of
liveliness that make Sanctuary such a fas- FORBIDDEN SANCTUARY those books which is less meaningful to
cinating place to read about safely at Richard Bowker the non-Christian reader. However, if
home, but such a hellhole for the visitors Del Rey/Ballantine 0-345-29871-3 $2.50 skeptics exercise the willing suspension
and inhabitants. Like the preceding More than any other religious sect, the of disbelief, they will find this work very
volumes, there are enough ideas in here Catholic Church has been a source of fas- much worth their while. As for the Chris-
to keep some DMs campaigns going for cination for science-fiction writers. Per- tian reader, one will enjoy reading
five years. haps this interest has occurred because Forbidden Sanctuary and sharing it with
The events in Storm Season indicate such writers often come from a Catholic a friend.
that the next book promises to be lively working-class background, or because the reviews by Mike Lowrey
D RAGON 71
Expanding the genre of RPGs
GANGBUSTERS game recreates the roaring 20s
The GANGBUSTERS game is TSRs
entry into the role-playing environment
centered around the bootlegging and
racketeering days of the 1920s and 1930s.
Among the forces of Law are Melvin
Purves of the young FBI and Eliot Ness
and the Untouchables; among the forces
of Crime are Al Capone and John Dillin-
ger. The setting is the mean streets, the
speakeasies, and the betting parlors of a
seamy and corrupt urban society; the
action involves machine guns, fast cars,
and easy violence. The characters are
tough-talking and hard-bitten. Shrewd
and fearless leaders head up ethnic gangs
of gunmen, thugs, and conmen pursuing
the American dream of quick financial
success against the grim backdrop of a
crushing depression. Against these law-
less entrepreneurs are arrayed the heroes
of decent society beat cops, special
agents, private detectives, crime reporters,
and the honest citizen.
These are the dramatic materials of a
cleverly designed and well-written role-
playing game. The package costs $12, and
contains a 64-page rule book, a 16-page
solitaire module, a 22 by 35, two-sided,
full-color map of several city blocks (with
detailed floor plans of building interiors),
an 11 by 17, two-sided color ward map
of a city similar to Chicago, a set of die-
cut cardboard counters, and two lo-sided
dice. The product quality is excellent; the
artwork and layout is appealing and pro-
fessionally executed.
The rule book covers the basic game
mechanics in about 16 pages; the rest of of role-playing games: character stats, hit think this last chance for a bit of luck is
the rule book is devoted to the develop- points, percentile skills, ability checks, dramatically and emotionally satisfactory.
ment of a Gangbusters campaign. The action options, sequenced movement, and The game also has a character attribute
basic rules are relatively simple and easily so forth. A few of the ideas are original called Presence which is most similar to
learned; the text is well-organized and and attractive; in particular, I like the charisma in other systems; here, however,
clearly written, using simple, everyday separation of damage points into bruis- Presence is cleverly used to judge physical
language with a minimum of gaming ing and wounding damage, permitting a and verbal persuasion attempts. One most
jargon. Best of all, the rules are amply kind of subdual attack, and the good fist- appealing feature of this system is that an
illustrated by frequent short examples of fighting rules. Hand-to-hand combat has underling often uses the Presence score of
rules applications and several extended not been handled well in most RPGs; the his superior to resist persuasion, coercion,
samples of the flow of play, demonstrat- Gangbusters system may be an exception, or torture, reflecting the underlings fear
ing the application of rules in the context offering the feeling of a real fistfight of and/or loyalty to his boss. Most other
of an adventure. These extended exam- without the detailed rules which slow the systems have a form of charisma attribute,
ples are very effective in suggesting the rapid pace of action necessary for a but dont really seem to have any real use
color and atmosphere a gamesmaster movie-style free-for-all. for it.
should strive for in his adventure. I also like the use of a luck roll in The sections that cover the develop-
The rules themselves are streamlined potentially fatal situations; essentially, ment of a Gangbusters campaign are
and lack the painstaking detail of Dare- this is just a saving roll, but it comes only most appealing. There are additional
devils by Fantasy Games Unlimited, at the most appropriate point in a role- details of character development, includ-
another RPG set in the same time period. playing game when a character is ing an advancement and skills section.
For example, Daredevils lists 40 different about to die. Most other RPGs give sav- Most entertaining is the section on
specific models of firearms, while the ing rolls against all kinds of misfortunes, player-character careers. There are four
Gangbusters rule set lists only 10 general emphasizing the role of dumb luck in basic careers: law enforcement, private
types of weapons. The emphasis is on success. In the Gangbusters rules, this investigation, newspaper reporting, and
dramatic function rather than dumb-luck provision comes at the point crime. In law enforcement there are three
simulation-quality detail. Most of the of a player characters life or death; no primary options: local police depart-
rules use familiar established conventions one likes to lose a player character, and I ments, Prohibition agents, and FBI
72 AUGUST 1983
agents. The powers exercised by these and politicians are pragmatic and realis- complete with established crime rackets,
roles and the restrictions they must abide tic; to have suggested otherwise would crooked politicians, and crusading cops.
by are based in history; they conjure a have been to undermine the credibility of At least the one module Ive seen satisfies
convincing illusion of realism for the the game. I like the rules on public opin- this need; more about the module,
dedicated role-player. ion; any time a player character engages Murder in Harmony, later in this
The most interesting sections are those in crimes of senseless violence and rapac- review.
