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Lake Geneva, Wis.


Vol. IV May 1985
TSR, Inc. Publications Division
DRAGON, ADVAMCED DUNGEONS & DRAGONS, AD&D, and FIEND FOLIO are registered trademarks owned by TSR, Inc.
s
1985 TSR, Inc. All Rights Reserved.
RUNEQGEST is a registered trademark owned by Chaosium Inc.
ISBN 0-88038-135-3
Contents
Part I. It takes all kinds 3
The bandit by Tom Armstrong and Roger E. Moore 4
The bounty hunter by Scott Bennie 6
The cloistered cleric by Lenard Lakofka 7
The death master by Lenard Lakofka 14
The duelist by Arthur Collins 18
The jester by Roger E. Moore 21
The scribe by Ed Greenwood 23
The smith by Ed Greenwood 26

Part II. Players' perspectives 29


Be aware, take care by Lew Pulsipher 30
It's a material world by Michael Dobson 35
Finish fights by Roger E. Moore 42
Two-fisted fighting by Roger E. Moore 45
The whole half-ogre by Roger E. Moore 46
Riding high by Roger E. Moore 48

Part III. Creative campaign 51


Five keys to success by Mike Beeman 52
A PC and his money by Lew Pulsipher 55
The care of castles by Katharine Kerr 58
Saintly standards by Scott Bennie 63
These are the breaks by John R. Shaw 65
Repair or beware by Arthur Collins 67
Wounds and weeds by Kevin J. Anderson 68
Runes by Phil Taterczynski and Roger Raupp 72
Runestones by Ed Greenwood 77
2 BEST OF DRAGON
Part I. It takes all kinds

Player characters in the ADVANCED


DUNGEONS & DRAGONS game are
developed as members of special classes: fighters,
clerics, rangers, thieves, magic-users, and so forth.
Each character class is separate and distinct
from all others, having distinctive powers
and skills that give it a special appeal and
flavor.
But why should player characters have
all the fun? Non-player character classes for
i
the AD&D game have been developed over
years by the readers of DRAGON Magazine.
These NPCs are flexible enough to challenge and
assist player characters of any level, and they offer
much-needed variety to gaming sessions. Need a
new suit of armor? See Ed Greenwood's smith
character. Want to settle an old score? Talk to
Arthur Collins's duelist or Scott Bennie's bounty
hunter. Looking for a really dangerous opponent for
the good guys in your group? Lenard Lakofka's death
master fills the bill.
Some gaming groups may want to experiment /
with these classes as player characters. But, j
both Dungeon Masters and players should be
forewarned that these classes have not been exten-^
sively tested for balance or playability as PCs; in
fact, they were designed exclusively for use as
NPCs, and some of them (the death master, smith,
cloistered cleric, and scribe) are, by their nature,
only usable in that fashion. The duelist, bandit, bounty
hunter, and jester might prove more adaptable as
player characters, though some adjustments may need tof
be made to better their playability.
However you use them, these variant classes were
designed to enrich the gaming campaigns of all AD&D
players. We hope they work well for you.
The bandit
A shifty non-player character

by Tom Armstrong and Roger E. Moore From issue #63, July 1982
The bandit is a non-player character class containing aspects of BANDIT EXPERIENCE LEVEL TABLE
both the lighter and the thief classes. Bandits practice their profes- Hit
sion of thievery by force, rather than by stealth as do normal thieves. Experience dice Cover
Bandits operate in the open countryside, making them similar in points level (dS) Level title tracks
some ways to rangers. Bandits develop wilderness survival skills and 01,800 I 1 +1 Looter 50%
certain thief-like abilities to enable them to further their ends. Ban- 1,8013,600 2 2 + 2 Raider 53%
dits art typically involved in highway robbery, raids on small villages 3,601 7,500 3 3 + 3 Marauder 56%
or isolated habitations, kidnapping for ransom, and similar sorts of 7,501 15,000 4 + 4 Highwayman
activities. 15,00130,000 *
5 5 + 5 Outlaw 62%
Humans, half-ores, and half-elves may become bandits. Humans 30,00160,000 6 6 + 6 Desperado 65%
are unlimited in level advancement. Half-ores may advance to 10th 60,001110,000 7 7 + 7 Reaver 68%
level. Half-elves may achieve 8th level if they have a strength of 18, no, ooi 200,000 8 8 + 8 Brigand 71%
7th level with a strength of 17 or less, and 6th level with any lesser 200,001300,000 9 9 + 9 Robber 74%
strength. 300,001450,000 10 9+ U Bandit 77%
A bandit must have m i n i m u m ability scores in four areas: 450,001650,000 11 9+13 Bandit Lord
strength 12, intelligence 10, dexterity 12, and constitution 12. Ban- 650,001-900,000 12 9+15 Bandit Lord (12th)
dits with scores of 16 or higher in strength, intelligence, and dexter-
250,000 experience points per level for each additional level
ity gain a 10% bonus to all experience points earned. above the 12th.
Bandits may be of any neutral or evil alignment. On rare occa-
Bandits gain 2 hit points per level after the 9th.
sions and in special circumstances, neutral good bandits may be
found {in the tradition of Robin Hood), either as individuals or in Cover tracks percentage increases 3% per level to a maximum
of 98% at 17th level.
small groups.
Alignment is a major factor in determining how a particular ban-
dit or group of bandits operates. Those of neutral alignment (with
respect to good and evil) are most likely to allow their robbery or 2. They can hide in natural terrain using camouflage techniques
kidnap victims to live, preferring to collect their possessions (or a and concealment as well as a thief of the same level can hide in
ransom) and then release the victims, avoiding a possible death shadows. Bonuses for high dexterity and race also apply here. (For
penalty for murder and, at the same time, leaving open the possibil- instance, a half-elf bandit with dexterity of 17 has a 20% chance of
ity of victimizing the same people all over again. hiding in natural terrain at 1st level.) This ability is not usable
Evil bandits have no such reservations ahoul killing. Generally, indoors or in subterranean environments,
they will take fewer captives than neutral bandits, unless they are 3. Pits, snares, and other traps set outdoors may be detected and
sure that a victim is worth enough (in ransom) to make the trouble removed by bandits with the same chance for success as a thief of
and risk oi'kidnapping worthwhile. In such cases, they w i l l usually equal level has to find and remove traps. Again, racial and dexterity
wait until after the ransom has been paid before killing their victim. bonuses apply to this ability. A bandit may only attempt to find and
When neutral good bandits are found, this is frequently in the remove any given trap once. This ability cannot be used indoors or
territories of evil kings or dictators, where the bandits attack evil underground, and does not apply to traps on chests, doors, etc.
persons and donate the "earnings" to the poor and needy of the 4. Bandits are adept at covering their tracks when passing through
area, or to charity (but never to a player character). the countryside. In some ways, this ability is similiar to the druid
Lawful bandits lend to operate in large groups; chaotic ones will spell pass without trace, however, the source of the bandit's ability is
either form small bands or operate singly. No matter what size a not magical.
group of bandits is, the rule is "leadership by the strongest," When this ability is used successfully, the bandit can pass through
Bandits roll different hit dice than do lighters or thieves, reflecting any sort of terrain (grass, snow, ash, dust, sand) without leaving any
the fact that, while not as good in close combat as regular fighters, footprints or other visible evidence of the passage. To make the
they are better than thieves in such respects. They use an eight-sided ability work, the bandit must first reduce his movement rate to one-
die plus one point per level up to the 9th level. The hit-point average half of his current normal rate. (He is presumed to be taking the
for a bandit is very close to that of a fighter of equal level, but a ban- time to conceal or obscure his tracks as he goes.) Then a successful
dit's maximum number of hil points is lower than a fighter's. dice roll (equal to or less than the required percentage) enables the
bandit to keep covering his tracks in this manner for a maximum
Special abilities duration of 1 turn per level of experience per day. As many attempts
Bandits have no spell abilities or spell-like powers, but they do as desired can be made each day, as long as the total elapsed time of
have a combination of seven other sorts of special abilities: all the successful attempts does not exceed the daily maximum. To
1. Bandits can climb walls as a thief of equal level. Bonuses for discontinue the covering of his tracks, all a bandit needs to do is
high dexterity apply. resume his full normal movement rate.
4 BEST OF DRAGON
Each individual bandit can only employ this ability on his own Bandits will use all sorts of missile weapons (like bows, slings, and
behalf; in other words, one cannot cover the tracks of many, and one crossbows), but will only use hand-held weapons under 5' in length
bandit may be betrayed by another one's failure to cover his own that will not encumber them or be awkward to use in combat. This
tracks if the two are traveling close together. excludes all polearms, as well as such weapons as two-handed swords
Although most or all of the visible evidence of his passage can be and halberds. Permissible hand-to-hand weapons include hand and
covered, the bandit will leave a scent that can be followed by such battle axes, clubs, daggers, hammers, maces, morning stars, mili-
creatures as bloodhounds or minotaurs. Rangers, bounty hunters, or tary picks, scimitars, and long, short, and broad swords. Bandits
other bandits tracking a bandit who has successfully covered his trail will use magical forms of the weapons permitted to them. They can
must take a -50% penalty when rolling to see if they can accurately employ oil as a weapon, but their use of poison is up to the Dungeon
follow a covered trail, Master and the character's alignment.
A character or creature with no particular skill at tracking or with Because bandits must be able to move quickly, they will avoid
no acute olfactory sense has a 10% chance of correctly following a wearing any armor heavier than chain mail. Acceptable armor types
covered trail (thanks to blind luck) in the first round. If that attempt are: padded, leather, studded leather, ring, and chain mail. Magical
succeeds, the same 10% chance must be rolled in each and every armors of these sorts may be used as well, but bandits will no! wear
round during which the tracker is attempting to follow the trail. other types of magical armor. The minimum movement rate a ban-
Otherwise, the trail is lost and can only be relocated by remaining in dit will accept is 9, and his armor should weigh 30 pounds or less.
the same spot (searching) for one round and then rolling the 10% Bandits will not wear great helms or use large shields, preferring
chance all over again, skullcaps (or no helm) and small shields. Some have been known to
5. Bandits surprise others on a roll of 1-4 on a six-sided die, and use medium-sized shields.
are themselves surprised only on a roll oi 1. Any magic item not prohibited to fighters may be used by ban-
6. Bandits can track persons or creatures in the outdoors as a dits, within the restrictions on armor and weapons noted above.
ranger can, but they have a base 75% chance to succeed. This per- However, much as a ranger limits his personal belongings to those
centage increases by 2% per creature in the group being followed, his steed can carry, so will a bandit limit his goods to those he and
decreases by 10% for every 24-hour period since the trail was made, his horse can carry with them. Excess treasure and goods must be
and decreases by 25% for each hour that precipitation (rain, snow, gotten rid of as soon as possible so as not to slow him down. Bandits
etc.) has fallen on the trail. Bandits cannot track characters or crea- will never load their mounts over the unencumbered load limit
tures indoors or underground. (3,000 gp weight for a light warhorse, which is the favorite mount of
7. When a bandit is evading pursuit in an outdoor environment bandits).
(see the Dungeon Masters Guide, p. 69), 10% is added to the ban- A bandit will not build a castle, but may establish a stronghold in
dit's chance of escape. This docs not apply to any non-bandits in the an isolated area. In such a case, the bandit may retain sufficient
evading party, so it is possible for the Dungeon Master to determine treasure to finance construction and upkeep. He will still restrict the
that, while the party the bandit is with cannot avoid the posse, the number of personal items retained.
bandit (who is assumed to have dodged into the underbrush at the A bandit may gain hirelings and henchmen at any level. These
last moment) has escaped. This ability is usable only when the ban- will never be of good alignment, except for an occasional neutral
dit is not already covering his trail. good NPC found in the camp of a non-evil leader. Bandits who
establish a stronghold will not automatically attract a body of men-
Combat and other characteristics at-arms as do normal fighters, but they are free to hire men-at-arms
A bandit attacks and saves as a fighter of equal level. Bandits get on their own as desired. Bandits do not receive a revenue from the
one attack per round until attaining 8th level, when they can attack inhabitants surrounding their stronghold, either, though this does
three times in two rounds. They gain two attacks per round at 15th not preclude the possibility of raiding or extorting from local people.
level and higher. When in combat with 0-level humans or halflings, Henchmen and hirelings of a bandit who are also bandits add + 5%
or with creatures of less than one hit die, a bandit can attack once to all morale checks. Bandits tend to worship deities who are
per round for each level of experience he has attained. involved with the outdoors, thieves, luck, death, war, or weather.

'O\
IN
The bounty hunter
Not a very nice guy

by Scott Bennie From issue #52, August 1981


The wizard Hcrck sat in the corner, drinking his ale. He lapped bounty monies. However, treasure or magical items will never count
nervously on his staff as he sipped the brew, as if he sensed some toward earned experience unless received as payment for a job.
unseen menace lurking nearby. His companion, Pallar, scoffed at his
concerns. Magicians, he claimed, were perpetually uneasy; in truth, 8-Sided
he was becoming apprehensive as well. dice for
Suddenly, the pungent odor of acid stabbed into the warrior's Experience Experience accumulated
nostrils. Pallar rose and drew his blade in one motion, but it was points level hit points Level title
already too late, Herek let out a short scream, then slumped to the 02,500 1 1 Seeker
floor with an arrow lodged in his back. A hole was burned through 2,5015,000 2 2 Shadow
the wall behind him the acid had done that and through it, 5,001 12,500 3 3 Trophy man
Pallar glimpsed a figure escaping on a light horse. He cursed loudly 12,50125,000 4 4 Hunter
at the departing killer, then turned to the body of his friend. 25,00150,000 5 5 Collector
A note was tied to the shaft of the arrow: "Revenge now belongs 50,001100,000 6 6 Exterminator
to the Lords of the Dragon, through the efforts of the Master of the 100,001 175,000 7 7 Master Collector
Bountiful Hunt." There were a few other words, but they were 175,001300,000 8 8 Bounty Hunter
already unreadable, smeared by wizard's blood. 300,001450,000 9 9 B.H. ,9th level
450,001600,000 10 10 B.H., 10th level
A bounty hunter is an NPC who specializes in the killing of other 600,001750,000 11 10 + 3 Master Hunter
characters or creatures for profit. A bounty hunter who fights only 750,001900,000 12 10 + 6 Death Hunter
non-humanoid, evil, or neutral creatures must be neutral in align- 900,001 + 13 10 + 9 Great Hunter
ment, while those who slay humans and the like must be neutral
evil. Special abilities
Humans and half-ore characters may be bounty hunters, as long A bounty hunter of 3rd level or higher gains the ability to perform
as they possess the following minimum ability scores: strength 15, assassinations with the same chance of success as an assassin two
intelligence ]3, dexterity 14, and constitution 14. If strength, dexter- levels lower. At 5th level, a bounty hunter gains some thieving abili-
ity, and constitution are all 16 or higher, the character gets a 10% ties. Opening locks, finding/removing traps, moving silently, hiding
bonus on earned experience. in shadows, hearing noise, climbing walls, and reading languages
A bounty hunter is a combination of ranger and assassin. The are performed as a thief four levels lower in experience, and con-
character is not capable of having exceptional strength, but he uses tinue to improve from there on,
the combat and saving throw tables for fighters and can use all magi- A bounty hunter of 7th level or higher can track as a ranger and
cal items not prohibited to fighters. A bounty hunter also has the will gain the disguise abilities of an assassin. All bounty hunters of
backstabbing ability of a thief of equal level, and is treated as a 9th level or higher make three attacks per two rounds with hand-
ranger for determination of initial number of weapons and weapon held thrusting or striking weapons, but do not gain multiple attacks
proficiency. against 0-level opponents.
Bounty hunters who do not slay humans and humanoids can only Bounty hunters may capture, rather than kill, opponents. A suc-
rise as high as the 9th level of experience, while other hunters can cessful assassination roll by the hunter can mean that the victim was
aspire to 13th level, the Great Hunter, a position held by only one knocked unconscious for 2-16 turns, if the hunter so chooses. This
person. When a hunter gains enough experience to reach 13th level, usually allows time to bind and gag the quarry. On any knockout
he must track down and kill whomever currently holds the title of attempt, a 20% chance exists of killing the victim by accident. This
Great Hunter so that he may become the new Great Hunter, An chance decreases by 2% for each level of the hunter over 7th level,
aspirant who ignores this requirement or demonstrates cowardice down to 8% at 13th level. The bounty hunter must employ a blunt
has shamed the other members of his profession, and will be marked weapon in order for a knockout attempt to be successful.
for death by his peers. Killing a "coward" brings almost as much Bounty hunters do not attract followers, and they only build
prestige to a bounty hunter as killing the Great Hunter himself. At strongholds and keeps upon their retirement. They are by nature
no other time will a bounty hunter raise a weapon against another, mean and self-confident. In public, when not on an "assignment,"
except by accident or if necessary to complete a job. they are liable to display incredible arrogance. On a hunt, however,
Bounty hunters receive experience points for killing creatures and they become withdrawn and apparently passive. It is at this time
characters, and they gain experience from the accumulation of when bounty hunters are most dangerous.

BEST OF DRAGON
The cloistered cleric
An NPC who'd rather pray than prey

by Lenard Lakofka From issue #68, December 1982


A regular cleric, according to the AD&D game rules, must have though that term would be most applicable if we were using Europe
the following statistics: strength in a range of 6 to 18; charisma, 6 to as a model for this type of clerk. The cloistered cleric (let's call him
18; and wisdom, 9 to 18. (Half-elf clerics must have a wisdom of at or her a friar) will be apart from the outside world in a monastery,
least J3; it might be extrapolated that other demi-human clerics also abbey, or other such structure. Some select friars will be allowed to
must have a minimum wisdom of 13, though half-ores, since their greet and talk to those who might visit the monastery. The other
maximum wisdom is 14, might have their minimum lowered say, friars might not be allowed contact with the outside world and might
to 11.) If the cleric is not human, his ability scores must also be in be under vows of silence as well. (They may only speak during
accordance with the limits for that race. services, in emergencies, and to convey necessary information.)
However, one wonders if non-player characters must meet all the The majority (85%) of cloistered clerics will have large libraries of
same requirements, especially with regard to the minimum scores from 100 to 10,000 books, manuscripts, and scrolls. Cloistered
necessary to be a cleric and, if they arc allowed variation, how clerics of at least 9th level with wisdom and intelligence scores of at
they might be "balanced" to retain some advantage for characters least 13 and 15, respectively, and who have a library of at least 5,000
who do meet all the regular requirements. items will have the abilities of a minor sage. They will have sage
The AD&D game models its cleric after the medieval fighter- ability in one major field and one minor field only, and no other
cleric, a la Templar or Hospitlar. Yet we are all aware that all clerics, supporting knowledge whatsoever. Their percentage chances to
then and now, do not meet that standard. The AD&D game does know the answer to a question are as follows:
not take into account scholarly (sometimes called cloistered) clerics
General Specific Exacting
or brothers who are not ordained but have some clerical functions. I
In minor field 36-47% 21-28% 09-14%
would like to fill in those two gaps and allow for regular clerics, as
(d!2 + 35) (d8 + 20) (d8 + 6)
non-player characters, who do not meet the ability-score minimums
In major field 51-70% 35-46% 16-25%
for player character clerics.
(d20 + 50) (d!2 + 34) (dlO+ 15)
The easiest group to rule on is those clerics who do not meet the
required minimums in strength, intelligence, dexterity (for non-
humans), constitution, or charisma the minimum wisdom score Such a cloistered cleric/sage will expect and demand a liberal
must be kept at 9. If the cleric has a low strength, dexterity, or con- contribution to the abbey (church, etc.) of not less than l.OOOgp for
sititution (less than 6), he or she will be at a great disadvantage in general information, 2,000 gp for specific information, and 3,500 gp
melee: the character will be -1 (or worse) "to hit" or to damage, + 1 for exacting information. There is no fee if the cloistered cleric/sage
(or more) on defensive adjustment, and/or -1 (or worse) on hit point does not know the answer to a question.
adjustment. The way to limit such a cleric is to say that if either Cloistered clerics will have the following statistics: strength, 3-18
strength or dexterity is less than 6, then he or she cannot wield all (3d6); intelligence, 6-18 (4d4 + 2); wisdom, 9-18 (dlO + 8); dexterity,
the weapons permitted to the class. Such a cleric could use a club, 3-18 (3d6); constitution, 3-18 (3d6), and charisma, 3-18 (3d6).
hammer, horseman's mace, and staff only. The flail is either too Cloistered clerics fight as magic-users, and are allowed the use of
difficult to maneuver or too heavy; the footman's mace is too heavy. the footman's mace, the hammer, the club, and the quarterstaff only.
If strength is less than 6, the hammer can be wielded but not They gain only one new weapon, that at 9th level. They do not wear
thrown. If both strength and dexterity are less than 6, the character armor or use a shield, but they are allowed rings of protection,
will fight as.a first-level cleric forever no matter how many levels cloaks of protection, and bracers of defense. Their chance of owning
he or she might gain in the future. such a protection device is 15% per level, as is their chance of own-
Non-player character clerics with constitutions of 6 or lower will ing a magic weapon. They are allowed to use any written item
tire easily in melee so that after some number of rounds they will be allowed to a cleric or a magic-user, except for those items which
-1 "to hit" regardless of strength or dexterity. That number of would grant them levels of experience. They may employ potions
rounds would be determined by rolling d6 and adding it to a base allowed to clerics or magic-users (or to all classes) as well as any
number: 4 rounds for a constitution of 6, 3 rounds for a constitution magic ring. They may use no rods, staves, or wand, except a rod of
of 5, 1 round for a constitution of 4, and 0 rounds (use the d6 roll cancellation, a rod of resurrection, a staff of curing, and wands of
only) for a constitution of 3. Such non-player clerics might be enemy detection, fear, illumination, and negation.
encountered by a party but they will usually be part of a local cleri- Cloistered clerics use four-sided dice for accumulated hit points.
cal establishment (abbey, monastery, temple, etc.) or perhaps part of They make their saving throws as clerics, but at -2 in all cases.
a pilgrimage. They would not appear as simple "random monsters," They are usually (50%) lawful, but might be neutral (35%) or
nor would they ever be found as humanoid shamans. Such non- chaotic (15%). They can either be good (40%), neutral (35%), or
combatant clerics, who have full spell ability and other clerical evil (15%) as well.
powers, would likely never rise above the level of Patriarch (8th). Cloistered clerics are almost always human, but on occasion a
half-ore or half-elf might be found in their number. Cloistered clerics
A new term: cloistered cleric have no effect upon undead.
We cannot call these characters "monks" in the AD&D game, Their possible eventual level is strongly tied to their wisdom and

VOL. IV
intelligence scores. Experience-point ranges are not given for them, 3rd level 4th level
since they are always non-player characters. Ceremony (special vows)' Ceremony (consecrate' or
Create food & water desecrate1 ground)
Cure blindness* Continual light
CLOISTERED CLERICS TABLE Cure disease* Detect lit?
4-sided dice Detect curse" Exorcise
for Dispel magic Neutralize poison 3
Experience Min. Min. accumulated Enthrall 1 Protection from evil W r.
level Int. Wis. hit points Level title Glyph of warding (paralysis) Speak with plants
1 6 9 1 Novice Hold person Scroll 1
2 8 9 2 Ostiary Locate object Tongues
3 8 9 3 Brother Prayer Ward, minor3
4 8 11 4 Father Remove curse
5 8 11 5 Padre Remove paralysis
6 10 13 6 Chaplain Speak with dead
7 11 14 7 Subdean Dismiss undead"
8 12 15 8 Dean
9 12 15 8+1 Prior or Abbot 5th level 6th level
10 13 16 8+ 2 Father Superior Atonement Communicate5
11 14 17 8+3 Archimandrite Commune Heal *
Cure critical wounds Stone tell
Dispel evil Word of recall
Spells usable by class and level cloistered clerics Quest
Cleric Spell level Raise dead '
level True seeing
3
1 Ward, major
2 1
3 2 1
4 3 2 NEW SPELL EXPLANATIONS
5 4 3
6 4 3
7 4 4 Ceremony (Conjuration/Summoning)
8 4 4
9 4 4 Level: 1, 2, 3, or 4 Components: V, S, M
10 4 4 Range: Touch Casting Time: 1 hour
11 4 4 Duration: See below Saving Throw: See below
Area of Effect: One creature, one item, or area (see below)
Note: Cloistered clerics do not gain bonus spells for high wisdom.
Explanation/Description: The ceremony spell has a number of
applications in the cleric's organization, depending on the level of
Spell list for cloistered clerics the cleric. Each ceremony is used as a particular blessing/curse of
Note: Spells printed in italic type are from the AD&.D Players the organization. The spell is used to put the holy/unholy seal on the
Handbook. Those marked " 1" were originally described in the event and does not produce an aura of magic, though in some cases
Leomund 's Tiny Hut column of DRAGON issue #58; those an aura of good or evil might be present. The types of ceremony
descriptions are repeated here. (Editor's note: Some of the suggested spells available to cloistered clerics can vary from organization to
new cleric spells from issue #58 are included, in slightly different organization, but usually encompass these:
form, as official rule additions in the Unearthed Arcana book.) 2nd-level cloistered cleric: burial, coming of age.
Those marked "2" are new spells devised especially for cloistered 3rd-level cloistered cleric: dedication, investiture, consecrate item,
clerics, and are also described in the following text. bless newborn.
Those marked "3" are reversible spells, but the reverse of the 4th-level cloistered cleric: special vows.
given spell is not allowed to lawful good clerics; likewise, it is 70% 6th-level cloistered cleric: consecrate or desecrate ground.
unlikely that a chaotic good cleric will have the reverse. Those spells Each of these blessings requires a cloistered cleric of the indicated
containing the word "evil" can be reversed to either form by lawful level or higher. The duration of any ceremony spell is permanent,
neutral or chaotic neutral clerics. except for bless newborn, which has a duration of six months. A
saving throw vs. spell is allowed to any unwilling recipient of a
ceremony spell, which usually only applies when the effect of the
1st level 2nd level spell is baneful (such as for desecrate ground). Briefly, the ceremony
Bless' Augury spells listed do these things:
Ceremony (burial)' Ceremony (dedication)1 Burial \n no way protects the corpse, but gives the blessing of the
Ceremony {coming of age)' Ceremony (investiture)' organization, and is said to have a 50% chance to invoke retribution
Create water Ceremony (consecrate item)' of some type if the body's grave is dug up within one week of burial
Combine' Ceremony (bless newborn)5 (i.e., an agent of the deity will come to protect the grave).
Cure light wounds' Chant Coming of age blesses a young man (and in some cultures a
Detect evil Death prayer1 young woman) at some point in time, often the age of 32. Coming of
Detect magic Detect charm age may or may not allow the person who has come of age any par-
1
Hand fire 1 Detect life ticular rights.
Magical vestment' Holy symbol 1 Dedication is necessary to perform specific acts, such as becoming
Protection from evil Know alignment a member of an organization.
Purify food & drink Light Investiture is required for an aspiring cleric (of either the clois-
Remove fear1 Slow poison tered or the adventuring type) to become 1st level.
Sanctuary Speak with animals Consecrate item is required for every item placed on an altar and
Scribe' Translate' at other places in a religious edifice, as required by the particular

8 BEST OF DRAGON
organization. Holy symbols and vestments are handJed separately clerics cannot use shields or dexterity bonuses in the calculation of
(see magical vestment and holy symbol spells hereafter). Holy or their armor classes. Thus, if the combination of clerics is physically
unholy water or oil must be kept in consecrated containers. attacked, only the center cleric can muster any defense on the first
Bless newborn is used to protect a newborn (up to 14 days old) round. If he selects an attack spell of any type to serve as a counter
infant from possession and other ill effects that might befall him or for the enemy's attack, the combination is broken and the center
her. Such a protected infant gains a saving throw of + 2 from any cleric reverts to his or her original level at once.
type of possession. Further, he or she is under the effect of a half- The combination can otherwise remain together for the casting of
strength resist fire and resist cold spell for the full six-month spell one spell or one attempt at turning undead. Then the spell breaks,
duration. The effect of blessing the newborn has no effect upon and the four clerics comprising the circle must recover for a full
infants older than two weeks of age. round before they can do anything else. If a cleric dies the combina-
Special vows pertain to paladins, knighthood, and solemn oaths. tion is broken, but not if one is only hit for damage once the com-
Consecrate ground should be cast when any holy/unholy structure bine spell has been cast and the combination is in effect.
is built. A church, abbey, sanctuary, monastery, temple, etc., built The center cleric will be raised in effectiveness by 1, 2, 3, or 4
on unconsecrated ground has a 1 % chance per year (cumulative) of levels, depending on how many of the combined clerics are four or
actually collapsing from lack of such protection! Once a structure is fewer levels below the actual level of the center cleric. Only those
built, consecration cannot be an afterthought; thus, a cloistered clerics within four levels of the highest-level cleric can contribute to
cleric of 6th or higher level must be sought when a clerical structure this benefit. Examples: Five 2nd-level cloistered clerics want to
is to be built, or else! Consecrate ground can also be used upon a combine so as to better cope with some menace. They take a round
graveyard, in which case the ground itself gains the ability to turn to combine, and then for the purpose of casting another spell, the
undead as if it were a 3rd-level cleric. center cleric acts as a 6th-level cloistered cleric, gaining one "bonus"
Desecrate ground, the reverse of consecrate ground, may be used level for each of the other four participants. Note that the center
by a cleric of any alignment versus a building or area of ground cleric could not cast a spell of second level or higher in any event,
representing an opposing alignment. For a building {generally a since the character is actually only a 2nd-level cloistered cleric and
church or other cleric-oriented edifice) to be desecrated, the altar cannot know any spell higher than the 1st level of power. If a 7th-
inside must be covered with holy or unholy water, manure, etc., level, a 5th-level, and three 2nd-level clerics combine, the center
while the casting of the ceremony (desecrate ground) is in progress. cleric could operate as an Bth-level character. The 2nd-level clerics
A desecrated building is 1 % likely per year to collapse; this chance is are five levels lower than the 7th-level cleric and so cannot contrib-
not cumulative. Roll at the end of each year of desecration to see if ute to boosting his effective level, but are still valuable as partici-
the structure collapses. A desecrated building can be consecrated at pants to complete the necessary circle of clerics.
a later time by application of the unreversed form of this spell. If an
area of ground (such as a graveyard) is the object of the spell, it is
necessary to know if the ground was consecrated in the first place. Hand Fire (Alteration)
Desecrate ground will only remove the consecration if one is in
effect. A second, subsequent desecration has no effect. The area can Level: 1 Components: V] S
be reconsecrated. A graveyard that has never been consecrated is Range: 0 Casting Time: 1 segment
more likely to have its graves yield lesser undead. If the spell ani- Duration: Special Saving Throw: None
mate dead is cast in such a graveyard, one extra skeleton or zombie Area of Effect: Cleric's hand
will rise from the graveyard. Further, any attempt to turn undead in
an unconsecrated graveyard (if and only if the undead come from Explanation/Description: This spell allows the cleric, by turning
these graves) will be as if the cleric were two levels lower than he or his cupped hand upward and saying a command word, to produce a
she actually is. cold flame that casts the equivalent of torch light. The hand fire will
remain lighted until the cleric casts any other spell or until he or she
uses his or her hand to perform some other function. The fire is non-
Combine (Alteration) 1 harmful and will not ignite any combustible materials, even oil. It
cannot be blown out, but magicai darkness will dispel it instantly.
Level: 1 Components: V, S
Range: Touch Casting Time: / round
Duration: See below Saving Throw: None Magical Vestment (Conjuration/Alteration)
Area of Effect: Circle of clerics
Level: / Components: V, S, M
Explanation/Description: Via this spell, five clerics of the same Range: Touch Casting time: / round
alignment can add their powers to perform a specific function. The Duration: 6 rounds/level Saving throw: None
cleric of highest level, or one selected by the group if all are of equal Area of Effect: Spell caster
level, stands in the center of a circle formed by the other four, who
hold hands and kneel around the central figure. This process takes Explanation/Description: With this spell, the cleric can turn his
one full round, and all clerics must be chanting the words to the vestments into magical armor equal to chain mail {AC 5). The vest-
combine spell at the same time. If one of them stops for any reason, ment cannot be worn with any other armor, bracers of defense, or
the spell is wasted for all five clerics. any type of protection item or spell. Thus, if the cleric is under a
The cleric in the center can then, on the round after the casting of bless spell, wearing (not just possessing) a ring of protection, under a
the combine spell, attempt to cast a spell or turn undead as if he or scroll of protection from lycanthropes, etc., he or she cannot use a
she were higher than actual level, for the determination of range, magical vestment spell; nothing will happen when the spell is cast.
duration, and area of effect as applicable. The spell (or effect) gener- However, if the vestment is being worn alone, it will become + 1 for
ated in this way will function as if the center cleric is as much as 4 all purposes (armor class, saving-throw bonus, etc.) for every four
levels higher than he or she actually is, as outlined below. levels of the cleric, up to a maximum of + 4, and it also allows
Only the cleric in the center need know and have prayed for the immunity to magic missile spells for the duration of the spell effect.
spell to be cast by the combination. Only informational, protection This spell can only be cast in the cleric's own temple or in the
(including dispel magic), and curative spells can be combined in this cleric's private quarters within a temple, church, abbey, etc., pro-
way. The clerics may also create food & water or turn undead. The vided that he or she has a small, appropriately consecrated altar in
four clerics comprising the circle are in a deep trance that will those quarters. The cleric must be conscious for the vestment to
require one full round to recover from. During the trance, surprise retain its magical properties. If the cleric is blessed or cursetl \r\ any
is automatic and all "to hit" rolls for hand-to-hand combat against way or puts on any other sort of magical protection, the dweomer of
the entranced clerics are made at + 4, Naturally, the entranced the magical vestment is lost immediately. The vestment will also lose

VOL. IV 9
its magical protection if the cleric sets foot outside the temple or area a state of suspended animation. It will show that a figure engaged in
in which the spell was cast. Note: When in a temple or church, it is astral travel is actually alive, and it will work on plants or animals.
uncommon for a cleric to be wearing armor or shield of any kind Note, however, that it will not identify the specific effect that a living
and this stricture especially applies to cloistered (non-adventuring) subject is under, only the fact that the subject is alive. Likewise, the
clerics. spell cannot determine cause of death.
The range figure given above is a maximum which applies under
ideal circumstances, i.e. when no substance is intervening between
Scribe (Alteration) caster and subject. The spell range will be reduced if as little as a
one-inch thickness of wood or stone comes between the cleric and the
Level: / Components: V, S, M subject. In such cases, range is only 1 foot per level of the caster for
Range: Touch Casting time: / round each inch or fraction of an inch thickness of the wood or stone bar-
Duration: Permanent Saving throw: None rier. (See example below for clarification.) A metal barrier of any
Area of Effect: Variable type or any thickness will totally block the spell, as will any form of
mental protection, either psionic or magical in nature.
Explanation/Description: Via this spell, the cleric's handwriting, Example: a 5th-level cloistered cleric is 20 feet away from a two-
if it happens to be poor, is greatly enhanced. Furthermore, he or she inch-thick wooden door. He wants to know if there is life behind the
can write twice as rapidly as normal and still produce high-quality door. His maximum range for casting detect life is 50 feet, but the
copying of a text or map. The scribe spell can be used when writing door reduces the range to 32 feet: the 20 feet to the door, 2 feet
down the text of magical scrolls. It further decreases the chance of beyond it (using 1 foot/level for each of the two inches of thickness),
error by 25% in the copying of any and all text. The scribe spell will and 10 more feet beyond that. A figure must then be within 12 feet
stay in effect as long as the cleric continues to copy or compose a of the other side of the door and in a straight "line of sight" from the
text, with a limit of eight hours of such writing in any case. Any cleric (as if the door were open and the cleric could actually see the
interruption of the copying will ruin the spell from that point for- subject). A figure located off to the side of the door, and thus pro-
ward. The material components are ink, quill, and parchment {book tected by the adjacent stone wall, would not be detectable by the
or scroll) and perhaps that which is being copied. Note: Magical spell. The cleric must chant the spell aloud while holding his body
scrolls cannot be copied or composed by any cleric below the 7th and his holy symbol so as to face toward the exact direction of detec-
level of experience. tion, and may not turn during the five-round duration to face any
other direction.

Death Prayer (Invocation)


Holy Symbol (Conjuration/Summoning)
Level: 2 Components: V, S, M
Range: Touch Casting time: J turn Level: 2 Components: V, S, M
Duration: Permanent Saving Throw: Neg. Range: Touch Casting time: / turn
Area of Effect: One corpse Duration: Permanent Saving Throw: None
Area of Effect: Item touched
Explanation/Description: By sprinkling holy water or unhoiy
water (if the cleric is evil) over a corpse killed by undead while Explanation/Description: This spell blesses a new holy symbol to
chanting this spell, the cleric reduces the probability that the corpse replace a cleric's lost or damaged symbol. The new symbol, which is
will rise as an undead at some later time. Further, it protects the the spell's material component (and, obviously, is nor destroyed in
body from the spell animate dead that might be cast on the remains the casting), must be crafted of appropriate materials (depending
at some later time. The corpse is allowed a saving throw based on its upon the religion or deity in question) and must be of the proper
level or hit dice in life, but no better than 12 in any case. A corpse shape and design; a cleric cannot just pick up any item and make it
that fails the appropriate saving throw will rise as an undead in the into a holy symbol,
normal manner. If the saving throw is made, the corpse will be A cleric may possess two holy symbols at one time, intending to
forever useless for any purpose of undead procreation. This applies have one as a spare, but this spell will simply fail if it is cast by a
to the victims of ghouls, ghasts, wights, wraiths, spectres, vampires, cleric who already possesses two holy symbols.
or any other form of undead that is able to produce others of its own The magic of this spell cannot be used to bless the symbol of any
kind. other deity, even another deity of the same pantheon as the cleric's
While under the protection of a death prayer, the victim's spirit deity. If a symbol created by this spell is to be given to another cleric
cannot be contacted by speak with dead unless the caster of the latter of the same religion and alignment, then the beneficiary must be
spell is of a higher level than the cleric who cast the death prayer. If present at the time of casting of the spell and must hold the symbol-
a speak with dead spell cast under these conditions is successful, the to-be throughout the casting process. The holy symbol of a cleric will
death prayer protection is cancelled and cannot be replaced. While radiate a dim aura of good or evil, but it is not a magic item per- se.
under the protection of a death prayer, the recipient suffers a -25% The holy symbols of clerics who are neutral (with respect to good
penalty to the chance of being successfully affected by a raise dead or and evil) will have no aura.
resurrection spell. Dispel magic will not remove the protection, but a
wish or limited wish will do so. In fact, a wish or limited wish is
needed to detect whether the spell is in effect upon any particular Translate (Alteration)
body.
Level: 2 Components: V, S, M
Range: Self Casting time: 1 round
Detect Life (Divination) Duration: 3 turns/level Saving Throw: None
Area of Effect: One text or scroll
Level: 2 Components: V^ S, M
Range: 10 feet/level Casting time: 1 round Explanation/Description: This spell allows the cleric to read texts
Duration: 5 rounds Saving Throw: None (scrolls, maps) written in a foreign or alignment language (including
Area of Effect: One creature thieves' cant). It does not allow the reading of magic or the deci-
phering of some coded message. The spell can be used in conjunc-
Explanation/Description: By using this spell, a cleric can tell if a tion with a scribe spell (see foregoing) if the translation is to be
creature is dead or alive. Thus, it will reveal the subject of a feign written down. Any scroll containing a spell or recipe for a potion or
death spell or prove that someone is in a coma, death-like trance, or powder cannot be translated.
10 BEST OF DRAGON
Detect Curse (Divination) cleric can temporarily gain the ability to possibly turn undead or
command it/them into service. For purposes of determining success
Level: 3 Components: V, S or failure of the turning/commanding attempt while the spell is in
Range: Touch Casting time: 6 rounds effect, the level of the cloistered cleric will be that of an adventurer-
Duration: Permanent Saving throw: Neg. cleric minus four levels. Thus, a 7th-lcvel cloistered cleric would
Area of Effect: One item turn undead as a 3rd-level adventurer-cleric. Undead can be com-
manded to service by evil cloistered clerics. Neutral cloistered clerics
Explanation/Description: Via this spell the cleric can tell whether can only turn (not command) the undead.
an item is cursed, if the item fails a saving throw allowed to it. The
suspect item must be touched by the cleric, and in some cases, this
might release the curse effect upon the cleric. Cursed scrolls must be Scroll (Alteration)
opened, but not read, for the spell to have an effect. Artifacts will
not answer to this spell in any case. The basic saving throw allowed Level: 4 Components: V, S, M
to an item is 13, though very powerful cursed items will have a Range: Touch Casting time: / hour
saving throw as low as 5 (the DM must decide the appropriate sav- Duration: Permanent Saving Throw: Special
ing throw on an item-by-item basis). This spell cannot detect Area of Effect: One scroll
charms; it can detect curses on persons, though the person is allowed
a normal saving throw versus magic. Casting of this spell will affect Explanation/Description: Via this spell, the cleric can compose a
the cleric so strongly that he or she cannot cast any other spells magical scroll of a spell he or she knows with a smaller chance of
whatsoever for four hours after this casting, though spells already error (minus 40% to the usual chance of error; see DMG, page
prayed for are not lost from memory. 118), The scroll spell cannot be used in combination with a scribe
spell (q.v.). Alternatively, the scroll spell can make the cleric write
the scroll faster (double normal speed), but then the reduction in the
Enthrall (Enchantment/Charm) chance for an error is cancelled.

Level: 3 Components: V^ S
Range: 3" Casting time: Special Ward, Minor (Abjuration)
Duration: Special Saving Throw: Neg,
Area of Effect: 90-foot radius around caster Level: 4 Components: V, S, M
Range: Touch Casting time: 3 rounds
Explanation/Description: A cleric using this spell can grab and Duration: Until broken Saving Throw: Special
hold the attention of an audience that can fully understand his or her Area of Effect: Hemisphere of 15' radius
language. Those of the cleric's race save at -4 against the power of
the spell, those races that have bad relations with the cleric's race Explanation/Description: Via this spell, the cleric brings into
save at + 2, and members of all other races receive no saving-throw being a special barrier of force. It cannot be physically broken
adjustment. The enthrall spell will not work on figures who are 4th through by a physical attack of any sort, including the use of power-
level or higher, who have more than 4 hit dice, or those with wisdom ful weapons like a vorpal blade. The minor ward, however, can be
of 16 or greater; thus, most clerics and shamans are immune to brought down by several spelts: disintegrate, limited wish, phase
another cleric's enthral! spell. The casting time and duration are door, shadow door, plane shift, or wish; or by any one of the follow-
variable; the spell lasts for as long as the cleric can keep speaking, ing spells that does at least 20 points of damage: fireball, lightning
plus 1-4 rounds thereafter. However, no effect from the spell will be bolt, cone of cold, flame strike, Otiluke's freezing sphere (second or
realized until the cleric has spoken without interruption for one full third application), or meteor swarm. Anything within the hemi-
round. {Thus, it could be dangerous to try to employ this spell when spherical area of effect is not damaged when the minor ward is
the cleric is among a group of creatures who are already hostile and brought down (but might be put in jeopardy). The minor ward
won't sit still for the first round of speaking.) cannot be entered or exited by travelling astrally, or via dimension
Members of the audience who fail their saving throws (vs. spell) door, passwall, or teleport. Characters and creatures in the hemi-
will treat the cleric as if he or she had a charisma of 21 (just as a sphere cannot cast spells out, though spells can be cast so as to affect
minor deity). They will remain stationary and listen to the cleric's those inside the minor ward, such as cures, neutralize poison, com-
words, but they will not act on them as if a suggestion spell were mune, etc.
being cast. At the end of 1-4 rounds after the cleric stops talking (roll The minor ward will remain in effect as long as the cleric is con-
this separately for each casting of the spell), the spell is broken and scious; in the round after he or she falls asleep or is knocked uncon-
the members of the audience again are in control of their own scious (or worse), the ward will collapse. The caster can will it to
minds. Any form of attack on the cleric will instantly negate the come down at any time, but this act takes 1 full round. To effect the
spell, as will any attempt by the cleric to cast another spell while the spell, the cleric must space seven small pearls (each of at least 100 gp
enthrall is in effect. value) evenly on the ground in a 30'-diameter circle. Smaller circles
Those who make their saving throws will not be affected by the can be made, if desired, but never larger ones. The pearls are con-
cleric's words, and will view the caster as having a charisma of 3. sumed in the casting.
They may hoot and jeer, or pick up small objects and throw them at
the caster which might (50% chance) cause the spell to be bro-
ken. Any negative action of this sort against the cleric will cause Ward, Major (Abjuration)
those who failed their first saving throw to earn another chance to
Level: 5 Components; V, S, M
Range: Touch Casting time: 3 rounds
Duration: Until broken Saving Throw: Special
Dismiss Undead (Abjuration) Area of Effect: Hemisphere of 10' radius

Level: 3 Components: V, S, M Explanation/Description: This is a stronger variation of the minor


Range: 6" Casting Time: 2 segments ward. It can only be brought down by certain of the spells that affect
Duration: 3-12 rounds Saving Throw: Special a minor ward: a damage-producing spell (fireball, lightning bolt,
Area of Effect: 6"iongcone, 2*diam. at base coneofcold, flame strike, Otiluke's freezing sphere, meteorswarm)
that does at least 50 points of damage, or a disintegrate, limited
Explanation/Description: By the casting of this spell, a cloistered wish, or wish spell. As with the minor ward spell, dispel magic has

VOL, IV 11
no effect whatsoever on it. The major ward will remain up until the level may have from 1-6 sergeants or even 1 lieutenant to aid him or
cleric casting it becomes unconscious. The material components for her.) Cloistered clerics do not hire a thief or assassin, unless to
the spell are seven gems (they can be of different types) valued at no recover some item stolen from them. A magic-user or sage occasion-
less than 250 gp each. They are consumed in the casting. ally may be in temporary residence in an abbey or monastery, doing
It should be noted that the minor ward and the major ward afford research (15% and 3% likely, respectively).
no protection from underneath, so tunneling into one is possible if
the proper equipment or magic is available. The person(s) inside a Learning and recovery of spells
ward cannot teleport, dimension door, travel astrally, use a word of Cloistered clerics have one important difference in the way they
recall, etc., unless the ward is brought down first. gain and use their spells. They must rest for the appropriate time, as
any other spell taster. Then they must pray for a period of not less
than one hour per level of the highest level spell that they will memo-
Communicate (Divination) rize; for example, an Archimandrite would have to pray to his deity
for six hours to replace his 6th-level spell, but could also replace any
Level: 6 Components: V, S, M 1st- to 5th-level spells as well after this period. Once the cloistered
Range: Unlimited Casting time: 3 rounds cleric has prayed, he then reads the desired spell from a spell text,
Duration: J (urn * / rd/Ievel Saving Throw: None just as a magic-user does, taking 15 minutes per spell level per spell.
Area of Effect: Caster and one other person He does not have to roll a percent chance to "know" a spell in any
case, but he must have the minimum intelligence and wisdom out-
Explanation/Description: Via this spell, a cleric can communicate lined earlier. All cloistered cleric spells are written in tomes as large
with another person anywhere on the Prime Material Plane. He or as magic-user spell books. They are written in a language which,
she casts the spell using a mirror as a material component. The while it can be learned by another cleric, will never give spell power
person to be contacted must be known to the cleric, and the subject to any other type of spell caster, including a druic!.
cannot be within any type of force field like a cube of force, minor An adventuring cleric who knows the language of cloistered clerics
ward, major ward, major or minor globe of invulnerability, etc., nor can read from their texts to learn a spell. This process will take the
may the contacted person be under the protection of a mind blank adventuring cleric 30 minutes per spell level per spell and in no way
spell or a psionic defense like tower of iron will. The subject, if counts as a spell known to that adventuring class cleric. Further, if a
asleep, will awaken if that person makes a saving throw vs. spell (a given spell is not available until a higher level to a cloistered cleric, it
new saving throw is allowed every other melee round). Once contact must be memorized, by an adventuring class cleric at that (higher)
is established the cleric can see, if the subject is willing, whatever level. The ad venturing-class cleric must also pray to his deity, just as
that person can see, and vice versa. Hearing is also allowed, so the cloistered cleric must, before the book or text will release its
someone speaking to the cleric or person can be overheard but power from the written word. A cleric who does not pray prior to
the words must, of course, be repeated for others to have knowledge reading will gain nothing from the text. F,xample: A Sth-level adven-
of them. turing cleric (a Prefect) wants to read hold person from a cloistered
The communication link is so strong that a cleric can cast a curing cleric's book of spells. For the cloistered cleric this is a 3rd-level
spell of any type through the link to the person being contacted. spell, so the adventuring cleric must pray for three hours and then
Once the cure is so cast, the link breaks immediately. The cleric who read the spell text, memorizing it as a third level spell, in the next
casts the cure spell can do no further spell casting for one full day one and a half hours. (The cloistered cleric would only take 45 min-
plus one additional day for each level of the cure spell cast through utes to read the same spell.) If the adventuring cleric has not learned
the communication. The receiver, who may be of any character the prayer for hold person before, the character may not now pray to
class, has no way to contact the cleric, although prearranged signals his deity for it, even though he has just memorized it. Cloistered
are certainly possible. clerics usually only have one or two spell books in their abbey or
Contact established by means of this spell while the subject is monastery, and thus they will not willingly part with a book, even a
occupied (casting a spell or involved in melee, for instance) will duplicate.
require that the receiver stop pursuing the current activity in order Cloistered clerics are very poor, using any wealth they may gain
to accept the communication. The cleric can only communicate only to pay for food, clothing, and items used in the abbey, monas-
with, or look in on, someone who is willing and doing nothing else tery or school. Even their altar wear is usually plain, as are the altar
at the time. If this is not the case, the cleric wilt know the commu- pieces and church/school decorations. What monies they do collect
nication has been rejected, for a reason which may not be known to from donations and spell casting they always charge for spell
him or her, and the contact will break. The cleric casting the spell casting may be divided up and sent to other temples, churches,
will see or hear nothing through the subject's senses if that person abbeys, etc.
rejects the communication.
Brothers
The life of the cloistered cleric Brothers are clerics who are not ordained. They have functions
The cloistered cleric is literate (if his or her intelligence is 8 or around and about the church/temple, but often have a second occu-
above). The character spends most of his or her time studying or pation unrelated to the church {shopkeeper, blacksmith, housewife,
copying texts and scrolls. He or she may also have mundane duties etc.). A brother or sister (not the same as a nun) might also be a
to perform, and some groups of cloistered clerics do not exempt even teacher, scholar, money-handler, assistant in the service, and so
a Dean from some duties. forth. His or her secondary profession might allow the character to
The abbey or monastery where the cloistered cleric resides is be trained with a weapon; in fact, the brother or sister might be an
almost always (90%) made of stone and is usually (80%) surrounded adventuring-class character of some type.
by a wall of stone as well. Farm lands tended by the cloistered clerics Fully 60% of all brothers and sisters have no education in fight-
surround the abbey or monastery. Most abbeys or monasteries exist ing. They would be unarmored and 50% likely to be unarmed as
outside of towns, and many are well away from main roads. Only well. Those who do bear arms might carry a dagger (unless their
cloistered clerics involved in teaching will have residence in a town organization forbids it), short sword (again, some organizations
or city. These teachers will run schools and colleges, and such an might not allow edged weapons carried by any clerical figure), club,
individual's library will have a minimum of 2,500 scrolls or books. mace, quarterstaff or hammer. They would fight as 0-hit-dice figures
The abbey or monastery never has fighting clerics or monks in it, but would obtain the saving throws of a Ist-level cleric in all catego-
nor are fighting monks or clerics ever employed on a permanent ries, because of their religious training.
basis by cloistered clerics. For their own protection, in hostile terri- The balance of brothers and sisters (the other 40%) will have
tories, abbeys or monasteries may have in their employ men-at-arms some weapon skills. Those weapon skills are apart from any second-
(if evil, humanoids of one hit die or less) headed by a fighter (but not ary profession. These brothers and sisters can don armor in times of
a ranger or paladin) of 1st to 7th level. (A fighter of 3rd or higher strife, wearing leather or studded leather most often and occasionally
12 BEST OF DRAGON
bearing a shield as well. They fight as 1 st-level clerics and obtain the drink cannot be reversed to putrefy food and drink. Some organiza-
same saving throws. They will have one eight-sided die for their hit tions might allow the reverse of cure minor wounds to cause minor
points (the non-fighting brother and sister will uf _ a six-sided die, as wounds if the organization is evil or chaotic neutral, or if there is
all zero-level figures do). The weapons allowed li/ them are as a great need and the temple or church might fall if the spell is not
cleric, but some might bear daggers, short swords, or broad swords made available to its deacons and archdeacons.
as well. None of these brothers and sisters, in either category, ever Brothers and sisters otherwise will be found in most temples and
obtain more hit points, nor do they ever become better at melee. occasionally in abbeys, monasteries, and schools. They will likely
Brothers and sisters may also be deacons in the organization. One not reside on the organization's property. They will perform mun-
in four brothers will be a deacon, and a congregation with more dane duties in most cases (washing floors, cooking, cleaning the
than four deacons will have an archdeacon as well. Archdeacons and temple or church though rarely the altar and other services). But
deacons are allowed two and one 1 st-level cloistered cleric spells, in some instances, as mentioned earlier, some of them will be
respectively, per day. (They cannot re-pray for their spell after four scholars and teachers. A deacon is of equal rank to an Acolyte or
hours of rest like a Ist-level adventuring cleric can.) Furthermore, Novice, but an archdeacon is superior to an Acolyte or Novice.
the list of spells available to archdeacons and deacons is limited to Brothers and sisters do not go into battle unless the church or temple
these only: bless, cure minor wounds (works as cure light wounds or town in which it is located is threatened with destruction. They
but does only Id4 of healing), delect evil (which might be used in surely do not adventure and do not go into dungeons. If a deacon or
reversed form in some organizations), purify food and drink, remove archdeacon administers a cure minor wounds spell, he can expect 40
fear, and sanctuary. gp from a stranger for the spell. He might cast this spell for free on
Remove fear cannot be reversed to cause fear, and purify food and the members of the church's congregation.

