Best of
                                   Magazine
Vol. Ill
Selected from out-of-print issues of DRAGON *Magazine
Best of
Lake Geneva, Wis.                                                  July 1983
                                      Dragon Publishing
                                       A division of TSR, Inc.
D&D, DUNGEONS & DRAGONS, ADVANCED DUNGEONS & DRAGONS, and ADVANCED D&D arc registered trademarks owned by TSR, Inc
™ designates other trademarks owned by TSR, Inc.
«1983 TSR, Inc. All rights reserved.                      Articles on pages 59-69 ©1982 E. Gary Gygax. All rights reserved,
                                      ISBN 0-88038-064-0
Contents
I. Finishing the races                          3
      The dwarven point of view                  4
         The gods of the dwarves                 6
                                                11
      The elven point of view
                                                13
        The gods of the elves
                                                77
      The halfling point of view                19
         The gods of the halflings              23
                                                25
      The gnomish point of view                 28
         The gods of the gnomes                 31
      The half-ore point of view
         The gods of the ores
II. Breathing life into dragons                 35
      That's not in the Monster Manual!          36
      Hatching is only the beginning             38
      Self defense for dragons                   40
      The faerie dragon                          42
      Two tough foes                              43
      Evil dragons make good armor               44
III. Playing with class                         45
                                             f
      The thief: a special look                  46
                                                 47
      The druid and the DM                       57
      It's not easy being good
                                                 53
      He's got a lot to kick about               56
      Singing a new tune
                                                 59
      Cantrips: minor magic                      66
      Cantrips for the illusionist
                                                 68
      Spell books
      IV. Creating new challenges               70
                The winged folk                  77
                The alchemist                     73
                The archer                        78
2                                                 BEST OF DRAGON
I. Finishing
        the races
                          Role-playing a human being is not, in relative terms, a very difficult
                       thing to do. The principal and most obvious reason for this is that we are
                       human beings. So, your human cleric character could be played to act
                       pretty much like you would act if you were a cleric.
                          But if you want to play an elven magic-user or a halfling thief, you've
                       got to be able to take a giant step back, away from "yourself," and look at
                       the world through a set of not-human eyes. You've got to have a different
                       point of view. And that's what this section of this anthology is all about.
                          Roger and Georgia Moore, who have been involved inADVANCED
                       DUNGEONS & DRAGONS® campaigns for longer than yours truly has
                       been editing DRAGON® Magazine, assembled a series of "point of view"
                       articles that appeared during the winter and spring of 1982. As we like to
                       say about all the articles and features we publish, the information is just
                       as good and as usable today as when it was originally printed. Even those
                       who don't agree with all of the general statements about the various races
                       have still told us how much they enjoyed having the non-human pan-
                       theons expanded with the "gods" section of each presentation. We hope
                       you'll enjoy these articles — but even if you don't, try to keep an open
                       mind. After all, we're only human. . ..
VOL in
The DWARVEN
                                               point of view
by Roger Moore
   As AD&DW players know, the dwarves          extreme violence in order to bring the         pickpockets and burglars, and that is
are a human-like race, standing about 4        sexual imbalance back to normal. For           death — unless, of course, the thief is
feet in height but weighing as much as         dwarvenkind. however, a male-to-female         working for the dwarves against someone
150 pounds or so due to their broad build      ratio of 2 to 1 is normal.                     else.
and musculature. Most people also know
that dwarves prefer living underground            Some dwarves, male and female alike,           Many dwarves are rather vengeful, and
in caverns and mines, they value gold          would not marry even if they had the           remember slights or insults long after
highly, and they have beards (female           chance, so immersed are they in their          they have ceased to matter to anyone else,
dwarves are also said to be bearded).          work. The greatest heroes and heroines of      They may well lake opportunities to re-
Their use of axes and hammers as weap-         dwarvenkind have almost always been            dress the situation when their enemies
ons and their hatred of ores and giants is     single, as marriage means the end of any       have been lulled into complacency. Little
also familiar. Howtver, this limited           outside occupations, especially adventur-      wonder that other races sometimes dis-
amount of information is the extent of         ing. For a married dwarf to adventure or       trust dwarves more than they do goblins.
most people's awareness and knowledge          otherwise spend a lot of time out of the       Who knows, they ask, what a dwarf is
of dwarves.                                    home is seen as a shirking of responsibili-    really thinking of you?
