Dragon Magazine 76
Dragon Magazine 76
Dragon Magazine 76
August 1983
SPECIAL ATTRACTION
The DRAGON magazine index . . . . 45
Covering more than seven years
in the space of six pages
OTHER FEATURES
The ecology of the beholder . . . . . . . . . . 6
The Nine Hells, Part II . . . . . . . . . . . . . 22
From Malbolge through Nessus
Page advice . . . . . . . . . . . . . . . . . . . . . . . 65
Submission guidelines for TSR, Inc.
REGULAR OFFERINGS
Out on a Limb . . . . . . . . . . . . . . . . . . . . . 3
Letters from readers
Game reviews:
GANGBUSTERS game . . . . . . . . . 72
Borderlands . . . . . . . . . . . . . . . . . . . . . 76
Cities . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Judge Dredd . . . . . . . . . . . . . . . . . . . . 81
Federation Space . . . . . . . . . . . . . . . . . 82
Dragonmaster . . . . . . . . . . . . . . . . . . . 84
Gamers Guide . . . . . . . . . . . . . . . . . . . . 85
Wormy . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Snarfquest . . . . . . . . . . . . . . . . . . . . . . . . 90
Whats New . . . . . . . . . . . . . . . . . . . . . . . 93
Dragon Mirth . . . . . . . . . . . . . . . . . . . . . 96
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
Program response
Dear Editor:
I enjoy reading your magazine, and have
come to expect high quality from it. However,
with issue #74 my admiration was lost. The
[computer] program was atrocious.
In the first place, on any Commodore computer, the user will get a syntax error. The
program uses the variable ST$, which is illegal
due to its use as an abbreviated command.
Anyone using a Commodore computer should
change the string name to SV$.
Second, this program wastes a lot of space.
Lines 1360-1460 are useless. And instead of
exchanging ZZ with an ability, change to this
method, which works just as well and faster:
[Program details deleted]
Third, there is no way to print this out. A
simple addition of the following lines will
accomplish this:
[Program details deleted]
Last, but by no means least, this program
encompasses only Basic D&D. I have written a
program that is a little longer, but encompasses 14 classes of AD&D and with 10 extra
lines can create random characters.
Larry Melvin
Ledyard, Conn.
We got lots of letters about the program in
#74. We heard from owners of different
machines about how to make the program
work on their kind of computer. We heard
from people with ideas on how to rewrite lines
or small sections of the program to use
memory space more efficiently. We learned a
lot about what to do and what not to do when
we print program listings from now on.
But there are some things we cant do much
about. We cant print multiple variations of
programs to satisfy the quirks of each computers version of BASIC. We arent a fullfledged home-computer magazine, we dont
intend to be, and we cant sacrifice the space
that multiple listings would take up. We
assume that anyone who knows how to talk to
his computer also knows how to translate a
program if its in a version of BASIC his
machine doesnt use.
Many people took us to task for printing
such a lousy character-generation program for
the AD&D game. Well, we did and we didnt.
The program was for the D&D rule system,
not the AD&D game. (It sure would be a lousy
AD&D program if you used it that way.) Were
still keeping a light in the window for the
definitive AD&D character generator, hoping
itll show up one of these days.
We look for programs that are written as
efficiently and concisely as possible. On a practical level, weve given up waiting for perfect
programs to come our way; we dont doubt
that one day well receive a program that cant
be improved upon, but we (and many of you)
werent willing to wait any longer for the
magazine to start printing reader-submitted
programs. Dungeon Masters Personnel Service is not perfect and I thank those of you
who showed us ways to clean up the syntax
but we think it was one of the best among the
submissions we had received at the time it was
accepted. Well get better as we publish more
programs, and well keep looking and striving
for perfection. In the meantime, keep those
subscriptions logged on. KM
Language lapses
Dear Editor:
I was pleased to find the two articles on languages in issue #75. When I began to read the
first one, however, my enthusiasm lagged. One
reason for this was the passage: . . . It may be
no coincidence that ancient Rome, an aggressive, expansionist society, spoke Latin by putting the verb first. The position of the word
denoting and describing action shows clearly
the importance the Romans placed on action.
This is not only illogical, but also incorrect.
In Latin there is no standard word order. Poets
who wrote in Latin did so not by using rhyming patterns, but often by devising new ways in
which to arrange the words in the sentence.
Furthermore, as a Latin scholar, I can say that
although there is no standard word order,
verbs often come at the end of sentences.
I find the notion that culture shapes language to be absurd. (Their harsh, savage
nature will further lead orcs to use mostly
harsh, guttural sounds.) I find that to be an
ill-drawn conclusion. Would a society of artistic, peaceful people necessarily, then, use
words with pleasing sounds and soft consonants? I think not.
Also, even though the author describes orcs
as slow-witted beasts (which they are, as far as
I have heard), their language would not necessarily be as unimaginative as it is presented.
From what I can tell about Common Orcish,
there are no adjective clauses, imperatives, and
many ingredients of most languages.
Ben Grossblatt
Chevy Chase, Md.
Grays reply
Dear Editor:
Issue #75 of DRAGON Magazine contained
a caustic letter from Jon Clemens, accusing me
of creating information and including gross
inaccuracies in my short review of his game,
Universe II. After reading the letter, I called
Mr. Clemens and found him to be very friendly
and knowledgeable. We reached an understanding on two points: I didnt create any
information, and I had incredibly bad luck
playing his game.
As Mr. Clemens pointed out, the address
printed for his company was two years old and
D RAGON 3
Ad observations
Dear Editor:
How can you justify wasting 32 pages [in
issue #74] on a brochure for a convention
which most of your readers will not attend?
This booklet should have been mailed to interested parties, not published in your magazine.
William C. Jerome
Rennselaer, N.Y.
Dear Dragon:
Lately I am noticing the increased use of
advertisements [in the magazine]. In issue #74 I
counted 68 ads, not including the GEN CON
special. Could you not reduce this number?
Geof McKinney
Rye, Colo.
First, the convention brochure didnt
waste any space, because readers still got a
full-sized magazine in addition to that
supplement.
Second, we cannot (and wouldnt if we
could) cut down the amount of space devoted
to advertising in any issue of DRAGON
magazine. On the contrary, we want more
advertising and so (we think) should our
readers, because the more paid space we sell,
the more pages we can put between the covers.
Our standard page count has just gone up
(from 80 to 96) as a direct result of an increase
in advertising space requests; some of that
extra 16 pages, but not nearly all of it, is
used to hold those ads. What it boils down to
is more reading material articles and advertisements both per issue. Is that anything to
complain about? KM
4 AUGUST
1983
DRAGON magazine, and those who favor science fiction will find more pages devoted to that side of gaming in Ares magazine than DRAGON magazine was
able to provide while at the same time trying to
satisfy fantasy fans. Products like the GAMMA
WORLD, STAR FRONTIERS, and Traveller
games have never received the attention they deserved
in DRAGON magazine. Now, Ares magazine can
help correct that long-standing inequity.
Authors and artists would do well to note this
change, so they know which magazine to address with
materials submitted for evaluation. The staff of
DRAGON magazine will forward all SF submissions
to the Ares staff, and fantasy materials sent to the Ares
editors desk will be sent in the opposite direction.
(Contributors can reach either magazine by simply
writing to Dragon Publishing, P.O. Box 110, Lake
Geneva WI 53147.)
We hope that readers of either or both magazines
will see the merit in this division of coverage. Dragon
Publishing and TSR, Inc., are committed to serving
our contributors, our customers, and the readers of
our magazines to the best of our ability, and with the
satisfaction of our readers uppermost in our minds.
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 mention of this name, the restless students sitting around him in the outdoor amphitheater 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 battle done with them, of the sorcerous powers 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
destroy the race of eye tyrants. Some of
you may be thinking about the fame it
would bring you to slay one, or the
wealth it would have hidden away. . . .
Well, no harm in dreaming. The sages
gaze fell upon a young boy who looked
up at him with unusual intensity; the
sage stared back at him, but the boy did
not look away.
Perhaps, he went on, some of you
may actually do battle with one of these
monsters, for whatever reason. What I
have to tell you may well save you and
your companions as well.
