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D RAGON 1

A declaration
Publisher: Mike Cook
Editor-in-Chief: Kim Mohan
Editorial staff: Roger Raupp
Patrick Lucien Price
Mary Kirchoff When in the course of publishing events,
Roger Moore it becomes necessary for one magazine to be
Andria Hayday connected with another, so that the two
Vol. VIII, No. 9 March 1984 Subscriptions: Mary Cossman magazines are no longer separate and
Layout designer: Kristine L. Bartyzel equal, a decent respect for the readership of
Contributing editor: Ed Greenwood both magazines requires that the publisher
Advertising Sales Administrator:
should declare the causes which led to the
SPECIAL ATTRACTION Mary Parkinson
connection of them.
National advertising representative:
The Dancing Hut . . . . . . . . . . . . . . . . . . .31 Robert Dewey
My apologies to Thomas Jefferson, but I
1836 Wagner Road
A no-holds-barred challenge decided that borrowing the spirit of the
Glenview IL 60025
for high-level AD&D characters Phone (312)998-6237 first paragraph of the Declaration of Inde-
This issues contributing artists:
pendence was a good way to get into this
months topic. To put it bluntly: TSR, Inc.
Denis Beauvais Jim Holloway will terminate publication of ARES Maga-
OTHER FEATURES Roger Raupp E. B. Wagner zine after issue #17, scheduled for release in
Larry Elmore Kurt Erichsen late March. Beginning with the April issue
The many facets of gems . . . . . . . . . . . . .10 of DRAGON Magazine, the ARES name
Phil Foglio
Fact and folklore about snazzy stones will be represented by a science-fiction
DRAGON Magazine (ISSN 0279-6848) is
gaming section inside each DRAGON
The ecology of the stirge . . . . . . . . . . . . .20 published monthly for a subscription price of $24
per year by Dragon Publishing, a division of issue, and this magazine will expand to 96
Its a bird . . . its a bug . . . TSR, Inc. The mailing address of Dragon pages to accommodate the extra material.
Publishing for all material except subscription We made this decision based on a couple
The test of the twins.. . . . . . . . . . . . . . . .26 orders is P.O. Box 110, Lake Geneva WI 53147.
of related facts. First, it had become clear to
A DRAGONLANCE short story DRAGON Magazine is available at hobby us that ARES Magazine was not serving its
stores and bookstores throughout the United
intended purpose, as a vehicle for science-
How to finish fights faster . . . . . . . . . . . .55 States and Canada, and through a limited
number of overseas outlets. Subscription rates fiction gaming articles and features that
Simpler and smoother unarmed combat are as follows: $24 for 12 issues sent to an address would reach a large share of the SF gaming
in the U.S., $30 in Canada; $50 U.S. for 12
audience. If ARES Magazine had been able
A look at AOKs, old and new. . . . . . . . .60 issues sent via surface mail or $95 for 12 issues
sent via air mail to any other country. All to boast a decently large readership and an
TOP SECRET Companion preview subscription payments must be in advance, and adequately wide distribution, I venture to
should be sent to Dragon Publishing, P.O. Box
say that we would have maintained it as a
72089, Chicago IL 60690.
separate title, because then it would have
A limited quantity of certain back issues of been performing the service for which it was
DRAGON Magazine can be purchased from the intended. But it isnt (performing), so we
REGULAR OFFERINGS Dungeon Hobby Shop. (See the list of available
issues printed elsewhere in each magazine.) Pay- arent (keeping it separate).
ment in advance by check or money order must The second fact is that we can reach SF
Out on a Limb . . . . . . . . . . . . . . . . . . . . . . 3 accompany all orders. Payments cannot be made gamers with SF articles by incorporating
Letters and answers through a credit card, and orders cannot be taken
nor merchandise reserved by telephone. Neither their kind of material in DRAGON Maga-
an individual customer nor an institution can be zine. We know, based on what youve told
Theforum . . . . . . . . . . . . . . . . . . . . . . . . .4 billed for a subscription order or a back-issue us about yourselves in past readership sur-
Opinions and observations purchase unless prior arrangements are made.
veys, that a lot of you play and enjoy
The issue of expiration for each subscription is science-fiction games in addition to fantasy
Convention calendar . . . . . . . . . . . . . . . .64 printed on the mailing label for each subscribers role-playing games. By expanding
copy of the magazine. Changes of address for the
delivery of subscription copies must be received DRAGON to 96 pages, we can include an
Game review: at least six weeks prior to the effective date of the average of 16 pages per month of SF mate-
Good evening, Mr. Bond. . . . . . . . . . .66 change in order to insure uninterrupted delivery. rial, without reducing the amount of non-
Assessing the 007 game system SF articles, of the sort that DRAGON
All material published in DRAGON
Magazine becomes the exclusive property of the issues have carried in recent months and
Gamers Guide . . . . . . . . . . . . . . . . . . . . .70 publisher upon publication, unless special ar- which you have come to expect. By putting
rangements to the contrary are made prior to
publication. DRAGON Magazine welcomes all of our best stuff in one package, we can
Dragon Mirth . . . . . . . . . . . . . . . . . . . . . .74 unsolicited submissions of written material and reach many times more readers. In terms of
artwork; however, no responsibility for such sub- the greatest good for the greatest number,
Wormy. . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 missions can be assumed by the publisher in any
event. Any submission which is accompanied by
well be providing more of the SF gaming
a self-addressed, stamped envelope of sufficient audience with more article coverage than
Whats New? . . . . . . . . . . . . . . . . . . . . . . .76 size will be returned if it cannot be published. ever before.
DRAGON is a registered trademark for
Ive been proud of (and envied, at the
Snarfquest . . . . . . . . . . . . . . . . . . . . . . . . .78 Dragon Publishings monthly adventure playing same time) ARES Magazine. Its a class act
aid. All rights on the contents of this publication in both editorial content and graphic de-
are reserved, and nothing may be reproduced
from it in whole or in part without first obtaining
sign. A lot of you who havent seen it lately
DRAGON, DUNGEONS & DRAGONS, ADVANCED permission in writing from the publisher. will be pleasantly surprised by the new
DUNGEONS & DRAGONS, ADVANCED D&D, TOP Copyright 1984 TSR, Inc. ARES section in DRAGON Magazine,
SECRET, BOOT HILL, and GAMMA WORLD are regis- because the section will be put together by
tered trademarks owned by TSR, Inc. Second-class postage paid at Lake Geneva,
designates other trademarks owned by TSR, Inc., unless Wis., and additional mailing offices. the same people who did the magazine for
otherwise indicated. its last few issues. A lot of you whove never
POSTMASTER: Send address changes to
Dragon Publishing, P.O. Box 110, Lake Geneva
WI 53147, USPS 318-790, ISSN 0279-6848. (Turn to page 54)

2 MARCH 1984
imply stated, weve never
done an adventure like The
Dancing Hut before. It is,
for purposes of classification,
a module for high-level
AD&D characters. But calling it a high-
level module, and leaving it at that, is sort
of like calling Ronald Reagan an ex-movie
star. Thats true, but it doesnt tell the
whole story. The Dancing Hut is the
consider this request seriously; it would be a
product of the imagination of Roger
Moore, loosely based on an adventure he
Psionics revisited tremendous service to your readers, especially
those of us who were not fortunate enough to be
ran for some unsuspecting participants at Dear Editor: around when issue #1 was printed.
last falls Autumn Revel convention. Concerning my earlier letter, printed in issue Lance J. Purple
Rogers advice goes like this: Tell anyone #81, and your response: We are both in the Houston, Tex.
who takes a character in there not to be wrong. I misused terms from the psionics appen-
too attached to it. dix in both my letter and my article (Overhaul- I hope that Lance and lots of others will be
ing the system, issue #78). I did say (and I quote happy to hear that TSR, Inc., is now offering a
Those of you who liked our last cover
from the published version of the article): Re- service for readers to obtain photocopies of artic-
painting from Denis Beauvais (issue #78)
member that [25 points for psionic ability] trans- les from old issues of DRAGON Magazine.
have already been appropriately awed by lates into 25 attack points and 25 defense points, According to Penny Petticord, the head of TSRs
his latest work. This one is entitled as well as 25 points for the powering of devo- Correspondence Department, these are the rules
Checkmate, and if it isnt the most tions. This is virtually the same as a line found, and regulations:
striking cover painting weve ever pub- as a paragraph in itself, on page 111 of the Play- Photocopies are not available from issues of
lished, its somewhere in the top three. ers Handbook: Note that the employment of the magazine that are still being offered for sale
As a belated followup to an article on these powers (the psionic disciplines another through the Dungeon Hobby Shop mail order
gems we published almost a year ago, case where I put the wrong word in the article) department, or of any articles that appear in our
costs psionic strength points, the equivalent of 1 BEST OF DRAGON anthologies.
Mike Lowrey put his research skills to a
point each of attack and defense points. (Empha- Your request must be accompanied by a
tough test and came up with The many sis mine.) check or money order. The charge for photocopy-
facets of gems, a chronicle of the valuable The point I was objecting to was the fact that ing is $2.50 per article, plus 40 per page. (For
stones listed in the AD&D Dungeon Mas- Mr. Collins assumes, for the purpose of all of his an article that runs across six pages in the maga-
ters Guide. To show you what some of the articles in the same issue, a modified system of zine, the total charge would be $4.90.)
more uncommon types look like, Roger psionic strength/ability point allocation. He If you need a copy of an article youve
Raupp did some research of his own and admits this on page 9. Where I was attempting to never seen, and you dont know how many pages
conjured up the paintings that are dis- describe relatively minor modifications with the are involved, you can find out by calling Penny at
played on the first two pages of the article. same terminology as found in the P H (with less the TSR phone number, 1-414-248-3625. (Shell
accuracy than I should have had), Mr. Collins probably also be able to tell you if the issue you
Our ecology article this month puts the
opted to redefine the relationships of the several want the copy from is still for sale or not.)
spotlight on that little blood-sucker that types of psionic points. The result is that, for the Send your photocopy request, along with
nobody likes, the stirge. If youve ever purpose ofpowering psionic disciplines, the payment, to Penny Petticord, c/o Correspon-
tried to moderate a combat sequence Psionicist is vastly over-powered. And where dence Department, TSR, Inc., P.O. Box 756,
involving a couple dozen of these things, combat is concerned, one must remember to use Lake Geneva WI 53147.
or if youve ever had a character do an half the total ability score he gives for each com- Heres hoping this will help. KM
impersonation of a pincushion while try- bat strength category or else the Psionicist will
ing to fight them off, youll appreciate the totally demolish an ordinary psionic character.
facts Ed Greenwood has come up with. The ultimate source of this semantic problem is Record breaking
the confusion of terms in the psionics appendix.
In the back end of the book, Mr. Moore
Perhaps Mr. Collins and I would not have had Dear Dragon,
makes another appearance with How to this conflict if the rules themselves were substan- In issue #80, you spoke of four guys who
finish fights faster, a suggested revision of tially clearer. As they currently stand, one must played D&D for four days, four hours straight,
the weaponless combat system in the usually read the section several times before he right? Well, you also said that they took a five-
AD&D rules. It will always take longer to can understand it. I know this has been the case minute break every hour. If so, they didnt play
play a fight than to actually fight a fight, with my own players. for 100 hours, but 92. How did it go down in the
but we think these rules will cut the time- Robert M. Schroeck Guinness Book of World Records, as 92 hours, or
consuming aspect of unarmed combat Princeton, N . J . didnt the breaks count?
down to a minimum. Also, how would I go about finding out how to
break this record? Who should I contact?
Secret agents in the crowd (you dont
Wendy Wallace
have to raise your hands) will appreciate
our second installment of previewed mate-
Article copies
A St. Charles, MO .

rial from the upcoming TOP SECRET Dear Editor: As I understand it, the Guinness rules for
Companion, this time concerning Areas of Regarding the problem of readers demanding world records allow short breaks of this sort when
Knowledge and what an AOK enables an back issues, has anyone ever suggested offering people are trying to set marathon records. (It
agent to do. photocopied reprints of single articles, similar to would be difficult, to say the least, for anyone to
Our fiction feature this month is some- Readers Digest? (After all, DRAGON is sort of literally remain seated at a table for 100 hours in
thing different: The first public appear- a role-players digest . . . .) This would be inex- a row.) We dont know if the record-breaking
ance of a story involving the new pensive, would not lower the value of anyones attempt has been officially recognized by the
collection, and would be much easier than re- Guinness people, or if it ever will be; well proba-
DRAGONLANCE saga. The test of
issuing entire magazines. bly all find out one way or the other when the
the twins gives you a glimpse into the Admittedly, it would be difficult to photocopy next edition of the Guinness Book of World
background and character of two of the and mail thousands of different copies, but some Records is released.
central figures in the overall story. Well of the more asked-for articles could be offered. How to break the record? Well, first get a lot of
introduce you to more of the principal The three BEST OF DRAGON collections are sleep beforehand....Seriously, I dont know the
characters in the issues to come. KM great, but there are more articles left out than exact procedure, but anyone whos interested can
included in them. The index in issue #76 only probably find out by looking in the world record
serves to show us what is not available. Please book, or by asking your local librarian. KM

DRAGON 3
The forum
years of adventuring, has become a 22nd level
Archmage (he hasnt). Now it is much to his
advantage to swing that +3 sword he made, as a
21+ level M-U, at -6 (as opposed to a proficient
first level fighter).

Opinions and observations Davids third problem was high hit point
scores. I am not certain if he meant scores as
in a number of hit points or scores as in hits
Some years ago, when creating the first charac- option. Training times would be considerably for damage. The latter would basically rely on
ter I would play, a third-level magic-user, I was lengthened.) exceptional strength, which weve already dis-
distressed by how slim his chances of survival Davids second problem was that of weapons of cussed, so Ill address the former.
were. Then I recalled the Character With Two proficiency. First, he said that the fighter (first As everyone knows, a high constitution can
Classes section of the Players Handbook. Sud- level fighters switching to another class was his give a character extra hit points (sometimes a lot
denly I could create a character with a chance. main concern) would have four weapons, and of extra hit points). Non-fighters can, at most,
However, I still didnt have a character of great then would gain even more upon entering the only get +2 per hit die, but fighters with a consti-
power. In The Forum of DRAGON issue #81, new class. Again, this is a question of training. tution of 18 can get +4 per hit die. Add to this the
David Hutton said that by giving a character one Most people wont spend the time and money common practice of giving maximum hit points
level as a fighter, one would get someone who was necessary to learn to use additional weapons (say, for the first levels hit die (see Len Lakofkas
staggeringly powerful. I noticed that possibility. darts if becoming a M-U) if they can already article), and one has problems. Fortunately, one
However, having been a DM for some time, I wield four weapons (say, a long bow, a mace, a doesnt gain additional hit points after changing
realized that such problems might be avoided long sword, and a two-handed sword). classes, until the level of the new class exceeds the
without a tremendous amount of difficulty. He also said that they would ever after fight at level of the old. Second, only the fighter hit dice
The key concept in the change of class is the -2 for non-proficiency. This is only true to a will get a +4, the others only getting +2. Take the
amount of time necessary to spend in training for point. They would fight, as a first level fighter, at first level/third level fighter/M-U again. With an
the new class. (Lenard Lakofka thankfully de- -2 (assuming they switched from being a first 18 constitution he would get 14 hit points (maxi-
tailed this in DRAGON #51; hopefully that level fighter). As an example, lets take my favor- mum 10, +4 constitution bonus) for the fighter
article will be reprinted in BEST OF DRAGON ite character, Zephyr, a first level fighter who, level, and 6-12 hit points for the M-U levels (1-4
IV.) It is on the order of years. This tends to keep after long years as a wizards apprentice, became for each level after the first, +2 con. for each level
most characters from switching. Also, with this a magic-user and then gained three levels (this after the first), for a total of 20 to 26 hit points.
information the first of Davids problems that first/third level human, having never been unnat- Finally, David wonders what would happen if
a character switching from fighter to another class urally aged yet was already almost forty special classed magic items were used by the
could cause non-fighters with 18/01 to 18/00 years old). Let us say he found a long sword, with wrong class, say, monks using wands of fire
strength is easily solved. Since no other class which he was proficient as a (first level) fighter. (because they have one level as a magic-user).
has the need for as much physical strength as He could use it as a first level proficient fighter, The wizard Zephyr wields the very highly en-
fighters, the muscles that were carefully honed or as a third level non-proficient mage, at -6 chanted long sword Firefrost technically
during fighter training, and vigorously kept up, (dont tell me a mage cant swing a sword, albeit speaking, its an intelligent +5 flaming vorpal
will go slack, say at a rate of 05 every other poorly). He would, of course, swing as the frostbrand. And despite all that, hes more likely
month, until finally, after 18/01, a strength of 18 fighter. Even if it was a bastard sword, with to hit an opponent with a 2 gp dagger than with
is reached, there to remain. (Certain exceptional which he was non-proficient in both classes, he Firefrost.
individuals might keep their muscles in shape would still attack as the fighter. To sum up, the Character With Two Classes
while training for another class, at the DMs Now lets say that Zephyr, after many, many is not so much a veritable godling (like an offi-
cial bard), but rather is an interesting change
from the typical stereotypes (a wizard with a
sword unheard of!) to a more fantastic, more
all-encompassing system wherein a character can
be what he wants to be.
Scott D. Hoffrage
Miller Place, N.Y.

* * * *

By using Chris Landseas system (Taking the


sting out of poison, #81), handling poison in my
campaign will be much less painful than it has
been.
Just one comment, however. For a contact
poison to work, it must reach a persons blood-
stream, right? Once in the blood, the poison can
travel swiftly through the body and wreak what-
ever it havoc it may (even automatic death in the
case of a type D contact poison).
As we all know, however, human skin is very
resistant to liquid penetration. In fact, it is water-
tight. Sweat pores allow liquid to escape, but
prevent it from entering directly into our tissues.
Therefore, it must be extremely difficult for a
contact poison to do its job. What am I getting at?
Simply, that a contact poison must either cause
an immediate burning sensation if it is to have a
short onset time, or require a substantial
onset time if it is to affect someone without
causing this painful feeling. In other words, the
shorter the onset time, the more likely a person
is going to feel this substance penetrating his
skin. Im not suggesting this would cause an
effect similar to acid; that substance causes dam-
age by dissolving flesh, bone, or whatever stands
in its way. But a contact poison would only have
to force its way through a victims skin and a few
layers of tissue beneath it to reach a blood vessel.

4 MARCH 1984
DRAGON 5
Since this penetration would be against the Of course, this does not apply to type A contact
natural defenses of the skin and happen fairly poison, as the intended victim takes no damage
quickly, it should be safe to assume that the and presumably the poison was not touched or
process would be painful. Upon reaching a blood simply did not work. An antidote to stop the
vessel, the poison would penetrate its thin wall contact poison while it is busy penetrating the
(since this blood vessel is presumably close to the skin and tissues probably would not work, as it
surface of our skin) and be immediately whisked would have to be directly applied to the skin that
away to other parts of the body. contacted the poison and then itself penetrate the
How can this be incorporated into the rules? flesh to catch up to the poison a race it could
The values given under onset time for contact not possibly win, I believe. However, an ingested
poisons need not be altered. However, if an onset antidote would work normally, as it would coun-
time is equal to or less than two rounds, the teract the poison the bloodstream.
victim should feel a burning sensation where he This system gives the AD&D character the
contacted the poison. This burning would con- chance he deserves to notice his plight and
tinue for about three segments, after which the quickly ingest an antidote (so long as he has it
poison would have completely entered the blood- very close at hand) for fast-working contact
stream. Minor tissue damage would occur, along poison before he begins to take any damage. As
with a slight hemorrhaging (beneath the skin) of for the contact poisons that take longer than two
the blood vessels the poison encountered. If a rounds to cause damage, better luck next time.
character makes his saving throw, the burning John Lester Jr.
sensation would still be encountered as described. South Darmouth, Mass.

6 MARCH 1984
8 MARCH 1984
DRAGON 9
The many facets of gems
Stories behind the stones listed in the DMG
by Michael Lowrey
Almost all adventurers have had the willing suspension of disbelief that makes polyhedra. Both crystalline and massive
experience at some time: Youve solved the fantasy gaming such fun. stones may be smooth cut, which is the act
riddling sonnet, defeated the guardians of In order to prevent such distressing situa- of forming them into regular shapes with
the treasure, and evaded the clever trap in tions, the following information has been flat surfaces suitable for engraving (such as
the lock. You open the age-hallowed coffers unearthed regarding the usual gems, to often found in rings). They may be made
and ask, What do we find? supplement what may be found in the into cabochons, which are oval or round
The DM consults her records and replies: AD&DTM Dungeon Masters Guide. dome-like shapes with one flat side for
The chest contains 3900 silver pieces, 610 mounting on various surfaces. They may
gold pieces, and 86 platinum pieces, all of Gem terminology also be carved into beads, figurines, sym-
archaic design with inscriptions in a lan- First, a few definitions are in order. Most bols, and other shapes, or simply polished
guage unknown to any of you although minerals (and gems are usually minerals) in the natural shape of the stone. Massive
Dickon the Cutpurse believes it may be an are one of two types: either crystalline, stones are sometimes found in large enough
ancient Ogrish tongue and 23 gems. occurring as single stones or clusters of masses to be shaped like one would shape
Gems!? Of what sorts? stones, each with a definite structure that is wood or architectural stone; sections may be
Oh, the usual. Seven hematites, four regularly repeated throughout crystals of the sawn off a large stone and used decoratively
rhodochrosites, six green spinels, and six same sort; or massive, occurring as continu- as slabs; or, they may be carved (or even
pink diamonds. ous masses of that mineral, having no regu- turned on lathes) into jars, bowls, and other
What are these hematites? lar structure that is readily discernible. (But functional shapes.
Well, theyre these opaque gray-black technically, massive minerals are actually Inclusions are any of the specks of other
stones... composed of a great number of microscopic materials, bubbles, tiny flaws, impurities,
Yeah, right, but what do they look crystals in most cases.) and the like which affect the appearance of a
like? At this point, your DM begins to lose Crystalline stones are often faceted, a stone by their presence. Cats-eye stones,
a little of her legendary icy calm and dig- process by which they are flaked or ground found among many mineral families, are
nity. I dont know, Willie, Ive never into a series of flat faces that together usu- caused by certain patterns of inclusions
actually seen one. . . . ally form one of several customary cuts, in which, when a stone is shaped properly,
And you end up losing a little of that the shape of symmetrical but irregular present an appearance like the slit-shaped

10 MARCH 1994
pupil of a cats eye. Star gems have analo- decorating (or comprising) a magic item, as Alexandrite (fancy; 100 gp)
gous patterns creating the illusion of a pale, appropriate ingredients in a magical for- Alexandrite is a unique variety of chryso-
six-rayed star. Both cats-eyes and stars mula or components for a spell, and so on beryl (q.v.). In daylight, an alexandrite is
must usually be cut into cabochons to dis- nothing more. This applies alike to good brilliant green with a vague bluish tint; in
play these effects (known by the terms cha- and ill effects. magical light it appears yellow or reddish-
toyancy and asterism respectively). The yellow; and in the light of a flame (candle,
value of a given stone will depend on its lantern, torch) it appears red with a hint of
size, color, relative freedom from flaws, and THE GEMS blue. It is normally faceted, although cabo-
the skill with which it has been polished chon cats-eye alexandrites have been re-
and/or cut. Agate (general notes) ported. Gygax tells us it is a stone of good
Those mystical properties associated with The term agate includes the banded omens; this would be especially true for
the various gems are to be associated with agate, eye agate, and moss agate (qq.v.). those whose colors (personal, religious, or
the classic form thereof; thus, while topaz The sages attribute many virtues to agates. national/tribal) are green and red. It might
exists in blue, colorless, and pink varieties, The Book of Saexan Leechdoms says, Of also be suitable for magics involving shifting
the mystic properties with which topaz is the stone which hight Agate it hath eight and changing colors, such as a ring of
credited are linked only with the traditional virtues for them who hath this stone with shooting stars.
honey-yellow stone (and the similarly col- them; against thunder, sorcery, fiendish
ored oriental topaz). When stones nor- possession, venom, or poison, disease, the Amber (fancy; 100 gp)
mally occur in a number of different colors, evils of strong drink, and outbreaks on the Amber is the congealed and hardened
such as with agate, jade, jasper, and spinel skin. The cleric-alchemist Benoni wrote, resin of ancient giant conifers. It appears as
(to name a few), this stipulation does not The Agate quenches thirst, if held in the lumps of pale-gold to deep-gold color as a
apply. In the following text, each type of mouth, and soothes fever; Nostradamus rule, but also ranges from an opaque, frothy
gem mentioned in the Dungeon Masters claimed it renders a man eloquent, pru- white form called bone amber to the
Guide is referenced by at least one of its dent, amiable, and agreeable; Gygax notes murky, near-black bog amber. The most
popular names. The information on gem its value for restful and safe sleep. It is transparent golden pieces are more valu-
category (ornamental, fancy, etc.) and base considered hostile to poisons, and is there- able, and the rarest and most precious of
value in gold pieces is taken from the fore made into drinking bowls and other these have bits of plants, or even whole
DMG. such vessels. Another method for securing insects, preserved within. Amber is carved
Emphatic reminder: Despite any reported its protection is to touch all foods and cook- into beads and cabochons, and sometimes
mystical effects, the mere possession of ing utensils with an especially valuable larger, more intricate shapes. It is quite a
gems by characters will not trigger such agate before preparing or serving food; it brittle material, somewhat flammable, and
effects if in fact they exist at all in the would seem to be a very suitable periapt of comparatively soft.
particular gem. Rather, these alleged effects proof against poison. According to Pliny the Amber is said to ward off diseases; the
are usually only useful as guidelines, indica- Elder, the ancient Magii taught that storms cleric-alchemist Benoni affirmed that Am-
ting certain stones as being suitable for may be averted by burning agates. ber is curative of sore throat, and glandular

DRAGON 11
swellings. It is worn in a necklace to cure slightly mottled. It is polished and cut into Cairngorm: See smoky quartz.
coughs, to prevent attacks of sore throat in beads, cabochons, and similar shapes; a
delicate persons, and to preserve young stone of uniform color is more valuable. It Carnelian (semi-precious; 50 gp)
children from evil powers of sorcery and often occurs in deposits with malachite Carnelian is the translucent to near-
witchcraft. Ground up and mixed with (q.v.). It is not reputed to have any particu- opaque, yellow-brown to brownish-red
honey (which it resembles in color), it is lar mystic properties. variety of massive quartz, often resembling
said to obviate dimness of sight; also, mixed the color of flesh. It is made into rings,
with honey and rose-oil, it is accounted a Banded agate (ornamental; 10 gp) bowls, cabochons, small figures, and the
specific for curing deafness. It has such an This is the translucent-to-opaque, multi- like. It is also called sard.
affinity for electricity that in some lan- layered variety of massive quartz. The It is said that carnelian appeases anger,
guages (including English) the derivation of layers may include brown, black, or white makes cheerful minds, expels fear, makes
the word electricity is related to that of (onyx), pale blue (chalcedony), red-orange courage, destroys and prevents fascinations
the word amber; thus, it may be particu- (carnelian), and many others, each in a thin [i.e., charms], and defends the body against
larly suitable as the tip for a wand of light- layer. It is usually carved into vases, beads, all poysons, and generally benefits the
ning and the like. figurines, and so-forth; intaglios and cameos wisdom and protects from evil. It is also
are sometimes carved from pieces with said to cure tumors, to stanch bleeding, and
Amethyst (fancy; 100 gp) (comparatively) thick layers. Pieces with to heal wounds not made by iron; it would
Amethyst is the pale- to deep-purple form smoothly concentric bands may be cut into be appropriate as the gem set into a ring of
of transparent crystalline quartz. To be of eye agates (q.v.); otherwise, banded agate is regeneration .
real value, it should be entirely clear; such considered to have the properties common
stones are faceted. Pale stones, or those with to all agate (q.v.). Chalcedony (semi-precious; 50 gp)
many inclusions, are often polished and This is the translucent-to-opaque, blue-
used as beads. A massive, translucent-to- Black opal (gem; 1,000 gp) white to pale blue or blue-gray form of
opaque form of quartz, often with bands of Black opal is that variety of opal (q.v.) in massive quartz. It occurs in evenly colored
agate or milky quartz, far less valuable, is which the body color is smoke black, deep and in banded forms. If evenly colored and
made into cabochons and beads, carved into green, and dark blue, forming an almost translucent, it may be made into cabochons
bowls, and so forth; this stone is called opaque background in which its opalescent or beads; all sorts are carved into bowls,
amethyst quartz to distinguish it from color play is displayed. It otherwise has the beads, boxes, figurines, etc.
true gem-quality amethyst (see also oriental properties of the other forms of opal. Chalcedony is said to increase strength,
amethyst). and Gygax tells us that it wards off undead.
The sages are unanimous in telling us Black sapphire (gem/jewel; 5,000 gp) The fur seal is said to swallow chalcedony
that this is the stone of sobriety and temper- The black sapphire is a blue-black form pebbles with choice thereof, and relish.
ance. It prevents drunkenness and drugged- of the sapphire (q.v.), so dark as to ap-
ness, restrains one from indulging in too proach translucence. It is usually faceted, or Chrysoberyl (fancy; 50 gp)
much sleep, quickens the wit, and drives can be cut into a cabochon, especially the Chrysoberyl is a transparent, greenish-
vapors from the head. It is much used cats-eye and star varieties. It has no repu- yellow to green, crystalline stone. It also
within temples, for prayer beads and the tation for mystic properties. occurs as cats-eyes of a yellow or brownish
like, as it is believed to create an atmo- color, which are sometimes called precious
sphere of mental peace and calm medita- Bloodstone (semi-precious; 50 gp) cats-eyes, since they are quite beautiful
tion; it is also suited for a rod of Bloodstone is an opaque massive stone, a and valuable. Occasionally, chrysoberyl
resurrection and similar clerical magics. I f form of jasper (q.v.). It is dark green, sprin- crystals will occur in six-fold forms resem-
the names of the sun and the moon are kled with deep red patches or flecks. It is bling simplified snowflakes. Clear stones are
engraved upon an amethyst, and it is hung cut as cabochons, beads, pendants, and the faceted; the cats-eyes are cut as cabochons,
about a persons neck, together with a like, or smooth-cut to display the blood- and the snowflakes are simply polished to
clump of baboons hair or a swallows drops. It is also called heliotrope. emphasize their beauty and symmetry.
feather, this is said to act as a protection One sage claims that bloodstone . . . This gem is said to be endowed with
against witchcraft. maketh the water sethe in the vessel that it virtue, assuring wearers of good luck in all
is in, and resolveth it . . . into mist, and their doings. It is believed by some to be the
Aquamarine (fancy/precious; 500 gp) soon after . . . into rain-drops. Also . . . if it abode of djinns or other beings (thus being
The aquamarine is a transparent crystal- be put in a basin with clear water, it appropriate for a ring of djinni summon-
line stone of a pale blue-green; like the changeth the sunbeams by rebounding of ing), and conversely to confer protection
emerald (q.v.), it is a species of beryl, but it the air, and seemeth to shadow them, and from possession upon the bearer (perhaps
shows far fewer flaws (as a rule) than an breedeth in the air red, and sanguine col- attackers end up occupying the stone
emerald of equal size. It is normally cut as a ours, as though the sun were in eclypse, and instead?). The gem, in whatever form it is
faceted stone. darkened. Thus, Gygax has suggested that employed, is often dedicated to ones deity.
Regarded as the sailors talisman (and the bloodstone is related to weather control.
thus suitable to decorate a trident of warn- Magus claimed that it makes the wearer Chrysolite: See peridot.
ing), the aquamarine is also said to cure constant, renowned, and famous, conduc-
liver complaints, and jaundice; to reconcile ing to long life; also, it so dazzles the Chrysoprase (semi-precious; 50 gp)
married folks; and to chase away idleness eyes of men, that it causes the bearer to be This is the translucent apple-green, or
and stupidity. In the Magick of Kiram one invisible; but then there must be applied to sometimes darker, form of massive quartz.
may read: Take an Aqua-marine Stone, it the herb bearing the same name, viz. It sometimes occurs with a brown veining
and engrave a Crow upon it; and under its Heliotropum, or the sun-flower. Note: which, though attractive, reduces the value
feet a Crab; wear it as you will; for Joy, and Hematite (q.v.) is sometimes called blood- of the stone. It is made into beads and
Exultation, and Acquisition, and Union, stone as well. cabochons, and sometimes carved into
and Conjugal Love; and it will make the figures.
Bearer cheerful, and Rich . . . Blue quartz (ornamental; 10 gp) Chrysoprase is said to be emblematic of
This is the pure, transparent, pale- to eloquence, and of good luck; Gygax also
Azurite (ornamental; 10 gp) medium-blue form of crystalline quartz. associates it with invisibility.
Azurite is a form of copper ore, an Fine specimens are faceted for use in inex-
opaque massive stone of a deep pure blue pensive jewelry. It has no reputed magical Citrine (semi-precious; 50 gp)
color, generally uniform but sometimes powers. This is a transparent form of crystalline