on establishing criminal ventures like ity, the churches, newspapers, and citi- The rule book concludes with optional
numbers games and bootlegging rackets. zenry make enraged demands on the poli- expert rules for guns, fistfights, and cars,
The energy and enterprise of the criminal ticians to clean up the city; when the and an appendix with typical NPC stats,
has always fascinated the American imag- heat is on, the rules say that its even a representative selection of common
ination. After all, most criminals are seek- possible that gangsters will help local expenses and wages from the period, and
ing the same traditional American goals police solve certain crimes just to get the a rogues gallery giving the stats of
wealth, business success, expansion, heat turned off. The section on the law famous historical criminals and lawmen.
status, competition that the law- hearings, bail, plea bargaining, trials, The prospect of playing in a campaign
abiding businessman seeks; the criminal jury tampering, sentencing, and parole where you might meet Bugsy Siegel or
simply uses illegal means. The intricacies place the criminals career in perspective; Vito Genovese is quite attractive; why is
of illegal businesses require a keen mind any player-character criminal who is care- it that the good guys just dont seem to
and an adventuresome spirit; to be a suc- less will not be on the streets for long. On produce characters as colorful as the bad
cessful criminal requires a great deal of the other hand, there exists the repugnant guys? The rule book also has an index, a
talent. Perhaps this is one of the strongest but fascinating possibility of foiling jus- player-character record sheet, and a
appeals of this game an opportunity to tice with the proper expenditure of reprinting of the most important rules
role-play a criminal. When one reflects wealth and cleverness. charts on the back cover.
on the great film heroes of the gangster The section in the rules on gamemas- I was most excited when I discovered
genre, one is struck by the preponderance tering a Gangbusters adventure is full of that a solo module had been included
of criminals as heroes; good guys just useful suggestions and common-sense with the rules; I believe that the best way
arent as aggressive and colorful. wisdom, but I wish more detailed help in to learn a rules system is through a pro-
There are sections on dealing with running a campaign had been offered. grammed adventure. However, this one
NPCs, the role of public opinion in the Most particularly missed is a biblio- falls a little short of my expectations; it
campaign, and on the workings of the graphy of fictional and historical read- lacks nothing in action or narrative imag-
criminal justice system. The section on ings in the period to aid the GM in ination, but offers little commentary to
NPCs handles loyalty, persuasion, brib- campaign-building. The most effective explain and reinforce the understanding
ery, witnesses to crime, cronies, and poli- remedy for this fault is the production of of the game mechanics. It does adequately
ticians. The historical statements made by modules that illustrate the art of cam- illustrate an adventure module; however,
this game on the dishonesty and corrup- paign design and offer detailed support I was also hoping for its more effective
tibility of many law-enforcement officers for the creation of a city-based campaign, employment as a teaching tool, as an
D RAGON 73
extension of the use of examples in the understand the rules. There is also a very period, unlike running a fantasy cam-
rules book. useful chart for recording the sequence of paign, where a GM can make up the
In fact, I sometimes found the modules choices and actions; such a chart, with details of his campaign background as he
choice of emphasis and phrasing confus- additional refinements, should be goes along.
ing when trying to understand how the included as a part of all programmed Second, the design of the game does not
basic rules were being applied in certain adventures. exactly fit the model of the party adven-
situations. For example, at one point the The maps in the game are very good- ture established by the original RPGs
module emphasizes that the figure in the looking and useful. The worst part of a fantasy role-playing systems like the
rear seat of an escaping car receives a de- city-based campaign is preparing all the D&D® game. In the Gangbusters game,
fensive modifier for being under cover; no floor plans of the establishments a PC many of the situations do not lend them-
mention is made of the status of the might decide to visit; the map will pro- selves to established groups of PCs work-
driver of the car, who is ideally a more vide enough material for many adven- ing together; the traditional private eye,
important target, since hitting him might tures. The grid reference system is con- for example, is a loner, and it is unlikely
cause the car to crash. The basic rules venient for GM reference in future that a crime reporter would travel every-
clearly state that a target in a car receives published or home-made adventures. The where with a group of FBI agents. This
defensive modifiers for being in cover; I counters provided with the game are may cause inconvenient lulls in activity
spent a great deal of time looking for necessary but unremarkable; the use of for certain characters. It is possible to
some rule which might account for the miniatures would, Im sure, add to the establish criminal gangs with inseparable
modules seemingly significant omission atmosphere and flavor of a session. comrades, or a group of lawmen like the
of a description of the driver as under In a role-playing game like this, where Untouchables, but even in the module
cover. Further, when the characters are there is such an emphasis on the cam- Murder in Harmony it is evident that
first attacked, they are machine-gunned as paign aspect of play, I felt it would be not all PCs can be involved in every
they sit in a car. The module, however, appropriate to take a look at a module episode.
qualifies their defensive modifier as par- that TSR has published for the system. I Finally, there is a dearth of popular
tial cover. I never quite resolved my con- was very pleased with GB2, Murder in literature and media concerning gangsters
fusion over this application of the rules. Harmony, a murder mystery that at the moment. There are not as many
Additionally, it is particularly frustrat- unfolds to reveal a backdrop of labor ready models for characters and narratives
ing to try to follow the multiple paths of racketeering and the challenge of a as there are for science-fiction and fantasy
the flowchart of decisions and conse- younger Italian syndicate for the profita- games. This may imply an inadequate
quences; it would be better if a player ble criminal operations currently con- market of readers and gamers seeking this
could easily go back and see what the trolled by an old-fashioned, brutal Irish kind of adventure; perhaps this is simply
results would have been if he had selected mob. The adventure is well-written; it not a stimulating enough fantasy for an
another alternative. The action, however, contains an effective main plot with a se- escapist age like ours. The grim realism
is fast and furious, and gives players an ries of minor subplots, convoluted but of the Gangbusters theme may be its most
opportunity to find out how well they well-motivated and credible. It contains unattractive feature to gamers who seem
strongly differentiated and colorful to be looking for magical powers, heroic
characters. adventures, and fairy-tale moralities
The materials are well-organized for where it is easy to tell the difference
reading and reference. First there is a brief between good and evil, and good always
summary of the main plot and subplots. triumphs in the end.