The sage looked away from the boy and
turned to a blank slate behind him. Producing a piece of chalk, he began sketching a diagram of the beholder with rapid
but careful strokes.
The beholder is shaped like a great
sphere, almost the height of a man. The
body is covered by several hard plates of
chitin which overlap one another
slightly, protecting the internal organs. A
magical organ called the levator magnus,
located in the center of the body surrounded by the creatures brain, produces
an influence that causes the beholder to
float in the air. This allows it to move
about slowly, up and down, left or right,
forward or back at a slow speed, like that
6 A UGUST
1983
from its mouth. These eggs are deadwhite, spherical, and leathery in texture
and appearance. They have a repulsive
odor that repels predators, but which
unfortunately leads the more dedicated
foes of the eye tyrants unerringly to the
clutch.
The laying of eggs is instinctive, but
the beholder consciously chooses the site
where the eggs will be left always far
from its lair, and usually upon a rocky,
desolate height. Such spots have been
used by beholders over many centuries,
and it is thought that all such creatures
remember their birthplaces and return
there to lay their eggs. After being laid,
the eggs will hatch in two to twelve
months; egg-laying and hatching occur
in no particular season.
Once laid, the eggs are left alone to
their fate. Few beholder eggs hatch any
more; humans, demi-humans, and
humanoid races all will go to great
lengths to destroy them. And the influence of nature, with its storms and diseases, must be accounted for as well.
Those eggs that survive will swell and
grow over time until just before hatching,
when they are three feet across. The
young beholder then expands suddenly,
splitting the shell apart, and it is free. At
this time it eats its own shell, and is
D RAGON 7
8 A UGUST
1983
by Lenard Lakofka
INTRODUCTION/SERMON
On the theme of the AD&D game
As corny as it may sound, I believe the
theme of the ADVANCED DUNGEONS
& DRAGONS game system is the struggle between good and evil. It is a commitment to team action over individual
play. Too often, an AD&D adventure or
campaign is played as a me first game.
This is quickly seen when the party tries
to divide treasure, or the thief says that he
is role playing when he keeps the biggest gem for himself.
A well-played AD&D campaign, in
which the party becomes stronger as time
goes on, in which material is divided by
The death master is a sub-class of
magic-user. He will be ultimately chaotic
evil, although his early alignment might
even be lawful good. The death master
will change alignment, moving one step
closer to chaotic evil (if he isnt there
already) upon the gaining of every two
levels of experience. Goodness is lost first,
and then lawfulness. Thus, a death master who starts out as lawful good will
turn lawful neutral upon attaining 3rd
level, true neutral at 5th level, neutral evil
at 7th level, and chaotic evil at 9th level.
In any event, a death master will be chaotic evil by the time he reaches 9th level,
and in most cases the switch will not take
that long. In this downward spiral, no
magic even a wish or a helm of opposite alignment can move the death
masters alignment in the direction away
from chaotic evil.
The ability score requirements for this
non-player character are as follows:
strength of at least 9, intelligence at least
15, wisdom always less than 13, dexterity
at least 12, constitution of 14 or better,
and charisma always below 8.
A death master can be a human, dwarf,
or half-orc, and members of any of those
races can advance to 13th level. No death
master can ever be multi-classed or
double-classed. The death master has
some of the abilities of an alchemist,
since many of his magics involve the
preparation of potions, salves, fluids,
creams, and other sorts of mixtures.
Death masters can learn and use only
1983 Lenard Lakofka and E. Gary Gygax
D RAGON 11
A limited quantity of back issues of Amazing and Fantastic magazines are available at $1.50 per issue plus $1.75
shipping and handling for the first issue and 25 thereafter up to $5.00 maximum.
Amazing:
January 1981. Harlan Ellison, Robert Silverberg, Alan Ryan; Stanislaw Lem interview.
March 1981 is sold out!
May 1981. The Vampire of Mallworld by Somtow Sucharitkul;
George R.R. Martin, Lisa Tuttle, Gregory Benford, Marvin Kaye.
July 1981 is sold out!
September 1981. Roger Zelazny, Ron Goulart, Bill Pronzini, Harlan Ellison, Barry Malzberg; Gene Wolfe interview.
November 1981. The Last Line of the Haiku by Somtow Sucharitkul; Marvin Kaye, Parke Godwin, Jack Wodhams, Orson Scott
Card; Algis Budrys interview.
January 1982. Unsound Variations by George R.R. Martin;
Theodore Sturgeon, Manly Wade Wellman; Lloyd Biggle interview.
March 1982. The Cheese Stands Alone by Harlan Ellison;
Moon of Ice by Brad Linaweaver; Barry Malzberg; A.E. van Vogt
interview.
June 1982. The Story of a Dadar by Darrell Schweitzer; Charles
L. Grant, David Bunch, Wayne Wightman; Asimov classic reprint;
Grant interview.
September 1982. Marvin Kaye, Parke Godwin, Alan Ryan, David
Bunch, George Alec Effinger; Michael Shaara interview.
November 1982. The first Scithers issue! Michael Whelan cover.
Order today! When these copies are gone, there are no more!
Yes, send me issues:
I enclose:
Name:
Street:
State
City
Send check or money order to: The Dungeon*, 772 Main Street, Lake Geneva WI 53147.
* A division of TSR Hobbies.
12 AUGUST
1983
Second level
1. Attract ghouls *
2. Darkness 15 r.
3. Detect good/evil
4. Death armor *(+2)
5. Find familiar * #
6. Invisibility
7. Knock
8. Magic mouth
9. Pyrotechnics
10. Ray of enfeeblement
11. Stinking cloud
12. Wizard lock
Third level
1. Dispel magic
2. Feign death (+2)
3. Monster summoning I *
4. Protection good/evil 10r.
5. Ghast production *(+2)#
6. Ray of paralysis *(+1)
7. Tongues
8. Wall of ice
Fourth level
Fifth level
Sixth level
1. Charm undead *(+3)
1. Animate dead
1. Death spell
2. Dig
2. Cloudkill
2. Energy drain
3. Fear
3. Cause serious wounds * # 3. Harm/heal
4. Ice storm
4. Cone of cold
4. Lichdom *(+1)#
5. Mummy production *(+1)# 5. Finger of death
5. Undead production *(+2)#
6. Shadow summoning *(+1) 6. Ghost production *
6. Vampire production *(+1)#
7. Wight production *(+2)
7. Hold undead *(+2)
8. Wraith production *(+1) 8. Teleport
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.
Spell notes/descriptions:
First level
Animate skeletons is simply an animate
dead spell that produces one skeleton for
every level of the death master. The death
master must prepare a special salve to rub
on the bones to make the skeleton receptive. This takes one round per skeleton.
The magic to animate them then takes
only a segment to cast. The rubbed skeletons can be so animated anytime within
24 hours after their rubdown. The salve
costs 10 gp per skeleton. Spell range is 30
feet plus 10 feet per effective level of the
death master.
Animate zombies is simply an animate
D RAGON 15
16 AUGUST
1983
4
Animate skeleton rub
80
Animate zombie bath
76
90
Cause lt. w. potion
Plant death spray
75
Death armor cream
__
Find familiar soup
--Ghast infusion
Mummy embalm fluid -__
Cause s. w. potion
-Lichdom potion
-Undead goop
-Vampire eye drops
__
Spectre gas
13
00
00
00
00
00
00
00
99
00
93
90
94
97
cost to
produce
Time to
produce
10 gp/skel.
200 gp/10
75 gp/3
200 gp
100 gp
250 gp
400 gp
1,400 gp
2,000 gp
6,000 gp
400 gp/hd
6,000 gp
4,500 gp
2-7 hours
2-7 hours
1-4 hours
1-6 hours
1-4 hours
4-16 hours
6-36 hours
3-12 hours
5-20 hours
5-20 hours
7-56 hours
8-80 hours
6-72 hours
D RAGON 17
FIGURE FEATURE:
RAL PARTHA
5938 Carthage Ct.
Cincinnati OH 45212
Personalities Line
Titan (L), Briarose Knights &
Bumblebee (R)
(Sculptor: Tom Meier)
All too often, gamers who want to use a gianttype creature have to buy larger-scale figures
(54mm or 77mm), or be on the lookout for plastic figures to convert. Very few companies produce quality biggies, and of those Ral Partha
has always led the way. Now you can get a classic Greek Titan, who stands 2 tall and comes
equipped with separate shield and spear.