12 MARCH 1984
quartz, ranging from pale yellow to me- cure for indigestion when kept constantly the Diamond renders a man invisible;
dium yellow to a clear yellow-brown. Many next the person; it is also praised as a and it supposedly preserves against light-
stones are polished and made into beads, or purifier of the blood and for use against the ning. It is said to be an antidote to poisons
carved into small cups, figurines, and other black choler, derangements of the liver, and when worn as a finger jewel; yet for many
shapes; good, clear specimens are faceted. It pains of the stomach; and to stanch bleed- centuries it was believed to be the most
has no reputation for mystic virtues or ing. Gygax says also that it calms weather, deadly of all substances if swallowed.
powers. brings safety in river crossings, and (as
Paracelsus implied) cures madness. Emerald (gem; 1,000 gp)
Coral (fancy; 100 gp) This is a deep bright green stone, trans-
Coral is the clean, dry skeleton of tropical Diamond (gem/jewel; 5,000 gp) parent and crystalline, always showing a
marine polyp colonies; jewelry-quality coral Diamond is a transparent, crystalline number of inclusions. Usually it is faceted;
is exceptionally compact, solid, and free of stone, the hardest substance known in nat- an occasional stone with a vast number of
pores. The chief, red variety also occurs ure. The most valued color is a clear bluish- inclusions will be made into a cabochon, as
in shades ranging from pure white to very white; most lesser stones are clear white or will the infrequent cats-eye emerald. A
dark oxblood red; black and blue varieties off-white, but other less valued color vari- large, comparatively flawless stone will be
also exist. All forms are polished and worn eties are known, among them mauve, pink, more valuable than a diamond of similar
as bangles, or carved into beads, cabo- peach, and chartreuse. The gem is always qualities and much, much rarer.
chons, figurines, and so forth. The black faceted. Emerald is said to be soothing and re-
variety is traditionally used for dagger Various sages agree that diamond is freshing (especially to the eyes); to
handles, walking sticks, and the like, usu- supposed to preserve the wearer from vari- strengthen and restore the sight (thus, a
ally with additional silver decoration. It is a ous spirits, ghosts, nightmares, and the like; suitable gem of seeing) and memory; to
soft but not brittle stone, and quite vul- probably from all types of undead. Camillus bolster friendship, and constancy of mind.
nerable to acid. Leonardus, in his Mirror of Stones, wrote Garcias wrote that the Emerald takes away
The black variety is worn in the form of that It is a help to lunaticks, and such as foolish fears, as of devils, and hobgoblins,
bangles to guard against poison, and to cure are possessed with a devil; being bound to with folly, and anger; it is believed to
gout. The red kind was said by Paracelsus the left arm it gives victory over enemies; it send evil spirits howling into space (to
to make an amulet against fear, and tames wild beasts; . . . makes him that their home planes?), and to stifle epileptic
frights, fascinations [i.e., charms], incanta- wears it bold, and daring in his transac- fits and other ailments. Being linked with
tions, poysons, epilepsies, melancholy, tions . It is said to preserve the wearer from fertility, it is worn to ease the pain of child-
devils assaults, and thunder. It is worn as sorrows, and to make him more fearless birth. In the Magick of Kiram, this is writ-
a protection from the evil eye, by females as than careful (thus, a cursed berserking ten of the emerald: Engrave thereupon the
a cure for sterility, to baffle witchcraft, sword might bear one). The cleric-alchemist Bird Harpe [i.e., a harpy]; and under its
counteract poisons, and protect from tem- Benoni wrote that it impels to all good feet a Sea Lamprey; and wear the Stone
pests and robbers. The cleric-alchemist things . . . [but is] capable of producing against disturbance, and dreams, and stu-
Benoni affirmed that the red Coral is a somnambulism. Nostradamus wrote that pidity. It causes Rest to Lunaticks, and to

DRAGON 13
them that are troubled with the Cholick; of other opals; when play is present, the sage called it a specifick against the
and it is better if the Fat of the Sea- stone is more valuable. If transparent, it is Crampe, and Convulsion; . . . hung about
Lamprey be put underneath. often faceted; usually it is made into cabo- the neck, for an Amulet against the Plague;
The falling of an emerald from its setting chons otherwise. or, set in a Ring. Nostradamus wrote that
is accounted an extremely bad omen to the In addition to those virtues normally the Hyacinth provokes Sleep; Boetius, in
wearer. The gem is said to make its owner associated with opals, one may guess that his De Natura Gemmarum, agreed, and
rich; the tyrant Polycrates of Samos threw the fire opal is also associated with fire added that the jacinth brings honour,
his prized emerald signet into the sea as an magics, being thereby suited for flame riches, wisdom. Gygax mentions also luck
offering to the gods, for he and his allies tongue swords, wands of fire, and the like. in traveling and protection from fire; and in
feared that he might incur their wrath or Natural Magic by Magus was written
resentment with all the good fortune the Garnet (fancy; 100 gp) that it possesses virtues from the Sun
ring had brought him. But, a few days later, (Violet variety: fancy/precious; 500 gp) against poisons, pestilence, and pestiferous
he found the signet ring in the stomach of Garnet is a transparent crystalline stone; vapours; likewise it renders the bearer
his freshly caught dinner fish, and he knew in addition to the usual orangish- to pleasant, and acceptable; conduces also to
his sacrifice had been rejected. And, indeed, purplish-red or red-brown, garnets also gain money; being simply held in the mouth
Polycrates was soon overthrown. occur in black, violet, and even green color it wonderfully cheers the heart, and
varieties. The violet form, also called rho- strengthens the mind. It would seem to
Eye agate (ornamental; 10 gp) dolite, is the rarest, most prized, and most make a suitable periapt of health or a jewel
The eye agate is simply a piece of banded valuable. Small crystals, the most fre- of flawlessness.
agate (q.v.) whose bands form a concentric quently occurring form, are sometimes
pattern resembling an eye, and which has drilled and strung into necklaces; larger Jade (fancy; 100 gp)
been cut in a form, such as a circular slice stones are faceted. Jade is a translucent-to-opaque, massive
or cabochon, that emphasizes the eye. Benoni wrote that the Garnet preserves stone with an oily luster. It occurs in several
It is worn normally as an amulet to ward health and joy; Psellus claimed in his De color varieties: shades of green, including
off evil, and for protection from spirits; and Lapidus that if hung around the neck, the near-transparent bright green imperial
it is valued more for this than for any of the garnet gave the power of seeing in the dark. jade (highly prized) and the rare spinach-
powers generally attributed to agate (q.v.). Its possessor is (supposedly) likely to be green jade with its golden glints; white,
As such, it is appropriate for an amulet of faithful and true (making it appropriate for waxy-looking mutton-fat jade, which may
proof against detection and location. a phylactery of faithfulness); it is said to have patches of green or (rarely) streaks of
resist melancholy, cure palpitations of the carmine; and the uncommon yellow,
Fire opal (gem; 1,000 gp) heart, and stop spitting of blood. cinnabar-red, earth-brown, black, and
This is an orange to orange-red form of lavender varieties. It has been carved into
opal (q.v.), ranging from transparent to Golden sapphire: See oriental topaz. beads, cabochons, pendants, vases, buttons,
transparent with mottled translucence. It figurines, bottles, weapons, musical instru-
does not always have the intricate color play Green sapphire: See oriental emerald. ments, and a myriad other forms, for it is
hard and dense, and carves well.
Heliotrope: See bloodstone. Wherever it appears, in any of its colors,
jade is respected. In some cultures it is
Hematite (ornamental; 10 gp) almost venerated, regarded as a diviner of
This is an opaque, gray-black massive judgments and a charm of happy omen,
stone that when powdered or crumbled and esteemed as most precious. (It seems
shows itself to be made up of minuscule suitable for a talisman of pure good or a
blood-red particles (it is a major iron ore). holy avenger sword.) When it is struck, jade
Gem-quality hematite is deep black, fine- is said to give forth a note that floats sharply
grained, and glossy (it is sometimes imi- and distinctly to a distance; thus, Gygax
tated with steel). It is made into beads, associates it with skill at music and musical
cabochons, pendants, and the like, or instruments.
smooth-cut for signet rings (which tradition-
ally depict the head of Athena or some other Jargoon: See zircon.
war deity or warrior).
Hematite is widely believed to stop bleed- Jasper (Semi-precious; 50 gp)
ing, and is considered a warriors talisman Jasper is an opaque form of massive
(making it ideal for a periapt of wound quartz composed of tiny, interlocking grains
closure). It is sometimes called blood- and having an oily luster. It occurs in a
stone but see bloodstone for details. variety of colors, including blue, black,
brown, red, green, and yellow; and in
Hyacinth: See jacinth, and also zircon. banded, spotted, veined, etc., varieties in
almost any conceivable combination (see
Jacinth (gem/jewel; 5,000 gp) bloodstone). It is carved into beads, cabo-
The jacinth is the orange to fiery red- chons, and the like; it is a traditional stone
orange variety of the hard, transparent to smooth-cut for carving signets, seals, and
crystalline mineral corundum (ruby and so on.
sapphire [qq.v.] are also corundum). It is The healer Galen and others recom-
faceted, except in the case of the rare trans- mended jasper against epilepsy, fevers,
lucent cats-eye and star jacinths. It is also dropsy, bleeding, and above all stomach
known as the true or greater jacinth, pains; Galen records that King Nechepsus
the greater or oriental hyacinth, and wore a green jasper cut in the shape of a
the orange sapphire. dragon surrounded by rays; when the jew-
It is said to dispel evil spirits from the elry was applied over his digestive organs, it
wearer, and to strengthen the heart, being was found to be wonderfully strengthening
often worn close to that organ and fashioned to their function. St. Vincentius wrote that
in the form of some animal or saint. One some jaspers were carved with the figure

14 MARCH 1984
of a man bearing on his necke a bundle of Mocca stone: See moss agate. opaque to semi-opaque, that occurs in
hearbs and flowers; with the estimation and black, gray, and red-brown varieties, as well
value of them noted that they have in them Moonstone (semi-precious; 50 gp) as snowflake obsidian, which is black with
a facultie, or power restrictive, and will in Moonstone is a white, translucent, mas- whitish specks. It is carved or flaked into
an instant, or moment of time, staunch sive stone that shows a distinctive white or figures and ornaments; and, an obsidian
blood. blue-white play of light, resembling moon- blade can be flaked to a sharpness not at-
Jasper also is esteemed as an amulet light; there are also greenish, gray, and even tainable by any (non-magical) metal edge.
against phantasms and witchcraft. The red-brown varieties. It is always carved into (Thus, it would fittingly adorn a sword of
Lapidarium of Marbodeus the cleric says: beads, cabochons, and similar shallow, sharpness or a vorpal weapon.) Obsidian
Againe, it is beleeved to be a safegarde rounded forms to bring out this effect. tools and weapons are often used in reli-
franke and free, to such as weare, and beare It is said by Pliny the Elder to display an gious rituals, and have been considered by
the same; and if it hallowed be, it makes the image of the moon, which waxes or wanes some societies the only tools suitable for
parties gratious, and mightie too, that have according to the state of the moon at the carving images related to deities.
it, and noysome fansies (as they write that time; in a related vein, Gygax suggests that
ment not to deprave it) it dooth displace out it may induce lycanthropy. Onyx (semi-precious; 50 gp)
of the mind; the force thereof is stronger in Onyx is a porous and opaque form of
silver, if the same be set; and will endure Moss agate (ornamental; 10 gp) massive quartz, occurring in black or white
the longer. Moss agate is a near-transparent to trans- or a black-and-white layered variety. It is
The stone would be an appropriate orna- lucent form of massive quartz with greenish made into beads and cabochons; smooth-cut
ment for rings ofprotection and bracers of or grayish inclusions resembling tendrils of for signets and the like; and carved into
defense. moss. It may be vaguely yellowish or pink- bowls and figurines.
ish, sometimes with a smoky tinge. The It is said to prevent epileptic fits when
Jet (fancy; 100 gp) most valuable variety is almost transparent worn around the neck. The cleric Benoni
This is a glossy black, opaque and mas- with pure green moss. Smoky stones with wrote that the Onyx is a demon impris-
sive stone, actually a very hard, dense, brown, gray, or black moss are also called oned in stone, who wakes only of a night,
compacted form of coal. It is usually fac- mocca stones. It is usually made into causing terror, and disturbance to sleepers
eted, or simply polished, for beads and cabochons, beads, or pendants; sometimes who wear it. The cleric Marbodeus as-
pendants; it is sometimes carved into figu- the pebbles are simply polished and strung serted that the wearer is exposed to the
rines and other shapes. The stone is flam- into necklaces. Moss agate is credited with assaults of demons, and to ugly visions, by
mable under great heat. the mystic properties of all agate (q.v.); the night, besides being plagued with quarrels
Jet is said to relieve toothache, and serves finest stones are also associated with plant and lawsuits by day. (Thus, it would seem
as an ointment for reducing tumors when it fertility. suited for a phylactery of monstrous atten-
is powdered and mixed with beeswax. Gy- tion or a scarab of enraging enemies.) How-
gax recommends it as a material for creat- Obsidian (ornamental; 10 gp) ever, Gygax affirms that it causes discord
ing soul objects (such as an amulet of life This is a volcanic natural glass, among enemies (emphasis the authors).
protection).

Lapis lazuli (ornamental; 10 gp)


Lapis lazuli is a dense, opaque and mas-
sive stone of a medium to deep blue color
(the deeper and more uniform the blue, the
more valuable), usually flecked with golden
specks of pyrites (fools gold). It is carved
into cabochons, beads, or figurines, and is
used in slabs for tables, boxes, etc., and for
inlay work. It is a fairly soft stone.
Ancient kings sharpened their weapons
on lapis lazuli, believing they (the weapons
and the kings) would become invulnerable.
One healer advised that it purgeth chiefly
melancholy, cures quartans, apoplexies,
epilepsies, . . . and many others from de-
mentia. It is said to give sleep, to relieve
asthma, to sharpen the intellect, and relieve
anxieties and obsessions (thus, Gygax tells
us, it raises morale and courage), and to
cure eye troubles and diseases of the spleen.

Malachite (ornamental; 10 gp)


This is an opaque massive stone, striated
in bands of lighter and darker green. It is
carved into beads, figurines, cabochons,
and the like, and is also sawn into slabs that
are used as inlays or veneers. It often occurs
interspersed with azurite (q.v.); both are
ores of copper.
Malachite is used as a talisman to protect
children and expectant mothers, often in a
form similar to the eye agate (q.v.). Gygax
associates it with protection from falling,
thus making it appropriate for a ring of
feather falling.

DRAGON 15
Opal (gem; 1,000 gp) forms known collectively as the baroque Rhodolite: See garnet.
This is a translucent, massive stone, pearl. This is generally the order of value as
usually pale blue-white but displaying an well, with only the most lustrous and largest Rock crystal (semi-precious; 50 gp)
array of red, yellow, green, and violet high- baroques being treasured. As well as the Rock crystal is the colorless, transparent
lights when light is reflected from its sur- traditional pearly white, these stones variety of crystalline quartz. The most
face. Many varieties exist: a mosaic of small come in less common color varieties in a valuable pieces are free of inclusions; lesser
colored areas of play is the mark of a har- range from yellow and pale rose to the rare, stones often have needle-like inclusions
lequin opal ; near-transparency and a lustrous deep black. They are mounted in euphemistically termed loves darts. The
moonstone-like appearance distinguish a all sorts of jewelry settings (mountings often stone is often faceted, or carved into crystal
water opal; near-opacity, paleness, and use half-pearls), and, being easily drilled, balls or fine sculptures; poorer pieces may
limited play of color indicate the common are strung in various ways by graduated be polished for use as beads.
milky opal; and there are several others sizes or in a uniform string; in single, multi- The stone is purported to be superhar-
(see black opal and fire opal). It is made ple, or even braided strands. Fresh-water dened, unmeltable ice; thus, it is said to be
into cabochons and other low, rounded mollusks sometimes yield pearls, but these able to slake thirst. Round, smooth balls of
forms to best display the play of colors. It is are usually of much poorer quality than it are carried to cool the hands or forehead
a soft and somewhat brittle stone; and, pearls from a salt-water mollusk. on hot days, and crystal rings are worn for
heated opals may lose part or all of their Pearls are quite vulnerable to acid, fire, the same purpose. (Because of this property,
opalescent color play, and thus much of and electrical attacks, to crushing blows, it might be suitable adornment for a frost
their beauty and-value. and other physical trauma. They may be brand sword or a wand of frost). Crystal
The sage Macer wrote of the opal that damaged by sudden changes in tempera- worn on the finger, as a solid ring or as a
The stone is reported to have as many ture, and are alleged to deteriorate if left stone in a setting, is said to protect the
virtues as it has colours; but what they are untouched for great lengths of time, al- wearer from frostbite as well. Benoni wrote
authors are something silent about. Its though sea water will supposedly negate any that the Crystal promotes sweet sleep, and
virtue is said to prevail against all diseases such deterioration. good dreams, and of course real crystal
of the eyes, to sharpen and strengthen the The pearl is said to symbolize innocence, balls are standard for use as scrying devices
sight. The cleric Marbodeus tells us it con- and to preserve virtue and chastity. Many and the like.
fers the gift of invisibility on the wearer; but healers and sages commended its use in
the alchemist-cleric Benoni warns that the various powdered mixtures, for clearing the Ruby (gem/jewel; 5,000 gp)
Opal is fatal to love, and sows discord be- spirit; resisting poison, pestilence, plague, The ruby is a moderate-to-deep red,
tween the giver and receiver. The stone and putrefaction; strengthening the heart; transparent variety of the hard crystalline
seems fitting to use as a tip for a wand of fortifying the nerves; curing weak eyes; and mineral corundum (sapphire and jacinth
wonder or a wand of illumination. preserving the body from the decay of old [qq.v.] are also corundum). The finest
age (making pearls appropriate for a phy- rubies are absolutely clear and uniformly of
Orange sapphire: See jacinth. lactery of long years). We are also warned that deep red color called pigeons blood;
by the sages that pearls portend a torrent lesser stones may vary from a paler red to a
Oriental amethyst (gem; 1,000 gp) of tears, especially when they appear in somewhat garnet-like red tinged with
Oriental amethyst is a variety of the dreams and prophecies. purplish-brown. It is usually faceted, but
hard, transparent, crystalline mineral co- cloudy specimens may be made into cabo-
rundum with a color closely resembling that Peridot (fancy/precious; 500 gp) chons, as may the rare cats-eye; see also
of the amethyst (q.v.). It is normally fac- Peridot is a transparent, crystalline stone, star ruby
eted, except for the rare cats-eye and star usually a clear yellow-green, although it can The ruby is said to ward off plagues and
forms. It is also called a purple sapphire. vary from near emerald-green to almost an pestilences, dispersing infectious airs; if the
The stone is generally credited with the olive-green. The better stones are faceted; corners of a house, garden, or vineyard are
same mystic properties as a true amethyst. flawed or cloudy stones are polished for touched with a ruby, they will supposedly be
beads, or made into cabochons, as are the thus preserved from lightning, tempests,
Oriental emerald (gem/jewel; 5,000 gp) occasional cats-eye peridots. The stone is and worms. Cardamus wrote that it has
This is the variety of corundum whose also known as chrysolite. the power of making the wearer cheerful,
color most closely resembles that of the Set in gold and worn around the neck or whilst banishing idle, and foolish thoughts;
emerald (q.v.). Normally faceted (except for left arm, peridot is said to be a charm the healer Schroder says that it resists
stars and cats-eyes), it is also known as against all magic and sorcery. It is credited poyson, resists sadness, restrains lust, drives
green sapphire, and is said to have the with the power to dispel night terrors, to away frightful dreams, keeps the body safe.
same mystic properties as a true emerald. cure cowardice, to cool boiling water, and It is said to give warning if misfortune
assuage wrath, to calm anger and madness threatens the wearer, becoming much
Oriental topaz (gem; 1,000 gp) while being able to brighten the wit. It is darker in hue; when the peril or evil is
Oriental topaz is the variety of corundum said to be good against hemorrhages, and averted or over, it then resumes its former
whose color most closely resembles the all manner of fluxes of blood, as likewise to color. It is supposed to prevent loss of
yellow topaz (q.v.). Normally faceted (ex- stop bleeding, and also to ward off fevers. blood, and to strengthen the heart; a blood-
cept in the star and cats-eye forms), it is red stone, held in the mouth, is said to
also called a golden sapphire, and is Precious cats-eye: See chrysoberyl. stimulate the mind. When powdered, it is
alleged to have the same mystic qualities as taken to make the body capable of resisting
a true topaz. Purple sapphire: See oriental amethyst. decay; and to sweeten the sharpness of the
humours, to strengthen the vitals, to drive
Pearl (fancy; 100 gp) Rhodochrosite (ornamental; 10 gp) away melancholy, and to restore lost
(Black variety: fancy/precious; 500 gp) This is an opaque stone ranging in color strength. It might appropriately decorate a
The pearl is the end product of layers of from pale pink to medium red. It occurs defender sword, for example.
secretion with which certain mollusks sur- mostly in a massive, banded form, and
round bits of foreign matter in their shells. occasionally in single-colored opaque crys- Sapphire (gem; 1,000 gp)
When the secretion hardens, it takes on a tals. It is made into beads, cabochons, This name is traditionally reserved for
unique luster which originates in its disper- boxes, vases, and the like. It is a somewhat the moderate-to-deep clear blue tradum,
sion of light just below its surface. It occurs soft stone, and fairly vulnerable to acid; no one of the hardest substances in existence;
in many shapes: round, teardrop, button mystic or magical properties are attributed sapphire is also sometimes used to refer
(flat on one side), and the myriad irregular to it. to other color varieties of corundum, such

16 MARCH 1984
as the orange sapphire or jacinth (q.v.). against poison. It is said to preserve the of crystalline quartz that ranges from gray-
The sapphire is usually faceted, but there sight and cure diseases of the eyes, as well brown to brown-black; regardless of hue, it
are the occasional cats-eye sapphires; and as sharpening the intellect. When pow- must be clear rather than cloudy to be of
see also black sapphire and star sapphire. dered, it is recommended to heal tumors, value. The very clearest and palest stones
Among the color varieties of corundum that sores, boils, and pustules. St. Epiphanius are faceted; lesser ones are polished and
are not given other names, and are there- alleges its power of extinguishing fire, be- made into beads, or carved into figurines,
fore called (color) sapphires, are pinkish, cause of a natural antagonism to heat; small cups, and the like. Certain varieties,
chartreuse, clear/white, and brown; and similarly, the Celestial Intelligencer tells of especially the paler gray-brown stones or
each color of corundum occurs in cats-eye its contrariety . . . against hot biles [and] those with a bluish tinge, are also called
and star forms as well. feverish heats ; the stone might be appro- cairngorm. No particular mystic proper-
The true blue sapphire is credited with priate as the tip of a wand of frost. ties are attributed to this stone.
many virtues. The great cleric St. Jerome
wrote that it procures favour with princes, Sard: See carnelian. Spinel (fancy; 100 gp)
pacifies enemies, and gives freedom from (Deep blue: fancy/precious; 500 gp)
enchantment, or captivity; the cleric- Sardonyx (semi-precious; 50 gp) This is a transparent, crystalline stone
alchemist Benoni said that it impels to all This is a form of massive quartz consist- that occurs in a range of colors from gray-
good things (though he warned that it was ing of bands of the translucent to opaque green to blue-black to purple to deep red to
capable of producing somnambulism); sard (see carnelian) and opaque white rose. The most valuable non-precious
and some sects teach that it can bring purity onyx (q.v.). It is carved into beads, cabo- stones are a pure deep red; the deep blue
and spiritual enlightenment. In fact, like the chons, figures, seals, and other shapes. form is more valuable still, but also much
amethyst (q.v.), it is often considered a Sardonyx is said to make one cheerful, more scarce. Spinel is usually faceted, but
highly suitable stone for clerics, being al- averting melancholy. In the Magick of extremely large specimens of the better sorts
leged to render the wearer pacific, amia- Kiram is written, Upon the Sardonyx are simply polished and put into highly
ble, pious, and devout, confirming the soul engrave a Quail; and under its feet a Sea elaborate mountings. The stone has no
in good works, to prevent wicked and Tench; and when you are willing not to be reputation for mystic qualities.
impure thoughts, to render evil magic pow- seen, put a little of the concoction under the
erless, and help the wearer to discern false- stone in the hollow of the ring, and wear the Star rose quartz (semi-precious; 50 gp)
hood and guile. It will supposedly refuse to ring; and no man shall see you, if you do The star rose quartz is the only valuable
shine when used for the purpose of beautify- anything in the house; no; not if you should form of rose quartz, a translucent-to-opaque
ing the impure. take away anything that is in the house. quartz variety usually found in massive
The sapphire is supposed to be such an However, of the nature of the concoction form. Star rose quartz is a rose-pink, trans-
enemy to poison that if a stone is put into a little is known. lucent crystalline stone (not as red as a
container with a spider (or other venomous ruby) with the usual whitish six-rayed
creature) it will kill the creature; it is Smoky quartz (semi-precious; 50 gp) star displayed therein; and, like all stars,
thereby suitable for a periapt of proof Smoky quartz is the transparent variety it must be cut in a cabochon to bring out

DRAGON 17
this quality. It has no alleged mystic or color; colorless, pink, and blue varieties are and cloudiest crystals are often sawn into
magical properties. also known. Because it cleaves easily, it is slices, especially in order to display such
often difficult to cut well; it is generally color combinations as the watermelon
Star ruby (gem; 1,000 gp) faceted, but cloudy specimens may be cut as tourmaline : deep green exterior, bright red
The star ruby is a translucent ruby with a cabochons or pendants. Occasionally, large interior. Stones with deep, pure colors are
whitish star at the center, cut into a crystals of startling clarity are discovered. usually more valuable, even when the colors
cabochon to display the asterism. It other- One writer alleges that topaz wards off are combinations. Cats-eye tourmalines
wise conforms in all respects to the descrip- evil spells; the Celestial Intelligencer con- occur in all colors and combinations, and
tion and properties of ruby (q.v.). tains praise of the contrariety of . . . the are made into cabochons. Tourmaline has
Topaz against spiritual heats, such as cove- no mystic or magical reputation, but it
Star sapphire (gem; 1,000 gp) tousness . It is supposed to cure inflamma- shows an affinity for electricity similar to
The star sapphire is a translucent, deep tions, and The Honest Jeweller has a claim that of amber (q.v.).
blue sapphire with a whitish star at the that when thrown into boiling water the
center, cut in the cabochon shape to display Topaz at once deprives this of its heat Turquoise (ornamental; 10 gp)
this phenomenon. Gygax credits the stone (thus, it may be set in a ring of fire resist- Turquoise is a translucent-to-opaque
with special efficacy as a protection from ance). Powdered, it is said to prevent bleed- massive stone, blue to greenish-blue in
magic (thus making it suitable as a scarab of ing, to be favorable against hemorrhages, to color; it frequently occurs with brownish
protection); otherwise, it conforms in all impart strength and good digestion; to cure veining. The most valuable is sky-blue,
respects to the sapphire (q.v.). asthma, lack of sleep, and diverse other translucent, and without veining; the least
maladies. It is said to keep the wearer from valued (and most common) is green-blue,
Tiger eye (ornamental; 10 gp) sleepwalking, and a whole stone applied opaque, and heavily veined. It is usually cut
This is a translucent to semi-opaque form within or to the side of the nose is said to into cabochons, or beads and pendants;
of massive quartz, displaying a much richer halt a nosebleed. large pieces may be cut into figurines, and
color and luster than most cats-eye pebbles of a size may be polished and
quartz does. It is a rich golden-brown, with Tourmaline (fancy; 100 gp) strung together.
the pupil a pure yellow-gold color. It is This is a transparent, crystalline stone Camillus Leonardus wrote that turquoise
cut into cabochons, pendants, beads, and (some specimens are so cloudy as to be is useful to horsemen; as long as the rider
the like; and the stone in masses is also nearly translucent). It occurs with fair has it with him, his horse will never tire
carved into figurines, bowls, and so forth. It frequency in a bewildering variety of colors: him, and will preserve him unhurt from any
is not alleged have any special mystical white, blue, gray, purple, red, orange, accident. Crown Jeweler Ove Dragsted
qualities. yellow, brown, green, near-black; and in agrees that it is a special talisman for
combinations of two and even three colors horses, and adds that it is a stone of vic-
Topaz (fancy/precious; 500 gp) in a single stone. Clear stones are faceted; tory. Boetius claimed that it strengthens
Topaz is a transparent, crystalline stone, cloudy ones are cut into cabochons or the eye, and cheers the soul of the wearer; it
normally yellow to golden yellow-brown in beads, or carved into figurines. The largest saves him from suffering a fall [and thus
may be an ingredient in feather fall magics],
by cracking itself instead; it grows pale as
the wearer sickens, loses its colour entirely
on his death, but recovers it when placed on
the finger of a new, and healthy possessor.

Zircon (semi-precious; 50 gp)


This is a transparent, crystalline stone; in
addition to the usual pale blue-green and
orange-red varieties (these two being the
most valued), the stone also comes in
brownish-yellow, reddish-brown, green,
and purple varieties. It is brittle and diff-
cult to cut, and is traditionally finished as
small faceted stones. The orange-red variety
is called the lesser or common hya-
cinth, or the lesser jacinth; the smokier
form is sometimes called a jargoon.
The zircon (the pale blue-green kind), it
is said, procures sleep, honour, and wis-
dom; besides driving away evil spirits. To
the so-called lesser jacinth are attributed
a lesser degree of the properties of the true
jacinth (q.v.).