Next, a chronology of major events and Nonetheless, it is this realistic flavor
episodes, then the description of the that is the greatest virtue of the game.
action; each encounter is described, The history of the Volstead Act, law and
explaining the motivations and behaviors corruption in the big cities, and the crim-
of the participating NPCs. In a separate inal robber barons makes interesting
section, the materials of evidence are reading. The Gangbusters game is also a
divided into three major types state- model of a well-written and well-designed
ments of the NPCs, physical evidence, FRP system. I hope it is an indication of
and results of wiretaps. Finally there are TSRs increasingly high standards for its
general descriptions of the appearance, products; it is easily the most well-written
personality, and motivations of each of work published by TSR that Ive seen.
the major NPCs. This adventure is The rules contain an ideal preponderance
designed for investigation, problem- of campaign rules over game mechanics;
solving, and role-playing, not just bad- the rules are provided primarily for dra-
guy butchery or treasure hunts. Mark matic purposes, not for a simulation of
Acres, who designed the Gangbusters sys- the period. The perceived value the
tem, is also the author of this module, graphics and overall appearance of the
and in it he extends his conception of the package is very good for only $12.
game as a campaign; the quality of the There is plenty of action guns, fist-
module is an excellent recommendation fights, and car chases.
for the quality of the game. The potential of the gangster genre for
There are some reservations I must role-playing is very strong, though at the
express about the game. First, I believe moment the genre is at an ebb in popular
that designing and running a campaign literature. It has all the important fea-
would entail a great deal of research and tures colorful characters, fast action,
preparation for the GM. The lack of a list episodic narratives, a distinctive, stimu-
of references for further reading only lating setting. The Gangbusters system
complicates this problem. It is hard to tell uses these elements effectively, and is a
without seeing a number of Gangbusters worthwhile purchase both as an example
campaigns in action, but I suspect that it of a well-written game system and as a
would be difficult to run a campaign new setting for role-playing,
without some detailed knowledge of the Reviewed by Ken Rolston
74 AUGUST 1983
D RAGON 75
Borderlands is worth the price
Eon Products has put out some inter- roll of 1-4 indicates that the phase occurs,
esting games over the past few years. a 5 means it does not, and on a 6, the
Some of their efforts have been near players vote on whether it takes place!
misses, such as Darkover, while Cosmic Of the five phases, four are directly
Encounter is an unqualified classic in the related to economics. In the development
realm of SF games. The people at Eon phase, combinations of resources are con-
Jack Kittredge, Peter Olotka, and Bill verted into boats, cities, and weapons.
Eberle are also responsible for Dune The exact combination of resources
(produced under the Avalon Hill label), a needed varies with the item being pro-
game that tackles the very difficult task of duced: One coal unit and one iron unit,
bringing Frank Herberts novels to life. or two gold units, make a weapon; four
One thing is certainly clear: the Eon staff golds or one each of gold, timber, coal,
has continually produced challenging, and iron will build a city; timber is
original, and playable games. needed for river boats. Gold is the key
BORDERLANDS, the subject of this element; two units can make a weapon
review, is no exception. Once more with and four will build a city, making access
this product, Eon has combined an inter- to a gold site very important. In the pro-
esting premise with absorbing mechanics. duction phase, resource counters are pro-
Borderlands is the closest thing to a duced at the appropriate sites, one unit
standard wargame to appear from this Different sets of warrior counters are pro- per site unless the site is on or adjacent
company. It has a map and military vided for each of four players; all other to a city, in which case production is
units, and production plays a key role in counters are universal, their ownership doubled.
the game; the players vie for control of denoted by the warrior counter with In the trade phase, the players do just
geographic regions and supplies of which they are located. that: exchange commodities with an eye
resources. The game seems to borrow Borderlands is a game of simple toward the construction of desired items
some of the best features of other games mechanics, but with subtle and complex on the next turn. Trade is a free-wheeling
like Diplomacy and Civilization, while strategy. The game minimizes luck (and affair, with no limitations except that
retaining its own distinct identity. spreads the effects of good fortune around players must have a common border to
The game is played on a 20 by 24 to all the players) and maximizes the abil- make an exchange. Thus, a simple
glossy map of an unnamed mythical con- ity to put-together complex patterns of market economy develops, depending on
tinent. (Although Borderlands is billed as attack, interweaving zones of defense, and an individual players needs and his
the game of the barbaric future, there is persuasive negotiations into an overall access to materials. For example, a player
nothing to indicate that it is set in some effective strategic plan. Its a game that who wishes to develop a city needs gold;
sort of post-apocalyptic milieu.) The map places a premium on conceptualization if he doesnt have a gold token, he may be
is divided into 36 irregularly shaped terri- and efficient exploitation of resources and willing to trade several of his less useful
tories, marked off by land and river elements of power. or more plentiful resources, say a horse
boundaries. The number of territories The game begins with the placement of and an iron token, or three timbers, for a
that border a given region varies, impart- resource sites, as described above, fol- single gold token. In a four-player game,
ing to certain areas key strategic impor- lowed by the distribution of player trade is especially important since there
tance. Each territory is named and con- armies. This is a key part of the game; the are only three sites for gold, iron, coal,
tains a small box printed on the map for locations of the resource sites will deter- and horses, insuring that at least one
holding military units. mine which territories will be of prime player will always be lacking in at least
Of considerable importance are the 16 economic importance and afford the one of those resources. Control of two or
discs representing resource production owners the potential for war, while the three resource sites by a single player, or a
sites. There are three each of coal, iron, placement of armies will determine both pair of players acting in tandem, is
gold, and horse breeding grounds, and the initial control of resources and the extremely useful, allowing the con-
four forests. These counters are distrib- players power base. If a players forces troller(s) to cut off another player from a
uted randomly around the territories are spread too thin and he doesnt have a given commodity, or exact a high price
before the game begins, insuring that mutually supporting position with a for it. Trade is one of the most fun and
each game will be different from previous decent prospect for expansion, he is likely interactive sections of the game.