One of the older concepts in miniatures pack-
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 12piece 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
side), and a M-U casting a spell from
his wand.
Representative of the second box are
a female monk in a fighting stance, a
18 AUGUST
1983
NEW RELEASES
quaking in their little metal boots, try this barbarian type astride a giant owl an immense 5
long from base to wingtip. The set has 10 components, including various weapons and a rider
that can be repositioned at the waist. Suggested
retail prices: $4.50 and $10.00 respectively.
Text by
Kim Eastland
Photos by
Scheibe Studio
and gear permitted to the class, so
players are saved from having to overlook inaccuracies sometimes found in
non-official figures. Suggested retail
price: $10 per set.
D RAGON 19
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 undisturbed 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 flammable 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 amusements 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 malebranche 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 jealously 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 malebranche 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
D RAGON 23
7. MALADOMINI
The seventh plane of the hells is also
ruled by Baalzebul, who dwells there in a
great fortress of black stone. Baalzebuls
fortress, Malagard, sprawls for many
miles, and consists of countless black
spired towers linked by many open and
covered bridge-spans that crisscross and
slant crazily in all directions. Here Baalzebul is attended by his consort Baftis, his
herald Neabaz, and his marshal Barbatos,
plus malebranche and many lesser devils
of all sorts whom he has commanded to
service. Malagards rooms, passages, and
dungeons are so vast and numerous that
it is said not even the Lord of the Flies
himself has visited all of them. Most of
those who escape cells of torment in Malagard flee to the dungeons, seldom penetrated very deeply by the devils, and many
weird creatures are said to roam this
lightless underworld.
The fortress above contains many rich
and sumptuously furnished chambers,
many cells for prisoners and for larvae
awaiting use, and rooms upon rooms that
are choked with garbage. Filth of all
sorts, including carrion and anything
that is broken and useless (for none of the
24 A UGUST
1983
MOVE: 16/30
HIT DICE: 124 hit points
% IN LAIR: 15%
TREASURE TYPE: See below
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-6 or by weapon
type +4
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 70%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: M (6 tall)
PSIONIC ABILITY: 190
Attack/Defense Modes: All/all
Neabaz serves Baalzebul as herald, and
as such is rarely idle. He respects his master and likes his work, for he is placed in
the Nine Hells well above any station he
could achieve by his own means, due to
his association with the Lord of the Flies.
Physically weak in comparison to other
greater devils, Neabaz has by Baalzebuls
orders been provided with magical weaponry to augment his means of personal
defense. His bare fists do only 1-6 damage
each, and his chief attack is blood drain:
When his human-like mouth is open, he
can extrude a foot-long proboscis from
within, and suck blood (1-6 points per
round, both upon initial contact and
thereafter for as long as he can grip the
victim). Neabaz is careful and polite at all
times, fearing to offend an arch-devil (and
any creature may be a polymorphed archdevil, to his slightly paranoid mind).
Neabaz can use the following spell-like
powers at will, one at a time and once per
round: pyrotechnics, produce flame, fireball (2d6), dispel magic, detect magic,
read magic, read languages, tongues,
know alignment, detect invisibility, teleport, and (fulfill anothers limited) wish.
Once per day he can slay living (by
touch), and at will he can cause fear in a
2 radius. Neabaz can summon (40%
chance of success) 1-3 malebranche, or
(50% chance of success) 1-4 bone devils.
He regenerates 1 hit point every 2 rounds.
Description: Neabaz appears as a
smoothly polite, cold-blooded, and very
handsome man save for his tiny
pointed horns and transparent, houseflylike wings. He is customarily garbed in
black tunic (open at the shoulders to
accommodate his wings) and breeches,
with a hat and cape of rich, blood-red
silk. The cape is magical, having the ability to give forth an aura of flames (treat as
a cold version fire shield that will not
harm Neabazs wings) up to four times
every 24 hours at the wearers will, each
aura lasting up to three rounds as desired.
Neabaz also bears a flame tongue blade
that, when grasped, can know alignment
of any creature pointed at, and fire 9
magic missiles (1 missile per spell) every
24 hours. (These items are believed to be
of Prime Material Plane origin.) Neabaz
carries other treasure only upon Baalzebuls business and explicit orders.
D RAGON 25
26 A UGUST
19 83
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: M (5 tall)
PSIONIC ABILITY: 217
Attack/Defense Modes: All/all
Zepar is a duke in the service of Baalzebul, and leads 28 companies of malebranche. Vicious and arrogant, he seldom
engages in combat, but uses his magical
powers and his servants to bully weaker
creatures. When in a black mood, he
wades into the hapless lemures and dishes
out all the punishment he can deliver. He
fights with a hand axe and a short sword,
both envenomed like those of an erinyes
(save vs. poison or faint for 1-6 melee
rounds).
Zepar can employ the following spelllike powers at will, one at a time and
once per round: pyrotechnics, produce
flame, animate dead, spectral force, blink,
fly, detect invisibility, tongues, suggestion, teleport, and (fulfill anothers
limited) wish. His touch can (at will)
cause one of the following: fear (save vs.
spell at 1 or cower on the spot, dropping
weapons, if save fails); lust (cease hostilities and approach the first creature of like
race and opposite sex; this effect lasts
only 4 rounds and ceases in any case
when the affected person is attacked by
Zepar, the intended object of his or her
affections, or another); or a shocking
grasp (11-18 points of damage). Once per
day Zepar can polymorph other (save at
1) and once per day employ a symbol of
insanity. He can summon 1-3 malebranche with a 70% chance of success, and
regenerates 1 hit point per round.
Description: Zepar appears as a slight,
dark-complexioned man dressed in scarlet
armor, with a grotesque clubfoot and a
forked tail. He has small horns (concealed
by his helm) and speaks in a grating, contemptuous voice. Beneath his armor
(without which he is AC 2) is crimson
skin, and a normal human foot that
has retractile black catlike claws (1-4 raking damage if unbooted).
8. CAINA
The frigid eighth plane of the hells is
ruled by Mephistopheles, the mighty
Lord of No Mercy or Cold Lord.
This scheming arch-devil rules the frozen
wastes of Caina with the help of his consort Baalphegor and his staff: Barbas,
chamberlain of Mephistar (Mephistopheles iron citadel) and guardian of
Mephistopheles wealth and treasures;
Adonides, steward of Caina, who oversees
the administration and defense of the
realm; and Bele, justiciar, who sits in
judgement of all disputes within Caina.
Mephistopheles is cunning enough to
allow the appearance of justice and
thus win the ease and resulting loyalty of
his vassals, as well as reassurance for
28 AUGUST
1983
D RAGON 29
MOVE: 16
HIT DICE: 110 hit points
% IN LAIR: 95%
TREASURE TYPE: R, X, Z
NO. OF ATTACKS: 2
DAMAGE/ATTACK: By weapon type +7
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 65%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: L (10 tall)
PSIONIC ABILITY: 224
Attack/Defense Modes: All/all
Barbas serves Mephistopheles as chamberlain, running the citadel of Mephistar
and seeing to the security of Mephistopheles treasure. Proud and arrogant,
Barbas is as openly cruel as any devil in
Caina is allowed to be under the rule of
Mephistopheles. Totally unscrupulous
and dishonest, Barbas is kept in check
and the treasure in his care where it is
supposed to be by the combined scrutiny of Bele, Adonides, and Mephistopheles himself. He retains his position by
the brilliant deceptions he practices in the
name of security, catching or misdirecting the spies of other arch-devils and
deflecting the greed of those native to
Caina. Barbas is lazy and gross-bodied,
but snake-quick in battle, and attacks
twice per round with his staff of striking.
He also bears a goad, which is an iron
D RAGON 31
9. NESSUS
The vast and gloomy ninth and
nethermost plane of the hells is known as
Nessus, or Cocytus (after the lake therein), and is the personal realm of Asmodeus, Overlord of the hells. Asmodeus
inhabits a grand palace, a fey court of
darksome beauty, which rests upon the
floor of the lowest rift in Nessus. If this
abode has a name, it is little used and
unknown to men. It is known that smoke
rises from its very stones when they are
trod by one not of lawful evil alignment,
and that Asmodeus has gathered here all
objects that he finds beautiful (including
much seen as beautiful by man).