ON SAGES AND SOURCES


Unlike the situation with the Tarot or I
Ching, belief in the mystic virtues of gems
is, if not dead, certainly moribund. The
classic sources for such information are
thus less likely to be available to the ordi-
nary searcher. For example, Fernie (see
Sources) described the Magick of Kiram,
etc. (q.v.) as a work much sought after by
the learned, but seen by few, and said to be
in the Vatican, at Rome and that was

18 MARCH 1984
written several decades ago! What I found Historia) in 1579. ciples of medicine, angering many in the
in my sources was a mass of fragmentary Gygax, E. Gary: 20th-century Wiscon- field. (He died after an attack by a gang of
citations and quotations, often very poorly sinite writer and game designer; author of his opponents.) His works include De Na-
credited (if at all) to the sages being the ADVANCED DUNGEONS & tura Rerum.
quoted. DRAGONS game rules, and co-creator of Pliny the Elder (Gaius Plinius Secundus,
The following notes on sages may appear the DUNGEONS & DRAGONS game AD 23-79): Roman scholar and scientist (he
skimpy; yet, there were others so inade- rules. died from fumes he inhaled while investigat-
quately identified that I cannot even cite Honest Jeweller, The: A work by a name- ing Mt. Vesuvius). His Naturalis Historia,
them by name. Quoted matter in the text less German writer of the 17th century. the 37th book of which deals with gems, was
that is not attributed to a named sage was Jerome, St. (Sophronius Eusebius a respected authority for more than 1,500
generally taken from one or more of the Hieronymus, c. AD 340-420): Pannonian years.
below-named sources, which either did not priest and monk. Author of the Vulgate Psellus, Michael Constantius (1018-
identify the person being quoted or gave a translation of The Bible, and many other 1110): Byzantine politician and natural
name which a further search could not turn works, some of which deal in passing with philosopher; author of De Lapidibus Vir-
up in a second source. I trust that Messrs. gems and their properties. tutibus (Virtues of Stones).
Dragsted and Gygax will forgive me for Leonardus, Camillus (Camillo Schroder, Dr. Johann: German physi-
numbering them among the sages. Leonardo): Umbrian doctor, court physi- cian; author of a scientific work in Latin
cian to Cesare Borgia. His Speculum Lapi- published in 1660, the English translation of
Sages (biographical notes) dum, Cui Accesserunt Metallorum which was entitled The Compleat Chymical
Benoni: 14th-century rabbi and mystic; Sympathiae (Mirror of Stones), pub- Dispensatory.
one of the most respected alchemists of his lished in Venice in 1502, was widely trans- Vincentius Lerinensis, St. (Vincent de
time. lated and sometimes plagiarized. Lerins; died 450): Gaulish priest; his Com-
Boetius (Anselme Boece de Boodt): Flem- Macer, Aemilius (died 16 BC): Roman monitorium pro Catholicae Fidei Anti-
ish doctor, court physician to Emperor didactic poet; author of Theriaca, a poem quitate et Universitate, written under the
Rudolf II. His De Natura Gemmarum et on antidotes against the poison of serpents. pseudonym Peregrinus in 434, includes
Lapidum Historia was published in Hanau Magick of Kiram, King of Persia, and of some remarks on gems.
(Hesse) in 1609. Harpocration: An English translation of this
Book of Saexan Leechdoms, The: Fernie work was published in London in 1685; see Sources (bibliographical information)
(see Sources) dates this volume from the preceding section of text. Christian, Paul. The History and Prac-
1864; I can find no other references. Magus (Francis Barrett): English tice of Magic (revised, supplemented, and
Cardamus (Girolamo Cardano, 1501- professor of chemistry; his Celestial Intelli- emendated translation). New York, 1963.
1576): Italian mathematician, physician, gencer and Natural Magic were both pub- From the French original Histoire de la
and astrologer. His works include De Subti- lished in 1801. Magie, du Monde Surnaturel et de la Fata-
litate Rerum (155 1) and De Gemmis. Marbodeus (Marboeuf, 1037-1125): lite a travers le Temps et les Peuples (Paris,
Dragsted, Ove: 20th-century gemologist; Bishop of Rennes (Brittany); his lengthy 1870).
the Crown Jeweller of the Kingdom of poem on gems, the Lapidarium, is said to Crow, W. B., D.Sc., Ph.D. Precious
Denmark. be the first original didactic poem of the Stones: Their Occult Power and Hidden
Epiphanius, St. (AD 315-403): Judean Middle Ages. Significance (2nd edition). New York, 1980.
priest, Bishop of Cyprus. His De Duodecim Nostradamus (Michel de Notredame, Dragsted, Ove. Gems and Jewelry in
Gemmis Quae Erunt in Veste Aaronis was 1503-1566): French astrologer and physi- Color. New York, 1975. From a Danish
written about AD 400. cian; his cryptic prophecies are still dis- original.
Galen (c. AD 130-200): Greek doctor, cussed. His patrons included Catherine de Fernie, William T. Precious Stones for
physician to the Emperors Marcus Aurelius Medici and Charles IX. His published Curative Wear; and other Remedial Uses;
and Commodus. His works on medicine remarks on gems are merely an approving Likewise the Nobler Metals. London, 1906.
were the standards of both Western and repetition of the ideas of the 14th-century Gygax, E. Gary. Dungeon Masters
Islamic cultures throughout the Middle alehcmist Pierre de Boniface. Guide. Lake Geneva, 1979.
Ages. Paracelsus, Phillipus Aureolus (real Kunz, George Frederick. Curious Lore of
Garcias (Garcia da Orta): Portuguese name: Theophrastus Bombastus von Ho- Precious Stones. Philadelphia, 1913.
traveler, the first Occidental to publish true henheim, 1493-1541): Swiss physician and Uyldert, Mellie. The Magic of Precious
accounts of Asias gem trade. His Portu- alchemist. After (supposed) extensive tra- Stones. Wellingborough, Northampton-
guese original was published in Goa in vels in the East, he proclaimed various shire, 1981. From the Dutch original Ver-
1563, and a Latin translation (Aromaturn radically new, if logical, theories and prin- borgen krachten der edelstenen.

The address of DRAGON Magazine


is P.O. Box 110, Lake Geneva WI
53147, and thats all you need to
make sure your letter gets here. But
you can help us serve you more
quickly by adding a line at the top of
the address to tell us what depart-
ment should receive your letter or
package. Call it a manuscript sub-
mission, cartoon submission,
query letter, or any other short
phrase that tells us whats inside, and
itll get exactly where its supposed
to go.

DRAGON 19
with thin-walled blood vessels. By flapping
its wings, the creature fans air over these
surfaces, and thus cools its body when in
hot sun or volcanic steam. Much of the
tissues of the stirge are liable to be tainted
with disease, but the knots of muscle here
and here, just behind the head and atop the
spine, at the bases of the wings, are hu-
manly edible. I would have liked to bring a
prepared, sample meal with me tonight, but
I was unable to procure fresh stirges and
once a stirges legs have stiffened after

The ecology of the stirge death, no part of its body is safe to eat.
The creatures claws are not strong
enough to be effective weapons for the
beast, but they are firmly embedded in its
by Ed Greenwood legs and at the midpoint of the leading edge
of its wings, and they enable the creature to
maintain; tenacious hold once it has at-
From an address by the naturalist Elm- proboscis, admirably suited for drawing tached itself to its prey. The claws serve
daerle to the assembled Guild of Naturalists blood. This specimen appears to be of about some cloth-makers and workers for carding
in Arabel: average size, measuring just under one foot wool, brushing away hairs from garments,
. . . Understandably, little research has from top of head to tip of tail, and with a and so on. They are not strong enough for
been done on the life and habits of that wingspan of just less than three feet. The the fanciful uses attributed to them in the
disgusting and dangerous creature, the wings may look unusually large, but if they tales of thieves they are far too brittle
stirge. I have endeavored to learn what I were smaller, the stirge would not be able to and small to serve as grappling hooks for
can of them, and have, as you can see, maneuver as well as it does when its body climbing-lines.4
brought along a specimen. cavity is filled with blood. Stirges swarm to attack prey, which is
No, no, its quite dead. . . . The The proboscis, properly treated, can why they are so feared one can be a
stirge, as we all know, subsists entirely on a serve as a sharp but brittle stabbing formidable foe, but a large group can be
diet of blood, and will attack all warm- weapon, much favored, I am told, by gob- deadly to even well-defended creatures.
blooded mammals, although it seems to lins and similar unpleasant creatures. When Stirges usually lair in forests, disused cas-
prefer man. Quite often, stirge swarms the stirge is alive, the proboscis contains at tles, or caverns, and may incidentally pos-
follow herds of domestic or nomadic its tip a supply of clear liquid, produced in sess treasure from victims who have fallen
animals cattle, caribou, and sheep being the stirges body and steadily replenished; to them therein, or from hoards laid down
most often afflicted; and where such herds this is an anti-coagulant, which mixes with before their arrival, but they are not intelli-
are, one should always expect to meet, and a victims blood to keep it from clotting in gent enough to value, or bargain with,
be prepared for, these little fellows. Cara- the proboscis or in the stomach where it treasure as we know it. A ranger of my
vans, traveling pilgrims, and even armed ends up. The stirge, because of its diet, can acquaintance tells me that stirges in deep
war-bands have been harried through wil- transmit diseases malaria, for instance woods like to drive prey into tangled ra-
derness areas by large flights of stirges; from one victim to the next.2 vines, so that the victims cannot escape
weve all heard the gruesome stories of Ingested blood passes straight into the readily, or find steady footing, room, and
drained, white victims and a few lucky, stomach. This serves as a storage bag which balance to defend themselves properly
narrow escapes. Ive studied these creatures the creature always tries to keep at least and any treasure carried by these unfortu-
for some time, to get at the truth and the partially full. From this reservoir the crea- nates may well be found among their bones
tales and legends, I fear, are not far wrong. ture draws small quantities into lesser cavi- at the bottoms of these ravines.
In flight, the stirge is highly maneuver- ties located just beneath its backbone. Although a thirsty swarm of stirges may
able, and groups of them are capable of There its body processes convert blood seem endless when theyre all swooping
cooperative unison attacks and mid-air sugar into body energy, and ingested blood down at you, typically only three to thirty
actions. As you can see, it is really little into plasma balanced for its own bodily use, nest together in a colony, from which they
more than an expandable blood-bag with so that it can replace its own lost blood and fly out in all directions to find food, usually
wings, eyes, and claws for clinging onto hasten its recovery from wounds.3 in groups of three. By means of wagging
prey and a long, hollow needle-beak or The interior of its wings is interlaced their probosci, stirges can communicate that

20 MARCH 1984
food or a dangerous enemy has been found, know: pests feared by man and beast alike. even the most severe wounds (replacing up
its direction, size or strength, and a degree My colleagues Ainsbrith and Bremaerel of to 4 lost hit points every 24 hours), so long
of excitement or urgency regarding the Westgate are experimenting with poisoning as their heads and spines remain relatively
desired reaction of the whole swarm. If a stirges, but so far report limited success. undamaged, and food i.e., fresh blood
flight of three stirges finds prey, they will Just as they are apparently immune to the is plentiful.
circle to observe it, and then two will harry, diseases they transmit, so are they unaf- 4. Stirge claws resemble the better types
chase, or if it is strong merely fly along fected by the same poisons that harm us; of fish-hooks, in that they are both hooked
observing it, while the third stirge flies for the creatures seem both adaptable and of and barbed, curving to a point, which has a
home. Its message will spread via all the rugged constitution. side-fin or point projecting backward from
stirges it meets, and to all who call in home And that, fellow naturalists, is a brief its tip toward its shaft, in the same way that
at the nest, and they will gather in a group look at the stirge. As more information the edges of an arrowhead form two points
to seek out the prey and kill it. Small prey is becomes available, I will share it with the facing back toward the flight-feathers. In a
merely attacked by the hunting threesome group, and I will expect each of you to do live (un-stiffened) stirge, these barbs are not
for their own gain, and they give its location the same. rigid, but can be retracted into the claw by
only later, if blood yet remains for their means of strong cartilage-and-muscle link-
fellows.5 Notes: ages thus, a stirge can hook itself into a
Winter cold does not seem to affect 1. Stirges are flight class A; if their wings victim through gaps in metal armor or by
stirges in any way, and they breed freely are damaged and/or they are fully bloated
throughout the year. They reproduce by live with blood, and/or they have only 1 or 2 hit
birth, in litters of one to three young, with a points, they may be reduced to Flight Class
gestation period of six months. Males and B or C and 16 or 12 aerial movement
females are outwardly identical in size and rate, at the DMs option. A mother with
appearance to our eyes. The tiny young young on her back (see text and note 6 If youre interested in contributing an
cannot fly properly, but only glide, and are below) is penalized even further, dropping article to DRAGON Magazine, the
carried on the mothers back for up to four down one more flight class and another 4 first thing you need is a copy of our
months, until their blood-drinking from in movement rate, compared to what she guidelines for writers. Send a self-
prey6 provides sufficient nourishment for would be if she were not so encumbered. addressed, stamped envelope to
them to grow to about half of adult size. 2. Diseases contracted from stirges will Writers guidelines, c/o DRAGON
Then they can maneuver on their own, and almost always affect the blood/blood- Magazine, P.O. Box 110, Lake
in another three months at most they reach forming organs of the body (see DMG), Geneva WI 53147; and well send
full adult size. and be of the acute type. There is a 5% you back a sheet with all the basic
I suppose that most of you have never chance for any adult stirge to transmit a information you need to make sure
seen a young stirge, and I regret that I disease to its victim on a successful hit. your manuscript has the best possi-
could not procure one to bring as a speci- 3. Stirges can always regenerate lost body ble chance of being accepted.
men. The adults, however, you all should parts (over a period of 1-3 months) or heal

DRAGON 21
simply piercing leather or lighter clothing, of the attackers can drain at least a little death. However, stirges will instinctively
so that it cannot be torn free except by also blood. A charitable DM might rule that seek out new prey starting 36 hours after
tearing away parts of its victims flesh (1-2 each stirge after the third one attacking a their last full meal, at which time they
points of damage per claw torn out, 4 claws single target does so at a cumulative -1 to will have digested half of their full capacity.
per stirge). In determining whether or not a hit (-2 for the fifth, -3 for the sixth, etc.), 6. Although a litter of young stirges
stirges attack is successful, consider a because the target is, in effect, smaller since (stirgelings) can number as many as three, a
missed to hit roll as indicating that the other stirges are already attached. mother can only carry two offspring on her
creatures claws failed to latch on to the Stirges will attack the trunk of a victims back while they mature. The other one
intended victim or victims clothing/armor. body in preference to the extremities, since must survive on its own, or perish; other
If a stirge hits successfully, it has grabbed on the target area is larger, and those who sink stirges will not transport the young in place
with its claws and struck with its proboscis their claws into a victims back will be virtu- of the mother. For every eight stirges en-
in the same round; generally, a stirges ally immune to counterattack by the victim countered in a single group, whether in
proboscis can strike into or through any himself. A companion can try to attack the their lair or otherwise, one of those crea-
surface on a victim that its claws can attach stirges on a victims body, but if he misses tures will be a mother bearing 1 or 2 young
to. Immediately after death, a stirges mus- such an attack and rolls 4 or more under the on her back. When a mother carrying
cles relax, and it ceases both to drain fur- number needed to hit, he hits the victim stirgelings scores a hit on prey, the young on
ther blood and to hold its barbs in but if instead of the stirge, and the weapon strike her back can begin attacking on the round
it is not removed from its victim within 4-6 will do half normal damage (round down) to following her initial hit. Attacks from young
turns, and is allowed to stiffen while at- the victim. The first successful attack by a are at -2 to hit, they do 1 point of initial
tached, the barbs will have been extended stirge will be upon a victims back 66% of damage from the proboscis, and drain 1-2
again as the stirges muscles convulse, and the time (4 in 6 chance), or else on the front hit points of blood per round on following
the body of the stirge will then have to be of the torso. If the first attack hits the front, rounds, becoming sated at 6 hit points
torn free of its victim, doing damage as the second successful attack will always be worth. The mother must be detached
specified above. If it is attached to armor, on the back. After that, other stirges will (killed) to stop the young from draining. If
but not flesh, then the creature will be easily attach themselves to the extremities but she drains her full quota of blood, she will
shaken or pulled loose by normal movement must always hit the victims original armor remove her proboscis but remain attached
when its muscles are relaxed. class (not AC 10, even if the arm or leg to the victim until she feels her young also
5. As many as six stirges can comfortably being hit is unprotected). This hit loca- pull free, signaling that they have also
(for the stirges, that is) attach themselves to tion determination is useful in knowing drunk their fill. Stirgelings can easily be
the body of one man or other M-sized crea- whether a stirges claws are embedded in torn free from their mothers back, and
ture at the same time. Sometimes more armor or flesh. typically have only 1-4 hit points. Stirges
than six will do so, but usually only if the A stirge filled with its quota of blood can who fall from their mothers back without
entire swarm is very thirsty, if the victim is subsist on that nourishment for as long as being slain will die unless they can find food
a solitary creature, and if the victim has 72 hours, and can go another 24 hours (usually by crawling into burrows to attack
enough blood (i.e., hit points) so that each without food after that before starving to young woodland animals).

22 MARCH 1984
D R A G O N 23
24 MARCH 1984
DRAGON 25
The test of the twins
Fiction by Margaret Weis

The magician and his brother rode Raistlin glanced at him. Does that gave him the power he craved. These skills
through the mists toward the secret place. include me, dear brother? he asked softly. almost made him the equal of his brother.
We shouldnt have come, Caramon Caramon did not reply. Caramon strong and muscular, a born
muttered. His large, strong hand was on the Although twins; the two brothers could fighter always laughed heartily whenever
hilt of his great sword, and his eyes not have been more different. Raistlin, frail Raistlin discussed their differences. Cara-
searched every shadow. I have been in and sickly magician and scholar, pondered mon enjoyed being his little brothers
many dangerous places, but nothing to this difference frequently. They were one protector. But, although he was very fond of
equal this! whole man split in two: Caramon the body, Raistlin, Caramon pitied his weaker twin.
Raistlin glanced around. He noticed Raistlin the mind. As such, the two needed Unfortunately, Caramon had a tendency to
dark, twisted shadows and heard strange and depended on each other far more than express his brotherly concern in unthought-
sounds. other brothers. But, in some ways, it was an ful ways. He often let his pity show, not
They will not bother us, brother, he unwholesome dependence, for it was as if realizing it was like a knife twisting in his
said gently. We have been invited. They each was incomplete without the other. At brothers soul.
are guardians who keep out the unwanted. least, this was how it seemed to Raistlin. He Caramon admired his brothers skill as a
He did, however, draw his red robes closer bitterly resented whatever gods had played magician as one admires a festival juggler.
around his thin body and moved to ride such a trick which cursed him with a weak He did not treat it seriously or respectfully.
nearer Caramon. body when he longed for mastery over Caramon had met neither man nor monster
Mages invited us . . . I dont trust em. others. He was thankful that, at least, he that could not be handled by the sword.
Caramon scowled. had been granted the skills of a magician. It Therefore, he could not understand this

26 MARCH 1984
dangerous trip his brother was undertaking rors; they reflect all he sees in cold, brittle Sometimes he would hug himself with pride
for the sake of his magic. terms. at being chosen by the Great One to take
Its all parlor tricks, Raist, Caramon He is highly intelligent, Par-Salian the Test the greatest honor conferred on
protested. Riding into that forsaken land suggested. a magician. But, at night, the words may
is nothing to risk our lives over. Oh, theres no denying that, the master well prove fatal haunted his dreams.
Raistlin replied gently he always spoke sniffed. He is my best pupil. And he has a He thought, as he drew nearer and
gently to Caramon that he was deter- natural affinity for magic. Not one of those nearer the Towers, about those who had not
mined on this course of action for reasons of surface-users. survived. Their belongings had been re-
his own and that Caramon could come if he Yes, Par-Salian agreed. Raistlins turned to their families, without a single
so chose. Of course, Caramon went. The magic springs from deep within. word (other than Par-Salians regrets). For
two had rarely been separated from one But it springs from a dark well, the
another since their birth. master said, shaking his head. Sometimes
The journey was long and hazardous.
Caramons sword was frequently drawn.
I look at him and shudder, seeing the Black
Robes fall upon him. That will be his des- Dragonlance
Raistlin felt his strength ebbing. They were tiny, I fear.
near the end now. Raistlin rode in silence, I think not, Par-Salian said thought- A story of wonder, a saga of adventure,
oppressed with the doubt and fear th at fully. There is more to him than you see, a new world of fantasy these phrases
shrouded him as it had when he first de- though I admit he keeps it well hidden. describe the DRAGONLANCE story.
cided on this course of action. Perhaps More to him than he knows himself, Ill This epic adventure is usable with the
Caramon was right, perhaps he was risking wager. AD&D game system, and will be de-
their lives needlessly. Mmmmm, the master sounded very tailed through a series of TSR products
dubious. books, games, modules, and even minia-
It had been three months ago when the Raistlin smiled to himself, a twisted ture figures.
Head of the Order arrived at his masters smile. It came as no surprise to learn his The DRAGONLANCE tale evolves on
home. Par-Salian had invited Raistlin to masters true feelings. Raistlin sneered. the world of Krynn a beautiful, peace-
visit with him as he dined much to the Who cared, he thought bitterly. As for Par- ful land where all the nations of Ansalon
masters surprise. Salian Raistlin shrugged it off. are united in brotherhood. Evil has been
When do you take the Test, Raistlin? What of his brother? Par-Salian asked. abolished; dragons, long banished, are
the old man asked the young conjurer. Raistlin, his ear pressed against the door, creatures of legend. However, the folly of
Test? Raistlin repeated, startled. No frowned. one man destroys this golden age: react-
need to ask which Test there was only Ah, the master became effusive. ing to his attempt to create a perfect king-
one Night and day. Caramon is handsome, dom, the gods are angered and bring
He is not ready, Par-Salian, his master honorable, trusting, everyones friend. about the Cataclysm.
protested. He is young only twenty- Theirs is a strange relationship. I have seen This scarred land enters its twilight
one! His spellbook is far from complete Raistlin watch Caramon with a fierce, period, and the gods seem to have aban-
Yes, Par-Salian interrupted, his eyes burning love in his eyes. And the next doned Krynn. True clerics, capable of
narrowing. But you believe you are ready, instant, I have seen such hatred and jeal- working the ancient miracles of legend, no
dont you, Raistlin? ousy I think the young man could murder longer exist only false ones, seeking
Raistlin had kept his eyes lowered, in the his twin without giving it a second new gods. And from the cracks of this
proper show of humility, his hood drawn thought. He coughed, apologetically. Let broken land return the dragons, eager for
over his face. Suddenly, he threw back his me send you Algenon, Great One. He is new dominion.
hood and lifted his head, staring directly, not as intelligent as Raistlin, but his heart is Amongst the turmoil on this once-
proudly, at Par-Salian. I am ready, Great true and good. tranquil land, only one hope glimmers
One, Raistlin spoke coolly. Algenon is too good, Par-Salian from the past to save the people of Krynn:
Par-Salian nodded, his eyes glittering. snorted. He has never known torment or the mighty weapon that can slay the vile
Begin your journey in three months suffering or evil. Set him in a cold, biting serpents the Dragonlance!
time, the old man said, then went back to wind and he will wither like a maidens first As a preview to the DRAGONLANCE
eating his fish. rose. But Raistlin well, one who con- story, DRAGON Magazine will intro-
Raistlins master gave him a furious stantly battles evil within will not be overly duce some of the Heroes of the Lance in a
glance, rebuking him for his impudence. dismayed by evil without. series of short stories. This story, about
Par-Salian did not look at him again. The Raistlin heard chairs scrape. Par-Salian the twins Raistlin and Caramon, is the
young conjurer bowed and left without a stood up. first of those.
word. Lets not argue. I was given a choice to
The servant let him out; however, Raist- make and I have made it, Par-Salian said. this reason, many magicians did not take
lin slipped back through the unlocked door, Forgive me, Great One, I did not mean the Test. After all, it gave no additional
cast a sleep spell upon the servant, and to be contradictory, the master said stiffly, power. It added no spells to the spellbook.
stood, hidden in the alcove, listening to the hurt. One could practice magic quite well without
conversation between his master and Par- Raistlin heard Par-Salian sigh wearily. I it, and many did so. But they were not
Salian. should be the one to apologize, old friend, considered true magic-users by their
The Order has never tested one so he said. Forgive me. There is trouble peers, and they knew it. The Test gave a
young, the master said. And you chose coming upon us that the world may well not mage an aura that surrounded him, exuded
him! Of all my pupils, he is the most un- survive. This choice has been a heavy bur- from him. When entering the presence of
worthy! I simply do not understand. den upon me. As you know, the Test may others, this aura was deeply felt by all and,
You dont like him, do you? Par-Salian well prove fatal to the young man. therefore, commanded respect.
asked mildly. It has killed others more worthy, the Raistlin hungered for that respect. But
No one does, the master snapped. master murmured. did he hunger for it enough to be willing to
There is no compassion in him, no hu- Their conversation turned to other mat- die trying to obtain it?
manity. He is greedy and grasping, difficult ters, so Raistlin crept away. There it is! Caramon interrupted his
to trust. Did you know that his nickname thoughts, reining his horse in sharply.
among the other students is the Sly One? The young mage considered Par-Salians The fabled Towers of High Sorcery,
He absorbs from everyones soul and gives words many times during the weeks that Raistlin said, staring in awe.
back nothing of his own. His eyes are mir- followed while he prepared for his journey. The two tall stone towers resembled

DRAGON 27
skeletal fingers, clawing out of the grave. this statement. Then it darkened as he living and dead. The fact that he must
We could turn back now, Caramon understood the full meaning of the Mages pass these tests was no longer his main
croaked, his voice breaking. words. You mean thought; survival, however, was. Each trial
Raistlin looked at his brother in astonish- Raistlins voice cut in, sharp, edged. He had wounded him, and his health had al-
ment. For the first time since he could means, dear brother, that you will take ways been precarious. If he survived this
remember, Raistlin saw fear in Caramon. home my possessions in the event of my ordeal and he doubted he would he
The young conjurer felt an unusual sensa- death. could imagine his body to be like a shat-
tion a warmth spread over him. He Par-Salian shrugged. tered crystal, held together by the force of
reached out and put a steady hand on his Failure, invariably, proves fatal. his own will.
brothers trembling arm. Do not be afraid, Yes, youre right. I forgot that death But then, of course, there was Caramon,
Caramon, Raistlin said. I am with you. could be a result of this . . . ritual. Cara- who would care for him as always.
Caramon looked at Raistlin, then mons face crumpled into wrinkles of fear. Ha! The thought penetrated the haze,
laughed nervously to himself. He urged his He laid his hand on his brothers arm. I even made Raistlin laugh harshly. No,
horse forward. think you should forget this, Raist. Lets go death was preferable to a life of total depen-
home. dence on his brother. Raistlin lay back on
The two entered the Tower. Vast stone Raistlin twitched at his brothers touch, the stone floor, wondering how much longer
walls and darkness swallowed them up, then his thin body shuddering. Do I counsel they would let him suffer. . . .
they heard the voice: Approach. you to refuse battle? he flared. Then, . . . And a huge figure materialized out of
The two walked ahead. Raistlin walked controlling his anger, he continued more the shadowy darkness of the corridor.
steadfastly, but Caramon moved. warily, his calmly. This is my battle, Caramon. Do This is it, Raistlin thought, my final test.
hand on the hilt of his sword. They came to not worry. I will not fail. The one I wont survive.
stand before a withered figure sitting in the Caramon pleaded. Please, Raist . . . He decided simply not to fight, even
center of a cold, empty chamber. Im supposed to take care of you though he had one spell left. Maybe death
Welcome, Raistlin, Par-Salian said. Leave me! Raistlins control cracked, would be quick and merciful.
Do you consider yourself prepared to splintered, wounding his brother. He lay on his back, staring at the dark
undergo your final Test? Caramon fell backward. All right, he shadow as it drew closer and closer. It came
I do, Par-Salian, Greatest of Them All. mumbled. Ill . . . Ill meet you . . . out- to stand next to him. He could sense its
Par-Salian studied the young man before side. He flashed the Mage a threatening living presence, hear its breathing. It bent
him. The conjurers pale, thin cheeks were glance. Then he turned and walked out of over him. Involuntarily, he closed his eyes.
stained with a faint flush, as though fever the chamber, his huge battlesword clanking Raist?
burned in his blood. Who accompanies against his thigh. He felt cold fingers touch his burning
you? Par-Salian asked. A door thudded, then there was silence. flesh.
My twin brother Caramon, Great I apologize for my brother, Raistlin Raist! the voice sobbed. In the name
Mage. Raistlins mouth twisted into a said, his lips barely moving. of the gods, what have they done to you?
snarl. As you see, Great One, I am no Do you? Par-Salian asked. Why? Caramon, Raistlin spoke, but he
fighter. My brother came to protect me. The young man scowled. Because he couldnt hear his own voice. His throat was
Par-Salian stared at the brothers, reflect- always . . . Oh, cant we just get on with raw from coughing.
ing on the odd humor of the gods. Twins! this? His hands clenched beneath the Im taking you out of here, his brother
This Caramon is huge. Six feet tall, he must sleeves of his robe. announced firmly.
weigh over two hundred pounds. His face Of course, the Mage replied, leaning Raistlin felt strong arms slip under his
a face of smiles and boisterous laughter; back in his chair. body. He smelled the familiar smell of sweat
the eyes are as open as his heart. Poor Raistlin stood straight, eyes open and and leather, heard the familiar sound of
Raistlin. unblinking. Then he drew in a sharp armor creak and broadsword clank.
Par-Salian turned his gaze back to the breath. No! In an effort not to show his belief
young man whose red robes hung from The Mage made a gesture. There was a that he had failed to Caramon, Raistlin
thin, stooped shoulders. Obviously weak, sound, a shattering crack. Quickly, the pushed against his brothers massive chest
Raistlin was one who could never take what conjurer vanished. with a frail, fragile hand. Leave me, Cara-
he wanted, so he had learned, long ago, mon! My tests are not complete! Leave
that magic could compensate for his defi- A voice spoke from the nether regions. me! His voice was an inaudible croak,
ciencies. Par-Salian looked into the eyes. Why must we test this one so severely? then he gagged violently.
No, they were not mirrors as the master Par-Salians twisted hands clasped and Caramon lifted him easily, cradled him in
had said not for those with the power to unclasped. Who questions the gods? he his strong arms. Nothing is worth this.
see deeply. There was good inside the young frowned. They demanded a sword. I Rest easy, Raist. The big man choked. As
man an inner core of strength that would found one, but his metal is white hot. He they walked under a flickering torch, Rais-
enable his fragile body to endure much. But must be beaten . . . tempered. . . made tlin could see tears on his brothers cheeks.
now his soul was a cold, shapeless mass, useful. He made one last effort.
dark with pride, greed, and selfishness. And if he breaks? They wont allow us to go, Caramon!
Therefore, as a shapeless mass of metal is Then we will bury the pieces, mur- He raised his head, gasping for breath.
plunged into a white-hot fire and emerges mured the Mage. Youre only putting yourself in danger!
shining steel, so Par-Salian intended to Let them come, Caramon said grimly,
forge this conjurer. Raistlin dragged himself away from the walking with firm steps down the dimly lit
Your brother cannot stay, the Mage dead body of the dark elf. Wounded and corridor.
admonished softly. exhausted, he crawled into a shadowy corri- Raistlin sank back, helpless, his head
I am aware of that, Great One, Rais- dor and slumped against a wall. Pain resting on Caramons shoulder. He felt
tlin replied with a hint of impatience. twisted him. He clutched his stomach and comforted by his brothers strength, though
He will be well cared for in your ab- retched. When the convulsion subsided, he he cursed him inwardly.
sence, Par-Salian continued. And, of lay back on the stone floor and waited for You fool! Raistlin closed his eyes wearily.
course, he will be allowed to carry home death. You great, stubborn fool! Now well both
your valuables should the test prove beyond Why are they doing this to me? he won- die. And, of course, you will die protecting
your skill. dered through a dreamy haze of pain. Only me. Even in death Ill be indebted to you!
Carry home . . . valuables . . . Cara- a young conjurer, he had been subjected to Ah . . .
mons face became grim as he considered trials devised by the most renowned Mages Raistlin heard and felt the sharp intake of