VOL. IV 13
The death master
A mighty nasty magic-using NPC

by Lenard Lakofka From issue #76, August 1983


The death master is a sub-class of magic- THE DEATH MASTER
user. He will be ultimately chaotic evil, 4-sided dice for
although his early alignment might even be Experience accumulated
lawful good. The death master will change points Level hit points Level title
alignment, moving one step closer to cha- 01,333 1 1 +1 Grave Robber
otic evil (if he isn't there already) upon the 1,3342,666 2 2+2 Tomb Haunter
gaining of every two levels of experience. 2,6675,333 3 3+3 Necropolite
Goodness is lost first, then lawfulness. 5,33413,333 4 4+4 Skeleton Master
Thus, a death master who starts out as 13,33426,667 5 5+5 Zombie Master
lawful good will turn lawful neutral at 5th 26,66753,333 6 6+6 Ghoul Master
level, neutral evil at 7th level, and chaotic 53,334313,333 7 7+7 Ghast Master
evil at 9th level. In any event, a death mas- 113,334233,333 8 8+8 Shadow Master
ter will be chaotic evil by the time he 233,334466,667 9 9+9 Necromancer
reaches 9th level, and in most cases the 466,668933,333 10 10+ 10 Mummy Master
switch will not take that long. In this down- 933,3341,877,777 11 11 + 11 Ghost Master
ward spiral, no magic even a wish or a 1,877,7783,333,333 12 12 + 12 Lich Master
helm of opposite alignment can move the 3,333,334+ 13 13+ 13 Death Master
death master's alignment in the direction
away from chaotic evil. weighs approximately 15 gp, length 15-18 the regeneration process.
The ability score requirements for this inches, space required 2 feet, speed factor 3, Death masters may use a staff of wither-
non-player character are as follows: strength damage vs. S or M opponents 3-6, vs. L ing and wands of fear, magic detection,
of at least 9, intelligence at least 15, wisdom opponents 1-3, vs. armor as a short sword negation, and paralyzation. A few miscella-
always less than 13, dexterity at least 12, would be rated. The scythe weighs approxi- neous magic items can be used, including:
constitution of 14 or better, and charisma mately 140 gp, length about 5 feet, space alchemy jug, amukt of life protection,
always below 8. j required 5 feet, speed factor 8, damage vs. amulet of the planes (usable by them only to
A human, dwarf, or half-ore can become S or M opponents 2-9, vs. L opponents 1-6, go to the lower planes of Pandemonium, the
a death master, and all death masters can vs. armor as a bardiche, Abyss and Tarterus, plus the Negative
advance to the 13th level. No death master Death masters cannot wear armor of any Material Plane), beaker of plentiful potions,
can ever be multi-classed or double-classed. type but may use rings, cloaks, and jewelry brooch of shielding, cloak of protection,
The death master has some of the abilities of protection, including bracers of defense. cube of force, cubic gate, dust of all types,
of an alchemist, since many of his magics Death masters may employ all potions, helm of comprehending languages,
involve the preparation of potions, salves, except for those that control living things, Keoghtom's ointment, Nolzur's marvelous
fluids, creams, and other sorts of mixtures. those that can only be used by fighters, pigments, all phylacteries, al! scarabs, and a
Death masters can learn and use only the those that are made for scrying, and those sphere of annihilation. Additionally, they
knife, dagger, sickle, scythe, and scimitar that heal. They cannot use scrolls, except may use some items specific to their profes-
even to save their lives they will not pick up for those penned in The Language of Death sion. These items are detailed later in this
another weapon. Death masters can use or those that control or protect from the article.
magical weapons of the eligible types, with undead. Such scrolls bypass the need, if The death master begins to learn specific
the exception of a flume tongue scimitar, any, for salves, creams, fluids, etc., that alchemist-like skills at 3rd level and certain
which is prohibited. If a death master picks otherwise produce the same effect. specific spells at 4th level. His teacher is
up an aligned weapon that he cannot use, Rings usable by death masters are: always another death master. The death
he will take double ego damage unless the feather fall, fire resistance, free action, master must start up his own laboratory for
weapon's alignment is more evil or chaotic invisibility, protection, regeneration (see a cost of 400 gp, and must pay this amount
than the death master's current alignment. below), spell turning, warmth, and x-ray for new equipment every time he acquires a
In the latter case, the death master will vision. All other rings will not function on higher level. Costs for a specific raw mate-
instantly convert to the new alignment. For them unless they somehow affect the rial are separate from these laboratory costs.
example, if a neutral 3rd-level death master undead. A ring of regeneration, when Most spell-like effects use special prepara-
picked up a neutral evil scimitar, he would placed on a death master of 9th level or tions that must be made in advance.
take no damage but would become neutral higher, will instantly become invisible.
evil at once. If, on the other hand, the Furthermore, it will become non-corporeal Special abilities
scimitar were lawful good, he or she would when functioning one round after the death The death master has the following spe-
take double ego damage. master dies. Cutting off the death master's cial powers and abilities, some of which
Notes on new weapon types: The sickle head, or the hand bearing the ring, will stop apply only at a certain level and some of

14 BEST OF DRAGON
which are constant: ter can speak with dead as a cleric of the salve, potion, cream, fluid, paste, etc.) are
1. ] st-level death masters obtain one same level without use of a spell. This marked with a pound sign ("#"). Those
experience point for each grave they dig, power is usable once per day and only once that are new or have a different description
and two experience points for each stolen on any single body, from that found in the official rules are
body. 8. The death master has a cumulative 5% marked with an asterisk ("*"),
2. 2nd-level death masters obtain two resistance to sleep and charm spells per level All spells of a death master are defined,
experience points for every body laid to of experience. If a saving throw is allowed, for the purpose of range, duration, and area
rest. the death master is entitled to it if his magic of effect, as if the character were three levels
3. 3rd-level death masters obtain three resistance does not overcome the sleep or lower than his actual level. Thus, a 4th-level
experience points for every properly charm power/spell. death master casts spells as a Ist-level
embalmed body. 9. At 9th level and above, the death magic-user or cleric.
4. All death masters can identify a potion master is immune to paralysis and hold Unless otherwise noted, a death master
of undead control by tasting just a drop. spells, including the effects of the touch of spell takes 1 segment per spell level to cast,
Such a potion has a double effect and dou- an undead creature. regardless of what is given in the Players
ble duration when imbibed by a death 10. At l l t h level and above, the death Handbook for a cleric's or magic-user's
master. master is immune to level draining and casting time for the same spell.
5. An undead creature must fail a saving strength draining by undead, though nor-
throw of 8 to successfully attack a death mal damage from such an attack would stiil Spells usable by level
master. If the death master attacks the Exp. Level of spell
undead, of course, this "partial immunity" level 2 3 4 5
is overturned. Thus, undead may attack a Death master spells 4
group of characters, and a death master will All spells of the death master must be 5
be allowed to walk away unharmed even if a learned just as a magic-user learns spells, 6 1
lich or a vampire is the attacker or among but some spells given in the list that follows 7 1
them. are the heart of his profession. These spells 8 2
6. Beginning at 4th level, the death mas- will be marked with + 1, + 2, or + 3 to 9 2
ter can speak with undead at will. This does signify the effective bonus in intelligence 10 3
not create a compulsion to obey and cannot points the death master gains when trying 11 3
operate on mindless undead. to learn that particular spell. Those spells 12 4
7. Beginning at 7th level, the death mas- that require some manufactured material (a 13 4

First level Second level Third level


1. Animate skeletons *( + 3)# 1. Attract ghouls * 1. Dispel magic
2. Animate zombies *( + 3)# 2. Darkness 15' r, 2. Feign death ( + 2)
3. Cause light wounds "# 3. Detect good/evil 3. Monster summoning I*
4. Comprehend languages 4. Death armor *( + 2) 4. Protection from good/evil 10' r.
5. Detect magic 5. Find familiar *# 5. Ghast production *( + 2)#
6. Feather fall 6. Invisibility 6. Ray of paralysis '( + 1)
7. Identify ( + 1) 7. Knock 7. Tongues
8. Plant death *( + 2)# 8. Magic mouth 8. Wall of ice
9. Preserve 9. Pyrotechnics
10. Protection from good 10. Ray of enfeeblement
\ 1, Read magic 11. Stinking cloud
12. Scare \ 12. Wizard lock
13. Shield
14. Unseen servant
15. Wizard mark
16. Write #

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 *( !)#
5. Mummy production *( + 1)# 5. Finger of death 5. Undead production *( + 2)#
6. Shadow summoning *( + 1) 6. Ghost production * 6. Vampire production *(+
7. Wight production *( + 2) 7. Hold undead '( + 2}
8. Wraith production *{ + 1) 8. Tele port

S pell n ote s/descript io ns: feet per effective level of the death master. made on a victim's bare skin. The death
First level Animate zombies is simply an animate master must use a paste rubbed on his
Animate skeletons is simply an animate dead that produces one zombie for every hands to activate the magic. A word of
dead spell that produces one skeleton For effective level of the death master. The command then makes his hands into weap-
every level of the death master. The death corpse must be immersed in a bath of spe- ons for three rounds or until a touch has
master must prepare a special salve to rub cial salts for I full turn prior to spell casting. occurred. The cost of the paste is 75 gp for
on the bones to make the skeleton receptive. Such a bath can soak ten corpses for a cost enough to make three applications. Smear-
This takes one round per skeleton. The of 200 gp. The corpses can then be ani- ing the paste, assuming it is available, takes
magic to animate them then takes only a mated in two segments at a range of 50 feet only a segment.
segment to cast. The rubbed skeletons can plus 10 feet per effective level of the death Plant death requires a fine mist spray be
be so animated anytime within 24 hours master. applied to the plant(s) to be killed. A
after their rubdown. The salve costs 10 gp Cause Ught wounds will inflict 2-8 hit potion-sized bottle would cost 200 gp and
per skeleton. Spell range is 30 feet plus 10 points of damage if a successful touch is could cover 2,000 square feet. Then, upon
VOL, IV 15
the utterance of a word of command, the Someone killed by one of these ghasts has a wight produced by the spell is "friendly" to
plants within 100 feet of the death master -1 % to the chance to be resurrected for each the death master. Lesser wights will attack
will die. Trees are allowed a saving throw of hour the figure is dead. Thus, after 70 the death master if they fail the aforemen-
11. Living mobile plants (such as treants) hours a victim with a constitution of 13 tioned saving throw (recall that an undead
are allowed that saving throw plus another would have only a 20% chance to be suc- will not attack a death master unless it fails
as a monster of the appropriate number of cessfully resurrected. If this is done, how- a saving throw of 8),
hit dice. Once killed, the plants wither and ever, subsequent resurrections of the same One in five wights produced by the spell
rot rapidly, and no new plants wilt grow in character would be allowed at the figure's is atypical. It cannot drain energy levels.
the area for a year. full current constitution score. Note: Instead, it drains hit points permanently
Magics like remove curse, limited wish, with its touch. This type of wight will cause
Second level etc., can remove the onus on such a corpse the living victim to fight at -1 per touch for
Attract ghoul is similar to a find familiar so that the chance for its resurrection is 1 full hour after each touch. For example,
spell, using the same ingredients, but the normal. consider a victim of 4th level with 30 hit
ghoul that comes is not willing to serve Ray of paralysis takes only one segment points. On the first touch, the victim takes 5
unless it is fed regularly. "Loyalty" and to activate and is a chief attack/defense spell points of damage. His new hit-point level is
obedience is gained at 1 % per day of feed- for a death master. The ray is pencil-thin 25, and he will fight as 3rd level for 1 hour.
ing and attention. A safe lair must always and has a length of 60 feet plus 10 feet per If a second touch occurs (for, say, 2 points of
be provided. level of the death master. When it is fired at damage), his permanent hit-point total will
Death armor is produced by pouring a a living figure, that figure is allowed a be 23, and he will fight as 2nd level for 1
cream on the body and rubbing it in. This double saving throw. The first is vs. spell to hour, then 3rd level the next hour, and then
rubbing takes two full rounds. Then, any- see if the ray hits at all. If the saving throw is back to being 4th level. The lost hit points
time within the next hour per effective level is made, the ray misses but those in direct can be gained back by restoration at the
of the death master, the speaking of a com- line behind or near the victim (especially rate of 3-12 points per application of the
mand sentence will activate the armor coat- those in nearby melee) might then be spell, but if the victim gains a level (or
ing. Anyone touching the death master with struck. If the ray does hit, the victim saves levels) of experience prior to such restora-
exposed flesh (perhaps to cast a spell or as a vs. paralysis at -2. If this throw fails, the tion, then the hit points are forever lost,
monk with an open hand attack) must save victim is paralyzed for 3dl2 rounds, even if the power of a wish is used. A lim-
vs. spell or take 2-12 hit points of damage. ited wish will restore 2-12 hit points and a
The armor is effective for 1 round per Fourth level full wish will restore 3-18 hit points if the
actual level of the death master. Multiple Charm undead will work only on those casting is done before the victim gains a
touches will still harm the attacker. Note: undead having intelligence of 9 or higher. level. No other magic will restore lost hit
The spell is defensive only, and the death The undead (only one target) must make a points. This sort of atypical wight can "pro-
master gains nothing by trying to touch saving throw vs. spell at -3 or obey the create" to produce lesser undead with the
someone, though he can position himself so death master and perform some mission for same power.
that he must be touched for someone to get him. The undead will not openly expose Wraith production is identical to wight
past him. Naturally, if a weapon hit occurs itself to destruction (a vampire would not go production in all respects. An atypical
the death master will take normal damage into open sunlight), and such an obvious wraith is produced one time in seven as
with no damage to the attacker. Death order will instantly cancel the charm. Once above.
armor will harm undead. Any damage from a specific order is fulfilled the charm breaks,
a monk's open-hand attack or a monster's though some orders might take years to Fifth level
claw or bite attack will still be scored, of fulfill. An order is a simple sentence of 12 Cause serious wounds requires that a
course. words or less that is adjudicated as "reason- liquid be produced from boiling the remains
Find familial- uses the same ingredients as able" by the Dungeon Master. of a ghoul or ghast for 24 hours. The
for a magic-user, but the cost is doubled. Mummy production requires an embalm- remaining liquid is enough to fill 1 small
The death master uses the following table ing fluid that costs 1,400 gp. The body must vial (like those used to carry holy/unholy
(roll d20) for find familiar: 1-4, black cat; 5- be wrapped and prepared, which will water) per effective level of the death mas-
8, weasel; 9, imp; 10, ghast; 11, mephit; require six full hours. The spell then takes ter. The infusion's added components cost
12, ghoul; 13-20, no reply but try again in but 4 segments to complete by a simple 2,000 gp. The vial is then thrown (see sec-
one month. If an imp, ghast, ghoul, or command word issued within 24 hours of tion of DMG on grenade-like missiles) like a
mephit appears, it does not add any hit the embalming. One mummy is thus pro- vial of holy water. A direct hit will inflict 5-
points to the death master. If it is elimi- duced. It will obey the death master and do 19 (2d8 + 3)hit points of damage, with a
nated, however, the death master will lose his bidding, but is allowed a saving throw of splash hit doing 2-5 (d4 + 1) points of dam-
2-7 hit points permanently. 17 (attempted daily) to become independent age. The viaJs of liquid will remain viable
of the death master's control, for 1 full day per level of the death master,
Third level Shadow summoning will produce 2-7 plus a variable of 1-20 days. Exposing the
Monster summoning I will attract nearby shadows which will arrive in 1-8 rounds. liquid to testing (putting it in contact with
skeletons and zombies not already animated The summoning takes 4 segments of casting the air) destroys it at once. The vial will not
or controlled by the death master. From 2-7 time. They will stay and obey the death radiate evil.
will arrive, even if they must abandon a master for 1-20 rounds. Ghost production is unlike other death
place they were ordered to guard. They will Wight production requires a corpse and a master spells in that the death master will
arrive via teleportation in 1-4 rounds and bone from a wight. If a cubic gate or amulet have no control over the ghost once it fully
will fight till destroyed. If not destroyed, of the planes (or a similar device) is availa- forms 48 hours after the spell is cast. The
they will tcleport back when the spell dura- ble, the wight bone is not required, since ghost so produced will not know how it was
tion of 5-20 rounds runs out. the death master can then actually touch the created and will be fully free-willed. It
Ghast production requires a ghoul to be Negative Material Plane to gain the neces- would attack the death master if it met him
at hand. The death master may animate sary power. For every wight so produced, again (if it failed the saving throw of 8
only one ghast per spell. The body must be the death master will lose one hit point allowed to the death master). The victim
infused with a special liquid that costs 400 permanentlv unless he saves vs. death must have had an intelligence of 14 or more
gp to produce. The process takes 1 hour to magic. The wight so produced will always and have been at least 9th level (in any
prepare the body and 1 turn to cast the have maximum hit points, and it can "pro- class) prior to death. Hit points for such a
spell. Such ghasts cannot "procreate" them- create" itself and command those wights to ghost are the maximum.
selves but are like ghasts in every other way. its service. Note that only the common Hold undead literally stops a target

16 BEST OF DRAGON
undead in its tracks. It is allowed a saving weapons and items that are usable to their 1-8 hit points of damage (no saving throw),
throw vs. spell. The undead cannot be full potency only by a death master, and that many points are drained perma-
harmed while in this state, nor can it be Withering Scythe: This weapon is + 2 to rtentlyfrom the figure's hit-point total. The
bypassed; attempting to do either of these hit and does normal damage with no bonus. wand takes 1 segment to fire, can have from
things will release it instantly. However, the However, the victim must save vs. poison or 1 to 50 charges when found, and cannot be
death master and others in the party are also suffer tin: loss of I hit point per round recharged. The victim can only regain lost
safe to flee via another route. The hold thereafter from a slow but powerful poison hit points in only one of three ways: limited
undead spell takes 2 segments to cast. The effect. The only antidotes for this poison are wish (2-8 points), restoration (2-12 points),
duration of the spell when used against a cure disease cast by a cleric or druid of at or a wish (3-18 points). Once the victim
particular type of undead is expressed in least the 9th level, heal, regenerate, restora- gains a new level of experience, lost hit
minutes and is determined by dividing 120 tion, limited wish, or wish. A good-aligned points that have not yet been regained are
by the undead's hit dice. (Eliminate any figure who simply picks up the scythe is forever lost.
bonus hit points; 3 + 2 HD would be read as subject to the same poison effect. Gauntlets of the Ghoul: If a good figure
3. All fractions are dropped.) Thus, a ghoul Eyes of the Undead: These cups that fit puts these on, he must save vs. paralysis
of 2 HD is held in place for 60 minutes, over the eyes look like any of the other each round until they are removed or until
while a vampire of 8 HD can be held for 15 magical "eyes." However, they allow a he is paralyzed. They can only be removed
minutes. This formula also applies to the figure to see living things at a range of 90 by dispel magic or remove curse, and even
undead from the FIEND FOLIO Tome. feet even in total darkness, even if the figure then removal must be done within 2 rounds
is invisible or is somehow cloaked or pro- of the spell being cast or they will again lock
Sixth level tected from normal sight. The eyes of the on the victim's hands. The figure will
Harm or heal is identical to the 6th-level undead will see an aura of life, but are not remain paralyzed until the gauntlets are
cleric spell, except that casting time is only able to see details of the figure's face, etc. then removed. If a neutral figure puts them
6 segments. Wearing the eyes cancels normal or magical on, his touch will be as that of a ghoul,
Lichdom can be cast upon a willing high infravision. The eyes of the undead prevent inflicting 1-4 hit points of damage per touch
priest or magic-user of at least 18th level, or a vampire from charming their wearer. If (hand), and a victim must save vs. paralysis
upon a death master of 13th level. The worn for one full day, the eyes will mold or be paralyzed for 5-20 rounds.
death master must make a potion {at a cost themselves to the wearer's eyes and cannot
of 6,000 gp) for the spell recipient to con- be removed until that figure is dead. To Potions, salves, and pastes
sume. The spell recipient is allowed his others, the victim's eyes look totally white. Correct concoction of necessary potions,
normal unadjusted saving throw vs. death In all cases, the wearer's natural charisma salves, and pastes is a function of the death
magic. If he makes the saving throw, he will drop by two points while the eyes are master's level as well as that of chance. If he
becomes a lich in 24 hours. If he fails the worn, if they can be seen by others. fails in an attempt to concoct a mixture, this
saving throw, then he is merely dead in Cloak of Night: This magical cloak will will not be apparent until the spell casting
which case the recipient can be raised in the operate only on a non-good figure. If a good attempt is carried out. Given in the chart is
usual manner and the process tried again. figure wears it, he will automatically be the percent chance that the substance will,
However, the figure will have lost a level of attacked first by any undead encountered, in fact, be correctly made (00 is a 100%
experience and may have to gain it back to even if those undead must push past other chance; is no chance). It is up to the
requalify for becoming a lich. The death party members to get at the wearer. The Dungeon Master to determine the major
master can cast this spell upon himself. cloak, when worn by a non-good figure, ingrediem(s) in each substance and allowa-
Undead production is designed to pro- confers the following powers at night only: ble substitutes, if any. The DM may, of
duce the vast number of evil (but not neu- polymorph with all possessions into a bat, course, rule that some substitutes will
tral) undead listed in the FIEND FOLIO stirge, crow, or ow! at will in 1 segment (the increase or decrease the chance of successful
Tome. This spectrum is very diversified. figure must return to normal shape before concoction.
Only one undead, regardless of hit dice, can changing into a different form); gain 90-foot
be so manufactured. That undead cannot infravision (whether underground or not); Henchmen, hirelings, and Orcus
procreate itself but will conform to the and act as a cloak ofclvcnkind. The death master may only have hire-
statistics and abilities given in the FIEND Spectre Wand: This wand only operates lings and henchmen who are evil. Such
FOLIO book in all other ways. Its hit in the hands of a death master. It fires a jet- henchmen are the outcasts of their own
points will always be maximum. The black ray to a range of 180 feet, A hit by the races (human, half-ores, and dwarves only,
undead, to rise up from being a corpse, ray is determined as if the intended victim as well as any neutral evil or chaotic evil
must make its "in-life" saving throw vs. had been attacked by a 6 HD monster vs. humanoids), often fleeing for their lives
poison or the spell will fail. the target's frontal armor class (assuming because of some atrocity they have per-
Vampire production will also produce a the target is facing the weilder of the wand). formed. Rangers, paladins, clerics, druids,
spectre if the death master so chooses. The If this roll "to hit" is not made, there is no monks, bards, and illusionists will never be
corpse must have been killed by a vampire effect. If the ray does hit, the target takes hirelings or henchmen for a death master.
or spectre, but in a way that would not
allow the corpse to rise as one of those Particular substance Chance of correct concoction Cost to Time to
undead (i.e., killed from damage, not from required by spell per level of death master produce produce
levels being drained). The corpse is allowed 4 5 6 7 8 9 10 11 12 13
a saving throw vs. spell, and if it fails, it Animate skeleton rub 80 85 90 94 97 99 00
10 gp/skcl. 00 00 00 2-7 hours
becomes a vampire or spectre. The undead Animate zombie bath 76 80 84 88 92 96 99
200 gp/10 00 00 00 2-7 hours
so produced is answerable to the death Cause It, w, potion 90 93 95 97 99 00
75 gp/3 00 00 00 00 1-4 hours
master for one year, but thereafter is free- Plant death spray 75 79 83 87 91 94
200 gp 97 00 00 00 1-6 hours
willed, bearing no animosity toward the Death armor cream 93 95 97 98
JOOgp 99 00 00 00 J-4 hours
death master. The potions required cost Find familiar soup 88 91 94 97
250 gp 98 99 00 00 4-16 hours
6,000 gp for a vampire and 4,500 gp for a Ghast infusion 77 82 87
400 gp 92 96 99 00 6-36 hours
spectre. This undead will have maximum Mummy embalm fluid 87 91
l,400gp 95 97 98 99 3-12 hours
hit points but cannot procreate until it is Cause s. w. potion
2,000 gp 95 98 00 5-20 hours
free-willed. Lichdom potion
6,000 gp 93 5-20 hours
Undead goop 4UO
Af1f\
gp/hd
/LJ
7 -Do hours
C L

Special magic items Vampire eye drops 94 6,000 gp 8-80 hours


Below are listed and described magic Spectre gas 97 4,500gp 6-72 hours

VOL. IV
Some chaotic evil tribes of humanoids undead. Any undead commanded in this even commit suicide on that date when they
revere the death master, since he can pro- manner can be taken over again by the are 13th level so as to better serve the
duce armies ofundead types to aid them in death master any time he desire to do so. demon prince. Orcus is 45% likely to notice
their missions. The death master tan thus Eventually a death master becomes a this action and to animate the death master
give the tribal witch doctor (and in some demon-worshiper who ultimately worships with all of the character's powers intact.
few cases, the shaman) control of some Orcus. Such a death master is also allowed Death masters, once they become chaotic
animated undead. Such undead must be a saving throw of 8 before a lesser demon evil, seek seclusion virtually always near an
basically mindless, must be all of the same will attack him physically if a protection old graveyard or abandoned dungeon.
type, and have fewer than 4 hit dice. The from evil spell is not in force. There they will seek to produce undead
undead controlled by the witch doctor or A death master of 13th level who is killed armies to wreak destruction upon living
shaman may be up to ten times his level in on the feast day of Orcus (sometimes called beings around them. Only chaotic evils and
hit dice; for instance, a gnoll witch doctor of Halloween) will become an undead under some neutral evils will try to hire or ally
5th level can command 50 hit dice of Orcus's direction. Some death masters will with a death master.

The duelist
An NPC who likes to make people pay

by Arthur Collins From issue #73, May 1983


Rain fell steadily outside on the balcony, running off to fill the ruts His dress did not particularly advertise his profession. Only the
in the road. The chancellor sat at his desk, his expression as sullen scabbard lying across his knees and his good gloves might give one
as the sky, but lit by no flashes such as occasionally brightened his to guess that he made his living at arms. At the moment, he was
office. The council meeting had not gone well. The king had scorned reading a hastily scrawled note given him a few moments ago by an
his advice again, and turned to the ever-more popular young Lord equally drenched man.
Alfstan of Golvring, who kept up his prattle about cleansing the Sipping his wine reflectively, the man named Holgrim mused on
government of corruption. Honest men are dangerous, thought the the ways of fortune. Not a job in sixteen days, he thought, and now
chancellor. But what to do? Thunder growled in answer to his mood. this . . . Not a bad fee, but how do I find the man named in this
After a time, a change came over the chancellor's face. Honest document?
men are dangerous to others, he thought, but honorable men At that moment a group of young nobles came cascading through
young, valiant, noble, honorable men they can be made a danger the door, led by the king's new reeve, Lord Alfstan. Well, well,
to themselves. Quickly, he fetched writing materials and wrote a thought the man. Here comes the rent.
brief note, without signature or seal. He called for a trusted lackey, Then Holgrim glanced to the side and saw a rather fat, greasy
gave him the missive, and said only, "Leave this with the innkeeper man approaching him. Wulfram the wool merchant coming to
at the Laughing Trout." The lackey glanced at the address, which me? Holgrim thought. It never rains but it pours, they say. He
said only Holgrim. The chancellor grinned as the messenger headed chuckled to himself, just as old Wulfram cleared his voice and said
for the rain-soaked street below. . . . nervously, "Master Holgrim?"
Holgrim invited the merchant to sit, and heard his tale. They
"It's going on right under tny nose, Gunnar!" The fat man agreed on a price, and then Holgrim rose, saying, "It may take me
almost choked on his outcry. His fellow merchant only sipped his a few days to attend to your business, Master Wulfram, but I'll see
beer and said, "Calm down, Wulfrarn. People will notice." But that to it as soon as may be. Shortly, I may have to leave town for a
hardly seemed likeiy in the roaring inn. Bawdy songs competed with while," Leaving the merchant to pay his bill, Holgrim stood up,
three-score drunken men discussing everything but the cursed loosened his sword in its scabbard, walked up to the dashing young
weather. Smoke from the fireplace and steam rising off drenched royal favorite, and announced to the crowd at large certain specula-
cloaks hung around the common room, shrouding it in a thick haze, tions about family life at Golvring Castle. The crowd gasped, the
Wulfram continued talking to Gunnar, in an angrier but quieter innkeeper began to put his breakables below the bar, and Holgrim
voice. "I've told her, I don't want that young leech around. But the Duelist set himself to practice his trade.
every time I look, there he is lounging in my chairs, eating my food,
and making verses to my wife. And that's not all he's making I
found one of his lute strings in tny wife's chambers. She said she For as long as personal combat has been going on, there have
only took it there to compare it with her spare strings; she said he been specialists who would sell their prowess at it. Some have sold
needed a new one. But I'm not so old and slow that I'm blind." their services as mercenaries; this article has nothing to do with
Wulfram ended on a note of self-pity, such as often heard from rich, them. Mercenaries tenc! to be group-minded and barely proficient at
middle-aged men who marry young wives. His friend Gunnar made arms; their place is to fill out a troop of soldiers. The emphasis in
sympathetic noises, and then began to give him low-voiced counsel, soldiering is on maneuver and cooperative effort. It is very fitting
pausing often to look around as if he feared being overheard, finally that most mercenaries in the AD&D game are permanently 0-level
pointing out a figure in a corner booth. fighters. Repeated and frequent success in one-on-one combat
In the corner of the Laughing Trout's common room sat a very requires something that a mere soldier is not up to providing. The
wet man. He looked neither old nor young, neither rich nor poor. specialists in personal combat became not mercenaries, but duelists.

18 BEST OF DRAGON
And so evolved a distinct kind of profession. In Roman times, No. of attacks per round:
there were the gladiators, who made their way up from ignominy to Duelist level 1-4: 1/1
international honor through their individual skill alone. In Renais- Duelist level 5-9: 3/2
sance times, there were the fencing instructors, who taught young Duelist level 10-14: 2/1
rakes how to duel (and live to brag about it) the way that other Duelist level 15: 5/2
specialists taught them how to dance or take snuff. And, in all times, Weapon proficiency:
there have been the hired swords ("hired guns" in the Old West), Initial no. of weapons: 3
who have wandered about, fighting for glory, or money, or for lack N on-proficiency penalty: -2
of a better calling in life. The duelist non-player character class for Added proficiency/level: 1 per 3 levels
the AD&D system represents this type of expert one who makes Alignment: neutral good, neutral evil, chaotic good, chaotic evil,
his living by selling his skill in individual combat. chaotic neutral, or true neutral
Typically, the duelist is of common birth. Serfs are given no
opportunity to learn to bear arms, and nobles who take up arms as a And so the world fears, admires, shuns, and brags of acquain-
profession tend to become fighters or paladins. Sometimes, as with tance with the duelist, all at the same time. He is both hero and
the Roman gladiators, duelists are of the lower class, though they villain. And he does have his place not only as a hired sword (or, in
might have wound up that way not by accident of birth but by run- some cultures, as a professional athlete). Running a fencing school,
ning afoul of the law. Sometimes, they are of the lesser nobility as many duelists do, is a very respectable occupation. It should be
younger sons of younger sons, with no inheritance to give them noted that what a Fencingmaster turns out of a fencing school is not
status and no mind to be soldiers. Sometimes they arc merely disaf- necessarily more duelists it takes more than just fighting ability to
fected types, loners or even outcasts, whose only claim to fame is fit that mold, it takes a certain kind of person. The Fencingmaster's
their reputation with their blade. customers are young men who desire to be accomplished at the skills
This way of describing a duelist goes far to explain the alignment of dueling but who may be incapable of actually becoming mem-
preferences of the class. The duelist has little use for law as an ethi- bers of the duelist class.
cal principle, whether the law involved is good, bad, or neutral. In a society or culture in which a gentleman is expected to be
Besides the fact that their profession is often illegal (though they are skillful at arms (even if the gentleman is obviously unfit for it), the
sometimes used by the protectors of the law), duelists also shy away Fencingmaster's school becomes a combination hangout, gymna-
from lawfulness because of their general outlook on life. They see sium, betting parlor, and gossip-shop all rolled into one. The master
things in individual terms (me against you), not in group terms (us himself is a person of reputation who not only is dangerous to cross
against them). To be sure, most duelists are scrupulous about fulfill- but who can also expel pupils from much of society by simply bar-
ing contracts, but this is not a lawful-minded tendency so much as a ring them from his hall. A paradox: the Fencingmaster has no place
matter of professional (by definition, individual) honor. Besides, an in society (being base-born and having to work for his living), but he
unreliable duelist gets no contracts. is in many ways one of the keepers of the keys to society's door, like
Duelists have something of a code to live by, a parody of the the innkeeper of the most fashionable watering hole. And, like inns,
knightly code of arms. The knightly code is born of law; arms are to there is no better place to hear certain kinds of news than a fencing
be used to execute justice; fair play (not taking undue advantage of academy.
an opponent) should influence behavior; the warrior is part of an Athlete, hired killer, or patron of youthful nobility the duelist
arms-bearing brotherhood pledged to defend the community. plays many roles, but he is always what he is. Grim or merry, devi-
By contrast, the duelist lives by a highly individualistic (i.e., ous or straightforward, famous or infamous, he stands on his own
chaotic) code. Professional skill is exalted rather than the obligation merits.
to do justice: if conscience sometimes accuses him of being a mere
assassin, he tells himself he is just doing his job (and doing it well, DUELIST EXPERIENCE LEVEL TABLE
by thunder!). Professional pride is a more important consideration 12-sided
than "fair play" a duelist, like a knight, does not take undue Expe- dice for
advantage of an opponent, but a knight does this to be fair, while a rience accumulated
duelist does it lest his reputation be besmirched. (This explains why Experience points level hit points Level title
a duelist will not use poison or flaming oil in personal combat; these 02,500 1 1 Beginner
are tools good enough for a cheap assassin or a stupid tavern 2,5015,000 2 2 Brawler
brawler, but it would be seen as a failure in the area of his profes- 5,001 10,000 3 3 Fencer
sional skill and bravery for a duelist to do the same.) The duelist is a 10,001 20,000 4 4 Challenger
loner, which means his worth is not measured by his attainments as 20,00140,000 5 5 Gladiator
a member of a warrior class, but by his individual achievements. 40,00180,000 6 6 Bladcsman
80,001 160,000 7 7 Master Bladcsman
160,001320,000 8 8 Superior Duelist
THE DUELIST 320,001640,000 9 9 Expert Duelist 1
Minimum ability scores: 640,001960,000 10 10 Fencingmaster'
Strength: 9 960,001 1,290,000 11 10 2 Fencingmaster, l l t h
Intelligence: 10 1,290,001 1,600,000 12 10- 4 Fencingmaster, 12th
Wisdom: 6 1,600,0011,920,000 13 10 6 Fencingmaster, 13th
Dexterity: 15(17+ = 10% bonus to earned experience) 1,920,0012,220,000 14 10 8 Fencingmaster, 14th
Constitution: 9 (hit-point bonuses as for fighters) 2,220,001 + 15 10 10 Grand Fencingmaster
Charisma: 6
Racial stock: human or half elf 1: Only duelists with 17 + dexterity can attain this level or higher.
Hit die type: d!2 2: Only duelists with 18 dexterity can attain this level or higher.
Spell ability: none
Class level limit: lD(Grand Fencingm aster) Grand Fencingmasters are not limited in number, as are holders
Armor & weapons permitted: of lop levels in the assassin, druid, and monk classes.
Armor: leather A duelist may have no henchmen until he or she attains at least
Shield: none 7th level.
Weapons: dagger, scimitar (cutlass, sabre), quarterstaff, bastard Of all fighter encounters in a city or town, 5% (roll of I on d20)
sword, broad sword, long sword, short sword will be with a duelist.
Oil: no Duelist are regularly engaged to slay people for hire (often by
Poison: no "calling out" their opponents), and the fees for assassins' work are

VOL. IV
typical of duelist fees, for which the duelist gains experience. him alive). A third such saving throw in the same ongoing melee is
Likewise, the duelist gains experience points from the Assassina- not allowed unless the duelist has first had some hit points restored.
tion Experience Points Table for every foe he overcomes in single, Thus, the duelist gets a save vs. a minotaur's axe or a hill giant's
open combat. Opponents so sought must be armed with a weapon, club, but not vs. a dragon's bite, a pseudodragon's sting, or a
as opposed to being armed solely with natural weaponry (such as scythe-blade trap.
many monsters have). This special ability comes Into play when the duelist is down to
Giving the duelist 12-sided hit dice is not intended to convey the few enough hit points so that his opponent's potential maximum
impression that duelists are monstrous hulks, like sumo wrestlers. As damage could kill the duelist with a single blow. The opponent's
the DMG points out (p. 82), hit points "reflect both the actual abil- potential maximum damage, for purposes of this determination, is
ity ... to withstand damage . , . and a commensurate increase in the maximum damage of the opponent's weapon, plus any bonuses
such areas as skill in combat and similar life-or-death situations, the that apply to the opponent's damage figure. If the opponent scores a
'sixth sense' which warns the individual." And again, "the balance hit, the duelist may attempt to parry the blow before dice are rolled
of accrued hit points are those which fall into the non-physical to determine the actual damage.
areas. . . ," In other words, a character taking damage in long fight Example: An opponent with a strength of 18/03 using a + 1 long
is not necessarily getting cut up so much as he is getting worn out; sword could potentially do 12 points of damage 8 with the sword,
his concentration lags, his arms get tired, his feet begin to drag, + I for the magic, and + 3 for his damage adjustment due to
until he is down to his last few hit points. That's when one simple strength. The duelist then has the option to attempt his parry when
thrust might kill him, as it would anyone when he is open to the he is reduced to 12 hit points or less vs. this opponent, after the
blow. By definition, a duelist is an expert at hand-to-hand combat: opponent has rolied a "to hit" die successfully, and before damage is
his inventory of tricks, professional skill, and stamina arc superior to actually assessed. Should the duelist be down to 5 hit points or less,
those of other fighter types. By giving the duelist 12-sided hit he must attempt to parry automatically, since the minimum damage
dice, these superior abilities are expressed in game terms. A 10th- his opponent can inflict with a successful hit is 5 points 1 with the
level duelist will average more hit points than a lOth-level fighter, sword, + 1 for the magic, + 3 for his damage adjustment.
thus giving the former an appropriate edge in one-on-one combat. As long as an opponent's minimum potential damage is less than
The duelist can outlast and wear out a less skillful opponent. the duelist's remaining hit points, the duelist does have a choice in
A duelist is surprised only on a roll of 1 on d6, and his code of whether or not to attempt to parry the death blow. After all, this is a
"honor" makes him dislike attacking by surprise in a one-on-one last-gasp trick, and he might want to keep it as an "ace in the hole"
fight. (But he is no fool; survival is ultimately more important than for one more round. Should the duelist be fighting more than one
"honor," and surprising an opponent is certainly not prohibited.) opponent, he may be forced to choose which of two or more equally
However, he only gains experience points on the Assassination Table deadly blows he will attempt to parry; he cannot try this trick twice
if the fight is entirely conducted in the open unless his intended in a single round. Life is full of hard choices, isn't it?
victim surprised him. Note that "open" merely means man-to-man, Two-weaponed combat: Duelists take 1 less point off in penalties
without surprise being used by the duelist. It does not imply a public for off-hand weapon swings in two-weaponed combat, but they will
fight, nor does it entail a challenge conveyed through seconds. The only fight in such a fashion against other two-weaponed hurnanoids
DM will have to abjudicate al! situations that require a ruling on or plain old monsters. The duelists' code forbids them to seek a two-
whether or not the duelist will get experience points for a one-on-one weapon advantage over a one-weaponed opponent, except in life-or-
fight. dcath situations.
When fighting opponents armed with weapons (other than mis- Resistance to fear: Duelists make all saving throws vs. fear-based
siles), the duelist gains bonuses to his armor class, simulating his attacks at + 2.
superior skill in parrying blows. He also gains bonuses "to hit" and Identify magical properties: At 10th level and above, a duelist has
damage (referred to in the table below as the "combat bonus") when a 5% chance per level of identifying the magical properties of weap-
fighting an opponent who is using a hand-held weapon. This bonus ons usable by his class. (One attempt per weapon per level.)
increases when the duelist is fighting an opponent using the same
weapon the duelist is using: The Fencingmaster and his school
At 10th level (Fencingmaster) and above, the duelist has the
Level of Combat Combat bonus option of establishing a fencing school. Such an establishment must
duelist AC bonus bonus vs. same weapon be located in a large town or city, and must have adequate supplies
1-3 +I +1 +1 and sufficient space for the exercises and activities that will go on
4-6 +2 +1 +2 there. Employment of a swordsmith is mandatory for such an estab-
7-9 -*-3 +2 +3 lishment. The Fencingmaster will then attract students to his school.
10-12 +4 +2 +4 Hiring a Fencingmaster as a teacher will cost 200 gp a month, and
13-15 +5 +3 +5 one can only be hired for a month at a time. Each month of work
with a Fencingmaster gains a student a 10% cumulative chance of
Duelists use the combat tables and saving-throw tables for the gaining a + J "to hit" with a particular weapon the Fencingmaster
fighter class, and conform to the specifications of that class, with employs. Dice are rolled once, at the end of the training, to see if the
regard to psionics and the use of magic items. In addition, they are student gets the + ]. This training must be uninterrupted by adven-
considered as fighters for any other determinations not specifically turing, and there is a maximum 60% chance of gaining the bonus.
mentioned herein. If the roll fails, the training must begin all over again. A student
When fighting hurnanoids of size S or M in hand-to-hand situa- earning a + 1 with a particular weapon cannot earn a further bonus
tions, the duelist (and his associates) gain a + 10% bonus to morale. with that weapon by continuing to study with a Fencingmaster, no
The associates get this morale bonus only if they know the duelist for matter how long he or she trains but the * 1 "to hit" could be
what he is that is, a member of the duelist class. gained in this way for more than one weapon, if the student engages
in additional instruction.
Duelists' special abilities The Fencingmaster can handle up to 30 students at a time, but if
Parrying the death blow: If the duelist receives a hit from a he goes out adventuring for more than 3 days in any month, his
weapon which would finally take him to 0 hit points or lower in that students will suffer from his absence, because their training will have
blow, he gets a saving throw (vs. death magic). A successful save been interrupted for too long and the Fencingmaster will accord-
indicates no damage. On a second such death-blow attempt made ingly be deprived of the income those students would have provided.
during the same melee (but not during the same round; see below), The number of students a Fencingmaster has at a given time can
before the duelist has regained some hit points through healing or be determined randomly by rolling 5d6, and by adding one student
other means, a successful save indicates half damage from the blow to the result for every 3 points of charisma the Fencingmaster has,
(or the duelist is reduced to 1 hit point, if that is necessary to keep up to a maximum enrollment of 30.

20 BESTOF DRAGON
Fencingmasters, unlike fighters, acquire no followers upon reach- skill in the vicinity. Sometimes a duelist will "call out" another
ing name level (10th), even if they establish a school. duelist on his own initiative, just to prove himself. Grand Fen-
Duelists' reputations have a tendency to get around, and they are cingmasters are more often revered than challenged, however, and
known, or known about, to a greater extent as they become more this is also the case with many other duelists of great reputation and
accomplished. Most duelists will be aware of other duelists of equal high charisma.

The jester
A comical, clever, charismatic NPC

by Roger E. Moore From issue #60, April 1982

Jesters are adventurous non-player char- The jester class cannot be combined with 6. Being the masters of wil and insult that
acters with an overwhelming sense of the any other class at any time by the same they are, jesters may raise the morale of
absurd. They roam from place to place, character. Any change from the jester's friends and lower the morale of enemies
telling tales, pulling practical jokes, insult- alignment immediately makes the jester a within a 60-foot radius of the jester. The
ing the most fearsome of monsters and thief with only climbing and pickpocket ing morale score alteration is either + 10% or
characters, and generally making nuisances skills and no others, not even the normal -10%, depending on whether the listener is
of themselves. Because of their outlook on thieving skills. If he or she changes or is an ally or an enemy. There is no saving
the world and their special powers, they changed back to the former alignment or throw against this ability. A jester who is
may prove potentially useful (or annoying) another acceptable one, the character may engaged in altering the local morale condi-
to adventuring parties. resume play as a jester after a rest of one tions can perform other actions at the same
Only humans, half-elves, and gnomes month of game time. time, like fighting, climbing, running, etc.
have unlimited advancement in this class, Jesters' hit dice are six-sided, and they Morale is altered through the skillful use of
Halflings, dwarves, and elves may become may have as many as 10 hit dice. Beyond loud vocal commentary and hand gestures;
jesters, but can only progress to 3rd level 10th level, the jester gets two additional hit thus, silence, paralysis, hold, and other
(Clown), Halflings and dwarves have great points per level. related spells can prevent morale alteration
difficulty in casting the magical spells that if used successfully against the offending
jesters thrive upon, and dwarves tend to be Jesters' special abilities jester. The morale effects begin immediately
too serious to make a living at acting silly 1. One new language, over and above after one round of verbal and somatic com-
(which is a pity). Elves find it hard to poke those already allowed to the jester NPC munication by the jester, and continue for
fun at people on a lifelong basis. Since half- because of intelligence, may be learned at as long as the jester cares to keep it up (to a
ores and their kin all think things like each odd-numbered level of experience, maximum of 6 turns, when he or she gets
thumb screws and iron maidens are marvel- including first level. To reflect the jester's hoarse) plus 2-8 turns thereafter.
ously comic (feelings not shared by many naturally strange mind, the new language Only those creatures able to understand
other people), they may not become jesters. may (if the DM desires) be rolled randomly what the jester is saying will be affected. A
Half-elves can advance without limit from the table on p. 102 of the Dungeon jester who insults ores in the hill giant
because they are able to draw from human Masters Guide, re-rolling if the resulting tongue will have no effect on their morale,
and elven comedy and thus have a richer language is already known. but a hill giant behind the ores, if within
sense of humor. Gnomes are more adven- 2. Due to outrageous mannerisms and 60', will certainly be affected. In the same
turous on the whole than halflings are, can peculiar dress, jesters gain a + 1 on initia- situation, if another NPC was within 60' of
cast magical spells, and are more mischie- tive die rolls in combat situations with al! the jester, was allied with the jester, and
vous as well; thus, they can progress much types of opponents (who are assumed to be understood the hill giant language, he
further than the latter race. too stunned or surprised to react quickly). would have an improved morale score at the
A jester must be either neutral good, 3. Jesters save on the thief table, with a same time the hill giant's morale is lowered.
chaotic good, true neutral, or chaotic neu- + 1 on all saving throws to account for their If the hill giant fails a morale check, he will
tral. The intelligence and wisdom scores of extremely good luck, leave (ears burning) and not return for at
a jester must each be at least 12, charisma 4. Jesters can climb walls and other rough least 20 minutes.
must be at least 13, and dexterity must be 9 vertical surfaces with a base of 75 % chance 7. Jesters of any level are immune to
or better. Jesters with intelligence, wisdom, of success. This chance improves 2% for insanity of any sort (no matter what anyone
and dexterity scores all of 16 or higher gain each level thereafter to a maximum chance else thinks). This does not include confusion
a 10% bonus to earned experience points. of 99%. Racial and dexterity bonuses for spells and the like.
Charisma, in the case of a jester, refers climbing, from p. 16 of the Players Hand- 8. Jesters are accustomed by trade to
primarily to his or her skill in drawing book, are applicable to jester NPCs. juggling small objects and doing tricks with
attention and not to physical appearance, 5. From the third level onward, jesters them. This experience has an important
which may vary widely. Jesters tend to be may pick pockets as well as does a thief of side effect. Any time a jester is aware that a
smaller than the average height of their two levels lower. Racial and dexterity small grenade-like object, dagger, or dart
race. bonuses apply to this ability as well. has been tossed within 10' of him or her,

VOL. IV 21
there is a base 80% chance, + 1 % per ieve! 9. At the 16th level of experience and This chance may be rolled once per round
of the jester to a maximum of 99%, that the above, a High Jester is also known as a when the ventriloquism ability is used.
jester can successfully catch the item in Prince of Fools, He or she then gains the 11. Acrobatics and tumbling are com-
question and immediately (in the same power to read and utilize scrolls of a magic- monly used by jesters in their shows. These
segment) toss it back in the direction it iisrr or illusionist nature, with the same skills come in handy in combat situations. A
came from. The jester cannot do anything degree of skill as a lOth-level thief. The jester may opt to evade a blow from a hand-
else in that round, but may do this up to same chances for causing the spell to be held weapon in combat by twisting out of
three times in a round if necessary. Only misunderstood or backfire are present; the weapon's way. If the jester elects to do
objects up to 10 gp (one pound) in weight however, if the spell backfires, there is only this, his usual dexterity bonus for armor
may be caught in this manner. The category chance that it will adversely affect class is doubled for that round. Thus, a
of grenade-like objects could include vials of the jester casting it. (Other people nearby jester with a 17 dexterity who normally
poison, flaming bottles of oil, acid grenades, may not be so fortunate.) gains a -3 AC bonus would gain a -6 AC
or the third form of the Ottlukt; 's freezing 10, Jesters are so skilled at casting their bonus during the round he was evading
sphere spell. Even a poisoned dagger may voices (most commonly when using manne- attacks. Any number of attacks made in
be safely grasped if the jester catches it, quins) that they function as if they had a that round may be so evaded. However, this
provided the hilt itself is not poisoned. The permanent ventriloquism spell, though this special bonus does not apply against any
jester will not be struck by the item if he or ability is not magical. The range of this thrown or hurled missiles, and the jester
she misses, unless the caster had made a ability is a 1 " radius around the jester (10' cannot attack, climb, or perform other
successful "to hit" score in the first place. If indoors and 30' outdoors). As with the actions in the same round. The jester may
the jester catches a dagger or dart but has spell, the jester may change his or her voice, elect to evade attack if he loses initiative in a
no expertise with the weapon, it can be make different sorts of noises, and so on, so round, but must make this declaration
thrown back but w i l l carry a non- long as the noises are something that could immediately after the initiative roll.
proficiency penalty on its chance lo score a conceivably be made vocally. There is a
hit. To perform this action, the jester must 10% chance per point of intelligence that Weapons and armor
have at least one hand free and cannot be each listener has above the intelligence of Jesters may only wear leather armor, but
wearing any sort of glove or hand covering. the jester that the ruse will be discovered. they may employ small shields of any sort in
combat. They tend to dress in bright colors.
The only weapons permitted to jesters are
JESTER TABLE I clubs, daggers, scimitars, slings, staves, and
6-sided dice for swords (either short, long, or broad
Experience Experience accumulated swords). Oil may be used as a weapon, but
points level hit points Level title jesters will almost never use poison under
01,100 1 1 Wit any circumstances but the most extreme.
1,1012,200 2 2 Comic Too frequent use of poison changes a jester's
2,2014,500 3 3 Clown alignment to evil irrevocably. Jesters attack
4,5019,000 4 4 Buffoon on the thief s combat table, but have none
9,001 18,000 5 5 Joker of the thief s benefits on backstabbing oppo-
18,00136,000 6 6 Trickster nents. Two weapons may initially be chosen
36,00166,000 7 7 Harlequin by a jester character at first level. The non-
66,001 106,000 8 8 Merryandrew proficiency penalty is -3, and a new weapon
106,001 160,000 9 9 Jester is gained for every four levels of experience
160,001-250,000 in 10 High Jester beyond the first (5th, 9th, etc.).
250,001450,000 tl 10 + 2 Highjester{llth)
450,001650,000 12 10 + 4 High Jester (12th) Magic items
650,001850,000 13 10 + 6 Highjester{13th) Magic leather armor, magic small shields,
850,001-1,050,000 14 10 + 8 Highjester(14th) and magic weapons of the permitted types
may be employed by jester characters. Only
200,000 experience points per level for each additional level beyond the 14th. those magic items usable by all character
Jesters gain 2 hit points per level after the i O t h . classes and restricted to none may also be
used by a jester.
JESTER TABLE II At the Dungeon Master's option, jesters
Jester New Climb Pick Catch Jester spell level may have several special magical items that
level languages walls pockets object 1 2 3 4 5 (> 7 8 can be used only by the jester class. Other
1 1 75% 81% character classes attempting to make use of
2 0 77% 82% 1 these items may suffer minor damage, a
3 1 79% 30% 83% 2 mild form of insanity or confusion, or some
4 0 81% 35% 84% 2 1 effect of a comic nature. The Dungeon
5 1 83% 40% 83 % 3 2 Master is left to his or her own best judge-
0 85% 45% 86% 3 2 1 ment and creativity in coming up with such
f.
7 I 87% 50% 87% 4 3 2 items and their potentially useful or debili-
8 0 89% 55% 88% 1 ?, 2 1 tating effects. Imagine the uses of the Nose
9 I 91% 60% 89% 4 4 3 2 of Bozo, the Arrow of Steve Martin, or the
10 0 92% 65% 90% 4 4 3 2 ! dreaded Tome of Henny Youngman.
11 1 93$ 70% 91% ! } 4 3 2 A wand of wonder, by the way, is often a
12 0 94% 80% 92% 4 t 4 3 2 1 jester's most prized possession. For some
13 1 95% 90% 93% 4 4 4 4 3 2 strange reason, such wands do not use up
14 0 96% 100% 94% 4 4 4 4 3 2 1 charges when used by jesters, so they have
15 1 97% 105% 95% 1 4 4 4 4 3 2 an effectively infinite lifespan in ajester's
KJ 0 98% 110% 96% 4 4 4 4 4 3 2 1 hands. A jester also has a 5% chance per
17 1 99% 115% 97% 1 i 4 4 4 4 3 2 level of controlling the wand's output not
IH I) 99% 125% 98% -I 4 4 4 4 4 4 3 that t h i s makes the wand any safer or more
19 1 99% 125% 99 % 4 1 4 4 4 4 4 4 useful to anyone but the jester.