ones. A number of very tiny tokens are to be eliminated. A frequent opponent of Following the trade phase is shipment.
provided to denote units of these com- mine, whom I regard as probably the best The required resource tokens must be in
modities, and are used for building and Borderlands player Ive ever been up the same territory to be developed into a
trading. against, feels that the set-up is the most city, boat, or weapon, and achieving this
Each player has a set of 20 warrior or important part of the game. requires shifting resource tokens around.
army counters, used to show who owns a Once the game is set up, players start This can be done in the trade phase, since
given territory (as in Risk, each territory taking turns (or cycles, as they are called). tokens acquired by trade may be placed in
is possessed by one player or another at Nominally, there are five phases in a any owned territory (making the trade of
all times) and to provide minimal mil- cycle, with all players completing action like tokens viable and mutually benefi-
itary potential for attack and defense. in a phase before moving on to the next. I cial). In the shipment phase, players
Other counters include horses, gained by use the qualifier nominally because move counters by more conventional
control of breeding regions or through some phases are dependent on a die roll means, territory by territory. Boats and
trade; and cities, weapons, and river to determine whether they occur. The horses are especially useful here, since
boats, which are constructed from combi- phases in a cycle are development, pro- they greatly increase the distance over
nations of resource tokens. All these piec- duction, trade, shipment, and attack. which counters can be moved.
es have military power, and horses and Only the first and last automatically All of this jockeying brings players to
river boats provide mobility for an attack. occur in each cycle; for the others, a die the attack phase, where the power that
76 A U G U S T 1 9 8 3
was accumulated via production and defensive position will include interlock- Bridges and ocean-going ships are
development is brought to bear on the ing, mutually supporting territories, developed in the same manner as cities
opposition. The method of resolving while attack combinations will seek to and the like. Both are means of getting
combat is elegantly simple, challengingly concentrate power at the point of attack. from the mainland to the islands and vice
subtle, and, for those who like to make Despite the lack of a random element in versa, and the ship is a very powerful mil-
their plans without fear of what the va- the resolution of combat, the many possi- itary instrument against coastal areas.
garies of the die roll will bring, entirely bilities (especially those allowed by the The expansion kit is all right, but I think
devoid of luck or random elements. Every pre-attack shipment rule) force players to its main virtue is the extra set of counters
non-resource counter has a point value: 1 plan ahead and try to avoid overlooking for the fifth man. The islands are the only
for armies and horses, 2 for river boats, 3 any crucial elements. logical way to expand the playing area,
for weapons and cities. A territory (or Victory goes to the first player, or coali- but in the games Ive played, they quickly
river boat, which act as a separate terri- tion of players, to hold three cities at the became dominated by one player per
tory for combat purposes) may have no end of a turn. This, of course, puts a island. Bridges and ships take a while to
more than one of each type of non- premium on the construction of cities, develop, and until that time, islands are
resource counter, and the total strength of the most difficult item to build. Although closed systems that cannot be rein-
a territory is the sum of its counters. In they cant move, cities are of considerable forced; the player with the most tokens on
addition, for both attack and defense, the value economically and militarily, so a given island is often able to parlay his
point values of adjacent owned territories theyre nice to have around in any case. superiority into control within a few
(and those of any player who can be con- The victory conditions seem both fair and turns. The ocean-going ships are very
vinced or coerced into helping) may sup- realistic; the player who wins is the strong, perhaps too strong. The first
port the attack, as long as they border on player who has become the most civ- player to develop one can terrorize coastal
the territory attacked. A comparison of ilized, not necessarily the one who has areas (about half the territories on the
the point totals is made, with the stronger achieved the most battlefield victories. My main continent and all areas on islands)
side prevailing. After a successful attack, only complaint with the victory condi- with relative ease; I havent played
the attacker replaces the opposing warrior tions are those involving joint wins. It is enough games with ships to be sure they
counter with one of his own color and too easy for a player tied with another at are a game-balance problem, but I suspect
assumes control of all resource tokens and two cities apiece to turn to a third player they might be. On the whole, I would
universal counters in the conquered terri- having one city and suggest that they recommend the expansion kit (priced at
tory; no units are ever destroyed. The combine for a joint win. I would offer $5) only for the group that needs the
attack rules favor the attacker. He receives either forbidding joint wins altogether counter set for a fifth player.