28 MARCH 1984
D R A G O N 29
breath into his brothers body. Caramons But it wasnt the physical pain that clouded Raistlin. And so you see time, as it touches
walk had slowed. Raistlin raised his head Raistlins mind. It was the old inner pain all things. You see death, whenever you look
and peered ahead. clawing at him, tearing at him with poi- on life. Thus you will always be aware of
A wraith, he breathed. soned talons. Caramon, strong and cheer- the brief timespan we spend in the world.
Mmmmm . . . Caramon rumbled ful, good and kind, open and honest. Par-Salian shook his head. There will be
deeply in his chest his battle-cry. Everyones friend. no joy in your life, Raistlin, I fear in-
My magic can destroy it, Raistlin Not like Raistlin the runt, the sly one. deed, little joy for anyone living on Krynn.
protested as Caramon laid him gently on All I ever had was my magic, Raistlins Raistlin laid the mirror face down. My
the stone floor. Burning Hands, Raistlin mind shrieked. And now he has that too! brother? he asked, his voice barely a whis-
thought grimly. A weak spell against a Propping himself against the wall for per.
wraith, but he had to try. Move, Cara- support, Raistlin raised both his hands, put It was an illusion that I created my
mon! I have just enough strength left. his thumbs together, and pointed them at personal challenge for you to look deeper
Caramon did not answer. He turned Caramon. He began murmuring magic into your own heart and examine the ways
around and walked toward the wraith, words, but different from those that Cara- in which you deal with those closest to you,
blocking Raistlins view. mon had spoken. Par-Salian said gently. As for your brother,
Clinging to the wall, the conjurer clawed Raist? Caramon backed up. What he is here, safe . . . quite safe. Here he
his way to a standing position and raised his are you doing? Cmon! Let me help you. comes now.
hand. Just as he was about to expend his Ill take care of you -just like always . . . As Caramon entered the room, Raistlin
strength in one last shout, hoping to warn Raist! Im your brother! sat up, shoving Par-Salian aside. Caramon
off his brother, he stopped and stared in Raistlins parched lips cracked in a grin. appeared relieved to see that Raistlin had
disbelief. Caramon raised his hand. Where Hatred and jealousy long kept bubbling enough energy to greet him, but Caramons
before he had held a sword, now he held a and molten beneath a layer of cold, solid eyes reflected a certain sadness that comes
rod of amber. In the other hand, his shield rock burst forth. Magic coursed through from learning an unpleasant truth.
hand, he held a bit of fur. He rubbed the his body and flamed out of his hands. He I didnt think you would want to recog-
two together, spoke some magic words was astonished as he watched the fire flare, nize the illusion for what it was, Par-Salian
and a lightning bolt flashed, striking the billow, and engulf Caramon. When the said. But you did; after all, what magic-
wraith in the chest. It shrieked, but kept fighter became a living torch, Raistlin knew user can work spells, carrying a sword or
coming, intent on draining Caramons life from his training that what he was seeing wearing armor?
energy. Caramon kept his hands raised. He simply could not be. The instant that he Then I did not fail? Raistlin mur-
spoke again. Another bolt sizzled, catching realized something was wrong with this mured hoarsely.
the wraith in its head. And suddenly there occurrence, the burning image of his No, Par-Salian smiled. The final of
was nothing. brother vanished. A moment later, Raistlin the Test was the defeat of the dark elf
Now well get out of here, Caramon lost consciousness and slumped to the truly superb for one of your experience.
said with satisfaction. The rod and the fur ground. Raistlin looked at his brothers haunted
were gone. He turned around. The door is face, his averted eyes. He watched me
just ahead Awaken, Raistlin, your trials are com- kill him, didnt he? Raistlin whispered.
How did you do that? Raistlin said, plete. Yes, Par-Salian looked from one to the
propping himself up against the wall. Raistlin opened his eyes. The darkness other. I am sorry I had to do this to you,
Caramon halted, alarmed by his broth- was gone; sunshine streamed through a Raistlin. You have much to learn, mage
ers wild, frenzied stare. window. He lay in a bed. Looking down at mercy, compassion, forbearance. It is my
Do what? the fighter blinked. him was the withered face of Par-Salian. hope that the trials you face ahead of you
The magic! Raistlin shrieked in fury. Why? Raistlin rasped, clutching at the will teach you what you lack now. If not,
The magic! Mage in fury. Why did you do that to you will succumb in the end to the fate your
Oh, that, Caramon shrugged. Ive me? master foresaw. But, as of now, you and
always been able to. Most of the time I Par-Salian laid his hand on the frail your brother truly know each other. The
dont need it, what with my sword and all, young mans shoulder. The gods asked for barriers between you have been battered
but youre hurt real bad and Ive got to get a sword, Raistlin, and now I can give them down, though I am afraid each of you has
you out of here. I didnt want to take time one you. Evil is coming upon the land. suffered wounds in the encounter. I hope
fighting that character. Dont bother about The fate of all this world called Krynn the scars make you stronger.
it, Raist. It can still be your little specialty. swings in the balance. Through the aid of Par-Salian rose to leave. Use your
Like I said before, most of the time I dont your hand and others, the balance will be powers well, mage. The time is close at
need it. restored. hand when your strength must save the
This is impossible, Raistlins mind told Raistlin stared, then laughed, briefly and world.
him. He couldnt have acquired in mo- bitterly. Save Krynn? How? You have Raistlin bowed his head and sat in silence
ments what it took years of study to attain. shattered my body. I cant even see prop- until Par-Salian had left the room. Then he
This doesnt make sense. Fight the sickness erly! He stared in terror. . . . stood up, leaning on a wooden staff. He
and the weakness and the pain! Think! . . . For, as Raistlin watched, he could see staggered and nearly fell.
the Mages face dying. Then, when he Caramon jumped forward. Raistlin met
turned his gaze to the window, the stones he his brothers eyes. Caramon faltered,
looked at crumbled before his eyes. Wher- stopped.
ever he looked, everything was falling into Raistlin sighed. For long moments, there
Got a question about an article? A ruin and decay. Then, the moment passed, was no sound at all in the room. Then
subject youd like us to cover or and his vision cleared. Raistlin felt his strength begin to give way.
not cover? What do you think of the Par-Salian handed him a mirror. Raistlin Pain wracked his body. He grew dizzy, shut
magazine youre reading? Drop us a saw that his own face was sunken and hol- his eyes to block their horrible vision. He
line at Out on a Limb, P.O. Box low. His skin was a golden color now, with held out his arms. Help me, brother, the
110, Lake Geneva WI 53147. Well a faint metallic cast; this would be a symbol mage whispered, weeping. Help me,
read every letter we get, and well of the agony he had endured. But it was his Caramon.
select certain letters of general in- eyes that caused him to recoil in horror, for Im here, Raist, his brothers voice was
terest for publication maybe even the black pupils were no longer round near him, then his brothers arms were
yours! they were the shape of hourglasses! around him, supporting him.
You see through hourglass eyes now, Forgive me, both spoke together.

30 MARCH 1984
D R A G O N 3 1
The Dancing Hut For the DMs
eyes only

Referees introduction item the characters are seeking (a magical a decorated wooden roof. Only 15 wide
High-level adventures are hard to come sword, a piece of the Rod of Seven Parts, and 12 high at the peak of the roof, with a
by. Every month, readers write to etc.) was taken by an ugly old woman who small chimney on top, the Hut does not
DRAGON Magazine asking for modules rode in a huge iron kettle that skimmed appear very impressive except for the
in which powerful characters can test their over the ground. The woman disappeared 12 long chicken legs coming out from the
skills against powerful enemies, but settings with the item into a dark wood and has not bottom.
like that are uncommon. been seen since. Local people can point out When first sighted, the Hut will usually
High-level characters often run into high- the way the old woman went, though char- be dancing by spinning about rapidly on
level magic items, and the most powerful acters will have to search before finding the its feet. The Hut will make about one revo-
magic items are relics and artifacts. What Hut itself. The PCs may try stealing the lution every six or seven seconds, with the
follows is a description of one of the most item or may bargain for it. feet stamping the ground every half second.
famous of all artifacts: The Dancing Hut of 3) Adventurers may have heard of Baba If someone is entering or leaving the Hut,
Baba Yaga. This magical hut serves as its Yagas Hut, and they may wish to find and the legs will fold up into a 2-foot-deep
own high-level adventuring environment, possibly seize it. The Hut doesnt remain in crawlspace beneath it, so that the Hut rests
and the material below suggests some sce- any single location (see below); it can wan- on the ground.
narios for this setting, too. der the planes freely. There might, however, If so commanded by Baba Yaga, the two
Before running an AD&D adventure be certain places where characters are likely huge legs can move the Hut at a very rapid
using this material, the referee should read to discover it. The referee decides where pace (48 over smooth ground, 36 over
through this module carefully and be as these places are, though they should be rough terrain or swampland, 24 through
familiar with it as possible. He should pay located far from civilization and in rela- woods and mountains). About 2 thick, the
special attention to the Dancing Huts tively dangerous wilderness areas. If this legs are treated as AC -2 and may only be
peculiar construction. Because all referees scenario is used, the referee should prevent struck by magical weapons. Each leg has 45
handle high-level adventures differently, Baba Yagas death at the hands of the PCs if HP, and if damaged by weapon blows will
and because this magazine has space limita- possible; she can then harass the characters regenerate 3 HP per round. As noted be-
tions, Baba Yagas Hut is presented here in for many games to come. low, the legs are immune to all magic.
general form. Specific details on the exact 4) Adventurers may need to consult Baba When attacking (if commanded to do so,
contents of the Huts rooms and inhabitants Yaga for advice, or perhaps for a special if attacked, or under other conditions de-
should be filled out by individual DMs, so conjuring spell. They may seek an enchant- scribed below), the legs strike as 10 HD
that no two versions of the Dancing Hut ment, a cure, or some other form of assist- monsters, once each per round, for 4-24 HP
need look exactly alike. ance. Baba Yaga is evil, but the characters damage. If a leg catches a victim with a
The Dancing Hut is designed to chal- dont have to be evil to consult her. See the score of 4 or more over the roll needed to
lenge high-level characters to the limits of character description of Baba Yaga for more hit, the victims arms are pinned by the
their ability; characters below 9th level information. The Hut becomes the starting claws, and the attacker may be crushed to
should not go adventuring in this module. point for a series of other tough adventures. the ground for 4-40 HP damage (40%
The referee should try to avoid having A good DM will play Baba Yaga well to chance), or hurled 20-120 feet away for 1d6
adventurers arbitrarily killed off. On the keep her alive for many adventures. She is damage per 10 thrown (60% chance).
other hand, adventurers shouldnt receive a rare and valuable NPC. Thrown characters must make a saving
Monty Haul rewards, either. throw vs. paralysis or be stunned upon
A final note: Baba Yaga and her Dancing The Huts location impact for 2-12 rounds, unable to move,
Hut have been previously described in According to the Russian folk tales of attack, or defend themselves. Crushed
issues of DRAGON Magazine and the Baba Yagas Hut, this dwelling may appear characters will be hurled away in the follow-
Dungeon Masters Guide; this adventure almost anywhere one could imagine. It has ing melee round.
setting, however, contains a version that been seen in tangled swamps, dark wood- No matter whether the Hut is spinning,
differs from each (influenced by the authors lands, open fields, and even underground in fighting, or running, the interior will re-
research on Baba Yaga). huge caverns. Usually the Dancing Hut main stable and calm, because of its extra-
appears near a thick forest or in a clearing planar construction. Other powers of the
Adventuring scenarios within it. Hut may be used under Baba Yagas direc-
Baba Yagas Dancing Hut may be intro- All normal wildlife within a five-mile tion, and they are described in area 46
duced into AD&D campaigns in a variety of radius of the Hut will soon flee, leaving below.
ways, depending on the goals and tempera- only certain magical creatures living in the The Hut itself is powerfully enchanted.
ment of the players and characters. The Hut that directly serve Baba Yaga. Baba Close examination will show fine magical
scenarios below may be elaborated upon by Yaga will tolerate no strong evil rivals runes covering every square inch of its outer
the Dungeon Master as desired. around her, and most intelligent beings surface. The Huts exterior (including the
1) Baba Yaga was known to raid the come to fear her more than death itself. legs) is not affected by any magical spell,
countryside around her Hut in search of Legends about Baba Yaga are found across and it will reflect spells cast directly upon it
people to eat; she would kidnap them and dozens of alternate Prime Material planes. (such as fireball, lightning bolt, or magic
escape, taking the victims to her magical Normal humans, demihumans, and human- missile), inflicting them on the caster. Area-
Hut where she would have them prepared oids may flee if they are aware that she and effect spells not centered on the Hut will not
for her dinner. Player characters may find her Hut-have arrived in the area. be reflected back, but they will not affect the
that one of their number, or a close ally and Hut, either. Though the walls are made of
friend, has been captured by the witch and The Huts appearance wood, the Hut is immune to all forms of
carried off. A rescue mission may be Baba Yaga spent much of her early life fire, acid, cold, water, and lightning. Physi-
launched, though no one may know at first constructing the Dancing Hut, which now cal attacks have no effect upon the cabin
that Baba Yaga is the one responsible (a serves as her mobile fortress, home, and section of the Hut.
rude surprise indeed!). helper. The Dancing Hut is a small, win- No form of divinatory spell, not even a
2) Rumors are heard that some magical dowless log cabin, hexagonal in shape, with wish, will reveal the Huts current location

32 MARCH 1984
(its protection resembles that offered by an the skulls will have other problems. The order to run characters through the Danc-
amulet of proof against detection and loca- moment the character touches the ground ing Hut. Each area of the Hut that rests
tion). Youll find it when you see it, say inside the fence, the grass under the charac- along a face of the tesseract is described
the sages. ters feet will come to life and attack the separately from all the others. Notations
character as if an entangle spell were cast. show which other rooms can be reached
The Huts environs Bushes, weeds, and even trees will join in from each area, and each exit (doorway,
Once she has arrived on a new world or the attack. The Dancing Hut will then walk stairwell, and so forth) is marked accord-
land, Baba Yaga will quickly set about over and attack immobile characters at +4 ingly on the accompanying maps.
constructing an enclosure to set off her to hit, and slowed characters at +2, at-
territory from everyone elses. Within a tempting to throw them out of the yard. Spell alterations
week, she will have finished work on the Fire-based spells will kill the grass, though Aside from the Huts immunity to and
enclosure. For as long as she plans to stay, anyone caught in the grass will also be partial reflectivity of magic, the interior of
shell regard it as her home. If the Hut is subject to damage from such attacks. the Hut produces some unusual alterations
encountered, refer to the material below, in magical spells. To begin with, no magical
which describes the usual environs. Entering the Hut spell, spell-like effect, or psionic discipline
Surrounding the Hut in a 45 wide circle Once someone has made his way past the will function beyond the range of a single
is a picket fence of twenty-four sharp gate (and/or the animated vegetation and area within the Huts tesseract. A spell cast
stakes, each about 5 tall, with a human, the skulls), there comes the problem of how from area 1 toward area 2 will vanish in the
humanoid, or demihuman skull resting on to get the Hut to stop spinning and settle doorway between the two areas. However, a
the spike. The skulls are enchanted with down to the ground. The command phrase spell can be cast from room to room if both
magic mouth spells (see below). When the needed to enter Baba Yagas Hut can be rooms lie in one area of the tesseract. If the
sun disappears in the evening, a magical found by the casting of a divination, legend door is open to the outside in area 1, any
flame appears within each skull that illumi- lore, limited wish, alter reality wish, or spells cast outside the Hut to the inside (or
nates as a light spell. vision spell. The character will then know vice versa) will be dispelled the instant they
A number of special magics have been the command phrase: Little hut, little hut, enter the doorway.
cast around the Hut to encourage polite turn your door to me! The command can However, spells cast upon ones person or
visitors to enter, while preventing rude be spoken in any language; the Hut will upon an object will continue to function if
guests from leaving. A squeaky gate about understand immediately. The Hut will stop, the person or object is taken from area to
4 high and 4 wide, made of human turn its door to the speaker, and settle to the area within the Hut. Thus, a mage with
bones, is set in the row of stakes around the ground. invisibility would still be invisible after
Hut. The gate has a low intelligence and is Unfortunately, the wooden door to the going from area 1 to area 2.
aware of living beings within 10. It will Hut is wizard locked at the 25th level of The ranges of all divination-type spells
swing outward to open, allowing anyone ability, though it may be opened by the cast from within the Hut are restricted to
who approaches to enter, but it will not usual methods (note that the effectiveness of the area where the spells are cast; other
open to permit anyone to leave. If someone dispel magic is reduced for all lower-level areas cannot be so examined. Peering into
tries to leave while the gate is opening to let characters). The door cannot be broken by other planes from within the Hut is not
someone else in, the gate will bang shut, any force or power. Characters will quickly possible, except within certain areas as
knocking both people down on the inside of note that the door frame is composed of noted. The Hut cannot be spied on from
the picket fence and automatically doing bones, and the hinges are made from hu- any source external to it, and is not open to
1-6 HP damage to each of them. Anyone man hands. the Astral and Ethereal Planes, again except
who oils the gates hinges, however, will be A mouth full of sharp teeth will appear in within certain areas.
allowed to enter and leave as he likes. the center of the door when anyone gets In addition, anyone who casts a
If someone begins to pass between the within 10 of it. The mouth will tell the divination-type spell or uses a psionic power
skull-topped stakes (a logical move, since characters (in their common tongue) to act within the Hut will be cursed in a special
the stakes are set about 6 apart), the two with proper courtesy while in the Hut and way. Baba Yaga hates snoops, and has cast
skulls closest to him will suddenly animate, to mind their own business. Spies and magic spells that will cause an invisible
speaking harshly in the local common thieves will be eaten, it adds. The mouth brand (shaped like a chickens track) to
tongue. Theyll warn the character to enter cannot be dispelled, and it has no other appear on the face of anyone using divina-
or leave only through the gate. Anyone who powers. tory powers within her Hut, whether from
continues to pass between the two skulls From 5-20 minutes after a character or spells, psionics, or a magic item. Anyone
after this warning will be struck suddenly by party enters the front door, the Hut will rise may see the brand using a detect magic or
a special form of the burning hands spell to its feet and begin dancing again. detect invisibility spell, but it may only be
from each skull; each spell does 25 HP of Characters inside the Hut may stop the removed by a dispel magic or remove curse
damage. Each skull may use this power dancing and leave the Hut again by the spell (against 25th-level magic) cast by a
three times per day, at a 6 maximum methods described in area 1 below. spellcaster of 16th level or higher. If Baba
range. The skulls may be struck and broken Yaga sees someone with such a brand, she
by normal weapons; they are AC 2, taking The Huts interior will feel instant hatred for that person and
10 HP each, but they will use their spells to The layout of the rooms within Baba will do all she can to have him slain and
defend themselves. Yagas Hut is highly peculiar, and may cooked for dinner.
Attacking the skulls at long range will disrupt most mapping attempts after the Clerics and druids will not be able to
provoke them into launching fireball spells first few minutes of movement. Baba Yaga recover any spells above the 2nd level of
at their attackers. These fireballs have a constructed the Hut around a tesseract, a power while they are within the Hut, be-
range of 350 yards and effects (damage, four-dimensional figure composed of eight cause of its extra-planar construction (cut-
etc.) as if they were cast by a magic-user of normal cubes joined together along their ting the cleric/druid off from his deity).
25th level. Each skull may launch two such faces. Magic-users and illusionists can recover
fireballs per day, but only one skull may fire The floors within the Hut lie along the their spells normally.
per round at any one attacker. Bystanders different sides of the tesseract, producing A number of spells will not function or
will not be fired upon, though they may be seemingly impossible (at least, from a three- will have altered effects if cast within the
caught in the area of effect of a fireball dimensional point of view) room connec- Hut. Below is a list of unusual spell effects
blast. tions within the Hut. However, it is not produced within the Hut, with brief notes
A character who teleports, levitates, flies, necessary for referees to have a working on why the alterations occur.
or otherwise manages to illegally get past knowledge of four-dimensional geometry in A letter in parentheses after a spell name

34 MARCH 1984
indicates that the spells normal effect is Find traps All doorways leading from ing within an area in the Hut, not intending
totally or partially negated, for a certain one area of the Hut to another (crossing to leave it.
reason: faces in the tesseract) will be detected as Predict weather (E)
(A) indicates the spell will not work traps by this spell (as alteration magic). Speak with animals (A)
against any animal found within the Gate If cast within the Hut, and if Stone shape (H)
Hut, since these animals possess magical or Baba Yaga is present, it will alert her to the Summon insects (E)
paranormal powers and are technically presence of the spellcaster and his exact Transmute metal to wood (H)
considered to be monsters. Spells that location instantly. Baba Yaga will not be Transmute rock to mud (H)
specifically work against monsters or summoned to the caster, but will come on Transport via plants (P); see pass
fantastic creatures in general (hold monster, her own to investigate, fully prepared. plant.
for instance) will work against these beings. Holy/unholy word This spell will not Turn wood (H)
(H) indicates the spell will not work if cast anyone back to his home plane, though Warp wood (H)
cast upon any stone, metallic, or wooden it works normally otherwise; it will affect Weather summoning (E)
part of the interior of the Hut that is an opposite-aligned beings just as it does every-
integral part of the Huts construction one else. Magic-user spells
(floors, walls, ceilings, and doors). How- Insect plague (E) Animal growth/reduction (A)
ever, loose items such as weapons, knick- Know alignment See detect evil/good. Anti-magic shell Will not prevent any
knacks, furniture, and so forth may be Locate/obscure object See commen- functions of the Hut from working (i.e.,
affected. tary on find the path. walking, attacking, etc.); in addition, if this
(E) indicates that no natural environment Plane shift If cast within the Hut, the spells area of effect touches a doorway
exists within the Hut (i.e., there are no plane shifted character(s) will be randomly leading to another face of the tesseract, the
normal animals or insects that can be sum- transported to one of the 48 areas across the doorway vanishes completely for 2-24
moned, no weather to be controlled, etc.), tesseract in the Hut. The area arrived at hours, replaced by an impenetrable gray
thus the listed spell will not function. may be determined by rolling a d4 and a wall. The doorway will reappear after the
(P) indicates the spell will not work be- d12. If the d4 rolls a 1, the characters arrive 2-24 hours.
cause no contact with or travel across other at room 1-12; if a 2 is rolled on the d4, Astral spell (P)
planes can be performed while in the Hut, room 13-24, and so forth, rolling the d12 to Bigbys hand (any) The hands will be
unless the spell is cast within certain areas select the exact room. The exact point dispelled if they are made to cross a door-
detailed below. Contact with deities is not within an area at which the characters way from one area of the tesseract into
possible for this reason. arrive may be chosen by the referee as another.
Other spell alterations specific to certain desired. Blink (P)
areas of the Hut are given in the area de- Speak with animals (A) Cacodemon (P)
scriptions. The descriptions of Baba Yaga Spiritual hammer (P) Cloudkill This spell will not spread
and her two daughters should be con- Stone tell Any stone that forms a part into any other areas in the Hut except for
sulted to determine the effects of spells cast of the interior of the Hut will refuse to the one in which it is cast. The cloud cannot
against them, either within or outside the cooperate with characters who request cross into other faces of the tesseract.
Hut. information from it, instead insulting them Conjure elemental (P)
intolerably and calling for help from Baba Contact other plane When cast, this
Cleric spells Yaga for the spells duration, unless other- spell will drive the spellcaster instantly
Aerial servant (P) wise dispelled. insane with a random insanity from the
Animate object (H); objects found True seeing No ethereal, out-of-phase, DMG; unless given a remove curse spell,
within the Hut may be animated, but will or astral beings or objects will be seen, since the mage will be insane for 4-48 weeks.
never obey anyone but Baba Yaga and will the Hut does not connect to those planes. Nothing else will be gained from this spell.
never attack anyone unless Baba Yaga so Word of recall (P) Baba Yaga may use this spell normally in
commands them. the Hut.
Astral spell (P) Druid spells Control weather (E)
Commune (P) Animal friendship (A) Detect evil/good See cleric spell.
Conjure animals (E) Animal growth/reduction (A) Detect invisibility See cleric spell true
Control weather (E) Animal summoning (any) (A) seeing.
Detect evil/good The Hut has no Animate rock (H); see cleric spell Detect magic See cleric spell.
alignment, though the inhabitants do. animate object. Dig (H)
Detect magic The entire Hut radiates Anti-animal shell (A) Dimension door (P)
magic so powerfully that even non-magical Call lightning (E) Dispel magic See cleric spell.
or weakly magical items will show up as Call woodland beings (E) Distance distortion (P); spell requires
strong sources of magic, making this Chariot of Sustarre (P) an earth elemental.
spell useless. Charm person or mammal (A) Drawmijs instant summons (P)
Dispel magic This will function nor- Commune with nature (E) Duo-dimension (P)
mally, though it will not affect the powers of Conjure earth elemental (E) Enlarge/reduce No effect upon the
the Hut itself. Spells cast by characters Conjure fire elemental (E) Hut.
within the Hut may be dispelled. Check Control weather (E) Erase No effect on the runes on the
Baba Yaga and her daughters for the Creeping doom (E) outside of the Hut or on Baba Yagas skin.
appropriate spell levels they operate at. Detect magic See cleric spell. Find familiar No response will come to
Divination (P) Detect snares & pits This spell will this summons if cast in the Hut.
Earthquake (H) only locate simple pit traps within the Hut Gate See cleric spell.
Exorcise Has no effect upon the Hut, (if any are present). Hold portal No doorway within the .
though it may break charms, curses, and Dispel magic See cleric spell. Hut will accept this spell from anyone but
the like cast upon characters. Heat metal (H) Baba Yaga; attempts made by other people
Find the path This spell will produce Hold animal (A) will fail.
meaningless results if cast with the intent of Insect plague (E) Identify If this spell is cast upon the
finding something in any area of the Hut Invisibility to animals (A) Hut itself, the mage will receive but one bit
from anywhere outside that area. The re- Locate animals (A) of information: this is indeed Baba Yagas
verse, lose the path, functions normally. Pass plant (P); works only if transport- Hut. Nothing else will be learned.