22 BEST OF DRAGON
Henchman and hirelings ing each new spell, a jester is able to record Fifth level
Jesters may take into service any sort of it in a special spell book that cannot be used Feeblemind (M)
standard hireling as listed in the Dungeon by anyone but another jester, so he or she Hold monster (M)
Masters Guide, with the exception of any can relearn the spell after it is cast. This is
lawful or evil characters. Henchmen may be very much like the way in which rangers Sixth level
taken at any level and may be any character learn and use their magic-user spells. Jesters Mass suggestion (I)
except paladins, assassins, monks, and any can cast their spells while wearing leather
other lawful or evil characters. Jesters do armor. A complete list of spells follows, Seventh level
not normally establish castles or citadels, though the DM may include other Mass cnarm (M)
and won't attract any followers even if they enchantment/charm spells as well.
do. They can give performances at arenas Eighth level
in any city, as well as spontaneous shows at First level Otto's irresistible dance (M)
any street corner; payment by local crowds Animal friendship (D)
should be determined by the DM. A jester Charm person (M)
of ninth level or more may establish a "fun Friends (M) Jester Table II shows the levels at which a
house" or carnival to attract bigger crowds Hypnotism (I) jester may gain new spells and how many
and make more money; details, again, Sleep (M) spells the jester may cast per day. Jester
should be worked out by the DM. NPCs will use these spelts to best possible
Second level advantage in causing the most amusing
Magic spells Forget (M) situations that can be imagined by the DM.
By dint of studious application, their Kay ofenfeeblement (M) Only in times of great danger or duress will
warped personalities, their exceptional Scare (M) the jester use these spells with an intent to
verbal skills, and lots of luck, jesters may Tr/p(D) cause real harm.
commit to memory a small number of If cantrips (0-levcl magic-user and illu-
magic spells normally usable by magic- Third level sionist spells) are used in a campaign, a
users, druids, or illusionists. All the jester's Hold animal (D) jester may learn to use them. A Ist-tevel
spells are of the enchantment/charm variety, Hold person (M) jester can use two cantrips per day, and may
and there is a 1 % chance per level of a spell Suggestion (M) gain the ability to cast an extra cantrip with
that it will misfire each time it is used and every new level gained thereafter. A jester
have no effect, since jesters' minds weren't Fourth Level often uses these minor spells as part of his
well made for storing spells. Jesters must Charm monster (M) sideshow, though they may also have some
research spells they wish to know (and may Confusion (M) very important and surprising uses during
invent new ones if they desire). Upon learn- Fumble (M) an adventure.

The scribe
An NPC with the write touch

by Ed Greenwood From issue #62, June 1982


Akin to the sages and magic-users of the AD&D game world are ing both intelligence and dexterity scores of 17 or greater add 10%
those few artists who combine extraordinary craftsmanship with a to earned experience points.
mastery of the social and magical use oflanguage and symbols Few scribes advance beyond the level of Scholar, and fewer still
the scribes. Most scribes make their livings as servants to courts or attain the "name level" title of Scribe. Higher Atlars are rare
large merchant companies, although a few do free-lance work in indeed, and are known by no other special titles if they continue to
large cities. Most scribes are keen students and collectors of maps, advance in levels. There are no restrictions to level advancement
codes, fragments of lost languages, armorial bearings, signs, runes, because of racial stock or ability scores.
and glyphs.
Scribes may be of human or demi-human racial stock (including In combat, a scribe has no weapon or armor restrictions, but
crossbreeds), and of any alignment. The mercenary nature of a always attacks as a Ist-level fighter, regardless of his level of experi-
scribe's profession and the breadth of views and ideas to which he is ence as a scribe. A scribe makes saving throws as a fighter of level
exposed lead most scribes to be of neutral-oriented alignments. equal to his own scribe level. A scribe may employ all magic items
To become a scribe, a non-player character must have minimum not specifically restricted to another class, and may cast spells from
ability scores of 16 in intelligence, 15 in dexterity, and 10 in wisdom. all scrolls which the scribe can read. For example, an illusionist's
Once the profession is undertaken, an individual cannot lose scribe scroll would be unreadable to a scribe who had not learned the secret
status by decreases in these ability scores (although these changes language of that profession, although that same scribe could copy
may affect the performance of a scribe). Scribes may not be multi- the unreadable script, as detailed later and many scrolls would
classed, nor may they have two classes; their work and studies are require a read magic on the part of the scribe wishing to use them, if
too time-consuming to allow for irrelevant training. Scribes possess- the spells were not ones the scribe had encountered before.
VOL IV 23
SCRIBES TABLE I Scribe special abilities
4-sided dice Spell-cast ing is a power gained only through much study and the
Experience Experience for accum. development of a scribe's distinctive special abilities. These abilities
points level hit points Level title will shape (and permit the continuance of, by putting food on the
0-2,250 1 1 Clerk table) a scribe's life. They are as follows:
2,2514,500 2 2 Amanuensis All scribes have the ability to draft and execute records, letters,
4,5019,000 3 3 Chirographer and documents of accepted local style and form, and to design
9,001 18,000 4 4 Illuminator motifs, armorial bearings, and illustrations acceptable as regards
18,00135,000 5 5 Scrivener style and content, in local (and trading) society. Scribes are word-
35,00160,000 6 6 Cartographer smiths and artists; their work is always of good quality, and often
60,00195,000 7 7 Scholar contains codes, hidden messages, and symbolism, cither at the
95,001 145,000 8 8 Limner request of a client or out of a craftsman's pride in his work.
145,001220,000 9 9 Scribe If a tutor is available, a scribe may acquire mastery of one lan-
220,001400,000 10 10 Master Scribe guage per point of intelligence, in addition to the alignment, racial,
400,001600,000 11 10 + 3 Atlar and common tongues already known by the scribe. If several inscrip-
600,001800,000 12 10 + 6 Higher Atlar tions of some length are available, a scribe may (and this is the only
case where a scribe may "teach himself) through study achieve a
200,000 experience points per level of experience beyond 12th.
mastery of the written (not spoken) form of a language including
Scribes gain 3 hit points per level after the 10th,
codes and secret languages, such as that shared by illusionists. This
mastery, unless improved by a tutor, will begin at 80% accuracy and
Upon reaching the level of Atlar {11 th), a scribe gains limited increase by 2 % for every level the scribe attains thereafter.
spell-casting ability. He may memorize 2 spells, plus 1 additional
spell per point of intelligence above 36, studying to gain them as Special ability A: A scribe can copy inscriptions and script
magic-users do. For each level of experience beyond 11 th attained (regardless of whether these are in a language known to the scribe)
by the scribe, he gains the ability to learn 2 additional spells; how- and all symbols or representations (including protective circles,
ever, the variety of spells a scribe may cast is quite limited (see here- runes, glyphs, and the like). This includes spell formulae unless
after). Scribes are subject to the same requirements of rest, material such are cursed or trapped in such a way as to preclude a complete
components, and freedom from disturbance while casting that visual examination of them, or are concealed by an unreadable
magic-users are. Just like other spell-casting characters, a scribe magic spell.
cannot make a physical attack and cast a spell in the same round. At 5th level, a scribe gains the ability to perform this skill from
A scribe must acquire spells; they are not granted to him by the memory, the amount that can be retained in such a way increasing
gods. When first learning to use a new spell, a scribe must be with level, intelligence, and wisdom (determined specifically by the
tutored by a spell caster whose class employs that spell, and who is Dungeon Master).
personally familiar with the spell. Thereafter, the scribe can memo- The percentages given for this ability in Table III are to be
rize the spell unaided. A scribe casts all spells as a magic-user, illu- applied to codes or magical formulae only. Mundane material can be
sionist, or cleric of the same level as himself, and in the case of the copied correctly with far greater ease (double the chance of success
glyph of warding spell, he cannot cast glyphs restricted to a god of given in the table, to a maximum of 100%).
an alignment he does not share.
Note that the abilities (described hereafter) of a scribe include the Special ability B: A scribe can counterfeit the script and presen-
effects of a write spell, but this does not require any magic on the tation of an original (given the necessary ingredients to match colors
part of a scribe. of ink, and so on). The chance of fooling or convincing an individual
If a campaign includes new spells (not found in the AD&D rules), familiar with the original increases with the level of the scribe, reach-
such as those devised by player characters, a scribe given the oppor- ing a maximum of 99%. Note that a copy can contain errors or
tunity to learn them will be able to use all spells related to symbols omissions and still foo! an individual who is familiar with the origi-
or script. A scribe is otherwise limited to the spells listed in Scribes nal. A DM can also use this ability to govern situations where a
Table II, all of them cast as described in the Players Handbook. scribe sketches a portrait of an individual to show to others, wanting
to know if other persons have seen the individual in question. A
SCRIBES TABLE II successful result indicated on an attempt like this means the scribe
Spells usable by scribes has composed a clear, unmistakable likeness of the person.
Comprehend languages (as the Ist-level magic-user spell)
Confuse languages (reverse of comprehend languages) Special ability C; Scribes are illustrators of exceptional skill, and
Erase (as the 1 st-level magic-user spell) with experience they can master perspective, proportion, and the
Explosive runes (as the 3rd-level magic-user spell) ability to capture the likeness of a being, even from memory. From
Glyph of warding (as the 3rd-level cleric spell) practice of these faculties they gain the ability to correctly judge
Illusionary script (as the 3rd-lcvel illusionist spell) distances and sizes (area and volume), merely from quick visual
Legend lore (as the 6th-level magic-user spell) examination. The accuracy of such judgements increases with
Read magic (as the Ist-level magic-user spell) advancement in levels.
Symbol (as the 8th-level magic-user spell)
Unreadable magic (reverse of read magic) Special ability D: Scribes have the ability to recognize "at a
glance" that symbols or script are magical in nature. With experi-
Note; A scribe's effective level as a spell-caster is equal to his ence, they perfect the ability to identify the precise nature of a par-
actual scribe experience level minus 10; thus, when an 1 Ith-level ticular specimen or specimens. A scribe can tell whether a certain
scribe first gains spell-using ability, he casts those spells as though he inscription is a spell formula, but not what spell it is, unless the
were at the first experience level of the class to which the spell scribe is familiar with that spell. A scribe can tell whether a piece of
belongs. script or a written design is cursed, guarded by explosive runes, or
A scribe can memorize a number of spells up to the limit allowed unreadable magic; whether it is illusionary script or not; whether a
by experience level and intelligence; the level of the spells memo- particular rune is a symbol or a glyph of warding or not (and if so,
rized does not matter. For instance, an Atlar, immediately upon what its particular nature is, if the spell in question is familiar to the
gaining spell-using ability, can memorize a pair of symbol spells if he scribe); or, whether an inscription is normal script upon which JVys-
so desires, and is not restricted to Ist-level spells like erase and com- tul's magic aura or Leomund's trap has been cast, and so on.
prehend languages. A scribe may not devise his own spells, nor does This identification, if successfully attempted, will not trigger any
a scribe have the expertise to modify a known spell. release of magic connected with the symbol or script. Only one

24 BEST OF DRAGON
attempt per specimen may be made by a scribe. If unsuccessful, the ment of innovations in the format and content, or accomplishment
scribe may not try again on a particular inscription until he attains a ofa task.
new level. An unsuccessful attempt may also (at the DM's option) Determination of an innovation or an exceptional or "perfect"
unleash any magic contained in protective or "trap" spells upon the execution is governed by the DM, and may be found by rolling
unfortunate scribe. percentile dice every time a scribe applies his skills to a task of mod-
erate (or greater) complexity. A modified score of 96 or higher
Atlars and Higher Atlars can make scrolls of spells whose formu- denotes such an occurrence.
lae they possess, and can inscribe protective pentagrams, circles, and The dice roll is modified by +01 if the scribe has intelligence of
signs, whether of not they know or comprehend the spell in ques- 18 or higher, and by + 01 for each week spent on the project (such
tion. There is a 10% chance of error in such activities, with a modi- time being considered as more or less continuous work on the pro-
fier of -5% if the scribe is familiar with the spell and has performed ject, the scribe's attention being divided only between this work and
the action (making the scroll or rune) successfully before, and his minimum physical needs),
(cumulative with the first modifier) -5% if supervised by a spell- For each previous innovation or exceptional execution a scribe has
caster of sufficient level and proper class to cast the spell in question, made in work directly related to the task at hand, he gets another die
and who has prior experience with the spell. roll, choosing the better (or best, if more than one extra roll is
This chance for error is to be combined with that detailed under deserved) result as the measure of his performance of the task.
"Failure," DMG pp. 117-118, when the manufacture ofa scroll is Each such successful innovation or exceptional execution is worth
being attempted. Refer to the DMG, p. i 2 1 , for fees charged by a base value of 500 experience points, modified by plus or minus 200
scribes for manufactured scrolls. The cost to a customer for the points at the DM's discretion (taking into account the circumstances
creation ofa scroll by a scribe will always be at least equal to the and nature of the task, prior experience of the scribe in the particu-
prescribed gold piece sale value for that scroll, unless special circum- lar field, and other variables).
stances prevail. If the roll fails and if no innovation or outstanding work is per-
Much ofa scribe's time is spent executing letters and documents, formed, a scribe still gains at least one point of experience for suc-
for the scribe is a master of the etiquette of both local society and cessful completion (to the satisfaction of the scribe's client or patron;
international politics and trade communications. Such mundane or, if for the scribe's own benefit, to a practical, usabte form) of all
work earns most scribes their bread and butter. Most scribes seek tasks of moderate or greater complexity.
employment with a sage or spell-caster, preferring that over working A scribe can also gain experience by the study of maps or records
for a court or a wealthy patron, and in turn preferring that second new to the character, at the rate of 10-60 (d6xlO) experience points
alternative over free-lance work, which tends to bring assignments for each such source consulted, as long as the DM judges the
either too tedious or too difficult to undertake at the payment source(s) to contain appreciable information new to the scribe.
offered. A scribe gains no direct experience awards for success in combat
or in the winning of treasure.
SCRIBES TABLE III To advance to a new experience level, a scribe who has accumu-
Percentage chances for success of special abilities lated the necessary experience points must study under another
Special Experience level of scribe scribe or a sage, or must receive training from a bard or spell-caster
ability 1 2 3 4 5 6 7 8 9 10 11 12 plus an artist, a cartographer, or an engineer. If a scribe's tutor is of
A 25 33 42 52 63 75 88 99 100 100 100 100 a classed profession, then that tutor must be ofa level higher than
B 15 25 35 45 55 65 75 85 95 99 99 99 the scribe's own present level. Tutors of non-classed professions roust
C 5 12 19 26 33 40 52 64 76 88 90 96 be considered by the DM to have relevant knowledge or skills that
D 7 13 20 28 37 47 58 70 83 97 99 99 will appreciably further the abilities of the scribe. A scribe of 10th or
higher level will almost certainly require the services of a tutor from
Note: All abilities reach their greatest chance of success at 12th
one of the spell-casting classes to advance to a new level.
level, and do not increase thereafter.
Obviously, the level-by-level progress of a scribe tends to take
much time and most scribes will consent to provide maps, letters,
Advancement and on-the-spot dungeon surveys for adventurers only in return for
A scribe gains experience points through the practice of his craft: large amounts of money. Time spent away from books, writing
the perfect execution of a difficult portrait or design, or the develop- table, and easel is time wasted, you see. . , ,

VOL. IV 25
The smith
Test the metal of this NPC

by Ed Greenwood From issue #70, February 1983


This suggested non-player character type is designed to represent other class) only when advancing in that other class. A smith who
the powers and limitations of any metalworker encountered in an has no other class begins with one 10-sided die and gains 2 hit points
AD&D8 game setting, and in particular to quantify the skills of per smith level advanced thereafter.
those rare individuals who can create works of exquisite beauty and Smiths are always busy, rarely unemployed, and usually wealthy.
lasting durability, or even work successfully with rnagic. Their expenses (i.e., the purchasing of metal, the construction and
A smith must be human, and will usually be a member of one of upkeep of a workshop and forge) are high. A smith must have a
the official character classes (fighter, thief, etc.) in addition to having minimum strength of 12 and a minimum dexterity of ]3, High
status as a smith. (A dwarven or gnomish smith, or any other sort of intelligence is also useful, and the best smiths have high scores in all
non-human character, can be roughly equated to the levels and skills three abilities. Smiths may be of any alignment. Most independent
of the smith as given here, but these characters possess other abilities smiths (those having no other class) tend toward a neutral alignment
unattainable by a human smith.) A smith may not advance in his or and will make goods, including weapons, for customers of all align-
her "primary" class while practicing srnithywork, however. The ments, causes and interests.
profession is too time-consuming to allow an individual to "keep his
hand in" another specialized activity at the same time. How smiths learn their trade
The sole exception to this occurs if the character is involved in The training and advancement of smiths are only standardized in
armed combat. A smith who actively practices with and uses his areas where strong, stable guilds exist. Elsewhere, smiths learn by
weapons engages in battle (when it occurs) as a fighter, and gains working for those who can teach them new areas or techniques of
one level of fighter ability for every four smith levels advanced.
When a smith engages in combat for the first time, he will begin as a
Isl-ievel fighter, regardless of his present smith level, and will reach SMITHS TABLE II
the 2nd level of fighting ability only after gaining four additional (percentage chances for outstanding performance)
levels as a smith. Note that no tutoring is required for this fighter Experience level of smith
advancement, beyond what is necessary to advance as a smith, 1 2 3 4 5 6 7 8 9 1 0 11 12
A fighter who opts to become a smith, on the other hand, retains
his present fighter level in combat, gaining an additional level only Exceptional workmanship (per item made):'
after gaining four smith levels. A smith who has no other class fights 5 10 15 20 25 30 35 40 45 50 55 60*
as a Ist-level fighter. Artful or elegant design, or solution to design problem
A smith, unlike other "normal" fighters, can use any weapon of a (per project undertaken):3
type he has made proficiently. A smith who also belongs to another 2 4 6 8 10 12 14 16 18 20 22 24<
class besides the fighter class (and its subclasses) may manufacture,
but not use, weapons forbidden to the "primary" class. (For exam- Notes
ple, a smith/cleric could forge, but not use, a sword.) A smith who is 1: Add a modifier of +3% per point of smith's dexterity over 16.
a member of another class gains 1 hit die (of the type allowed for the If the roll is successful, the item made will clearly be of exceptional
quality to even a cursory examination, and can be sold for more
than the usual value. Such an item is also suitable for use in an
SMITHS TABLE I enchant an item spell (to become an enchanted weapon), since it is
Exp. "crafted of the highest quality material and with the finest workman-
Experience points level Level title ship." If the item is a weapon, a second roll should be made on the
01,500 I Prentice table; and if this roll is successful, the weapon is of such extraordi-
1,5013,000 2 Journeyman nary quality as to make it + 1 on damage. (It can be enspelled with
3,0016,000 3 Hammerman further powers by a spellcaster, but smith and only a smith by
6,0019,000 4 Millman his arts can give such a weapon only a + 1 damage bonus, plus the
9,00115,000 5 Locksmith extraordinary balance, sharpness, strength, and durability this
15,00121,000 6 Smith ("Truesmith") includes.)
21,00133,000 7 Smith ("Shieldsmith") 2: Increases to a maximum chance of 65%, attained at 13th level.
33,00145,000 8 Smith ("Finesmith") 3: Add a modifier of + 4% per point of smith's intelligence over
45,00169,000 9 Smith ("Swordsmith") 16. Success on this roll can indicate that the smith will receive an
69,00193,000 10 Master Smith experience-point bonus for the project in question (as mentioned in
93,001 141,000 li Armorer the text above), and that the item produced will be higher-priced
141,001 189,000 12 Master Armorer than a "nonelegant" item of the same type, and may have other
ramifications as well, at the DM's option.
96,000 experience points per level for each additional level 4: Increases2% per level to a maximum chance of 36%, attained
beyond the 12th. at the 18th level.
26 BEST OF DRAGON
their craft. Knowledge can be learned in any order. That is, a dwarf man who gains the requisite experience points to advance to fourth
could give a Ist-level smith (or an ordinary 0-level peasant, for that level must also learn about the difficult techniques of finishing metal
matter) the secrets of properly working mithril, but to apply this to advance further. (Some smiths consider finishing "an art all its
knowledge, the smith would have to wait until his craftmanship had own.") Many smiths never attain this level, because the training is
sufficiently advanced. The craftmanship the learning, practice, typically long and expensive if a tutor can even be found.
and honing of skills must be acquired in a certain order, building Locksmith: The term "locksmith" today refers to the detailed
on what has previously been mastered. If a smith cannot find a tutor manufacture and repair of devices largely unknown in medieval
for any particular field of the craft, he or she cannot advance. Most times. The medieval locksmith was concerned with fastenings,
smiths never advance beyond the 5th ievel of experience. Experience catches, and hinges as well as keylocks. As defined for use in the
points are awarded to a smith by the DM on the basis of such train- AD&D game, a Locksmith's skills are required for the making of
ing, according to the variey and difficulty of work undertaken by the armor or any metallic device which must bend, flex, or move read-
smith (and success thereof, if any), and on the basis of time spent at ily. A Locksmith can make lockpicks, chests, chastity belts, and
the craft. For example, a busy smith might gain 2 experience points sword-ha messes (scabbards, cross-belts, buckles and ornaments for
per working day plus awards for exceptional workmanship, for artful both, and the like), as well as locks. The locks may have needles or
or elegant designs and solutions, and for other circumstances at the scything blades to protect them, and may have hidden catches or
DM's option. require more than one key to be used in a certain order but all
Smiths are usually too busy to tutor others unless such apprentices such locks will be only key-activated devices, not "combination"
can be of help in the workshop and can contribute money or materi- locks or otherwise guarded in nature, and cannot (unless made
als (raw weaponry) to the smith's business. under the first-hand, continuous direction of a magic-user of suffic-
ient level) involve rnagic. Only smiths of 13th or higher level have
Smith's skills by level been known to produce unique locks involving magic and combina-
Prentice: First-level smiths are often trained by higher-level tions.
smiths. A Prentice usually receives no wages and works in a smithy Smith ("Truesmith"): Upon reaching this level, a smith can per-
for room and board, learning his trade from others there. (Some form all of the skills already learned without supervision or assis-
famous smiths in large cities can even charge a Prentice or his tance, and yet produce top-quality work. He or she can also super-
family a fee for such an arrangement.) A Prentice is so named vise, oversee, and handle the minutiae of a large, specialized smithy
because his skills are so rudimentary that he could not go into busi- crew, and is familiar enough with metals and working them to im-
ness on his own. Usually a Prentice masters one specific task (since provise an alternative to some missing tool or method. A Truesmith
that is how he can be most useful at a large smithy), and acquires can buy supplies without fear of being deceived as to the type
the basics of his trade: how to identify metals and how they differ; or quality of metal, can step in at a moment's notice to successfully
how a fire is properly made, l i t , and kept at a certain temperature complete a partly finished task in any of the specialties already
(and what different fires are needed for different tasks); and how to learned, and (with supervision) can accomplish the skills learned
identify the work of various smiths by their marks and workman- fully at later levels.
ship. A Prentice of even a month's experience can correctly identify Smith ("Shieldsmith"): A Hammerman can create a shield that
the various pieces that make up armor, even when such a piece is appears to be of professional quality, but there is an art to making
alone, out of context, or fragmented or distorted by use. the best possible shield for any bearer. A Shieldsmith learns how to
Journeyman: At second level, a would-be smith is trained in all match a shield to an individual by weight, dimensions, and balance,
basic types of smithywork, rather than the single task concentrated and through training and practice learns the specific properties of
on before. (A Journeyman can thus be useful at any smithy and, as different metals and common alloys (such as bronze) so as to derive
the level title implies, many of them travel about and hire on where maximum strength and durability from them. A shield must stop a
needed.) Specific skills gained are the rudiments of cold-working blow, and spring with it so that the wearer's arm beneath the shield
("hammerwork"); how to correctly hold work while another strikes need not absorb the entire force of the blow. It must not crumple or
it, so that it will not slip or jump; the art of quenching; how to mix shatter, even in conditions of extreme temperatures, unless faced by
and refine oil (by filtration anc! separation) for the best tempering, strength vastly greater than that of another human. (For instance, a
and similar tasks. A Journeyman can properly or improperly, if dragon might crush a well-made shield, but a footman wielding a
he so chooses shoe a horse. (A favorite trick played on travelers mace should not be able to.) A Shieldsmith can create such an item.
by unscrupulous smiths in medieval times was to shoe a horse so Shields made by smiths of lower levels may not stand up to such
that one of the nails pricked the sensitive frog in the center of one of severe tests.
the horse's hooves. About five miles from the smithy, the beast Smith ("Finesmith "): Knowledge of the properties and the work-
would pull up lame and an accomplice of the smith would be ing of gold and other rare and precious metals is learned by one
waiting to buy the horse for a fraction of its true value. After the nail becoming a Finesmith. Jewelry requiring intricate settings, much
was removed, the horse would recover, but few travelers knew this, curved and welded wire, and the sculpting of leaves or patterns,
or had the time to wait for the beast's recovery, A Journeyman or usually in miniature, is almost always made by a smith of this level
any higher-level smith can shoe a horse in this manner so that the or higher, or at least under the supervision of such a smith. Work not
shoe will appear properly fitted to anyone but another smith of equal done under these conditions will be of lesser quality. A Finesmith
or higher level.) learns how to securely bond a plating or coating of one metal over
Hammerman: In a large workshop, the Hammerman's job is to another, which metals will interact through electrolysis, and how all
shape large plates of armor over molds by the use of various ham- finework can be designed and treated for maximum strength and
mers. Precise control of the heavy hammers is required to deftly weather resistance. Gauntlets of the finest quality are made by
bend metal to the desired contours. A Journeyman of sufficient smiths of this level and higher.
experience can advance to the level of Hammerman by learning this Smith ("Swordsmith"): A Finesmith who has gained sufficient
skill, plus gaining both knowledge of and practice in the ways of experience with metals and alloys can be trained in the techniques of
cutting or splitting metal plates. It is at the 3rd level of training that smelting, of devising one's own alloys (or at least varying the pro-
a smith is entrusted with "white" metals, copper and tin. They are portions and methods of manufacture to heighten the properties
both more delicate (harder to work without failure) and more expen- desired), and of forging sword blades of the finest quality (consider-
sive than the "black" metals chiefly iron, although lead and ing balance, temper, edge, and strength). These are the skills of the
others are included so special training is required. {This is how Swordsmith, who may re-forge a blade a hundred times until it is
the term "blacksmith" originated. "Whitesmith" is a title that fell just right for its intended user. A lowly Prentice can sharpen a blade,
into disuse long ago, in favor of the more specific "coppersmith," a Journeyman can produce a crude sword, and a Truesmith can turn
"tinsmith," and the like.) out a serviceable weapon but a Swordsmith can produce blades of
Millman: In a large smithy, the Millman has the task of polishing, outstanding, lasting quality.
oiling, and otherwise preparing metal to give it a finish. A Hammer- Master Smith: A Swordsmith of sufficient experience learns the

VOL. IV 27
most intimate familiarity with all weapons, and is then ready to Master Armorer: A smith of 12th level can identify raw ores,
learn the techniques of repairing even the finest weapons to "good as smelt and process these single-handedly (or oversee the process, with
new" condition, and of replacing and matching ornamentation maximum efficiency and quality of output) from the ore to finished
exactly. A Master Smith also learns and practices the art of creating product, can judge the suitability of any ore for a particular use, and
and repairing magical weapons in such a way as to infuse a dweomer oversee the making of suits of armor by other smiths (even if they
or retain an existing dweomer. (Note that very few smiths, if any, are of low level and could not, unaided, construct such items). The
can enchant an item. Smiths merely work with a magic-user patron Master need never touch such suits, but if he oversees their produc-
to create a weapon that will be magical, or repair magical weapons tion closely, their workmanship will be of Armorer-lev el quality. A
in such a way that their magic is not lost.) Master Armorer can himself construct armor with unusual features:
Armorer: A crude suit of armor (that is, coat of plate or any armor with decorative fluting to lighten overall weight, armor stud-
armor that includes some moving or shaped plates, rather than a ded with spikes, or armor designed to protect and yet not hamper
simple mail-shirt) can be fashioned by any smith of the 6th level or the movements of a prehensile tail.
higher. However, the plates will not stand up to heavy blows unless As a rough rule of thumb, a Truesmith can work (that is, complete
their maker has the skills of a Shieldsmith or of a smith of higher a project from the initial order or idea to the finished product) twice
level, and the armor will not fit the wearer as armor should (provid- as fast as a Prentice; a Master Smith, twice as fast as a Smith; and a
ing optimum mobility, visibility, and protection) unless the smith is Master Armorer, twice as fast again. In practice, of course, factors
of Armorer level. (However, adequate horse barding can be made such as strength, dexterity, advancing age, availability of materials,
tan be made by a Shieldsmith, as long as they do not require joints and freedom from distractions all affect the time needed to complete
of flexible armored areas.) An armorer can design and fashion all a project. Master Armorers (all smiths of higher than 11th level)
pieces of a suit of armor so that the suit will fit a particular physique have mastered their craft so completely that any experimentation
perfectly (including bodies that are deformed or have tails, horns, and innovation they attempt has a reasonable chance of success. A
and the like, not normally found in a human form), and can oversee Dungeon Master should keep careful track of advances (or losses,
the rapid production of helms, shields, and breastplates by smiths of should high-level smiths die without training others in their and
lower level. skills) in technology due to the work of a Master Armorer.

28 BEST OF DRAGON
Part II. Players' perspectives

Players in ADVANCED DUNGEONS &


DRAGONS games want and need novelty.
They get bored hacking up the same old
monsters and hauling off the same old gold pieces. To a
certain extent, it's up to the Dungeon Master to keep
the game filled with spice (see Part III for
more ideas along this line).
But players want their characters to be
special as well. Giving a character a new
choice in race, a flying mount, or new op-
tions in combat can go a long way toward keep-
ing an AD&D game lively. Advice on adventur-
ing is always welcome, and advice for spell
casters in particular can be of considerable value.
A few of DRAGON Magazine's best articles for
AD&D players are presented here, ranging from
Roger Moore's brief essay on fighting with two
weapons to Michael Dobson's exhaustive treatise on
spell components. (You never thought getting a
pineal gland was difficult, did you?) Tavern tussles
and street brawls will be easier to run with the .
simplified rules for unarmed combat given here,
and "wimpy little kobolds" everywhere will see
their doom sealed in the dark form of the half-ogre
character
Novelty is what players want, and that's just
what we have. Enjoy!
Be aware, take care
Principles of successful adventuring

by Lew Pulsipher From issue #79, November 1983


characters do between expeditions, in town then, with the specific purpose of looting
or elsewhere; there are many opportunities this lair
for substitution. No one in his right mind If you don't have any information to lead
This is not an article about the secrets of will agree to adventure with someone he you to a specific goal, then make this adven-
successful fantasy role-playing, for the knows nothing about, but on whom he ture a scouting expedition. But that means
simple reason that there are no secrets. The might depend for his life. In a world fraught you should gather information, not get into
qualities that characters, and the players of with the pitfalls of possession, control, and fights. Your spells and the composition of
those characters, must exhibit to succeed in disguise, who wouldn't at least informally your party should be arranged with a par-
a fantasy adventure are founded on the test his "buddies"? ticular objective in mind, such as scouting.
ideas of common sense and cooperation. The methods used will depend on the If you try to accomplish something else,
The following text normally assumes that rules. In the AD&D game, for example, you'll have less than optimum chances of
the players know each other and have know alignment is a great spell, as is detect success. The worst thing you can do, from
played together at least a few times, charm. The ESP spell is also very useful, the standpoint of survival, is wander about
although most of the advice applies equally but can be deceived in some worlds. Align- with no particular purpose in mind. You'll
well to a group of strangers. It also assumes ment language can be employed as a recog- manage the standard encounters all right,
that the objective is for everyone in the nition code. And what happens when a but when it comes to the really tough tasks,
party to live and prosper. The adventuring character drinks holy water of the opposite you'll be on the losing end,
parly's best chance of survival occurs when alignment? Pass some around and find out. Gather information. The more you know
everyone in the party survives. (Some referees will aJlow a character to about the obstacles between you and your
Elementary precautions. Make sure you drink holy water, or hold a sword of oppo- objective, the better your chance of success.
have sufficient equipment and food for the site alignment, and suffer injury without These obstacles may be psychological,
trip, extra horses if you're riding, spell showing it in any way. Don't be too quick to social, economic, or political, as well as
books, and so forth. Try to have a balanced believe that someone has passed your test.) physical. Show me a party that sets off for
set of professions (classes) and skills in the In games that don't provide such conven- parts unknown as soon as the members are
party so that at least one character can meet ient tests, long conversations may reveal a given a mission by the referee, and I'll show
any problem you might encounter. Think ringer's lack of knowledge of "his" own you a party that wouldn't survive a tough
defensively. As long as you stay alive you past. Although it isn't likely, metaphysical world (including the "real" one). How you
can "win" in the long run. In a choice or religious discussion might draw out an gather information will vary with the rules
between firepower and protection, lean evil character. In some universes, asking a of the game. In any game, you can seek
toward the latter. Sure, the best defense is a suspected character to pray aloud to his information from rumor-mongers and
good offense, but all the big-hilting spells in supposed god might force him to give him- storytellers, from local inhabitants and
the world are no good if the enemy incapac- self away. sages, from libraries and old inscriptions.
itates you with his first attack because you Similarly, if you "rescue" someone dur- Even the bartender might know something
lacked protection. In an AD&D game, for ing an adventure, be suspicious. A dopple- important. Bits of information can add up
example, I like to have two or three dispel ganger may look like a damsel in distress; a to important revelations. Write down those
magic spells in a powerful party, in case one werewolf may look like a lost or victimized bits, and look them over occasionally to
of the spell casters is charmed, possessed, or farmer; and, a prisoner of an evil character discern patterns or juxtapositions you didn't
otherwise magically incapacitated. A dispel isn't necessarily good. Try putting silver notice before.
magic can be worth a lot more than a fire- manacles on the farmer; use detection Keep a monster chronicle. A really avid
ball or lightning bolt. You can always run spells; or, don't let that "damsel" get into a pi aver-tactician will keep a notebook of
away as long as all members of your party position dangerous to you. important facts about monsters for
retain free will and free movement. Know your objective and stick to it. Each example, the immunity of demons to cer-
Whom do you trust? Let's hope you trust expedition should have a particular objec- tain types of attacks. While most referees
your fellow adventurers. But, how do you tive, beyond the typical desire to eradicate don't allow players to consult rule books
know you can trust everyone in the party? evil and gain a little gold on the side. Per- during play, they are unlikely to prohibit
I've seen players introduce new (evil) char- haps on a past adventure you found a trea- characters from keeping notebooks about
acters into a party and betray the rest at a sure map or riddle; thus, your objective monsters. At worst, the referee may require
crucial moment, if only by fleeing during a could be to follow that map, or to acquire a player to keep a separate notebook for
battle. And a subtle referee can introduce information which will enable you to solve each character, putting in it only informa-
ringers, dopplegangers, or other evil types the riddle (and thereby gain whatever tion gained through role-playing that char-
disguised to look like trusted party mem- advantages accrue). Or you may have stum- acter. In this case, the player's characters
bers. After all, your character can't con- bled onto an ore lair, or a dragon lair, on a should frequent places where adventurers
stantly keep tabs on what other player past adventure. Organize your expedition, meet in order to gather information. They
30 BEST OF DRAGON
should also search libraries for relevant should be securely tied in a location within advantage of "combined arms" cooperation
memoirs and bestiaries. the protective perimeter of the camp. If between offensive spell casters (magic-
Provide for rescue/escape. This is easier anyone in your party is especially good with users), defense spell casters who double as
said than done, of course. The idea is to try horses, say a druid or beastmaster, let him infantry (clerics), physical combat power
to arrange with local politicos or with sleep nearest the animals. If you have some (fighters), and stealth (thieves). If players
adventurers who aren't on the expedition to horses trained to fight, and other which spend more time suspecting one another
rescue you if things go wrong. Think about aren't, separate them. You could tie the than they do watching out for monsters,
how you might escape if the expedition untrained horses less securely, since they're they'll be in big trouble in the more danger-
collapses. If you're hunting a dragon in an going to bolt anyway and are less valuable. ous places. While some referees arrange
AD&D adventure, For example, you might Your hope is that the untrained horses won't their places of adventure to take suspicion
not have any viable means of escape except carry the trained ones along with them if and backstabbing into account, most do
teleport or (in some situations) dimension and when a stampede occurs. not.
door. But if you're stalking a gang of ores in Merely a lack of negative action that
a dungeon, you might take along an appa- Behavior during the adventure is, not attacking each other is insuffi-
ratus which will enable you to shut a door Avoid mental passivity in battle. While cient. The characters must actively work
as you flee through it; or, you might take a it's unhealthy to make bad moves, it's often together to achieve their ends. IF the thieves
web spell earmarked for blocking a corridor worse to make no moves at all. Once a wander away on their own, if each charac-
if you need to retreat. battle begins, a player may forget that there ter does what seems to him to be the best
Equipment. The most insignificant bits of is still something he can do to improve the idea at the time, the adventurers may get
material can sometimes save lives. For position of his party, to influence the battle nowhere, and they may even accidentally
example, having a hollow tube to breathe favorably. kill each other. Take, for example, a party of
through while under water could allow a Much of this attitude is caused by over- thieves, fighters, and magicians on a plain
character to elude pursuit. excitement. When the battle begins, players of tall grass, encountering a group of men.
Security in camps. In many campaigns, are eager to throw the dice for the next Some of the fighters move into a nearby
one of the worst ordeals is to suffer a night. attack, to heroically slaughter the enemy forest and then shoot anything that moves
attack when encamped, because the referee sword-to-sword. Unfortunately, they forget with their bows. The magicians turn invisi-
won't allow anyone to sleep in armor. What about other, usually more sensible options. ble, move around a bit, and prepare to cast
can be done to minimize the danger of night He who lives by the sword when some- fireballs. The thieves and other fighters start
attacks? thing else will work better will sooner or sneaking through the grass, individually
First, try to buy, borrow, or steal a magi- later die by the sword. And even in hacking rather than in a group, trying to surprise
cal sleeping bag that enables you to sleep in and slashing, it is often possible to move the enemy. No rendezvous is set, no one
full armor! If necessary, commission some- more attackers into a line or to fall back to knows what anyone else is doing. The
one to make the item. Anyone who has, in gain a better position, or to sneak behind enemy could leave the area, and the party
AD&D game terms, fought at AC 10 or AC the enemy. might still lose several members, as archers
7 instead of AC 0 or better knows how If each player controls only one character, shoot at moving grass, thieves inadvertently
much difference armor makes, and there's options of this sort will usually be noticed backstab their own sneaking fighters or
no game system in which the difference isn't by the players whose characters presently magicians, and the magicians burn up areas
significant. have nothing to do. But if, as in the major- occupied by the sneaking characters.
Second, use alarm spells, such as magic ity of cases, each player controls two or Keep reserves in reserve. In a fantasy
months, set arounc! camp or in the center if three characters (whether player characters adventure fight, especially one outdoors, the
only one spell is available. Put a wire or or NPCs), it is common for a player to side with the last surviving reserves usually
rope perimeter around the camp, suspended forget about his characters who aren't pres- wins. This is often true of great battles, but
about six inches above ground, with lots of ently engaged. When the dread diseases adventurers tend to forget the principle of
small bells attached. "dice-itis" or "hackitis" strike, the player reserves in particular, spell-casting
Third, don't make a fire it attracts forgets even to move the character in the reserves, who can remain hidden one way
monsters but keep some coals burning in battle, let alone any others that might not or another, then brought up to intervene at
covered pots or other contraptions so that a be currently engaged. a crucial moment. Thus, at [east one magic-
fire can be started quickly to drive off ani- A remedy to this is simply to slow down user should become invisible and hang
mals. It's a good idea to have the makings and make sure you look at the tactical situa- back, or work his way behind the enemy. At
of a large fire ready to be ignited at need. tion, to choose the best maneuvers before least one character, preferably two or three,
Fourth, put impediments around the you start the next round of attacks. A tacti- with dispel magic spells should be free to
camp. Barbed wire would be wonderful, but cal display, with miniature figures or card- use them if the party is hit with incapacitat-
I know of no referee who allows it; anyway, board to represent adventurers and ing magic. The reserve magician, mean-
it would be difficult to pick up in the morn- monsters, helps players see what they need while, should look for enemy reserves,
ing when breaking camp. A number of bear to do. particularly invisible ones, and should try
traps can at least indirectly provide some Another remedy is to make a list of all not to reveal himself until he's sure he
warning of attack, and may even incapaci- magic items, or at least the major ones, the knows where all of the enemy are. In effect,
tate an attacker. Large caltrops can do the party possesses. Then, even if the owner the main party is helping to "fix" the
same job. You can carry more caltrops than forgets that he has an item which may be enemy in position, a la the Napoleonic
bear traps, but bear traps are easier to useful in a given situation and we all French, while the reserves become the
retrieve the next morning. In either case, know this does happen at least one of the hammer striking the anvil.
you might be wise to leave at least one other players will notice it on the list. The In this connection, a party of mid- to
unobstructed path in the protective circle list is a wonderful stimulus to creative plan- high-level characters in a dungeon in an
through which to flee unimpeded. ning. Just look at the items and combina- AD&D game, or any other game with fire-
It would really be nice to build a fortified tions, and all kinds of wild, but occasionally balls or the like, should maintain considera-
encampment as the Roman legions did, but useful, plans corne to mind. ble separation between two or three groups
unless you travel with a hundred slaves, you Coordinate efforts. It should go without so that any detrimental magic will affect
won't be able to do much. You could dig saying that the key to survival in most only one group. Why put everyone on
some pits or foxholes around camp, but this adventures is cooperation among the char- ground zero for a fireball or web spell, for
requires time and effort sufficient to reduce acters, with the group utilizing each charac- example? The likelihood of becoming per-
your travel distance for the day. ter's skills to best advantage. In an AD&D manently separated is relatively small,
Horses and other domesticated animals adventure, for example, the party has the particularly if there's a thief in the middle

VOL. IV
area to help maintain contact. Signals with may waste a shot or two if the target is hit wouldn't hurt much at the start of round
light and sound can be arranged, but gener- several times simultaneously. But by con- one could knock out the tired, hurt boxer in
ally the separation need not be so great that centrating attacks, you assure yourself of the thirteenth round. Your "boxer" should
the two groups can't see and hear one eliminating one enemy as soon as possible, end the adventure before late-round vulner-
another. The length of the separation and that means one less adversary shooting ability sets in.
depends entirely on the propensities of the at you. The sooner you shoot down an Never flee into unknown areas. In my
referee. Some referees would never fireball enemy, the sooner the enemy group as a campaign, the only time an ochre jelly
a party, but love to divide it. Others never whole may be subject to morale failure. (which I rarely use) ever killed anyone was
try to split up a party, but have no qualms The same principle of concentration of when a party fleeing from undead ran down
about tossing fireballs and lightning bolts. attacks applies in melee combat. For exam- an unexplored corridor, rather than back
The party should stay much closer together ple, if you're fighting two giants, and if you the way they'd come. Before they could
in the first case than in the second. can send three characters against each or stop, two magicians ran into the jelly and
Don't take separate routes. There's often four against one and two against the other, died. When you're exploring, your escape
a temptation to go separate ways; don't do the four-and-two tactic is likely to finish off route should be straight back the way you
it unless you have planned it from the start one giant sooner than otherwise. In either came. If you have good reason to believe
in order to defeat a known enemy, and only case, each giant is more likely to take dam- that there's a shortcut available to your
if you haven't suffered damage. The sum of age than any one of the four characters pursuer, you could try to take it yourself,
the parts of a party is greater than the fighting the other giant; and, after several but in most cases the only safe retreat is the
whole, because of "combined arms" coop- rounds of battle, one of the pair of charac- route you already know about. Also, when
eration. An 8-man party can be ready for ters may have to drop out of the fight, you plan an attack make sure that each
anything, while two 4-man parties will leaving just one character to face that giant. attacker has at least one escape route, and
suffer from severe weaknesses of position if You can't beat everything. This is axio- preferably two, in case something goes
nothing else. For example, if the only spell matic, regardless of the style of your ref- wrong. If you're in tunnels and need to flee
caster in your t-man party is held, what can eree, because there's always somebody into unknown territory, follow a definite
you do? If he's in an 8-man party with at stronger, if only the gods, and sooner or pattern of travel so that you can find your
least one other spell-user, the other one can later you'll run into this somebody. When way back. Alternately turning left and right
use a dispel to free him. And how can you you do, recognize that you're licked, cut is better than always turning in the same
protect the "soft-skinned" members of a 4- your losses, and run. But this needs to be a direction, which is liable to take you in
man party? There's no way to block both group decision. The worst thing that can circles.
rear and front if the enemy wants to get at happen to a party is that half stays to fight Don't back yourself into A corner. In
your middle. In an 8-man party you have while half runs away. Both groups are much virtually every case, it is better to have too
enough armored characters to completely weaker, confusion reigns, and death will many options than too few. This is related
block both ends. (Inside a building or probably follow. The single quality that on one hand to the military principle of
dungeon, anyway; the problem is more most separates good tactical play from bad alternate lines of approach and action, of
difficult outdoors.) In order to provide is the ability to recognize when the odds are contingency plans. On the other hand, it is
reserve capacity in case some party mem- too much against you, when it is time to related to the fundamental idea behind good
bers are killed or unconscious, an adventur- avoid a fight. play in any game that a player should
ing party ought to include at least eight Sometimes a situation which is too diffi- control the course of the game, not let the
characters, unless the prescribed mission cult for a partially depleted or unprepared game control his actions. As long as you
specifically dictates a diferent party size. party can be adequately dealt with by the have alternative courses of action, you can
Concentration of attacks. How should same party after the members have rested hope to control your fate. When you are
individual attacks be directed in a large and prepared. You might not have memo- reduced to only one choice, you are proba-
skirmish? Ordinarily, each character has rized the right spells to use against a partic- bly in big trouble.
little choice but to attack whatever is in ular menace. If you go away, to return later Guard your speil casters. This seems
front of him. But let's say that there's more with different spells, you're much more elementary enough, but some parties don't
freedom of movement perhaps an arch- likely to win. Or, perhaps the menace seem to practice it. It won't help to have
ery duel out in the open with little cover. requires lots of hand-to-hand fighting, and spells left if your spell casters can't use
Typically, a player will have his character you have a party with lots of magicians. Go them. The magicians, in particular, should
shoot at "whichever one shot at me" or away, come back with a fighter-heavy party, not be in the front or back line indoors, or
"whoever plugged me last round." The and s!ay the enemy. Furthermore, if you in the outer line outdoors. Magicians are
effect is that each character fires at a differ- leave the first time without alerting the your last resort, your "out pitch" when the
ent target in most cases. Now this would be enemy, you can gather information (from bases are loaded against you. If you let the
fine if the targets were battleships, insofar storytellers, commune spells, etc.) that may enemy get to them, you've taken the first
as accurate fire would force the enemy out make a difference between victory and step into the underworld (that is, death).
of the battle line and throw off its aim. But defeat when you try again. And it's not enough to guard the front and
if the target is a human or monster, the Get out while you have some "bottom." rear. Intelligent enemies know who in a
incoming missile is unlikely to affect his In most fantasy games, the ultimate power party is most dangerous and where they're
shooting unless the referee is one of a small is the magic spell. Don't continue your likely to be. If possible, they'll drop some-
minority who takes such things into adventure after you've begun to run out of one into the middle of your party to kill
account. useful spells, and be sure to take a spell magicians, or at least stop spells from being
If it will take two or more successful shots inventory frequently. The temptation to try cast. Keep a decent melee-capable character
to kill one opponent, spreading the party's just one more room or to go over just one in the center of the party to fight off such
fire among many targets means that it will more hill kills as many adventurers as intrusions. In an AD&D adventure, for
be a while before any target is incapaci- anything else does. Ifou must always assume example, a cleric or brave thief will do.
tated. A better method is to concentrate that you'll have to fight at least one battle Make lists. The more things you think
attacks on one target at a time, or two if after you leave the place of adventure but about and write down ahead of time, the
there are many attackers, until that target is before you reach a place of safety or replen- fewer problems you'll have during a game.
taken out. Then all adventurers should shift ishment. When you're down to a one-battle I have a list of special and not-so-special
to the next target down the line- (In an capability in spells, it's time to head for equipment to give to the referee before the
archery duel, for example, everyone shoots shelter. If your fighters are heavily adventure; a list of reminders for question-
at the nearest enemy, or the leftmost enemy wounded, get out. ing prisoners or talking to charmed mon-
if all are equidistant.) Granted, this method A party is like a boxer. A punch which sters or characters so that I don't, for