It is known that Asmodeus can summon each arch-devil to his court here,
once a year, but more details of his palace
are few indeed, understandably, since few
travelers return whole to the Prime Material Plane after being in the clutches of
the Great Devil himself. All manner of
beings may be found within its extensive
halls, for Asmodeus, a master strategist,
makes use of all the powers and talents
available in the hells to further his own
ends. His bodyguards and personal servants are the mighty pit fiends; outside of
the palace, one is more likely to encounter them in Nessus than any other creature, for they are constantly flying here
and there at the Overlords bidding.
Knowledge of the geography of Nessus
32 AUGUST
1983
the physical force wielded by most creatures will not affect the ice, but a crystalbrittle spell cast upon it will render the
ice fragile (to the extent of the spells area
of effect), subject to the effects of all normal weapons and implements, and a
hammer of thunderbolts will shatter it
easily (perhaps also damaging a trapped
victim). Any magical and/or natural
combination of strength equal to a storm
giants (such as the natural might of
Asmodeus or Geryon) can affect the ice of
Cocytus.
On the slopes between the crags that
surround the Lake of Fear (Cocytus) and
the winding river Lethe stands a huge
wood of trees whose leaves are always
burning, but are not consumed by the
flames. A blazing branch taken from one
of these trees will burn equal in heat
and fire effects to a normal blaze, doing
1-4 points of burn damage per contact
ceaselessly, even if taken to another plane.
Water, cold, winds, lack of air, etc., will
not douse it, nor will water- or coldrelated spells. Nothing short of a limited
wish will douse it while in the hells; outside the hells, a dispel magic or contact
with the area of effect of a protection
from evil (for such a branch is strongly
evil) will extinguish it forever, but affect
normal fires will have no effect. If a
branch is broken off, it will bleed, yielding a small quantity of blue-green ichor,
a substance fabled in magical lore as an
34 AUGUST
1983
bears a brass scepter that does 4-16 damage to all creatures of good alignment,
3-12 damage to devils, and 2-8 damage to
others. Empty-handed, she strikes with
her hands for 2-12 damage.
Bensozia can use the following spelllike powers at will, once per round and
only one at a time: pyrotechnics, produce
flame, animate dead, fireball (3d6),
lightning bolt (2d6), dispel magic, charm
person, charm monster, suggestion, ESP,
detect invisibility, detect magic, identify,
sending (to Asmodeus only), teleport, and
(fulfill anothers limited) wish. Twice per
day Bensozia can employ a finger of
death, and once per day heal herself. She
causes fear (6 range) by speaking to an
individual (save vs. spell at 2 to avoid),
and can summon 1-2 pit fiends (50%
chance), or 1-4 malebranche (30% chance).
Bensozia regenerates 1 point of damage
every 3 rounds.
Description: Bensozia is a tall statuesque, human-appearing devil. She has
long white hair, large glistening black
eyes, scarlet skin, large brown hooves,
and a forked tail. She always wears loose
black robes with a scarlet silk lining
within, and, as Queen of Hell, a diadem
of beaten gold set with large rubies (total
value 26,000 gp).
ADRAMALECH
(Chancellor of Hell)
FREQUENCY: Unique (Very rare)
NO. APPEARING: 1
ARMOR CLASS: 1
MOVE: 14
HIT DICE: 133 hit points
% IN LAIR: 90%
TREASURE TYPE: I, S, Z
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type +6
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 75%
INTELLIGENCE: Genius
ALIGNMENT: Lawful evil
SIZE: M (6 tall)
PSIONIC ABILITY: 245
Attack/Defense Modes: All/all
Adramalech, the cruel and malicious
Chancellor of Hell, aids Asmodeus
greatly from his tower in the Overlords
palace in Nessus. The Keeper of Records
answers only to Asmodeus, and spends
much of his time observing (through his
spies and openly recognized informants,
the latter including all pit fiends in the
hierarchy of the hells) events in the infernal regions and elsewhere. The Infernal
Records (sometimes called The Book of
Fire by men, although the records actually take up many folios and papers) contain all true names of devils known to
Adramalech (note that he has memorized
those of all dukes and arch-devils in selfdefense; thus, none will attack him). He
also records the numbers, acquisitions,
D RAGON 35
and transformations of lemures and larvae; torments suffered by devils; the ranks
and powers of all devils and suspected or
known alliance or deceptions among
them; the names, ranks, and locations of
all who serve the devils on other planes;
and the making and terms of all pacts
and contracts.
When not engaged in updating the
records or keeping an ear to the ground,
Adramalech likes to amuse himself by
watching weaker creatures particularly
humans and elves brought from the
Prime Material Plane being tortured
and slain by devils in the dungeons of the
palace or in the encampments of the
infernal armies outside its walls. Adramalech carries a +2 staff which can slay living (save at +1) by touch, and disintegrate
(devils save at 1) by touch once in every 6
turns. His loyalty to Asmodeus is not
entire he often tries to conceal small
items of information or magical items
seized from intruders from the Overlord,
under the guise of absent-mindedness.
Adramalech can employ the following
spell-like powers at will, one at a time
and once per round: pyrotechnics, produce flame, wall of fire, fireball (3d6),
dispel magic, detect lie, detect magic,
detect invisibility, ESP, know alignment,
read magic, read languages, tongues,
write, explosive runes, animate dead,
sending (to Asmodeus only), teleport,
identify, anti-magic shell, and (fulfill
36 AUGUST
1983
D RAGON 37
38 AUGUST
1983
Magic alterations
The Nine Hells are environments very
different from the Prime Material Plane.
The arch-devils have, over a span of time
far beyond mans ken, twisted facets of
the nature of the hells to their own ends,
resulting in magical conditions forbidding to intruders. As a rule of thumb,
spell casters entering the Nine Hells will
find that they cannot contact or summon
creatures from other planes; cannot control fauna, flora, or weather; and in particular they will face many creatures (the
devils) that are immune to the effects of
most mind- and control-related spells.
Clerics and druids cannot regain spells
above 2nd level, once cast, and the effects
of many spells and even magical items are
altered. A protection from devils scroll,
for instance, would be ineffective if read
in the hells. [A scroll of protection from
devils would still have effect, but only
that of a normal protection from evil,
10 radius spell effect. Partial reading
gives the 2 penalty to attacks of, and the
+2 bonus to the saving throws of the
defenders from, the given type of devil (3,
7, or 10 segments to affect lesser, greater,
or all devils, respectively). However, contact with any magic-resistant creature
might cause the protection to vanish
(normal MR check applies).]
Suggested spell alterations are given
below, including those for spells published in earlier issues of DRAGON
Magazine, either from E. Gary Gygaxs
Cleric spells
Command: Ineffective against greater
devils.
Detect evil: Evil is so overwhelming
that this spell can only be used negatively; i.e., to detect the absence of evil in
a specific object or creature.
[Light and continual light spells have
areas of effect of half normal size and
intensity, and may attract wandering residents of the plane, if any (1 in 6 chance,
check per turn).]
Protection from evil: X
Protection from good: Effects of double
strength.
[Purify food & drink: X]
Sanctuary: Ineffective versus archdevils; other creatures attacking caster
gain a +2 bonus on saves vs. spell.
Chant: X
Holy symbol: Ineffective, and any
attempt to cast will draw the nearest devil
to the place of casting, quickly.
Messenger: X
Dust devil: X
Enthrall: X
Prayer: X
[Speak with dead: X]
Abjure/implore: Both forms ineffective
Ceremony, consecrate ground: X
Divination: X
Negative plane protection: X
Protection from evil, 10 radius: X
[Note that a paladins radiant protection
effect (and that of any other creature connected to the Positive Material Plane) is
merely reduced from 10 radius to personal effect only.]
Protection from good, 10 radius:
effects of double strength.
Atonement: X
Commune: X [Commune, aerial servant, conjure animals, and other spells
involving direct contact with another
plane might work, depending on the
power of the being contacted and the
actual plane of the Nine Hells on which
the spell is cast. If on the outermost (or
first, or highest, or closest to the Inner
Planes), all such spells will work properly. A demigod can be contacted on the
second plane down; a lesser god, the
third; and a greater god, five planes
down. No contact of any sort can be
made from the 6th-9th planes of the Nine
Hells unless permission is given from the
ruler of the plane.]