36 MARCH 1984
Imprisonment (P) certain extra-planar inhabitants of the Hut Magic item alterations
Incendiary cloud See cloudkill. if true names are known, but not against Potions: Magical potions will have the
Invisible stalker (P) Baba Yaga. same effects in Baba Yagas Hut as the
Legend lore See identify and note Stinking cloud See cloudkill. equivalent spell or psionic power (for exam-
about finding command words to enter Telekinesis If an item is telekinesed ple, oil of etherealness and a potion of ani-
Hut; aside from this, nothing else will be across a doorway leading to another area of mal control would generally be useless).
learned. the Hut (in a different tesseract face), then Treasure finding potions will not detect the
Leomunds secret chest (P) the spells effect on the object ceases. presence of the Hut at all, and the drinker
Locate object See cleric spell. Teleport See druid spell pass plant. will be branded with a chicken track
Magic mouth If cast upon a wall, Tensers floating disk The disk will be stigma as well (see spell alterations).
ceiling, or floor within the Hut, the magic dispelled the moment it or the spellcaster Scrolls: All scroll spells function the same
mouth will verbally abuse the caster, contin- crosses a doorway leading from one area as the spells they are drawn from. Protec-
uing to do so for one round. Baba Yaga may (face) of the tesseract to another one. tion from magic scrolls will affect the Hut as
use this spell normally within the Hut. Transmute rock to mud (H) the magic-user spell anti-magic shell,
Maze This spell will randomly shift Unseen servant The servant will not though they may deactivate a certain item
the victim to one of the 48 areas within the obey any commands of the caster, instead within it or on the party and burn out (see
tesseract, as per the cleric spell plane shift. pushing against the caster as he moves effects of rod of cancellation on doorways in
The victim will be left in the new area after (adding an extra 400 gp worth of encum- the Hut, described below).
the spells duration ends. brance to him) for the duration of the spell Rings: Those rings duplicating spell
Monster summoning (any) If any (see Mordenkainens faithful hound). The effects produce the same result as the spell
monster summoning spell is cast within the servant may be dispelled. Baba Yaga may itself. Djinni summoning rings will not
Hut, the spell will bring one of the following use this spell normally. work, as per the various summon elemental
beings from the listed area of the Hut. Vanish (P) spells, and a ring of shooting stars will not
I Manes demon (from 33) Wall of iron/stone If the wall created is function within the Hut, since there is no
II Lemure devil (from 33) larger than the dimensions of the room in night inside. Re-roll all malfunctions of a
III Vladimir the giant cat (from 1) which it was created, the wall will not ap- ring of spell turning so that the wearers do
IV Harginn grue (from 22) pear and the spell will be lost. not fall into the Positive Material Plane.
V Piscodaemon (from 34) Wizard eye This spell will be dispelled Rods, staves, & wands: Devices duplicat-
VI Annis (from 36) if made to cross a doorway from one area of ing spell effects will produce the same
VII Night hag (from 19) the Hut to another. results as the spells themselves. A rod of
None of the above summoned beings will Wizard lock See hold portal. cancellation has no effect upon the Hut
be well disposed to the summoner, and are other than eliminating doorways that tem-
not under any compulsion to obey his or- Illusionist spells porarily lead from one tesseract area to
ders. All beings except Vladimir will attack Astral spell (P) another. (And in the process, destroying the
at once; Vladimir will flee. Conjure animals (P) rod; see magic-user spell anti-magic shell.)
Mordenkainen s faithful hound The Detect invisibility See m-u spell. A rod of cancellation will work against
hound so summoned will begin barking at Detect magic See cleric spell. mundane magical items, though. A rod of
the player-character party, attempting to Dispel illusion Check Baba Yagas lordly might cannot use its direction-finding
summon Baba Yaga or her minions (the spell level (as per dispel magic) if this is or depth-finding abilities. A wand of nega-
essence of the phantom hound is drawn used against her magic. tion has no effect upon the Hut.
from the Hut, and thus serves the Huts Fog cloud See m-u spell cloudkill. Weapons, armor, & protective devices:
builder). It will obey Baba Yagas every First level magic-user spells See the Generally, no alterations of the powers of
command. Anyone turning his back to the appropriate spell descriptions. these items will occur, unless otherwise
hound will be attacked. If the mage who Magic mouth See m-u spell. implied by the above magical changes (for
summoned the hound passes through a M a z e See m-u spell. example, plate mail of etherealness will not
doorway from one area (face) of the tes- Prismatic spray The violet ray will allow the user to go ethereal).
seract to another, the hound will be dis- hurl affected characters at random to one of Miscellaneous magic items: Many de-
pelled immediately. The hound can be the 48 areas within the Hut, as per the vices will become useless when brought into
dispelled by normal means, too. cleric spell plane shift. the Hut or will have altered powers. Items
Move earth (H) Prismatic wall The violet curtain will duplicating spells or psionic powers will
Passwall Will allow movement work as per the note under prismatic spray produce effects as described elsewhere.
through interior walls of an area, but wont (see also m-u spell prismatic sphere). Those items which make use of extra-
permit movement from one area of the Hut Rope trick See m-u spell. dimensional spaces to store things (e.g., a
to any other area if travel across tesseract Summon shadow (P) bag of holding) will not function except
faces is involved. The user cannot leave any Vision See m-u spell contact other for a portable hole, which will open into a
mapped area. plane. random section of the tesseract (see above
Phase door See passwall. Wall of fog See m-u spell cloudkill. for cleric spell plane shift). A mirror of life
Power word (any) Will not affect In addition to the above, any new spells trapping will not function. A cubic gate,
inhabitants of any other area (face) of the being used in a campaign should be evalu- amulet of the planes, well of many worlds,
tesseract but the area it was cast in. ated by the DM to determine any changes or similar device will shift characters else-
Prismatic sphere The violet globe will in their effects prior to running this adven- where within the Hut, as described above.
send those touching it to another of the 48 ture, using the above spell effects as a yard- Items that establish contact with ones
areas within the tesseract, determined as stick. Past issues of DRAGON Magazine deity, or that require such contact to func-
per the cleric spell plane shift. have presented new spells for the various tion (incense of meditation, necklace of
Project image Will not form an image classes, but these will not be detailed here. prayer beads, candle of invocation, etc.),
in any area of the Hut other than the one The Dancing Hut cannot be destroyed by will not work. A talisman of pure good (or
the spellcaster is in. any magic the player characters bring ultimate evil) will not produce any effects. If
Rope trick This spell will create a against it. Even powerful items like a rod of a book of infinite spells is left on the Prime
temporary opening into a random area of cancellation or sphere of annihilation should Material Plane while the user goes into the
the Hut, determined as per the cleric spell have a limited effect against the Hut or any Hut, the user cannot use the spells in it.
plane shift. of its innate powers, as long as Baba Yaga is If a sphere of annihilation is brought near
Spiritwrack Will function against alive. The Hut was built to last. the Hut, the Hut will automatically back

DRAGON 37
away from it at maximum speed once the Telekinesis See m-u spell. effects tell them otherwise, characters will
sphere gets within 24. The Hut can detect Teleportation See druid spell pass probably not know when they are crossing
the presence of the sphere in various ways plant. from one area to the next. If Baba Yaga, her
and will seek to avoid contact with it if cat or servants, or her two daughters
possible. If contact cannot be avoided, the Wandering encounters approach any doorway in the Hut, the door
Hut will attempt to plane shift to another Random encounters with inhabitants of will automatically open for them and close
universe, if under Baba Yagas command the Hut are possible as the party wanders one segment after they pass. All other be-
(see area 46); if not under her command, through. The DM should design a wan- ings (including characters) must force the
the Hut is allowed a saving throw (of 3 on a dering monster table that includes most doors open using normal strength rolls.
d20) against the sphere to avoid destruction beings that might be met in the Hut in In certain areas, secret doors have been
if it is touched; a successful save means the general. Note that areas 12 (any room but built into the floors and ceilings. Many of
sphere was cast into another universe, plane A and B), 14, 17, 33 (lab only), and 46 these open directly into other areas, though
shifted away. should have no random encounters other no ladders or stairways are around. These
than those listed for them. Wandering en- portals are enchanted so that if Baba Yaga,
Psionic alterations counters should be rolled for at the start of her servants, or her two daughters call
Baba Yagas Hut produces alterations in every game turn (10 rounds), with a roll of out a command word (Up! or Down!)
psionic powers as well as magical ones. 1 on a 6-sided die indicating an encounter when standing next to the portals, they will
And, to make matters worse, the Hut at- will take place. receive a levitate spell for 1 round that
tracts cerebral parasites as a side effect of its Dungeon Masters may give some of the automatically takes them up or down safely
planar travel capabilities. Any psionic char- encountered beings magical items, and to the next floor. However, this will not
acter within 120 of the Hut who uses a otherwise adjust the wandering monsters work for any other characters.
psionic talent (attack/defense mode or disci- to suit their campaign. Some suggested Regardless of the weather conditions
pline) will immediately attract 2-20 para- encounters (only briefly outlined) follow. outside, the interior of the Hut (in all areas,
sites to him per round. Any method used to DMs should take the time to work out unless otherwise stated) is pleasantly warm
get rid of the parasites will last only one encounters in detail before an adventure and dry. Unless stated otherwise, most
round, and more will come after that. (As- begins. At the DMs option, certain en- rooms in the Hut appear to have walls
sume there are hundreds hovering around counters (particularly the annis maids and made of dark, stony material. The DM may
the Hut at any time, as well as dozens various daemon servants) may be consid- add extra details as desired.
within each area inside it.) ered extra beings not otherwise listed in The following abbreviations are used in
As long as characters are able to use the area descriptions below. the room descriptions: CH = ceiling height;
psionic abilities, here are the alterations that Possible encounters: IL = illumination; CL = continual light
will occur within the Hut to such talents: 1-4 annis maids on an errand, from 41. (magic-user spell, 25th level); ND = effect
Animal telepathy Generally ineffec- 1 arcanadaemon with 1-2 yagnodaemon cannot be dispelled. Many area descriptions
tive; all encounters within the Hut are with assistants, visiting the Hut on business with contain map references as capital letters; the
monsters, except for those described as Baba Yaga. referee should use the text and the map
exceptions. 1-4 derghodaemons from 48, carrying simultaneously to get the fullest possible
Astral projection (P) heavy crates full of treasure or garbage. understanding of the appearance or configu-
Clairaudience Not effective if attempt- 4-16 diakka, summoned from Hades, ration of an area.
ing to spy through doorways into other holding brooms and dustpans (cleaning the
areas in the tesseract. Hut). 1) Hut CH, 7 flat; IL, oil lantern on
Clairvoyance See clairaudience. 1-3 greenhags from 11, taking a stroll table.
Detection of good/evil See cleric spell through the Hut. The first room entered in the Hut resem-
detect evil/good. 1 night hag, visiting Baba Yaga from bles an old peasant womans hovel; the floor
Detection of magic See cleric spell Hades, with 2-8 hordling servants. is packed earth, with wooden walls and
detect magic. 1-4 lost and demoralized captives, who ceiling rafters. A small wooden table with
Dimension door (P) escaped from an annis guardian. Most of one chair sits in one corner of the hexagonal
Dimension walk Use of this power will them will be O-level humans; some might be room with a washbasin beneath it; a wood-
cast the psionic into one of the 48 areas of adventurers. burning stove (A) with a chimney rising to
the tesseract at random (see cleric spell Natasha the Dark, with 3-6 Type III the center of the ceiling rests in the opposite
plane shift), but will also stun the psionic demons as servants, from 15. corner. Near the stove is a small straw-filled
for 2-8 rounds, leaving him helpless. Elena the Fair, from area 17; 50% chance mattress with a worn quilt over it. Clothes
Etherealness (P) she is wandering alone, and 50% chance pegs, shelves, bread boxes, combs, eating
Molecular agitation (H); can only be she is with Vladimir the giant cat (from 1). utensils, and sewing supplies complete the
used within one area of the tesseract. Baba Yaga: 50% chance she is alone, rooms contents.
Molecular manipulation (H) 30% chance she is with a nycadaemon, A secret door on the floor is covered by
Molecular rearrangement (H) 20% chance she is advising a lich, mage, or the washbasin under the table; wooden
Object reading Same result as m-u archmage visitor. stairs lead down to a cellar (area 19). A
spell identify; use of this talent will cause wooden ladder (B) is fixed against the wall
the psionic to be marked with the chicken Area descriptions next to the table, apparently leading up to
track stigma noted above, producing a Following are descriptions of the 48 dif- an attic. If someone climbs it, however, he
very unfavorable reaction from Baba Yaga. ferent areas within the Huts tesseract; each will pass through a gateway and come out
Probability travel Same effect as cleric area may contain one or more separate through the floor in area 7. On the wall of
spell plane shift. rooms, and each room may be of wildly the Hut opposite the front door is another
Sensitivity to psychic impressions Any variable size and shape. Though a tesseract door made of old wood; it leads into area 2.
use of this talent within the Hut will cause has faces of equal size, Baba Yagas use of Several peculiar things will be noticed if
the psionic to gain the chicken track teleporters within the tesseract allows this characters take the time to explore this area.
stigma mentioned above. The only vision variability. Gravity is normal in all rooms. The stove automatically reduces all non-
gained will be of Baba Yaga herself, staring Each area is connected to other areas by living materials placed inside it to one-
into the psionics eyes; the psionic must special trans-planar gates. Most of these fourth normal size, until the material is
save vs. will-force spells (wisdom bonus gates look like normal doorways, though removed. A basket next to the stove con-
included) or be affected as if by a scare spell some are built into staircases going up and tains charred goblin, elf, and human bones
(all races can be so affected). down between areas. Unless certain spell jumbled together; all have marks on them

38 MARCH 1984
as if a creature with sharp teeth gnawed yellow, D is green, E is blue, and F is in- animated hill giant skeletons (HD 9, HP 40
away what meat they had. digo; thus, a strike from C would do 40 HP and 52, 2-16/attack, otherwise as normal
The only live encounter here is with Baba damage, one from D would cause the victim skeletons) at the two points labeled B. The
Yagas cat, a large gray tabby named Vla- to save vs. poison, etc. The statues are skeletons cannot be turned by clerics, be-
dimir (treat as an 18 HP giant lynx, neutral immune to all magical spells except the cause of Baba Yagas enchantments, and
alignment). Vlad uses limited telepathy to spells that negate the effects of the individ- will only obey her. The skeletons, however,
communicate with intelligent beings within ual colors of a prismatic sphere, and if a are not the major guardians of the throne:
10 of him, and can detect lie with 99% statue is struck by the right spell, it is de- polymorphed into the forms of two ivory
accuracy. He can hide in shadows and move stroyed. Statue A would be destroyed by a statues at the points labeled A are two mez-
silently with 99% success, and can surprise cone of cold, for instance, but this spell zodaemons (85 and 97 HP) that will attack
opponents on a roll of 1-5 on d6. Vladimir would not affect any other statue. Unless anyone who attacks Baba Yaga; the
will speak only to those who treat him well, Baba Yaga commands them to do so, the daemons will use levitation to avoid being
and will ignore all others. He can offer statues will not leave the room. caught by the trapper if necessary.
limited advice to the PCs (as much as the Attempts to remove the tapestries from If Baba Yaga is not present, there is a
referee wants to impart). the walls will cause them to unravel and be 60% chance that one of the mezzodaemons
If not forcibly held open, the front door destroyed. Roll a bend bars/lift gates chance will have polymorphed itself into her form
will shut on the round after the last charac- for each character trying to pry a tapestry and will be sitting upon the throne. It will
ter enters, and will be wizard locked again. free; if the roll succeeds, the tapestry leaves act like her until attacked, and will gener-
Any successful attempt to open the door the wall and falls apart in 1-4 rounds. The ally hear petitioners out, tell them to go
from the inside after this will cause the Hut value of the unravelled wire is 5,000 gp per back to area 1, and then leave the throne
to stop dancing (if it had started) and hanging. Only if a mending spell is cast room and report to Baba Yaga.
lower to the ground in the same round the upon a tapestry while it is unravelling will it The three doorways in this room connect
door wasopened. be preserved. to areas 2, 4, and 6.

2) Entry Hall CH, peaked roof along 3) Audience Chamber CH, 20 over 4) Art Gallery CH, each room (A-I) is
long axis of room, 60 high at center, 30 at square floor, 15 over throne level; IL, wall domed, 20 high at center and 10 on sides;
sides; IL, 3 CL spaced evenly along roof. behind throne radiates red light (ND). IL, 1 CL in ceiling of each room.
The walls, floor, and ceiling in this grand This chamber is used by Baba Yaga when Numerous works of art from different
room are made from fine oak, with four 15 hearing petitions from mortals who are not universes hang or stand in the nine cham-
x 30 tapestries hanging from the walls. spellcasters of name level (11th level for bers in this area. Chambers A-H each con-
The tapestries are woven from gold, silver, magic-users, 12th level for druids, etc.). tain 2-7 paintings or tapestries, and 1-4
brass, platinum, mithral, copper, and ada- Being exceptionally cautious (and somewhat statues (most of human subjects, but a few
mantite wire, depicting scenes of great paranoid), the witch has placed a magically of nonhuman races). Some of the paintings
palaces from other worlds and lands. The enlarged trapper on the square floor before and statues have magical powers, and may
value of each tapestry is staggering (40,000 her throne. The trapper covers 2,500 square be developed by the DM as desired (some
gp each). Two circular stairwells descend to feet, but is otherwise like others of its kind; might be NPCs affected by flesh to stone).
area 38; the four doors here connect to it has 83 HP. It will only attack on Baba The large chamber, I, has 16 paintings and
areas 1, 3, 5, and 6. Yagas command, unless an offensive spell six statues, some magical (as noted above).
Six translucent, glass-like colored statues or physical attack is directed against it. Wishing to use guardians that would not
stand near the doorways in this area. All of Stairs lead up to the throne level, 5 damage the artwork, Baba Yaga has caused
the statues will animate if any attempt is above the floor. The throne is made of a four spectres (HP 36, 38, 41, and 47) to be
made to steal the tapestries (and they can solid block of red quartz, extensively en- forever bound to this area; they cannot
also animate upon Baba Yagas command). graved with runes and symbols of magical leave it, and will attack anyone except the
The statues are AC 0, 9 HD, 40 HP, MV power. The throne is immune to blows and residents of the Hut (Baba Yaga, her
12, and may strike once per round at magic, and is fixed to the floor as well, so daughters, and her servants) and crea-
opponents. The attacks differ from statue to treasure hunters cannot take it. The wall tures from the Lower Planes like night hags.
statue, duplicating the effect of a prismatic behind the throne is red crystal glassteel, Aside from the doors to areas 3 and 5,
sphere spell according to the each statues and radiates light from its surface. two secret passages are present here. Cham-
color. Statue A is red, B is orange, C is Flanking the throne on either side are two ber B has a secret door in the ceiling that
may only be opened if a passwall or phase
door is cast upon it; the door is detectable
only using magical means (true seeing or

DRAGON 39
true sight spell, gem of seeing, etc.). The none except for 1 CL (red) over throne, 30 HP of damage as well (saving throw for half
door leads into area 40. above floor. damage; insanity comes regardless).
A concealed door is hidden in the floor The Grand Throneroom is an awe-
under an iron statue of the Hut in Chamber inspiring structure, with floors and walls 7) Attic CH, 8 flat; IL, none.
I. The statue weighs several hundred composed of black marble with veins of The attic looks very much like what one
pounds, and requires a bend bars/lift gates gold. The pillars lining the room are clear would expect to see, except that no chimney
roll to push aside. The statue will animate purple glassteel. The dark, starry ceiling is rises through it from the stove (the chimney
and step aside if Baba Yaga commands it, made of lapis lazuli, and has gems worked is in area 1 s part of the tesseract), and the
but if anyone else tries to move it, it will into fine gold decorations around it. Door- ceiling isnt pointed like the roof of the Hut.
attack as an iron golem in every respect ways to areas 2, 3, and 5 lead out from it. Scattered about the floor of the attic are
(AC 3, MV 6, HP 80, kicking once per At the head of the room is a raised dais 5 trunks, chests, and boxes full of old cloth-
round for 4-40 damage, and pouring gas high, upon which four titanic human skulls, ing, used-up wands and burnt-out amulets,
from the Huts doorway every seven each 10 across, rest facing the opposite end and the other useless paraphernalia that an
rounds). The door drops into area 46. of the hall. The skulls are made from care- ancient witch might accumulate. A spiral
fully fitted sections of ivory, rendered hard stair leads up to area 13, a trap door leads
5) Recreation and Dance CH, each as steel through enchantments. Centered down to area 1, and normal doors lead to
room (A-E) is domed, 15 high in center between the skulls is the great throne of areas 8 and 10.
and 10 high along walls in rooms A-D, 25 Baba Yaga, rising an additional 10 above One of the trunks has a guardian familiar
hemisphere over E; IL, 1 CL centered in the dais, reachable by a staircase. upon it which has received several extra
ceiling in each room. The giant skulls are each AC -2 and have enchantments. It will fight at a hasted speed
Each room in this area is devoted to a 40 HP apiece. Upon Baba Yagas com- if it attacks, always doing the maximum
different form of game or hobby. Room A mand, each may fire a ray ofparalysis (as possible damage; it receives maximum hit
contains sewing materials and a small loom; the wand) up to four times per day. In points in all incarnations; and it can see
B has assorted card and trinket games; C is addition, once per day each of the two skulls invisible objects. The trunk it guards con-
a dressing room for dancers and actors, and closest to the throne may form a symbol (as tains 20-80 gems, 20-50 jewels, and three
D contains various musical instruments. per the magic-user spell) on its forehead, magical items (of the DMs choice). Be-
Room E has a lowered floor in the center, visible to anyone within 60. One of the neath this treasure is a silk cloth covering
3 down, for dancers and actors to perform skulls has a secret door set in its side; on the up a symbol of insanity inscribed on the
upon. The entertainers who perform here floor inside the skull is another secret door, trunks bottom.
are usually ones who have been kidnapped detectable only by magical spells or devices.
by Baba Yaga, and they must please her This door drops down into area 12. 8) Bestiary CH, 10 flat; IL, ceiling
with their performances in order to be The throne is composed of a single block gives off soft light (as light spell) over area
released (poor performers are eaten). of black jet stone encrusted with rubies and for 12 hours/day, then drops to almost total
The curtains that separate each room are amethysts; its value is beyond reason or darkness for 12 hours (ND).
enchanted to deaden all sounds passing counting. The throne is raised an additional Eight octagonal cages are in this room,
through them, effectively isolating the five feet above the dais level, with a series of each separated from the other and from
rooms during musical performances or steps leading up to it. Baba Yagas name onlookers by walls of force that complete
dances. Several magical items collected appears on the throne in letters made from
from various planes and worlds may be large rubies, each worth tens of thousands
found here, but when rooms A, B, and D of gold pieces. The throne, however, cannot
are not in use, permanent illusions are cast be damaged and the stones cannot be re-
over them, making them appear to be stor- moved; anyone attempting to damage the
age rooms with nothing valuable in them. If throne must make a saving throw vs. death
she hasnt been encountered elsewhere, magic or die instantly.
theres a 20% chance of meeting Elena the The throne has other powers that can be
Fair (see area 17) in room D; she will be activated by Baba Yagas command. Three
friendly, but wont permit the theft of any times per day it can generate a globe of
items. invulnerability at the 25th level of power,
The normal doorways here lead to areas and it can generate a prismatic sphere once
2, 4, and 6; a secret door detectable by per week upon command. The throne may
normal means is in the ceiling in room C, cast fear (as the wand) once per turn, and
and leads to area 33. rulership (as the rod) once per day. If any-
one but Baba Yaga sits upon the throne, he
6) Grand Throneroom CH, vaulted will be instantly inflicted with megalomania
ceiling 60 high along long axis, down to and paranoia (as per the descriptions in the
20 high at sides, supported by pillars; IL, DMG insanity rules), and will receive 5-30

40 MARCH 1984
their octagonal shapes. The walls of force
may be removed or raised with a brief
command phrase, which names the creature
to be captured or freed; however, only
magic-users of 12th level or higher will be -1 on his to hit roll, which will last for a
able to use such commands successfully. cumulative duration of one turn begin-
Each cage will magically create food and ning as soon as the character leaves the
drink for its inhabitants, freshen their air, room (because it will take a while for ones from 8, 10, or 30 may at first believe they
and otherwise keep the creatures alive. eyes to readjust to normal light). Thus, a are outdoors. The Lakeland area is an
These cages may be used as prison cells, of character who spends ten minutes searching enormous circular domed room 550 in
course, whenever necessary. Most creatures the room will have a -2 penalty to hit for diameter, with a shallow lake in the center
are gotten in and out of this room by reduce 20 minutes after leaving the room. The of it surrounded by dense forestation. The
spells or other magical means. ultraviolet light cannot be dispelled. lake itself is swampy and no more than 15
The DM should determine the contents Rooms A and B are filled with gardening deep at the most, with algae and leafy
of each cage (A-H), with an eye toward tools, biological experimentation equip- plants covering much of its surface. Narrow
making the creatures caught here extraordi- ment, tables, and botany notes. Room B footpaths wind their way around the lake
nary in the extreme. has a large culture of green slime in a stone shore from doorway to doorway, and over to
Doors connect to areas 7, 9, 11, and 12. jar, with a permanent illusion cast upon it to a circular staircase hidden among the trees,
A spiral staircase rises to area 48, and an make it appear to be a pile of gemstones. leading down to area 30. The trees reach
elevator-like platform, clearly marked on 20-80 in height. The diffused light shines
the floor next to the door to area 7, will 10) Grand Museum CH, rooms A-H from the dome itself.
lower anyone who stands upon it to area 37 have 10 flat ceilings, and room I has a 30 The lake is the home of three greenhags
in one round. It rises to area 8 again once ceiling; IL, each room A-H has 1 CL in (HP 46, 52, and 61) who are close friends of
the person has stepped off; people in area 37 ceiling, while room I has 4 CLs in ceiling. Baba Yaga; the witch often turns captives
can command it to lower to bring them up. Numerous relics, few of them magical in loose in this chamber for the greenhags to
nature, occupy the various rooms of the feed upon. A fair amount of treasure (deter-
9) Fungus Gardens CH, hemispherical Grand Museum. All of the items here are mined by the DM) has been accumulated
dome over circular portion 35 high at trophies of Baba Yagas wanderings, some here by the greenhags, kept well guarded on
center, 10 ceilings over side rooms; IL, taken in battle and some by stealth and the lake bottom near their lair.
none in side rooms, but see below for cen- magic. The hides of demons, devils, and
tral chamber dragons hang beside broken weapons taken 12) The Vaults CH, 20 flat overall; IL,
This area may be entered through door- from champions who opposed her in ages rooms A, B, and center chamber have 1 CL
ways from areas 8 and 10, by one stairway past. The largest items are two huge metal- each in ceiling, all other rooms are dark.
down from area 25, or by two stairways lic vehicles in room I; one of them is a Characters entering from area 8 or 10
coming up from area 36. The entrances to Soviet JS-1 tank she picked up while visit- will see only a bare room (A or B) with a
this area are screened by illusionary walls, ing Earth during the Second World War, door on the opposite wall. Walking through
which may be detected as secret doors or and the other is a steam-powered war can- the door at the other end of the chamber
traps. Beyond the illusions is a large domed non made by dwarves from an alternate (marked *) normally teleports characters
room; intense violet and ultraviolet light universe. Neither device is operable (even directly across to the opposite room (from A
shines from the ceiling over a garden of with a wish), and should serve only to con- to B, or B to A), unless the character casts a
fungi, mushrooms, and other bizarre plant fuse the characters. The tank and dwarven
life. Few of the plants are ambulatory, many cannon weigh 43 and 25 tons respectively.
are poisonous if eaten, and a few (by DMs Additional items may be invented by the
whim) may have special properties. DM as desired; few trophies in the museum
The garden is quartered by four paths should be immediately recognizable for
that meet at a small circular plaza, in the what they are, since Baba Yaga has a taste
center of which is a fountain. Anyone who for the strange and unusual. A few trinkets
drinks from the fountain will experience may still possess their powers.
some strange effects with each drink; the Inter-area doorways connect to areas 7,
DM can invent a random-roll table of pecu- 9, 11, and 12 from here. Staircases rise to
liar effects, most of them harmful. area 42, and descend to area 43.
The level of ultraviolet light in the room
will cause characters to suffer visual prob- 11) The Lakeland CH, hemispherical
lems if they stay there for long; for every dome 275 high; IL, dim, equals twilight or
five rounds spent in this room at one time, overcast day (see below; ND).
a character will gain a cumulative penalty of Characters entering this enormous area

DRAGON 47
dispel magic successfully at the door against 13) Abyss Hall CH, 60 flat ceiling over over the toucher like a lurker above (use all
25th level magic, or uses an anti-magic shell walkway; IL, none. statistics for the lurker above, except that
spell or scroll of protection from magic field This central hall has a cross-shaped 10 the curtains do not normally move about,
that crosses the doorway. If this occurs, the wide walkway running along what appears and each has 55 HP). Room C is Baba
teleport effect is dispelled for 7-12 turns, to be the edge of a great abyss. Anything Yagas sleeping chamber, D and E have
and the characters may walk directly into that falls off the walkway will drop for a full equipment that she uses when manufactur-
the center chamber. A secret door, detect- round at ever-increasing speed, and will ing magical items, and F contains a loom
able by normal means, is set in the ceiling then suddenly be cast out of the Hut and assorted items for sewing and making
of this chamber. through a one-way magical gate into a woven items. Few magical devices will be
Rooms C and D are storage areas for random section of the Astral Plane. Because found, most of them relatively minor in
unusual minor treasures that Baba Yaga has the gate effect lasts for only a moment, this nature (a wand of magic missiles, for in-
picked up; some are worthless except as section of the Hut is not considered open to stance). Room E has a secret door in the
souvenirs, while others are rather valuable other planes, and spells that wont function ceiling which can only be detected and
(items of jewelry and the like). From 2-5 because they require contact with other opened in the same manner as the ceiling
magic items may be found in each of these planes will also not function here. No trap door in area 4 (leading to area 40). The
two rooms; some of the items may be cursed guardians usually patrol this area. Note the ceiling door here leads to area 46.
or trapped in unusual ways. potential use in this area, for or against the
The four major treasure vaults are rooms party, of spells like push and telekinesis. 15) Natashas Chambers CH, rooms A,
E, F, G, and H. The entrances to these Doors lead out from this area to areas 14, C, E, G, and I have 10 flat ceilings, and
rooms are not detectable without magical 15, 16, and 17, and staircases connect with all other rooms have 10 tall walls with
means (a gem of seeing, a true sight or true areas 19 (above) and 7 (below). square-domed ceilings up to 15 high; IL,
seeing spell, and so forth). Each secret all rooms (A-I) have 1 CL in ceiling each.
entrance also bears a special curse, as deter- 14) Baba Yagas Chambers CH, 10 flat Anyone entering from area 13 or 18 will
mined by the DM. Any character attempt- in room A, 40 peaked ceiling in room B, find himself in a small room (A or C) that
ing to open one of the doors could be 20 flat in rooms C-F; IL, see below. connects with its counterpart through a
polymorphed into a giant rat, paralyzed and Anyone passing through the doorway teleportation door. This allows pedestrian
rendered invisible, made gaseous for 2-8 from area 13 to area 14 will find himself in traffic to avoid Natashas rooms, a feature
hours (without equipment, and unable to a stony, octagonal room which contains that was devised because of her extreme
cast spells of any sort), or cursed to see their nothing at all. Only magical devices like a dislike of interruptions during her relaxa-
allies and friends as deadly enemies. Baba gem of seeing or spells like true sight or true tion time. Secret doors in rooms A and C
Yaga will not be affected by these curses. seeing have a chance to detect the secret are normally detectable, and lead directly
Anyone who gets past a door will find door on the opposite wall. Even if it is de- into the main area. Rooms G and I hold
that each of the vaults has a guardian in- tected, the secret door will only open if a stairwells to areas 33 and 27 respectively,
side. Room E is home to a greater basilisk passwall spell or a wish is used on it. It and a doorway connects directly to Baba
(65 HP), F has four slicer beetles (33, 35, automatically opens at Baba Yagas touch. Yagas chambers (area 14).
40, and 47 HP), G has a dracolisk (45 HP), One guardian resides in room B: a farastu Natasha the Dark is an adopted human
and two flesh golems guard room H. The demodand (64 HP) that has made itself daughter of Baba Yaga who was influ-
exact treasure in each room is left to the invisible and will attack anyone but Baba enced by the witch to take up her sorcery
DM, though it should be emphasized that Yaga, her servants, or her daughters. and use it for dark purposes. A beautiful
despite the size of the vaults, they will not Baba Yagas personal chambers are dimly woman with smoky black hair and alabaster
be stuffed with magical items or gold. lit by small candles set upon tables, chairs, skin, Natasha enjoys manipulating demons,
Room E, for instance, might have three wall mountings, and elsewhere. Room B is and uses them frequently as servants and
major magical devices, a small chest full of rather spacious, and contains only a few guardians. She is jealous of her sister
antique platinum coins, a rare magical articles of furniture (a workbench, several Elena (see area 17), and despises her good-
tome, and several items of jewelry and rare chairs, a writing table with chair, and sev- ness, but will never cause Elena harm.
tapestries set in cases on the walls. eral small bookshelves). Nothing appears to Natasha is a chaotic evil dual-classed
None of the guardians will attack Baba be of any value here, at first glance. Doors illusionist/magic-user, 7th/15th level (HP
Yaga because of her enchantments upon lead to areas 15, 17, and 18. A secret door 43, S:9, I:18, W:12, D:17, C:15, CH:16)
them, but they will attack anyone else who in the floor, covered by a rug but detectable who wears a variety of magical protective
enters the chamber they occupy. by normal means, leads to area 40. A rug of devices (such as bracers of AC 2, a brooch
welcome that appears shabby and faded of shielding, and two random ioun stones).
rests on the floor by the door to area 18. She carries many offensive spells in her
The side chambers are screened by thick head. Materialistic and vain, she collects
curtains; if anyone but Baba Yaga touches magical items and jewelry. and displays
them, the curtains will animate and fold out them for all to see. She may be further
outfitted by the DM as desired.