32 BEST OF DRAGON
example, forget to ask him who his boss is move into some terrain that will force the later. For example, in a variant of the D&D
or if he knows where any treasure is; a list enemy closer. In some situations a detect game that I recently played, magic-users
of creatures I might polymorph into, with magic might reveal something. were allowed to choose spells at the time
the advantages of each form; and, a list of Now try to get back "home" (if you're they cast them, rather than memorize them
precautions I customarily take when staying not there already) by a devious route which before the adventure. During the adven-
in a city, town, or a place where I can't will help you lose any pursuer. At some ture, a magic-user was told to open a stub-
expect to be protected by other adventurers point, stop and set up an ambush for the born secret door with a knock spell. He
keeping watch. (This last I put together hypothetical pursuer. A dusty area that will refused; soon afterward, the door was
after a friend who had taken no unusual reveal the passage of a slithering tracker or forced. Later, the magician used the spell
precautions while staying alone in an inn an invisible monster is ideal. Depending on capability he had retained to cast a web
was assassinated.) Also, I have a checklist of how your referee interprets an invisible which saved the party from an ore horde
pre-adventure and post-ad venture safety stalker's prowess, a trip on a river or across and this was his last spell. If he had wasted
checks, used much as an airline pilot uses a lake might help throw such a monster off it by casting the knock spell, at least some
his checklist. Finally, in games using wish your trail, but generally this is too bother- adventurers would have died,
spells, you should write down a wish ahead some unless you have reason to feel that one Deception in place of magic. Whatever
of time, in case you're suddenly given the is after you, game you play, you should be able to devise
chance to make a wish provided you do it Search for hidden treasure. This will take ways to duplicate the effects of magic by
quickly. several days, but who's in a hurry? Ideally, using weaker magic, or no magic at all. My
Other precautions. There are some seem- you should check all the coins you've favorite ploy of this kind is a fake truth
ingly minor precautions you can take dur- obtained for numismatic value. A "mere" potion. Carry with you a liquid mixture of
ing an adventure, rather tedious but copper coin might be worth 50 gold pieces oddities in a standard potion container (if
occasionally lifesaving. For example, always to a collector, if your referee has been dia- there is such a thing). Use a bit of blood,
look for evidence of regeneration, even if bolical enough to create such "treasures." rust, or whatever to make it look, feel, and
the creature you've just killed doesn't nor- Check random coins for counterfeiting or smell like a real magic potion. If possible,
mally regenerate. As a general practice, it gold plating over copper. Cast detect magic add a mild drug so that the "potion" actu-
doesn't hurt to cast remove curse on the (and possibly detect illusion) on the entire ally makes the imbiber feel abnormal.
body of an irrevocably dead comrade, lest monetary treasure. Some referees create Now, when you take a prisoner, try to get
he return as an undead. Caution now can magical coins or gems which are mixed with him to say something, even if you think he's
prevent catastrophe later. ordinary treasure. Look for secret compart- lying; at least, loosen his tongue. You may
ments in what appear to be standard magi- want to give him quite a grilling iftfere's
Staying alive after the adventure cal items. (I once found a magic ring in the time. Then feed him the potion. (Hold his
One of the more dangerous times for the handle of an otherwise ordinary war ham- nose so that he can't breathe and he'll have
adventurer is the period directly following mer. If I had tried to use the "magic" ham- a hard time not drinking, if he wants to
the "end" of an adventure. The character mer against a monster, it would have been a live.) Now tell him, in the most positive
has relaxed and is looking forward to rest, waste of time.) Detect magic may help you manner you can muster, that he has just
recuperation, and remuneration (for trea- discover dangerous treasure, ingested a truth potion. As long as what he
sure items found). He is off guard, and his Examination of items. Cast detect evil on says is true, he'll live, but if he lies, the
friends have spread throughout the village, swords and other items which may be intel- potion will kill him inside of 24 hours.
town, or castle to attend to their private ligent. Cast neutralize poison on items you The prisoner now faces a horrible
concerns. This is the time when secret foes haven't touched yet, as an antidote to eon- dilemma, especially if members of your
and hidden dangers encountered during the tact poison. Cast remove curse on scrolls party have made the whole thing more
adventure may manifest themselves. One of and other items, for that matter and believable by remarking about how much
the party may be possessed or charmed; an don't forget to look for explosive runes. fun it is to watch the potion kill a liar, or
enemy who escaped may send an invisible When someone must pick up an item to test perhaps by talking about how they'd rather
stalker or an assassin after the party; or, a it, you have two choices: strip him of his torture the prisoner. (Good-aligned charac-
slithering tracker might be following the equipment and tie him up so that he can't ters might argue about how un-good it is to
party. Now, the enemy strikes one adven- do anything to harm the rest of you, or load condemn the prisoner to a slow death.) The
turer at a time. him up with gear so that he'll have a chance prisoner can either tell the truth, take his
There are ways to avoid some of these to take care of himself if he is suddenly life in his hands and lie, or say nothing at
dangers, and other problems which may transported elsewhere or must fight a mon- all. The latter will be harder to do if he's
occur after the adventure, A cautious party ster single-handedly. If there's a ring of already been talking. If too many prisoners
should go through a routine to try to root regeneration around, the magic-tester take the last option, then tell the next pris-
out these problems before the members split should be wearing it. Always ESP the tester oner who drinks your "potion" that he
up. This routine can be divided into three to ascertain whether he retains possession of must tell the truth: if he keeps silent, the
sections: the search for enemies, the search his own mind. potion will kill him anyway.
for hidden treasure, and the examination of The foregoing discussion assumes that The potion trick will be more likely to
magic items. The examples below use spells you're not crazy enough to try to test, or succeed if you can confront the prisoner
from the AD&D rales, but other games also even touch fiesh to magic items during the with the appearance that another prisoner
have spells that are useful after the adven- adventure (if it's a one-day trip), and that has lied and died. For example, before the
ture. your referee hasn't been soft-hearted intended victim returns to consciousness or
Search for enemies. Gather in a large enough to provide you with cheap, reliable, enters the room, render another prisoner
clearing. First, use know alignment and and wholly trustworthy analysis by a local dead or unconscious without leaving evi-
detect charm on all party members to ascer- magician or alchemist. If you do use an dence of how this was done. Strangling
tain that they are not dopplegangers, poly- analyst, remember that a powerful magic might do in some cases; poison is best. {Of
morphed demons, or possessed or charmed item may tempt him to try to switch it with course, many characters will be unable to
friends. ESP might help. Be ready for a a look-alike. go to these lengths, owing to alignment or
fight if the enemy realizes that he's been personality.) Use a potion bottle that is half
discovered. Next, use detect invisibility and Using magic wisely and well empty. Then bring in the prisoner, give him
detect evil to search for nearby hidden Never employ magic to accomplish some- the remaining potion, and show him what
enemies. If you're in a clearing during this thing that can be done safely by non- the potion did to someone who lied. Imag-
action, the enemy might watch you from magical means, unless time is short. The ine yourself in such a scene, and think
out of spell range, so you might want to spell you use now may be greatly missed about whether you'd tell the truth,

VOL. IV 33
The success of this pioy depends on how and polymorph into a flying creature to skull is a "demigod" or some such.
the referee plays his part (usually, that of the scout the enemy lair or to get into position Dimension door or te/eport capability is
prisoner). But it helps if you can be sure for more violent business. great for getting behind an enemy, not just
that no one who is questioned in this man- If you don't know one spell, you may be for getting away, I have a magic-user char-
ner lives to tell of it, because once someone able to duplicate its effects with another. For acter who levitates with magic boots, puts a
lies and gets away with it, the story could example, if you don't have Nystul's magic magic broom between his legs, casts invisi-
get around. For this reason, you should use aura, which creates a bogus dweomcr on an bility and other protections, and finally
the trick sparingly if your characters cannot object, you can do the same thing if you dimension doors into the air well behind the
allow prisoners to be killed in cold blood. turn it invisible, then paint it. Or, put a enemy, while the main party comes at them
The more realistically your referee plays magic mouth on it with orders never to through a tunnel or other narrow access.
the monsters and non-player characters, the speak some referees rule that a magic The magic-user can look around for enemy
more effective "deception magic" is likely mouth does register when detect magic is reinforcements hiding out of sight of the
to be. For example, if your party lights cast. tunnel, then either cast spells or move
some colored candles, the more thoughtful Use magic to save effort. For example, around with the broom. It's not the safest of
n on-players are going to wonder whether charm an ore, then polymorph it into a maneuvers, but it seems to work well.
these are magical, and perhaps hesitate or more powerful monster. If it retains the I've heard of a group of characters who
waste time dousing them. The unthinking ore's mentality, won't it still be charmed? like to put explosive runes on paper, fold the
NPCs will just dash ahead. Why, you might You can also try tricks like charming paper into an airplane, and throw it at the
even be able to block or delay pursuit rodents or dogs in order to polymorph them enemy. If an opponent looks at the runes,
merely by lighting some funny-smelling into big monsters. A friendly cleric or monk boom. I would rule that nobody in the
candles, or by throwing colored flour ("dust can speak with the "dog" using speak with world knows how to make paper airplanes,
of sneezing and choking") on the floor. On animals. If you have a pet dragon or griffon nor would they even think of the idea, but
the other hand, sometimes the best tactic in to feed, polymorph an insect into an ele- others might be less strict.
a sword-and-sorcery fight is to dash in phant or a horse. Why spend a lot of Some readers may feel that treating an
before the enemy has a chance to prepare money? adventure as a tactical exercise is somehow
his magic; so who knows when these tricks If you have powerful magic, you can use wrong. We don't ordinarily see the hero of a
will work? it for protection in the wilderness. Spells of novel planning ahead in this way, calculat-
Phantasmal forces and illusions work best hallucinatory terrain, plant growth, or ing every move, so why should our charac-
when they reinforce expectations of the semi-permanent walls of stone or the like ters do it? Well, the literary heroes are
observer. For example, if you use a knock (arranged in a circle) will protect against heroes partly because they take these pre-
spell to blow open a door from a distance, most unintelligent menaces. cautions naturally, not even having to think
then follow it directly with an illusion of In some worlds adventurers never have about them. And, let's face it, literary
someone pushing the door, the image will trouble getting through doors or gates, but heroes are incredibly lucky much luckier
be more believable and may draw enemy in others some guile and magic are required than our characters can expect to be. The
fire. Once, one of my characters put a skull when strength is unavailing. For example, average soldier of fortune must look for
in a sack at his belt; when he met a chi- passwall your way through, or use a knock every trick to keep himself alive, must strive
mera, he cast phantasmal force and pulled spell, Polymorph into an ant, black pud- for every advantage (however small), and
the skull, now looking like a medusa-head, ding, or other creature that can go under must always be thinking. To the average
from the bag, averting his eyes at the same the door. Dimension door will get one or player, it's just a fun game; to the character,
time. What happens then depends on the two party members through. Presumably, it's his life. In short, the suggestions made
referee, but it can be interesting. once someone is through, he can open the here are a summary of how a smart, wary
Given the variety of spells available in door from the other side by pulling the character would approach an adventure,
most games, it should be possible to misin- lever, unbarring the door, or whatever. A not merely a litany of good moves in a
form potential but unknown enemies, such gaseous form potion or something produc- game. This may be too realistic to fit some
as assassins hired by those you've despoiled, ing cthcrcalness will also get someone ideas of heroic fantasy, but that doesn't
"gunslingers" looking to make a reputa- through. Lacking these means, something make it wrong.
tion, and ordinary thieves. This will help more destructive might serve. For example,
protect you when you're not adventuring. turn an area of stone beside or below the Adventuring and referees
For example, you might want a false rumor door to mud (transmute rock to mud) and The advice given here cannot possibly
to be spread. You could simply ask friends quickly dig around the door or gate. A take into account the preferences perhaps
or acquaintances to spread the word conjured earth elemental is a last resort. demands of individual referees. One
around, but in some cases the rumor will be Some spells can help troops of slaves referee may expect or require player charac-
so unbelievable that your enemies might use build fortifications faster, such as wall of ters to act in order to succeed in a manner
magic or other means to check its accuracy. stone and conjure elemental. For a hiding which would be suicidal if performed with
Why not, then, hypnotize your agents so place, use a passwall and dig out a small another referee. One referee may set up his
that they truly believe what you've told room at the end. It is sealed when the adventures with the preconception that the
them? When the enemy checks, they'll find passwall expires, and can only be reached players will always go forward, regardless of
that your agents are telling the truth as by use of that spell or by dimension door. how difficult the opposition seems to be.
they know it. (I've heard of referees who allow characters This referee will, in all likelihood, take good
Imaginative use of spells. Read through to create a passwall in the floor under an care of the player characters by fudging
the spell descriptions of your game's rules to enemy, then use dispel magic to get rid of it, things so that they will survive. A different
look for new ways to use magic. For exam- leaving the enemy entombed in solid rock. referee may expect his players to withdraw,
ple, take the minor globe of invulnerability In my opinion, this goes too far to be regroup, and return with a more suitable
in the AD&D rules. If you have a wand of allowed.) force if and when the opposition looks too
fireballs or lightning bolts, you can become Use spells in new ways to affect the tough. In such conditions, if players con-
a one-man wrecking crew by casting the morale of opponents. For example, cast tinue forward despite evidence that their
minor globe on yourself. Enter an enemy invisibility on a person, but not on his characters are in above their heads, those
lair, accompanied by a couple of fighters to armor. The "ghostly" apparition of an characters will probably die or be captured.
keep the opposition from h i t t i n g you, and animated suit of armor may frighten sav- In either case, players should always take
dump fireballs all about. It'll be messy, but ages and others ignorant of magic. A skull the course more likely to result in survival:
the enemy won't last long, and you and in conjunction with a ventriloquism spell pull out. Unfortunately, a referee of the first
vour Friends will be safe. Or, cast the globe can accomplish the same purpose the type may be so annoyed by this reaction

BEST OF DRAGON
that hell double the enemy's strength in the seem to be going well, try to think of events not when the referee is a fudger. And hardly
interval before the characters return. He which might occur that would help your any referee never fudges. . . .
may even ambush them on the way back, as side. Talk about them try not to be too Another example: A character was cap-
"punishment." In many other ways, some obvious in suggesting them to the referee tured, partly his own fault. The enemy,
as fundamental as this, referees differ in and perhaps he'll adopt one as a "piece of which is to say the referee, asked the char-
what they consider to be good play. Conse- fudge" to be used in your favor. Keep talk- acter if there was anyone who might pay a
quently, the first rule of good tactics in role- ing; do your best to convince the fudger ransom for him. Obviously, the referee was
playing may be to "Know thy referee." that your side needs help, that the adven- looking for a way to keep this experienced
In connection with this problem of differ- turers are in bad shape, so that he won't character alive. The player controlling this
ences between referees, you may come help the monsters. When something occurs character should have lied, hemmed and
across a referee who is an habitual "fudger." which might be a fudge for the enemy hawed, thought of other reasons why he
He tends to set up a vague adventure, then the fortuitous appearance of additional should be kept alive, anything to give the
alters and adds to it as the game progresses monsters or of a secret door the monsters referee a chance to fudge anything but
in order to make the adventure easier or use then work on the referee by hinting his actual answer, which was "No." The
more difficult. Frequently, he fudges in that he's being unfair. And, when you're enemy executed the character, of course.
favor of, rather than against, the player really in dire straits, think of anything that Any role-playing game is a verbal contest
characters in order to enable them to sur- might help, even if it sounds a little silly; as well as a game. You'll find that you can
vive an adventure in which an objective meanwhile, complain about how impossible help your character by purely verbal means,
observer would say they should have died. the adventure has been. by subtly influencing the referee. This
This kind of referee discourages good tac- The most blatant "fudge" I've experi- works with any referee, not just a fudger,
tics, because regardless of how well or how enced was when a referee allowed a few war insofar as virtually any referee doubts that
badly you play, the outcome is roughly the horses to start a fight with a group of su- he's always fair to the players. You work on
same you survive. monsters after all the adventurers had been those doubts. For example, in a situation
How can a player accustomed to pursu- knocked out. The horses managed to drive not defined by the rules, the referee must
ing good tactics cope with this kind of ref- away the surviving su-monsters and save decide what is likely to be the result of a
eree? First, continue to try to use good the party. In this case the referee knew he'd given action. If he's unsure of the matter, or
tactics. Complain when the referee may be been too tough, and was looking for a way if he's groping for a word, and you can
fudging against you, trying to help the out. When a player happened to ask if the supply something that sounds reasonable,
monsters when your tactics are too good for war horses were going to attack on their he may accept your suggestion. If you wait
them. And most of all, "play the referee." own, that was all the referee needed. for him to come up with something, chances
Whether you'll want to say flat out that he You should never give up until you're are it's likely to be worse than what you
fudges is up to you. But when things don't dead snd gone in any game, but especially would have suggested.

It's a material world


Scrounging up spell components

by Michael Dobson From issue #81, January 1984


"Fillet of a fenny snake, The Players Handbook is of little help to vate shop for its members; in smaller areas,
In the cauldron boil and bake; those who want to use material components. a witch or herbalist might sell selected items
Eye of newt and toe of frog, It says only, "Material components for to the traveling sorcerer/ad venturer. A well-
Wool of bat and tongue of dog, spells are assumed to be kept in the folds equipped expedition outfitter might contract
Adder's fork and blind-worm 's sting, and small pockets of the spell caster's garb. with a local witch or wizard to sell spell
Lizard's leg and howlet's wing, Of course, some materials are too bulky, components. Alchemists, druids, cloistered
For a charm of powerful trouble, and in these cases the materials must be clerics, and others might sell material spell
Like a hell-broth boil and bubble." accounted for carefully. Also, some materi- components appropriate to their profes-
Macbeth,, Act IV, Scene I als are rare, and these must be found and sions. The careful shopper could find many
acquired by the spell user." of the required items in local stores. And
Although the magic system in the How are material spell components found some spell items are so common (a piece of
AD&D game does not require quite the and acquired? This is a problem not ad- rock, a bit of mud) that they can be had for
same range of material spell components as dressed in the rule books; as a result of that, the taking,
did Macbeth's witches, what components it this article is designed to supply the missing
does require are often difficult to find and information. The magic shop
use in play. As a result, many Dungeon In a world in which wizardry is relatively Magic shops are found in virtually all
Masters may choose to ignore, omit, or just common, there must be places where spell cities, in some towns, and occasionally in
assume the presence of material spell com- materials can be bought. In some areas, the some dark wood or cave. (The latter are
ponents. local Wizards' Guild might operate a pri- frequently run by witches, who also sell love
VOL. iv 35
potions and cures to the local peasants.) unlimited supply. A chance of between 01 % Alchemists who operate stores may also
Some shops are private, selling only to and 99% requires the appropriate percentile sell other material spell components. The
members of a specific Wizards' Guild, or dice roll to be made; successive rolls are base chance for such an arrangement is
only to spell casters of selected alignments. required if more than one of any particular 50% adjusted by the size of the city/town
Witches may have been persecuted, and item is desired. The first failed roll indicates (Table III), or as desired by the DM. The
therefore would not be inclined to trust or that the supply of the item is exhausted. If level of the "shop proprietor" is used as the
to deal easily with strangers. the adjusted chance is less than 01 %, then level of the alchemist running the shop. As
Magic shops will normally carry the full the desired speil component is simply not provided in Table I, subtract 30% if the
range of material spell components for available from this source. components for the desired spell do not
magic-user and illusionist spells. They will involve substances used in alchemy or are
also carry cleric or druid spell components Expedition outfitters not of spells usable by alchemists.
only when those spells are the same as Most towns and cities have at least one Prices are identical to those charged by
magic-user or illusionist spells. They do store devoted to filling the needs of adven- expedition outfitters; see the preceding
not, as a rule, sell gemstones which are turers. Depending on the community, they section of text.
necessary for spell action (see the section on might be known as expedition outfitters,
gems below), nor do they commonly sell general stores, or ship's chandlers. They Druids and temples
items which must be fabricated (see the stock a wide range of everyday items, in- Druid spells and cleric spells normally
section on fabricated items). cluding most of the basic equipment and require a smaller range of material spell
T h e m a r k u p o n material spell compo- supplies listed in the Players Handbook on components than magic-user spells and
nents for sale in magic shops is very high pages 35-36. (Note that at such stores, "the illusionist spells do.
often more than 1,000 percent. The sale average costs will be higher because these A druidic order will normally be based in
price is either 10 times the sum of the costs traders are middle-men.") a grove or other natural setting. The mem-
of the components (see Table V for this From time to time, one of these stores bers tend to have the full range of druid
information) or 10 gp per level of the spell, may arrange a contract with a local magic- spell components (but of course only "bor-
whichever is higher. user or witch to provide material spell com- rowed" mistletoe), and make them available
Items purchased in a magic store are pre- ponents for the needs of traveling to druids, rangers, and bards who are part
packaged and ready for immediate use. adventurers. The base chance for such an of their order or who tithe generously. Table
They are provided in a leather pouch, iron arrangement is 50% adjusted by the size of V notes those items which can only or best
or glass flask, or small box as appropriate. the city/town (Table III), or as desired by be obtained from a druid. Druids may also
The following tables should be used to the DM. deal with persons outside the faith; the
determine availability of material spell The chance of a store having particular chance of such an occurrence is 50%, plus
components: material spell components is determined as {or minus) the non-druid's charisma reac-
for a magic shop, but at -30 %. The level of tion adjustment, minus 10% for every
Table I the shop proprietor is replaced with the level alignment step the non-druid differs from
The magic shop of the witch/wizard supplying the store. true neutral.
Base chance to have component: 100% The price of material spell components Clerics would always prefer to deal with a
Modifiers: purchased through one of these stores is 15 temple to their deity when attempting to
Subtract 10% for each spell level over times the sum of the costs of the compo- procure material components, but can also
2nd (e.g., 5th level = -30%) nents (Table V} or 15 gp per level of the deal with a temple to an equivalent deity, in
Add 10% for each level of the shop spell, whichever is higher. As with the ma- stature and alignment, or at a minimum
proprietor above 3rd (e.g., 5th level = gic shop, gems and fabricated items are with a temple of identical alignment.
+ 20%) normally not available; see the appropriate Cleric spells normally require the use of a
Subtract 30% if the spell is of a differ- sections of this article. holy symbol, prayer beads, or similar de-
ent class than the proprietor (e.g., buy- vices. I recommend that it be assumed that
ing cleric spell components in a shop run The alchemist Ist-levet derics receive one appropriately
by a magic-user) In the AD&D game universe, the alche- prepared and consecrated holy symbol as
Adjust by level of rarity (Table II) and mist is a combination of chemist, bio- part of their ordination. Any other holy
size of city/town (Table III) chemist, pharmacist, and magical symbols or other such items will have to be
researcher. Because of the nature of this either prepared by the cleric when he is able
Table II work, the alchemist is frequently in the to cast the holy symbol spell (Editor's nose:
Level of rarity possession of material spell components. An see "The cloistered cleric" in this volume),
Everyday +30% alchemist may manufacture potions for a or be obtained from a temple of identical
Common 0% magic-user using the rules for costs and faith.
Uncommon -10% time as given in the Dungeon Masters Another frequently required material
Scarce -20% Guide, pages 116-117, (Editor's note: See spell component is holy (or unholy) water.
Rare -30% the Best of DRAGON Vol. Ill anthol- This should be available at the listed Players
Very Rare -40% ogy for an example of the alchemist de- Handbook cost from any temple of the
scribed as a character class.) Although only appropriate alignment. A good church will
Table III magic-users of 7th level or higher may produce holy water; an evil church, unholy
Size of city/town employ alchemists on a permanent basis, water; and a neutral church, none at all.
Major city (20,000 + ) + 30% others may consult them for answers to Many temples will have clerical only spell
Large city (10,000-19,999) +20% specific questions related to their field of components for sale, but will sell them only
Medium city (5,000-9,999) + 10% expertise. to clerics of appropriate alignment. The
Large town (3,000-4,999) 0% Nearly all alchemists will be found in base chance of a temple selling such compo-
Medium town (2,000-2,999) -10% cities or large towns. They arc part of a nents is 80% adjusted by the size of the
Small town (1,000-1,999) -20% formal or semi-formal brotherhood. Their city/town; all other factors are calculated as
Village (500-999) -30% consulting rate is 100-150 gp per day. Some for a magic shop, with the level of the high-
Hamlet (100-499) -40% alchemists only consult, being primarily est cleric used as the level of the "shop
Crossroads (less than 100) -50% involved in their magical research. Others proprietor." Prices are 10 times the sum of
operate shops where a variety of alchemical the costs of the components or 10 gp per
All modified chances of 100% or more and pharmaceutical substances, both magi- level of the spell, whichever is higher. A
mean that the desired items are available in cal and nonmagical, can be obtained. tithe, sacrifice, or donation is advisable.

36 BEST OF DRAGON
Gathering components Gems used in spells: is 100%, adjusted by the item's level of
A number of material spell components Agate Ornamental/ rarity and the size of the city/town.
can most easily be obtained just by going Common
out and gathering them. Anything not Amber Fancy/Scarce Table V
fabricated and not refined can be gathered. Amethyst (crushed) Fancy/Scarce Material spell components
To determine the chance of gathering a Citrine Semi-Precious/ Acid, strong (uncommon; 1 gp/oz.):
particular material spell component, use the Uncommon alchemist, brickmaker, engraver, stonecutter
following equation: a base chance of 100%, Corundum Gem/Rare Acorns (common; 5 cp/lb.): gathering
adjusted by the item's level of rarity times Diamond Gem/Very Rare Adder stomach scarce; 5 gp/ea.): magic
two, plus 1 % for each day spent searching, Moonstone Semi-Precious/ shop
plus 2 % per day for each additional Uncommon Alcohol, grain (common; lgp/qt.): alche-
searcher beyond the first. Roll the adjusted Opal, Black Gem/Rare mist, barber, dyer, jeweler, painter, paper/
chance once per day unti! the desired item Pearl Fancy/Scarce ink maker, perfumer, physician, tanner
is found or the search is given up. If the Pearl, Black (crushed) Fancy/Rare Alkaline salts' (scarce; 5 gp/oz.): alche-
chance to find the item is exactly 100%, it Ruby (powdered) Gem/Very Rare mist, gathering, physician
can be found after one full day's search Sapphire, White Gem/Rare Alum (uncommon; 1 gp/oz.): alchemist,
(approximately 12 hours). For every 10% Topaz Fancy/Scarce barber, dyer, paper/ink maker, perfumer,
over 100%, the searching time drops by two physician
hours but if the chance to find the item is Several spells call for a "large gem" or "a Amaryllis (Hypoxis) stalks' (rare; 24 gp/
160% or higher, then the item is found right gem worth at least 5,000 gp." These should doz.): botanist, druid, flower shop
away (in a matter of minutes). always be treated as Rare and Very Rare Animal hoof, powdered (uncommon; 1
The Dungeon Master should use discre- stones, respectively. gp/oz,): alchemist, physician, stable, veteri-
tion in determining whether a certain item narian
can be gathered or not, based on his knowl- Going shopping Bag, n'y(common; 15 sp/ea.); leather-
edge of the campaign area. If the spell Of course, not all communities have a worker, moneylender, tailor, tanner
caster insists on looking, roll the dice every magic store, or an alchemist, or even an Bark (from tree) or bark chips (common;
day, but if the item is simply not to be expedition outfitter. Not all stores which do 1 cp/lb,): carpenter, druid, gathering, lum-
found, the outcome is always failure regard- carry material spell components as such will ber mill
less of what the dice suggest. have all the items in stock that a spell caster Bat fur, bat guano, bat hairs (scarce; 10
may desire. In addition, as noted, the prices gp/oz.): gathering, magic shop
Gems that magic dealers charge is well in excess of Bead, crystal or glass (common; 5 sp/
A large number of spells require gems, the going prices on the open market. ea.): glassblower, jeweler
jewelry, or precious metals as part of the Table V, following hereafter, is a roster of Beeswax (everyday; 1 cp/oz.): beekeeper,
material component. In the case of many of material spell components, their level of bowyer/fletcher, food store
the spells, the cost in gold pieces of the gems rarity, their "normal" cost (perhaps subject Bell, smaJI (uncommon; 20 gp/ea.): bell-
required is defined; otherwise the tables in to change based on demand or availability), maker, clockmaker, jeweler, musical instru-
the Dungeon Masters Guide, pp. 25-27, and a list of shops or other sources where ment maker, smith
should be consulted for representative they might be obtained. Not all communi- Berries, edible fresh (common in season,
prices. ties will have all the various types of stores 1 sp/lb.; rare out of season, 15 gp/lb.}:
The chance of a particular dealer having listed; some will have stores not listed. If a druid, food store, gathering
the required gems is determined by the character attempts to buy material spell Bitumen' (uncommon; 5 gp/oz,): alche-
following formula: a base chance of 100%, components in a shop not described in the mist, barrelmaker, carpenter, shipmaker
adjusted by the rarity of the gem (see Table following table, the DM should allow it if, Blood, black dragon (very rare; 500 gp/
IV) and the size of the city/town, plus 20% in his opinion, there is a reasonable chance oz.): alchemist, magic shop
if the shop is large, no adjustment if the that the shop might carry the desired item. Blood, human" (rare, 100 gp/oz.): alche-
shop is medium-sized, and minus 10% if Omitted from this list are gem stones, holy mist, druid, magic shop, physician
the shop is small. symbols, and fabricated items, all of which Blood, mammal (uncommon; 1 gp/oz.):
Powdered gems may be prepared by any are discussed in other sections of this text. alchemist, butcher
gem dealer. If the spell caster wishes to have The rarity of each item was determined Bone, powder or shard (common; 1 gp/
his own gems powdered by a jeweler, the assuming a temperate (European) climate lb.}: alchemist, butcher, physician
cost is 10% of the value of the gem(s). and the proper season, especially for botani- Bone from tindead (rare; 50 gp/ea.):
Gold and silver items can be made by cal products. If this docs not describe your alchemist, magic shop
goldsmiths and silversmiths; this is de- campaign situation, the DM should adjust Brandy, drop (common; 1 gp/pt,): tav-
scribed in more detail in the section on the rarity level and cost accordingly. ern, winemaker
fabricated items. Jewelers and moneylend- It will be necessary for the spell caster to Brass dust (common; 5 sp/oz.): armorer,
ers can provide certain gold items, includ- purchase or obtain appropriate containers smith, weapon maker
ing gold dust, gold coins, and some fab- for the components, and to spend time Brazie/-(uncommon; 25 gp/ea.): candle-
ricated items. Silversmiths can make the full preparing the mixtures for rapid casting. maker, smith, temple
range of silver items; so can many jewelers. This should be a part of preparing and Bromine salts' (scarce; 5 gp/oz.): alche-
memorizing spells prior to an adventure. mist, saltmaker
Table IV Failure to do this will substantially extend Bronze disc (common; 15 sp/ea.): ar-
Level of rarity of gems: the spell casting times listed in the Players morer, engraver, smith
Ornamental stones Common Handbook, which assume that the material Bull's horn, carved(uncommon; 1 gp/
Semi-precious stones Uncommon spell components are ready and available. ea.): carver, stable
Fancy stones Scarce/Rare* Sources already described magic Burrs (everyday; 1 cp/oz.): gathering,
Gem stones Rare/Very Rare* shops, expedition outfitters, alchemist stable
* Within the categories of gems, shops, druid orders, cleric temples, and Butter(everyday; 5 cp/lb,): dairy, farm,
some are noted as having a base price jewelers are not listed except when those food store, tavern
five times higher than average. These stores are the optimum (or only) place to get Candles, various types (everyday, 1 cp/
should be treated as being one rarity a certain item. ea., for tallow; common, 1 sp/ea. for wax;
level higher than others in the same The base chance for one of the listed uncommon, 1-6 gp/ea., for special candles):
category. stores to have the given component candlemaker

VOL. IV 37
Carbon (common; I cp/oz.): candle- clothing store, tailor Iron pyrite (uncommon; 5 gp/lb.): alche-
maker, paper/ink maker, smith Feather, wing/white/owl {common/ mist, magic shop
Carp, live miniature (scarce; 1 sp/ea,): uncommon; 1-6 gp/ea,): farm, gathering, Jade circlet (rare; 5000 gp): jeweler
bait shop, fishmonger tailor Lampblack (common; 3 cp/oz.): candle-
Carrot, dried or powdered (scarce; 1 sp/ Firefly, live (uncommon; 1 sp/ea.): gath- maker, illuminator/scribe, painter, paper/
oz.}: alchemist, food store, herbalist ering ink maker
Castor beans6 (rare; 10 gp/oz.): alche- Firefly, tail (uncommon; 5 sp/ea.): magic Lard (common; 2 cp/lb-): farm, food
mist, dyer, perfumer, physician shop store, tavern
Caterpillar cocoon (uncommon; 5 sp/ Fleece (common; 1 gp/lb.): farm, fuller, Leaf (every day; free): gathering
ea.): druid, gathering, silkmaker tailor, weaver Leaf from poison ivy, oak, or sumac
Chalk (common; 1 sp/stick): quarry Flesh, human* (rare; 50 gp/bit): alche- (common; 1 sp/ea.): druid, gathering
Charcoal: see Carbon mist, magic shop, physician Leather loop {common; 1-6 sp/ea.):
Citric acid (lemon or lime juice) (uncom- Flint (common; 10 sp/ea.): armorer, leatherworker, tailor
mon; ]gp/pt.): food store candlemaker, smith, tobacconist, weapon Leek, crushed (common; 5 cp/ea.): Food
C/ay(common; lgp/lb.): artist/sculptor, maker store, tavern
brick maker, potter Flour, white {common; 1 sp/lb.): food Licorice root, shaving (scarce; 15 sp/oz,):
Cloth (everyday; 1-10 gp/yd.): ciothma- store, miller alchemist, food store, herbalist, physician,
ker, sailmaker, spinner, tailor, weaver Flower petal (everyday; free): gathering tavern
Club, oaken (common', 1 gp/ea.): weapon Fool's gold: see Iron Pyrite Lime, powdered or crushed {uncommon;
shop, woodcarver Fu/-(common; 1-20 gp/skin): farm, fuller, 1 gp/lb.): alchemist, quarry, stonemason
Coal (common; 1 gp/lb,): brickmaker, furrier, tailor Loam (common; 1 gp/lb.): brickmaker,
quarry, smith Garlic (common; 5 cp/bud): food store, farm, foundry, quarry, smith
Cone, crystal or glass (scarce; 10 gp/ea.): herbalist, tavern Lodesfone{rare; 25 gp/ea.): astronomer/
glass blower, jeweler Gauze{common; 1 sp/yd.): physician, navigator, chandler, magic shop
Copperpj'ece (everyday; 1 cp/ea,): mon- weaver Magnets; see Lodestone
eylender Glass (uncommon; 10 gp/sq. ft.): glass- Mandrake root (scarce; 15 sp/ea.): alche-
Copper wire, fine (common; 1 gp/ft.): blower mist, herbalist, physician
smith Glove (common; l-6gp/pr.): leather- Marble, polished (uncommon; 1 gp/cu.
Corn extract (common; 2 sp/lb.): alche- worker, tailor in.): mason, quarry
mist, food dealer, herbalist Glove, snakeskin {scarce; 25 gp/pr.): Marigold (common; 1 cp/ea.): druid,
Cricket, live (uncommon; 1 gp/ea.): bait tailor flower shop, gathering
shop, gathering Gold {uncommon; price varies by weight Mercuric-nitrite crystals (rare; 50 gp/
Crystal (uncommon; 1-10 gp/ea.): glass- and workmanship, base value 1 gp/1 gp oz,): alchemist, physician
blower, jeweler wt.): goldsmith, jeweler, moneylender Mercury" {scarce; 25 gp/oz.): alchemist,
Dart (common; 5 sp/ea.): weapon shop Grain (everyday; 1 sp/lb.): bakery, brew- physician
Demon ichor(Type I, very rare, 500 gp/ ery, farm, food store, miller, stable, tavern Metal bar, rod, nail (common; l-6cp/
oz.; Type II, very rare, 750 gp/oz.; Type Granite, dust or block (common; 1 sp/ ea.): barrelmaker, carpenter, smith, weapon
III, very rare, 1000 gp/oz.): alchemist, oz.): mason, quarry maker
magic shop Grasshopper hind/egs(uneornmon; 5 sp/ Mica (uncommon; 1 gp/cu. in.): mason,
Dirt {everyday; free): gathering ea.): gathering, magic shop quarry
Dirt, graveyard (common; I gp/oz.): Gum arabic" (uncommon; 2 gp/oz.): Milkfat, solidified (common; 5 sp/pt.):
graveyard, temple alchemist, bakery, candy maker, physician dairy, food store
Down (common; 1 sp/lb,): bowyer/ Gut (uncommon; 1 gp/yd,) butcher, Mirror, siJver(uncommon, 20 gp/ea.):
fletcher, farm musical instrument shop jeweler, silversmith
Dragon bones (rare; 500 gp/set):'magic Hairs from a strong animal (common; 1 Mistletoe, borrowed (uncommon; lOsp/
shop cp/bunch): gathering, stable sprig): gathering
Drum, small (uncommon; 10 gp/ea.): Hammer, war(common; 1 gp/ea.): Mistletoe, greater (scarce; as per Players
musical instrument shop weapon maker Handbook)
Dung (everyday; 1 gp/lb., packaged): Hawk eye (scarce; 15 gp/ea.): alchemist, Mithral plate {rare; 50 gp/1 gp wt.):
stable hawker, magic shop armorer, jeweler, smith, weapon maker
Dust (everyday; free): gathering Heart of a hen (uncommon; I sp/ea.): Moonseedplant" (scarce; 5 gp/ea.):
Eagle eye (rare; 20 gp/ea.): alchemist, butcher, farm druid, flower shop, herbalist
magic shop Herbs, various (uncommon/rare; 2-40 Mud (everyday; free): gathering
Egg, rotten (uncommon; 1 cp/ea.): farm, gp/oz.): alchemist, herbalist Mushroom spores (rare; 50 gp/oz.):
food dealer Herring scales, powdered (uncommon; 2 alchemist, herbalist, physician
Eggshell (common, 1 cp/ea.}: farm, food gp/oz.): alchemist, fishmonger, herbalist Nettle leaves, crushed (uncommon; 10
dealer Holly (common; 5 sp/oz.): druid, gather- gp/oz.): alchemist, druid, herbalist,
Elixir made from the juice of dried plums ing physician
and the oil of 5-8 beans of a castor plant Honey/honeycomb (everyday; 1 sp/pt,): Nitre: see Saltpeter
(rare; 50 gp/oz,): alchemist alchemist, beekeeper, farm, food store Nut shells (common; 1 sp/lb.): food store,
Evergreen (common; 1 sp/lb,): druid, Horn, carved (uncommon; 1 gp/ea.): gathering
lumber mill carver, stable Oak bark/leaf (common 1 sp/lb.): druid,
Eyelash, normal (everyday; free): gather- Humus* (common; 1 cp/lb.): farm gathering
ing Ice'6: (varies) Octopus (giant) tentacle (rare, 50 gp/ea.):
Eyelash of basilisk, ki-rin, ogre mage, or Incense (common; 1 gp/stick): candle- fishmonger
other spell-using creature (very rare; 100 maker, perfumer, temple CW(common; 1 gp/flask): alchemist,
gp/ea.): alchemist, magic shop Inks, special (scarce, 100-500 gp/oz,; candlemaker
Fan (common; 1-6 gp/ea.): clothing rare, 600-1000 gp/oz.): alchemist Oil, sweet/oil refined from hickory and
store, tailor Ink, normal or lead-based (uncommon; walnuts (uncommon; 5 gp/flask): alchemist,
Fat (everyday; 1 cp/lb.): farm, food store, 10 gp/oz.): alchemist, paper/ink maker bakery
tavern Iron, various shapes and sizes (common; Ointment of very rare mushroom pow-
Feather, exotic (scarce; 10-20 gp/ea,): 1-6 gp/ea,): smith, weapon maker der, saffron, and fat (very rare; 500 gp/oz.):
38 BEST OF DRAGON
alchemist, herbalist Shamrocktea/"(uncommon; 5 sp/ea,): alchemist, dyer, paper/ink maker
Ointment of oil, poppy dust, and pink druid, gathering Vestments, clerical (uncommon; 100-600
orchid essence (rare; 150 gp/oz.): alchemist, Silk, Carious (scarce; 50-300 gp/yd.): gp/set): tailor, temple
herbalist clothier, tailor, trader/importer, weaver Vial (common; 1 gp/ea.): alchemist,
Paddle, wooden (common; 1 sp/ea.): Silver (common; price varies by weight glassblower
carpenter, woodcarver and workmanship): jeweler, silversmith Vinegar (common; 5 cp/qt.): food store,
Parchment (common; 10 sp/sheet): illu- Sinew from strong animal (uncommon; 1 tavern, wine shop
minator, paper/ink maker, scribe gp/ea.): alchemist, butcher Water (everyday; free): gathering
Peas, split dry (common; 3 cp/lb.): food Skunk cabbage leaves (uncommon; 1 gp/ Wax (common; 1 sp/lb.): candlemaker
store cabbage): druid, gathering IV/iitewasn (common; 1 gp/gal.); painter
Phosphorus (uncommon; 5 gp/oz.): al- Slug (giant) digestive juice (rare; 50 gp/ Willow or other flexible wood (common;
chemist, glassblower, physician flask): alchemist 1 cp/yd.): carpenter, druid, gathering,
Pigments (uncommon; 5 gp/oz.): alche- Smoke (everyday; free): any fire source lumber yard
mist, painter Snake scales/skin/tongue (scarce; 6-12 gp/ Wood, small piece (everyday; free): gath-
Pine/pine cone (common; 1 cp/ea.): ea,): alchemist, magic shop ering
10
druid, gathering Snow : (varies) Woo/(common; 1 cp/oz. unwoven, 1- 20
Pine fa/-(common; 5 sp/pt.): alchemist, Soot: see Lampblack sp/yd. woven): farm, fuller, tailor, weaver
carpenter, painter, physician Spectre, essence of (very rare; 750 gp/ Wyrcnwooo" (uncommon; 5 gp/piece):
Pineal gland, from human or humanoid oz.): alchemist, magic shop druid
creature" (rare, 250 gp/ea.): alchemist, Spell books" (rare; 1000 gp + 100 gp/ YeWow-tinted glass, crystal, or mica (un-
magic shop, physician. spell level): magic shop common; 1-6 gp/ea.): glassblower, jeweler
1
Pins, siJver(uncommon; 1 sp/ea.): jew- Spell books, traveling ' (rare; 500
eler, silversmith gp+ 100 gp/spell level): magic shop Notes:
Pitch (common; 5 sp/pt.): carpenter, Spheres of crystal, glass, or mineral (un- 1 Alkaline salts are found in natural
painter, physician common; 5 gp/ea.): glassblower, jeweler water and arid soils.
Plant, green (everyday; free): gathering Spider, live (uncommon; 1 gp/ea,): gath- 2 Amaryllis (Hypoxis) stalks are native
Plums, dried (common; 1 cp/doz.): food ering, magic shop to southern Africa and would be uncommon
store Spider web (everyday; 1 gp/web): alche- in that climate. They are also known as
Port rind (common; 5 cp/lb.): butcher, mist, gathering, magic shop "Belladonna lilies."
food store, tavern Squid (giant) tentacle (rare; 50 gp/ 3 Bitumen is obtained by distillation
Potion of heroism or superheroism (rare; tentacle): fishmonger from coal or petroleum, and is occasionally
500/700 gp/ea.): alchemist Squid secretion (rare; 50 gp/flask): alche- found naturally.
Prayer beads/prayer wheel/prayer book mist 4 Human blood is actually not rare,
(common; 1-100 gp/ea.): temple Stalactites (scarce; 5 gp/ea.): gathering but because its indiscriminate gathering is
Prism, mj'nera/(uncommon; 5 gp/ea.): Steri (uncommon; 10-60 gp/sq, yd,): likely to cause trouble with the local author-
glassblower, jeweler smith ities, it is a troublesome substance to ob-
Quicksilver; see Mercury Sfone, small (everyday; free): gathering tain.
Quartz, rock crystal, smoky quartz (un- Stone, square chip (common; t cp/ea.): 5 Bromine salts are obtained from sea
common; 1-6 gp/ea.): glassblower, jeweler mason, quarry water and are only uncommon in the vicin-
Raisin (common; 3 cp/lb.}: food store Straw (common; 5 sp/bale): farm, stable ity of the ocean.
Rarn'shom (uncommon; 15 sp/ea.): String, piece (everyday; 1 cp/yd.}: cloth- 6 Castor beans are native to tropical
farm ing store, any craft shop, tailor, weaver Africa and Asia, and are common in similar
Reed (common; 1 cp/lb.): gathering, Stylus (uncommon; 1 gp/ea.): engraver, climates.
mill, weaver paper/ink maker, scribe/illuminator 7 Human flesh poses the same prob-
Resin (common, 1 gp/oz, for ordinary Su^ar(common; i gp/lb.): food store, lem as human blood; see Note 4 above.
sort; uncommon, 5 gp/oz. for resin from herbalist, tavern Both can be "gathered" by the spell caster,
camphor tree); alchemist, musical instru- Sulphur (uncommon; 1 gp/oz.): alche- of course, but watch out for alignment
ment shop, painter, paper/ink maker, mist, physician problems.
physician Sumac (uncommon; 1 gp/oz,): druid, 8 Gum arabic is a gum resin exuded
Rhubarb leaf, powdered (uncommon; 5 gathering by various African trees of the genus Aca-
sp/oz,): alchemist, herbalist Talc (uncommon; 1 gp/oz.): alchemist, cia. Because it travels well, and has many
Roceye(very rare; 500 gp/ea.): alche- beauty shop uses, it is only uncommon.
mist, magic shop 7aWow(common; 1 cp/lb.): candlemaker 9 Humus is found in compost heaps.
Rock (everyday; free): gathering Tea, herb (uncommon; 1-6 gp/lb.): herb- It is not made from chick peas.
Rod of amber, crystal, or glass (uncom- alist 10 Ice or snow is common or everyday
mon; 15 gp/ea.): glassblower, jeweler Thread (common; 1 sp/spool): clothing in appropriate climates, and unavailable
Rope (common; 50' for 4 sp): expedition store, tailor without magic in other climates.
outfitter, rope maker 77>orns (common; 1 sp/lb.): druid, gath- 11 Mercury has been known since
Rose petals (common; 1 sp/ea, rose): ering ancient times, but was thought to have uses
flower shop Tort, minute (common; 3 sp/ea.): bakery only in alchemy and medicine. It is also
Salt/rock salt (common; 1 gp/lb.): food Tortoise/turtle shell (common; 3 sp/ea.): known as quicksilver (q.v.).
store, herbalist fishmonger, jeweler 12 Moonseed plants are found in
Saltpeter (uncommon; 1 gp/oz.): stable, Treacle (common; 5 sp/qt.): alchemist, moderate, temperate, European climates.
quarry food store, physician, tavern 13 For a pineal gland from human or
Sand, fine/colored (uncommon; 1 gp/ Twigs (everyday; free): gathering humanoid creature, see Notes 4 and 7,
oz.): clockmaker, gathering Umber hulk blood (very rare; 750 gp/ above.
Scroll (uncommon-scarce; 10-60 gp/ea.): flask): alchemist 14 Spell books and traveling spell
illuminator, paper/ink maker, scribe Vampire dust (very rare; 1000 gp/oz.): books are treated in detail in {he Best of
Seashell (common; 1 sp/ea.): fishmonger, alchemist, magic shop DRAGON* Vol. Ill anthology. If the spell
gathering, jeweler Vellum (rare; 50 gp/sheet): paper/ink caster desires to make his own, the cosl will
Sesame seeds (uncommon; 2 maker, scribe/illuminator be the same.
herbalist Vermillion (uncommon; 10 gp/oz.): 15 Wytchwood is also known as Wytch