an additional point for the warrior he (Eons suggestion, if you dont like this Borderlands is a very good game. Its
will place to occupy the territory, and he arrangement), or making a rule that joint combination of simple rules, engrossing
may make a special pre-attack shipment, wins must entail having one city above strategy, and attractive graphics make it a
allowing him to bring up forces from the the normal requirement per additional sure winner. Its simplicity and short play-
rear if he has a chain of horses or a boat. player in the win. Thus, a two-player ing time (a game can be finished in about
Because of these advantages, and the combination would have to have four cit- two hours) make it a fine choice for an
benefits of a successful attack, such as a ies, rather than just three, to win. evenings play. My recommendation of
free shipment or a possible follow-up As with some of its other titles, Eon has the game would be unqualified were it
attack, the game favors the player who taken the position that more of a good not for its high ($20) price tag. I cant
can attack frequently. Attacks are also thing is better, and has offered an expan- help feeling the game is overpriced by $5
good for seizing resource areas, adjusting sion kit for Borderlands. It includes to $8; the basic set of Cosmic Encounter,
borders for a more defensible line or posi- army/warrior pieces for a fifth player, by comparison, contains more and fancier
tion to project power, or keeping the additional resource sites, three islands, components and sells for $15. Still, if one
opposition off balance. and bridges and ocean-going ships as new measures value by how often a game is
The rules for the attack phase may pieces. The islands are placed off the played and how much it is enjoyed, then
seem simple (and they are, in a mechani- shore of the continent (the rules are a bit Borderlands is a good buy. This is one
cal sense), but some thought and plan- fuzzy on island placement, but players game that wont sit on the shelf.
ning is required to execute an attack should have no trouble working out Borderlands can be found in many
properly. Success will go to the player something mutually agreeable) and pro- game stores or can be ordered by direct
who sees all opportunities for both attack vide some added space to accommodate mail from Eon Products, RFD 2, Sheldon
and defense, who places his key units the extra player. (I suggest using none of Road, Barre MA 01005 (add $2.00 for
(especially cities and weapons) in optimal the islands, or at most just one of them, shipping on mail orders).
positions for attack and defense. A good in a game with less than five players.) Reviewed by Tony Watson
78 A UGUST 1983
Research shows in Cities book
The CITIES book, published by Mid- varies with the time of day and the eco- Own, is its most remarkable feature.
kemia Press, is a 72-page fantasy role- nomic status (poor quarter, wealthy quar- Offered are two systems of procedures and
playing game aid that fills the basic needs ter, merchant quarter) of the area. After charts: one for creating villages of up to
of anyone who uses villages, town, or cit- determining the class of encounter, the 400 inhabitants, and another for creating
ies in his campaign. For $7.95, this GM is directed to the appropriate table larger towns and cities. Using these sys-
second-edition work is an excellent value, for that encounter class; under each spe- tems and a set of dice, a GM can deter-
providing complete guides for the design cific class may be found a series of events mine the businesses and services of a vil-
of communities and urban areas, great that might befall a character in a town lage or town, in a distribution
and small, and a systematic listing of setting. appropriate to the communitys popula-
both typical and unusual encounters and It matters little whether the GM uses tion. The authors have digested a great
episodes that might occur in a city or dice rolls to determine the encounter, or deal of information about historical
town that is the site of an adventure or a whether he uses the tables as a menu of urban areas and condensed and organized
part of a fantasy role-playing campaign. encounter ideas; the solid virtue of this it in tabular form a considerable
Designed for use with any game system, section is that it is an organized and achievement and a great help for the GM.
the product is well organized and con- comprehensive catalog of the kinds of All the businesses, institutions, and estab-
tains explicit procedures that make it easy events that can spark exciting and realis- lishments likely to be found in a medieval
to use. Detailed charts and systems, based tic adventures: Characters see slaver city are listed.
on careful research of historical towns beating a slave. Character witnesses a Additionally, the system emphasizes the
and their economics, provide a solid teleport appearing in front of the charac- important part played by the open market
foundation for a credible urban adventure ters the teleporter is clutching another or bazaar in early towns; charts describe
setting a critical component in supe- person. The book has 20 pages full of how often these markets are held and
rior FRP gaming and a factor inade- ideas for city adventures, neatly and sys- what kinds of commodities one might
quately addressed by many existing city tematically organized for the GM. They expect to find there. The lists of busi-
game aids. can be used in the planning stage of a ses- nesses for larger towns and cities are quite
The first section of the book is a com- sion, or they can be used in the middle of extensive, and divided into three eco-
prehensive encounter table divided into a session as a spur to improvisation. Each nomic classes: those to be found in the
28 classes of occurrences for example, entry on the charts could be the basis of wealthy, merchant, and poor quarters of
encounters with the town watch, an aris- an evenings entertainment. town. Also provided are several special
tocrat, pilgrims, a slave coffle, or a circus. The books second section, Cities, types of urban sections: for example, the
The probability of a specific occurrence Towns, and Villages: Building Your shantytown or fishermans village, the
D RAGON 79
open market, and the, ahem, seamier side The third section is called the City beforehand or improvised by the GM.)
of urban life. I have found these lists very Catch-Up Tables, and is designed specif- The procedures are systematic and clearly
useful in understanding the economics of ically to account for the time spent by a explained; the charts and tables are
my campaign. Now I can figure out what character in town while he is not actually organized for easy reference. This product
a given town produces, and roughly how adventuring. This out-of-play gaming is comprehensive; nothing about FRP
much money a freeman could expect to works through a series of random rolls town gaming (that I can think of) has
earn in a week; this gives me some basis and charts that indicate a persons been omitted. It contains many stimulat-
for a logical response when a player takes employment status, savings per week ing ideas to spur a GMs creation and
five hundred gold coins and tries to buy a from wages and investments, and weekly improvisation, and numerous dramatic
militia-trained army. Forget it! says the costs incurred. There are also tables situations requiring player character to
indignant native. I make 15 gold pieces which indicate whether some significant think things through and come up with
a month in the stable; you think Im event has occurred in the out-of-play sensible responses.