42 MARCH 1984
Being as paranoid as her mother,
Natasha has few valuable items lying carries no magical items with her. Her Doorways lead to areas 14, 15, 16, and
around in her area. Rooms B, D, F, and H repeated exposure to illusionary displays 17, and a stairway in room A descends into
contain only mundane but costly furniture. has finally rendered her immune to-all. area 24 (so beings may wash up after visit-
Most of her valued items are contained, and illusion/phantasm spells, regardless of level, ing the stables).
her private research is conducted, in area and she cannot be affected by them. If she
33, the stairway to which is within room G. encounters any characters of good nature, 19) Cellar CH, 10 flat overall; IL,
The secret doors in rooms G and I are she will become very friendly with them, torch on wall near door to B.
detectable by normal means. Inside room G but will not allow any harm to come to The walls of the cellar are made from
are a pair of invisible stalkers who guard the inhabitants of the Hut if she can help it. packed earth, but very little can be flaked
entrance to Natashas laboratory; they will Elena likes to use polymorph other and off or dug away; like all other walls in the
attack anyone but Natasha and Baba Yaga. polymorph self spells, and will not use any Hut, these are immune to spells like dig or
illusion/phantasm spells. disintegrate.
16) Hades Guestrooms CH, 10 flat Elenas rooms contain mundane (though The musty cellar serves as a dumping
overall; IL, see below. highly valuable) articles of furniture, as well ground for items newly brought in from one
These chambers are primarily used by as-trinkets from a dozen universes that she of Baba Yagas trips around the land, as
night hags who are visiting Baba Yaga from has collected. A few of these items have well as a sort of trash bin for unwanted
Hades (having gated in through other areas magical powers of an unusual nature (possi- nonmagical refuse. Few things found here
inside the Hut). Rooms C, D, E, and F bly a lamp with the powers of a wand of will have any real worth, though some may
have dim light emitting from their ceilings illumination, or a wastecan that disinte- prove interesting as curios.
(ND); special enchantments will negate any grates all materials dropped into it); the A single torch burns on the wall near the
light or continual light spells cast within DM may use his imagination to the fullest. interior door leading to room B. Room A is
them. Night hags cannot astrally project At most, five such items will be found. filled with skulls and bones of adventurers
themselves from these rooms. Each room C- Elenas chambers are warded by non-lethal who fell victim to the Hut or its guardians
F has a 20% chance of a night hag occupy- magical traps of various types (symbols of perhaps seventy creatures of various
ing it; unoccupied rooms have a 20% sleep or stunning, or an activated Bigbys races are represented. Room B is empty,
chance of containing an annis maid who is grasping hand that holds thieves for 16 but has a large executioners hood (6+6 HD,
fixing up the chamber for new guests. minutes). 49 HP) that hides in a niche in the ceiling,
Doorways lead to area 13 and 18, and Room E can be entered only through covered by an illusion to further conceal it.
stairs lead down to area 44 and up to 38. secret doors, all normally detectable (though It will attack anyone who enters room B
Though completely dark, entry rooms A protected as noted above). Inside Room E other than Baba Yaga or other full-time
and B are kept free of obstructions and are Elenas bedchambers, which are dark. inhabitants of the Hut, going for the in-
furniture. The walls there are decorated truders head.
with paintings showing various grotesque 18) Bath CH, rooms A-D have 10
scenes from the local landscapes in Hades. flat ceilings, central pool room has 25 20) Wine Cellars CH, 10 flat in rooms
ceiling; IL, rooms A-C have dim red light A-D; IL, none..
17) Elenas Chambers CH, 8 flat coming from whole ceiling, D has bright Rooms A, B, C, and D each hold numer-
overall; IL, all rooms have 1 CL in ceiling white light from ceiling, pool room has ous kegs, barrels, and bottle-filled shelves
each, except room E (no light). variable light (see below; ND). containing the finest alcoholic beverages
Another foster daughter of Baba Yaga The four small chambers surrounding the that twelve universes have to offer. Room A
is Elena the Fair, who, unlike her sister, large central pool each contain dressing
turned out to be lawful good in nature. She facilities and other odds and ends for bath-
has learned magical arts from her mother ing. Because some of the visitors in area 16
but uses her powers for good causes. Baba are night hags, the pool isnt always filled
Yaga found Elena outside her Hut one day with pure water, and bathing equipment
and, being unwilling and perhaps unable to varies. The pool is only five feet deep
slay her (for reasons given in the witchs throughout. Illusionary walls screen the
character description), kept her as a house pool from rooms A-D. The pool room, E, is
servant. No one came to claim the girl, and dimly lit, equivalent to late twilight, but the
soon she became a powerful sorceress. brightness can be increased to full daylight
Though she is disliked by all other beings with a command word (Light!). Other
who come to the Hut, no one dares harm command words will cause the pools waters
her, and all treat her with the greatest re- to become either pure or foul, depending
spect (if somewhat begrudgingly). upon the preference of the bather (only
Elena is a 16th-level magic-user (HP 39, Elena and Natasha have a liking for pure
S:11, I:18, W:17, D:16, C:10, CH:17) who bathing water).

DRAGON 43
contains fine wines, B holds brands of doorway is rolled that the character just does not enter other areas through the open
vodka, C has assorted beers, meads, and entered, then the result is re-rolled. This circular stairs.
ales, and room D is filled with exotic fruit process is repeated each time a character
drinks. Some of the drinks (20%) will infect enters a doorway. 23) Armor Museum CH, 15 flat over-
the imbiber with dipsomania, as per the Four normal inter-area doorways connect all; IL, rooms A-D have 1 CL each, and
DMG, due to their quality and certain to areas 19, 20, 22, and 23. Circular stair- room E has 4 CLs on ceiling.
special enchantments. ways join with areas 30 (above) and 31 The armor, shields, and helmets of great
Characters will soon discover that one (below). champions who once served Baba Yaga, or
can go continuously downstairs from room who opposed her, are kept in these cham-
to room in this area, thanks to a peculiar 22) Smithy and Toolworks CH, 30 flat bers as mementos. The central chamber, E,
warping of space that cannot be negated by (20 over D, 10 over E); IL, only from contains equipment from dozens of alter-
magical or physical means. Hiding behind fires and furnaces, as noted below. nate universes, of many makes and compo-
one of the wine barrels is Ivan, a giant The walls, ceiling, and floor of this room sitions. Some of the suits are magical, and a
mouse who can communicate telepathically are constructed of a special metal that does few are legendary in nature (once having
with beings up to 10 away from him (like not conduct heat; no heat radiates away been worn by famed warriors). Details of
the ability of Vladimir the giant cat, from from the smithy, and it can become ex- these exhibits are left to the individual
area 1). Ivan is one foot long (AC 6, MV tremely hot when heavy work is going on. referee to develop.
12, HD 1+1, HP 9, bites for 1-4 HP) and Baba Yaga has enslaved some beings from Rooms A, B, C, and D contain equip-
is very intelligent; he can learn and cast the Elemental Plane of Fire, and here forces ment from four universes of particular
spells like a 4th-level magic-user. Ivan has them to forge magical weapons and devices interest to Baba Yaga, since she has relatives
chaotic good alignment, and a bad case of for her. Three azer, a salamander, and a who live in them. One room is devoted to
dipsomania; he will befriend anyone who harginn grue labor for hours on end at the armor worn by men destroyed by three of
offers him alcoholic drink, and (like Vlad- furnaces. Currently they are forging a two- Baba Yagas sons, who are aquatic hydras.
imir) he may be willing to offer limited handed sword that Baba Yaga hopes to turn No further information on them can be
information about the Hut. into a cursed berserking sword, which she found here.
will then give to some enemy of hers. The staircases lead up to area 36 and
21) The Warded Caverns CH, 10 Two furnaces provide dull red light in this down to 25; four doorways connect to areas
overall; IL, none. area, from the places marked A on the map. 19, 20, 22, and 24. There are four telepor-
The Warded Caverns have numerous A toolroom is present at B. The main floor tation doors in the side chambers that oper-
magical spells cast within, to confuse all of this area is C, though there are two ele- ate like the ones in area 21, except that each
who pass through, except for Baba Yaga vated places; D is 10 above the main floor, doorway sends a character to another spe-
and her daughters and servants. If one of and E is 20 above the level of C. Both of cific doorway: A leads to B, B to C, C to D,
them enters this area, all magical effects in the elevated sections are set off by railings. and D to A. Only one character can enter
the caverns will cease for the time the in- The heat in this entire area is so intense that any doorway at one time.
habitant is in the corridors, and will reacti- unless someone has some form of protection
vate as soon as the inhabitant leaves. from heat and fire, he will take 1 HP dam- 24) Stables CH, 10 flat, with 15
To begin with, a guards and wards spell age per round that he is in the area. The square-domed ceiling over section I; IL, 1
of permanent duration (except as noted inhabitants of the room will ignore anyone CL over section I.
above) fills the entire cavern area. Visibility who enters here, unless he crosses the main This is one of the few areas in the Hut
is reduced to 10 at best, all interior doors floor (C) and is seen to be an outsider with connections to the Astral and Ethereal
are wizard locked (25th level) and covered i.e., not Baba Yaga, her daughters, or Planes. Also, the Prime Material Plane,
with illusions to appear like wall sections. servants). The workers will then attempt to Negative Material and Elemental Planes,
Webs fill the stairways, but not the spiral capture or slay the intruder(s), preferring to and one Outer Plane (Hades) may be
staircases. Stinking clouds fill areas G and hold them for Baba Yaga (if possible) in an reached from here by spells. Because it has
H. attempt to win her favor. these special properties, this area is kept
In addition, six teleportation doorways Inter-area doorways lead to areas 19, 21, heavily guarded. All spells and powers
have been added that exactly resemble the 23, and 24; circular stairwells rise to area 37 which have a spell effect listed above of(P)
inter-area doorways. These doors, labelled and drop to 48. Note that the heat from this will function here normally.
A-F, will randomly teleport anyone who room, like magical or magic-like effects, Stabled here are three nightmares at A,
passes through one of them to a different C, and F (39, 43, and 46 HP respectively),
teleporting doorway. (The character will watched over by four diakka, two tall ones
reappear inside area 21, facing the doorway (41 and 49 HP) and two broad ones (55 and
to which he has been teleported.) The door- 61 HP). The diakka are overseen by a
way teleported to is determined by rolling a barbed devil (63 HP). The devil and the
6-sided die (1=A, 2=B, etc.); if the same

44 MARCH 1984
chemical components for his spells or al-
chemical preparations that he desires. How-
ever, as noted above, there is a chance
(15%) that whatever materials are found
will be useless or will produce unexpected
effects if used.
summoning room for conjuring creatures Only two guardians patrol this area.
from the Outer Planes for advice. This Baba Yaga has rendered two grells invisible
chamber is open to the Astral, Ethereal, using a permanent form of improved invisi-
Prime Material, and other planes, and all bility so they may attack without being
spells listed above with the note (P) will seen. Normally the grells (33 and 41 HP)
perform normally here. hover near the ceiling over room E, and will
Room E is the actual summoning and silently descend upon anyone who isnt a
divination room; rooms A-D are prepara- permanent resident of the Hut. The grells
tion and entry rooms. Because this whole will pursue prey anywhere they can, even
area is open to transplanar powers, two through other areas.
diakka dislike each other, but will cooperate mezzodaemons (103 and 115 HP) patrol The doors in this area lead to areas 25,
to remove intruders from this area. these rooms to protect them from invaders 27, 29, and 30.
The nightmares will attack any humans or spies. Anyone entering here who is not
and demihumans who enter the stables recognized as an inhabitant of the Hut will 27) Magic Item Storage CH, 10 flat
(they are not restrained). The devil and be attacked at once, though the daemons overall; IL, en tire ceiling radiates light as a
diakka will stay out of the way until after will not leave this area to pursue invaders. CL spell (ND).
the tight, unless they feel they can join in The stronger of the two mezzodaemons Material components not of a chemical
without serious risk to themselves. keeps a vigil in room E, while the other nature (metallic items, miniature figures,
In stall G is a large iron mortar and guard roams between rooms A-D, visiting and so forth) may be found on the marble
pestle, 4 tall, with a broom inside the each small area once every four turns. shelves lining the walls of this large room.
container as well. The mortar may be sum- Areas 26, 27, 28, and 29 connect to this Materials to be used in manufacturing
moned by Baba Yaga when she is outside area by doorways, and areas 23 and 9 con- magical items, such as staves, wand sticks,
her Hut, by simply whistling for it to ap- nect to this area by staircases going up and platinum rings, and scroll papers, may also
pear; the mortar, pestle, and broom are down, respectively. The giant double doors be found here. However, few completed
enchanted to serve as an overland vehicle leading into rooms A-D are so massive that items are in this area; they are either in use
for her. The mortar levitates one inch above a bend bars/lift gates roll is required to open by the Huts inhabitants or stored else-
the ground upon utterance of a command them. A character who knocks on one of where.
word, and can carry up to 500 lbs. inside it. these doors from within the small room will Anyone who looks over this areas con-
Baba Yaga sits inside the mortar and poles it quickly attract the attention of at least one tents will notice that the metallic items have
along the ground using the iron pestle. The of the guards. been placed in sealed stony crates or glass
maximum speed one can attain using this jars, or have been set high on the shelves;
device equals twice the drivers strength 26) Alchemical Storage CH, 10 flat wooden items are also protected or hidden.
score in tens of yards per minute; thus, overall; IL, rooms A-D each have 2 CLs, The reason for this is that the rooms guard-
Baba Yaga can move at 40 per round, or one in each corner, and room E has 4 CLs, ians are three rust monsters (29, 34, and 39
about 13.6 mph. Percentile scores for one at the top or foot of each stairway. HP). They feed freely on iron items that
strengths higher than 18 are ignored for The walls in this area are lined with Baba Yaga and the others toss to them, and
purposes of this calculation. It takes one shelves and boxes full of alchemical materi- have been trained not to approach Baba
round for the mortar to reach full speed. als used in the preparation of magical po- Yaga or her daughters. They will happily
The broom is enchanted to cover all tions, poisons, inks, medicines, and go after anyone else they can, however. To
traces of the mortars passing over the chemical substances. Many of the materials make them more difficult to slay, each rust
ground, as per the druid spell pass without have deteriorated from age and disuse, and monster has been outfitted with a collar
trace with a permanent duration. Baba some will now produce altered effects if enchanted to cause any wooden item touch-
Yaga can manipulate both the mortar and used in magical rituals or experiments. The ing the monster to warp, as per the spell
the broom simultaneously. contents of these rooms came from numer- warp wood. Magic wooden items get no
ous worlds, and most of them are labelled as saving throw vs. this effect.
25) Divination Chamber CH, 10 flat to their origin. Room A contains various A secret door is set in the rooms central
in chambers A-D, and 40 hemispherical acids and caustic liquids; B has an assort- 10 x 10 pillar, leading to a spiral stair that
dome over E; IL, 1 CL over room E, all ment of solid components; C has biological descends to area 15. Doors lead off to areas
else dark. supplies; and room D contains gems and 25, 26, 28, and 30. Anyone who attempts to
The Divination Chamber is used by the unusual materials (demon ichors, devil open the secret door besides Baba Yaga or
Huts inhabitants to cast divination-type scales, and so forth). her daughters must save vs. spells at -4
spells such as contact other plane and leg- If a magic-user or illusionist looks long or be permanently feebleminded. This trap
end lore, as well as serving as an alternate enough here, he will probably find any will only function once.

DRAGON 45
28) Room of Conjuring CH, 10 flat in however, has caused three rakshasas to Baba Yaga and her daughters may use
rooms A and C, 15 flat in room B; IL, 1 serve as guards here. The rakshasas (39, 42, this area, though other inhabitants of the
CL on ceiling of room A, dark elsewhere. and 50 HP) use their illusionary powers to Hut may pass through it to get elsewhere.
This area is open to other planes, and appear to be studious mages, of a tempera- Doorways here connect to areas 26, 27,
spells that normally wont function because ment friendly to whoever else is using the 28, and 29, and stairways climb to area 11
of the Huts extra-planar construction library. If they catch anyone stealing or and drop to area 21.
(those marked (P) in the lists) will all work damaging books (using their ESP powers to
here. Room A contains a few tables and help in this detection), then they will attack 31) Prison CH, 10 flat, except in cells
chairs, with exits to areas 25, 27, 29, and at once to capture or slay the offender. (6 flat); IL, none in room A, 1 CL in
30, as well as stairs down to area 45. Cur- Note that though rooms C and E seem to rooms B and D each.
tains separate this room from B, the actual be on a different level from B and D, any- This area is reserved for those captured
conjuring room. one walking in a circle through these rooms trying to steal from or invade the Hut, as
One-way illusionary walls allow viewers using the outer corridors will believe he is well as for regular enemies of Baba Yaga.
in rooms A and C to look into B without on the same level all the time. This area, Room A includes 12 prison cells, each shut
being seen; from B, these illusions appear to like area 20, was built around a section of with a wall of force. The walls may only be
be normal walls. A protective diagram is warped space. dispelled using disintegrate, or by command
drawn in B, beside a special trap door 10 of Baba Yaga herself; each cell must be
across upon which a conjuring pentagram is 30) Alchemical Laboratory CH, 10 opened or closed separately from all others.
inscribed (as per the spell cacodemon). flat overall; IL, 1 CL centered on ceiling. To guard the prisoners, a Type V demon
Anyone who conjures a being into this room The alchemical laboratory is outfitted (55 HP) has been forced to serve in this
will have it appear within the pentagram, with most of the standard equipment that room. The demon hates its servitude, and
and may then use spells similar to one would expect to find here (lab tables, this has given it an especially foul disposi-
spiritwrack or cacodemon to get concessions shelves full of glassware, retorts, etc.). tion (+1 to hit and damage on all attacks).
or quests from it. It is possible to cause the Explorers will find 3-12 potions here; some Anyone entering this area except for Baba
trap door to lower into area 45 at a word of of them poisonous or cursed, but all com- Yaga and her daughters will be attacked at
command, and cause the summoned being pletely indistinguishable from one another. once; the demon carries six broadswords.
to be trapped within the prison there. Rare powders, liquids, and devices may Rooms B and D are generally empty
The trap door will teleport back to its also be found here, though unless one except for pedestrian traffic. If anyone
former position as soon as it touches the knows what to look for, most of this material crosses the open doorways from B or D into
floor, leaving the unbound being in the wall will be ignored. room A, without first casting a dispel magic
of force cage in area 45. Only one creature normally inhabits this at the doorways, a special teleporter goes
Room A is a sort of guard room; an old room, a kobold (4 HP) that Baba Yaga has into effect and casts the person into one of
shator demodand spends his time here as a permanently charmed and made her ser- the unoccupied cells in the prison. All non-
guardian of this area, preventing intruders vant. The kobold has only one type of offen- living equipment the person is wearing or
from getting any further into the complex. sive weapon: three small tubes full of carrying is teleported at the same time into
The shator has 104 HP, and obeys no one magical dusts. One contains dust of stun- room C. If all the cells in room A are full,
but Baba Yaga herself. ning, which has the same effect as a symbol then prisoners will be dropped into occupied
of stunning upon those affected; dust-of cells, doubling up until they have to be
29) Grand Library CH, 15 flat in each sneezing and choking; and dust of hopeless- tripled up, and so forth. There is no saving
room; IL, each room has 5 CLs, one in ness (as per the symbol). throw against this teleport effect. Only 1-2
center and one in each corner. The kobold wears a ring of invisibility, prisoners will be present in the cells to begin
The library is divided into five chambers and has been given the power to detect with, their characteristics, levels, and rea-
(A-E), each having numerous volumes and invisibility naturally, by Baba Yagas magic. sons for imprisonment being left to the
tomes filling the shelves that run along their He will use the dusts on anyone who enters DMs imagination.
walls. The spell books of ancient mages lie the lab invisibly. When it blows through a Room C has no guards inside, but the
here beside texts discussing the nature of tube, the kobold causes the dust in that tube door to it is detectable only by using a gem
magic and the universe, and volumes cover- to scatter through the room, affecting every- of seeing or a true sight or true seeing spell.
ing hundreds of other topics. Exits to areas one inside except himself (Baba Yagas A passwall or phase door spell will open it.
25, 26, 28, and 30 are here, and a staircase magics having rendered him immune to Room B contains exits to areas 33, 34, and
in room A rises to area 17. DMs may deter- their effects). The kobold will then summon 35; D has an exit to 32 and stairs up to 21.
mine the contents of rooms A-E as desired. help from one of the rakshasas in area 29 to
Numerous creatures and beings use these capture or dispatch the intruders. Only 32) Food Storage Lockers CH, 10
chambers to further their own knowledge of overall; IL, rooms A-D dark, 1 CL centered
the sorcerous arts, and the temptation to in corridor on ceiling.
steal a book or two is strong. Baba Yaga, The food lockers are unguarded, and a
number of residents of the Hut (as well as
some visitors) will come here to snack.
Rooms A-D are kept at low temperatures by

46 MARCH 1984
magical effects, and different sorts
of meats are hung out in them. Rooms
A and B contain meat from normal
animals, C contains meat from monsters,
and D has meat taken from other sentient
beings (elves, gnomes, dwarves, etc.).
Areas 31, 33, 35, and 36 may be reached not leave this area and enter any other area. keep, though no treasures are of extraordi-
by inter-area doorways. Spiral stairs reach These piscodaemons are permitted to have nary power.
up into area 45 and down into area 41. some treasures (DMs choice), which they Exits lead off to areas 32, 33, 34, and 35
guard cautiously. from the hallways. Two staircases rise to
33) Natashas Laboratory CH, 10 flat area 9, and one descends to area 23.
in room A, 15 flat in room B; IL, 1 CL in 35) Fountain of Life CH, 10 over the
rooms A and B each. small exit rooms and stairwell down, with a 37) Food Storage CH, domed ceiling,
Anyone entering here from area 31, 32, 35 hemispherical domed ceiling over foun- 25 at center; IL, four torches, one on the
34, or 36 will at first see only a 30 square tain chamber; IL, see below. wall between each pair of food bins.
room with a circular well 10 in diameter No illumination is needed in this cham- All foods besides meats and beverages are
set in the center of the room. The well is ber, since the waters themselves give off stored here in eight special containers set
filled with green watery fluid to the brim, light. A huge cross-shaped fountain is cen- against the walls. The food bins will cause
and seems to have no bottom. If someone tered in this area, with doorways leading off perishable foodstuffs placed inside them to
casts a lower water spell upon the water, it to areas 31, 32, 34, and 36 around it. A be preserved and replenished indefinitely, so
will not be affected; however, a secret door spiral staircase drops to area 17. that vegetables, grains, breads, pies, eggs,
will open in the room, leading to the labora- If anyone drinks from the fountain, a fruits, and vegetable oils may be taken from
tory of Natasha the Dark. The secet door number of beneficial effects may be gained. the bins without needing to refill them.
cannot be opened by any other means, One drink will have the same effects as one There are no guards here, but there is a
though it may be detected normally. application of Keoghtoms ointment (curing 30% chance of an encounter here, since
Natashas laboratory (room B) is fairly 9-12 HP of damage and either curing a snacking is a common pastime among the
standard, and contains much the same disease or removing poison from the Huts inhabitants.
equipment and treasures (2-8 potions, some drinker). The magical effects of the water, Exits lead out from this area to areas 38,
cursed) as the alchemical laboratory in area however, will not last more than one round 39, 40, and 41; a stairway takes characters
30. Two manes (8 HP each) and two le- if it is taken out of the pool. No magical down to area 22. In the center of the ceiling
mures (18 HP each) serve as assistants here, power can cause the water to keep its effects is a clearly marked square the platform
moving into one of the side chambers when if it is stored in any container. No magical from area 8 lowers down into this area. A
not needed. If anyone but Natasha or Baba spell will destroy the fountain or the powers word of command (Down!) will cause the
Yaga enters this area, the manes and le- of the water within it. platform to descend into the chamber.
mures will attack at once. This area is not guarded. Anyone, even
An illusionary wall on one side of the Baba Yaga herself, may drink from the 38) Meeting Hall CH, 15 flat overall;
room covers a prismatic wall that has been waters and be healed. IL, 1 CL over central stairwell.
made permanent by various spells. Only This huge auditorium is used only rarely,
Baba Yaga and Natasha are able to pass 36) Servants Chambers CH, 10 flat when Baba Yaga desires to call together a
through the wall without ill effects. The wall overall; IL, 4 CLs, one over each exit.
cannot be detected from inside the small This area is the servants quarters for
chamber, either, since an illusionary wall Baba Yagas annis maidservants. Rooms A-
covers it from that side as well. The wall D each have beds and furniture to indicate
hides a stairwell going up to area 15, and a that two annis live there; there is a 20%
trap door leading down to area 5. chance that one annis (of random HP) will
be encountered in each room, resting from
34) Guardians and Servants CH, 10 her chores. All annis will fight any intruders
flat overall; IL, see below (ND). in their area to the death. Each room has
This area is filled with a luminous, humid some treasures that the maids are allowed to
fog kept at a warm temperature; the visibil-
ity is only 10. Living within this area are
nine piscodaemons who serve Baba Yaga,
though unwillingly, when she requires mi-
nor errands or tasks to be performed. The
piscodaemons (29, 31, 34, 34, 37, 38, 39,
43, and 46 HP) will not leave this area
unless commanded to do so by Baba Yaga
or her daughters, and will fight anyone
else who tries to enter (even the other ser-
vants). Inter-area doorways lead from these
rooms to areas 31, 33, 35, and 36; stairwells
drop to area 47 and rise to 39. The fog will

DRAGON 47
large group of night hags for special meet- movement rate per round, so a character and then report back before falling apart.
ings. Usually it is kept empty (the chairs moving at 6 should go 60 per minute. Duplicates of Baba Yaga are completely
and tables needed are created on the spot Slowed characters move at half the normal under her control, though there is no other
using various magical spells). The walls are rate (and have half the normal chance to way to tell a duplicate from the real being.
engraved with detailed pictures showing the find berries).
history of Baba Yaga and her Hut, the The plants in this room are not affected 41) Kitchens CH, 15 flat overall; IL,
many battles theyve fought (and won), and by fire, cold, lightning, or poison gas. En- see below.
the champions theyve fought against. tangle, locate plants, warp wood, and turn The fiery kitchens of Baba Yagas Hut are
There is a 10% chance of encountering a wood spells have no effect on the vegeta- manned by 3 annis servants (42, 44, and 47
lone diakka (45 HP) sweeping the floor or tion. If someone changes into a plant, using HP) who labor constantly to produce
polishing the walls here. polymorph self polymorph other, tree, or enough food to feed the Huts inhabitants.
the like, the plants will cease to attack. Other annis servants stream in and out of
39) Outdoor Garden Maze 10 flat Plant growth and wall of thorns will cause the kitchens, bringing foods to be cooked
overall; IL, ceiling illuminates room (see the hedges to do double damage to victims, and dinnerware to be washed. Careless
below; ND). and will slow movement to one-quarter intruders in this area may wind up as a
This unusual area appears to be an out- normal through the pathways. Charm dinner special; however, the cooks will
door hedge maze; a false sun appears to plants, hold plant, speak with plants, and rarely bother anyone who simply passes by,
shine overhead, though it is only an illusion anti-plant shell will all cause the hedges to even if the visitor is obviously not a regular
and the ceiling is as high as the hedge-tops. cease bothering beings within the area of inhabitant of the Hut.
This maze connects with rooms 37, 38, 40, effect. Plant door, pass plant, and transport Room A is kept reasonably clear of furni-
and 42. In the center of the maze is a stair- via plants all function normally. ture and loose items, so the annis wont trip
way leading down to area 34. One foot of Any attempt to chop at the plants will be on things when moving around. Doorways
earth covers the floor, but it cannot be frustrated, since they repair damage to here join with areas 37, 38, 40, and 42. A
affected by spells or dug completely away. themselves within seconds. Attempting to thick aroma of cooking meat may be de-
The hedges appear to be a strange combi- push through a hedge wall, even with giant tected here at any time.
nation of thornbushes and fruit-bearing strength, will cause the character to suffer The kitchen itself is room B; the dim light
plants; large red berries the size of apples damage as if trying to push through a wall here comes from the wood-burning stoves
grow upon it in a few places. Each character of thorns, and the attempt will not succeed. and a few candles on the shelves. A stairway
has a 10% chance per one rounds worth of rises to area 32 from this room. Little trea-
normal movement (see below) through the 40) Crystal Grotto CH, variable, up to sure may be found here, except what is
maze to see 1-2 of the berries. The berries 15 in chambers A and B, and up to 36 in carried by the cooks themselves as protec-
can be taken from their branches, but will chamber C; IL, 1 CL in chambers A and B tion from flame (e.g., rings of fire resistance
lose their special properties within one day apiece, see below for chamber C. or similar devices). A deadly array of cut-
after they are removed from the area of the This area is divided into two cavern-like lery, ranging from knives to sword-sized
maze. If a berry is eaten, there is a 90% chambers. Doors in sections A and B con- cleavers, lies around this area, and an angry
chance that it will act to dispel exhaustion nect to rooms 37, 39, 41, and 42, while annis may be moved to hurl a pot full of
(at the 6th level of power) on the consumer; secret doors join with areas 14 (above) and boiling water (can be thrown 30, doing 3-
the other 10% of the time, the eater will be 4 (below). 12 HP damage to all targets along a 10
deluded (as per a potion of delusion) into One spot on the wall between A and C wide path).
thinking that his wounds are cured when has runes written in the stone; anyone who
they havent been. attempts to read them will activate the 42) Formal Dining Hall CH, 10 flat in
If anyone moves through the maze who is symbol of insanity placed there. The symbol room A, 20 in room B; IL, 1 CL in room
not a regular inhabitant of the Hut, the may be dispelled normally. If a phase door A, see below for room B.
maze will come to life and attempt to slow or passwall spell is cast upon this part of the This area is divided into two rooms, a
the intruders by entangling them. The wall, a secret door will open into room C, a small entry chamber that connects to areas
thorns on the bushes will do damage equal large enclosed area containing a shallow 40 and 41, with stairs to 20 above and 10
to a characters armor class in each round pool of water. below, and a large, formal dining hall that
the character is held or slowed (characters The pool functions in all ways as a mirror connects to areas 38 and 39.
with AC 0 or better take no damage). Nor- of opposition if anyone glances into it. Room B is lined with bookcases, contain-
mal movement through this area is at un- However, Baba Yaga is able to look into the ing volumes on mundane topics like poli-
derground scale; that is, 10 per 1 pool and call up a single duplicate of her- tics, geography of mythical worlds, etc. It is
self, equally powerful in all respects, that lit by an enormous chandelier made from
will function for one day before disintegrat- yellow glassteeled glass, worth 10,000 gp,
ing. Baba Yaga often uses these duplicates but weighing seven hundred pounds. The
to further her ends in other universes, chandelier may be taken apart and reassem-
where they can accomplish a short mission bled, but each process takes 7-12 hours.