VOL. IV
Elm or Witch Elm, and is found in temper- ivory plaque of at least 100 gp value. This whole fashioned of an alloyed metal of
ate climates. can be carved by a jeweler, sculptor, or copper and zinc. A smith can make a set of
carver for 100 gp in 7-12 days. brass knuckles in 1-6 days for 100 gp. '
Fabricated items Magic mirror (M): A silver mirror of Hypnotic pattern (I): A crystal rod filled
Certain material spell components must 1000 gp cost. This can be manufactured by with phosphorescent material; can be made
be specially made, either by skilled crafts- a silversmith for 1000 gp in 14-21 days. by a glassblower in 7-14 days for 300 gp.
men or by the spell caster personally. The Leomund's secret chest (M): An excep-
following table provides information on tionally well crafted and expensive chest Variable spells
those components which must be fabricated, costing at least 5000 gp, and a tiny replica, Some speils have material components
costs, and how long it will take. Spells are perfect in every detail. The chance of find- which vary with each casting. The spell
identified by class: (C) = cleric, (D) = druid, ing a master craftsman capable of this work caster should write down the material com-
(M) magic-user, (I) = illusionist. is 50 % adjusted by the size of the city. The ponents to be used, and where he intends to
cost of doing the work is 5000 gp + (50- get them, prior to casting. The DM, using
Table VI 5000) gp. The replica costs 25000 gp + (25- the guidelines in the Players Handbook and
Fabricated material spell components 2500) gp. The work will take 7-12 months. this article, can then determine availability
Augury (C): A set of gem-inlaid sticks. Mordcnkainen 's faithful hound (M): A and costs, as well as the effectiveness of the
These sticks can be manufactured by a tiny silver whistle. A silversmith can manu- proposed spell components. Expensive,
jeweler in 1-4 weeks at a cost of 500 gp per facture such a whistle in 7-12 days for 50 rare, or particularly well chosen materials
set. gP- should result in full (or even slightly im-
Plane shift (C): A small, forked metal Sending (Mi): Two tiny cylinders, each proved) spell effectiveness; a half-hearted
rod. Tuning forks can be made and tuned with one open end, connected by a short attempt to satisfy the material requirements
by a smith or musical instrument maker in piece of copper wire. A smith can manufac- should be penalized.
1-6 days for 25 gp. ture this device in 1-8 days for 50 gp.
Change$taff(D): A staff of ash, oak, or Legend lore (M): Strips of ivory formed Table VII
yew wood made from the limb of a tree in a rectangle. This can be made by a jew- Variable spells
which had been struck by lightning within eler or sculptor in 1-3 days for 100 gp.
the past 24 hours. Obtaining the tree limb Project image (M): A small replica (doll) Druid spells:
requires one full day of searching following of the magic-user. For 100% spell effective- Animal friendship
a lightning storm. If your campaign has no ness, this doll should be prepared by a witch Slow poison
system to determine the occurrence of such or magic-user, at a cost of 300 gp in 1-4 Trip
a storm, assume a 10% chance plus 1% per weeks. A sculptor or tailor could produce
day, cumulative. There is a base 50% such a doll for 100 gp, but the spell would Magic-user spells:
chance of finding such a tree. Searchers only have 50% effectiveness in terms of Mount
may be hired to help in this search. Normal range and duration. Dismissal/Beckon
searchers add 10% to the chance for each Repulsion (M): A pair of small magnet- Fabricate
additional person; their cost is determined ized iron bars attached to two small canine Enchant an item
as per the DMG, p. 29. Druids or rangers statuettes, one ivory and one ebony. A Legend lore
add 25% per person, and cost 150 gp per skilled carver or craftsman could make this Banishment
day to hire. Curing the staff by sun drying device in 7-14 days for 200 gp. Clone
and special smoke requires 28 days. Shap- Spiritwrack (M): An illuminated sheet of Binding
ing, carving, smoothing, and polishing vellum. Although the final product of this
requires another 28 days. The finished staff, spell must be personally produced by the Illusionist spells:
showing scenes of woodland life, is then magic-user, the vellum can be illuminated Minor creation
rubbed with the juice of holly berries. This by a trained scribe in 7-14 days for 200 gp. Vision
work must be done by a druid of at least 3rd Contingency (M): An elephant-ivory Mirage arcane
level, and will cost 5,000 gp. statuette of the magic-user. This can be
Levitate (M): A piece of golden wire bent carved by a good sculptor in 1-4 weeks for Reusable items
into a cup shape with a long shank on one ISOOgp. Most material spell components vanish
end. A goldsmith can manufacture this in Duo-dimension (M): A thin, flat ivory upon use. A few, however, survive. Such
one day for a cost of 100 gp, likeness of the spell caster, gold filigreed, reusable items are particularly desirable for
Deeppockets (M): A tiny golden needle enameled, and gem-studded at a cost of spell casters.
and a strip of fine cloth given a half-twist 5000-10000 gp. This can be manufactured The following table lists all such material
and fastened at the ends. A tailor can man- by a trained sculptor in 2-8 weeks at a cost spell components. In some cases, it is not
ufacture this in one day at a cost of 100 gp. of 5000 gp + (d6 x 1000) gp. clear from the spell descriptions whether the
VWijp(M): A small bit of silk braided Mordenkainen 's sword (M): A miniature item is meant to be reusable or not; in those
into a miniature whip. A tailor can manu- platinum sword with grip and pommel of cases, a "(?)" follows the item. In the ab-
facture this in J-3 days for a cost of 15 gp, copper and zinc at a cost of 500 gp. A good sence of official rulings on these items, the
Clairaudiencc (M): A smail silver horn of smith could manufacture this in 1-4 weeks DM should use discretion in making the
100 gp value. This can be manufactured by at the listed cost. items either reusable or expended.
a silversmith in 7 - 1 2 days for 100 gp. Mordcnkainen's magnificent mansion
Tongues (M): A small clay model of a (M): A miniature portal carved from ivory. Table VIII
ziggurat. This can be manufactured by a This can be carved by a jeweler, sculptor, or Reusable material spell components
potter, sculptor, or mason for 100 gp in 7-12 trained carver in 7-14 days for 250 gp. Cleric spells, various: holy symboi
days. Volley (M): A bit of bent willow or other Sanctuary: a small silver mirror
Mcirs minute meteors (M): A small flexible wood, crisscrossed with specially Augury: A set of gem-inlaid sticks or
golden tube, 1000 gp cost. This can be prepared strands of gut. A carpenter or dragon bones
manufactured by a goldsmith or jeweler in musical instrument maker can build this in Locate object: a piece of lodestone (?)
14-21 days for 1000 gp. ]-6 days for 100 gp. Atonement: pray,er beads, prayer wheel,
Dig-(M): Miniature shovel and tiny Bigby's clenched fist (M): A small device or prayer book
bucket. A smith, jeweler, or other craftsman consisting of four rings joined so as to form Find the path: divination counters fa-
can make these items in 1-3 days for 50 gp. a slightly curved line, with an "I" upon vored by the cleric (as for augury)
Rary's mnemonic enhancer (M): An which the bottoms of the rings rest, the Control weather: prayer beads

40 BEST OF DRAGON
Druid spells, various: mistletoe or holly the Law of Contagion. leaves (uncommon: 1 gp/cabbage),
Shillelagh: an oaken club Higher-level spells generally have more Phantasmal force: a bit of fleece (com-
Changestaff; a. staff of ash, oak, or yew expensive material spell components than mon; 1 gp/lb.)
wood made from the limb of a tree which lower-level spells. The addition of high-cost Greycloak has paid 500 gp to the local
had been struck by lightning within the past components may increase spell effective- magician's guild in dues to use the guild's
24 hours. ness, at the discretion of the DM. This private magic shop. In order to make sure
should not exceed the addition of one level he has ample supplies for the upcoming
Magic-user spells to the spell caster's level for casting effec- adventure, he wants to buy ten sets of in-
Read magic: a clear crystal or mineral tiveness for each doubling of the cost of gredients for each spell.
prism (?) material spell components. The magic shop is located in a medium-
Bind: rope or ropelike object (?) Of course, poorly chosen or cheap mate- sized town (-10%), and is run by a 3rd-level
Clairaudience: a small silver horn of 100 rial spell components will substantially magic-user (no adjustment). SJeep is a 1st-
gp value (?) reduce spell effectiveness, or possibly not level spell, so the base chance to have the
Lightning bolt: a bit of fur and an amber, work at all ... but the spell caster may not most scarce of the possible components
crystal, or glass rod (?) know this in advance. (uncommon, -10%) is 80%. Greycloak rolls
Detect illusion: a piece of yellow-tinted less than 80% ten times, and receives ten
glass, crystal, or mica (?) Selling material components packets of fine sand and/or rose petals in a
Melfs minute meteors: a small golden A party of adventurers that kills a black waterproof box, for which he pays 100 gp.
tube of 1000 gp cost dragon, an umber hulk, a spectre, etc., The next item on Grey cloak's shopping
Magic mirror: a silver mirror of 1000 gp might elect to take the blood, ichor, or list is the ingredients for stinking cloud, a
cost essence back to civilization to sell to the second-level spell with uncommon compo-
Leomund's secret chest: two custom- local alchemist or magic shop. This is a nents. Again, there is an 80% chance that
fabricated chests good way for a resourceful party to make the components will be in stock, but this
Magic jar: a targe gem or crystal (?) some extra money. time Greycloak rolls an 85% on his fifth
Mordenkainen 's faithful hound: a tiny The price an alchemist or magic shop will roll, meaning that he can only buy four sets
silver whistle (?) offer will only be half the sale price as listed of components here, for a price of 20 gp
Project image: a small replica (doll) of the in Table V if very large quantities are each, or 80 gp. "Make sure they're pack-
magic-user (?) offered for sale, the offering price will plum- aged tightly." Greycloak growls. "Last time
Contingency: an elephant-ivory statuette met to as low as one-tenth. Of course, if the the party made me stay twenty feet down-
of the magic-user (?) party has sold several gallons of black wind!"
C&codemon: a brazier dragon's blood to an alchemist, the level of Because he still needs six more rotten
Trap the soul: a very large and expensive rarity in that area of the world should drop eggs (or skunk cabbage leaves) to get his
gem(?) considerably. desired amount, he decides to visit the local
Magic shops and some expedition outfit- alchemist. He could, of course, visit a farm
Illusionist spell ters might want to buy magic items, po- or a food dealer, but he wants to make sure
Hypnotic pattern: a crystal rod filled with tions, and scrolls found by the party which that the ingredients are pre-packaged.
phosphorescent mate rial are surplus to their needs. The price offered There is a base 40% chance that the local
will run about one-half the sale price in the alchemist will sell material spell compo-
Spell substitutions Dungeon Masters Guide. If a party mem- nents: the roll is successful. The chance of
Sometimes, material spell components ber wants to buy an item back, he will, of the items being in stock is 100% (base),
can't be found. The Players Handbook, p. course, be charged full price. -20% (alchemist), -10% (medium town),
64, notes that "Substitute materials might At the Dungeon Master's discretion, -10% {uncommon component) = 60%.
be allowed. This is up to your Dungeon magic shops may have a few select en- This time, Greycloak succeeds in making
Master. It should be noted that such substi- chanted items, scrolls, etc., for sale. These six rolls, and finishes his purchase for a
tutions could affect spell range, duration, can either be generated randomly, using the price of 15 gp/level x 2 levels x 6 sets = 180
area of effect, etc." If you decide to allow tables on pp. 121-125 of the DMG, or gp. He grumbles at paying the higher price,
substitutions, their effectiveness should be selected by the DM. As always, the DM but likes the odor-proof containers.
judged on (a) appropriateness and (b) ex- should not allow a randomly generated The third item on his list, fleece for the
pense. result to place an item of extreme power phantasmal force spell, would cost 30 gp for
In the AD&D game's magic system, into the party's hands. each casting if purchased in the local magic
material spell components tend to either shop. "Outgrageous, what these magic
follow the Laws of Magic or are puns on Using the system dealers get away with," Greycloak mutters.
modern-day references. Good material spell Greycloak, a 5th-level magic-user, is He visits the local fuller's shop, which is
component substitutions should have the preparing for a several-week expedition to 90% likely to sell fleece, a common item.
same characteristics. defeat the evil wizard Ashlock, who inhabits He buys a pound of fleece for 1 gp, and
The Laws of Magic require that the an old dungeon in the mountains. Because spends another gold piece to have his pur-
method of the spell be an analog to reality he must travel light, he has obtained and chase wrapped.
in some way. The Law of Similarity, for prepared a traveling spell book (500 gp) Finally, all the preparation is complete.
example, states that events resemble causes, with the spells charm person, magic missile, His horse has been groomed and fed by
which is the principle behind pouring water sleep, stinking cloud, forget, and phantas- stableboys, his dagger sharpened, all his
on the ground as part of a rain dance. The mal force (IQQQ gp to inscribe). Fortunately, magic items carefully checked and ready for
Law of Contagion, which states that things charm person, magic missile, and forget use. "Now for a good night's sleep," Grey-
once in contact continue to interact From a have no material components. cloak says to himself, and yawns. "And on
distance after separation, is the principle Using the spell descriptions in the Players the morrow, the adventure begins!"
behind a voodoo doll. Handbook and the tables in this article,
Examples of modern-day references and Greycloak makes the following list: Conclusion
puns in the AD&D magic system include Sleep: A pinch of fine sand (uncom- I hope this information will allow the
the brass knuckles used in Bigby's clenched mon; 1 gp/oz,), rose petals (common; 2 more active use of material spell component
fist (the glove itself being an example of the sp/ea,), or a live cricket (uncommon; 1 rules in your campaign. Properly used,
Law of Similarity), the copper piece used in gp/ea.) material spell components add to the ro-
ESP ("penny for your thoughts"), or the Stinking cloud: a rotten egg (uncom- mance and realism of magic use, and some-
tin-can telephone in sending, which implies mon; 1 cp/ea.) or several skunk cabbage what restrict the power of spell casters.

VOL. IV 41
Finish fights faster
A simpler system for unarmed combat

by Roger E. Moore From issue #83, March 1984


The rules for weaponless combat in the combat techniques. Everyone else that cumulative.) The attacker may also be
AD&D game system are difficult to use is, anyone who uses the "regular" weapon- eligible for these bonuses to hit: + 2 vs. an
and time-consuming. Many players skip less combat system instead must use a encumbered opponent, or on an attack from
over them or develop their own systems for weapon to inflict damage on an opponent in behind (but thieves and assassins, of course,
unarmed combat. Part of the problem lies such cases. strike from behind at + 4); or, -t 4 against
with the methods for detemining hits, dam- Only barbarian characters can use opponents who are prone, slowed, partially
age, and subdual damage, which often unarmed combat to harm monsters who are bound, or stunned. Any pummeling attack
require players to calculate percentage otherwise hit only by magical weapons, automatically hits an opponent who is
differences in opponents' heights and provided that the barbarian is of sufficient immobile (e.g., asleep, held, or paralyzed),
weights, and so forth. This is confusing and level to do so. If the attacker is charging, the first pum-
somewhat daunting to players and Dungeon To use unarmed combat, a player simply meling attack is made at + 2 to hit, but no
Masters alike. indicates his character's intention to do so at other unarmed attack during the melee
Following is a suggested alternative to the the start of a melee round, and the DM receives the same bonus. Also, note the
weaponless combat system in the Dungeon then follows the directions in the appropri- penalties to armor class for a charging
Masters Guide. It divides such combat into ate section (pummeiing, kicking, or grap- attacker, as outlined in the Dungeon Mas-
three attack modes: pummeling, kicking, pling). This system has been made as ters Guide, p. 66.
and grappling. Any character can use these simple as possible without sacrificing game
attack modes except monks, who are given "realism," and at the same time staying in 3. If a hit is scored, determine damage
special training in open-hand attacks and accord with the spirit of the AD&D game according to this table:
are treated as per the Players Handbook. combat rules.
None of the three modes of weaponless Attacker ''To hit" Pummel Chance
combat may be combined with any weapon PUMMELING strength modifier damage to stun
attack, spell attack, or psionic attack, but a 3 -3 1 0%
psionic defense mode and a weaponless 1. Two pummeling attacks may be made 4-5 -2 1 0%
combat mode may be used at the same per round by members of non-fighter 6-7 -1 -2 0%
time, A character who can make more than classes, by humanoid monsters (those listed 8-9 0 -2 01%
one weaponless attack per round is also able below), and by lower-level members of the 10-11 0 -2 02%
to switch modes between those attacks, as fighter class (fighters and paladins of levels 12-13 0 -2 04%
long as each opponent is not attacked in 1-6, rangers of levels 1-7, and barbarians 14-15 0 -2 07%
more than one way. In other words, any and cavaliers of levels 1-5). 16 0 -3 10%
character fighting a single opponent cannot Three pummeling attacks may be made 17 + 1 -3 13%
change from one attack mode to another per round by fighters and paladins of levels 18 +1 -4 16%
during a round. Anyone can change attack 7-12, rangers of levels 8-14, and barbarians 18/01-50 +1 2-5 20%
modes from one round to the next. (Obvi- and cavaliers of levels 6-10. 18/51- 75 +2 2-5 25%
ously, circumstances may sometimes make Four attacks per round may be made by 18/76- 90 +2 3-6 30%
it impossible to follow these guidelines.) fighters and paladins of level 13 or higher, 18/91-99 +2 4-7 35 %
In an attack by an unarmed character rangers of level 15 or higher, and barbarians 18/00 +3 5-8 40 %
against an opponent with a weapon, the and cavaliers of level 11 or higher. 19 +3 6-9 50%
armed opponent generally gains a + 3 on Any attacker must have at least one hand 20 +3 7-10 60%
initiative die rolls to reflect the longer reach free to pummel. 21 +4 8-11 70%
of the weapon. This does not apply when 22 +4 9-12 80%
the opponent is armed with claws or dag- 2. The attacker makes a normal roll to hit 23 +5 10-13 90%
ger(s), in which case the reach of the against the opponent, applying strength 24 +6 11-14 100%
weapon is minimal and initiative is deter- bonuses as well as armor class adjustments
mined as usual. to hit for a fist or open hand against the Bonuses to damage: + 1 For pummel-
These rules were meant to apply only to armor type the opponent is wearing (for ing with a dagger pommel, or + 2 for
combat between opponents who are manlike these, see this article's appendix). The pummeling while wearing metal gaunt-
in shape (see the list given in the pummel- opponent gets armor class adjustments for lets or cesti.
ing rules). Only very rarely does unarmed high or low dexterity as usual. Note: Strengths higher than 18/00 are
combat occur with other types of oppo- Add a further + ) to hit if the arfaciter is givTcn for characters using magical
nents. And often, only a monk character using a dagger pommel to strike with, or potions or effects to increase their
would stand a chance to harm an opponent + 2 to hit for an attacker using metal gaunt- strength to giant levels (see girdle of
like a bear, for instance, using unarmed lets or cesti. (These two bonuses are not giant strength, DMG, p. 145).
42 BEST OF DRAGON
The chance of stunning an opponent with 8 halfling* a kicking attack. A character with a 16 or
a given blow is equal to one's chance to 9 kobold, skulk, tasloi, xvart 17 strength will make a knockdown on a
bend bars/lift gates. A stunned combatant is 10 gnome*, goblin, human* maximum (3 hp) kick attack. A character
disoriented for the remainder of the current 11 frost man, gibberling, half-elf, with a strength of 6 through 15 has a 25%
round and all of the following round, dur- spriggan (small), svirfneblin chance of making a knockdown on a
ing which time his attacks are made at -1 to 12 derro, duergar, elf*, half-ore*, maximum-damage (2 hp) kick attack, and
hit, and he loses the benefit of any dexterity ore characters with strengths of less than 6
bonuses to armor class. In addition, any 1 4 dwarf*, norker cannot make knockdowns,
character attacking a stunned opponent 15 grimlock, hobgoblin, qullan A character who has been knocked down
does so with a + 4 bonus to hit, unless the 16 gnoll, half-ogre* loses any further attacks in the current
attacker is also stunned, in which case the -1 17 bugbear, flind melee round and automatically loses initia-
penalty to hit applies instead. 18 cyclopskin, ogre tive in the following round. Only opponents
The effect of consecutive or close-together (no percentile roll) who are no more than 1' taller than the
stunning blows is not cumulative; a combat- 18/01 ogrillon attacker are subject to knockdowns.
ant cannot be stunned when he is already in * average NPC value
that condition. However, it is possible for 4. Monsters will use kicking attacks only
an attacker to (in effect) keep an opponent Leader types and chieftains of these races in the rarest circumstances, such as when
continually stunned by winning the initia- will be somewhat stronger than average, as the monster is cornered and has no other
tive in every odd-numbered round and a rule, and females will generally be some- way to attack. But even in those cases, the
landing a stunning blow on the first pum- what weaker. Ogrillons are exceptional in monster will generally attempt to pummel
meling attack that follows in that round, two ways: their tough fists and high before trying to kick.
Monks are immune to this stunning effect, strength enable them to deal 2-7 points of
as are all fighter-class characters (including damage on a pummeling attack (the only 5. Monks may be assumed to interchange
paladins, rangers, etc.) who are high way an ogrillion fights), and, unlike "nor- hand and foot attacks, at the referee's
enough in level to get three or more pum- mal" pummeling attacks, damage from option, freely substituting any number of
meling attacks per round. ogrillon blows can kill. their regular hand attacks for kicks. A kick
Pummefing damage is considered "real" from a monk gains an additional + 1 on
damage, and may be healed the same as KICKING damage rolls, and monks do not get a -1
any other sort of damage (by the use of penalty on barefoot "to hit" rolls, but they
spells or potions, by resting, etc.). When a 1. Members of the fighter class (or one of must use armor class modifiers like every-
victim takes enough damage from a particu- its subclasses) may attack by kicking twice one else.
lar punnmeling attack to bring that charac- per round. All other characters and crea-
ter to zero hit points, the victim falls tures can attack by kicking once per round. GRAPPLING
unconscious for 1-4 turns. He is left with (See note 5 for information on monks.) To
zero hit points during this time; points of make even a single kicking attack, both feet 1. No character or monster can make
damage that would have brought his hit must be unchained and otherwise unencum- more than one grappling attack per round.
point total to less than zero are simply bered and free to move. The attacker must have both hands free and
dropped. This allows captives to be taken, cannot be holding something in one or both
and reflects the generally non-lethal nature 2. A kicking attempt is resolved by mak- of them.
and intent of weaponless combat. However, ing a normal "to hit" roll (including
damage taken from a monk's open-hand strength bonus or penalty, if any), but 2. A character or monster attempts a
attack is treated like any other attack dam- incorporating the adjustments for armor grappling attack by making a normal "to
age, and can kill opponents. class as if the attacker were using a club. hit" roll and incorporating adjustments for
Barefoot kicking is done at -1 "to hit," but hampered opponents and for charging, as
4. If an attacker is using the pommel of a the attacker takes no damage from kicking given in the pummeling rules. No armor
magical dagger, the "to hit" and damage hard armor, unlike pummeling. Bonuses class adjustments are used, unlike pummel-
bonuses of the dagger may be applied to apply to the chance to hit against opponents ing and kicking. However, each type of
pummeling attacks as well. hampered in some way, as per the pummel- grappling attack carries a penalty "to hit"
ing rules. The attacker gets + 2 "to hit" according to its difficulty and complexity.
5. Hard armor (AC 5 or better) is bad when making a charge, but only one kick Likewise, damage varies from one attack
news for bare-handed attacks. A character can be made in the first melee round imme- form to another. The following list gives
who attempts to pummel someone wearing diately following the charge. each attack form, its "to hit" penalty in
hard armor will take 1 point of damage parentheses, and notes on damage and
(plus his own damage bonus for exceptional 3. If a hit is scored, use the pummeling other details.
strength) with every strike. Using a dagger table to determine a base figure for damage A: Pin one arm and hold (-2) causes 1
pommel or a rock, or wearing padded metal according to strength. A kick attack gets a point of damage when the pin is applied
gauntlets or cesti, will prevent this "self- + 2 bonus to damage if the attacker is wear- and another 1 point for each round the hold
inflicted" damage. ing hard or metallic boots, or + 1 to dam- is maintained. The opponent can break the
age if the attacker is wearing soft boots or is pin immediately (but not negate the initial i
6. Members of all of the player character barefoot. Also, a kick made at the end of a point of damage) by making a successful
races humans, dwarves, elves, half-elves, charging run is + 2 to damage over and roll to open doors in the same round. If the
half-ores, gnomes, and halflings may above these standard bonuses. pin is not broken, it t:a.n be maintained
make pummeling attacks. Monsters of The chance to stun an opponent by kick- from round to round if the attacker con-
manlike shape and size (up to the height of ing is the same as for a pummeling attack, tinues making the required roll "to hit" and
an ogre) may also make pummeling attacks. dependent on strength. Damage taken from if the opponent continues to fail his roll to
Note that some monsters, like quaggoth and kicking is treated the same as any other break the hold. An opponent pinned in this
trolls, do not pummel because they have damage. Unlike pummeling damage, kick- way can still make a pummeling attack with
effective claw attacks instead. ing damage can kill by reducing the victim's his free hand, or kick, or strike (at -2 "to
If the strength of a pummeling combatant hit points to below zero. hit") with a weapon being held in the
is not known, use the following list as a A character with a strength of 18 or unpinned hand. This attack form can be
guideline to the average strength for a above will automatically knock down an turned into a pin of both arms (attack form
member of the character or creature's race. opponent if maximum damage is scored in B) if the attacker makes a second roll "to

VOL. IV 43
hit" for attack form A in a subsequent weapon (if possible) at -4 "to hit," The round, but any or weapon being held may
round; however, the hold is broken entirely attacker can maintain his superior position have been dropped (50% chance) in the fall.
if the second attack fails. and keep dealing damage to the opponent, If so, the opponent automatically loses
B: Pin both arms and hold (-4) causes 1 -2 as long as desired or until the opponent initiative for the next round if he wants to
points of damage initially and another 1-2 causes 3 points of damage or more in a retrieve the object immediately.
points for each round in which the hold is single counterattack, or until the attacker is
maintained. As above for attack form A, the reduced to half of the hit points he had An unarmed attacker may use only one
opponent must make an "open doors" roll when the overbearing attack was made. grappling attack form per round, but may
to free one arm from the pin. He is entitled E: Choke hold (-4) does 1 -6 points of switch attack modes from round to round.
to two separate rolls in the same round to damage, plus strength bonus or penalty, per All damage suffered from grappling attacks
try to break the hold entirely; if the oppo- round. The opponent makes aJI strikes is treated the same as damage from pum-
nent succeeds in freeing only one arm, the against the attacker at -2 "to hit," including meling attacks. Opponents taken to zero hit
attack is then treated as a one-arm pin unarmed attacks except for an attempt to points or less will fall unconscious with zero
(attack form A), for as long as the one-arm throw the attacker (attack form F), which is hit points and will remain in that condition
hold is maintained. An opponent with both still done at the normal chance, using only (unless slain) for 1-4 turns, after which time
arms pinned may try to kick, throw (attack the standard -6 penalty "to hit." they will regain consciousness with 1 hit
form F), or knock flat (attack form D) his F: Throw/flip (-6) does 1-lOpointsof point. The remainder of damage is recov-
attacker, but cannot effectively use any damage, plus strength bonus or penalty, ered by normal means (rest or magic).
other attack method. The attacker may turn only in the round the throw is accomplished
this hold into a bear hug (attack form C) in (also see Rule 3 below). In addition, the 3. An attacker receives + 2 "to hit" when
a subsequent round by simply doing so; no opponent is automatically stunned as per attempting to grapple an opponent less than
roll "to hit" is required in this case. the pummeling rules (exceptions allowed), one-half of the attacker's height, and a + 2
C: Bear hug/crush (-2) does 1-4 points of and automatically loses his next initiative to damage on any hit with attack form F
damage, plus the attacker's strength bonus roll. (throw/flip).
or penalty, for each round the hold is main- G: Trip (-2) does 1-2 points of damage in An attacker suffers a -2 penalty "to hit"
tained. Since this hold is applied only to the the round it is accomplished, if the oppo- when attempting to grapple an opponent
torso, the opponent has his arms and hands nent fails to roll his dexterity score or less who is more than 1 'h times the attacker's
free; he may strike back with a weapon (at - on 3d6. The opponent is able to get back to height, and against such opponents attack
2 "to hit") or by pummeling or kicking, or bis feet, if desired, for the start of the next form F (throw/flip) cannot be used.
by trying to throw his attacker or knock him
flat. If either of the latter two attacks suc-
ceeds, the attacker's hold is broken. Other- Appendix: Armor class adjustments "to hit" for pummeling and kicking
wise, the hold may be maintained until the
defender does 3 points of damage or more Armor class
in a single counterattack, or until the 2 3 4 5 6 7 8 9 1 0
attacker loses half of the hit points he had
when the hold was begun. Fist o r open hand - 7 - 5 - 3 - 1 0 0+2 0 +4
D: Knock f]at and hold down/overbear
does 1-6 points of damage, plus strength Bare foot (as club) -5 -4 -3 -2 -1 -] 0 0 +1
bonus or penalty, per round. The opponent
can try to "shake off" the attacker and get Armor classes better than 2 are treated as AC 2.
back to his feet, at a chance equal to twice Opponents having AC 8 or AC 10 are assumed to not be using shields;
the character's percentage roll for bending opponents with AC 9 are assumed to have shields.
bars/lifting gates. Or, the opponent can try
to pummel or kick, or may attack with a A Hvn? STA O

Two-fisted fighting
Wielding more than one weapon

by Roger E. Moore From issue #68, December 1982


One of the more obscure rules in the These scores were determined by using a 2 attacks per round with a weapon in each
Dungeon Masters Guide is on p. 70, under base "to hit" penalty of -2/-4 for the hand, and has 3 attacks per round in the
"Attacks With Two Weapons." It states, primary/secondary weapon hand, and same situation against a creature with less
briefly, that a character may choose to adding the Reaction/Attack ing adjustments than one hit die.
attack with a weapon in each hand if so for dexterity, as given in the Players Hand-
desired. The weapon in the favored hand book, If a character uses a weapon in his Attacks per round with two weapons
may be any one-handed weapon, but the secondary hand without using a weapon in Class & level Attacks/round
other hand must carry either a hand axe or the primary hand or while holding a shield Fighter 1-6 2
a dagger. Dexterity affects combat, with in the primary hand, the penalties "to hit" Paladin 1-6 2
increasing penalties "to hit" for characters for the secondary hand should be used as Ranger 1-7 2
with relatively low dexterity and lesser shown above. Rather than have a separate Other classes
penalties for those with higher dexterity. category of people defined as ambidextrous, (of any level) 2
This rule needs expansion; it leaves a lot able to use a weapon equally well in either Fighter 7-12 3
of situations open to interpretation, and hand, persons with high dexterity (17 + ) Paladin 7-12 3
some of the potential problems and benefits could be considered ambidextrous; their Ranger 8-14 3
should be described in more detail. If secondary hands will function almost as well Fighter J3& up 4
Dungeon Masters allow characters to use a as their primary hands. Paladin 13 & up 4
weapon in each hand, characters will obvi- As to the sorts of weapons that may be Ranger 15 & up 4
ously become more powerful offensively. used in the primary and secondary hands,
High-level fighters with high dexterity will the following selections are given. It was A character striking an even number of
become particularly fearsome in combat, arbitrarily decided to restrict the types of times per round will have those attacks
Other character classes could also benefit weapons usable in the primary hand to divided evenly and alternately between the
from this ruling. However, players may well those not exceeding 4' in length or 100 gp two weapons being used, starting with the
not choose to have their characters use such in weight, and to those which can be used in primary hand weapon. If the character
an attack mode, since they will generally be a space of 4' or less. Secondary hand weap- strikes an odd number of times, the attacks
unable to use a shield to defend themselves ons would be limited to one-half of the will be made alternately between the two
at the same time. Though the expansion of above specifications. These rules would weapons, starting and ending with the
the rules in the DMG presented here is govern weapon use for characters of approx- primary hand weapon.
unofficial, I have tried to make it workable imately human size (5' to 7' height). Any strength bonuses to hitting and
and logical within the present framework. Weapons usable in primary hand', damaging scores are applied to attacks
Handedness should be established for battle axe, hand axe, club, dagger, made with either hand. Any non-
each character in whatever manner the DM horseman's flail, hammer, footman's proficiency penalties for using a weapon a
sees fit, with either the right or left hand mace, horseman's mace, footman's pick, character has not used frequently are
becoming dominant; it's best to let the horseman's pick, scimitar, broad sword, accounted for in the attacks a character
player make this simple choice rather than long sword, short sword. makes with that weapon, no matter which
using a table. Once declared, handedness is Usable in secondary hand: hand axe, hand it is used in.
permanent for that character, alterable only dagger, hammer, horseman's rnace, A character may, if desired, hold both a
by use of a wish or an act of the gocis. horseman's pick, short sword. dagger and a small shield in the secondary
The following table, adapted from the The DMG states that only a dagger or hand. In such a case, at the start of each
DMG, gives the penalties "to hit" for a hand axe may be used as a secondary hand round of combat, the character must declare
player character using two weapons, one in weapon. DMs are free, of course, to adhere whether he is going to attack with the dag-
the primary hand and the other in the sec- strictly to this ruling; the selections above ger or defend with the shield in that round;
ondary hand: were added to increase variety within a the character cannot gain the shield's bene-
reasonable degree. fit and use the dagger in the same round.
Character's Primary Secondary Characters using a weapon in each hand No other weapon but a dagger is suitable
dexterity hand hand will effectively double the number of attacks for this kind of tactic, Attacks with the
3 -5 -7 they may make each round, as shown in the dagger must be made at an additional -1
4 -4 -6 table below. Such attacks would apply only penalty "to hit," on top of all other penalties
5 -3 -5 to thrusting or striking weapons. Fighters or bonuses "to hit," because of the weight of
6-15 -2 -4 and members of fighter subclasses in com- the shield on the forearm.
16 -1 -3 bat with creatures having less than one hit For characters of racial types generally
17 0 -2 die will gain an additional attack. For shorter in height than 5', the following
18-20 0 -1 instance, a 2nd-level fighter normally gets selection of weapons for primary and sec-

VOL. IV 45
ondary hand use are given. Those printed a shield) besides those mentioned above uses two weapons, is a 15th-level ranger
in italic type may be used in the primary would be the horseman's flail, footman's who attacks only twice per round; it is not
hand by dwarves only, since only they are mace, and broadsword. All other weapons mentioned whether he receives a penalty
massive and strong enough to manipulate (including the ever-popular battle axe) must "to hit" with his left hand's weapon.
the indicated weapons. Halflings, gnomes, be used two-handed because of their size Though I would probably let these charac-
and other small races of 3' to 5' average and weight. ters stand as written, it would be a good
height may make use of the other weapons. The Legends & Lore book offers a couple idea to establish some internal consistency
Weapons usable in the primary hand of examples of characters who commonly to an AD&D campaign and to adopt rules
by (hose under 5' tali: hand axe, dub, use two weapons: Fafhrd and the Gray that apply to all characters.
dagger, hammer, horseman's rnace, Mouser from the Nehwon mythos. Interest- Until such time as official rulings are
horseman's pick, scimitar, long sword, ingly, the material in that book seems to outlined on the above, this article is offered
short sword. contradict the rulings in the DMG, The to cover these situations. Next time you
Weapons usable in the secondary hand Gray Mouser fits in with the above tables as want to scythe a pathway through an ore
by those under 5' tail: hand axe, dagger. far as attacks per round with two weapons, army, use two weapons instead of one, and
As a side note, the only other weapons a but receives no penalties "to hit" because double your fun. But doesn't that half-ore
dwarf could logically use one-handed (with he has a 19 dexterity. Fafhrd, who likewise chieftain have two weapons, too?

The whole half-ogre


The best darn door-opener there is

by Roger E. Moore From issue #73, May 1983


The From the Sorceror's Scroll column in parent, half-ogres may learn one additional paign, the referee should remove all the
issue #29 of DRAGON Magazine dis- language as well, but no more. The base influences of any ogre parent including
cussed the addition of new and reasonable movement rate of half-ogres is 12". all knowledge of any language but the com-
character races to the AD&D game. In Half-ogres range from 7' to 8' in height mon tongue and other human languages
particular, the characteristics of half-ogres, (80 + 4d4 inches) and from 315 to 425 from the character.
the offspring of human and ogre parentage, pounds (305 + 10dl2) in weight. Skin color Racial prejudice, on the half-ogre's part
were outlined. and hair color are variable, but tend to be as well as on everyone else's, should not be
From what little I've heard about the brown, greyish, black, dull yellow (skin overlooked. Most humans and demi-
campaigns other people have, I've noted only), or one of the above with a slight humans will regard a half-ogre with grave
that half-ogre characters enjoy some mea- gray-green hue. Most half-ogres have suspicion at best upon first meeting it. The
sure of popularity. Despite the limitations humanlike eyes, though about 20% have "Humanoid Racial Preference Table" in
the half-ogre has in intelligence, dexterity, the white pupils common to ogrekind. the DMG may give clues as to half-ogre/
wisdom, and charisma, and regardless of A haJf-ogre begins his adventuring career humanoid reactions, using the ogre refer-
the other obstacles a half-ogre may at 15 + Id4 years for fighters, 20 + Id4 years ences. Prejudice accounts in large part for
encounter in an AD&D environment, the for clerics, and 24 years for fighter/clerics. the low charisma that half-ogres have. (See
race constitutes an enjoyable alternative to An aging table for half-ogres, developed section II below.)
humans, dwarves, and the like. Those who along the lines of the one on p. 13 of the There are a number of advantages and
prefer "pure" rules can exclude half-ogres Dungeon Masters Guide, appears below; disadvantages to being a half-ogre. On the
from being player characters, but can use for the effects of aging, also see the DMG. positive side, their greater size and mass
them as NPCs, henchmen, and hirelings. allows half-ogres to use bastard swords with
Some work is needed to flesh out the Young Aduit: 12-3 8 years one hand and still get the full damage figure
race, whether for use as player characters or Mature: 19-40 years of 2-8/2-16 from such a weapon. Greater
non-player characters. Half-ogres may Middle Age: 41-80 years size and strength would allow the use of a
become fighters or fighter/clerics only if Old Age: 81-110 years rod of lordly might or hammer of thunder-
used as player characters; NPCs are allowed Venerable: 1 1 1 - 1 4 0 years bolts to better advantage. Like all beings
to be clerics only, in keeping with the guide- but humans, half-ogres are immune to
lines in the Players Handbook. Dungeon Alignment is a touchy subject, since most lycanthropy. Large shields would prove to
Masters might amuse themselves with a adventuring groups are full of paladins, be easier to manipulate for a half-ogre than
rare bird who has some very low-level (2nd rangers, good patriarchs, and evil-hating a human, and offer the best protection for
at highest) thief or assassin abilities, to neutrals. Half-ogre player characters can such a large body. Protective rings, bracers,
throw a wrench into players' plans. Half- become true neutral or chaotic neutral to and amulets may be used by this race.
ogres can advance to an unlimited level as circumvent this problem, taking a few steps Happily, rangers would not be able to get
fighters, but cleric advancement stops at in the direction of chaotic evil when no one their anti-humanoid bonuses to damage
fourth level. is looking, but generally maintaining a against half-ogres, just as they don't against
In addition to learning common, ogrish, workable balance of alignments. If a good- half-ores.
orcish, and troll tongues from their ogre aligned half-ogre were to appear in a cam- On the negative side, half-ogres are never
46 BEST OF DRAGON
psionic. The alignment tendency toward half-ogre's weak characteristics up to more II. Racial preferences
chaotic evil makes the acquisition of hench- acceptable levels, and may even out some of Half-ogres are preferred (P).
men and hirelings difficult, and can lower the imbalance the player might perceive. It Half-ores are tolerated (T).
loyalty scores {as noted in the DMG). The should be noted that there is no difference Humans are regarded neutrally (N),
cost of armor and clothing is high, perhaps in maximum ability scores for male and All others arc hated (H).
two or three times the norm for that of any female half-ogres; both can have up to These feelings generally work both
other humanoid. Half-ogres, once slain, will 18(00) strength, though only as fighters or ways.
stay dead unless raised by a wish or the use fighter/clerics.
of a rod of resurrection, requiring the same As pointed out earlier, having half-ogres III. Special characteristics
number of charges as a half-ore of the same as player characters is up to the DM and Infravision range is 60',
class. {However, poisoning may be reversed the kind of campaign he wants to run. I The languages of ogres, ores, and
using the appropriate cleric speils, as with believe they have some merit, at least as trolls are learned only if the ogre parent
any other character.) When struck by any NPCs, and can add interesting new per- is present.
weapon, half-ogres will always take damage spectives to the game. It is to them (in Two hit dice of the appropriate type
as larger-than-man-size beings. (Beware of particular to Gi-Joe and John Grond, the are gained at 1st level; progression is as
two-handed swords!) They are also too big two best half-ogres in our campaign) that normal at 2nd level and above.
to ride anything less massive than a small this article is dedicated. Go forth and beat Half-ogres have swarthy, dull com-
elephant, and mounts of this size aren't those kobolds into little pieces! plexions with dark, lank hair.
readily available or inexpensive enough to
I. Half-Ogre ability scores
easily purchase.
Strength: 14-18 '
Going deeper into the rules, there are The preceding guidelines are paraphrased
even more factors working against the half- Intelligence: 3-12 '
Wisdom: 2-12 z from information contained in the original
ogre. Magical items that vary in effect with article, "The Half-Ogre, Smiting Him Hip
Dexterity: 3-12 2
the user's weight become less effective when and Thigh" in From the Sorcerer's Scroll
Constitution: 14-18 J
used by a being that weighs an average of by Gary Gygax in DRAGON issue #29,
Charisma: 2-8 '
370 pounds. Certain magical boots,
brooms, armor, robes, cloaks, and magical 1: Roll d6: 1 = 14; 2- 15; 3 = 16;
4= 17; 5 or 6= 18. Fighters with 18
walking or flying steeds won't fit, won't
strength add +25% to roll for excep-
work at full effectiveness, or won't work at
tional strength, up to 18(00) maxi-
all for a half-ogre. Enterprising DMs may
mum.
insert a potion of half-ogre control into the
2: Use 3-10 if human parent is
appropriate place in the chart on potions of
below norm (10 or less) in this ability.
human control in the DMG, and leave such
3: Roll d6, applying the result the
lying about for discovery by enemies of the
same as for strength.
half-ogre. The + 3 hammer (dwarven
4: Double the charisma score for
thrower) and hammer of thunderbolts will
effective score vs. ogres and other
affect a half-ogre as they will a full-blooded
half-ogres.
ogre. Even as big as they are, half-ogres
aren't big enough to fully employ either the
mattock or the maul of the titans. And half-
ogres, whether PCs or NPCs, are -2 "to
hit" against dwarves and -4 "to hit" when
fighting gnomes, since those smaller races
are so skilled at battling bigger folk.
After all that, one wonders why half-ogres
as player characters would be any good.
Well, in a few words, half-ogres are the best
darn door-openers in the whole universe.
Those wimpy little kobolds clutch their
ridiculous little spears and whine in unison
when 7'6" of solid muscle smashes their
door to splinters and walks in, and even
other larger monsters have serious reserva-
tions about attacking unless they belong to
the kamikaze school of combat philosophy.
Half-ogres might get ores or half-ores to call
off attacks, or relate to ogres and trolls on a
friendly basis (they all go back a long way
together). They can also terrify local human
populations into leaving the half-ogre's
party alone, simply by smiling and reveal-
ing those fangs that Daddy or Mommy
Ogre left them.
These influences and potentials are subtle
things, certainly, and DMs may not always
take them into account. If the player
enforces this sort of attitude by emphasiz-
ing, in delicate ways, that his or her charac-
ter is big, mean, and iikes it that way, other
people will tend to go along with the idea.
The use of wish spells or the appropriate
magical manuals and tomes may bring a

VOL. IV
Riding high
Aerial mounts add a new dimension

by Roger E. Moore From issue #50, June 1981


One of the most interesting things a character can acquire in an The process of careful elimination still leaves a fair number of
AD&D game adventure is a flying mount. Covering long distances creatures that enterprising characters could use as steeds. Some of
at high speeds and engaging in combat with other airborne oppo- the most promising (and others not so promising, but at least possi-
nents (shades of the Battle of Britain!) adds lots of fun and excite- ble) are examined in this article. The Monster Manual and the
ment to the game. The flip side of the coin, of course, is the expense DM's imagination will provide more information as needed.
of feeding, housing, and training your steed (and minor annoyances
such as falling out of the saddle while a quarter mile in the air. . . .). Alignment
A lot of things must be considered when choosing a winged mount. A creature's alignment may be taken as a broad indicator of its
A check through the Monster Manual reveals a large number of temperament and may be used in dealing with the requirements of
creatures capable of flight, but few of them are able to be ridden into the creature's upkeep. Lawful creatures will respond well to regular
the sky. Winged humanoids, creatures smaller than man-size, and patterns of feeding, sleeping, exercise, etc, A late lunch will anger a
levitating monsters make poor mounts. Creatures which would carry manticore more than it will a pegasus. Likewise, chaotic creatures
passengers only in their claws (such as giant eagles and perytons) will often resist such regular feeding schedules, and may eat at odd
can be left out, as can most monsters from the outer planes (ki-rin, times of the day, when the whim moves them. Neutral creatures
couatl, demons, devils). Continued use of a lammasu mount (espe- usually have a fairly regular schedule, eating when they are hungry
cially against its will) might draw a lightning bolt from an angry and sleeping when they are tired, but will not adhere to a schedule
god, so it is not a viable choice either. as strictly as lawful beasts will.

TABLE OF POSSIBLE AERIAL MOUNTS


Max. Max.
wt. (gp) Wt. (gp)
Align- carried at Full carried at Half
Creature ment Diet Advantages Disda vantages full speed speed half speed speed
Chimera CE C 5, 6', 8, 14 1, 2, 3, 5, 6, 7, 9, 12. 1.1. 16 4,500 18"
1 O
_,/_
n/a _/_
n/a
Dragon, White CE C 2 , 4 , 5 , 6 , 7 , 8 , 11, 12, 14, 15 1 2, 3, 6, 7, P 12, 13 6,000 10*
J\f 1 9i jftfifi
1 UUU
1C"
ij
Dragon, Black CE C 2, 4, 5, 6,7, 8, 12, 14, 15 1 2, 3, 6, 7, 9 12, 13 9,000 24" 10
I Q ^Aftfi
WU 19*
1 i
Dragon, Green LE C 2, 4, 5, 6, 7,8, 12, 14, 15 I 2, 3, 6, 7, 9 12 13 12,000 74"
iT 1l Oftj Uflflfl
UU 1 *7 *
2
Draeon,
& * Blue LE C 2, 4, 5, 6, 7, 8, 12, 14, 15 1, 2, 3, 6, 7, 9 ., 13
s , 12 15,000 4T
94r * *m Ann
JUjLHJU 1 O*
14
Dragon, Red CE C 2, 4, 5, 6, 7, 8, 12, 14, 15 1, 2, 3, 6, 7, 9, 12, 13 18 000 OJ."
*T jf>Tumj
qC f\f\n i ? "
12
Dragon, Brass CG(N)
\ /
C 2, 4, 5, 6, 7, 8, 12, 14, 15 1, 2, 3, 6, 7, J,
9' i12' 13, 14
. t 9 000 9J."
iTT ilo,UUU
o nru"i 1 O "
131
Dragon, Copper CG(N) C 2 , 4 , 5 , 6 , 7,8, 12, 14, 15 1, 2, 3, 6,' 7, 9,12, 13! 14 12^000 24* 24,000 12*
Dragon, Bronze LG C 2, 4, 6, 7, 8, 12, 14, 15 1, 2, 3, 6, 7, J,
9 K4 12 113J j 14
t 1 TT 11 J,UUU
"i finft r>i^
T
o/i nn/i
3U , UOO
i
]i 2
Dragon, Silver LG C 2, 5, 6, 7, 8, 12, 14, 15 2, 3, 4, 6, 9, 12', 13 14 18 000 OA* *} Artn
JOjUUU 10*
12
s
AT
Dragon, Gold LG 2,5,6, 7,8, 10, 11, 12, 14, 15 2, 3, 4, 6, 9, 12', 13 t *14 2 1 ,000 9(1*
JU 4Q AAfl
TrAfUvU 1q*
1 J
Griffon N C 1,3,5,6,9, 11 1, 7, 13 5^500 30" 8,000 15*
Hippo griff N o 3,9, 11 7 4,000 36" 6,000 18"
Manticore LE s 5, 6, 14 3 5, 6, 7, 9y 10, 11, 13, 16 3,000 18" n/a
nVa /
_n/a
s
1O
Nightmare NE 2, 5, 6,8, 10, 11, 13, 14 2 3, 7, 8, 9, 11, 12 n/a n/a
Jlf -rt
nJU
n/a
n/a/-
Pegasus CG H 1, 2, 3,9, 11, 14 1, 9, 13 4,000 48" 6,500 24*
Pteranodon N C 3 15 , 16 2,500 15" n/a n/a
Roc N C 1, 5,6,9, 11, 15 1, 3,6, 7, 13 100,000 30* 200,000 15*
Androsphinx CG o 2, 5, 6, 7, 8, 9, 11, 14 2, 6, 9, 14 7 500 ui
jiy 9 ,OUv
Crtf\ |Cff
19
Criosphinx N o 2,5,6,9, 14 2, 6,12 7^000 24" 9,000 12"
Gynosphinx N o 2, 5, 6, 7, 9, 14 2, 6, 12 5 000 T4
8 : UUU
f\f)f\ 10*
i/
s
i"
Hieracosphinx CE 5,6,9, 11, 14 2, 3, 6, 7, 9, 13, 12 ?!ooo 36" 8,500 18*
Wyvem NE C 5, 6, 15 1, 3, 6, 7, 9, 10, 13 10.000 24" 9fi nnn 19*

I: Chimerae have different armor classes on different parts of their bodies, and thus only partially qualify for this advantage,
2: 60% of all silver dragons are motivated by greed or desire for wealth.
3: 20% of all gold dragons are primarily motivated by greed,
n/a: not applicable

48 BEST OF DRAGON
Good creatures respond to kindness, care, and favorable atten- Of the creatures discussed in this article, only the pegasus, hippo-
tion; they see themselves as worthy of such attention and will griff, griffon, and pteranodon will cost less than 600 gp per month to
respond with reciprocal care and friendliness if well treated. Evil feed and care for. Only the owner of large baronies (at the least) can
creatures respond better to harsh, strong-fisted managers; this may afford the proper care and feeding of dragons, unless one doesn't
be perceived by the creature as an indicator that its master thinks of mind travel and plans to let the steed "eat off the hoof." This latter
it as a tough customer, but at the same time that its master will not method is very time-consuming, and you may have to wander for a
be pushed around. Unnecessarily cruel treatment will anger evil long time and a long distance before a brass dragon finds a masto-
creatures just as it will good ones, but such action may draw a more don just the right size.
respectful response from the evil ones, nevertheless. Evil monsters Rocs may be trained (in 1-2 years) to feed themselves by leaving
respect power more than they do gentleness. Neutral monsters the barony or lair for a week at a time, serving as a steed for one
would respond well to an approach that appeals to their basically week (with several smaller feedings at the castle) and then going off
selfish natures. for the next week on its own. Otherwise, just as with dragons, a roc
Only a wish may alter a creature's alignment to any lasting will have to be ridden out when it searches for food, and the player
degree, and the complications that could arise from such an align- characters on it should not be too particular about where they end
ment change should be seriously considered before it is attempted. up. Rocs often make long ocean voyages and may attack ships in the
An evil creature suddenly made good may become withdrawn from belief that the ships are whales. Some baronies have taken to raising
guilt over its past misdeeds. It may not be recognized as a good herds of elephants, cattle, and other livestock as food for roc mounts.
creature by those who lay eyes on it (do you usually think of a chi- Storm giants who have cloud castles and use roc mounts have
mera as good?), and as a result may undergo another alignment been known to "park" their abodes over areas frequented by large
change if it is treated as if it were still evil. herds of animals, and may make crude traps, stockades, and corrals
Conversely, a good creature made to turn evil may become on the ground at such a location to capture and contain beasts for
extremely evil indeed, intending to make up for all the good deeds it their mounts' food supply.
remembers having done in the past. It may mask its true nature and
pervert its relationships with other good creatures, and might con- Advantages
ceal its intentions from its master as well. 1. Creature will be faithful to its owner-trainer unto death.
A neutral creature which shifts to either good or evil behavior 2. The intelligence of the creature is average (8) or above.
might likewise go to the extreme in either case, to "make up for lost 3. The upkeep of the creature, due to nature and diet, is gener-
time." ally less expensive and troublesome than that of a griffon.
4. The creature can be subdued (applies to dragons only).
Diet and feeding habits 5. The creature has five or more hit dice.
Monsters identified by a "C" under the "Diet" column on the 6. The creature has an armor class of 4 or better.
table are carnivorous. They subsist on meat, usually freshly killed 7. Spell attacks may be cast by this creature (includes dragons'
and uncooked. Quantities vary from the 10-40 Ibs. of fish a pterano- fear aura, but note that not all dragons will automatically have
don may eat per week to the incredible 10 tons of elephant or mam- magical abilities),
moth meat a roc wilt dispose of in the same period, 8. The creature may use a breath weapon.
Creatures labeled "O" are omnivorous. They will consume a 9. The creature has feathered wings (see Dungeon Masters
variety of both vegetables and meats. Sphinxes may prefer meat Guide, p. 53).
over occasional berries, leaves, and roots, while hippogriffs will eat 10. The creature has no wings, but uses an internal, natural flight
meat and grasses with equal pleasure. capability.
Creatures labeled "H" are herbivorous, and must consume large 11. The creature may attain speeds of 30 * or more.
quantities of vegetable matter to have the energy for flight. 12. The creature has exceptional senses.
Creatures labeled "S" have special diets, and they include the 13. The creature may use ethereal and astral travel, and can carry
following: the rider along on such journeys.
Gold dragons get their energy from eating jewels, gems, and 14. The creature speaks its own language. (Only dragons and
precious metals. A typical adult gold dragon may eat between 2,000 sphinxes speak anything other than their own languages; chimerae
and 8,000 gp worth of such material in a month, depending on its speak the red dragon's tongue.)
level of activity. This is a prohibitively high price to "pay" for a 15. The creature is capable of carrying unusually massive weights.
mount, for all but the most affluent characters. It has been specu-
lated that gold dragons get their nourishment by having Bahamut Disadvantages
gate it to them from the Upper Planes, since their own treasure 1. The creature may not be ridden (and can rarely be
hoards would sustain them for only a short time. approached) by anyone other than its owner-trainer, or perhaps
The manticore is a natural man-eater, and requires human or unless accompanied by its owner-trainer. This disadvantage does not
humanoid meat in order to survive and stay healthy. A manticore pertain to dragons which have been subdued.
must eat at least one adult-sized human, demi-human, or humanoid 2. The creature is difficult to control. Due to high intelligence, a
a week to maintain its health, or it may lose strength, be unable to strong ego, or being accustomed to independence, the creature may
fly, go insane, or suffer other adverse effects. Note that while other resist its master's control or may attempt to dominate the master
creatures (e.g., gynosphinx) may eat humans on occasion, human (even if it is wished or charmed into being "friendly"). The creature
meat is not a requirement for their health. may try to manipulate its master for favors, treasure, attention, etc.,
A nightmare, originating from the Lower Planes and being very unless the hit dice or level of the master is greater than the hit dice of
intelligent, may demand that human or demi-human sacrifices be the creature.
offered to it on a regular basis. The nature of such sacrifices may 3. The creature has unusual eating habits or an extremely large
vary widely. Otherwise, a nightmare is carnivorous and seems to appetite (or both), which will greatly increase upkeep costs.
prefer the meat of some of the lesser demons and devils (particularly 4. The creature cannot be subdued. This disadvantage applies to
manes and lemures). The failure of its master to provide such nour- gold and silver dragons only; other monsters (non-dragon types)
ishment may (40% chance) result in the creature becoming hostile cannot be subdued, either, at least not in the same sense that a
unless the nightmare gets this particular type of meat at least once dragon can be.
per month. 5. The creature is a particularly clumsy flyer. Characters using
The hieracosphinx, much as the manticore, requires human flesh aerial archery from the back of this creature in flight must take an
as food, but at a less frequent interval; one human every two weeks additional -1 penalty to hit a target. Chimera riders must take a -2
is sufficient, and at other times the creature is satisfied with any sort penalty because of the multiple heads on the creature, blocking one's
of meat. The creatures will actively pursue humans regardless, since aim from the front.
they prefer the taste. 6. The creature has poor maneuverability and must make very

VOL iv
shallow turns, A sphinx is not normally thought of in this way, but 13. The training period for this creature will be unusually pro-
should be treated this way if used as a mount. longed, due either to its aggressive nature (e.g., griffon) or the need
7. The creature is generally not compatible with other flying to establish trust between the owner-trainer and the creature (e.g.,
species due to its aggressive nature. As with disadvantage (]) above, pegasus). More intelligent creatures may have considerably reduced
subdued dragons are excluded from this category. training times, but still need to be trained,
8. The creature may not be used by living, material beings. Only 14. Forcing a creature of good alignment into a role as a mount, if
undead creatures (spectres, vampires, liches, etc.) may use it. this is done against that creature's will and nature, may be construed
9. Use of this creature as a mount may be limited by the owner- as an evil act for the owner-trainer, and an alignment shift for that
trainer's alignment. Again, subdued dragons are excluded from this character may result. Other good creatures, noting this "imgood"
category. relationship, may react more negatively toward the owner-trainer.
10. The creature possesses a tail weapon (missile launcher on the 15. In the Monster Manual, the pteranodon is listed as being
rnanticore, poison sting on the wyvern). Unless the mount is altered "non-intelligent," which should mean the creature would be difficult
physically or trained not to use its tail in aerial combat, any rider or impossible to train. Recent evidence, however (Desmond, Adrian
has a 25% chance of being attacked by accident if the tail weapon is J,, The Hot-Blooded Dinosaurs, Warner Books, N.Y.; 3977) indi-
used while the rider is mounted. The creature might be trained to cates that pteranodons may have been more intelligent than previ-
use its tail weapon without whipping it over its back, but this is very ously thought. Treat them as having a "semi-intelligent" rating of 2.
difficult to do and is time-consuming. It is also thought that pteranodons were white-furred, used their
11. The creature is a natural rnan-eater, and the owner-trainer (if wings for gliding rather than "flapping" flight, and could lift off by
human or in a party with humans) must use a wish to alter this simply facing into a wind of 15 mph or more. Their bone structure
inclination. The creature may actually need human meat to stay was exceptionally delicate, and the creature will not willingly use
healthy, and it may become weaker without it. ramming as a tactic. If a pteranodon being used as a mount takes
12. The creature is primarily motivated by greed. It may desire a 50% of its hit points in damage during melee, it will crash. Some
treasure hoard of its own and a cut of the take from an adventure. reptilian tribes (e.g., lizard men) may use this creature as a flying
mount in locations near large, shallow seas, Pteranodons eat fish.
16. This creature's maximum speed in normal flight is 18" or less,
making it a particularly slow flyer.