Dispel evil: X
Flame strike: X
Insect plague: X
Quest: X
Raise dead: X
Aerial servant: X [See commune.]
Conjure animals: X [See commune.]
Find the path: X
[Word of recall: Will only work from
the 1st-6th planes; the 7th-9th planes are
too far removed.]
[Astral spell: Will only work from the
1st of the Nine Hells.]
Control weather: X
Earthquake: X
Exaction: Ineffective versus devils.
[Gate: Affects deities in limited fashion,
as per commune (see above).]
Henleys digit of disruption: Ineffective, but caster will know this upon
thinking of the spell, prior to casting.
Holy word: Ineffective. (Unholy word
will be effective only if caster worships
one of the arch-devils, and then only
against lesser devils.)
Resurrection: X
Druid spells
Entangle: X
Predict weather: X
[Purify water: X]
Heat metal: Functions normally, but
note that devils suffer no damage from
the hot version and only half damage
from the cold version.
[Obscurement: Half normal dimensions, 1/8 normal volume ( cube/level).]
[Call lightning: X]
Plant growth: X
Summon insects: X
Animal summoning I: X
Call woodland beings: X
Hold plant: Plants native to the hells
save vs. the spell at +2.
Animal growth (or reduction): X
Animal summoning II: X
Commune with nature: X
Insect plague: X
Animal summoning III: X
Conjure fire elemental: X [Conjure
elemental (fire or earth) works from
Avernus only.]
[Feeblemind: Treat all devils as if
human clerics (+1 to save).]
Weather summoning: X
D RAGON 39
Chariot of Sustarre: This spell is effective on Avernus, but not when cast on
any of the other hells.
Confusion: Ineffective versus greater
devils; lesser devils save vs. spell at normal, not at 2.
Conjure earth elemental: X [But see
conjure fire elemental above.]
Control weather: X
Creeping doom: X
[Finger of death: Ineffective against any
devil.]
[Reincarnation: X]
Magic-user spells
Cantrips Bee: X; Bug: X; Change:
ineffective vs. creatures native to the hells;
Gnats: X; Mouse: X; Spider: X; Yawn:
ineffective vs. creatures native to the hells.
Find familiar: Will work only if cast by
a lawful evil or neutral evil magic-user;
only imps can be summoned in the hells.
[Light and continual light: See note
under cleric spells.]
Melt: Ice devils are not affected by this
spell, suffering no damage.
Mount: X
Precipitation: X
Protection from evil: X
Protection from good: Effects will be of
double strength.
Taunt: X
40 AUGUST
1983
Illusionist spells
[Hypnotism: Ineffective against all
devils.]
[Light and continual light: See note
under cleric spells.]
Spook: Ineffective on creatures native
to the hells.
[Wall of fog: Half normal dimensions,
1/8 normal value.]
Fascinate: X
Hypnotic pattern: Ineffective versus all
devils.
[Invisibility (all forms): See note under
magic-user spells.]
[Illusionary script: Ineffective against
greater devils.]
[Paralyzation: Note that a paralyzed
devil can still perform at will abilities,
including teleport.]
Confusion: Ineffective vs. greater devils;
lesser devils save vs. spell at par, not at 2.
[Emotion: Ineffective against greater
devils.]
D RAGON 41
42 AUGUST
198 3
D RAGON 43
44 A UGUST
19 83
D RAGON 45
46 AUGUST
1983
CAVALIER
Cavalier class 72/6
COMPUTERS
D&D meets the electronic age 26/26
D RAGON 47
48 AUGUST
1983
D RAGON 49
50 AUGUST
1983
Rakshasa SR 5/14
Death Angel 6/28
Demon generation 13/9
Angels 17/32, 35/18
Demonology made easy 20/13
Demonic possession 20/32
Random generation of creatures from the
lower planes 23/15
Barghest 26/44
Elementals 27/8
Patron demons 42/12
Well spirit 42/46
Demons & devils 42/7
The possessors 42/9
Koodjanuk 44/88
Dust devil 45/68
Outer planes monsters 47/13
Incubus 54/29
Poltergeist 55/62
Colfel 56/61
Devas 63/5, 67/63
Planetar 64/10
Solar 64/11
Baku 65/25
Phoenix 65/26
Other genies 66/20
(see also Deities and Mythologies,
Planes of Existence)
MONSTERS (General topics)
Random monsters 10/9
Wandering monsters 15/7
Creating new monsters 21/8, 59/62
Strength comparison table 26/38
Trained animals 29/38
Dungeon encounter tables 34/18
Making monsters meaningful 42/16
Fantasy genetics 44/16
Monster strengths 44/28
Gaze weapons 50/30
Aerial mounts 50/48, 74/6
The blood of Medusa 58/11
Humanoids 63/25
Aquatic encounter tables 68/36
The mind of the monster 71/15
The ecology of . . .
. . . the piercer 72/12
. . . the catoblepas 73/22
. . . the bulette 74/26
(see also Monsters (New))
MONSTERS (New)
Anhkheg 5/12
Argas 53/52
Baseball bugbears 60/56
Beguiler 58/9
Bleeder 59/21
Boggart 54/28
Bulette 1/19, 74/26
Catoblepas SR 7/15, 73/22
Clay golem SR 4/10
Cooshee 67/11
Cryoserpent 44/89
Dark dwellers (trolls) 51/68
Denebian Slime Devil SR 7/15
Devil spider 55/59
Dinosaurs 55/12, 66/54
Dyll 55/61
Fire-eye lizard 40/63
Firetail 61/48
Flitte 40/64
Flolite 38/58
Flying squirrel (carnivorous) 66/56
Frosts 33/56
Fungi (five types) 68/4, 69/36
Gaund 46/26
Gem vars 46/61
Golden ammonite 48/10
Groundsquid 39/57
Hawk/falcon 66/57
Horast 27/41
Huntsmen 40/65
Ice golem 44/90
Insectoids 32/16
Jabberwock 54/30
Krolli 36/63
Kzinti 50/16
Leprechaun SR 3/2
Light worm 61/49
Lurker above SR 3/3
Lythlyx 43/30
Magentas Cat 58/10
Mind flayer SR 1/2
Miniature animals 66/55
Naga SR 3/2
Narra 53/55
Necroton 42/45
Nogra 49/54
Oculon 53/54
Pelins 52/49
Piercer SR 3/2, 72/12
Pirahna bats 51/69
Pooka 60/66
Prowler 7/24
Quatsch 42/44
Remorhaz 2/21
Rhaumbusun 52/48
Roper SR 2/4
Sandbats/swampbats 42/47
Sand lizard 45/67
Sea demon 48/11
Shambling mound SR 3/2
Shrieker SR 3/2
Shroom 56/60
Skyzorrn 45/66
Slinger 28/50
Slithering tracker SR 5/14
Spiders 67/15
Spriggan 59/22
Stroan 54/28
Stymphalian birds 59/22
SUB 58/8
Surchur 55/60
Tolwar 43/29
Tomb tapper 41/58
Trapper SR 5/14
Triffids 53/58
Tybor 61/50
Umbrae 61/48, 65/70
Ukuyatangi 31/50
Vampire frog, giant 50/61
Vilkonnar 34/48
Vulture 66/56
Vulturehounds 37/48
Water horse 48/10
Winged folk 51/18
Wingless wonder 40/64
Whiz-bang beetles 29/50
Yeti SR 3/2
(see also AD&D/D&D Modules, Deities and
Mythologies, Dragons, Horses, Mules, and
Other Mounts, Lycanthropes, Monsters
(Extraplanar), Monsters (General topics),
Orcs and Half-orcs, Undead)
NAMES AND TITLES
EPT names SR 4/7, 24/39
What do you call a 25th-level wizard? 21/7
Whats in a name? 34/27
Historical names make for better games 49/32
New names 72/56
NON-PLAYER CHARACTERS
Non-player character statistics 18/31
Spell determination for hostile M-Us 19/24
Encounters with personality 21/11
Hirelings have feelings, too 26/26
NPCs have feelings, too 29/40
A CAU for NPCs 33/9
Strategy for hostile magic-users 38/47
(see also Character Classes (Unofficial),
Character Generation, Character Traits and
Abilities, Giants in the Earth, Heroes and
Heroines, Names and Titles)
OFF THE SHELF (Book reviews)
54/75, 56/67, 58/71, 59/75, 61/74, 62/74, 64/73,
66/67, 68/83, 70/67, 72/66, 74/67
ORCS AND HALF-ORCS
Orcish miniatures 25/18, 30/3
Orcs 44/16
Various half-orcs 44/17
Genetics and half-orcs 44/19
More genetics and half-orcs 44/20