48 MARCH 1984
Four false windows in the room have illu-
sions cast on them to make it appear that
the viewer is looking out over a pastoral
countryside from the dining hall, with all one has to do is speak the name of the
bright sunlight shining down and a gentle plane to be traveled to while standing on Usually no guardians patrol this area,
breeze blowing through windows that are the gate point (indicated by the asterisk unless someone is studying something kept
half open. mark on the map). Up to four people at a down here. Often captured specimens are
One of the doors (C) in room B is a trap. time may be transported to another plane. left here by themselves; few have ever been
If opened, it appears to lead out into the Note that any Prime Material Plane may be able to escape, however.
countryside, thanks to a permanent illusion traveled to, as well as the Elemental Planes,
cast within it. However, anyone who steps Ethereal Plane, Astral Plane, and Positive 46) Control Room CH, 10 overall; IL,
through the doorway will be destroyed or Negative Material Plane. see below.
instantly as if he had walked into a sphere of Because of the open gateways, this area is This tiny room is the control center for
annihilation; no saving throw is allowed. one in which all spells or powers labelled as the Hut. It looks rather unremarkable,
Only one chair sits at the huge dining (P) above will function normally. The having a wooden ceiling and walls, and a
table here, obviously meant for Baba Yaga guards kept here are among the most pow- stony paved floor. In the middle of the room
herself. Anyone else who sits in this richly erful to be found in the Hut, and they will is a 5 square rug, with no magical powers,
furnished chair will be cursed (saving throw attack anyone entering this area other than upon which Baba Yaga sits. Against one of
vs. spells applicable) to want to go out a regular inhabitant of the Hut (unless the the six walls of this room is a large mirror
through door C to see the countryside. visitor is escorted by Baba Yaga herself). that completely covers the wall. Secret doors
Two nycadaemons (111 and 129 HP) stay in in the ceiling and floor lead to areas 4 and
43) Curio Rooms CH, 15 flat overall; rooms E and F, each of which has a secret 14, respectively.
IL, 1 CL in each room A-D, none in E. door not detectable without magical means. When Baba Yaga is seated here, she can
The Curio Rooms are four chambers (A- The walls between rooms D and E, and command the mirror to look into any other
D) containing various animal and monster between D and F, are constructed so that room in the Hut as if looking directly
skeletons that Baba Yaga has slain or gath- anyone in E or F may see out into room D through its walls. She can also command
ered from different planes and worlds. The but cannot be seen in turn. From within E the mirror to show her what the environ-
DM may decide which beasts are repre- and F, the nycadaemons monitor those who ment outside the Hut looks like, and can
sented here, and whether or not any of come and go. The daemons may enter or cause the mirror to transmit normal sounds
them have magical powers from being leave their rooms at will, and will take such as conversation along with the picture
animated or being set up to serve as guard- orders only from Baba Yaga. it shows.
ians. Each chamber will contain 1-2 huge The Hut has several additional powers to
skeletons and 3-6 smaller ones. 45) Holding Room CH, 10 flat in A those mentioned earlier. It can be com-
Doorways lead off to areas 44, 45, and 47 and C, 20 in B; IL, 1 CL in A, 4 CLs (one manded to plane shift once per day from
from here, with stairways dropping to area in each corner) in B. this room, by Baba Yaga alone, and can
20 and rising to area 10. A secret door, Room A appears to be nothing other than teleport itself three times per day at her
normally detectable, is in room D; behind it a nexus point, with doorways going off to command. Baba Yaga can make the Hut
is a room in which assorted skeletons lie in areas 43, 44, and 48, and stairways up to attack or move as she wills it when concen-
pieces or are boxed in crates. A door is set area 28 and down to 32. A secret door, trating on the mirror. The Hut itself is not
in one wall of this room, but it leads no- detectable by normal means, lies against sentient; it has a few programmed re-
where. Anyone who opens it will be struck one wall of the room. The door has a magi- flexes (such as against spheres of annihila-
by a prismatic spray launched from the cal trap upon it that causes anyone attempt- tion), but cannot think for itself.
blank wall behind it. ing to open it (other than Baba Yaga or her If anyone but Baba Yaga sits in this room
daughters) to be struck deaf and blind and attempts to control the Hut, he will be
44) Hall of Gateways CH, 20 flat (save vs. spells at -4) permanently. stricken with a permanent feeblemind spell
overall; IL, see below. Room B is a holding area for summoned that can only be removed by a wish.
The doorways in this area connect di- beings that Baba Yaga or her associates wish
rectly to areas 43, 45, 47, and 48; a stair- to study. A trap door in the ceiling (leading 47) Guest Rooms CH, 15 flat overall;
well climbs to area 16 from room A. All of to area 28, the Room of Conjuring) will IL, 1 CL (violet) centered in A, rooms B
the walls, ceilings, and floors in this area deposit the summoned being into a cage and C are dark.
shine with a dull blue light, distorting nor- made from walls of force in the shape of an These two large rooms house daemons
mal color vision considerably. octagon. Vocal communication is possible and other monstrosities who are stopping
This area holds two magical gateways with trapped beings, though they cannot over in the Hut from the Lower Planes.
that lead directly to the Outer Planes. The escape unless a disintegrate spell is used There is a 10% chance that one of the
gateway closest to rooms C and F will send upon the walls. Once the study of a particu- rooms will be occupied; the DM may use
anyone walking upon it to Hades, at a place lar creature is completed, a ritual summon- his discretion to determine what is present.
where a night hag colony resides. The other ing is performed in area 28, causing the Doorways in the entry hall lead to areas
gateway (near rooms B and E) may be creature to appear there once more, to be 43, 44, and 48, and a spiral stair rises to
adjusted to connect with any plane desired; sent back to the beings home plane. area 34.

DRAGON 49
48) Servants Quarters CH, 15 flat
overall; IL, dim light radiates from ceiling
(equivalent to a very cloudy day).
This area is the lair of five dergho-
daemons (70, 76, 79, 85, and 91 HP) who
act as heavy guards and workers for Baba
Yaga; they obey her and no one else (though
they will not harm anyone else who is a
permanent resident of the Hut). These
daemons have littered the floor of their
room with trash, bones, and other debris;
anyone who moves about in here must roll
his dexterity or less on d20 in each round he
moves faster than 6, or else fall down and
be unable to attack or defend himself for 1
round afterward.
The daemons have some treasure hidden
under the debris in several of the rooms,
which may be determined by the DM. Exits
lead off to areas 44, 45, and 47; stairs rise to
area 22 and drop to area 8.

BABA YAGA
FREQUENCY: Unique
ARMOR CLASS: -4 Baba Yaga is perhaps the most famous of DEMIGODS Cyclopedia, but can cause
MOVE: 6 all legendary witches, and her powers are those so affected to be able to act if she so
HIT POINTS: 135 described well in Russian folklore and liter- commands it. Any creature or character of
NO. OF ATTACKS: 3 ature. Said to be related to the various races 1 HD (or level) or less will never attack her,
DAMAGE/ATTACK: 3-8/3-8/5-20 of night hags, annis, and greenhags, with and will obey her every command out of
SPECIAL ATTACKS: Assassination; extraordinary powers in addition, she is a fear for her power.
crushing; horror; magic spells supernatural being on the level of the quasi- Baba Yaga is immune or resistant to
SPECIAL DEFENSES: Fire, magic, and deities of Greyhawk (see DRAGON Mag- many natural, magical, and psionic forces.
poison resistance; illusion, psionic, and azine #71) and saints (as described in Her godlike intelligence renders her im-
limited spell immunity; special detection DRAGON issue #79). Her wanderings mune to all illusion/phantasm spells, and
powers; regeneration; magic item and have carried her far from her old home, and her high wisdom grants her additional
spell-produced defenses; acute senses and she wanders still on visits to monstrous immunity to many will-force spells (as per
godlike intelligence and wisdom relatives or on quests for rare treasures or the DDG Cyclopedia, p. 7). Though not
MAGIC RESISTANCE: 75% living victims for her dinner. Since she eats psionic, she possesses the equivalent of a
SIZE: M (5 tall) as much per day as ten men, she searches permanent mind bar science, operating at
ALIGNMENT: Neutral evil for prey quite often. the 20th level of mastery, and cannot be
CLERIC/DRUID: 14th level druid In appearance, Baba Yaga is a man-sized, affected by psionic attacks. Aging natu-
(see below) horrifyingly ugly old woman who walks ral or magical has no effect on her.
FIGHTER: 16+ HD monster crouched over. Her limbs are almost skeletal The incredible constitution and the non-
MAGIC-USER/ILLUSIONIST: 25th level and are covered with hard gray-brown skin, human makeup of this ancient witch gift her
magic-user / 15th level illusionist upon which magical runes have been tat- with additional immunities. She resists heat
THIEF/ASSASSIN: See below tooed. She has a long, warty nose and a and flame as if wearing a ring of fire resist-
MONK/BARD: Nil protruding chin, with ice-cold black eyes ance, and poisons that would kill others do
SAVING THROWS: 3 in all categories framed by her thin white hair. Stony teeth only 3-12 HP of damage if she fails to save
(cannot be reduced further) filed to points and iron claws on her fingers against them. She regenerates lost hit points
PSIONIC ABILITY: VI (see below) further emphasize her non-humanity. at the rate of 3 per round, whether the loss
S: 20 (+3/+8) I: 25 W: 23 She possesses the horror power from her was caused by regular damage (wounds),
D: 18 C: 21 CH: -1 negative charisma as per the DEITIES & fire, or acid. If one of her limbs or her head

50 MARCH 1984
DRAGON 51
is severed, she is not slain; she can fight on from that place). Baba Yaga cannot be sian folktales about her will give a better
and reattach the severed parts during or surprised at any time, and will know just by impression of her personality.
after the battle. looking at a character what class, race, and For some reason, though they are the
Baba Yaga can only be struck by magical approximate level the character is. most vulnerable to her, good-aligned beings
weapons (+1 or better). She is immune to Despite her alignment and actions, Baba that have 1 HD (or level) or less will not be
cause wounds, harm, destruction, slay Yaga is more than just an evil monster. harmed by Baba Yaga. She believes this
living, and similar or related spells. As a Magic-users, sages, and heroes appeal to would bring a great curse upon her from all
non-human, she is also immune to spells her for guidance and knowledge, and quasi- good-aligned deities who protect the weak
like charm person, hold person, animate deities and great heroes of all sorts have and good, and she instead sends such beings
dead, and so forth. Because she cannot be come to her to ask for her aid in solving away. Many tales are told of good children
summoned, dispel evil wont affect her, and problems. who were abandoned on the doorstep of the
protection from evil wont prevent her from So long as characters are polite, they may Hut, to be taken in as servants for a short
clawing at victims (though it may reduce receive help (she prefers to be called Little time before being sent away. Oddly, the
her attack effectiveness). Grandmother). She will ask characters children (nearly always young girls) bene-
The following spell-like powers may be their names and their reasons for coming to fited from the experience in various ways;
used by Baba Yaga at the rate of one power her, automatically detecting all lies or dis- Baba Yaga often rewarded good perform-
per round, at will: comprehend languages, tortions of the truth. If the characers are ance from such children with great gifts,
detect magic, fear (as the wand), read honest with her (unless they confess they possibly to appease the deities that were
magic, and tongues. Note that she easily came to kill her), she will be relatively looking out for the youngsters.
sees all invisible beings because of her high pleasant and helpful, though abrupt in her Referees should determine what spells she
intelligence (since the spell is an illusion/ actions and somewhat cruel in her choice of will possess at any given time, keeping these
phantasm). She automatically sees any words. She often acts in a bizarre manner, guidelines in mind: Baba Yaga trusts no
chicken track stigma that a character or and has been known to lie on the floor and one, and particularly not other evil charac-
creature may have (see the section on spell meditate on problems for days. ters; she relies heavily on defensive spells;
alterations). She has normal infravision, If she decides to help, she will geas the and she prefers to summon demons, devils,
plus ultravision to a range of 120. characters in payment for her assistance. daemons, demodands, etc., for assistance
Baba Yagas druid abilities, in every way Usually she will ask for some unusual magi- and to do her fighting for her. She does not
like those of a 14th-level druid, are not cal item to be recovered for her, or for an draw protective circles or pentagrams when
gained through divine intervention. She has enemy of hers to be slain or driven away. conjuring aid, since no creature from the
learned the spell powers as a magic-user, She always sets tasks that are nearly impos- Outer Planes or Elemental Planes would
and recovers her druid spells by studying sible to accomplish, and offers as a reward dare try to challenge her, out of fear of her
her spell books and tomes. the characters lives (which become forfeit if and what she can do. The conjured being
She has an 80% chance of knowing an the task isnt finished to her satisfaction). will fulfill her commands for the duration of
adventurers nationality from his smell (it Sometimes she will offer a rich reward, but the summoning spell or until Baba Yaga
may remind her of someone she once ate not very often. Careful reading of the Rus- dismisses the servant, whichever comes
first. Take note of the spell alterations
within the Hut when assigning spells to her.
Though Baba Yaga can use most weap-
ons, she prefers to attack weaker beings
with her claws and teeth. If she catches
someone with both of her claws, she has a
chance of killing the victim instantly, as a
9th-level assassin (using the assassins tables
in the DMG). Inanimate objects must save
vs. crushing blow if she bites them or grasps
them roughly, and her claws and teeth can
destroy wooden materials up to 1 thick.
Interestingly, Baba Yaga is completely
familiar with gunpowder technology (hav-
ing seen it used on her home world), but
scorns it and all higher technologies
completely. She believes in the powers of
magic, and will never use weapons other
than swords, scimitars, and the like.

Acknowledgements
Special thanks to John Helle (Put a
boalisk in there, those things are neat!),
Jim Ward (How about a casino room run
by a night hag, where shes got this magic
roulette wheel . . .), Penny Petticord (I
always thought Baba Yaga had a nice per-
sonality), Chuck Ramsay (Those Josef
Stalin tanks were pretty common back in
43, Roger Raupp (I just dont know
about the Russian tank; why not put an
aircraft carrier in the big lake, or a MiG-25
with big nukes all over it . . .), Andria
Hayday (Its . . . interesting), and Will
Lonergan (Its deviant), whose help and
commentary made this module horrifying.

52 MARCH 1984
seen ARES Magazine at all should take the and offered a choice of redeeming their
opportunity to introduce yourselves by subscriptions for equal-value subscriptions
reading the section for a few issues. Were to DRAGON or STRATEGY & TAC-
the first to admit that we cant cover all of TICS Magazine, or getting a cash refund
science-fiction gaming every month in for the dollar amount of their unfulfilled
only 16 pages, but as time goes on we subscription issues. Thats not something
hope to examine as many facets of that we had to do; lots of times when magazines
hobby as we can. stop publishing, they also stop paying their
Our decision wont affect the readers of debts. But we tried to do the best we could
DRAGON Magazine nearly as much as it And thats what well be trying to do next
affects the people who subscribed to ARES month when the ARES section makes its
Magazine; its not easy to disappoint some- debut. Be there.
one who has shown faith in you, and all of
us here regret this decision for their sake.
All the subscribers were contacted individu-
ally, before the last issue of ARES Magazine
went to press, told what was happening,

If youre moving. . .
and youre a subscriber to DRAGON Magazine,
we need to know where to find you and you should
tell us as soon as you know where youre going.
Please notify us at least six weeks in advance of
when your move will take place, if you want to be
sure not to miss an issue of your subscription. The
Post Office is not obligated to forward second-class
mail (which is how subscription copies must be sent),
so dont expect the mailman to deliver your
magazines if you forget to notify us of your change of
address.

54 MARCH 1984
How to finish fights faster
A suggested simpler system for unarmed combat
by Roger Moore

. . . I do have one severe problem with my own game system. I got talked into doing the
complicated and time-consuming series for grappling, pummeling, and overbearing in a
weak moment. I have regretted them ever since. I tend to use a very simple system which we
initially developed for such close-quarters combat in about 1974. . . .
E. Gary Gygax
DRAGON issue #67, p.66

DRAGON 55
The rules for weaponless combat in the opponents. And often, only a monk charac- opponent gets armor class adjustments for
AD&D game system are difficult to use ter would stand a chance to harm an oppo- high or low dexterity as usual.
and time-consuming. This opinion is shared nent like a bear, for instance, using Add a further +1 to hit if the attacker is
by many people, including the person who unarmed combat techniques. Everyone else using a dagger pommel to strike with, or +2
created the game system. Many players skip that is, anyone who uses the regular to hit for an attacker using metal gauntlets
over them or develop their own systems for weaponless combat system instead must or cesti. (These two bonuses are not cumu-
unarmed combat. Part of the problem is use a weapon to inflict damage on an oppo- lative.) The attacker may also be eligible for
with the methods for determining hits, nent in such cases. these bonuses to hit: +2 vs. an encumbered
damage, and subdual damage, which often Only barbarian characters (see issues #63 opponent, or on an attack from behind (but
require players to calculate percentage and #65 of DRAGON Magazine) can use thieves and assassins, of course, strike from
differences in opponents heights and unarmed combat to harm monsters who are behind at +4); or, +4 against opponents who
weights, and so forth. This is confusing and otherwise hit only by magical weapons, are prone, slowed, partially bound, or
somewhat daunting to players and Dungeon provided that the barbarian is of sufficient stunned. Any pummeling attack automati-
Masters alike. level to do so. cally hits an opponent who is immobile
Following is a suggested alternative to the To use unarmed combat, a player simply (e.g., asleep, held, or paralyzed).
weaponless combat system in the Dungeon indicates his or her characters intention to If the attacker is charging, the first pum-
Masters Guide. It divides such combat into do so at the start of a melee round, and the meling attack is made at +2 to hit, but no
three attack modes: pummeling, kicking, DM then follows the directions in the ap- other unarmed attack during the melee
and grappling. Any character can use these propriate section (pummeling, kicking, or receives the same bonus. Also, note the
attack modes except monks, who are given grappling). This system has been made as penalties to armor class for a charging
special training in open-hand attacks and simple as possible without sacrificing game attacker, as outlined in the Dungeon Mas-
are treated as per the Players Handbook. realism, and at the same time staying in ters Guide, p. 66.
None of the three modes of weaponless accord with the spirit of the AD&D game
combat may be combined with any weapon combat rules. 3. If a hit is scored, determine damage
attack, spell attack, or psionic attack, but a according to this table:
psionic defense mode and a weaponless
combat mode may be used at the same PUMMELING Attacker To hit Pummel Chance
time. A character who can make more than strength modifier damage to stun
one weaponless attack per round is also able 1. Two pummeling attacks may be made 3 -3 1 0%
to switch modes between those attacks, as per round by members of non-lighter 4-5 -2 1 0%
long as each opponent is not attacked in classes, humanoid monsters (those listed 6-7 -1 1-2 0%
more than one way. In other words, any below), and by lower-level members of the 8-9 +0 1-2 01%
character fighting a single opponent cannot fighter class (fighters and paladins of levels 10-11 +0 1-2 02%
change from one attack mode to another 1-6, rangers of levels 1-7, and barbarians 12-13 +0 1-2 04%
during a round. Anyone can change attack and cavaliers of levels 1-5). 14-15 +0 1-2 07%
modes from one round to the next. (Obvi- Three pummeling attacks may be made 16 +0 1-3 10%
ously, circumstances may sometimes make per round by fighters and paladins of levels 17 +1 1-3 13%
it impossible to follow these guidelines.) 7-12, rangers of levels 8-14, and barbarians 18 +1 1-4 16%
In an attack by an unarmed character and cavaliers of levels 6-10. 18/01-50 +1 2-5 20%
against an opponent with a weapon, the Four attacks per round may be made by 18/51-75 +2 2-5 25%
armed opponent generally gains a +3 on fighters and paladins of level 13 or higher, 18/76-90 +2 3-6 30%
initiative die rolls to reflect the longer reach rangers of level 15 or higher, and barbarians 18/91-99 +2 4-7 35%
of the weapon. This does not apply when and cavaliers of level 11 or higher. 18/00 +3 5-8 40%
the opponent is armed with claws or dag- Any attacker must have at least one hand 19 +3 6-9 50%
ger(s), in which case the reach of the free to pummel. 20 +3 7-10 60%
weapon is minimal and initiative is deter- 21 +4 8-11 70%
mined as usual. 2. The attacker makes a normal roll to 22 +4 9-12 80%
These rules were meant to apply only to hit against the opponent, applying strength 23 +5 10-13 90%
combat between opponents who are man- bonuses as well as armor class adjustments 24 +6 11-14 100%
like in shape (see the list given in the pum- to hit for a fist or open hand against the
meling rules). Only very rarely does armor type the opponent is wearing (for Bonuses to damage: +1 for pum-
unarmed combat occur with other types of these, see this articles appendix). The meling with a dagger pommel, or +2
for pummeling while wearing metal
gauntlets or cesti.
Note: Strengths higher than 18/00
are given for characters using magical
potions or effects to increase their
strength to giant levels (see girdle of
giant strength, DMG p. 145).

The chance of stunning an opponent with


a given blow is equal to ones chance to
bend bars/lift gates. A stunned combatant is
disoriented for the remainder of the current
round and all of the following round, dur-
ing which time his attacks are made at -1 to
hit, and he loses the benefit of any dexterity
bonuses to armor class. In addition, any
character attacking a stunned opponent
does so with a +4 bonus to hit unless the
attacker is also stunned, in which case the -1
penalty to hit applies instead.

56 MARCH 1984
The effect of consecutive or close-together Leader types and chieftains of these races A kick results in a knockdown any time
stunning blows is not cumulative; a combat- will be somewhat stronger than average, as the maximum possible damage is rolled on
ant cannot be stunned when he is already in a rule, and females will generally be some- at attack. If this occurs against an opponent
that condition. However, it is possible for what weaker. Ogrillons are exceptional in that is no more than 1 times the height of
an attacker to (in effect) keep an opponent two ways: their tough fists and high the attacker, the opponent must save vs.
continually stunned by winning the initia- strength enable them to deal 2-7 points of paralyzation or be knocked down. The
tive in every odd-numbered round and damage on a pummeling attack (the only victim of a knockdown loses any further
landing a stunning blow on the first pum- way an ogrillon fights), and, unlike nor- attacks in the current melee round and
meling attack that follows in that round. mal pummeling attacks, damage from automatically loses initiative in the follow-
Monks are immune to this stunning effect, ogrillon blows can kill. ing round.
as are all tighter-class characters (including
paladins, rangers, etc.) who are high
enough in level to get three or more pum-
meling attacks per round.
Pummeling damage is considered real
damage, and may be healed the same as
any other sort of damage (by the use of
spells or potions, by resting, etc.). When a
victim takes enough damage from a particu-
lar pummeling attack to bring that charac-
ter to zero hit points, the victim falls
unconscious for 1-4 turns. He is left with
zero hit points during this time; points of
damage that would have brought his hit
point total to less than zero are simply
dropped. This allows captives to be taken,
and reflects the generally non-lethal nature
and intent of weaponless combat. However,
damage taken from a monks open-hand
attack is treated like any other attack dam-
age, and can kill opponents.

4. If an attacker is using the pommel of a KICKING 4. Monsters will use kicking attacks only
in the rarest circumstances, such as when
magical dagger, the to hit and damage
1. Members of the fighter class (or one the monster is cornered and has no other
bonuses of the dagger may be applied to
of its subclasses) may attack by kicking way to attack. But even in those cases, the
pummeling attacks as well.
twice per round. All other characters and monster will generally attempt to pummel
5. Hard armor (AC 5 or better) is bad creatures can attack by kicking once per before trying to kick.
news for bare-handed attacks. A character round. To make even a single kicking at-
who attempts to pummel someone wearing tack, both feet must be unchained or other-
hard armor will take 1 point of damage wise unencumbered and free to move. GRAPPLING
himself on every strike. Using a dagger
pommel or a rock, or wearing metal gaunt- 2. A kicking attempt is resolved by mak- 1. No character or monster can make
lets or cesti, will prevent this damage. ing a normal to hit roll (including more than one grappling attack per round.
strength bonus or penalty, if any), but in- The attacker must have both hands free and
6. All of the player character races corporating the adjustments for armor class cannot be holding something in one or both
humans, dwarves, elves, half-elves, half- as if the attacker was using a club. Barefoot of them.
orcs, gnomes, and halflings may make kicking is done at -1 to hit, but the at-
pummeling attacks. Monsters of man-like tacker takes no damage from kicking hard 2. A character or monster attempts a
shape and size (up to the height of an ogre) armor, unlike pummeling. Bonuses apply to grappling attack by making a normal to
may also make pummeling attacks. Note the chance to hit against opponents ham- hit roll and incorporating adjustments for
that some monsters, like quaggoth and pered in some way, as per the pummeling hampered opponents and for charging, as
trolls, do not pummel because they have rules. The attacker gets +2 to hit when given in the pummeling rules. No armor
effective claw attacks instead. making a charge, but only one kick can be class adjustments are used, unlike pummel-
If the strength of a pummeling combatant made in the first melee round immediately ing and kicking. However, each type of
is not known, use the following list as a following the charge. grappling attack carries a penalty to hit
guideline to the average strength for a according to its difficulty and complexity.
member of the character or creatures race: 3. If a hit is scored, use the pummeling Likewise, damage varies from one attack
8 halfling* table to determine a base figure for damage form to another. The following list gives
9 kobold, skulk, tasloi, xvart according to strength. A kick attack gets a each attack form, its to hit penalty in
10 gnome*, goblin, human* +2 bonus to damage if the attacker is wear- parentheses, and notes on damage and
11 frost man, gibberling, half-elf*, ing hard or metallic boots, or +1 to damage other details.
spriggan (small), svirfneblin if the attacker is wearing soft boots or is A: Pin one arm and hold (-2) causes 1
12 derro, duergar, elf*, half-orc*, barefoot. Also, a kick made at the end of a point of damage when the pin is applied
half-elf*, orc charging run is +2 to damage over and and another 1 point for each round the hold
14 dwarf*, norker above these standard bonuses. is maintained. The opponent can break the
15 grimlock, hobgoblin, qullan The chance to stun an opponent by kick- pin immediately (but not negate the initial 1
16 gnoll, half-ogre* ing is the same as for a pummeling attack, point of damage) by making a successful
17 bugbear, flind dependent on strength. Damage taken from roll to open doors in the same round. If the
18 cyclopskin, ogre kicking is treated the same as any other pin is not broken, it can be maintained
(no percentile roll) damage; unlike pummeling damage, kick- from round to round if the attacker con-
18/01 ogrillon ing damage can kill by reducing the victims tinues making the required roll to hit and
* average NPC value hit points to below zero. if the opponent continues to fail his roll to

DRAGON 57
break the hold. An opponent pinned in this opponent, as long as desired or until the
way can still make a pummeling attack with opponent causes 3 points of damage or
his free hand, or kick, or strike (at -2 to more in a single counterattack, or until the
hit) with a weapon being held in the un- attacker is reduced to half of the hit points
pinned hand. This attack form can be he had when the overbearing attack was
turned into a pin of both arms (attack form made.
B) if the attacker makes a second roll to E: Choke hold (-4) does 1-6 points of
hit for attack form A in a subsequent damage, plus strength bonus or penalty, per
round; however, the hold is broken entirely round. The opponent makes all strikes
if the second attack fails. against the attacker at -2 to hit, including
B: Pin both arms and hold (-4) causes 1-2 unarmed attacks except for an attempt to
points of damage initially and another 1-2 throw the attacker (attack form F), which is
points for each round in which the hold is still done at the normal chance, using only
maintained. As above for attack form A, the the standard -6 penalty to hit.
opponent must make an open doors roll F: Throw / flip (-6) does 1-10 points of
to free one arm from the pin. He is entitled damage, plus strength bonus or penalty,
to two separate rolls in the same round to only in the round the throw is accomplished
try to break the hold entirely; if the oppo- (also see Rule 3 below). In addition, the
nent succeeds in freeing only one arm, the opponent is automatically stunned (as per
attack is then treated as a one-arm pin the pummeling rules) and automatically
(attack form A), for as long as the one-arm loses his next initiative roll.
hold is maintained. An opponent with both G: Trip (-2) does 1-2 points of damage in
arms pinned may try to kick, throw (attack the round it is accomplished, if the oppo-
form F), or knock flat (attack form D) his nent fails to roll his dexterity score or less
attacker, but cannot effectively use any on 3d6. The opponent is able to get back to
other attack method. The attacker may turn his feet, if desired, for the start of the next
this hold into a bear hug (attack form C) in round, but any item or weapon being held
a subsequent round by simply doing so; no may have been dropped (50% chance) in
roll to hit is required in this case. the fall; if so, the opponent automatically
C: Bear hug / crush (-2) does 1-4 points loses initiative for the next round if he
of damage, plus the attackers strength wants to retrieve the object immediately.
bonus or penalty, for each round the hold is
maintained. Since this hold is applied only An unarmed attacker may use only one
to the torso, the opponent has his arms and grappling attack form per round, but may
hands free; he may strike back with a switch attack modes from round to round.
weapon (at -2 to hit) or by pummeling or All damage suffered from grappling attacks
kicking, or by trying to throw his attacker is treated the same as damage from pum-
or knock him flat. If either of the latter two meling attacks; opponents taken to zero hit
attacks succeeds, the attackers hold is bro- points or less will fall unconscious with zero
ken. Otherwise, the hold may be main- hit points and will remain in that condition
tained until the defender does 3 points of (unless slain) for 1-4 turns, after which time
damage or more in a single counterattack, they will regain consciousness with 1 hit
or until the attacker loses half of the hit point. The remainder of damage is recov-
points he had when the hold was begun. ered by normal means (rest or magic).
D: Knock flat and hold down / overbear
(-4) does 1-6 points of damage, plus 3. An attacker receives +2 to hit when
strength bonus or penalty, per round. The attempting to grapple an opponent less than
opponent can try to shake off the attacker one-half of the attackers height, and a +2 to
and get back to his feet, at a chance equal to damage on any hit with attack form F
twice the characters percentage roll for (Throw/flip).
bending bars/lifting gates. Or, the opponent An attacker suffers a -2 penalty to hit
can try to pummel or kick, or may attack when attempting to grapple an opponent
with a weapon (if possible) at -4 to hit. who is more than 1 times the attackers
The attacker can maintain his superior height, and against such opponents attack
position, and keep dealing damage to the form F (Throw/flip) cannot be used.

Appendix: Armor class adjustments to hit for pummeling and kicking

Armor class

2 3 4 5 6 7 8 9 10
Fist or
open hand -7 -5 -3 -1 0 0 +2 0 + 4

Bare foot
(as club) -5 -4 -3 -2 -1 -1 0 0 +1

Armor classes better than 2 are treated as AC 2.


Opponents having AC 8 or AC 10 are assumed to not be using shields;
opponents with AC 9 are assumed to have shields.

58 MARCH 1984
DRAGON 59
A look at AOKs, old & new
Another preview of the TOP SECRET Companion
by Merle Rasmussen
This section of the upcoming TOP SECRET Companion intro- wants to figure out where a small bronze statue was made. The
duces five new Areas of Knowledge, corrects one of the originals, character has a 51% chance to recognize the culture that made the
and defines all AOKs. statue. The player rolls percentile dice and gets 36, so the referee
The new Areas of Knowledge are Anthropology, Business/ tells him the statue is a Hindu fetish, probably cast in the Kashmir
Industry, Linguistics, Naval Science, and Philosophy. district in the late 1800s.
The correct name for Social Sciences should be Social Sciences/ If a characters Area of Knowledge value is 95 to 130, he has a
Sociology. 95% chance to operate a process or piece of equipment successfully.
To include the five new Areas of Knowledge, use the Superior If the characters Area of Knowledge value is greater than 130, the
Area of Knowledge list given here instead of the list in the Basic chance is 99%. There is no sure thing.
Rulebook. An agents chance to identify, duplicate, or invent a particular
process or piece of equipment is equal to the appropriate Area of
Knowledge value minus 100. For example, a Technician is asked to
AREAS OF KNOWLEDGE identify and duplicate a strange behavior-modifying drug. The
Technician has a Chemistry value of 124. Given the proper equip-
01-02 Agriculture 45-46 Geography ment and time, the chance that the drug can be identified is (124 -
03-04 Animal Science 47-48 Geology 100 =) 24%. The chance to duplicate it also is 24% .
05-06 Anthropology 49-50 Home Economics
07-08 Architecture 51-52 Law Explanations
09-10 Arts and Crafts 53-54 Linguistics The following Area of Knowledge definitions outline what a char-
11 - 12 Astronomy/Space 55-56 Literature acter with an AOK value of 100 knows and is able to do. Admins
Science 57-58 Mathematics/ can use these guidelines to decide what a character with an AOK
13- 14 Biology/Biochemistry Accounting value above or below 100 knows. (Passages in quotation marks are
15-16 Botany 59-60 Medicine/Physiology from The American Heritage Dictionary of the English Language,
17- 18 Business/Industry 61-62 Metallurgy copyright 1976).
19-20 Chemistry 63-64 Military Science/
21-22 Computer Science Weaponry AGRICULTURE: Character knows the science, art, and busi-
23-24 Ecology/Earth 65-66 Naval Science ness of farming. The character knows how to cultivate the soil,
Sciences 67-68 Philosophy produce crops, and raise animals useful to humanity. Aquaculture,
25-26 Economics/Finance 69-70 Photography hydroponics, and cosmoculture (farming in space) are included.
27-28 Education/ 71-72 Physical Education
Indoctrination 73-74 Physics ANIMAL SCIENCE: Character knows how to care for, train, and
Engineering: 75-76 Political Science/ breed domestic animals. The character also understands the behav-
29-30 Aeronautical Ideology ior of wild animals. Zoology (the biological science of animals)
31-32 Construction/Civil 77-78 Psychology and paleontology (the study of fossils and ancient life forms) are
33-34 Electrical 79-80 Religion included in Animal Science. The character can identify a particular
35-36 Hydraulic 81-82 Social Sciences/ geographical area of the world by the animal life living there.
37-38 Industrial Sociology
39-40 Mechanical 83-84 World History/ ANTHROPOLOGY: Character has studied the origin, physical,
41-42 Transportation Current Affairs social, and cultural development and behavior of humanity. This
43-44 Fine Arts 85-00 Players choice knowledge overlaps into archaeology (the systematic recovery and
detailed study by scientific methods of material evidence remaining
from humanitys life and culture in past ages). Given an artifact,
Knowledge potentials the character can recognize the approximate date of manufacture
A characters Area of Knowledge value indicates the characters and the culture that produced the artifact. The character can iden-
ability to apply the knowledge in a game situation. If the Area of tify a particular geographical area of the world by the culture of the
Knowledge value is 01 to 33, the character has heard of subjects people and the artifacts of the people living there.
related to the AOK. If the value is 34 to 50, the character knows
related subjects well enough to discuss them briefly. If the value is 51 ARCHITECTURE: Character knows the art and science of de-
to 70, the character knows about related subject areas and can con- signing and erecting buildings. The character can see what a build-
verse about the subject as well as someone with a related hobby. If ing was designed for and how it is being used.
the value is 71 to 130, the character knows the subject well enough
to get a job in a related field and operate most job-related equipment ARTS & CRAFTS: Character knows the arts of decorative design
and processes. If the value is 131 or higher, the character is an ex- and handicraft concerning useful objects. These arts include book-
pert in the subject. He can operate successfully all related processes binding, weaving, needlework, beadwork, leathercraft, woodwork-
and equipment 99% of the time, and can teach others about the ing, metalworking, pottery making, and general ornamentation,.
subject or related processes and equipment. The character can work in each of the listed areas.