Carrying capability
The table is largely self-explanatory in these categories. The chi-
mera, pteranodon, and rnanticore are not able to carry loads heavier
than those shown as the maximums for them at full speed. Weight-
ing them down with more than that amount will result in the crea-
ture refusing to fly, though it may still walk. Otherwise, it would
become too clumsy and unmanageable in flight.
The carrying capacity figures for the roc are derived from estimat-
ing the weight of a storm giant and accompanying equipment. No
other fly ing creature can approach the load capacity of this beast,
A nightmare, being only semi-material, can carry any number of
undead chat would fit in the available space on its back, and up to
6,000 gp of additional weight can be taken into the Ethereal Plane
by a nightmare with riders.
Female pegasi (figures in the chart are for males) can carry up to
3,000 gp weight at full speed (48") and 5,000 gp at half that speed.
All of the creatures in the chart are used to best advantage on
long-distance trips by flying them for half a day, resting them for an
hour or so, and then flying on until nightfall. The mounts will need
immediate and large amounts of food at each rest stop in order to
have the energy to continue flight. Exceptions to this general rule
are these: Nightmares will travel tirelessly and will also need no food
when traveling in the Ethereal or Astral Planes. Rocs, wyverns, and
dragons can be flown for a full day nonstop, but then will sleep all
the next day, awakening and moving only to defend themselves.
Thereafter, such mounts may be flown again as usual.
Forcing any creature to fly without the specified rest periods will
result in a 20% chance per hour of flight (cumulative) past the nor-
mal resting time that the creature will land, regardless of terrain or
other conditions, in an exhausted state. It will not fly thereafter until
it has rested for 24- hours.

In one half-day of normal long-distance travel, a creature will fly a


number of miles equal to its movement rate. This assumes a dura-
tion of about five hours for the period of flight.

50 BEST OF DRAGON
Part III. Creative campaigns

The hardest task of all in an


ADVANCED DUNGEONS & DRAGONS game
is coming up with the adventure for the evening,
and we all know who gets stuck with that thankless
job the Dungeon Master. Combing
through the rule books in search of
something new to keep the game
going is a tough task, especially when
you know that a half-dozen players are
counting on you for your best.
Every article that DRAGON Magazine has
published could be considered relevant to the
art of Dungeon Mastering, but certain articles in
particular stand out as exceptionally useful. All of
the articles here received great praise from readers
when they appeared in print, and they rank among
the most popular features we've ever run,
Here you w i l l find Mike Beeman's superb discus-
sion of the keys to successful game refereeing,
Katharine Kerr's fascinating study of castle-
keeping, and Kevin Anderson's tales of woodland
herb lore. Ancient runes are spelled out, equip-
ment damage rules are repaired, high standards
for saints are set, and DMs taxed by the wealth that
their characters have may now tax the characters ',
instead.
It is to the long-suffering Dungeon Master that
this section is dedicated, with the hope that this
(and two aspirin) will get you through the long hours
before the next game. We're thinking of you.
\ \v
Five keys to success
DMing can be both easy and fun

by Mike Beeman From issue #80, December 1983

Dungeon Mastering, if you're good, is This is all easier said than done. The activity. It is very important to keep up a
not a hobby. It's a career. The creation and most important thing to do is to plan in sets thick veil of mystery about the hub. The
execution of a campaign that will com- of actions rather than dungeon-by-dungcon. interconnections between various adven-
pletely engross players and keep them Have your dungeons linked together, either tures should be vague at best, and the play-
happy and eager to play more is a task on directly or indirectly. An excellent example ers may not realize each piece of the puzzle
par with finding the Holy Grail. It's too of this are the Against the Giants and is related to the whole until several adven-
much work. Besides, it's not exceedingly Descent into the Depths series of AD&D* tures later. Be careful that the hub doesn't
profitable. game modules from TSR, Inc. Each suc- escape your control, because once you start
So what can we do about it? Quit our ceeding adventure in each of those series it, it will quickly develop a life of its own.
jobs, leave school, and make the players logically follows its predecessor; the transi- The party must be spiraled toward the hub
support us? Unfortunately, no. What we do tions are smooth and the challenges widely gradually, over a period of years, and you
is find a way to skimp on the labor without varied. Some of TSR's modules have been should let it be known (if necessary) in no
cutting down on the excitement and sus- published as sets or episodes in a series, and uncertain terms that a more direct path to
pense we work so hard to build up. Every this is not a bad example to follow. the answer is one that will lead to sure
good campaign has five basic elements: Serially ordered dungeons are not always destruction.
continuity, character, competence, creafjv- feasible, however, so there remains the All three of these devices will spark conti-
ity, and cooperation. If you're able to main- problem of overall continuity. There are nuity in the campaign; they let the charac-
tain all five in your campaign, then you're three tricks you can use here. The first is to ters know that their past really affects them
way ahead of most of us and you're throw in some mundane personality, event, as ours does us, and gives the impression of
probably spending a lot of time dun- or item that keeps cropping up when the a whole to a life consisting only of frag-
geoneering (or wishing you were). There character makes it back home, such as a ments. Without that, players find it very
are shortcuts to achieving all five of the wife, an ill mother, robberies in the charac- difficult to relate to and maintain their
basic campaign elements that take some of ter's home, etc. Make the player realize that characters, and the whole campaign falls
the wear and tear off your overworked his character has to live in a world where apart.
graymatter. They are necessarily of a gen- life goes on even when he isn't around;
eral nature specific suggest ions'are obvi- even a hero who may consider himself II. Character
ously impossible but astute application of above the little things in life will still have Everybody has to be somebody. Good
these principles can save loads of time and these little things to deal with, like it or not. players will usually freely develop and faith-
lots of browbeating. There is also the "old enemy," that scoun- fully play a character's personality in a role-
drel who pops in occasionally between playing game, complete with idiotic
I. Continuity adventurers to make life difficult for charac- idiosyncracies and inexplicable persona]
Continuity in a campaign is a very com- ters. Players love old grudges. One party preferences. Even so, a good DM will give
plex thing. It is that in a campaign which met up with a nasty fellow called Ollog every character a focal point for his life, or
makes it more than just a series of when everyone was at first level and they something that will make him feel impor-
dungeons, and that which ties all of the were seventh level before Ollog finally tant or special.
dungeons together into a cohesive whole. ceased to be a nuisance. Unlike the anti- There are several ways of doing this, but
Many DMs have trouble with continuity. It Aero, which we'll discuss a bit later, the old in whichever method you choose, be exte-
requires more than a little preparation, enemy is not part of actual adventuring. He mely careful not to force the player into
often mundane, that is not directly linked to is, rather, a by-product of it who always anything. If he feels you're trying to script
adventuring, A campaign consists of much manages to escape at the last minute. the character's life, the player will lose
more than a group of bloodthirsty adventur- The third technique is especially tricky. I interest in the game almost immediately.
ers going out and killing things, stealing call it "the hub of all activity." You come up This is a major cause of character demise or
their victims' money and magic, then drop- with something, be it a magic item, proph- "player dropout" in AD&D gaming. Many
ping by the local village only to be off again ecy, or personage, that is the center and players are perfectly content to role-play a
in a few days. There have to be solid rea- cause of a party's activity throughout most hero's companion, and when you try to
sons for adventuring above and beyond the of its adventures. The "hub" of one cam- make them become heroes, those players get
joys of fighting and goldmongering. What paign is a mage called Amathar. The poor upset. Players have been known to build
about revenge? Fear? Altruism? The trick adventurers keep running into magic items their characters' personae around the fact
here is to make the characters' lives much of his creation, agents in his pay, old aco- that the characters always tried to be heroes
more than an episodic smattering of unre- lytes of his and even the Archmage him- but failed, and then the heroes came gal-
lated activities, like some TV series. You self on occasion. They all hate him, but lantly to their rescue. That's okay; it's the
need to give them the continuity and uni- their most powerful magic was created by players' game. Let them play it as they will.
formity of a good novel's protagonists, Amathar for Amathar: he is the hub of all For those fledgling heroes, though, it is a

52 BEST OF DRAGON
great help to have something to grasp and Allow the character some retribution occa- into the key. If, as play continues, you find
mold their personalities around. Four sionally to keep him going. an "official" rule inconvenient or awkward,
options are immediately apparent: the The destiny is the hardest of all to DM, then by all means develop your own way of
quest, the magic item, the anti-hero, and the most complex to prepare for, and the handling the situation. Remember that "the
the destiny hardest to justify, but players love it. Basi- play's the thing." No one grades your
The quest is by far the least desirable of cally, the DM creates a set of prophecies adherence to the rule books in fact, I
these options. There are several reasons for surrounding a character or an item that know of one group that plays AD&D adven-
this, not the least of which is a quest's tem- character possesses, and then administrates tures without dice.
poral nature. Quests should be accom- its fulfillment. The prophecies must be If anything at all helps to keep the game
plished fairly quickly; if not, they become vague and leave plenty of room for error moving and saves work, it is the efficient
tedious and boring. There is also the ques- because I guarantee it someone will and frequent use of playing aids. You'd be
tion of free will. If a character is quested, he do something that threatens to invalidate surprised (or would you?) how many people
loses much of his free will. His destiny is the entire thing. Once upon a time a PC in spend money on aids and then don't use
dictated by the quest, and he is powerless to my campaign was prophesied to slay a pit them. If you've got it, use it.. A DM design-
change it, which irritates the player to no fiend in an epic battle. He had to be a pala- ing a campaign needs all the help he can
end. din, right? Wrong: He was a magic-user get. Published modules are invaluable as
The other options are much more attrac- with a measly 28 hit points who, suddenly both time-savers and gap-fillers, but never
tive. The magic item is the best. It offers and with much bravado, leapt upon the run a module straight off the shelf. Adapt it
the greatest variety of adventures that can devil and magic jarred it, magic resistance to fit your party's personality. Most
be built around it and at the same time and saving throw notwithstanding. A good modules can stand (and some need) great
increases rather than restricts a player char- variation on the destiny theme is the "eter- amounts of revision. For example, TSR's
acter's freedom. One of Amathar's creations nal champion" concept in which a great module LI, The Secret of Bone Hill, has as
in the previously described campaign served hero is continually reborn in new bodies its primary mission the cleaning out of a
quite handily in this regard. An elven one of them a PC. What player wouldn't mansion infested with humanoids and
magic-user character was in a party with love being compared with Elric, undead. The party I ran it on spent scant
three paladins and was getting something of Hawkmoon, Corum, and their ilk? You minutes in the mansion: their primary
an inferiority complex. He didn't fight well, need to be very careful with this kind of mission was to assassinate the Duke of
and by the time he got his spells off, the character-history manipulation. One slip Restenford. Although the module was excel-
paladins had either destroyed or subdued can take all the mystery out of the cam- lently written, it didn't fit the personality of
whatever it was he was magicking. Well, he paign, and players love finding that one the party. Never be afraid to alter anything
came into the possession of an item called tiny hole in your plans. if you think it'll work better than the origi-
the Strange ofAmathar, which changed all nal presentation.
that. He is now the most powerful member III. Competence For those gamers just getting started,
of the party (and, accordingly, the most If you feel inclined to be a Dungeon some playing aids are indispensable. Noth-
beset with problems) and has saved the Master, there are only two things you really ing will speed up a game more than a set of
entire group on numerous occasions. need to be a pretty good one, aside from an DM screens, be they homemade or store-
It is necessary that the item be an original active imagination. The first, of infinite bought. If you need a world or a city to
creation, with a background and potential import, is a working knowledge of the rules. build your campaign around, many such
befitting an artifact, so be very wary of its You don't have to be a "textpert" capable supplemental products are available at
potential for upsetting the game balance. of rattling off the stats of every single mon- gaming shops. Without these kinds of
The item might increase or decrease in ster in the rule books; you just need to know products, or comparable works of your own
power as the character rises in level, or enough so that you know what you're design, your campaign will be a pale
make its usage nigh as costly to the wielder doing, A player at a convention I attended shadow of what it could be.
as the victim. Charged items usually won't once boasted of his character killing six
work for this purpose; they're too tempo- Tiamats and three Bahamuts, Anyone who IV. Creativity
rary, making them very ineffective unless has read the books knows this is impossible Creativity is the cornerstone of AD&D
they have absorption capabilities (e.g. staff within the rules of the game. game adventuring. If a campaign is to
of the magi) that enable them to be The second requirement of a competent survive, it can't be a repetitive series of
recharged. DM is a sense of the dramatic. A Dungeon hack-and-slay forays into the underworld.
The anti-hero is especially effective Master has to know, often instinctively, how There must be a wide variety of settings,
against fighters, although in my campaign to build suspense and when to bring things goals, and obstacles to maintain player
two rival magic-users once destroyed half a to a climax for maximum effect. He has to interest. A good hack-and-slay dungeon is
city. You can create an incredibly nasty lend variety and substance to as many as a by far the most popular type I know a
NPC that, without apparent provocation, hundred NPCs, perhaps more, in every 9th-level paladin who endures his expedi-
devotes his life to making a player character session. A DM is basically a playwright for tions into the Nine Hells only if he can go
miserable. The anti-hero torments, chides, characters in need of a play. If the play is off fighting ores back home but these
and humiliates the character with a constant found lacking, the players will take their dungeons can get very dull very fast.
stream of affronts that may include assault- characters elsewhere. This is not to say that How can you make it caster to be crea-
ing and kidnapping family members and only good actors and good writers can be tive? That's simple: plagiarize. Plagiarism
retainers, laying traps for the PC, spreading good DMs. We've all read enough books is perhaps the Dungeon Master's most
rumors about the PC, and so on. Unlike the and seen enough movies to have developed valuable tool next to his own imagination. I
"old enemy" described above, the offenses some sense of drama, but it takes time and do not mean you should take your favorite
of this nemesis are constant and precede practice to develop that son of talent. Sim- fantasy book and convert it into a dungeon,
any actual adventuring to the land in which ply put, keep the game moving at all times which is very easy and appallingly common.
the anti-hero resides. It should be several while you're at the playing table; don't let Ail that will result is a lifeless rerun or an
game years before the character can effec- frequent digressions or breaks to look up the unmitigated disaster. Players never have
tively challenge his adversary, to keep the rules bore your players. If you're desper- their characters do what you expect them to
rivalry going strong. Remember, though, ately unsure of something, then look it up, do, and if you try to force them into a plot
not to get carried away, which is very easy but don't be afraid to make some snap of your own devising, they'll do everything
to do. Make the character's pride the pri- rulings. If you're wrong, there's usually no they can to make life miserable for you.
mary target, but don't humilitate the PC to harm done, "Vbu should always have vital They won't do it on purpose, of course, but
the point where the player simply quits. statistics (i.e. HP, AC, #At, etc.) written they'll do it nonetheless.

VOL, IV 53
When you feel the need to plagiarize, chance to play, and you do need to play to then go ahead and use them. Don't make
only glean a few of the best ideas from the evolve properly as a DM. When one of two any major changes in procedure without
book or movie, and work them into an or more participants serve as Dungeon consulting your comrades. If you keep a
original or modified setting or plot. This Master for a certain session, it'll give the consistent approach, you'll find the transi-
can be called "creative plagiarism," Your othcr(s) a little time to relax and prepare tions between DMs perfectly natural.
job is to set up the general setting and plot, what comes next. Since cooperation is such a vital part of
not dictate all the action. A series of cam- There are two ways to accomplish this. any successful campaign, here's a word of
paign adventures can be a plagiarist's para- You and the other DMs can each run cam- advice. Only play in campaigns with people
dise one I know of took its basic plot and paigns independent of one another that you like. This does not mean people you
setting from Stephen Donaldson's first occur in different time-space universes, or can tolerate because mere tolerance
Covenant series with a few items from the you can share the job of running a single wears thin in the heat of the game. If you
movie The Vikings and Roger Zelazny's campaign. The first option allows unlimited genuinely like the people you play with,
Dilvish the Damned to confuse things. freedom for all DMs. They can alter the everything will be that much easier. Of
Players love to have their characters romp- laws and features of their respective uni- course, playing with new people is a great
ing in places and with people the players verses at will without endangering the oth- way to make friends (especially at tourna-
have read about, but you have to maintain er's work. The problem is in the human ments and conventions), but for day-to-day
enough mystery and suspense to keep them element. The players will undoubtedly campaign play, keep it close.
guessing about what is going to happen prefer one campaign to the other and want Cutting down on your work load does not
next. Even though several players in the to play it more and more frequently. This compromise your ability or your effective-
above campaign were familiar with the may lead to a group split, which is some- ness as a Dungeon Master. The purpose of
Chronicles of Thomas Covenant, they thing no one wants. AD&D gaming is enjoyment and escapist
never found an easy solution to their prob- The other option allows more interaction entertainment. Let it stay that way, DMing
lems. Keeping the challenge alive is the key and idea-swapping between the Dungeon can easily slip from the realm of gaming to
to good plagiarism. Your own original crea- Masters, but it has problems of its own that the all-too-real world of work, and when
tion will often be your best, and you should fit neatly under the heading of consistency. that happens it's easier than not to forget
never be content to let others do most of the It is imperative that consistency in the the whole thing. You obviously take pride in
work. Keep the juices flowing, but when obstacle/reward ratio be kept. If one of you what you do, or you wouldn't do it. The
you do run into dry spells, don't worry has a penchant for giving away megamagic feeling you get when characters barely make
about tapping someone else's imagination. and if other DMs prefer the judicious and it out of your labyrinth alive, struggling to
considered use of magic, then there will be a haul up their just rewards, is unequalcd in
V. Cooperation few problems, to put it mildly. The two (or all of gaming, and that feeling can only be
This is it, folks: the ultimate work-saver. more) of you should work to become accli- achieved if you practice these five principles
Share the chores with somebody else. You mated to each others' gaming styles and in your campaign. That is never easy to do.
can't do it all alone, believe me. If your preferences so that problems will eventually The tricks of the trade offered here do not
players tall every day to ask, "Can we play work themselves out. free you from the responsibilities of crea-
today?" and if you have as much trouble Another thing to watch for is rule uni- tion. Used properly, they will make creation
saying "No" as I do, then you'll soon be formity. The most logical thing to do is stick much easier and emancipate you from
DMing completely off the top of your head, to the books: no new character classes, no much of the tedium and needless drudgery
trying to referee half-formed adventures, newly revised combat procedures, no new that accompany creation. The success of
and eventually spoiling the hard-won conti- weapon proficiency rules, however "offi- your campaign rests entirely on your shoul-
nuity of your campaign. Sharing the work cial" they may be, without the consent of ders; it just shouldn't take so much work.
will take a lot of pressure off you, both as the other DM or DMs and your players. If After all, playing games is supposed to be
creator and administrator It'll give you a all of them fully understand the changes, fun, right?

54 BEST OF DRAGON
A PC and his money
. . . can be parted in many ways

by Lew Pulsipher From issue #74, June 1983


It has frequently been noted that in some medieval prices for ordinary goods and obsidian necklace. Unless player characters
fantasy role-playing games the amount of services are reasonable, and the net result is are astute, they may sell such "liberated"
money available to, and actually possessed either unchanged or decreased spending items for far less than their nominal worth.
by, player characters is unbelievably enor- power for adventurers.
mous impossible to transport or to store Concerning the size and weight problem, The referee's options
in anything smaller than a castle. Even a a display of medieval coins in a museum What means are available in the cam-
relatively Inexperienced character can, after will show that coins minted prior to the paign to separate player characters from the
not too long, afford almost anything he can modern era were very small, rather like an treasure which, sooner or later, they will
carry, and such things as towers and ships American dime or British half-penny (new accumulate? A few games provide a formal
are within the range of a character's pocket- pence). Consequently, in bygone days it was system for forcing expenditures. In the
book before not too much longer than that. possible to carry a small fortune without Kuneque.tf game, characters spend money
Some gamemasters go to great lengths to risking a permanent back problem from the for training and learning spells. (Why they
describe goods and services in their cam- weight. Try setting the size and weight of a don't teach each other for free I am
paigns in terms of their "real" (that is, coin (copper, silver, or gold) equal to the unsure.) In the AD&D game, characters are
medieval) prices very low rates to some- size and weight of a dime. When this stan- supposed to spend money for training when
one with several pounds of gold coins. dard is used instead of, for instance, the they rise a level. This system seems unusa-
Typically, suggestions for the "toning AD&D game standard (where coins weight ble at low levels, where a character must
down" of a game's monetary system are a tenth of a pound each), someone who spend half his time adventuring without
met with two retorts: first, it is a "fact" of could carry a sack of 300 gold pieces (30 gaining experience just to gain sufficient
the campaign that the area frequented by pounds) in the old system can carry 6,584 funds to reach the next level. So what do
adventurers is experiencing rampant infla- gold in the new system (1 dime - 35 you do if your game has no such system, or
tion; and second, this is an adventure game, grains, or 219 + coins/pound). And gold is if you don't like the one provided? Here are
after all, and huge piles of gold are part of far more valuable per piece, because the some possibilities:
the heroic milieu. silver standard is used. (And this system for
This article approaches the subject f size and weight can only be used if the silver Theft: The obvious way to relieve char-
money from two angles first, suggesting standard is also employed.) peters of their burden of wealth is simply to
a means of simplifying monetary transac- Now, personal fortunes are no longer steal it (or rather, have it stolen), but this
tions while making treasures more believ- impossible to carry, and adventurers don't can create tensions outside the game. If
able and easier to store or carry; and need magic bags or mules in order to carry players aren't used to losing money to
second, describing some ways in which a a decent sum away from an adventure (or a unseen and undetected thieves, they're
referee can coax treasure away from adven- theft). going to be very unhappy, and may think
turers once they've discovered it. -. the referee is unfair. In other cases, players
The origin of treasures won't mind theft so much, provided that 1)
The silver standard Why, since gold circulated so freely in the they have a chance to catch the thief and 2)
The first pan is easy. In any description ancient world, did it virtually disappear in their precautions against theft reduce the
of a hoard of monetary treasure, replace the the Dark Ages? Much was hoarded (usually frequency and success rate of such attempts.
word "gold" with "silver." (But don't buried) and lost. Some was successfully kept To illustrate the first point: If the referee
change prices or values given for goods or hidden for centuries. Most of the remainder simply says one day, "You can't find your
services, and keep the 1 xp per gp rule.) flowed to the eastern world via trade. For a money pouch," the character will have
Adopt the "silver standard" which actually time, even silver was so rare that most virtually no chance to stop or catch the
prevailed in late medieval times. A gold transactions were by barter rather than by thief. If, however, during the course of
piece (arbitrarily set equal to 10 silver pieces purchase. In a sense, adventurers are dis- discussions at an inn or on the street, the
to make calculations easy) becomes really covering lost hoards when they take trea- referee casually refers to someone bumping
valuable. And silver, once sneered at as sure from monsters. If the history of your into or jostling the character, the player has
"too cheap to carry," takes its rightful place fantasy world is like that of Earth, having a a chance to react to the theft (if he thinks
as the wealthy man's mode of exchange. Dark Age or Age of Chaos, there may about the possibility). Or if a theft occurs
Maintaining the proportion between gold justifiably be a severe shortage of gold while the character is sleeping, he may be
and silver, the value of a silver piece is set (hence its great value) in the years that able to find some clues to help track down
equivalent to 10 copper pieces. The copper follow this period. Most personal wealth will the miscreant.
piece is small change, certainly, but not be in goods, not money, and consequently it As for the second point, concerning pre-
such a miniscule piece of currency as it is in will be relatively difficult for a thief to trans- cautions: A character who conceals rather
some games. port or dispose of his gains. Except through than flaunts his wealth should be less vul-
In a world where silver "replaces" gold, barter, one can't "spend" a fur coat or an nerable to theft than one who becomes
VOL. IV 55
known as a big spender. Furthermore, some adventurers or lords want to hire him, the world, citizens of a town are expected to
players make lists of precautions to be armorer may charge an unusually high fee, pay taxes according to the value of their
observed by characters when in towns or (It should be noted for medievalists, property including money, in the Middle
other areas frequented by thieves, while however, that in the Middle Ages many fees Ages and non-citizens are targets for
others take no precautions. The latter are were set by a guild or by the city govern- special levies, unless the town is particularly
more likely to be successfully robbed. ment and could not be exceeded. The proc- eager to persuade the foreigners to stay.
A character can be conned out of his ess of supply and demand, as we know it, This eagerness is conceivable if the town is
money for example, when he buys a did not operate to change prices, though it threatened from the outside and the for-
magic spell scroll which turns out to have might lead to a devaluation of coinage eigners (adventurers) offer the best defense.
flaws but frequent con games and similar through reduction of the metal content.) A character's stronghold may be taxed by
forms of deceit are no fun for referee or Adventurers' followers and henchmen, if the overlord of the area. If the character
players. Moreover, players soon become they're to remain loyal, must be very well holds the land in fief, he may be exempted
extremely wary, making it almost impos- paid; otherwise, many will strike out on from many taxes, but on the other hand,
sible to "fairly" con them. But most impor- their own, A character who owns a strong- he'll have feudal obligations to his overlord.
tantly, con games, moreso than ordinary hold, even a simple blockhouse with tower, This often includes the providing of troops,
theft, are too personal. This feels too much will have to pay troops and other skilled which means that the character must hire
like the referee, rather than the monsters personnel to garrison it. They must be paid extra men and pay for upkeep of troops on
and NPCs, against the players, obstructing well enough to remain loyal, or the charac- campaign, even if he doesn't go himself.
the ideal of the referee as an impartial arbi- ter may find when he returns from an This will be true whether the troops take an
ter. For this reason alone, deceit is not a adventure that he's excluded from his active part in the campaign or march on a
satisfactory way to relieve characters of their stronghold, or that it has been sacked, by crusade to a faraway land,
treasure. the garrison.
Players soon become so wary of ordinary Pets: The animal companion(s) of an
theft that the referee cannot successfully Acquiring a stronghold: Perhaps the adventurer, especially if they are big pets,
steal large sums without resorting to strong- greatest expense any adventurer will face is can be a drain on the character's income as
arm tactics for example, an extortioner the cost of buying or constructing a personal he pays for housing, training, and feeding
who happens to be a high-level assassin. stronghold. An adventurer may buy or the creature. Perhaps outside of town the
Once again, this results in an adversary build several strongholds in the course of a fighter's pet griffon or hippogriff can feed
relationship likely to sour the game, if not long, successful career. The first may be a itself on what it kills provided it doesn't
personal relations outside of it. Theft is not small tower, or just a stone house or villa, take down some farmer's domestic animal
enough. either in or near a town. but when the fighter stays in town, he'll
Unless he has obtained a large grant of need to buy animals to feed his mount.
Upkeep: Since adventurers spend only a land as well, the character may prefer to Training young animals may cost even
small part of their time out adventuring, move to another area to build a full-scale more than feeding them, because the ability
they must spend money for a place to stay, castle, rather than expand his single tower. to train is so rare and the act requires so
food, clothing, and amenities ail And later he may trade territories (not much time. But the biggest expense of all
expenses that are not reflected in buying uncommon in the Middle Ages) or find a could be buying the young animal (or egg)
equipment for adventures. Some rules better place to build his master "festung" in in the first place. Encourage players to have
assume that the more experienced a charac- which to spend his remaining years. Such pets for their characters, even if they are
ter is, the more money he will spend. This great stone edifices are extremely expensive, only well trained (and thus expensive) war
is almost universally true, but still some- especially if the adventurer wants it built dogs. Sooner or later the pet will be killed,
what inaccurate; though there is a tendency rapidly rather than over the course of five and in the meantime it may cause much
in most people (and characters) to spend years. And expenses do not stop wben the amusement for the referee, and difficulty for
more when one has more to spend, an stronghold is completed. Maintenance the owner. On the other hand, if his pet
adventurer's rise in income can often far costs, both for material and personnel, are saves his life just once, the owner will think
outstrip his expenditures. anything but negligible and the older the it well worth the expense.
Adventurers will always have to pay a stronghold, the more maintenance of the
minimum amount for upkeep, with addi- structure will cost. Equipment: Not ail equipment is created
tions according to the extent of largesse and If life is too easy for characters while they equal. That is, some suits of (n on-magical)
luxury they wish to enjoy. Armor and stay in a town, they'll have no incentive to armor are more protective than others,
weapon repairs, oil and rations, and other obtain a stronghold. The more they're some swords are stronger than others and
matters of equipment replacement, often harried by thieves, assassins, punk sword- hold an edge better, and so on. The "ordi-
ignored by players, can be subsumed in slingers looking for a reputation, and so on, nary" price fora piece of equipment given
upkeep. And the more expensive a city's the more they'll look upon spending money in rule books could not be for the highest
prices are, the higher upkeep costs will be for a stronghold as a gain, not a loss, quality product. Consequently, another way
for residents in the city. Here is where the to bleed funds from characters is to offer the
idea of local inflation the "gold rush Religion: This should drain a significant opportunity to buy exceptional, but non-
boom town" with very high prices for ordi- sum from adventurers, staying more or less magical, armor and weapons. The best of
nary goods can come into play. proportional as income rises. In most fan- this might even be equivalent in protection
tasy worlds the gods are real, and if not or striking power to the weakest sort of
Henchmen and hired help: Along with omnipresent, they at least affect the world magical armor and weapons; you, as the
personal upkeep comes payments to hench- through manipulation of followers and referee, must judge where the line is drawn.
men and loyal followers, including (but not minions. Most adventurers will actively Or, if you prefer, you may simply make
limited to) their upkeep. This total expense worship one or more gods, if only "just in "ordinary" equipment somewhat unsafe to
can be much greater than persona] costs. case." Active worship entails contributions, use in order to encourage player characters
Novice and near-novice adventurers are if not tithes (10% of all income) or offerings to buy better materials. For example, a dice
unlikely to have such expenses, but veterans of animals and goods of the worshiper. And roll can be taken at the end of each adven-
who may wish to hire skilled craftsmen if the local temple is destroyed, the wealthy ture (or each battle) to determine whether
must pay what the market demands, worshipers (that is, the adventurers) will be armor or weapons have broken or worn out
regardless of the "list price" given for a expected to provide money to rebuild it. and more expensive equipment wears
service in the rulebook. If only one armorer out much less often. Or, stipulate that when
in town can make plate, and if several Taxes: In the medieval or the modern a player rolls a 1 when attacking, there is a

56 BEST OF DRAGON
chance that his weapon breaks; and, when reference librarian or a university instruc- learn about additional powers of an item
an attacker rolls a 20 {or 100), there is a tor. And although there were no detectives long after all of its powers and levels of
chance that the target's armor is damaged in medieval times, it is possible that some- ability have actually been revealed.
and his armor class is lessened by one. The one would set himself up in the "informa- For example, one researcher may be able
size of this "chance to be damaged" will tion gathering" business not quite a to determine one of the powers of a wand.
vary with the quality of the equipment. The detective, but not a spy either. Such persons Another research expert may know a com-
characters can either periodically buy or would charge high fees because their service mand word, not necessarily relating to the
repair cheap stuff, or they can buy high- is nearly unique. known power. Further research may reveal
quality products and rest more easily. another command word and a second
Of course, a referee could have someone Politics: It is almost impossible to power, perhaps a variation of the first one.
sell magical equipment to characters, but in become a wealthy, successful adventurer And, the wand may be found to occasion-
most worlds the price should be so prohibi- without getting involved in politics: wealth ally weaken the user; finding out how to
tive that no adventurer could afford any- and prestige bring enemies and hangers-on. avoid that effect or even if there is a way
thing but a trade of magic items, rather The more a character participates in poli- to avoid it would cost even more than
than a purchase. Who would be crazy tics, the more it will cost to acquire and finding out about one of the wand's benefi-
enough to sell a permanently endowed retain supporters, to obtain information, to cial aspects.
magic item, such as a sword or shield? bribe.
Well-known adventurers may be expected Investments: Bad investments will cost
One-use magic: While permanent items to spend a season at the court of the ruler of characters large sums. There ought to be a
such as armor will not be available for the region. The travel, retinue, finery, and few good investments available, but most
purchase in most campaigns, except gifts this entails will not be balanced by any should be bad just as in the modern
between players, one-use magic will be monetary gain, although the increase in world. Ways to spend invested money may
more plentiful. Alchemists manufacture prestige and favor may help the character include schemes to manufacture new inven-
potions to sell them, since they can't use later. tions, property deals, money lending, and
most potions themselves. Retired magicians Tournaments (jousts and duels) can be most likely, mercantile ventures. While a
may make a living creating and selling expensive for adventurers who are expected smart mercantile deal may net a character a
scrolls and recharging some magic items. to participate in such events, although in return of more than 100% or 200%, most
Allowing for the purchase of "one-use some areas the prizes offered may more will result in a poor return or a loss. Char-
magic" can be a wonderful way to drain than offset the cost. acters may attempt to literally "protect their
money from adventurers without unbalanc- And if a character is rea/Jy serious about investments" by accompanying a vehicle or
ing the game; in fact, it offers players one politics, he may have to bankroll a private caravan picking up or delivering goods,
more way to make a "good move" in the army! thereby giving the referee opportunities to
game by purchasing the most important create mini-adventures connected with the
types of one-use items, such as scrolls for Bribes: This is a way to soak up money trade routes and destinations.
healing or neutralizing poisons. in an accumulation of small amounts. Most
If a character finds a fairly good magic readers will have heard of countries in Gambling; This is a good way to sepa-
item, such as a wand of magic missiles or a which every official, minor or otherwise, rate incautious characters from their for-
wand of weak fireballs, he can hardly afford expects a bribe in return for accomplishing tunes, in the long run. Just make sure the
to allow the thing to run out of charges, yet what is nominally his everyday job. Why odds favor the house if the game isn't
he'll probably use it frequently. Conse- can't a fantasy society be afflicted with the actually fixed and remember that a really
quendy, he'll be willing to pay out large same phenomenon? It's a matter of the size big winner may make enemies of the own-
sums to a magician to restore some charges of the bureaucracy, the way it's recruited, ers of the gambling establishment, or of the
to the item. It's not unknown for several and the expectations of the society. losers in a private game.
members of a group of adventurers to con- A referee can encourage gambling by
tribute money toward recharging a wand Research: Magical research, whether to making participation a matter of prestige in
owned by one of them, because the wand discover new spells or to determine the the locale, and by providing means of
helped all of them survive. nature of found magic items, takes money, obtaining information rumors, at the "
Don't let characters pay a meager sum in least unique to the gambling establish-
Information: The "facts of the matter" order to find out everything there is to know ment(s). If you challenge the "manhood"
should be a valuable commodity in the about a newly obtained item. Bleed their (or "womanhood") of the player characters
campaign, something characters will buy at money away, giving a little more informa- in connection with gambling, some of them
a high price. This information can come in tion for each input of funds. After all, magi- will respond unwisely that is, they will
many forms, from stories toid in taverns cians are rare and should be paid gamble 10 "prove" themselves.
("Have another drink and tell me more") to appropriately for their valuable research
accounts told by rumor-mongers and oral time. Small treasures, big spenders
historians, to the purchase of ancient books Of course, player characters may decide The more opportunities player characters
and the expertise of sages. Education and not to pay, but that's their choice. It may be have to spend money, in small amounts or
training for the adventurers themselves is a possible to discover the relevant information large, the more they'll spend. Some combi-
form of information which will cost signifi- through rumors, libraries, and knowledge- nation of the methods described above
cant sums early in a campaign; later, adven- able non- magicians. should allow the referee to reduce the for-
turers will teach one another their skills and The more complex a magic item is, the tunes of all but the most miserly adventur-
will learn few new ones. more characters will have to pay to deter- ers. But the most important single method
The more accurate a piece of information mine exactly what it does. More than one of doing this is to make treasures small so
is, the more it should cost. Experts, espe- level of performance, or more than one that characters can't accumulate large for-
cially, are always expensive think of a power, is desirable in an item even items tunes. Whether this stringency fits the
sage as the fantasy equivalent of a "consul- with (unbeknownst to the player characters) "heroic" mold is a matter that only each
tant," with the high fees that occupation only one power so that players may referee and the players in his or her cam-
demands, rather than the equivalent of a continue to pay money in an attempt to paign can decide.

VOL. IV 57
The care of castles
Making one, and then making it run

by Katharine Kerr From issue #80, December 1983


I983 Katharine Kerr. All rights reserved. more than large farms. Kinds of castles
The land of a typical manor is divided Possessing the revenue from a large tract
In any role-playing game set in a into three parts. The first, the lord's of land is also necessary to build the castle
medieval-style world, no matter how demesne, is technically the only property in the first place. Building a large stone
vaguely developed, the castle has an impor- that he actually owns. Although the fortification is expensive, even when much
tant place. The very sight of a lonely keep, demesne is worked by his tenants, all pro- of the labor comes from unpaid peasantry.
rising above the mists on a hilltop, is one duce from these fields belongs to the lord. Let's look at the cost of some English castles
that promises adventure. In game systems The second division, the holdings of his in the 12th century. At that time, the
that provide for player-character strong- tenants, belongs to them in a kind of invol- English pound was divided into 240 silver
holds, a castle is usually the first thing a untary lease that is, they may not leave pennies, and 30 of those pennies would buy
player thinks of when his character obtains the land without the lord's permission, but a healthy ox or a warhorse. To build the
the means to build a stronghold. And if the neither may he expel them from their small castle of Searbourough cost the king
campaign has important non-player charac- farms. The remaining land is common 656 pounds; to expand Wark on Tweed
ters of noble blood, the gamemaster has to pasture and forest, theoretically shared by from a small castle to a medium-sized one
create castles for them. lord and tenants, but in practice controlled cost 383 pounds; to build the elaborate
Although by using historical sources or by the lord. castle at Orford cost 1,222 pounds the
gaming aids it's easy to design the actual The size of the manor varies so widely equivalent of 9,776 warhorses!
castle buildings, stocking the castle with that it's impossible to give exact figures for Thus, not every petty knight living on a
characters requires more thought. Living in creating them, but in general, the more manor of 50 hectares is going to have a
and maintaining a castle requires many powerful the lord, the richer his holdings. castle, even though possessing a proper
servants ant) officials, most of whom live in The richness of the manor depends as much castle is the ardent desire of every noble-
the castle with its lord. By describing the on soil fertility and climate as it does on man. Poor knights or PCs beginning to
typical medieval castle household, this size. Thousands of acres of moor and fen build a stronghold are more likely to have
article offers guidelines for players and GMs cannot support a baron as well as a modest either a fortified manor house or a fortalice.
alike who need to build a castle and set up holding of good river-valley land. The fortified manor can take many
its stall'. At the bottom of the scale is the small fief forms, but its distinguishing characteristic is
of a single knight. As a rough estimate, it the use of wooden defenses instead of stone.
What is a castle? takes the labor of fifteen to thirty peasant The most common type is the rnotte-and-
A great many different buildings are families, working a holding of forty to one bailey. A wooden house sits at the top of the
loosely described as castles, ranging from hundred hectares, to support one knight, motte (a mound of earth heaped up, or a
ghastly stone houses built by nouveau ricne his family, and his warhorse. (A hectare is small natural hill). At the base of the motte,
film people to walled cities or military forts. 10,000 square meters, or about 2'/2 acres.) a palisade of heavy logs encloses the bailey
Properly defined, however, a castle is the On such a small manor, the knight lives (an open space useful for sheltering peasants
personal fortification of either a king or a little better than his peasants. in case of attack). Although the palisade is
member of the nobiiity. The true castle Rich manors, however, cover thousands vulnerable to fire, a well-defended motte-
serves two purposes: it is a dwelling for a of hectares and are worked by several thou- and-bailey manor can withstand siege for
noble family in times of peace and a fort in sand tenants. In medieval France, for several days, long enough for some ally or
times of war. Thus, neither garrisons for example, the average manor of a lord of the overlord to come to the rescue. Building
professional soldiers nor public fortifications baronial class was about three hundred and supporting a fortified manor house
such as walled towns can be counted as square miles. About one third of this estate requires 40-60 hectares of land; a motte-
castles. was under the personal control of the baron and-bailey, about 100 hectares.
The true castle is always supported by the or count, while the rest was parceled out to The fortalice is a step up for the wealthier
profits from a manorial estate (also called a his knights in small fiefs of varying size, noble. Such a fortification has a simple
manor or a seigneurie). At root, the manor (This process of giving out pieces of a curtain wall of stone, enclosing a large
is simply a holding of agricultural land, manor is called subenfeoffrnent.) ward, and perhaps has a fortified gate-
worked by dependent tenants who Jive upon When setting up a manor to support the house. Inside the wall is a simple keep
it, and granted to a fighting man to feed castle for either a PC or an NPC, the GM usually a tall donjon tower, either round or
him and his family while he serves his king must remember that large tracts of good square that both houses the noble family
or some other powerful noble. From that land are necessary to support a lord in any and serves as a last-ditch defense if the wall
root, however, grew many vast estates kind of style. Medieval-level agriculture is is breached, A holding of around 150 hect-
where the lord ruled in his own name and extremely labor-intensive and inefficient: ares of land is necessary to build and sup-
thought about the king as little as possible, thus the surplus, which goes to the lord, is port a fortalice.
At the same time, many manors were little going to be small. The fortalice grades into the small castle

58 BEST of DRAGON
proper. Although the smalt castle may have important officials report directly to her, porting many waiting women for his wife,
a separate dwelling house beside the don- and she is responsible for all the daily the usual lady has a retinue of many girls
jon, most lords prefer to put the extra accounts and doings of the servants. She is around her at all times. Most of these will
money into its defenses, adding ramparting also her lord's hostess, which is a very eventually marry, but some waiting-women
and a barbican tower. It will take at least important job in a world where a lord's prefer to remain with their lady to avoid an
200 hectares of land to maintain a small reputation depends on the generosity and unwelcome marriage. Such a woman will be
castle. courtesy of himself and his household. the lady's chief confidante and thus a person
The true castle, with its rings of walls, Furthermore, the noble lady is also of power within the castle.
multiple towers, and stone dwelling-houses, trained to hold her castle against siege while Other noble-born retainers act as offi-
requires a manor of at least 500 hectares her husband is gone on campaign. During cials, corning between the lord and the
and is thus usually the property of a lord of such crises, the men-at-arms and household actual servants. The exact number and
the baronial class. It may also belong to a knights obey her without question. Some positions of these officials will of course
king, who can support more castles than he ladies have even been known to take the vary, depending on the wealth and size of
can live in by taxes from the royal demesne field of battle, armed like men, to rescue the castle. A poor knight will only have one
as well as from the manor attached to each their husbands from imprisonment. Thus, man to scurry around and do whatever he
castle. Such royal castles have a military rather than the fragile flower depicted on has time to do, while a rich baron will have
purpose, like guarding an important bridge, modern romances, the feudal lady is a the full staff listed below.
and will house a castellan and his family - person with an air of command. Ifher The chief officer in a large castle is the
a nobleman sworn personally to the king husband is the commander of their domain, seneschal, who has many varied duties. He
but holding his position by hereditary right. then she is his most trusted genera], with is the lord's right-hand man, the overseer of
true power over the household. the fief as a whole, the lord's companion in
The noble inhabitants battle, and his trusted political councilor.
Castellans, however, are the rarest sort of Retainers and officials He disburses monies or food to the other
castle inhabitants. Most will be lords from Any good-sized castle shelters a surpris- officials, keeps an eye on their accounts,
the baronial class, which includes any noble ingly large number of servants of varying and solves whatever disputes are beneath
above the simple status of knight barons, degrees of rank. Since generosity is one of the notice of the lord. In wartime, he is the
counts, dukes, margraves, and so on. Dur- the marks of true nobility, supporting a second-in-command of the men-at-arms and
ing the actual Middle Ages, these various large household brings status to the lord of vassals in the lord's army. If only one offi-
noble titles were considered equal in rank, the household. The lord will maintain as cial in a household is noble-born, that one
rather than being graded into the strict many people as he can feed, far more than will be the seneschal.
hierarchy of later times. What truly deter- necessary to do the actual work. A wealthy The steward, overseeing the butler, cel-
mined a noble's status was the size of his baron, for example, might have three hun- larer, and cooks, is responsible for feeding
manor and the strength of his holdings. dred people living behind his walls. the castle household no easy job with
The lord and his immediate family live The most important members of this three hundred people at table! He oversees
inside the donjon in a small castle, or in a crowd are the retainers and officials of noble the provision and storage of food from the
palais {a separate dwelling-house) in a rich rank. In medieval society, there was abso- actual farmland, sets the menus with the
one. Besides his wife and children, the lutely no shame attached to performing the lady of the castle, gives orders to the cooks,
lord's family includes any younger brothers most menial services for a person of higher and organizes any feasts or festivities. He
or sisters still dependent on him, and proba- rank on the contrary, it was an honor to becomes a head waiter at mealtimes, coordi-
bly his widowed mother, the dowager. Since be chosen for the task. Likewise, having nating the servants who are bringing in the
noblemen lived short lives, on the whole, retainers of noble blood increases the status food.
usually the eldest son inherited the manor of the castle's lord. It is the goal of powerful The chamberlain is repsonsible for the
before his siblings were grown. He was then lords to have as many noble retainers as household work exclusive of food prepara-
responsible for raising them and either possible, even for such mundane jobs as tion. He supervises what little cleaning gets
making good marriages for the sisters or falconmaster. Exactly how many castle done, the hiring of common-born servants,
finding land and a position for the brothers. officials will be noble-born depends, of the purchase and care of furniture and
(How well selfish lords fulfilled these duties course, on the castle-holder's wealth and hangings, and the dispensing of any gifts
is another question.) reputation. the lord and lady care to make. He also has
Although the lord's primary duty in life is Even the poorest lord has at least one the important task of tending to the comfort
war, in peacetime few lords live idle lives. noble retainer, his squire. (Wealthy lords of any guests. Both the steward and the
They are, after all, the administrators for have three or four squires, for status.) The chamberlain report directly to the lady.
vast estates with power over many lives, squire is a boy of noble blood who at age The marshal, or equerry, is in charge of
and the typical lord actively takes a hand in twelve or thirteen comes to live in another the stables, which are the core of the lord's
running his land. On any given day, he is lord's family to receive his final training in military power in a cavalry-dominated
just as likely to be found discussing business arms and courtesy. Common opinion holds world. The marshal supervises the stable
with his bailiff and provosts as he is training that no man can train his own son properly, boys and the groom, buys or trades horses
with arms or hunting. Since the lord of the because he would go easy on the boy, rather as necessary, and assigns the horses owned
baronial class usually has the right of high than being as harsh as a warrior's training by the lord to whomever needs to use them.
justice over his tenants and dependents, he demands. While living with his lord, the Since most noble lords spend a lot of time
also spends much time acting as judge and squire acts as both valet and companion. discussing their beloved horses, the marshal
jury for every legal dispute, crime, or petty He helps his lord dress in the morning, usually has personal influence over the lord
squabble on his land, right down to argu- waits on him at table, tends his personal and thus great personal power.
ments among peasants over a chicken or horses, and runs whatever errands the lord Another person of great influence is the
hog. needs to have run. lord's chaplain, the priest who lives in the
A word must be said about the typical Just as the lord has his squires, the lady castle and performs religious services for all
noble lady of a castle. Although under has her waiting women, girls of good family its inhabitants, noble or common. Beyond
medieval law a woman had few rights and who are usually friends more than maids. his religious duties, the priest knows the
was barred from most activities she could The waiting women dress their lady, take common law and is expected to advise the
neither own property nor bear arms, for care of her clothes, help with the children, lord when he is dispensing justice. He also
instance in practice such legal cavils were and join her in the endless sewing of clothes acts as the castle's almoner, dispensing
ignored. Usually the lady also takes an that's such a large part of life for medieval charity to the poor who show up at the
active part in running the estate; many women. Since a lord gains status by sup- gates. In a fantasy world with pagan soci-