The half-orc point of view 62/26
The gods of the orcs 62/28
PALADIN
Paladin notes 38/22
Intruder 39/46
Invasion of the Air Eaters 33/54
John Carter, Warlord of Mars 42/48
MAATAC 29/48
Moon Base Clavius 73/79
Morrow Project 50/58
Ogre 11/8, 17/22, 64/69
Olympica 21/13
Planet Miners 41/34
Robots! 47/60
Space Fighters 48/82
Space Marines 14/4, 45/63
Star Command 2/27
Star Fleet Battles 29/48
Star Frontiers 65/7, 74/59
Star Patrol 58/68
Star Smuggler 66/70
Star Viking 57/67
Starfire I, II, III 29/48, 47/62, 59/72
Starmaster 42/50
Starship Troopers 26/15, 36/64
Stellar Conquest 10/23, 15/19, 31/12, 36/6
Survival 56/64
Time Tripper 42/50
Titan Strike 35/50
Trek-80 36/65
Triplanetary 51/77
Universe 55/65
War in the Ice 35/51
War of the Empires 3/4
Warp War 17/36
Worlds of Wonder 64/70
SIMULATION CORNER (Wargaming column)
35/47, 36/41, 37/14, 38/50, 39/48, 40/48, 41/31,
42/40, 44/36, 46/56, 47/66, 49/69, 50/68, 52/68,
53/62, 54/64, 55/63, 56/72, 57/70
SOCIETY FOR CREATIVE ANACHRONISM
The S.C.A. 24/44
The sleep war 29/32
SOLO ADVENTURING
Solo dungeon adventures SR 1/3
The solo scenario 73/16
SOURCE OF THE NILE (Game)
See Africa and die! 20/18
SOTN revisited 21/3
Lost civilizations (SOTN/fantasy) 24/5
SOTN flow charts 29/6
SQUAD LEADER (Game)
Fighting in the streets 36/38
Large-scale streetfighting 37/20
The battles for Warsaw 40/34
The fall of Sevastopol 43/52
Two eyes for an eye 47/67
Budapest under siege 49/70
SUPERHERO GAMES
Champions (game) 57/69, 73/66
Superhero RPGs 69/38
TESSERACTS
17/20, 27/16, 38/4
THIEF
Thief dexterity bonuses SR 7/19
The thief: A deadly annoyance 26/46
A special look at thieves 47/20
Thieves cant 66/35
Thief-Acrobat split class 69/20
Thief experience table (D&D suggestion) 73/60
TOLKIEN (Or derived therefrom)
Battle of the Five Armies in miniature 1/6
Gandalf was a fifth-level magic-user 5/27
Tolkien in D&D 13/8
Preview: The Lord of the Rings 20/23
War of the Ring variant 20/28
The Tolkien Quiz Book review 29/48
TOP SECRET (Game)
The Rasmussen Files 38/16, 40/38, 45/28, 47/26,
49/22, 51/64, 53/49, 57/20
The Missile Mission (module) 39/M1
TS adventure locations 40/41
The super spies 44/10
Doctor Yes (module) 48/35
D RAGON 51
52 A UGUST
1983
54 AUGUST
1983
56 AUGUST
1983
FORT
DAVIS
(1880)
0
200
400
(feet)
600
Guardhouse
Inf. barracks
Bakery
Commissary
Barracks
Quartermaster
storehouse
S: Quartermaster
stables
T : Cav. stables
U: Old commissary
& storehouse
V: Old quartermaster office
& storehouse
W: Gardens
M:
N:
O:
P:
Q:
R:
D RAGON 57
out of sight of a fort. A fairly representative fort of this era was Fort Davis, Texas.
(See the map on the previous page.)
In the context of a BOOT HILL campaign, few soldiers in their right minds
will engage in quick-draw gunfights. The
soldiers flap-holster deters that sort of
thing but once his pistol is drawn, the
soldier stands as good a chance as anyone
else. With a full bandolier of ammunition, the soldier is well stocked and can
hold off the enemy for a long time.
Most forts had a sutlers store, a combination of general store and saloon, where
troops congregated on most evenings. Or,
if they could get passes, they went into
town. When let loose on a nearby
town, some soldiers could be as highspirited as Texas cowpunchers just coming off a long trail drive. Wild Bill
Hickok had a feud with Capt. Tom Custer (yes, that Custers brother) of the 7th
Cavalry that started when he shot two
members of that unit in Hays City, killing one.
Generating soldier characters
To start a BOOT HILL game involving characters serving in the U. S. Army,
roll dice for each member of a mixed
party of soldiers to determine the ranks
they hold. (Approximate pay rates for
each rank are also given in the table
below.) In some situations, duplicate
rank results may have to be re-rolled or
manipulated in some way. For instance,
in a small group of soldiers there would
be virtually no chance of two men holding the rank of captain; although the dice
do allow for this possibility, the referee
should only permit such a result to stand
if it is sensible and playable in the context of the adventure or the campaign.
Note that under the circumstances described here, no one with the rank of
major or above will be found as part of a
mixed group of soldiers.
Dice roll
Rank
Pay
$13-16
01-60
Private
$16-20
Corporal
61-75
76-80
Sergeant
$21-25
First Sergeant
$24-36
81-85
Second Lieutenant $24-32
86-88
First Lieutenant $25-35
89-95
$36-44
96-99
Captain
Civilian Scout
$1-2 1
00
---$42-50
Major
1
Wages per day; other figures are
monthly pay.
Men were paid by their actual rank,
and not according to any brevet rank they
might have acquired in the Civil War. A
brevet rank was a temporary command
rank, allowing the bearer to be called by
that rank and to command troops, but
not giving him the actual pay grade. At
Little Big Horn, General Custer (brevet
rank) was actually Lieutenant Colonel
Custer.
Soldiers receive experience points while
58 AUGUST
1983
D RAGON 59
Rank
Private Second Class
Private First Class
Corporal
Sergeant
Sergeant Major
Second Lieutenant
First Lieutenant
Captain
Major
60 AUGUST
1983
D RAGON 61
Who was Baba Yaga, the magic-user lady who made the Hut
artifact in the DMG?
According to David Nalles assessment of her in issue #53 of
DRAGON Magazine (p. 32), Baba Yaga was a cannibalistic
ogre-witch who dwelled in old Russia. She was chaotic evil, with
all the powers of a 20th-level magic-user, a 15th-level illusionist,
a 10th-level druid, and a 12th-level fighter. Her vital statistics
were: AC 7, 24 move, 150 HP, 80% magic resistance, hit only by
magical weapons, 8 in height (shes non-human), and her ability scores are S 22, I 24, W 17, D 16, C 18, CH 2. The sight of her
causes fear in all, 3 to save vs. spell, and anyone looking into
her eyes must save vs. spell at 5 or be charmed into doing her
bidding. If her spells fail or if shes feeling especially mean,
shell attack with her two clawed hands and her fanged mouth;
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.
Avoid her at all costs.
Can a Dungeon Master give away magical items in an adventure and then later say that the items operate at reduced effectiveness or have wholly new powers?
It may be that the DM had planned ahead that certain magic
items would indeed change their abilities over time (a wand of
wonder, for instance, constantly does unpredictable things), but
often DMs alter magical items as a way of bringing the campaign back into order if they find theyve given away some powerful items that are too tough to manage. This is not a good way
of handling the situation, since it does violate the spirit of the
rules, but it is one way to handle things. It would be better to set
up situations working within the rules than to arbitrarily say,
Well, your +4 sword is now a +1 sword. Players will accept
changes done within the rules better than if they feel (and rightly
so) that they are getting rooked.