gonna risk my life for a measly 25 gold? period: offered a dangerous mission, Ive shown and loaned this book to a
This section only permits the creation fallen ill, offended someone, number of my friends; each has been
of a list of the appropriate businesses and accused of a crime, mugged, offered impressed with its utility. A typical
services in a town of a given size. It must a marriage proposal. All of these events response from them is chagrin over the
be noted that only general guidelines are greatly add to the atmosphere and drama fact that the product was not discovered
given on drawing maps of villages and of the player character; he becomes inti- (by them) sooner than it was. In fact, all
towns; one or two sample diagrams of mately and realistically involved in his the Midkemia Press products Ive seen
each would have been helpful. This sys- economic and social status he becomes have been excellent. The authors of Cit-
tem is best used in conjunction with a a part of the town where he resides. ies, Stephen and April Abrams and Jon
product like the Judges Guilds Village I The final section of the book is called Everson, previously prepared the excel-
& II books (which provide unlabeled Appendices, and is a miscellaneous col- lent encounter tables in Thieves World (a
maps of villages and towns of varied lection of useful charts and tables cover- Chaosium product), a fine example of the
sizes), unless the GM is content to prepare ing such topics as: taverns/inns/hotels quality of their work. They have also
his own maps. The process of designing a (quality of accommodations, food, prices, produced a number of other FRP aids;
small village and labeling the appro- types of patrons), stables (available ani- their town materials are particularly
priate buildings on a map takes about mals, cost of food and grooming), and worthwhile. I recommend that all cam-
half an hour; designing a good-sized occupational backgrounds (carpet maker, paign gamemasters examine Midkemias
town will take somewhat more time. herald, forger, torturer, botantist, poet). products; they will be pleasantly sur-
However, compared to the effort that The Cities book is a tremendous value. prised by the lucidity of the presentation
must be expended trying to design a town The product is truly generic; encounters and the wealth of information and ideas
without this game aid, there will be a are not described in terms of any specific they will find for town-based FRP
great savings in time and a considerably FRP game system. (Statistics for NPC gaming.
superior finished product. encounters will have to be prepared Reviewed by Ken Rolston
80 AUGUST 1983
Cards are the law in Judge Dredd
JUDGE DREDD, subtitled The game which scores points for the arresting fails, his pawn goes to the Intensive Care
of crime-fighting in Mega-City One, is a player. The player with the most points Area within the Justice Dept. Hospital
recent release from Games Workshop Ltd. at the end of the game is the winner. sector. He loses his next turn, and the
The game is based on the popular British When a player stops in a Crime sector, Crime and Perp Cards remain in their
comic strip of the same name. he can see the Crime (it is face up) but place on the board.
The Judge Dredd background deals not the Perp. The Perp card is then Clearly, the cards (of all types) are the
with super-cops, called Judges, who revealed to all players. The number on focal points of the game. The contest
attempt to maintain law and order in the Crime Card and the number on the becomes a battle for resources (your new
futuristic mega-cities. Villains range from Perp Card are added to get a total value of cards) and high die rolls. The game ends
the three-headed Rex Peters, to the 2 to 16. The player starts with a base on the turn after the last of the 28 Perp
Doomsday Dogs, to Zit of the Hellfire value of 5; he can add to this by the play Cards is placed on the board.
Club. Weird stuff. of cards and the roll of a die, trying to Judge Dredd takes a couple of hours to
The game box contains a 16 by 22 beat the value of the Crime Card plus the play, and can be quite a frustrating exer-
mounted mapboard (in two pieces), 54 Perp Card plus another die roll. cise. Its all in the cards. It is often possi-
Action Cards, 21 Sector Cards, 28 Perp Where the fun comes in is in the provi- ble to stop a player who appears on his
(for perpetrator) Cards, 28 Crime sion that other players can freely play way to victory by teaming up against him
Cards, 6 Judge Cards, a 24-page, 6 by 8 cards to help you, help the Perp, or (playing cards to add to his Perps die
card album, a four-page rules sheet, six totally foil your chances of making an rolls). Similarly, it is also possible for
pawns, and one small six-sided die. (The arrest. Each player starts the game with players to team up against a player who
cards have to be punched out of die-cut six cards in his hand, and in most cases is behind, so that the poor fellow doesnt
sheets.) receives one new card per turn. stand a chance of catching up.
The most remarkable thing about the When a player makes an arrest, he takes One major rule problem needs to be
components and the game as a whole, the Perp Card and the Crime Card off the clarified. The rule reads: Immediately
for that matter is the marvelous line- board and places them in front of him for [after?] an Action Card has taken effect, it
art illustrations done by Brian Bollard. scoring purposes. A new Sector Card is is placed on the discard pile. Those affect-
All of the characters portraits and the then turned over to reveal the next place ing combat are not carried through to the
other illustrative elements are strange, where a crime has occurred, and the pro- next Arrest Round, even if there was a
funny, and interesting to examine. cess is begun anew. Thus, there are stand-off. [A stand-off occurs when
The board, a cluttered depiction of an always six crimes to be solved. Arrest calculations result in a tie.] It is
overcrowded super-city, is divided into 28 If a player tries to make an arrest and not clear from this passage what carried
sectors. They are mostly large, roughly
rectangular shapes, each of which is adja-
cent to several others. Each of the Action
Cards contains two sections, one describ-
ing an offensive (attacking) action and
the other detailing a defensive action, or
some other maneuver designed to mess up
your opponents. Sector Cards, provided
for 21 of the 28 sectors on the board, are
used to determine the location of each
crime that occurs. Perp Cards show who
dunnit and how powerful that perpetra-
tor is (on a scale of 1 to 10). Crime Cards
describe the particular crime in question
and how tough it is to handle (1 to 6).