Use of abilities ASTRONOMY/SPACE SCIENCE: Character knows the scien-


When a character tries to apply knowledge, his chance of success tific study of the universe beyond the earth. The character, has
is equal to the characters Area of Knowledge value (to a maximum studied the observation, calculation, and theoretical interpretation
of 94%). For example, a character with an Anthropology value of 51 of the positions, dimensions, distribution, motion, composition, and

60 MARCH 1984
evolution of celestial bodies and phenomena. With the proper ter knows any of several essentially geologic sciences concerned
equipment and conditions, the character can tell time by the sun and with the origin, structure, and physical phenomena of the earth.
stars and figure out his position on the earth. The character has a This includes seismology and meteorology. The character can recog-
good knowledge of the details of astronaut and cosmonaut training, nize useful or dangerous plants and animals. Given the proper
including exobiology, space medicine, weightlessness, and space- equipment, the character can predict weather and seismic activity.
craft. The character can operate most space vehicles and telescopes.
ECONOMICS/FINANCE: Character knows the science that deals
BIOLOGY/BIOCHEMISTRY: Character knows the science of life with the production, distribution, and consumption of commodities
and life processes. This includes the study of structure, function- in a country, household, or business enterprise. Character also
ing, growth, origin, evolution, and distribution of living organisms. knows the science of the management of money or other assets of
The character also knows the chemistry of biological substances an individual, corporate body, or government. After a discussion
and processes. The character can tell what types of creatures fre- about economics, the character can tell what another characters
quent the immediate environment by physical evidence such as Economic Alignment is. The character can disguise his own Eco-
seeds, tracks, and waste products. nomic Alignment value by adding to it or subtracting from it an
amount equal to or less than his Economics/Finance value.
BOTANY: Character knows the biological science of plants. The
character can tell whether a plant is harmful or helpful, edible or EDUCATION/INDOCTRINATION: Character knows the act or
inedible. The character also can identify a particular geographical process of imparting knowledge or skill teaching. The character
area of the world by the characteristic plant life found there. also knows how to instruct in a body of doctrine or to teach to
accept a system of thought uncritically. The character can deter-
BUSINESS/INDUSTRY: Character knows how to manage person- mine what another characters Knowledge value is, and can disguise
nel, materials, equipment, and procedures intended for the commer- his own Knowledge value by adding to it or subtracting from it an
cial production of products or services. The character knows how to amount equal to or less than his Education/Indoctrination value.
buy raw materials for business use. The character can manage a
business, exact type determined by the characters other AOKs. ENGINEERING, AERONAUTICAL: Character can apply sci-
entific principles to practical ends in the design, construction, and
CHEMISTRY: Character knows the composition, structure, prop- operation of efficient and economical aircraft structures, equip-
erties, and reactions of matter, especially of atomic and molecular ment, and systems. The character can fly most air vehicles.
systems. The character can tell the purpose of a chemical lab.
ENGINEERING, CONSTRUCTION/CIVIL: Character knows
COMPUTER SCIENCE: Character knows the construction, how to apply scientific principles to practical ends in the design,
operation, and programing of computers. Given access, the charac- construction, and operation of efficient and economical buildings,
ter can operate most computers. structures, public works, equipment, and systems. This in-
cludes bridges, dams, tunnels, arches, towers, aerials, roads, and
ECOLOGY/EARTH SCIENCE: Character knows "the science of rail embankments. The character can operate most heavy construc-
the relationship between organisms and their environment.." Charac- tion equipment, forklifts, and elevators.
ENGINEERING, ELECTRICAL: Character knows the scientific The character can write creatively and report factually. The charac-
technology of electricity. This includes the design and application ter also can identify quotes from great authors.
of circuitry and equipment for power generation and distribution,
machine control, and communications. The character can operate MATHEMATICS/ACCOUNTING: Character knows the study of
most electrical equipment and devices. number, form, arrangement, and associated relationships, using
rigorously defined literal, numerical, and operational symbols. The
ENGINEERING, HYDRAULIC: Character knows how to apply character also knows the bookkeeping methods involved in making
scientific principles toward the design, construction, and operation a financial record of business transactions and in the preparation of
of efficient and economical structures, equipment, and systems statements concerning the assets, liabilities, and operating results of
involving fluids under pressure, especially water. The character can a business. A character with sufficient time can look at ledgers or
operate most hydraulic devices. other financial records and determine how funds have been used and
if funds have been misappropriated.
ENGINEERING, INDUSTRIAL: Character can apply scientific
principles toward the design, construction, and operation of effi- MEDICINE/PHYSIOLOGY: Character knows the science of
cient and economical structures, equipment, and systems [involving] diagnosing, treating or preventing disease and other damage to body
the commercial production and sale of goods and services. If the or mind [through] treatment by drugs, diet, exercise, and other
character knows what is being shipped into an industrial area, he nonsurgical means. The character also knows the biological sci-
can predict what is being built or set up in that area, and vice versa. ence of essential and characteristic life processes, activities, and
functions. The character can apply first aid for minor injuries and
ENGINEERING, MECHANICAL: Character knows how to apply illnesses. Given the proper equipment and time, most characters
scientific principles toward the generation and application of . . . could successfully perform surgery.
mechanical power [and] the design, production, and use of machines
and tools. The character can use most machines and tools. METALLURGY: Character knows the science or procedures of
extracting metals from their ores, of purifying metals, and of creat-
ENGINEERING, TRANSPORTATION: Character knows how to ing useful objects from metals. The character can identify the
apply scientific principles toward the design, construction, and metals in an object, and ore being brought from a mine.
operation of efficient and economical structures, equipment, and
systems [involving] the business of transporting passengers, goods, MILITARY SCIENCE/WEAPONRY: Character knows the meth-
or materials. The character can drive most land and sea vehicles. odological activity, discipline, or study of soldiers, is familiar with
most combat equipment, and knows how to act like a soldier.
FINE ARTS: Character is familiar with art produced or intended
primarily for beauty alone rather than utility. This includes sculp- NAVAL SCIENCE: Character knows the methodological activity,
ture, painting, drawing, drama, music, and the dance. A character discipline, or study [of] the equipment, installations, personnel, or
may have a separate score for each of these art forms. Roll percentile customs of a navy. The character knows how to act like a sailor.
dice to find an initial value for each. The value of any one area can
be increased by 5 for each point the characters Fine Arts value is PHILOSOPHY: Character knows the science comprising logic,
increased. The character can sculpt, paint, draw, act, dance, sing, ethics, aesthetics, metaphysics, and epistemology. The character
and play an instrument, with the expertise in any specific skill varia- can speak or write abstractly and philosophically. After an interview,
ble dependent on the percentile dice roll for that skill. the character can tell what another characters Political Change
Alignment value is. The character can disguise his own Political
GEOGRAPHY: Character knows the study of the earth and its Change Alignment value by adding to it or subtracting from it an
features (and) the distribution on the earth of life, including human amount equal to or less than his Philosophy value.
life and the effects of human activity. The character can identify a
particular part of the world by the geographical features of the area. PHOTOGRAPHY: Character knows the process of rendering
optical images on photosensitive surfaces. The character can use
GEOLOGY: Character knows the scientific study of the origin, most cameras and develop film, given the proper conditions.
history, and structure of the earth. The character can identify a
particular part of the world by the geological evidence in the area. PHYSICAL EDUCATION: Character knows education in the
care and development of the human body, stressing athletics and
HOME ECONOMICS: Character knows the science and art of including hygiene. After an examination or workout, the character
home management, including household budgets, purchase of food can tell what another characters Physical Strength and Coordina-
and clothing, child care, cooking, and nutrition. The character can tion values are. Also, the character can disguise his Physical
cook nutritious meals, manage a home, and care for children. Strength or Coordination values by adding or subtracting an
amount equal to or less than his Physical Education value.
LAW: Character knows the body of rules governing the affairs of
humanity within a community or among states. The character PHYSICS: Character knows the science of matter and energy and
knows the laws of the land and the general laws of a region. of interactions between the two, grouped in traditional fields such as
acoustics, optics, mechanics, thermodynamics, and electromagne-
LINGUISTICS: Character knows the science of language. This tism, as well as modern fields of atomic and nuclear physics, cryo-
includes the study of the nature and structure of human speech. A genics, solid state physics, particle physics, and plasma physics.
linguist overhearing a conversation can identify the family of the The character can recognize what a physics laboratory is set up for.
language being spoken. He may be able to identify the precise lan-
guage or dialect, even if he cannot speak or interpret that language POLITICAL SCIENCE/IDEOLOGY: Character knows the study
himself. Roll percentile dice and compare the roll to the characters of the processes, principles, and structure of government and of
Linguistics value. If the number rolled is less than or equal to the political institutions; and of political campaigns and interactions.
value, the name of the language is known. If the number rolled is The character understands the body of ideas reflecting the social
greater, the specific language remains a mystery, but the language needs and aspirations of an individual, group, class, or culture.
family is known. After a political conversation with another character, the political
expert can tell what the other characters Political Alignment is. The
LITERATURE: Character is familiar with the body of written character can disguise his own Political Alignment by adding to it or
work produced by writers, scholars, or researchers. The character is subtracting from it an amount less than or equal to his Political
familiar with the activity or art of imaginative or creative writing. Science/Ideology value.

62 MARCH 1984
PSYCHOLOGY: Character knows the science of mental processes Lip reading (or speech reading) is possible only after learning to
and behavior. After an interview, the character can tell what an- speak or sign that language, even for a native language. Language
other characters Willpower value is. The character can disguise his usually is acquired by hearing, and when this sense is impaired,
Willpower value by adding or subtracting an amount less than or language must be learned by observing, by reading speech on the
equal to his Psychology value. speakers lips, by reading, and through intensive study. A character
must know a language before learning to read speech in that lan-
RELIGION: Character knows the expressions of humanitys belief guage. Although speech reading is a skill, it can be listed as a sepa-
in and reverence for a superhuman power recognized as the creator rate language on the character record. Speech reading is universal,
and governor of the universe. After an interview, the character can so a character with this skill can lip-read any language he knows.
tell what another characters Courage value is. The character can Anyone can learn sign language or speech reading.
disguise his Courage value by adding to it or subtracting from it an To read speech, the speakers face must be visible (at least in
amount less than or equal to his Religion value. profile, if not full view) to the listener, and the speaker must be at
short range. Binoculars and scopes can bring the image of a speaker
SOCIAL SCIENCES/SOCIOLOGY: Character knows the study into short range; divide the actual distance to the speaker by the
of social behavior; especially . . . of the origins, organizations, insti- power of the scope.
tutions, and development of human society. After a conversation, Only 26 percent of speech is visible on the lips, so even the best lip
the character can tell what another characters Charm value is, and readers cannot read everything that is said. Being able to read lips
can disguise his Charm value by adding to it or subtracting from it does not allow an agent to speak silently to someone who is not
an amount equal to or less than his Social Sciences/Sociology value. trained to read speech. Anyone can communicate generally by using
universal body language, gestures, and facial expressions. Such
WORLD HISTORY/CURRENT AFFAIRS: Character knows the communication should be role-played with a high chance of NPCs
branch of knowledge that records and analyzes past events of the misunderstanding PCs.
earth. The character also knows of any noteworthy event that is now It is assumed that if a character can speak, sign, or speech-read a
in progress, and is in touch with the public news of the world. language, the character can write and read it, too. To be literate in
Braille, a character must designate it as an additional language after
Sign language and lip reading mastering the parent language. For example:
Sign language may not be a native language, but may be an addi- 1. (Native) English
tional language. It is usable only when contacts are within short 2. English (Braille)
range. The speaker must have at least one arm free to send messages A character who can read Braille with his fingertips can read it by
with. If a character is fluent in signing in a certain language, this sight also. Such skills may prove invaluable if, for example, charac-
language is listed with the tag word sign directly following the ters are trapped in a dark elevator, blindfolded, or temporarily
spoken language on the character record sheet. For example: blinded. Some languages, such as Chinese, Hebrew, and ancient
1. (Native) English Egyptian, do not have raised dot alphabets. In these cases, even
2. English, sign raised or inscribed hieroglyphics may be impossible to read by
3. French touch. Agents probably should concentrate on Indo-European lan-
4. French, sign guages that are used by a great many people.

DRAGON 63
SF/gaming convention calendar
GEN CON SOUTH VIII ALASCON V, March 17-18 write: Northquest 84, P.O. Box 633, Boise
GAME CONVENTION, March 16-18 The organizers of this convention call it ID 83701, or call (208)343-5627.
All aspects of contemporary hobby the biggest and best gaming convention in
gaming will be featured at this event, co- Alaska. A tournament dungeon, miniature AGGIECON XV, March 29 - April 1
sponsored by the Crawford Dragoons and painting contests, and more will be featured This science-fiction convention, featuring
TSR, Inc., to be held at the Thunderbird at the event. The convention will take place L. Sprague de Camp and Catherine de
Resort Hotel in Jacksonville, Fla. For at the University of Alaska, Fairbanks Camp as guests of honor, will be held on the
details: GEN CON South Information, campus. For more information, write: campus of Texas A&M University. Among
P.O. Box 756, Lake Geneva WI 53147. ALASCON V, c/o Ken Mayer, P.O. Box the other personalities scheduled to be pre-
82374, College AK 99708. sent are Don Maitz, James P. Hogan, and
MIDSOUTHCON 3, March 16-18 Wilson Bob Tucker. For further informa-
Guests of honor at this SF/fantasy conven- MUGG-CON I, March 23-25 tion about this convention, write to Ag-
tion will include author C . J. Cherryh, A benefit SF/gaming convention to be gieCon XV, P.O. Box J-1, College Station
Margaret Middleton, artist Steven R. Dodd, staged at the Interlaken Lodge in Lake TX 77844, or call (409)845-1515.
and toastmaster Daluan Coger. Member- Geneva, Wis., sponsored by the Multi-
ships are $10 through Feb. 1, $15 after that Universal Gamers Guild (MUGG). An CAPCON 84, April 6-8
date, and $8 at the door. This convention AD&D tournament, nearly 100 other gam- This seventh annual gaming convention
will be held in Memphis, Tennessee, and ing events, and other special attractions are will be staged at the South Terrace of the
will feature a masquerade, video room, art on the schedule. All proceeds from the con- Ohio Union on the Ohio State University
show, auction, and a 24-hour convention vention will be turned over to the American campus in Columbus, Ohio. Cost is $2, for
suite. Send all inquiries to: Midsouth Con 3, Red Cross. For more information, send a Saturday and Sunday only. Events include
c/o Richard Moore, Jr., 1229 Pallwood, business-size self-addressed, stamped miniatures battles, and fantasy and historical
Memphis TN 38122. envelope to MUGG-Con Convention Com- gaming. Contact: Paul T. Rigel, c/o War
mittee, c/o Jan Carlson, P.O. Box 265, Lake Games Designs, 6119 E. Main Street #202,
ORCCON 1984, March 16-18 Geneva WI 53147. Columbus, OH 43213, or call (614)863-6635
Touted as one of Southern Californias between 2 p.m. and midnight.
largest strategy gaming conventions and ex- NEOCON III, March 23-25
positions, this event will take place at the This third annual gaming convention will CAROLINA CON, April 6-8
Sheraton-Anaheim Hotel, located next to be staged at the Gardner Student Center at This event will be held at Russell House
Disneyland in Anaheim, California. the University of Akron in Akron, Ohio. University Union, USC Campus, Colum-
Wargame, science-fiction, fantasy, sporting, Over a hundred events will be offered, in- bia, South Carolina. These three days will
and family-oriented game tournaments will cluding fantasy and science-fiction role- include fantasy, science-fiction, historical,
be featured. Also, industry exhibitors will be playing, board games and miniatures. and adventure gaming. For information,
there, and many special events will be of- Registration is $10 for the weekend, $4 for contact: USC Wargamers, Box 80138,
fered. Prepaid admission to the convention is Friday attendance only, $5 for Saturday, USC, Columbia SC 29208.
$15.50 for all three days; prices at the door and $6 for Sunday. For further information,
are $17 for the entire weekend and $13 per conatct: NeoCon III, POB 7411, Akron OH GICON II, April 6-8
day. For further details about the conven- 44306, or call (216)724-0592. This gaming convention will be staged at
tion, write to: STRATEGICON PR Dept., the Conestoga Mall in Grand Island,
P.O. Box 2577, Anaheim CA 93804. STELLARCON 9, March 23-25 Nebraska. Preregistration costs are $7.50 for
A science-fiction and gaming event to be the entire weekend or $3.00 for single-day
held at the University of North Carolinas attendance. For additional information,
SIMCON VI, March 16-18 Greensboro campus. Contact: the Science send a self-addressed, stamped envelope to:
This sixth annual convention will be Fiction and Fantasy Federation, Box 4, GICON II, 644 Faidley Pl. #2, Grand Island
staged at the University of Rochester River Elliott University Center, UNC- NE 68801.
Campus. A wide spectrum of events will in- Greensboro, Greensboro NC 27412.
clude tournaments, demonstrations, and NORTHEASTER 2, April 6-8
films about strategy, fantasy, and miniature NOVA 9, March 24-25 Sponsored by Rutgers University
gaming. Featured will be US Army training Free movies, gaming, an art show and Gamers, this second annual event will be
games, a miniatures clash with over 1000 auction, a costume party and contest held at the Rutgers University campus in
pieces, a major FRP tournament, as well as highlight this convention, to be staged on the New Brunswick, New Jersey. The conven-
the films Wargames, Twilight Zone, Das campus of Oakland University in Rochester, tion will feature fantasy role-playing,
Boot, and a Star Trek episode. Admis- Mich. For registration information and wargames, boardgames, miniatures, and
sion is $4.00 in advance, or $7.00 at the other details, send SASE to: The Order of other gaming events. To run a gaming event
door. Dealer inquiries welcome! For further Leibowitz, P.O. Box 61, Madison Heights or attend as a participant, send all inquiries
details, please contact: SIMCON VI, P.O. MI 48071. to: NORTHEASTER 2, Box 101, R.U.
Box 29142, River Station, Rochester NY Student Center, 126 College Av., New
14627. Brunswick NJ 08903. Inquiries from hobby
NORTHQUEST 84, March 23-25 dealers are invited.
TRI-CON II, March 16-18 This gaming event will be held at the
This science-fiction/gaming convention Boise Basque Center, 6th and Grove Sts., GLENCON II, April 14
will be staged at the North Carolina State and will run for 48 continuous hours. Role- To be held at Glenbrook South High
University campus in Raleigh, N.C. For playing tournaments, free movies, an art School in Glenview, Illinois, admission to
more information about this event, please contest, a costume party, and a release of the this convention is $3.00. For more informa-
send a SASE to: North Carolina State Gam- new game The Dark Rage will be tion, contact: Steven Silver, 3207 Maple
ing Society, P.O. Box 37122, Raleigh NC featured. Special guests will be Ian Lungold Leaf, Glenview IL 60025, or call (312)564-
27627. and Wolfgang Trippe. For further details, 0688.

64 MARCH 1984
DRAGON 65
Good evening, Mr. Bond
The 007 role-playing system reviewed
For some jobs, there is only one man. If the proper row to find out which of five
the fate of the world is in question; if the possible results occur: Excellent, Very
circumstances require fast thinking and Good, Good, Acceptable, or failure,
incredible performance against impossible which means that whatever you tried simply
odds; if the man must shoot to kill one didnt work. If the result is one of the first
moment and womanize in the next then four, the rules give a reference directing the
there is only one man. gamesmaster to one of a large number of
Good evening, Mr. Bond. charts and tables to determine just what the
And good evening to the JAMES BOND difference is between, say, an Excellent
007 role-playing system presented by Vic- shot at Oddjob and one that was merely
tory Games. It was certainly a good evening Acceptable.
for me. I enjoyed this game and was thrilled This system impressed me greatly for
with it not because it was a careful simu- how quickly it can be learned, and for how
lation of real life (it isnt and doesnt pre- much ground it seems to cover. In the Gold-
tend to be), but because it captured, for me, finger module, a golf game is simulated
the essence of James Bond. using the same central game charts, with as
The world of James Bond is, as the Basic much ease as combat and with very few
Game book explains, certainly close to our additional rules. I have yet to find any
own, but a bit more fantastical. The men situation that the basic system could not
are always handsome, the women always handle cleanly and quickly.
beautiful, and the villains always evil. While the system is good, do not expect
Exotic cities in faraway countries are always great accuracy of simulation out of it. To a
full of danger and clues. Around every very great extent, the fantasy world of
corner waits a car full of assassins or a however, you will find a very readable text James Bond has the sizzle of reality without
beautiful spy. The action is fast and the in an innovative layout which puts player its meat. The game system is the same way.
stakes are high. These elements are all part information and gamesmaster rules clarifi- If you are looking for a role-playing game
of the flavor of Bonds world. Without cations side by side. The art of role-playing that has the accuracy and feel of the real
them, Bond would be just another govern- is presented and explained up front (for world of espionage, I wouldnt suggest this
ment agent. those new to such games), as is the explana- one. It is a credit to the game that it does
While trying to recreate James Bonds tion of the games central system. Nearly not pretend to be a simulation of anything
world, Victory Games had a lot to over- every concept and mechanic you need to more than James Bond fantasy.
come. The flavor of 007 has become a fa- know to play the game is in the first 17 One inherent drawback of the system is
miliar taste to most of us. We expect and pages of the rule book. The rest of the book its lack of definition in results but this
demand the same flavor in anything con- presents applications of the system. quality is admittedly a two-edged sword.
nected to Bond; anything less wont do. None of that is to say that the presenta- One might argue that leaving the exact
Also to be tackled was the problem of tion is perfect. I noticed some editorial results of an action open to gamesmaster
different Bonds not the different film errors in the text, perhaps caused by the and player interpretation lets the partici-
actors who have portrayed 007, but the rush in which the game was brought onto pants take a more active and imaginative
different treatment of the Bond character in the market. Considering the total-package, role in the game. On the other hand, I often
different media. The James Bond of Ian however, such errors were easy to forgive, found myself working pretty hard filling in
Flemings novels is certainly different from and Im sure they will be cleared up in the holes. In a car chase, the Aston Martin
the Bond character in the movie Moon- future editions. tried to Force my Lotus. The Aston
raker, for instance. The novels portray a The game system is at once simple and Martin succeeded with a Quality Rating of
great, if sometimes flawed, agent while the diverse. All actions that James Bond charac- 2, and I botched the Safety roll for the
movies have in more recent years given us ters would like to perform, from brawling to Lotus with a Quality Rating of 3. That
something of an adventuring superhero, boating, shooting to seduction, are resolved meant my Lotus had a Mishap and
presented in something close to comic-book through the same two tables. Players de- suffered Incapacitating Damage. It was
fashion. scribe their actions to the gamesmaster, who up to me to translate this as, You swerve
Can a role-playing game on James Bond then assigns an Ease Factor to the action your Aston against the side of my Lotus.
meet and overcome the obvious obstacles? and decides which skill would apply. An You see the face of the driver just as the
Well . . . action with an Ease Factor of 10 wouldnt Lotus careens over a low wall and blows its
put a crease in Bonds brow; but doing engine. Getting the details out of the
Basic Bond something with an Ease Factor of would results can require work and imagination.
. . . Gerry Klugs design seems to have make him sweat bullets. The first chart But. . . I have to admit that this lack of
risen to the task. When I examine the man- consulted is really just an aid; it multiplies definition actually helped in some ways.
uals and play the game, I get the feeling of the Ease Factor the gamesmaster has as- Such rather touchy subjects as seduction,
James Bond. Its the feeling I was looking signed by the Primary Chance the character interrogation, and torture were handled
for and expecting, and I wasnt disap- has of performing the act. The resulting with tact and taste. Just what a Quality
pointed. The size of the soft-cover, perfect- number is the Success Chance. Then the Result of 1 really means on the last stage of
bound (no staples) books may seem player uses the second table, called the the seduction sequence (listed as When
intimidating when you look at them on the Quality Results Table. The proper Success and Where with an Ease Factor of 4) is left
shelf. The Basic Game book is 160 pages Chance is found among one of the number up to the players own imagination. I get
(and the Q Manual isnt far behind at 138). ranges listed in the left-hand column. The the feeling that I am watching James kiss a
Between the covers of the Basic Game book, player rolls percentile dice and checks across gorgeous starlet followed by a quick

66 MARCH 1984
dissolve to the next scene, in which Bond in this book will be a valuable resource. they stand upright. And, the cover sheet of
has the information he wanted. This puts And with headings for weapons, vehicles, the supplement folds out to become a blue
the moral control of the game in my hands. security devices, and exotic devices, this is a display field with a white grid on which the
I like that. great daydreaming book for any Bond fan. cardboard characters may be placed.
James Bond always worked alone or with It may not be the most detailed game aid At first look, I really didnt think the
only a few helping hands to get him through ever, but I found it one of the most interest- cardboard characters would be much help.
the task. The game actually works well as a ing to read. Yet in the playing of the game, these
one-on-one game, and can function with up counters were so easy to use and added such
to four characters at one time. This is a The Gamesmaster Pack a great visual element to the game that their
smaller limit than most role-playing games Bond is very visual, so it is not surprising value could not be questioned.
suggest; I havent tried the game with more that Victory Games addressed this ingredi-
than three players, but I suspect the system ent of the Bond flavor right away. The Farewell, Mr. Bond
could handle it well. Gamesmaster Pack for the. James Bond As a game designer, the James Bond
system fills the bill neatly. game made me sit up. I guess Ill have to
This product, unlike a rule set or a mod- work a little harder. As a game player, I
ule thats only a book, has some loose decided this game fills the bill. With a rule
components and that leads to one prob- book that is easy to digest and use, the
lem, not with the product but with its pre- game system conveys all the sizzle of 007s
sentation. The Gamesmaster Pack comes in world. Dont expect this game to be any-
the same open-topped, -inch-deep box thing more than James Bond fantasy but
used as packaging for the other Bond sup- be assured that youre getting nothing less.
plements. (The top of the box is formed Reviewed by Tracy Raye Hickman
by the plastic wrapping around the prod-
uct.) The packaging is slick and classy, and
as a consumer I like the feeling of extra
value I get when I purchase a supplement in Curtain call
a box. However, anyone who likes this In a press release received by
game is going to quickly find himself with DRAGON Magazine on Feb. 1, Victory
lots of game components and nowhere to Games announced the imminent release of
store them. I dont have the boxed version two additions to the James Bond 007 line:
Dr. No, an adventure module, and a game-
master supplement entitled For Your Infor-
mation. (Two other modules, Goldfinger
and Octopussy, were already on the mar-
ket.) The company said that other products
in the line would be released in 1984.

The Q Manual
What 007 lacked in luck, he could make
up for with gadgets. These were always
invented by the mysterious Q Section. I
loved the widgets and doodads that James
Bond always had on hand at just the right
moment. Victory Games published the Q
Manual as a supplement to the James Bond
007 role playing game but even without
the game, the Q Manual is a treat.
In truth, the same information given in
the manual offers little insight into the
equipment itself. The 007 role playing
system was not designed, as far as I can tell,
to be highly accurate in its simulation of the
real world. The game statistics are useful
for general comparisons, but do not give
any detailed insights. However, this game
information generally only represents about of the Basic Game, but I hope it has room
a third of each of the entries. for modules and accessories. Perhaps Vic-
The attraction of this book, other than as tory Games went a little too far in trying to
a game aid, is the almost conversational make every penny count.
way that each piece of equipment is dis- I only say perhaps, because the Games-
cussed. Each entry starts with a few well- master Pack is certainly a valuable tool.
phrased paragraphs generally describing the Inside the cover is a heavy, full-color Ga-
object and its-capabilities. This text is fol- mesmaster Screen holding 8 pages (four
lowed by a Q Evaluation, wherein one of pages on a side) of all the charts either
the fictional staff members of the Q branch player or referee will need during play. A
offers a commentary on the merits or faults pad of character record sheets is a nice
of each piece to the espionage community. inclusion, although I would have liked some
These commentaries are charming and of them preprinted to use for my favorite
seem to reflect individual personalities of Bond characters.
the Q branch staff. The high point of the package for me was
If you play any type of espionage role- the heavy cardboard characters. These are
playing game, the equipment descriptions mounted on plastic stands (included) so that

DRAGON 67
70 MARCH 1984
Index to advertisers
Name of firm or product Page(s)
Adventure Games. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Amulet. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Armory, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24, 25
Avalon Hill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Bard Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
Castle Creations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52
Columbia Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
Companions, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Compleat Strategist, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
Diamond Dice. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Dragonlight Enterprises. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
Dragontooth Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61
Dunken Co., The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Entertainment Concepts, Inc. . . . . . . . . . . . . . .Inside back cover
Fantasy Games Unlimited. . . . . . . . . . . . . . . . . . . . . . . . . . .21, 73
Game Designers Workshop . . . . . . . . . . . . . . . . . . . . . . . . . . . .63
Game Systems, Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56
Gamelords Ltd. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Gamemaster Hobbies, Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .58
Gamers Guide. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70
Games Plus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Games Workshop Ltd. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
Graaf Simulations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
Grenadier Models Inc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
Hobby Game Distributors, Inc. . . . . . . . . . . . . . . . . . . . . . . . . .65
Indicia Associates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54
Iron Crown Enterprises, Inc. . . . . . . . . . . . . . . . . . . 1, back cover
Nova Game Designs, Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54
Palladium Books. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
Prestige Hobby Products . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
RAFM Co., Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59, 69
Ral Partha Enterprises, Inc. . . . . . . . . . . . . Inside front cover, 35
Ral Partha Imports . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
StatCom Simulations, . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
Task Force Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
T S R , I n c . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8, 68, 72
Victory Games, Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Yaquinto Publications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18

DRAGON 71
72 MARCH 1984
DRAGON 73
74 MARCH 1984
DRAGON 75
76 MARCH 1984
DRAGON 77
78 MARCH 1994
DRAGON 79
80 MARCH 1984

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