What are mithral and adamantite?
Mithral is a very rare metallic ore that has a cloudy silver luster in mined form, but when refined and made pure becomes
brilliant and silvery. It is soft, as metals go, and is easily fashioned into jewelry by dwarven, gnomish, human, and elven
craftsmen. However, it is primarily used in alloys with pure steel
to fashion weapons, shields, and armor; mithral/steel alloys
retain magical dweomers much better even than the purest iron,
and they may be enchanted to +4 quality.
Adamantite is an even rarer ore that seems to come in several
basic hues: brown-gold, blue-silver, and green-silver; a few cases
are known of black adamantite ore (from drow enclaves). Adamantite is extremely difficult to mine because of its hardness,
and must be made molten to be of any use at all. Usually only
dwarves, gnomes and humans have access to adamantite, since it
is found very deep in the earth and in very small quantities,
though drow are able to find enough of it to make their armor
and weapons. Adamantite must be alloyed with high-grade steel
to be usable in making items, primarily because it is too rare to
waste by making pure adamantite devices. Adamantite-alloyed
armor and weapons maybe enchanted to +5 quality. It may be
62 AUGUST
1983
that pure adamantite can be enchanted to +6, but this is uncertain. Drow-made adamantite weapons are ruined by exposure to
sunlight, because of the loss of special radiations that keep their
powers operating; normally, adamantite items suffer no such
problems. There are rumors that githzerai (see the FIEND
FOLIO Tome) house themselves in adamantite fortresses, but
this is extremely unlikely and is probably a rumor only; wasting
adamantite on making forts is hard to excuse, and it is just not
found in such quantities.
There are no commonly circulated mithral or adamantite
coins; if there were, they would be almost unusable by virtue of
their great cost. A 1 g.p. weight of mithral would command
upwards of 50 g.p.; an equal amount of adamantite would be
much more expensive than that.
Can a player character become a free-willed vampire and be
played like any other player character?
No. A player character who becomes a vampire also becomes
an non-player character under the Dungeon Masters control;
otherwise, the character is too powerful and the game balance
starts to disappear as the PC vampire vampirizes the countryside.
All undead creatures should be NPCs, to emphasize the humanocentric nature of the AD&D game system.
In the Players Handbook it states that rangers will not congregate in groups larger than three, but in The Lord of the Rings by
J. R. R. Tolkien this restriction does not appear.
The rangers in the AD&D game are not the rangers in Tolkiens books; granted, the two are related but in the final
analysis, AD&D rangers are different. The AD&D game, more
broadly, should not be interpreted too literally in the light of
books and materials not developed by TSR, Inc.; though individual DMs and players may do so if they wish, they should note
that, for example, Tolkiens elves are immortal and AD&D elves
are just long-lived. The AD&D system is not LOTR.
Can a DM award experience points to players for solving riddles, defusing traps, setting up clever ambushes, and so forth? If
so, how many points should be awarded?
This is a problem for individual DMs to resolve, though I
would recommend giving out experience points for such actions,
since doing so tends to encourage further creativity on the players parts. As a rule of thumb, no more than 100 experience
points or so should be awarded for exceptionally clever actions;
most deeds that involve solving riddles and the like would probably earn about 10-20 experience points or so.
If player characters manage to kill off every monster in a dungeon, can they then take the dungeon over for their own?
This depends upon the DM, but actually there is no reason
why the characters couldnt do this. In truth, it might not be
such a bad idea, from the standpoint of campaign balance; the
cost involved in renovating the ex-dungeon, hiring workers, getting new materials, and so forth will eat up enormous sums of
cash. Whenever the players leave the dungeon to go somewhere,
D RAGON 63
64 AUGUST
1983
Why are the ability scores for half-ogres rolled differently than
for other races?
Certain of the ability scores for half-ogres are considerably
higher or lower than the human and demi-human racial norms.
The change in die-rolling the ability scores is intended to reflect
this difference.
D RAGON 65
are not necessary at first. A general outline of what makes the submission distinctive or unusual is helpful.
What product types would you like to
see more of?
Over the next year, we would like to see
more modules for games other than the
AD&D system, especially for the STAR
FRONTIERS game. We kept GAMMA
WORLD submissions on hold until the
revision of the game came out recently, so
now well be needing more of those, too.
In general, fewer designers write nonfantasy material, so good-quality material
of that sort has a lot less competition.
What would you consider good
material?
As a rule of thumb, if a submission
meets or exceeds the quality of our current products, we would consider it good
material.
We like module submissions with welldeveloped plot lines, internal consistency,
good writing, innovative use of detail,
enough detail so that any referee can run
the encounters as the designer intends,
and a presentation that gives the referee
all the information he needs in the order
he needs it.
Are there other considerations?
Of course. Module manuscript length
is important. Most of our commercial
66 AUGUST
1983
D RAGON 67
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
trips are cleverly disguised opportunities
for the men to gather information on the
strangest aspect of their new world: a
nearly mythic, randomly destructive, everchanging, totally unpredictable thing
known for years as the Aleph.
The Aleph is a relic from a time past.
No one knows who built or grew it, or
how it got to Ganymede. Since the first
encounter, the Aleph has remained a mystery to the men of Ganymede.
Manuel, a very young adolescent at the
books opening, wants to hunt the Aleph.
Over the years he tracks it, studies it, and
gains partners to help him bring it down.
As is to be expected, Benfords new
novel is not merely a science-fiction hunting story. Although the action, when
present, is set at a rocketing pace, it is not
the highlighted feature.
One of the things that makes Against
Infinity a success is the hard science
within the text. A full professor of physics, Benford records his knowledge in an
entertaining but thorough manner. He
tackles the problems of colonization on
other worlds stunningly.
With equal deftness, however, Benford
also juggles the dozens of political theories human beings would most likely take
with them to the stars. In one scene, a
new character appears, explains why capitalism must generate communism and
why its ascendancy must generate capitalism, and then leaves without being seen
again. Benfords style works in such a
way that the reader neither misses this
character nor questions his entrance.
Against Infinity is top-notch hard-core
science fiction. Having the necessary
hardware, the science in the novel
appears practical, fitting and intelligently
constructed. The politics and humanity
of the characters are drawn from attitudes
and emotions all of us have experienced.
D RAGON 69
ling for the first item, and 50 for each additional item up to
$5.00. Send your order to the Dungeon Hobby Shop, 772 Main
Street, Lake Geneva, WI 53147.
To order a subscription to DRAGON Magazine, send your
payment to Dragon Publishing, P.O. Box 72089, Chicago IL
60690.
70 A UGUST
1983
#72
#73
#74
#75
STORM SEASON
Robert Lynn Asprin, editor
Ace
0-441-78710-X
$2.95
As the fourth book of Thieves World,
this latest collection of original stories
concerns the inhabitants of that wretched
backwater called Sanctuary.
For those who have not encountered
them, the Thieves World books consist of
original stories which are set in a common background: a declining trade town
in a conquered province. Though the
Emperors younger brother and a handful
of vicious Imperial troops rule the town,
some of the most colorful rogues, scoundrels, vagabonds, and ordinary citizens
this side of a World Science Fiction
Convention inhabit Sanctuary.
These characters were created, and are
being chronicled, by some of the most
stellar names in the science-fiction and
fantasy genres: Poul Anderson, Marion
Zimmer Bradley, John Brunner, C.J.
Cherryh, Phil Farmer, Joe Haldeman,
Vonda McIntyre, and A. E. VanVogt. All
authors write under the redaction of Mr.
Asprin, also an SF writer. This peculiar
experiment a coordinated equivalent
to the creation of such cycles as those
about Arthur and Charlemagne has
been received with plaudits and, more
importantly, with brisk sales.
What, then, of the fourth book of
Thieves World? Curiously enough, it is a
bit of a letdown. For the first time, no
new writers, and only a handful of new
characters, are introduced to the collective
unconscious of Sanctuary in this volume.
In a curious parallel to the cover paintings, fewer characters are the focal point
of the artwork; those few which have
remained so are overdrawn to the point of
near obsession. As the inhabitants will
willingly admit, Sanctuary is slowly
becoming an increasingly miasmatic and
squalid place, reminiscent of back-alley
Lankhmar at its worst.