The six Judge Cards help each player
remember what color pawn he has
chosen.
The card album has no game function,
but is especially useful for players who
are unfamiliar with the roster of Dredd
people and places. The booklet describes
each sector, crime, and perp that can
come into play.
The play of the game is simple. Six
crimes are always occurring somewhere
in the city. A Sector Card is turned face
up to determine where a given crime
occurs; a Crime Card is placed face up in
that sector, and a Perp Card is placed in
the same spot face down. The game-turn
consists of two rounds or phases. First,
all players move; then, all players try to
make arrests.
Players can move one or two sectors per
turn. The object is to move to one of the
six Crime sectors and make an arrest,
D RAGON 81
through means. That is, does a player Judge Dredd is a game of average com- it takes no brainpower to play this game.
lose his cards (discard them) after a tie? plexity for players of ages 8 to adult. It Judge Dredd is fun, but other games are
Does a player lose his cards if another captures the flavor of the theme, princi- fun and have more going for them as
player interrupts his Arrest attempt by pally because of the appealing artwork well. In the right situation, with the right
playing a card that moves the crime and and the descriptions on the Action Cards. group of people, I might play it again.
the perpetrator to another sector? But would-be buyers should be aware that Reviewed by Michael Gray
82 AUGUST 1983
ships assigned to guard the borders with interesting. I like the step-reduction sys-
hostile or potentially hostile races. Ships tem and the inclusion of lots of chrome
assigned to non-combat areas are usually rules that add to the games play and help
required to stay on station and are only to create a nice feel for the topic. The
released under special circumstances, games components are colorful, func-
such as the fall of a starbase, the loss of a tional and attractive.
large number of systems, or an attack on And, it has a few things I dont like.
the home world. This rule prevents the The restricted nature of some of the
larger empires, like the Klingons or the borders and the large number of ships,
Federation, from overwhelming smaller coupled with the interception rule, some-
opponents with their superior forces. times cause the scenarios to play more
When one reviews a historical war- like a land game than a naval game (to
game, it is appropriate to test the game which one would expect the game to be
for its authenticity and faithfulness to the more analogous). Maneuver and indirect
subject matter. This is a moot exercise in approaches are not often rewarded; battle
the case of most SF games, but perhaps reigns supreme, and fleet-vs.-fleet slug-
not so in the case of any game set in the fests are often the rule. Disengaging from
Star Trek milieu, about which much has a battle is difficult if the withdrawing
been written. The people responsible for ships are damaged and costly, since
FS point out the great pains they took to disengaging ships cannot fire. (We found
insure faithfulness to the TV show and that the simple change of allowing ships
other sources. Some modifications were attempting to withdraw to fire at pursu-
made in the map to facilitate playability, ing ships if they fail to escape made dis-
but this sort of tampering with the engagement a viable battle tactic for los-
original source makes sense. Many of the ing fleets.)
ship types in the game are derived from In total, Federation Space has much to
little more than conjecture and inference, recommend itself. Both those who play
and are holdovers from Starfleet Battles. Starfleet Battles and those interested in a
A similar case is true with the inclusion fast-moving, action-oriented strategic
of Kzinti (taken from Larry Nivens work, space game should find this title to their
particularly his Ringworld novels) as one liking. The game, designed by Stephen
of the games major races. G. Wilcox, is available through retail sale
This game has a number of things I only and can be found in many game and
like. Its simple enough to play with ease hobby stores.
but complicated enough that it remains Reviewed by Tony Watson
D RAGON 83
Another view of Dragonmaster
In issue #73 of DRAGON® Magazine, But theres more to those cards than game. If the holder of the Dragon card
Glenn Rahman reviewed the card game meets the eye. I specifically asked for the tries a power play, then the Dragon card
Dragonmaster. After a very complimen- borders around each index (K for King, W becomes a powerful wild card.
tary description of the components and a for Wizard, etc.) to be different in shape. I The object of a power play is the oppo-
summation of the rules, he labeled the wanted the game to be playable in dim site of all the usual hands. For example:
game bland and simplistic. He then light by campfire or candlelight. Try to take both the first and last tricks,
went on to say that as a game in itself, The black drawstring bag was added so try to take all the Dragonlords, and so
Dragonmaster cannot be recommended. that the game could be tucked away in a forth. The player who makes a successful
Before I go any further, let me disqual- knapsack, and so that the colorful jewels power play gets a lot more (in crystals)
ify myself as an objective reviewer of this could be stored in a pouch rather than in from the other players than the dealer
game; I helped bring it to life when I the bottom of a box. The plastic magic would have received for a normal hand
worked at Milton Bradley. crystals utilized the molds for Milton and the successful power player becomes
The original game was named Coup Bradleys Laser Attack game. We looked the dealer for the rest of the current
dEtat, a Parker Brothers game that had everywhere for a substitute for the money round.
gone out of print. The inventor did not used in Coup dEtat. We got samples of Glenn made only one real error in his
submit it to Milton Bradley; he gave me beads, buttons, and baubles in plastic, review. He said that Unfortunately,
one of his personal copies for my collec- metal, and glass. We even considered power plays of any type are so hard to
tion. I liked it so much that I finally con- using unnumbered gem dice. But we bring off successfully that they are seldom
vinced MB to bring it out with a different finally settled on the functional laser attempted. This is not true, and the
look and a different theme. pods. The pods fit together nicely, mak- statement leads me to believe that either
Now, whats so special about the game? ing the jewels easy to store and easy to Glenn did not play the advanced game, or
Well, as Glenn stated in his review, the keep track of during play. he played with non-card players. Drag-
components are of the highest quality. Now, about the rules. We broke the onmaster is a card players game. Some
The oversized cards were printed on the original rules for Coup dEtat into three power plays are hard; others are relatively
best card stock we could buy. A great deal sections: Basic, Advanced, and Expert, for easy. For example, if a player is dealt the
of time, money, and talent went into the the simple purpose of making the game Dragon card and at least one King, he can
artwork. Each card is wonderfully differ- easy to learn. The basic game explains probably lead the King to win the first
ent. To quote Glenn: The colors are the five hands. Each hand has its own trick and then play the Dragon to win the
rich; the detail and poses are imaginative, individual objective. One player deals the last trick. This power play, in particular,
powerful, and evocative. five different hands, and then the deal is easy and it happens frequently in
passes to the left. The order in which the the game.