VOL, IV
eties, this priest will not be a Christian works more than three or four hours a day sary luxury," because they are a bright spot
father, of course, but most lords will keep a a much better lot than breaking one's of color in an otherwise drab life. Even the
priest of their favorite god close at hand. back on the farm. Servants are also assured most bat tie-hardened lord will wear flowers
A wealthy lord also maintains as many of getting enough to eat, which is not the in his hair for special events like weddings.
men-at-arms as he can afford to keep in his case for cither peasants. Even if a castle is near a town, the lord
barracks. Particularly if this force contains A great castle will have close to a hun- prefers to keep his own craftsmen within his
archers and pikemen, the men-at-arms are dred servitors, counting their wives, and walls. After all, one can't send to town for
likely to be from the yeoman (free middle) another hundred or so servants. Following supplies during a siege! Every castle will
class, but at their head will be at least one are descriptions of some of the most impor- have a carpenter, a tinker, a potter, and a
household knight of noble birth. In areas tant servitors, who will be found in any stonemason, but the most important of
where there is constant warfare or danger castle of decent size. these servitors is the blacksmith. In fact, a
from bandits and suchlike, the lord will Working under the seneschal are those large castle is likely to have two smiths who,
maintain as many household knights as he responsible for the security of the casde, the besides shoeing the small herd of horses
can afford, but in peaceful regions, he will chief porter and the watchmen. Although within the castle, also produce nails, bolts,
enfeoff his knights on part of his manor. the watchmen are recruited nightly from the arrowheads, lance heads, shield bosses, and
The average household knight is a poor men-at-arms, the chief porter has a heredi- even chain mail. The smiths also repair
noble, usually a younger son with no chance tary job. Usually he and his family live in a broken weapons and horse-gear.
at an inheritance, who spends his whole life gate-house, which is either just inside the Working cloth is another important castle
in the lord's castle for what amounts to gates or built into the wall over them. He is industry, because every piece of clothing or
room and board and the all-important responsible for greeting and scrutinizing blanket used by those who live there is
chance to prove himself in battle. Some every person who conies to the gates and produced by the household. The castle's
knights, however, are vagrant adventurers for deciding whether or not to admit them. lady supervises a large staff of women who
noble-born, of course, but kicked out by If the visitor is noble, the porter must greet spin wool from the lord's sheep, weave it
their families for one shameful reason or him with the ritual courtesy due his rank. If into cloth, dye it with herbal dyes, and then
another. These lesser knights own their own the visitor is judged undesirable, the porter sew it into clothes to be dispensed as wages
horses and equipment, rather than receiving must turn htm out by force if necessary. or gifts. The lady herself will sew her lord's
them from the lord, and thus are paid a Thus, porters are trained in the use of clothing, perhaps adding a touch of fancy
small fee in addition to their maintenance. weapons. needlework if she has the lime.
In the castle hierarchy, these knights-errant, A lord who dispenses justice has an Head cook, baker, head groom, dairy-
as they are called, come near the bottom as important servitor in the person of the man, poultry man all are important
necessary evils, not to be trusted unless sworn executioner. Although not the most servitors, and all will have lesser servants to
under the firm control of the seneschal. popular man in the castle, the executioner is help them at their work. The bailey and
In fantasy-world castles, great lords also treated with respect. He's responsible for ward of a large castle are actually a village,
have a personal wizard or sorcerer living hanging or otherwise dispatching criminals, filled with wooden shacks and workshops,
with them. Such a magician is expected to "persuading" suspected criminals to reveal housing the people who turn the produce
use his skills in his lord's defense during war evidence, and putting minor infractors in from the land into the necessities and some-
and to influence political events during the stocks or flogging them. Oddly enough, times the luxuries of life.
peace. He also gives the lord counsel from the executioner also serves as a doctor for
his arcane lore and interprets omens that broken bones and wounds. Since he's Who pays for all of this?
are beyond the range of the priest. Kings trained to break bodies, he knows a good bit Whether bushels of wheat or silver coins,
and particularly powerful nobles may have about repairing them as well. disposable wealth has to come from some-
a personal alchemist in their castle as well. Another person who serves as a doctor where, and the "somewhere" of the mano-
from time to time is the barber, sometimes rial economy is the labor of the tenant
Servitors and servants j known as a barber-surgeon. Although he peasants, or serfs, as they are commonly
Among the ranks of common-born ser- shaves the noblemen of the household and known. Although many lords have subsidi-
vants in the castle there is a further distinc- cuts their hair like a modern barber, he also ary incomes from bridge tolls, river rights,
tion between servitors, who have a knows much primitive medicine and can or town taxes, the bulk of their wealth
certain amount of respect and position, and dispense herbal potions for various ail- comes from the land.
the crowd of peasant servants who do the ments. His most common treatment, how- As mentioned above, about one-third of a
actual daily labor. The servitors have a craft ever, is bleeding the sick, either by opening manor is the lord's own land, the demesne.
to offer, such as blacksmithing, cookery, or a small vein or by applying river leeches to All produce from the demesne belongs
hunting technique. These skilled laborers suck out the "bad blood." directly to the lord. The tenants holding the
hold their positions by hereditary right, Since the hunt is a very important part of rest of the manor also work on the lord's
passing the job down to their sons or daugh- castle life, providing not only amusement demesne, usually for three days a week.
ters as long as they have heirs. Servitors are but much-needed meat, every castle has a This service, called the corvee, is paid only
generally proud of their position and very staff of servitors devoted to hunting. The by the head of each tenant family, but it is
loyal to their lord if he's any kind of a kennelman cares for and trains the lord's strictly enforced.
decent man at all. hounds; during the hunt, he supervises the The other members of the family are then
The servants, recruited from the peas- pack. The falconer tends the falcons and technically free to work their own land for
antry on the manor, are treated like valu- hawks. He also has the unenviable job of their own profit, but in practice, the lord
able farm animals. Kicks and curses are raiding nests to steal young birds; the aver- skims off a large share of their labor. For
their daily lot from those above them in the age falconer will have many scars on his starters, each peasant has to pay an annual
hierarchy. They sleep wherever they can face as a result. The master huntsman tends head tax, the chevage. If the lord has justice
find a spot, usually on the floor or on a and repairs the special hunting weapons, rights over the peasants (and most do), each
table in the lord's hall, or out in the stables. trains the beaters and netmen, and tracks family pays a further annual tax, the (a/We.
For wages, they receive food, one suit of game when the hunt is up. Whenever the head of a family dies, his son
clothes a year, and a few small coins at Another crucial part of the castle's food must pay the lord a further tax to inherit
Christmas. Yet, odd though it seems to supply is the garden, tended by the chief the land.
modern minds, being a servant in a castle is gardener and a crew of peasant servants. Most onerous of all, however, are the
a sought-after job. Since status demands This garden supplies vegetables, pot herbs, banaiites duties and fees that must be
that the lord have more servants than are and medicinal herbs as well as flowers. The paid constantly in order to live daily life.
necessary for the work, no single servant flowers, however, are considered a "neces- Peasants must grind their grain in the lord's

60 BEST OF DRAGON
mill, bake their bread in his ovens, use only will be role-playing the entire medieval possible to get out of this service by paying
his bull and st ail ion to stud their cows and environment and property system. scutage, a money payment sufficient to hire
mares, cross the stream only at his bridge The first problem is acquiring enough and supply as many men as the vassal is
on and on, and all for a fee. These land not merely for the actual castle itself failing to provide. The GM should decide
charges are enforced by physical violence, but also for the manor to support it. Most whether the overlord in question will accept
such as floggings or even maiming. players will protest that their characters scutage. In a real emergency, the overlord
The French historian George Duby has don't need a manor, because they plan to will not.
estimated that the total charges upon a support their castle with the coin from If the PC has received a grant of mano-
peasant amounted to 50% of his family's adventuring. Unfortunately, all the coin in rial land that's already being farmed, he can
total output, and this is over and above the the world can't buy food that isn't there to proceed to building the castle. In the case of
corvee. (And you think the IRS is bad?) buy. Medieval agriculture is so inefficient virgin territory, however, the PC will have
The average peasant family, therefore, lives that it's highly unlikely that the neighbor- to find farmers to work on the new manor.
close to starvation. Their clothes are torn hood peasants will have any food to sell Peasants on an existing manor are usually
and filthy; their hut is tumbledown and after fulfilling their obligations to their lord. willing to become colonists if they receive a
drafty; their children die with heart- Besides, their lord will probably outright better deal than they're already getting
breaking regularity from malnutrition and forbid any sale of food to the adventurer in an easy enough matter, considering their
small fevers. Most peasants also live in a the neighborhood because any new castle is lot. It was common for colonizing lords to
state of sullen resentment that at times a rival for power. Even free farmers will sell allow reluctantly, of course their
breaks out into open rebellion, but the only what food they can spare, leaving the colonists to lease the new land with rents
lord's armed justice is swift to torture, character's castle vulnerable to bad har- due instead of full feudal service.
maim, or kill any protestor. At its most vests. Thus, the PC's castle requires a Since serfs are legally free men, not
basic level, the manorial system resembles manor to feed it. slaves, buying them out of serfdom is a
nothing so much as that well-known gang- Buying land outright for coin is unheard ticklish business. While trying to keep up
ster ploy, the protection racket. of in a medieval-style world. At the most, a appearances, their former lord will try to
To keep the peasants in line and to extort PC could obtain a small amount of land on get as much coin as possible per head.
all these fees, the lord requires a number of a perpetual lease by paying a money rent, Lords will never risk underpopulaling their
manorial officials, sometimes noble-born but it is far more likely that any manorial own lands, of course, and thus will probably
but more usually middle-class servitors, estate will come enfeoffed or entailed in one only allow 10-15% of their serfs to leave at
again holding their positions by hereditary way or another. There are two kinds of land any given time.
right. At the top of the hierarchy is the available for new manors: virgin territory, Once the farmlands are settled, the PC
bailiff, who might live in the castle, but who or farmland from a great lord's already will also have to acquire servitors from the
more likely lives in a farmhouse on the existing manor. middle classes and whatever noble officials
estate. The bailiff is the working overseer of Any virgin territory within a kingdom is or henchmen he can attract. To build the
the estate, making his daily rounds on considered the property of the king; squat- actual castle requires skilled, well-paid
horseback to collect work-gangs for the ters will have a war on their hands. Legally craftsmen brought out from towns. Most
corvee, make decisions about plowing and settling virgin territory requires a royal fantasy-game systems have prices in their
planting, and supervise the collection of charter granting and establishing the new rules for the actual cost of building. Crafts-
taxes and fees. Since they must make manor. In the case of manorial land, the men will demand to be paid in coin, not
detailed annual reports to the lord and the lord who has rights to it must be persuaded produce, but they will take part of the
seneschal, most bailiffs can read and write. to subenfeoff it to the PC. In both cases, the wages in living expenses while actually
To help him, the bailiff has a varying granter of the manor will wangle as many working.
number of assistants, the provosts. (Some obligations as he can from the PC. The process of settling a manor and
lords dispense with a bailiff and have the To obtain a manor from an overlord, building a castle should take game-years,
provosts report directly to them,) Tt\e pro- whether king or baron, the PC has to not months. The PC isn't slapping up a
vosts directly supervise the corvee, and acquire the lord's favor and convince him modern condominium o f l a t h and sheet-
some do actual physical work as well, such that he will be a loyal vassal in the future. rock, but building in stone for the ages. The
as loading the taxes onto carts or tending Here's where all those coins and jewels can GM will probably have to rule that the PC
the lord's horses when they are brought come in handy. Besides giving lavish doesn't have the resources to build his
outside to graze. presents to the overlord, the PC will have to dream castle all at once, but must either
Two other important estate officials are bribe his important officials to get them on adventure again or wait until the land
the forester and the game warden. The his side and perhaps even to get an audi- begins producing enough revenue to finish
forester keeps track of all firewood cut from ence with the overlord. Once the grant of the work.
the lord's forest and of course imposes a fee land is offered, the PC has to swear homage Most PCs, in fact, will have to start a
upon the peasant for cutting it. The game to his new overlord, or suzerain, as it was stronghold as a fortified manor or fortalice.
warden's primary duty is to make sure that often called. Although players will gripe about this, the
no one poaches any wild game from the In homage, the PC promises to become GM should hold firm. After all, a recurring
estate. All deer, rabbits, and boars are the the overlord's vassal for the rest of his life problem in long-running campaigns is the
lord's property; any peasant who kills so (the PC's life, that is) and to perform cer- rich and incredibly powerful PC who unbal-
much as a rabbit, even to protect his crops, tain services in return for the land. The ances the game by his very presence. First
will be summarily hanged. minor ones can be widely varied, but the building, then maintaining a castle is an
most common small obligations are to visit excellent way to drain off not only wealth
The player character's castle the overlord's court once a year, to entertain but playing time from such a PC.
Now that the GM understands the him sumptuously whenever he appears at First of all, the PC will have to spend
requirements of a working castle, he is in a the vassal's castle, and to help him with the playing time fulfilling his obligations to his
better position to supervise any players who expense of wedding or knightings of the overlord. The military service will always
wish to have their characters build strong- lord's children when they come of age. come due in summer prime adventuring
holds, a process far more complex than the The major obligation, of course, is mili- weather. An overlord's visit will cost a great
modern procedure of buying a piece of real tary service. The vassal must provide a deal of money for the lavish feasts and
estate and hiring a contractor. At all stages, specified number of soldiers and their provi- entertainments that are necessary to keep
the GM should retain firm control of the sions for forty to sixty days a year. When- the overlord's good favor.
process and put plenty of realistic obstacles ever summoned, the vassal must personally Second, running a large manor takes
in the character's way. In a sense, the GM fight at his lord's side. In some cases, it's time. If the PC is away from home too

VOL. IV 61
often, the officials are likely to turn dishon- As a starting point, the GM should write of every hut and field. The map can indi-
est and begin stealing revenues, or turn so a descriptive paragraph for each truly cate the lord's forest, major streams, and
ruthless that they cause a peasant revolt. important inhabitant in the castle, such as other such natural features on a simple hex-
The PC must also maintain a court of jus- the lord and his family, the noble officials, by-hex basis. If the player-character party is
tice and be at home to receive taxes and the chief household knight, and such servi- the sort that's likely to get into trouble, by
homage from those below him. tors as the player party is likely to meet, poaching on the lord's forest preserve or
Finally, a powerful PC on a rich manor is such as the chief porter. Here's an example robbing someone, then the GM can set up
going to cause envy, and thus enmity, of such a sketch: "Sir Gervase, the sene- the daily route of the bailiff, provosts, and
among his neighbors. Petty feuds and envi- schal, is a strong, middle-aged man having gamekeeper and give them some combat
ous disputes are common in a medieval- great skill with weapons. He uses his quick stats.
style society, and they're always settled by wits and considerable worldly wisdom loy- The time spent working up a realistically
the sword. Fighting a local war is a much ally in the service of his lord." Then, if stats populated castle will pay off in the fun of
better use of a powerful PC's talents than is are necessary at some later time, the GM running it. All these assorted NPCs provide
stripping hapless dragons of their wealth. can either roll them up or simply decide opportunities for encounters and character
them within the parameters of the sketch. interaction beyond the usual combats
The castle in the campaign Lesser servitors and servants can be love affairs, resentments, friendships, diplo-
Since building and maintaining a castle is merely listed and noted, for instance: matic squabbles all in a fantasy setting
such a difficult proposition, castles aren't "twelve serving wenches, two very pretty," that will still seem "real" to the players. A
going to exist in every hex of the campaign or "Hubert the blacksmith; lives in the truly well-realized setting adds enormously
map. The common pattern, in fact, will be bailey; strong arm with war hammer." to everyone's enjoyment and that's what
one powerful castle for every two or three When it comes to running the castle, fantasy role-playing is all about!
hundred square miles, surrounded at inter- impressionistic story-telling will fill a lot of
vals by the fortalices of the rich lord's vas- gaps. For example, let's suppose a player A note on further reading
sals. Royal castles will be even rarer. In a party is entering a castle for the first time. GMs and players who are interested in
kingdom with a weak central government, After an actual encounter with the chief more detail about castle life can find many
there may be no roya! castles at all except porter, they go through the gates. The GM books available these days, some in paper-
for the king's persona) dwelling. can say something like this: "Out in the back. One of the best is Life on a Medieval
Because of the large number of servants, bailey, you see a large number of wooden Barony by William Stearns Davis (Harper
servitors, and retainers who live in a castle, sheds and huts. Servants hurry around and Row, 2nd ed. 1953). Serious role-
drawing up a castle in minute detail for an carrying food and firewood; a couple of players, especially fans of the Chivalry and
NPC is as much work as creating a small grooms are currying horses by the main Sorcery game, will find that reading this or
town. Fortunately, unless the NPC has a well; you hear the clang of a blacksmith's some similar book adds enormously to their
crucial central role in the campaign, or the hammer over the general din." Such a fun. Hard-working GMs who want more
GM wishes to run a series of scenarios in a scene-setting gives the feel of castle life information about the manorial system and
particular castle, there is no need to create without stats and continual dice rolls. the sizes and population of average holdings
every single inhabitant and give them full When mapping out the manor for an should gird their loins and attack The Cam-
statistics. After all, unless the player party is important castle, likewise, the GM should bridge Economic History of Europe, Vol-
a bunch of murderous brigands, they are indicate where the peasant villages are and ume I: The Agrarian Life of the Middle
unlikely to engage in combat with the black- how many families live in them, but it's Ages, edited by M. M, Postan (Cambridge
smith's wife or the pig-boys. unnecessary to make a detailed placement University Press, 1966).

62 BEST OF DRAGON
Saintly standards
Friends of the gods with special powers

by Scott Bennie From issue #79, November 1983


The Dungeon Masters Guide mentions character. If a player character somehow awe ability is not dependent on the actual
"saints" in several places, but no system is manages the near-impossible and is truly charisma of the saint, and he may activate it
given for defining sainthood or classifying worthy of becoming a saint, then the player at will. This power also allows high-level
the precise abilities or capabilities of a saint. should be satisfied with his character's creatures to be aware that the saint is a
Looking at the real world and at saint-like achievement and must let the character pass being of more-than-human power.
characters in mythology and modern epic into the capable hands of the DM, to be As a demi-deity, a saint has a saving
fantasy, we might make the following state- used forever more as an NPC. throw of 3 in all categories. A saint is likely
ments about saints in the AD&D game: While the abilities of a saint are as varied to have magic items of a unique nature
Saints are the most powerful servants of a as the gods themselves, each saint being a (minor artifacts) or ordinary magic items of
deity on earth, the absolute embodiment of unique individual, there seem to be some the greatest power.
their religion, and as such are given abilities abilities, listed hereafter, common to all Not all religions have saints, while some
that far surpass those of ordinary mortals. saints. The number in parentheses after a religions have a large number of "patron
Saints are almost always clerics, since that listing indicates the number of times per saints" who serve as intermediaries between
character class provides the most service to day each of these spell-like powers may be the deity and the deity's worshipers on a
the gods, but occasionally a fighter, particu- used. Powers followed by an asterisk {*) are number of matters. A patron saint is the
larly a paladin, will be elevated to saint- those that are used in reversed form by an most powerful variety of saint and actually
hood. Saints are usually of good alignments evil saint (for instance, continual darkness receives worship through shrines located in
(the word "saint" is derived from the Latin instead of continual light). the major temples of the patron deity. Those
ssnctus, meaning holy, as in "sanctuary"), Command, 1 round effect, no saving saints who generate enough interest that
but there have been occasions when the throw (1) cults are eventually formed to honor them
evilest deities or the vilest kings of the neth- Continual light* (3) may become demi-gods.
erworld have awarded their dark champions Cure disease/cure blindness* {6 each) Saints, being of such great power, should
with saint-tike power, resulting in a "dark Dispel evil'(I) be relatively few in number on any one
saint" or "anti-saint." Heal* (I) world; a saintiy encounter is rare for even
It has been said that becoming a sajnt is Immunity to death magic spells and the most traveled party. Saints make inter-
the most difficult goal to which a mortal powers esting acquaintances or deadly enemies
may aspire. It requires that the saint serve Know alignment (at will) for player characters. As examples,
his (or her) deity faithfully in every action Protection from evil, 10' r. " (at will) following are four descriptions of saints
he performs and that he follow all the rules Raise dead* (i) from my own campaign: St. Ceril, who is of
of the religion unquestioningly. In addition, Reduce aging 1 about average power for a saint; St. Bane, a
the saint must constantly quest for and Remove curse* (3) patron saint who approaches demi-god
1
smite the enemies of the religion, and be Summon (1) status; St. Kargoth, a paladin gone wrong;
willing to die at any moment for the sake of Tongues/comprehend languages (at will) and St. Eleador, who achieved sainthood
the religion's goals without hope of rebirth; True seeing1 (1) extremely early in his mortal existence.
the saint must also do deeds of great valor Notes:
against great odds, and be universally rec- 1: The saint will have 5 to 10 times the ST. GERIL the Relentless
ognized as a champion of the religion. lifespan of an ordinary mortal, in addition ARMOR CLASS: -7
A saint should be far above ordinary to being able to use life-prolonging aids MOVE: 12*
mortals in power, with characteristics much available in the AD&D universe (such as a HIT POINTS: 98
greater than normal and levels of ability potion of longevity). Upon his death, a saint NO. OF ATTACKS: 3/2
close to the peak of human attainment (e.g., will go to reside upon an Outer Plane DAM AGE/ATTACK: By weapon
at least 16th level for fighters and clerics). appropriate to his alignment and religion. type (+2)
The saint may be on very close terms with 2: A saint can summon one creature of SPECIAL ATTACKS: See below
the gods, and will be well versed in divine the same alignment of not more than 12 hit SPECIAL DEFENSES: See below
politics so that he can deal with other divini- dice. This power is usable once per week, as MAGIC RESISTANCE: Standard
ties and their servants to best advantage. opposed to all other "numbered" powers, SIZE: M (7' tall)
If a mortal fulfills these criteria, then his which are usable the specified number of ALIGNMENT: Lawful neutral
deity or a group of sponsor deities, provided times per day. SYMBOL: Three upward-pointing arrows
thai a champion is needed, will empower CLERIC/DRUID: 19th-level cleric
the saint with a spark of divine essence so In addition to these powers, a saint has FIGHTER: 7th-ievel fighter
that he is no longer truly mortal, his power the ability to inspire awe in creatures of 1 PSIONIC ABILITY: VI
being on par with a quasi-deity. As a non- hit die/level or less, as if the saint were a S 18{+ l, + 2) I 16 W 19
mortal, the saint must be a non-player divine being with a charisma of 19. This D 18 C 16 Chl9
VOL. IV 63
Ceril was an altar boy for his religion in a rewarded with sainthood. unleashed a demonic terror on the Prime
village where the entire population, includ- Bane has the standard abilities of a saint, Material Plane in a mad bargain for per-
ing his parents, was slaughtered by toadlike and a lifespan ten times longer than an sonal power. The grateful demon prince
creatures. Ceril, the lone survivor, vowed to ordinary mortal; he appears to be about 70 transformed Kargoth into the first and most
avenge their deaths. He spent fifty years years of age. Any undead of low intelligence powerful Death Knight, When the forces of
trying to accomplish this, consuming little or less that even glances at Bane must save good rallied and drove away the horror,
food or water, hardly steeping, sustaining vs. death magic at -4 or crumble into dust; Kargoth exalted in his newly won power
himself only by an unceasing fury. Finally, undead of higher intelligence must make the and performed many deeds of great malevo-
he found the murderers, a group of rene- same saving throw or flee in terror. Bane is lence and harm to the forces of good. Even-
gade Slaadi. After a great battle, Ceril immune to aging, fear, charms, paralysis, tually, the scale of his atrocities grew to a
single-handedly slew their leader, a very and life-level loss. point where the gods of chaotic evil align-
powerful Death Slaad. Impressed by his In battle, Bane wields a + 6 flaming ment could not help but recognize
devotion and perseverance, Ceril's deity trident that does a base of 3-52 points of Kargoth's achievements; as a result of his
awarded him with sainthood, damage ( + 9 for magic and strength) and deeds, and because they needed an agent to
Ceril has several special weapons, the triple damage against undead. His + 2 plate counter the saintly agents of good (such as
greatest being Chaosbreaker, a + 5 long mail, besides its magical bonus, makes him St. Bane), they endowed Kargoth with
sword that does double damage against any immune to fire, cold, and lightning attacks, saintlike abilities.
creature of a chaotic alignment. His + 3 slow spells, and magic missiles, his + 1 Kargoth's powers arc many and terrible.
plate mail cannot be destroyed or rusted, shield will deflect any normal missile fire He automatically commands any undead he
and has the combined abilities of a ring of hurled at him, including boulders thrown encounters except those directly serving
swimming, a ring of free action, a necklace by giants, and it has a 35% chance of Orcus, and can summon two Death Knights
of adaptation, and a helm of underwater deflecting a magical missile as well. He has {see FIEND FOLIO Tome) at will once
action. His * 2 shield will, on command, a few other magic items of minor power. per week, in addition to his saintly sum-
reflect a spell as does a ring of spell turning, Bane's armor, shield, and irident are trans- moning ability. He has 90% magic resis-
up to seven times daily, one spell per melee dimensional; they do not vary in power or tance, and if this resistance succeeds in
round. He also has a plethora of minor ability on different planes. protecting him, there is a 65% chance that
magical items. Bane has a fairly widespread cu!t, partic- the spell or spell-like effect directed at him
Ceril appears to be a man of about 40 ularly in places heavily infested with will be reflected back upon the attacker.
years of age, despite the fact that he has undead. While he only has a small and Kargoth wears * 4 plate mail and wields
lived for more than 250 years. He has rather weak priesthood (maximum 4th-level a variety of magical swords of great power,
golden hair, a short beard, and grey eyes. clerics), his clerics and those who serve though he lusts for even more powerful
He is highly charismatic and can cast a pane's patron god that gain Bane's personal weaponry. The only sword in his long career
suggestion spell (once per round) on any blessing before questing against undead that came close to satisfying him was
creature of up to 6 hit dice/levels merely by have a 75% chance of gaining + 1 to all Gorgorin the Shatterer, which does 2-20
speaking with the creature. He is often undead-turning rolls, while those who pray (plus strength bonus) hit points of damage;
found questing against chaos and wander- at Bane's shrine have a 15% chance to gain each victim it strikes must save vs. death
ing from place to place preaching the a + 1 to turn undead. This blessing lasts for magic or be disintegrated. Fortunately, the
importance of strict devotion to order and the duration of the quest. Sfcaffererwas lost when Kargoth battled the
the need to battle chaos, a cause for which Bane is a wanderer of the planes, and legendary Hainard of the Whiteguard.
he will occasionally employ (and willingly often makes sorties into the Abyss. His Kargoth has never stopped looking for the
sacrifice) mortals as pawns. plans are subtle and far-reaching, and he sword since, and dark shall be the day that
will often use mortals in his schemes. He Kargoth and his beloved sword are at last
appears as a man with wild white hair, who one again.
ST. BANE the Scourger often rides a white beast with the specifica- Kargoth rides a glowing green chariot
(Patron saint of those who hunt undeaci) tions of a nightmare of maximum hit points driven by six nightmares, each of maximum
ARMOR CLASS: -5 but which is neutral good in alignment. hit points. While in the chariot, Kargoth
MOVE: 18" Bane has made a vast number of powerful, generates fear in a 120' radius; outside the
HIT POINTS: 143 evil enemies; those who ally with his cause chariot, he has that power in a 30' radius,
NO. OF ATTACKS: 3/2 are asking for a lot of trouble. continuously. He is capable of the following
DAM AGE/ATTACK: 3-12 ( + 9) additional powers, usable one at a time and
SPECIAL ATTACKS: See below one per round: wall of ice, dispel magic,
SPECIAL DEFENSES: See below ST. KARGOTH darkness 20' radius. Thrice per day,
MAGIC RESISTANCE: Standard (King of the Death Knights) Kargoth can do each of the following: gate
SIZE: M(6' tali) ARMOR CLASS: -5 in a Type III (50%), Type IV (35%), or
ALIGNMENT: Neutral good MOVE: 15" Type VI (15%) demon, with a 100%
SYMBOL: Flaming black trident HIT POINTS: 136 chance of the gate opening; use any of the
CLERIC/DRUID: 22nd-level cleric NO. OF ATTACKS: 2 power word spells, a symbol of pain or fear,
FIGHTFR: Wth-lcvel fighter DAM AGE/ATTACK: By weapon and toss a 20-dice fireball. These are in
PSIONIC ABILITY: Nil type ( + 8) addition to his other saintly abilities.
S 18/22 ( + 1, + 3) 120 W 21 SPECIAL ATTACKS: Sec below Kargoth's physical body was driven from
D 18 C 17 Ch 19 SPECIAL DEFENSES: See below the Prime Material Plane centuries ago, but
MAGIC RESISTANCE: 90% (see below) in his undead form he is still able to venture
Saint Bane was the high priest of a reli- SIZE: M (7' tall) to the Prime Material Plane to wreak
gion whose main precept is the extermina- ALIGNMENT: Chaotic evil havoc. While he serves Demogorgon will-
tion of the undead. As a first-level cleric, SYMBOL: Glowing green skull ingly, his power is believed to approach that
Bane incredibly managed to slay three CLERIC/DRUID: 12th-level cleric of his master's, and his actions in the com-
vampires; and, as he rose in power, he FIGHTER: 16th-]cvcl fighter plex rivalries of the Abyss require close
battled deadlier foes. Finally, Bane was PSIONIC ABILITY: Nil scrutiny.
responsible for the death of the witch-ghoul S 20 ( + 3, + 8) MB W 15 Kargoth appears to be a Death Knight of
Khuul, one of Orcus's greatest servants, D 18 C 18 Ch-1 massive size and build, except that his
and he attacked and nearly slew Orcus on skeletal features are a baleful, glowing
his home plane. For his valor. Bane was Kargoth was a great paladin, until he emerald color.

64 BEST OF DRAGON
ST. ELEADOR the Survivor prevent the unleashing of a monstrous evil. able to gaze into the past and the future in
ARMOR CLASS: -4 Overcoming unbelievable odds, he man- his dreams. The source of this power is not
MOVE: 12" aged to thwart the evil, and several deities psionic; it has been speculated by some
HIT POINTS: 88 gratefully rewarded him with sainthood. sages that a link exists between St. Eleador
NO. OF ATTACKS: 2 Eleador doesn't enjoy combat, preferring and the Plane of Time. It is possible that
DAMAGE/ATTACK: By weapon peaceful resolution of conflicts to bloody because of this link the gods have taken a
type(+l) violence. This makes him all the more great interest in his affairs, which resulted
SPECIAL ATTACKS: Sec below dangerous when aroused, and he will not in his elevation to the sainthood at a com-
SPECIAL DEFENSES; See below hesitate to attack the most evil of foes. paratively low level of experience and with a
MAGIC RESISTANCE: Standard Under no circumstances will Eleador sur- relatively weak reputation.
SIZE: M(6' tall) render or submit to blackmail; he is willing Eleador often wanders from plane to
ALIGNMENT: Neutral good to see those he loves die before he compro- plane, but rarely uses disguises. He appears
SYMBOL: Golden chimera mises his principles. In a battle, Eleador to be a man of about 30 years of age, with
CLERIC/DRUID: 17th-level cleric wields the Mace ofAuru, a + 3 mace of blond hair and blue eyes; he wears deep
PSIONIC ABILITY: VI disruption which dispels evi/on a natural blue robes over his chain mail with the
S 16 ( + 0, + 1) I 18 W20 "to hit" roll of 18 or better; he also owns a insignia of a golden chimera on his chest.
D 16 C 16 Ch 16 talisman of pure good with double the usual He has been known to ride an extremely
number of charges. Like St. Bane, Eleador powerful pegasus (AC 3, MV 32"/48", HD
Eleador was a young priest who was is a powerful foe of the undead, gaining a 6-1-6, HP 54, #AT3, D 2-12/2-12/1-4, SD
thrust into circumstances far beyond his + 3 to his die roll to turn undead creatures. 10% magic resistance, immune to petrifica-
control, in which he and a small band of Eleador's greatest power, however, is his tion) which he befriended on a particularly
adventurers were the only ones who could gift of timesight. When Eleador sleeps, he is harrowing adventure.

These are the breaks


Weapon damage in AD&D action

byJohn R. Shaw From issue #54, October 1981


The warrior knew he was dead even before the enemy's steel bit optionally included.
hungrily into his warm fiesh. Only moments before, it was he who Table 1 describes the various mis-chances that could occur in the
had this creature near death. It was not until he stumbled in the heat of battle. For any result, at least 1-4 points of damage are
midst of a fast and frantic exchange of blows that the thought Gashed caused; this number should be modified upward by the DM to take
through his mind this might be his last fight. The bright steel that into account bonuses to damage (such as the "plus" of a magic
had held a razor-sharp edge through so many battles now seemed to weapon) or special circumstances (such as a party member being hit
dull as it connected harshly against the metallic skin of the creature. and thus caused to fall into a pit).
Then sword met sword. "Damage to party member" could be caused by the character
Time stopped as the warrior saw pieces of finely wrought metaJ accidentally bumping another party member into a wall, tripping
scatter to the four winds, catching flashes of light as they fell toward him, or knocking him off balance (which causes him to take extra
the floor. damage from an opponent); or even by a wild swing with a weapon.
The creature's evil blade seemed to hang momentarily in the air. "Damage to self might occur under similar circumstances to
The split seconds seemed like hours to the doomed warrior, as his those mentioned above and would possibly also include such slips as
grip instinctively tightened on the now-useless hilt. His muscles a distracted magic-user dropping a dagger through his foot.
tensed in anticipation as he waited bravely for the final blow to be Damage to a weapon may be the result of a wild swing connecting
struck . , , with a dungeon wall, trying to bruise an iron golem with a wooden
club, enthusiastically attempting to chip the favorite boulder of a
The one item usually missing from the aftermath of a good battle stone giant, or just old age, from having been used in so many bat-
in an AD&D game adventure is the sight of broken and battered tles over the months or years.
weapons littered among the freshly hewn corpses. The following Specific types of weapon damage (or lack of it) are given in Table
tables introduce this aspect of combat, making recreations of scenes 2. This aspect can be included so that broken or damaged weapons
such as the above possible. However, not all would be as deadly. (especially magical ones which fail their saving throws) may later be
Whenever an unmodiiied 1 is the result of a "to hit" roll, the repaired. It is also possible that the weapon can continue to be used,
following tables should be consulted to determine the adverse results at reduced effect, depending on how badly it was damaged.
(if any) of such a terrible throw. Table 3 is used to determine during which round of fighting the
The system is flexible, allowing Dungeon Masters to introduce damage to the weapon will occur. This may be a round when the
only those tables desired, depending on the level of complexity and character fails to score a hit on the opponent, for it must be remem-
realism sought. bered that weapon hits will still be occurring on other weapons,
Table 1 can be used on its own, or Table 2 added for more inter- shields, and armor. Such hits cause no damage to the opponent, but
est. If both these tables are being used, then Table 3 can also be the force of the blow is enough to damage a weapon. Only a careful

VOL. IV 65
examination (which obviously cannot be carried out in the middle of 46-47 Tail of weapon broken off and smashed.
a melee) by a qualified character will reveal that the weapon is dam- 48-50 Tail of weapon broken off and damaged.
aged and will soon break. A qualified person is one who deals closely 51-55 Tail of weapon broken off and partly damaged.
with the material involved. For example, a swordsmith would be 56-65 Tail of weapon damaged; -2 to hit.
qualified to inspect all types of metal swords and daggers, because he 66-80 Tail of weapon partly damaged; -1 to hit.
would have a basic understanding of the metallurgy involved. A 81-00 Weapon undamaged.
player character who has had previous experience as a smith, for
instance, could be a qualified judge if he had followed this trade for Notes on Table 2
a few years and not just a short period of time. 2.1 If weapon has been damaged, roll on table 3 (if it is being
used) to establish when the damage occurs.
TABLE 1: Damage inflicted 2.2 The "head" of a weapon is that part which inflicts the dam-
01 Damage to party member; weapon damaged and age: sword blade, arrowhead, tip of lance, head of mace, and so on.
dropped out of reach. 2.3 The "tail" of a weapon is that part which is used to control
02 Damage to party member; weapon damaged and the aim: hilt of sword, longbow, crossbow, rear portion of lance,
dropped within reach. handle of mace, and so on.
03-04 Damage to party member; weapon undamaged but 2.4 Any part of a weapon receiving a "smashed" result cannot be
dropped out of reach. repaired or used further. Any remaining undamaged part of the
05-06 Damage to party member; weapon undamaged but weapon might be usable at reduced effect, depending on the weapon
dropped within reach. and which part of it remains intact (see note 2.6).
07-12 Damage to party member; weapon stil! held. 2.5 Penalties given by the table for "damaged" and "partly dam-
13-20 Damage to party member; no effect on weapon. aged" weaponry are cumulative. They take effect in the round after
21 Damage to self; weapon damaged and dropped out the weapon was found to be damaged, and continue until the
of reach. weapon is either repaired or destroyed.
22-23 Damage to self; weapon damaged and dropped 2.6 Many weapons are unusable when a part has been damaged
within reach. or broken off, but the wide range of possible weapons and possible
24-26 Damage to self; weapon dropped out of reach. circumstances will make it necessary for the DM to rule on whether
27-29 Damage to self; weapon dropped within reach. certain damaged weapons can still be effectively employed. Two
30-38 Damage to self; weapon damaged but still held. clear-cut examples: The front half of a spear is just a smaller spear,
39-50 Damage to self; no effect on weapon. but the front half of a sword blade is virtually useless as a weapon.
51-52 Weapon damaged and dropped out of reach. Weapons were designed to be well balanced for maximum striking
53-55 Weapon damaged and dropped within reach. effect, and this balance would be affected if part of the weapon were
56-60 Weapon dropped out of reach. broken off. For any parts of the weapon that the Dungeon Master
61-65 Weapon dropped within reach. agrees can be usable in combat, "to hit" and damage penalties must
66-80 Weapon damaged but still held. be worked out. Penalties will depend on the circumstances and the
81-00 Nothing unusual happens. actual part of the weapon being used.
2.7 If the weapon has not been dropped (as given by table 1) but a
Notes on Table 1 result on Table 2 indicates "Head of weapon broken off' or "Tail of
1.1 "Damage to party member" indicates a member of the party weapon broken off," then the head of the weapon will fall to the
of the character, or of the monster, who rolled the 1. If the character ground within reach, and the tail will still be held. A "weapon
or monster is alone or if no other members of the party are within dropped" result on Table 1 refers to the entire weapon, whether or
striking distance, then treat this result as "Damage to self." Weapon not it was broken or damaged.
damage will still apply, as appropriate. If more than one party mem-
ber is within striking range, determine the member hit by random TABLE 3: Time of damage to weapon
selection, remembering to include,non-player characters. 01-10 Weapon damaged and/or dropped this round.
1.2 "Damage to self is halved if the character makes a save vs. 11-16 Weapon damaged and/or dropped next round.
rod, staff or wand. 17-19 Weapon damaged and/or dropped in 2 rounds.
1.3 If a weapon is damaged, roll on Table 2 to determine specifics. 20 Weapon damaged and/or dropped in 3 rounds.
If Table 2 is not being used, the weapon must save vs. disintegration
or be damaged beyond repair. Magic weapons receive their usual Note on Table 3
saving throw bonuses, 3.1 Damage to player characters, non-player characters, and
1.4 A "weapon within reach" can be recovered in the round after monsters always occurs in the melee round in which the 1 was
it was dropped, but no blow against an attacker is possible in that rolled. Table 3 is only to be used for weapons which are not a natu-
round. ral pan of a character or creature.
1.5 A "weapon dropped out of reach" can be recovered in the
second round after it is dropped. No blow against an attacker is These tables are not intended for the Dungeon Master who gives
possible for these two rounds (unless another weapon is obtained, of his players an impossible job of surviving. They are intended to
course). complement play by creating more situations for interesting player
1.6 If a player character, non-player character, or monster is only interaction will your friend lend you his extra sword after you've
using fists, fangs, teeth, claws, and other such body weaponry, they just broken your own blade on a wild swing that connected with him
take 1-4 points of damage in place of a "weapon damaged" result. instead of the enemy? which is the whole purpose of a good-
Damage taken is halved if a save vs. rod, staff or wand is made. playing game.
This may be in addition to any other damage taken in that round. With these tables in operation, weapons makers and weapon
shops in the cities and towns of a campaign world will now on occa-
TABLE 2: Damage to weapon sion have customers in dire need of their wares, rather than simply
01-02 Weapon completely broken, smashed or shattered. acting as the dumping ground for used arms and armor being traded
03-05 Weapon damaged; -2 to hit, -50% to damage. in by victorious characters.
06-10 Weapon partly damaged; -1 to hit, -25% to damage. There are advantages in this system for characters, too, if they are
11-12 Head of weapon broken off and smashed. ingenious enough to find good uses for the remains of damaged
13-15 Head of weapon broken off and damaged. weapons. A thief in one party once secretly swapped swords with an
16-20 Head of weapon broken off, partly damaged. enemy fighter who had challenged the best swordsman in the thief's
21-30 Head of weapon damaged; -50% to damage, party to a death duel. Even a 16th-level Lord is not much of an
31-45 Head of weapon partly damaged; -25% to damage. opponent when wielding a * 1 sword without a blade!

66 BEST OF DRAGON
Repair or beware
Equipment damage and its effects

by Arthur Collins From issue #73, May 1983

Why don't heroes ever seem to spend Magic armor adds absorption ability wet string need only roll a natural 2 or less
time sharpening their swords? Everybody according to its magical bonuses. For for the string to snap.
else has to. How come Theobald the Mag- instance, chain mail + 2 will absorb seven A pole arm or staff will crack on a roll
nificent never gets his shield banged up, or blows before it becomes useless. of 1, A saving throw must be rolled each
his sword notched, or his helm cloven? Each time a piece of armor absorbs a round thereafter vs. crushing blow. Failure
Wear and damage to equipment are con- blow, by failing to make the save, its AC to save at any time means the haft snaps,
cerns of every fighter making his way in a protection drops by one factor. Chain mail A hurled weapon is not damaged the way
mutable world, but not, it seems, of charac- (AC5) becomes chain mail -1 (AC 6), then other types might be, but rolling a natural 1
ters in the AD&D game world. -2, and so on, A shield + I does not cease to means that the wielder (thrower) of the
The simple fact is, though, that nothing be magical, but it drops to a shield + 0 after weapon may be temporarily off balance.
lasts forever. And without special care, taking such a wallop, and then is a ruined, Unless the wielder (thrower) rolis his dex-
nothing lasts as long as it should. Arms and unmagical shield after one more damaging terity or less on d20, he is off balance, loses
armor are not exceptions. Sharp edges, to blow. Damaged armor will stay so until all dexterity and shield AC for bonuses that
stay that way, must be honed occasionally. repaired by someone skilled in the craft. round, and is -(3-4) in rolling for initiative.
Nicks and dents have to be fixed. Rust will The costs, in gold pieces and time, of such (That is to say, he loses 1-4 segments from
get you sooner or later, even if you sent all repair is a minimum of 3 days and 25 gp for whatever his party rolls for initiative.)
your equipment to Z-Bart. Following are each damaging blow the armor has A fighter engaged in combat without
some suggestions for easily implemented absorbed. Magic armor cannot be repaired weapons occasionally might not use the
rules to add this dimension to your game. by an ordinary armorer or smith without its weaponless combat table. In this case (when
losing its dweomer. the fighter's fist is treated as a weapon), a
Damage to armor roll of natural 1 is considered the same as
When a combatant rolls a natural 20 in Damage to weapons for a hurled missile (see above). That is, the
melee, his opponent (if armored) must roll a When a combatant rolls a natural 1 in fighter is off balance, and must roll d20 vs.
saving throw for his armor vs. crushing combat, his weapon is adversely affected. his dexterity or suffer the same penalties as
blow. The armor gets magical plusses (if An edged weapon becomes notched each for a hurled weapon that goes awry.
any) as bonuses that might apply. A shield, time a 1 is rolled, and it takes a -1 penalty
if one is being used by the character or "to hit" and to damage. A normal sword The ravages of rust and time
creature that is h i t , will take damage until it becomes a sword -1, A magical sword + 1 If a character neglects to have his swords
is rendered useless; after that, the armor becomes a magical sword + 0, Magical and such attended to, or his armor gone
itself will absorb the blows. Failure to make edged weapons get a saving throw vs. over by an armorer at least four times a
this saving throw means one's shield is crushing blow (but n on-magical edged year, then the DM can assess the user of
broken (or at least severely damaged), or weapons do not). No edged weapon can be that equipment a penalty of-1 on every
one's armor is rent. reduced to the point where one cannot saving throw rolled for the equipment, due
Armor and shields can absorb as many possibly hit with it, nor to the point where it to neglected rust and wear and tear. This
dents and rents as the number of AC factors can do no damage. Thus, it cannot take any deficiency can be remedied by simply hav-
the item provides. Thus, a shield will take more "hits" beyond the point where it takes ing the equipment seen to (cleaned, pol-
one good blow before it is broken (same for a roll of 20 to hit with it, or below the point ished, etc.). At the DM's option, the same
a helm), whereas leather or padded armor where it does at least 1 point of damage. penalty may be applied for every week
will absorb two such blows before it is use- A character who rolls a natural 1 while spent in a tropical or marsh environment
less for protective purposes. Ring mail or attacking with a blunt weapon will find that (or the like) without the character cleaning
studded leather can take three blows; scale the weapon has slipped from his hand. his equipment. It takes a full day to go over
mail, four; chain mail, five; splint mail or A strung weapon will snap a string, and an entire suit of armor and all of one's
banded mail, six; and plate mail, seven. thus misfire, on a roll of I. A weapon with a weapons but it's a day well spent.