Storm Season is certainly not lacking
in action: slaughter, feud, betrayal, invasion, kidnapping, condemnation, theft,
god-slaying, and all the other forms of
liveliness that make Sanctuary such a fascinating place to read about safely at
home, but such a hellhole for the visitors
and inhabitants. Like the preceding
volumes, there are enough ideas in here
to keep some DMs campaigns going for
five years.
The events in Storm Season indicate
that the next book promises to be lively
YEARWOOD
Paul Hazel
Timescape/Pocket
Books
0-671-41605-7
$2.50
Quoting from the books cover, this is
the first book of the Finnbranch, which
is called Yearwood. Ho-hum, another
fantasy series by an unknown author. Yet,
with a vision all its own, this book has
impressed me more than any I have
encountered in some years.
Yearwood is a saga drawing from the
darker elements of both Celtic and Scandinavian legendry. The tale concerns an
ill-begotten youth who, knowing neither
his own true name nor his heritage, feels
drawn to leave home. The story reminds
one, not of some hackneyed cardboard
Conan, but of Cuchulain, Aragorn, Odin,
and Oedipus. In Hazels novel, familiar
literary motifs become, not cliches, but
archetypes which resonate in the depths
of the subconscious mind.
The work is not without flaw, however.
The author does not have the gift of
creating names as did Tolkien a name
such as Tabak ap Ewyn would cause any
philologist to balk.
A more serious flaw, though, is Hazels
depiction of women. His description is
neither the mindless good-ol-boy chauvinism of a Robert E. Howard nor the
twisted sadism of a John Norman.
Instead, women do not appear as the
individuals they actually are. Their personal qualities are overshadowed by their
representations as the greatest of archetypes. Thus, female characters tend to
lose their element of humanity.
Regardless of flaws, I join the writers
quoted in the books blurb in looking
forward to the next book to be called
Undersea and in recommending it to
the serious reader of fantasy literature of
mythic quality.
FORBIDDEN SANCTUARY
Richard Bowker
Del Rey/Ballantine 0-345-29871-3 $2.50
More than any other religious sect, the
Catholic Church has been a source of fascination for science-fiction writers. Perhaps this interest has occurred because
such writers often come from a Catholic
working-class background, or because the
D RAGON 71
72 AUGUST
1983
and politicians are pragmatic and realistic; to have suggested otherwise would
have been to undermine the credibility of
the game. I like the rules on public opinion; any time a player character engages
in crimes of senseless violence and rapacity, the churches, newspapers, and citizenry make enraged demands on the politicians to clean up the city; when the
heat is on, the rules say that its even
possible that gangsters will help local
police solve certain crimes just to get the
heat turned off. The section on the law
hearings, bail, plea bargaining, trials,
jury tampering, sentencing, and parole
place the criminals career in perspective;
any player-character criminal who is careless will not be on the streets for long. On
the other hand, there exists the repugnant
but fascinating possibility of foiling justice with the proper expenditure of
wealth and cleverness.
The section in the rules on gamemastering a Gangbusters adventure is full of
useful suggestions and common-sense
wisdom, but I wish more detailed help in
running a campaign had been offered.
Most particularly missed is a bibliography of fictional and historical readings in the period to aid the GM in
campaign-building. The most effective
remedy for this fault is the production of
modules that illustrate the art of campaign design and offer detailed support
for the creation of a city-based campaign,
D RAGON 73
74 AUGUST
1983
D RAGON 75
76 A U G U S T 1 9 8 3
Different sets of warrior counters are provided for each of four players; all other
counters are universal, their ownership
denoted by the warrior counter with
which they are located.
Borderlands is a game of simple
mechanics, but with subtle and complex
strategy. The game minimizes luck (and
spreads the effects of good fortune around
to all the players) and maximizes the ability to put-together complex patterns of
attack, interweaving zones of defense, and
persuasive negotiations into an overall
effective strategic plan. Its a game that
places a premium on conceptualization
and efficient exploitation of resources and
elements of power.
The game begins with the placement of
resource sites, as described above, followed by the distribution of player
armies. This is a key part of the game; the
locations of the resource sites will determine which territories will be of prime
economic importance and afford the
owners the potential for war, while the
placement of armies will determine both
the initial control of resources and the
players power base. If a players forces
are spread too thin and he doesnt have a
mutually supporting position with a
decent prospect for expansion, he is likely
to be eliminated. A frequent opponent of
mine, whom I regard as probably the best
Borderlands player Ive ever been up
against, feels that the set-up is the most
important part of the game.
Once the game is set up, players start
taking turns (or cycles, as they are called).
Nominally, there are five phases in a
cycle, with all players completing action
in a phase before moving on to the next. I
use the qualifier nominally because
some phases are dependent on a die roll
to determine whether they occur. The
phases in a cycle are development, production, trade, shipment, and attack.
Only the first and last automatically
occur in each cycle; for the others, a die
78 A UGUST
1983
varies with the time of day and the economic status (poor quarter, wealthy quarter, merchant quarter) of the area. After
determining the class of encounter, the
GM is directed to the appropriate table
for that encounter class; under each specific class may be found a series of events
that might befall a character in a town
setting.
It matters little whether the GM uses
dice rolls to determine the encounter, or
whether he uses the tables as a menu of
encounter ideas; the solid virtue of this
section is that it is an organized and
comprehensive catalog of the kinds of
events that can spark exciting and realistic adventures: Characters see slaver
beating a slave. Character witnesses a
teleport appearing in front of the characters the teleporter is clutching another
person. The book has 20 pages full of
ideas for city adventures, neatly and systematically organized for the GM. They
can be used in the planning stage of a session, or they can be used in the middle of
a session as a spur to improvisation. Each
entry on the charts could be the basis of
an evenings entertainment.
The books second section, Cities,
Towns, and Villages: Building Your
D RAGON 79
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1983
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82 AUGUST
1983
interesting. I like the step-reduction system and the inclusion of lots of chrome
rules that add to the games play and help
to create a nice feel for the topic. The
games components are colorful, functional and attractive.
And, it has a few things I dont like.
The restricted nature of some of the
borders and the large number of ships,
coupled with the interception rule, sometimes cause the scenarios to play more
like a land game than a naval game (to
which one would expect the game to be
more analogous). Maneuver and indirect
approaches are not often rewarded; battle
reigns supreme, and fleet-vs.-fleet slugfests are often the rule. Disengaging from
a battle is difficult if the withdrawing
ships are damaged and costly, since
disengaging ships cannot fire. (We found
that the simple change of allowing ships
attempting to withdraw to fire at pursuing ships if they fail to escape made disengagement a viable battle tactic for losing fleets.)
In total, Federation Space has much to
recommend itself. Both those who play
Starfleet Battles and those interested in a
fast-moving, action-oriented strategic
space game should find this title to their
liking. The game, designed by Stephen
G. Wilcox, is available through retail sale
only and can be found in many game and
hobby stores.
Reviewed by Tony Watson
D RAGON 83
84 AUGUST
1983
D RAGON 85
The Gamers Guide offers a wide selection of advertisements and notices 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:
Per column inch
(column width = 2 5/16)
1x
$52
6x
$48
12x
$44
Index to advertisers
Name of firm or product
Page(s)
Alliance Publications Ltd. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
American Creative Games, Inc. . . . . . . . . . . . . . . . . . . . . . . . . 66
Aulic Council Publishing Company . . . . . . . . . . . . . . . . . . . 89
Bandersnatch Leathers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Bard Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Berkeley Game Company . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Castle Creations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Chaosium Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Citadel Miniatures U.S. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Clemens & Associates, Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Close Simulations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Columbia Games Inc. . . . . . . . . . . . . . . . . . . Inside front cover
Companions, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Compleat Strategist, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Dark Horse Designs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Different Worlds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Dragontooth, Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Dungeon Hobby Shop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Dunken Company, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Entertainment Concepts, Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Fantasy Games Unlimited . . . . . . . . . . . . . . . . . . . . . 41, 60, 80
Fantasy Worlds Unlimited . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
FASA Corporation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Fauchard Enterprises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Flying Buffalo Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Game Designers Workshop . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Gamelords, Ltd. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Gamemaster Hobbies, Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Game Systems, Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
86 AUGUST
1983
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1983