five hands are played is determined by the The expert game introduces some re-
dealer after he looks at his cards. strictions on leading to a trick, and de-
The object of each hand, in the basic scribes the secret power play. This
game, is to try to not take certain cards or permits a player to attempt a power play
tricks. Whoever takes any of these cards or even if he was not dealt the Dragon.
tricks must pay the dealer. So, the other At the back of the rules booklet are six
players are all trying to get the dealer specially selected hands played out in
(who called the hand) to take the penalty detailed examples. They are laid out
cards or tricks, and thus get no income bridge-style and can be set up and played
from them. The five hands are these: out, trick by trick. Regular hands, power
1. Dont take the first or last trick. plays, and secret power plays are all illus-
2. Dont take the Prince of Warriors trated there. The game also comes with
(equivalent to a standard Queen). four information cards to help, players
3. Dont take any Dragonlords (one remember the sequence of cards and the
card in each of the four suits). payoffs for each hand.
4. Dont take any Wizards (equivalent The appeal of the game is that, unlike
to a standard Jack). most card games, the dealer chooses the
5. Dont take any of the above. game after he looks at his hand. Dragon-
One problem with the basic game is master is not bland or simplistic, as
that the last dealer often runs out of funds Glenn calls it. As a card game, it is full of
(crystals) before it is his turn to deal. He surprises and strategies. If it is simple,
has spent the game, up to that point, pay- then so is contract bridge!
ing other dealers for penalty cards he has Finally, to address Glenns statement
taken. That is why the power play is that it would have been far better had
introduced in the advanced game to the designers. tried to work some fantasy
spread the wealth around! features into the course of play: We kept
The Dragon card is added to the deck the design intact because the game is
for the advanced game, and is used in the complex enough without adding duels,
power play rules. The holder of the quests, and heroics. The story line and
Dragon card may attempt a power play, background give the game a medieval
or else must discard the Dragon card in feel and an excuse for the elegance of
favor of the bottom card of the deck, the components.
which is set face down off to the side after Just as one should not judge a book (or
the deal is completed. If the Dragon card a game) by its cover, neither should one
is turned in, the dealer chooses the hand judge a game (or book) by one review.
as usual, and play proceeds as in the basic Reviewed by Michael Gray
84 AUGUST 1983
D RAGON 85
The Gamers Guide offers a wide selection of advertisements and noti-
ces directed specifically at the ever-growing audience of game hobbyists.
It is a place for growing businesses to tell readers about their wares, and
for established business to publicize products of interest to gamers.
Payment for space purchased in the Gamers Guide must accompany
an advertisers insertion order. For 2 to 5 of column depth, rates are:
Index to advertisers
Name of firm or product Page(s) Name of firm or product . . . . . . . . . . . . . . . . . . . . . . . . . Page(s)
Alliance Publications Ltd. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 GEN CON® XVI convention . . . . . . . . . . . . . . . . . . . . . . . . . . 63
American Creative Games, Inc. . . . . . . . . . . . . . . . . . . . . . . . . 66 Grenadier Models Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Aulic Council Publishing Company . . . . . . . . . . . . . . . . . . . 89 Gryphon Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Bandersnatch Leathers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 Hobby Game Distributors, Inc. . . . . . . . . . . . . . . . . . . . . . . . . 61
Bard Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Iron Crown Enterprises . . . . . . . . . . . . . . . . . . . . . 1, Back cover
Berkeley Game Company . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 JandeL Products, Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Castle Creations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 Judges Guild . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Chaosium Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 Letters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Citadel Miniatures U.S. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Loremasters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Clemens & Associates, Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 McKelvie Programs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Close Simulations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Midkemia Press . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Columbia Games Inc. . . . . . . . . . . . . . . . . . . Inside front cover Nova Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Companions, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Palladium Books . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Compleat Strategist, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 Penny Promotions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Dark Horse Designs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 RAFM Co. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Different Worlds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Ral Partha . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35, 55
Dragontooth, Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 RPGA Network . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Dungeon Hobby Shop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Silver Dragon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Dunken Company, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Steve Jackson Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 7
Entertainment Concepts, Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Task Force Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Fantasy Games Unlimited . . . . . . . . . . . . . . . . . . . . . 41, 60, 80 Tin Soldier, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Fantasy Worlds Unlimited . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 TSR Hobbies, Inc. . . . . . . . . . . . . . . . . . . 75, Inside back cover
FASA Corporation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Ultimate Empires, Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Fauchard Enterprises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 Victory Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Flying Buffalo Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83 Viking Games, Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Game Designers Workshop . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Wargames West . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Gamelords, Ltd. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82 Wizards Comer, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Gamemaster Hobbies, Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83 Yaquinto Publications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
Game Systems, Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
86 AUGUST 1983
D RAGON 87
88 AUGUST 1983
90 AUGUST 1983
D RAGON 91
92 AUGUST 1983
D RAGON 93
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D RAGON 95
96 AUGUST 1983