VOL. IV 67
Wounds and weeds
Plants can save characters' lives

by Kevin J. Anderson From issue #82, February 1984


(EDITOR'S NOTE: This article is healed?" about in the forest, you must have crawled
intended for use as a supplement for the "No cleric . . . killed . . ." over every sort of herb you could have used
AD&D game system. It is NOT intended "Bah! Who needs a cleric? That's no way to help yourself. When you staggered
as a guide to woodland plants for players to to heal wounds. You won't always have one toward my door, you ended up falling right
find and eat! Eating strange plants is a very by your side as you now know." on.my best patch of comfrey. Anyone who
risky thing to do and is best left to experts; "I tried to make bandages, from some travels in the forest should know that heal-
it should also be remembered thai even clothing . . ." ing plants are all around but you have to
experts have been known to make danger- "Humph! You call those bandages? I know them and know how to use them. And
ous or fatal mistakes.) thought they were a new style of body deco- in my experience, human fighters have
ration and they may as well be, for alt never been too bright."
Delrael the fighter stumbled weakly the good they're doing! Did you soak those Delrael held his tongue and kept sipping
through the dense forest, crawling and rags in wine to clean them before you the herbal brew. The more the woman
staggering through thickets which clawed at clapped them on yourself? Did you even talked, the less gruff her tone of voice
his wounds. Blood flowed From uncounted clean your wounc/s? No! You should have became.
cuts into his mangled armor. Tattered scraps used mud for a bandage it would have "Well, one thing's for sure. Before you're
of bandages lay over some of his most seri- been cleaner than those filthy strips of cloth. well enough to leave here, you're going to
ous injuries, no longer giving any benefit. Now your wounds are infected, on top of all learn how to help yourself when you're
Some of his wounds had stopped bleeding of the blood you lost." wounded in a forest. And you better go out
their own accord, but were now becoming "Please help . . . get me to a cleric . , ," and teach some others, too I've got
infected. Delrael gasped. enough to do without every beat-up warrior
The forest grew darker, and by the "I'll get you into my house that's the staggering up to my door to have his hurts
pounding in Delrael's head and the buzzing best thing anyone could do for you now. tended to. And you don't have to worry
in his ears, he knew that the darkness he Well, come on! %u don't expect these old what I will teach you is not magic, and not
sensed had nothing to do with the coming of bones to carry you, do you? Maybe some the work of the gods. It's just ordinary
nightfall. "I am done," he moaned softly more vinegar in the face will get you common sense, as anybody's grandmother
through cracked lips. going!" can tell you. It's about lime common sense
Then he saw a light ahead, swimming in Delrael groaned and began to move became a little more common in these parts!
his unsteady vision, and as he stumbled toward the old woman's h u t . He made it Go to sleep now, so your brain won't be
closer, he could make out the dim outline of almost to the doorway before fainting. . . . addled when we start our work."
a rickety hut. Delrael tried to cry out for . . . And awoke again later, this time
help, but could not force any audible surprised to find himself stretched out on a Over the next few days Delrael learned
sounds from his throat. He collapsed with a wooden cot. The old woman had peeled off quickly as he got stronger; he wanted to
crash into the thick underbrush near the his armor, cleaned his wounds, and applied leave the old woman's house almost as
hut. . . . some sort of salve to them. Strange smells much as it seemed she wanted to get rid of
, . . And then he awoke to the acrid smell assaulted his nostrils as he turned his eyes him. Now it was examination time, and she
of strong vinegar, discovering at the same toward the smoky fireplace, where a pot of held up leaves for him to identify.
time that he had enough strength to grim- clear brown liquid was bubbling and steam- "Woundwort," he said.
ace and turn his head. ing. Bunches of dried herbs dangled around "And this one?"
"Hah! The vinegar always wakes 'em the mantle. "Marsh-mallow. Comfrey. Herb true-
up!" "It's about time you woke up! Bloodrust love." Delrael rattled off the names as
Delrael's gaze fell on what at first and battlerot! You'd think all you have to quickly as she thrust the plants into his
appeared to be a mushroom with eyes. do is go to sleep, and everything will be fine view.
Then, as his vision cleared, he saw it was when you decide to open your eyes. Here, "Ah," she said, "there j's room in that
the face of a withered old woman bending drink this." The old woman shoved a cup of thick skull of yours for a few brains after all.
over him. She tossed a dampened rag off to the brown liquid at him. Now that you know how to tell what the
one side and addressed him. Delrael frowned and instinctively started important herbs are, this is how to gather
"Now then, what's happened to you?" to turn away from the foul-smelling stuff, them. For leaves, you must pick only the
Delrael swallowed several times before he which only made her more determined. freshest and greenest ones, and cast away
managed to speak, "My friends ... all "Drink! It's a decoction of adder's tongue those that have begun to wilt; if you mix
slaughtered by ores. I escaped , . . hurt to help you heal quicker, get you out of them in, they will weaken the healing power
bad . , ." my house." of the fresh ones. Pick the leaves carefully to
"Well, didn't you bother to care for your As he drank, the old woman continued keep from bruising them save the heavy-
wounds? How did you expect to get her scolding. "While you were thrashing handed maneuvers for when you're swing-

63 BEST OF DRAGON
ing that mighty sword of yours. appearance but which may have vastly This helps reduce inflammation associated
"Pick leaves from plants that have not yet different properties (as in the case of herb with wounds, and restores strength. Also,
gone to seed, or even begun to flower, if true-love). However, most "herb-imitators" an ointment can be made by boiling the
possible. If you want to keep them with you are harmless, and recipients of "healing" cut-up leaves in hog's fat and then by
for when you aren't in a forest I know will not usually be harmed if a character straining out the sediment. This ointment is
you fighter types like to creep about in administers the wrong plant but, obvi- soothing and promotes rapid healing, so
dungeons and caves and the like then ously, neither will the injured or wounded much so that it has been called the "green
you must dry the leaves in the sunlight, not person receive any of the sought-after heal- oil of charity."
in the shade. When they are dried, do not ing properties. Members of some races will Game effect: A character recuperating
let them get wet again, and keep them out react differently to certain herbs; the DM, from injuries normally receives one hit
of the sunlight after that. Now, did you and any characters with extensive training point per day of rest. However, convalesc-
understand all that, so 1 don't have to in healing, should note the precautions ing with the aid of adder's-tongue will
repeat myself any more?" mentioned in some of the particular plant allow a wounded character to regain 1-3 hit
Delrael nodded. descriptions. points per day (roll separately each day).
"Now, sometimes you will want to use Using the ointment made from adder's-
the flowers of a plant. Gather them in their AARON'S ROD tongue will restore 1-2 hit points immedi-
prime, and during full sunlight, for then Scientific name: Verbascum thapsiforme ately per application, but it can only be
they'll be all the way opened and not Other names: Great Mullein, King's administerdd to the same character once a
tainted with dew. Dry these, too, in the Candle, Candlestick Plant day.
sun, and they will hold their healing power Appearance: Aaron's rod has many large,
as long as they keep their smell and color. pale silvery green leaves that feel like soft BIRTHWORT
"And last of all, you will want to use felt. These leaves surround a thick, tapered Scientific name: Aristolochia chmatitis
roots. Clean them before you use them I stalk of large (lowers and smaller leaves, Appearance: Birthwort is a bushy climb-
know that's only common sense, which is which grows to four or five feet in height. ing vine that can grow to about three feet in
why 1 feel you need to be told. Don't use According to tradition, this prominent spike height. The leaves are rounded and heart-
rotten or worm-eaten ones, either, and of flowers was dipped in suet and then shaped with a deep cleft at the top; the
gather them during a dry spell if possible. burned as a ceremonial candle. The flowers leaves are set on long stems. The flowers
Dry out the soft roots in the sun, and the are bright yellow, bearing five petals each. are thin and yellow, and tubular in shape.
hard ones anywhere. Can you remember all Aaron's rod has a long, white, woodlike Location: Birthwort grows wild along
of that?" root. hedges and fences, and in thickets exposed
Delrael nodded again, anxiously this time Location: Aaron's rod grows in rocky or to the sun. It flowers in mid-summer.
because he felt the lessons were coming to clay soil, most often on sunny slopes, cliff Uses: This herb has been used frequently
an end. faces, and terrain such as that found around all over the world. The Greeks and Romans
"Fine. Now you only have one little task rock quarries; sometimes it is found along valued it highly, using the leaves and roots
left to memorize the ways that all these roads. The flowers appear in mid-summer. boiled briefly to make a poultice which they
herbs and plants can be used. If we're both Uses: Aaron's rod is useful as a pain- placed on wounds that were healing poorly.
lucky, you'll be ready to leave here in just a killer. At least five flowers should be The snake charmers of India and North
couple weeks more." crushed and mixed with water or, better Africa claim that the juice of the birthwort
Delrael groaned. . . . still, wine. This mixture is applied directly will instantly kill a snake, and if the juice is
to fresh wounds and will deaden the pain rubbed into a snake bite, it will help neu-
from an injury. tralize the venom.
The twelve plants described in the follow- Game effect: Since pain itself can weaken Game effect: If the leaves and stems of
ing text are the most common and the most an injury victim, this herb will restore 1-4 this herb are crushed to make a juice, and if
potent of all the herbs the old woman taught hit points immediately. These hit points will this juice is promptly (within I round)
Delrael about during his convalescence in be lost again, however, within two hours, applied to a poisonous bite or sting, the
her hut. If characters are actively searching when the pain-killer has worn off. Aaron's character receives an additional + 2 on his
for healing herbs, the DM should assign a rod can only restore hit points once every saving throw against the poison. This effect
50% chance of locating any given plant (roll two hours; multiple applications before the only works once on any particular poison
once per hour of searching for each charac- first application has worn off are not cumu- attack. Using a poultice made from birth-
ter involved), provided the search is being lative in effect. wort will insure that wounds will heal prop-
conducted in the proper terrain for the plant Precautions: If a character uses this pain- erly, without complications; the wounded
being sought. killer to help him get back on his feet and character will regain one extra hit point per
Even if this "chance to locate" roll is fight again while still wounded, he will lose day for the first two days after application,
successful, there is a possibility that an an additional 1-4 hit points when the solu- and then will heal normally thereafter.
improperly identified plant has been found tion wears off because he has aggravated his Precautions: All non-human characters
instead. The chance of proper identification injuries in the meantime. have a 20% chance of suffering an adverse
of a certain plant is 80% for a character reaction to this herb. If a wounded charac-
who has been specially instructed about the ADDER'S-TONGUE ter reacts badly to birthwort, he will become
appearance of that plant, and only 20% for Scientific name: Ophioglossum wlgatum temporarily paralyzed. This paralysis is so
a character who has not had such instruc- Appearance: Adder's-tongue has one severe that it is indistinguishable (by sight)
tion. This identification roll is not necessary large leaf, at the base of which rises a thin from death, and it will last for 1-8 rounds
for garlic and juniper, both of which are so stalk covered with tiny bumps or knobs; on beginning 2 rounds after application of the
abundant (in the proper terrain) and so closer inspection, this stalk is seen to be a herb. This effect of birthwort is not com-
distinctive that they cannot be misidenti- spike of tiny, yellowish green flowers. mon knowledge; even characters who are
fied. At the DM's option, the identification Location: Adder's-tongue grows in moist familiar with birthwort have only a 50%
roll may be waived for druids, bards, and meadows and shady clearings. It is most chance of knowing about this side effect
rangers, who would always recognize these easily found in late spring. before they experience or witness it.
plants without fail, thanks to their training Uses: This herb is used as a secondary
in their professions or their adventuring treatment, to help wounded characters COMFREY
experience. regain strength. Use four fresh leaves Scientific name: Symphytum officinale
If a character fails to properly identify an steeped in boiling water to make a potent Other name: Healing Herb
herb, he has found something similar in tea which can be drunk three times a day. Appearance: Comfrey has large, hairy

VOL. IV
green leaves and hairy stalks which can attacking insects, giant or otherwise. If used refuses to respond to any stimulus; 5-6, he
grow to 2-3 feet in height. The stalks are to ease bites and stings, garlic juice can be sees other party members as enemies and
hollow, and the leaves have a gummy resin used one time per injury to restore 1 hit attacks them immediately. The hallucino-
which is apparent if the leaves are chewed point that was lost from either the bite/sting genic effect wiil last for 1-6 rounds.
gently. At the tops of the stalks are small, or the poisonous effect of that attack.
bell-shaped flowers of a violet, or occasion- Precautions: Garlic has a bad reputation HERB TRUE-LOVE
ally white, color that bear tiny black seeds, among herbal healers. Some claim it is a Scientific name: Pan's quadrifolia
Comfrey has a large root system; its roots dangerous plant with many supernatural Other names: Herb Paris, One-Berry
are black on the outside and white on the properties. However, in AD&D lore it is Appearance: Herb true-love has a small
inside. The roots are brittle and are filled really only directly harmful to vampires. creeping root just below the surface of the
with a clear, nearly tasteless sap. But if garlic is used For any remedy, espe- ground, from which spring clusters of
Location: Comfrey grows by ditches, cially as an insect repellent, the strong odor leaves, some of which have one starlike
watersheds, and moist fields. The plant may give away the presence of the character white flower or one blackish-purple berry. A
flowers in mid-summer and goes to seed in using it and increase the chance of attract- leaf has four leaflets set at right angles to
late summer. ing wandering monsters, each other, in a cross pattern.
Uses: This herb can be employed as both Location: Herb true-love grows in woods
an immediate first aid and a secondary HENBANE and copses, sometimes on the borders of
treatment. Almost all of the parts of this Scientific name: Hyoscyamus niger fields. Clusters of leaves appear in mid-
"wonder weed" can be used. The root is Appearance: Henbane has large, thick, spring; berries are ripe in late spring.
most effective on fresh wounds clean one soft leaves covered with hair and deeply cut. Uses: This herb is useful as an antidote
root, bruise it so that the clear sap flows These leaves lie near the ground. Henbane for poisons and as an antiseptic. If poison is
oat, then bind it up against the fresh injury. also has many short and thick stalks, spread suspected in a wound, the victim should eat
This will bring about rapid healing. Simi- with branches bearing smaller leaves. These at least three berries of herb true-love, or
larly, the root dried and powdered can be stalks have hollow yellow flowers with large somehow ingest several leaves, either by
sprinkled on a fresh wound. To use the herb sepals covering much of the petals; the eating them raw or (more effective) mixed
as a strength-restorer, boil a dozen flowers petals are laced with purple veins. The with wine or as a tea. To speed healing and
(either fresh or dried) along with the leaves flowers bear tiny gray seeds. The root is prevent infection in a wound, crush the
to form a tea, or mix the flowers and several thick and branched, much like a parsnip leaves and use them to clean wounds, or
leaves with wine, and drink the liquid twice root. The plant has a heavy, offensive smell. boil four leaves in a small amount of water
a day. Location: Henbane grows in clearings and use the broth so obtained as an antisep-
Game effect: If comfrey root is applied and along paths. It flowers throughout most tic wash to rinse or soak wounds.
immediately to a wound, roll Id4 to see how of the summer. Game effect: The use of herb true-love
many hit points the wounded character Uses: This herb is a potent pain-killer, will add + 2 to saving throws vs. poison,
"never lost in the first place," and subtract deadening virtually all discomfort from a + 3 for halflings and dwarves, if it is
this number from the damage done. If wound. Boil the leaves, seeds, or roots ingested or applied to the affected area
comfrey is used as a tea or mixed with wine together in a small amount of water, and (depending on the type of poison) within 2
during recuperation, it has the same quali- apply as a poultice. rounds of when the poisoning took place. As
ties as adder's-tongue (see above). Game effect: Henbane applied to an an antiseptic wash, herb true-love can be
injured character will immediately restore used once per injury to restore one hit point
GARLIC 1-6 hit points, similar to the effect of to a wounded character.
Scientific name: Alliam sativum Aaron's rod; however, only 1-4 of these hit Precautions: If a character searches for
Appearance: Garlic has long, hollow points will "wear off" two hours later (along herb true-love and fails to identify it prop-
leaves, dark green in color, on top of which with the pain-killing effects), so the charac- erly, he has found another plant that looks
appear large, spherical clusters of tiny white ter has a chance of regaining more than just very similar but is deadly: nightshade. If a
flowers. The entire plant has a very strong temporary hit points. If a character poisoned character ingests nightshade as a
smell, which becomes doubly apparent if attempts to fight or engage in other strenu- remedy, he must make another saving throw
the leaves are crushed. Garlic is so well ous activity while being affected by hen- vs. poison (in addition to the saving throw
known and so easily identified by its distinc- bane, he will do so as if he were moderately that was already required). Failure to make
tive smell that characters wilt always locate intoxicated (as defined on page 82 of the the save vs. nightshade means death; mak-
and identify it correctly if they search for it Dungeon Masters Guide) because of the ing the save means no damage. Nightshade
in an area containing suitable terrain. numbing effects of the drug. When used will be harmless and ineffective if applied
Location: Other than in its garden habi- against fever, henbane will restore 1 point of externally.
tat, garlic often grows on damp grounds, in lost strength and constitution per day; this
meadows, and in sparse forests. The cluster treatment can be used daily until the victim JUNIPER BERRY
of flowers appears in early to mid-summer. has fully recovered. Scientific name: Juniperis communis
Uses: Crushed garlic cloves, or diluted Precautions: Henbane is very poisonous Appearance: Juniper is a bush with thick
garlic juice, makes a strong antiseptic so if taken internally: if ingested in any form branches bearing short, scalelike needles
potent that garlic was used, along with and any amount, the herb will cause 2-12 similar to pine needles. The bark is rough
sphagnum moss (see below), in field hospi- points of poison damage (save for half dam- and has a shredded appearance, and the
tals during World War I when other sup- age) in the round following ingestion, and entire bush is very fragrant. Clusters of
plies ran short. Garlic also eases bites and the affected character will be unconscious berries are green in the first year of their
stings from venomous creatures, and it can for 3-6 turns thereafter. This herb also has growth, and turn dark purple when they
act as an insect repellent. hallucinogenic properties that may affect the ripen the following year. Each berry has a
Game effect: The antiseptic properties of character who prepares a poultice. While strong, distinctive taste. Like garlic, juniper
garlic are such that a wound will heal more boiling the henbane plant, the character has is so well known that characters will auto-
rapidly, and without chance of infection. a 40 % chance of inhaling fumes that will matically be able to locate it and identify it
Wounded characters will recover 2 hit act as a hallucinogen. If this happens, the properly if they are searching for it in
points per day for the first three days after DM may moderate the effects or, optionally, appropriate terrain.
application. If garlic is used as an insect roll d6 to determine what happens: 1-2, the Location: Juniper grows upon heaths and
repellent, the juice must be rubbed gener- character sees imaginary enemies in the in sparse forests. It is an evergreen,
ously over exposed body parts. This repel- distance and runs off to fight them; 3-4, he Uses; Juniper berries help to counteract
lent has a 50% chance of working against becomes unaware of his surroundings and all forms of poison, but not so effectively as

70 BEST OF DRAGON
herb true-love (see above). Most impor- burns, marsh-mallow speeds healing to such with clean sphagnum moss, the victim will
tantly, juniper is a powerful stimulant for an extent that a character will receive 2 hit heal 25% more quickly; that is, lost hit
those who are severly wounded and near points per day for each of the first three points will be regained at the rate of four
death. If a character is able to, or can be days of rest following application, and will every three days, with that "extra" point
forced to, eat two juniper berries, he may recuperate normally thereafter. When the regained on the first day of the three-day
gain the strength to fight off some of the decoction is used to help counter the effects period. The dressing must be changed after
effects of shock. of blood loss, the victim will regain 1-3 hit three days and replaced with fresh moss in
Game effect: If a character is brought to points per day (as with adder's-tongue and order to keep receiving this quick-healing
zero or fewer hit points, and is unconscious, comfrey) instead of the usual one hit point. benefit.
the stimulant effect of juniper berries will
add 1-4 hit points to the character's total, ST.-JOHN'S-WORT WOUNDWORT
possibly bringing him back to conscious- Scientific name: Hypericum perforatu/n Scientific name: Stachys palustris
ness, or at least out of a coma. A character Other name: All Saints' Wort Other names: Clown's woundwort,
revived in this manner cannot fight or Appearance: St.-John's-won grows about downy woundwort, marsh woundwort
engage in any other strenuous activity until knee-high, on hard, woodlike stalks. The Appearance: Woundwort has rough,
he has rested long enough to regain as leaves are smooth and oval, appearing in slender green stalks, up to two feet high,
many more hit points as he "artifically" got pairs from opposite sides of the stems so bearing long and narrow dark green leaves
back from the juniper, (Note, however, that that they form a shape similar to a figure- covered with fine hairs. The leaves are
hit points restored by juniper berries do not eight. The leaves have very tiny holes, like pointed, with jagged edges. The flowers of
"fade," as with Aaron's rod.) If used as an pinpricks, in them, which are visible only woundwort are large and purplish red, with
antidote to poison, juniper berries wiil add when the leaf is held up to the light. St.- white spots. The roots are long and stringy,
+ 1 to a victim's saving throw if they are John's-wort bears large yellow flowers with with small tubers growing among them.
eaten within 2 rounds of the poisoning. five petals; the petals, when bruised, yield a The plant has a strong, acrid smell.
Precautions: Juniper berries may have a reddish, resinous juice. The (lowers bear Location: Woundwort grows in or near
strange effect on elves and half-elves. If a small blackish seeds. The root is hard and ditches, or by the sides of paths and in
member of either of those races eats even woodlike and brownish in color. fields. The marsh woundwort, identical in
one juniper berry, that character must make Location: St.-John's-wort is found in healing properties, grows in marshy areas.
a saving throw vs. poison or be affected by shady woods and copses, and also at the The plant flowers in mid-summer.
an uncontrollable attraction to the first edges of forests. It flowers in mid-summer Uses: This herb is very effective as an
member of the opposite sex that the charac- and bears seeds by the end of the season. immediate treatment for all wounds, espe-
ter sees. The object of the character's attrac- Uses: The oil from fresh flowers is espe- cially deep cuts such as those produced from
tion may be of any race as long as the elfs cially good for healing wounds. Boil a dozen sword thrusts. Woundwort is a remarkable
or half-elf s normal preference for that race flowers in wine to make a tincture to be styptic, staunching bleeding almost immedi-
is not hostile to begin with. This effect will applied to injuries. This will help heal ately and quickening the coagulation of
wear off in 2-8 rounds, and does not negate bruises. A teaspoon of powdered seeds blood to form scabs. To use it, bind enough
the other, beneficial effects that the juniper drunk in a broth helps to combat the effects fresh leaves up against the wound to form a
berries will bring. An infatuated character of venom. dressing, or steep the leaves in hot water
may be too weak to do anything about the Game effect: If a tincture of St.-John's- and apply them as a poultice.
feeling, but will feel it nonetheless, wort is applied immediately (within 2 Game effect: If applied immediately
rounds) to a wound, roll Id4 to see how (within 2 rounds) to an injury, woundwort
MARSH-MALLOW many hit points the victim "never lost in will stop bleeding and prevent further weak-
Scientific name: Althaea officinaJis the first place," and subtract this number ness from blood loss. The wounded charac-
Other names: Mortification Root, Sweet from the damage suffered. When the broth ter will immediately regain 20% (round
Weed is drunk as an antidote to venom within 2 down) of the hit points he would have lost
Appearance: The marsh-mallow has soft, rounds of the time of poisoning, the pow- from the damage of the injury, reflecting the
hairy white stalks that can grow up to 3-4 dered seeds will add + 1 to the victim's blood loss that "never took place."
feet in height and have many branches. The saving throw against the poison. Precautions: While woundwort will
wide leaves are soft and hairy, with serrated always stop bleeding and benefit its user as
edges. The plant has many large pink SPHAGNUM MOSS described above, dwarves will sometimes
flowers with purple centers, and it has an Scientific name: Sphagnum cymbifolium suffer an adverse reaction to it. If it is used
extensive system oflong roots that are Other names: Bog moss, peat moss on a dwarven character, he has a 25%
pliant and tough, whitish yellow in color. Appearance: Sphagnum moss is a pale chance of being blinded for 1-6 rounds.
The roots are filled with a clear, slimy juice green in color, although it may turn yellow-
that thickens like jelly when mixed with ish or reddish. It consists of many tiny
water. branches of leaves tangled into a clump of Despite her words to the contrary, the old
Location: Marsh-mallow grows abun- moss which grows into large cushions. It woman seemed rather downcast when
(tandy in salt marshes and in damp mead- has no roots, but absorbs water directly Delrael made ready to leave her hut,
ows near the seashore. It flowers during all through its leaves; this absorbent quality "Now, my young fighter," she said, "you
the summer months. makes it almost as effective as a sponge. know how to care for yourself without the
Uses: This herb is effective both as an Location: Sphagnum moss is found in aid of a cleric." She wagged a finger at him.
immediate treatment for burns, and also as wet, boggy spots. Sometimes the moss is so "Just think of those who struggle to survive
a secondary cure for those severely weak- thick that it may appear to be solid until in worlds where no magic exists."
ened from loss of blood. The root is used for someone steps on it and gets wet feet. "I have heard stories of such worlds,"
both applications. Smash it, then dip the Uses: When sterilized, this moss is an Delrael answered, "but I always thought
pulp into boiling water and use it as a poul- ideal dressing for wounds. Two ounces of it them to be no more than fantasies."
tice, binding it up against fresh burns. Or, can absorb up to two pounds of liquid. The old woman began puttering with her
crush the root and boil it in a pot of water Sphagnum moss must be collected before- herbs, looking away so he did not see the
until one third of the original water in the hand to be used, then cleaned and dried, sadness in her eyes. "Ah, but one man's
pot has boiled away, then drink this decoc- and stored loosely in cloth bags. fantasy is another man's reality. Don't
tion once a day to help recovery from severe Game effect: Getting a proper dressing doubt it."
blood loss. on a wound is one of the most important Delrael thought about that as he went off
Game effect: Used as a poultice for steps in healing. If an injury is bound up into the forest.

VOL. IV 71
Runes
Strange marks with a message

by Phil Taterczynski and Roger Raupp From issue #69, January 1983

A band of adventurers is tramping I gazed down, then grasped the runes, Germans got the idea first
through what seems like miles of endless, Crying aloud, finally I fell. Though these tales from folklore are
featureless corridors, devoid of any traces of You shall find runes and read the staves interesting, they do not tell the entire truth
the enemy, when all of a sudden a fighter Great strong staves, great mighty letters, of the matter. Actually, it is among the early
notices a set of symbols carved in the wail. The mighty sage wrote them, Germanic people not the Norsemen
"What do they say?" he mutters. Given by the gods, made by their chief. that the history of the rune begins. The
The thief moves forward to apply his Do you know how to write? Germanic people lived in northern Europe
skill. "These are runes," he says, "fortu- Do you know how to read? from the time of the earliest surviving
nately of the common sort. I think I can descriptions of the lands north of the Alps,
read them. . . ." He concentrates for a Another Norse myth relates how a Val- A Roman historian named Posidonius, who
moment, then adds, "They warn of deadly kyrie (one of the female warrior-servants of died in 50 B.C., mentioned the Germans in
peril ahead for any who are brave enough to the Norse gods who carried away men slain his books of histories. In A.D. 98, Cornelius
pass." in battle) gave the mighty hero Sigurd the Tacitus wrote detailed accounts of the Ger-
knowledge of how to use magic runes and manic tribes in a book called Germania.
Runes are one of the oldest forms of also obtain the favor of Tyr, the god of war: These tribes appear in later historical refer-
writing known to exist in western Europe "For victory one should carve Runes in thy ences as the barbarian Vandals, Goths,
and Scandinavia. They were used exten- sword-hilt and twice name Tyr," Lombards, Franks, Teutons, Angles, and
sively by the cultures of those areas in pre-
medieva) and medieval times. Since this era
roughly parallels the time frame of most DANISH RUNES
adventure gaming campaigns, referees
might find it useful to incorporate runes
into their fantasy settings.
A modem dictionary defines a rune as a
letter in one of several old Germanic alpha- F U T H A R K H N I A S T B M L R
bets, or simply as an occult symbol. The
word "rune" translates from Old Germanic
as "secret lore"; in Anglo-Saxon, the same
word means "secret." A simitar Anglo-
Saxon word, "runa," translates to "magi-
GERMANIC RUNES
cian"; another similar word, "runar,"
which is Norse, means "friend." All of these
descriptive words relate to the history of the
rune a past often blurred by superstition, F U T H A R K G W H N I J E
myth, and misinterpretation.
Scandinavian legends offer varying
accounts of how runes were discovered;
even today it is a popular misconception EARLY ANGLO-SAXON RUNES
that runes were developed in those lands.
The following is an excerpt from the poem
HavamaJ (Sayings of the High One), words
of wisdom as spoken by Odin, the chief god
of Norse mythology. F U T H O R K G W H N I J C H P
In this account, Odin finds a runic alpha-
bet at the price of many torments:

/ know that I hung from the windy tree, LATER ANGLO-SAXON RUNES
For sit of nine nights, stuck by a spear,
Given to Odin, myself to myself;
Of that tree, no one knows whence run
its roots.
I was brought no bread, no horn to F U T H O R K GWH N I J E O P ZS
drink from.

72 BEST OF DRAGON
others who kept the Romans busy in the "danger" to someone viewing it, but is not the writing systems of the Greeks and other
final days of their empire. actually a word, or a part of our alphabet, more remote cultures. When the merce-
The Germans, according to Tacitus, had in itself. naries came home, they most likely brought
a high regard for omens, and used sticks, with them a variety of influences from all
each marked with a different sign, to cast Theories of the origin of runes these encounters.
fortunes. The signs used on the sticks may Inscriptions using letters resembling
not literally have been runes, but this is runes appear in rock carvings found near Why runes look the way they do
where the history of runes starts. the Alps dating from about A.D. 235. They The origin of runes may be disputed, but
In earlier times, the Germanic tribes and are clearly related to later runes, and many why they are formed as they are is not.
their forerunners used written or carved letters also look similar to their Latin coun- Whether runes are Germanic, Scandina-
symbols as representations of events, ideas, terparts. These symbols are thought by vian, or another of many types, one thing is
and objects. These were not runes, in the some to have belonged to the Etruscans, a consistent: The letters are stiff and angular,
sense that the term is defined here, but they tribe from northern Italy. usually composed of vertical or diagonal
could be considered ancestors of runes. But authorities don't all agree on the staves, only rarely (if ever) horizontal ones.
Carvings from the later Bronze Age and exact time and place of the origin of runes. The early Germanic tribes were barbaric in
early Iron Age, some made as long ago as The aJphabets of the Etruscans, Romans, comparison to the cultures of the Mediterra-
1600 B.C., are found on the rocks through- Greeks, Illyrians, and Phoenicians, as well nean whose alphabets descended from
out Scandinavia, particularly in Sweden. as the Hallristniagar, have all been pro- scripts painted or inked on various surfaces
These prehistoric symbols, known as posed as the particular or primary source. or incised in soft materials like plaster or
Hallristningar, represent man and nature: The most popular theory on the orgin of clay. In contrast, wood and stone were the
tools, body parts, animals, and sun sym- runes incorporates several of the possible materials most readily available for scribing
bols. (The era during which these marks answers: The Germanic tribes, coming into in the north, Germanic symbols had to be
were originally scribed can be considered close and frequent contact with literate simple in form so that they were easy to
prehistoric, since the people of these lands cultures, could well have taken the idea of carve into those difficult surfaces. When the
were at the time far more primitive than the an alphabet and used it. If such was the Germans used wood (as was most com-
Greeks or Egyptians to the south.) case, they could have easily borrowed sym- mon), they carved runes along the length of
It is believed that these symbols carried bols from the alphabet of their neighboring a tree limb or slab of wood with one side
deep religious and mystic significance, tribe, the Etruscans. shaved fiat, Horizontal staves are less fre-
showing in pictures the power of the things In about A.D. 350, the Romans began to quent in the characters, since carving a
they represented. These symbols were hire German mercenaries to fight beside horizontal stave could split the grain and
apparently not used as a form of writing, their own legions. This would have given mar the work. For more permanent inscrip-
although it is reasonable to assume that the the Germans very close contact with the tions, the Germans used stone. Later, as
people who used them gave names to each Roman culture and also its alphabet, as well metalworking developed, they inscribed
one. A modern example of the same princi- as the opportunity to travel throughout the various sorts of finished metal items.
ple is the skull-and-crossbones symbol, Mediterranean, In such travels the Ger- After their creation, runes were quickly
which conveys a meaning of "poison" or mans could also have come in contact with adopted by all the Germanic peoples. For a
period of time, Hallristningar symbols and
runes appeared in the same carvings. A
SWEDISH-NORWEGIAN RUNES spearhead dating from the third century
A.D., found near Kovel, in the western
Ukraine, is engraved with both kinds of
markings. At that time and until around
A.D. 500, the German tribes were invading
F U T H A R K H N I A S T B M L R and warring with the Roman Empire, and
were constantly on the move. Migrations
and wars brought many different tribes into
contact, and this undoubtedly helped spread
runes through the entire Germanic world.
In the early days of their existence, runes
were used almost exclusively for one of two
purposes: for inscriptions and (in the minds
of the superstitious, at least) for magic.
E M L N G O Many of the inscriptions were memorials
to dead friends or kinsmen, a memento of a
visit, or something referring to the crafts-
man or builder of the inscribed item. Norse
mercenaries in the employ of the Byzantine
Emperor carved runes on a statue of a lion
in Piraeus, Greece. A runic inscription
found at Kingitorissoak, Greenland, reads:
"Erling Sighvatsson and Bjarni Thordarson
S T B E M L NG D OE A OE EA Y and Endridi Jonsson on the Saturday before
the minor Rogation Day built these cairns."
Such rune-stones can be found in any of
the lands where the Scandinavians lived.
Today, there are some 2,500 known to exist
in Sweden alone, with another 1,500 scat-
tered all over Norway, Denmark, Iceland,
Greenland, Finland, the USSR, and even
North America,
T B E M L NG D A AE Y IO EA KE ST Other inscriptions can be found on weap-
ons, jewelry, and coins. Runes were

VOL. iv 73
scratched on weapons to label them with the named Wulfilas, who was working to bring to the temptation many clerical copyists felt
names of the owner, the maker, the owner's Christianity to his people. He translated the to Christianize their cultures' tales. Thus,
patron deity, or the weapon itself. The Bible into the Gothic language and invented the Viking sagas present a reasonably
Kovel spearhead, mentioned above, carries a script which used many runelike letters. dependable portrait of pagan Nordic society.
the name "Attacker." The Chessel Down Though the church didn't always actively But, since Iceland was and remains the
sword, found in a Jutish grave on the Isle of try to suppress the use of runes, no doubt home of the sagas, it is no surprise that the
Wight, has on it the words "increase to some parishes did. Even after the Roman central figures in most of these tales are
pain." The runes ort this sword show Anglo- alphabet had become widely used, some Icelanders.
Saxon influences, which indicates that it parts of the population held on to the use of One such figure, Egil Skallagrimsson, a
was forged by Danes or their descendants runes. They were mostly loremasters and warrior and rune-master, is told about in a
living in England. poets, those who maintained the legends tale called simply Egii's Saga. The story
On the rim of a gold drinking horn recov- and knowledge of their societies' pre- contains several passages and parts that
ered in Germany, there was found the Christian cultures. Much of this knowledge describe Egi! using runes for various pur-
inscription: "I, Hlewegast, Holt's son, was frowned upon by advocates of the poses, including healing, the placing of
made this horn." The horn itself was deco- church as being paganism, black magic, curses, and detection. These accounts were
rated with hunting and battle scenes resem- and contrary and offensive to the ways of written sometime around the year 1230,
bling those found on rune-stones. the church. Runic writing was looked on telling of events that took place from the
The use of runes on coins had begun by with equal disfavor, considered to have years 858 to 990, beginning with the story
the time of the Anglo-Saxon kings Pada, mystic properties because it was the means of Egii's death. Two of the tales are summa-
who ruled from 655 to 657, and Ethelred by which these "pagans" recorded their rized below.
(675-704). They have their names on coins thoughts and recollections.
minted in the kingdom of Mercia. A coin Runes have resurfaced in history since Egil, his comrade Olvir, and their crew
from East Anglia contains a runic inscrip- their decline, but only in isolated cases. Two were traveling by ship and landed on Atley
tion commemorating King Ethelbert, who Swedish military leaders used runes: Admi- Island, one of the estates of King Eirik
died in 794. ral Mogens Gyldenstjerne, in the year 1543, Bloodaxe. The caretaker of the King's land,
Over the years, runic alphabets devel- kept a private journal written in runes. a man named Bard, offered to let Egil,
oped into many different forms. Often General Jacob de la Cardie used a runic Olvir, and the men stay in a barn, gave
runes themselves looked the same, but what military code system during the Thirty them straw for bedding, and only bread,
they represented differed from kingdom to Years' War in the early 17th century. The sour curds, and skyr (a sour, partially fer-
kingdom. Today, all the different runic use of runes as a crafsman's mark survived mented whey drink), to eat, claiming he
alphabets are generally categorized into among guilds and other artisans' groups. had nothing better. Meanwhile, King Eirik
three types: Germanic, Scandinavian, and Adolf Hitler, in his efforts to incorporate and his wife Gunnhild were in the main
Anglo-Saxon. Teutonic mythology into Nazi ideology, hall, presiding over a feast. The king asked
used runic and Hallristningar symbols. Two where his caretaker was, and a man replied
The "futhark" system outstanding examples are the swastika, a that "Bard is out looking after his guests."
Though the values, form, and the total mystic sign which was originally a sun "What sort of guests are these," said the
number of characters in each runic alphabet symbol, and the double sig (victory) king, "that he'd rather be with them than
often was different, during and after the emblem worn by SS troops. here with us?" The man replied that they
height of their use, they were nearly always Recently, the popularity of fantasy litera- were some of the Chieftain Thorir's men,
organized in a system called the "futhark," ture spearheaded by the publication of which indeed Egil and the others were.
which was an arrangement of the runes in the work of J . R . R . Tolkien has brought "Go out and inform them," said the king,
an alphabet into five divisions, the first of about a renewed interest in runes. Different "that I want them to come inside."
which spelled the word "futhark" (or a authors have devised different runic alpha- Egil, Olvir, and their men were welcomed
similar word, depending on the country). bets for use in their works, prompting more warmly by the king. Olvir sat at the king's
It is possible the "futhark" arrangement people than ever before to wonder where side, with Egil next to them, and they all
was adopted from a Celtic writing system the whole idea came from. drank toasts (refusing would have been a
called Ogham, which was distinctly differ- All of the foregoing offers an overview of slight to the king) until Olvir's men became
ent from runes; this writing consisted of how runes came about and where they quite intoxicated. Bard, displeased with
slashes cut into the corner of a beam or went, and a bit about how they were used how things had turned out, pressed one ale-
stone, but they were arranged into divisions along the way. Unfortunately, few accounts filled horn after another on Olvir, hoping to
in a like manner. have survived about the actual use of runes embarrass him. Egil, however, began to
by, and their effect upon, historical person- drink Olvir's share. Bard remarked how
The decline of runes ages; little is known about the "inside great Egii's thirst was and passed him
In the year 1000, Iceland became a story" of runes during the Dark Ages. another full horn. Egil took the horn and
Christian nation by vote in the Althing, the However, one such legendary tale involving spoke this verse:
national assembly. Greenland was converted an actual person does exist, though the "You spoke to this ogre-slayer of a
within a few more years; this turn of events story may have been exaggerated over the scanty /east
led to the adoption of the Roman alphabet years. While there was a. sacrifice a woman's
in those areas, and so to the passing of the cunning.
last of the runic scripts. Egil Skallagrimsson and his saga It was a badly kept secret, your unseen
The church was indirectly responsible for The tale of Egil Skallagrimsson survives guests,
the decline in the use of runes in most cases. as one of the legends of the Vikings This meanness lasted too Jong, small-
Along with fostering the spread of Chris- stories which are well known, and rightly hearted Bard."
tianity, it also encouraged literacy and so, for they offer an inside view of a Bard told him to drink and stop being
education. Latin was the alphabet, and the dynamic young society. Although these abusive, whereupon Egil drank all that was
language, that churchmen taught to con- stories were finally written down during the proffered to himself and Olvir
verts. Since the runic alphabets had never Christian period, many of them were main- Then Bard turned to the queen and
been widely developed into a manuscript tained through generations of oral storytell- complained that this man was insulting his
form, the Roman letters became more ing going back to pagan times. Iceland hosts by claiming to be thirsty no matter
popular; thus, the full development of runes became the home of the majority of the how much he was given. The queen and
into a manuscript language never took surviving manuscripts, and the Icelandic Bard conspired to put poison in a drink,
place. An exception to the norm was a Goth scribes for the most part failed to succumb and the queen gave it to Egil, ordering him

74 BEST OF DRAGON
HERE I SET UP A STAFF OF SCORN, AND
PLACE THIS SCORN ON THE HAND OF
KING EIRIK AND QUEEN GUNNHILD."

to quaff it, to sail, Egil climbed onto a rock outcrop- can be designed as a form of code; cryptic
Egil brought out his knife and stabbed his ping on the island that faced the mainland messages could be found carved into walls,
palm, then took the horn, carved runes into of Norway, He took a horse's head and set it doors, monuments or whatever, as memori-
it, and smeared them with his blood while on a hasielwood staff, saying, "Here I set up als, or warnings. A character's weapons and
saying: a staff of scorn, and place this scorn on the armor might carry runic inscriptions of the
"Cut nines in the horn. Redden them hand of King Eirik and Queen Gunnhild." equipment's name or the name of its (past
with blood. He then pointed the horse's head toward or present) owner.
Then speak the words of the rite, a poem the mainland and continued, "And I place In an AD&D game campaign, the DM
over the horn. this also on the spirits of the land, that they might allow magic-users to carve runes for
Drink this draught who will, the glad all should be lost and unsettled, until they the casting of some spells instead of using
maid's gift, drive King K i n k and Queen Gunnhild from material components. If a referee allows
But note which mouth it's meant for, this this land." Egil stuck the staff between the characters to learn a runic alphabet, the
ale Bard has signed." rocks and left it there with the head facing character may use it to mark maps, write
With that the horn burst asunder, splash- the mainland, cut runes in the staff to pro- spells into spell books, or send messages.
ing the poisoned ale to the floor. claim his speech, and returned to his men to The possibilities for using runes in gam-
This legendary incident indicates die set sail. ing seem great, but there are some limiting
potency of the magic attributed to runes. Egil's curse was fulfilled, or so it would factors to keep in mind. If only one culture
Egil killed Bard that same night, and in so seem: King Eirik's brother, Haakon, uses runes, fine. But if several do, then
doing earned the lasting enmity of Eirik and returned from a stay in England soon after- similarities and differences between the
Gunnhild. ward. The brothers shared the kingship for various systems should be accounted for.
a while, but Haakon eventually drove Eirik Are these cultures living in close proximity
The second tale ta' s place sometime from the throne. to one another? If so, is there then a reason
later, when Egil retutned to Norway to for their runes to illustrate influences gained
pursue a lawsuit concerning his wife's Using runes in role-pi ay ing from one another? For instance, if a fairly
inheritance. King Eirik declared him an After learning the legendary and histori- civilized group of elves, who had long been
outlaw; in retaliation, Egil attacked the cal facts about runes, many referees and developing their linguistic and writing
king's hall on the Isle of Herle and killed the players in fantasy role-playing games can skills, lived next to a society of humans that
king's son Rognvald. easily imagine how runes can be used in an had only recently (in elvish terms) devel-
After the battle, when his crew was ready adventure or a campaign. Runic alphabets oped, and if they both have runic alphabets,

VOL IV 75
chances are great that the humans' alphabet evolution of such a language in a fantasy possibility in a fantasy milieu), choices for a
demonstrates a lot of elvish influence. When campaign. A writing system that developed carving medium would be restricted to
considering the runic system of a particular without the influences that affected the other suitable materials that are available.
culture in a world where runes are in wide- English language quite possibly might have Runes can be carved on manufactured
spread use, a DM should be able to answer individual symbols for sounds which can items rings, weapons, gauntlets, and so
these questions: Did this culture develop only be obtained in English by a forth. Even a world that doesn't contain an
their runes or borrow them from someone compound-letter form (such as "ch" or abundance of suitable raw materials will
else? If the latter, then from whom? When? "th"). Also, to speed the carving of runes, have weapons, magic items, and other
How? And why? symbols would likely be created for com- things that can be inscribed.
If a society or culture in a campaign monly used words, so a thing or a concept Runes can be written (applied upon a
develops runes independently, then the could be expressed with one character surface instead of being etched into it) on
materials they use for carving must be instead of a series of characters. almost any material that will accept ink,
considered when determining how the rune Another aspect of English that might be pigment, charcoal, or other writing medi-
characters are designed. Earlier it was awkward for someone trying to learn the ums. Parchment, animai hide, or for the
explained how the Germans had very sim- language is that words are not always pro- very lavish vellum (calf's hide finely
ple runes that had either vertical or diago- nounced the way they seem to sound. In a tanned and scraped) will hold ink from a
nal staves, because such a formation was fantasy world where a truly universal Com- quill or pigment from a brush.
easiest to carve into wood, their most abun- mon Tongue would have developed, the Historically, certain techniques were used
dant material. In a fantasy campaign, language would probably not exhibit such in the configuration of rune characters in or
dwarves who created their runes For carving tendencies, or the inaccuracies, if they did on a surface. On free-standing stones (rune-
into stone or metaJ wouldn't be restricted exist, might have been eradicated over stones), the characters were often carved
by such a form, since most metal and stone time. between parallel borders in the form of a
doesn't have a "grain," However, they To translate scribed runes into English winding "snake" design which served to
would still probably use straight staves, to words, consider how a letter sounds instead embellish the work and make the stone
keep carving fairly efficient. A culture of just how it looks, because some letter- more attractive. A less artistic method of
which used runes in a script form, instead symbols in English represent the same carving was to simply put down the charac-
of in carvings, would most likely form the sounds. To translate the other way (from ters in "rune-rows," set off from one
characters for ease of writing with a pen or English into runes to be carved), break the another by straight horizontal lines, often
brush. English words down phonetically, then spell spaced so that the tops and bottoms of the
Once the genera] method of employment them as they sound. rune characters touched the lines.
of runes in a campaign has been laid out, it In the Common Tongue runes, there are Words were not usually set off by spaces
then becomes necessary to develop a system more vowel sounds given than there are between them; rather, one would be sepa-
for creating runic alphabets, matching vowel characters in English. This is done so rated from the next by a dot or a small "x."
symbols to sounds, and scribing the runes. that the sound a vowel (or vowel combina- Words were also distinguished by painting
A "Common Tongue" runic alphabet is tion) makes can be accurately depicted. them in different colors, but if the coloring
offered with this article. This alphabet, or a Using similar reasoning, consonant charac- washed away or was worn away, the mes-
form of it, may be usable as a starting ters that represent sounds similar or identi- sage could become rather cryptic. Accord-
point, since the common tongue is generally cal to other consonants have been ing to many legends (including Egil's Saga),
known by most AD&D game characters. eliminated: for instance, the letter "c" does the magic of runes would not work unless
Much of the following system can be incor- not exist in this alphabet, since the sound it the writing was smeared with blood.
porated into other alphabets. makes in a word can be expressed by an As with any other subject that has a
The Common Tongue runes were "s" or "k" character. foundation in history, the concept of runes
designed under the assumption that the Players and DMs have to consider what can be adapted by players and DMs for use
common tongue is equivalent to Ehglish, sorts of materials and techniques are availa- in a fantasy role-playing game, without
since that is in fact the "common tongue" ble for scribing or writing the runes onto a necessarily remaining totally faithful to the
most of us know in real life, and since surface. Geography will have an effect on way runes were used in history. Perhaps a
English and the AD&D game's common available materials, just as it did with the runic alphabet will be developed into the
tongue both are combinations of many Germanic tribes. Tree limbs and large most widely used form of communication in
different languages. rocks, for instance, were in abundance a fantasy world. Or, perhaps the "art" of
The Common Tongue runic alphabet where the Germanic tribes lived. In a fan- scribing runes will be only partially devel-
{pictured in the accompanying illustration) tasy environment that contains large trees oped and known only to a select few. Any
has a few more symbols than the twenty-six and rocks, these would be obvious and system is appropriate, as long as it's logical
letters of the English alphabet of today. This often-used surfaces for carving. But in a and as long as it "fits" in the world for
is justified ny the likelihood of the different world devoid of trees or rocks (a distinct which it was designed.

COMMON TONGUE RUNES

A A L J B C H D E F G H I I J K L M N N D N G O O

P Q U R S S H S T T T H U U W AND OF (SEPARATORS)

76 BEST OF DRAGON
Runestones
Dwarven script with staying power

by Ed Greenwood From issue #69, January 1983


One night Elminster and 1 were sharing shaped, about an inch thick, and of some ing peoples (clans or tribes) or races. If any
what fantasy writer Lin Carter calls a very hard rock I did not recognize. It was runes are painted, names of beings and
"round of converse" (the sage has acquired deep green in color, polished smooth, but it places are commonly picked out in red,
a weakness for pina coladas, a beverage was not, Elminster assured me, any sort of while the rest of the text is colored black or
unknown in the Realms from whence he jade. The face of the stone was inscribed left as unadorned grooves,
comes), and our talk turned to the dwarves. with runes in a ring or spiral around the Runestones are commonly read from the
Elminster thought the picture of the Hill edge (see illustration), and at the center, it outer edge toward the center; the writing
Dwarf in the AD&D* Monster Cards very bore a picture. Some runestones have pic- forms a spiral which encloses a central
striking. While he was admiring it, your tures in relief, and are used as seals or can picture. In the case of the stone illustrated
wily editor asked if he knew of any written be pressed into wet mud to serve as tempo- here (Elminster said this stone came from a
dwarvish records: tomes of lore, for rary trail markers underground. place now destroyed), the crude centra!
instance, and, ahern, magic. Elminster To a dwarf, all runestones bear some sort picture identifies the writer as a warrior (the
chuckled and reached into one of the many of message. Most are covered with runic hammer) of the House of Helmung, now
pockets in his voluminous robes (yes, I script; Elminster knows of three such thought to be extinct. (His name, "Nain,"
know he looks odd, but the neighbors think scripts. One of them, known as "Dethek," is written above the shield of Helmung, as
I'm strange anyway), coming out with his translates directly into Common, and all of is the custom. A dwarf of some importance
pipe and pouch and a stone, which he the stones he showed me chat night and would place his personal rune here.)
handed to me. subsequently were in this script. The runes Runestones telling a legend or tale of
"Dwarves seldom write on that which can of this script are simple and made up of heroism usually have a picture of the cli-
perish," Elminster said, lighting up. straight lines, for ease in cutting them into mactic scene described in the text; grave
"Rarely, they stamp or enscribe runes on stone. No punctuation can be shown in markers or histories usually reproduce the
metal sheets and bind these together to Dethek, but sentences are usually separated face or mark of the dwarves described. The
make books, but stone is the usual medium: by cross-lines in the frames which hold the central symbol may also be a commonly
stone walls in caverns, stone buildings, lines of script; words are separated by understood symbol (e.g., a symbol of a foot
pillars or standing stones even cairns. spaces; and capital letters have a line drawn for a trail marker, or an inverted helm to
Most often, they write on tablets 'rune- above them. Numbers which are enclosed denote safe drinking water), or sometimes
stones,' as we call them in the Common in boxes (within the frames) are dates, day nothing more than simple decoration.
Tongue." preceding year by convention. There are Runestones serve as genealogies and
The stone I held was flat and diamond- collective symbols or characters for identify- family burial markers, Elminster told me,

7IHIQD TOW LWN


till h-r 1117 T
MM
Hit nrWnr
THE 'DETHEK' R U N E S ON THE STONE SHOWN AT RIGHT ARE SPELLED OUT IN L I N E A R FORM
nnnrirwu'Tr
ABOVE. THE T R A N S L A T I O N : THIS PLACE IS DHURRI'S BRIDGE. HERE FORTY-TWO OF THE BEST
WARRIORS OF (THE HOUSE OF H E L M U N G ) FELL, TO KEEP ORCS FROM THE HALLS. WE SLEW SIX
H U N D R E D AND EIGHT. (DAY) 2 1 8, (YEAR SINCE FOUNDING OF THE HOUSE) 377,'
VOL. iv 77
and to record tales of great events and deeds
of valor. They may be inventories of the
wealth of a band, or private messages which
would be meaningless to all but a few
knowledgeable individuals.
One stone was found in a labyrinth of
dwarven caverns cut into a mountain range,
serving as a very plain warning to those
who knew the script of a pit trap just
beyond. Another, somewhere in the same
abandoned dwarf-halls, is reputed to hold a
clue to the whereabouts of the hammer of
thunderbolts once borne in the Battle of the
Drowning of Lornak.
"But you," Elminster said, looking inno-
cently up at the smoke rings slowly rising in
the evening sky above his rocking chair,
"will as usual be most interested in trea-
sure." 1 made him another drink, and in
silence we watched the fireflies play around
the garden fountains. I waited, and finally
he spoke, "Apart from those stones that are
treasure maps usually directions hidden
in those cryptic verses people write when
they think they're being clever a few
stones are themselves magical, or adorned
with gems."
Later meetings with Elminster yielded
three examples of "treasure-map" stones
(the text from which is reproduced here),
and two examples of magical stones: a
record in the Book of Passing Years that
mentions a runestone that functions as an
arrow of direction, and almost forty refer-
ences in the folk tales and ballads of the
northern Realms to runestones that spoke
(via a magic mouth spell) when certain
persons were near, or when certain words
sometimes nothing more than nonsense
words inscribed upon the stone itself, to be
read aloud were said over it.
Some non-magical runestones contain
warnings or poetry, but most often their
songs are treasure-verses, A few such verses
are recorded here; Eiminster assures me
that as far as he knows, no one has yet
found the treasures hinted at in these exam-
ples. All of them await any adventuring
band that is strong and brave, of keen wits
and good luck. "That's why," he added
dryly, "they haven't been found yet."

THE 'DETHEK' RUNIC ALPHABET

A B C D E F G H I J K L . M N O P Q R S T U V Y W.X.Z

T TT < nrTnri i -fYr l irr 1 nrr 1 inrr 1 ir I i?i nnnnnn fi nPflFT


1 2 3 4 5 6 7 8 9 1 O 2 O 52 1OO 113

innrinnnr nnnntNi
316 1OOO 1O56 2OOO 4444

ORC ELF DWARF


Y
MAN
A
HALFLING
PI
GNOME
A
GOBLIN DRAGON
BEST OF DRAGON
78
RUNIC INSCRIPTIONS

"LONG SWORD. SWORD OF LIGHT


LIES BENEATH ME
tF YOU K N O W THE WAY
CHANCE DEATH IF YOU BUT GUESS
BONES ABOUT YOU TELL THAT TUNE.'

\\D1IZWI
5 \in>T LlTirhlYfW WILL
'I FALL FOREVER AND NOT AT ALL
I SLAY FIRE
I GUARD, BENEATH, HATHO'S SKULL
IT HOLDS THE KEY
TO RUBIES THREE
SAPPHIRES THREE
AND CROWN OF FIRE.
BUT REMEMBER HATHO'S CURSE.'

([HIT LI THAT WHICH CRAWLS KNOWS ME NOT


SEEK NEAR, THE HARPER'S SILENT STRINGS
HEAVIER THAN IT SHOULD BE
OPENED IT COULD BE
TO SEE WHAT HARPING BRINGS.'

VOL. IV
Editing: Kim Mohan
Roger Moore

Interior design: Patrick Lucien Price

Graphics and production: Roger Raupp

Cover artist: Keith Parkinson

Contributing artists: Larry Elmore


Ed Greenwood
Jim Holloway
Roger Raupp
Timothy Truman
The Best of the Best
Whatever ever happened to the Duelist? How
can unarmed combat be resolved more quickly?
Who lives in a castle? Where does the money go
once adventurers find it?
For years, questions like these have plagued
ADVANCED DQNGEONS & DRAGONS game
players the world over. Rumors that the answers
had appeared in certain issues of DRAGON
Magazine sent thousands of gamers to their local
hobby shops and bookstores, but, alas, the back
issues had all disappeared and the knowledge was
lost until now.
Volume IV of the Best of DRAGON Magazine
Anthology brings to light more lost lore from past
issues. From runes to jesters, from saints to
smiths, from herbs to half-ogres here are some
of the most popular and most sought-after of all
the articles that have appeared in the pages of
DRAGON Magazine. If you've been looking for the
answers to the above questions, and more, then
you'll find them in this collection. Pick up a copy
and enjoy!

Printed in U.S.A.

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