                                               ties and a disgraceful insult to the other
   Scattered throughout the ADfcD books        partner of the lowest order, in effect say-       In the estimation of other intelligent
and a number of other sources are other        ing that the partner (be it he or she) is not  races, dwarves are humorless, "dour and
bits of information regarding this poorly      worthy of the other's affections. Much of      taciturn" (as the DMG puts it),and love-
understood race — information that may         this feeling is caused and reinforced by       less except for a lust for more and more
mean little in itself, but when put            the basically lawful good nature of the        gold. Such is not true; there is much joy
together presents in some detail an inter-     dwarven fold.                                  in a dwarf's life in such things as the
esting portrait of a distinctly different                                                     birth of a child, the crafting of a beautiful
race, one that does not share our human          By and large, dwarves are seen as pos-       jewel, or the forging and finishing of a
values and feelings on the topics of life      sessive, single-minded, perhaps having a       great suit of armor or a matchless
and living. Much of the difficulty in get-     narrow range of interests, yet throwing        weapon.
ling to understand dwarves is due directly     all their energies into the seeking of their
to their habit of separation from the          goals. Dwarves are clannish, more so than         Yet, it is true that for the most part, the
affairs of other rates. The dwarves are        most other races, and few make a habit of      life of a typical dwarf is fraughi with
very much a race apart.                        spending a lot of time among the com-          ceaseless toil and labor; the dwarves' work
                                               pany of non-dwarves for long periods of        ethic makes the human conception of the
  One of the most striking features of         time.                                          same concept appear lackadaisical. They
dwarven society is the inequality in                                                          pay a price for this drive, in terms of the
numbers of males vs. females. Two out of         A strong streak of materialism is pres-      many lines that fill their faces as they age.
three dwarves are male at birth, and this      ent in the dwarven character, and they are     This price, however, is seen as a badge of
ratio continues to hold true as dwarves        sometimes notoriously jealous of what          honor among dwarves, and adds in some
get older. The effect this has upon them       they own. Dwarves tend to hoard their          sense to their satisfaction with them-
reaches into nearly every aspect of their      wealth, spending money only to make            selves. Other races don't always see it this
                                               more money, and are very watchful of           way (especially the elves, who would be
lives. Most male dwarves do not marry,         thieves, real and suspected. In dwarven        sorely distressed to have to live such
but instead devote their lives to careers as   society, there is only one penalty for         serious and hard-working lives). Those
craftsmen, miners, adventurers, and so                                                        few who do admire the dwarves and
                                               From issue #58, February 1982                  uphold their achievements publiclywill
forth,                                                                                        come to win their cautious gratitude, and
  Dwarves who do enter into marriage                                                          in time may be counted in some manner
                                                                                              as an "honorary dwarf" if they continue
become exceedingly jealous and posses-                                                        to actively support and champion
sive of their partners, restricting the free-                                                 dwarven causes,
dom each has in exchange for a life of
devotion to each other and their children.                                                      Interestingly enough, there is some
Yet, though roughly half of all male                                                          element of humor in the dwarven charac-
dwarves are destined to go through life as
bachelors, they do not appear overly sad                                                      ter, of a nature particular to themselves.
or frustrated. Their careers fill their daily                                                 Whenever dwarves have been responsible
lives as completely as would the presence                                                     for the rescuing of persons of other races,
                                                                                              there is inevitably some jesting and josh-
of a wife, and appear to give them much                                                       ing to the effect that the victims wouldn't
the same satisfaction (particularly in the                                                    have had to be rescued if they'd been
metal-working and jeweler crafts, for rea-                                                    dwarves, or that the dwarves fail to
sons to be given later).                                                                      understand what was so awful about the
                                                                                              situation (regardless of how bad it was).
  How would a human society cope with                                                         Though two demons, a dragon, and an
an excess of males such as this? History                                                      entire tribe or ores might be slain in the
reveals that at times such as this, human
societies generally turn to warfare or                                                                                     BEST OF DRAGON
conquest, and the dwarves might be                Moradin was able, through his skills,      the ashes, as well as gold and jewelry, is
immensely proud among themselves, they         to give souls to the dwarves when he          not common and is done only for dwarves
may put on a casual front 10 other races,      breathed upon them at their creation          of great importance.
and would appear to treat the whole epi-       (also cooling them as they were taken
sode as a light romp in the afternoon sun.     from the furnace). This sets the dwarves         The long-standing rivalry between
                                               in a group, along with humans, gnomes,        dwarves and ores, goblins, and giants,
   With all this in mind, one understands      and halflings, of beings with souls           reflected in the combat skills dwarves
how dwarves on the whole have such low         instead of spirits (see the DEITIES fc        have against these types and races of crea-
charisma when interacting with other           DEMIGODS™ Cyclopedia for clarifica-           tures, doubtless points to older rivalries
races. Yet, on the positive side, dwarves      tion of these terms).                         between Moradin and the gods of those
possess a powerful tenacity, driving on                                                      non-human creatures.
when others have given up and left the            Because they are built from the sub-
race. Legends and tales abound of              stance of the earth itself, dwarves feel a       An investigation of theology reveals
dwarves who dared the greatest obstacles       strong affinity for the lands lhat lie under  that hill gianis are probably the greatest
and dangers in reaching for their goals.       the ground, and they base their lives on      traditional dwarven enemies. For use
either to emerge victorious or end up de-      working with the earth's resources.           against these huge folk, the clerics of
stroyed. A thing is either done or it is not,                                                Moradin may manufacture +3 Dwarven
and there is no halfway about it. Dedica-         One is siruck, in the study of dwarven     Thrower war hammers, something no
tion like this can often make the differ-      theology, by the relationship between         other race can make.
ence between success and failure for           procreation and metalcraft; perhaps more
adventuring parties. Such an attitude can      than one dwarven smith has looked upon           In the DMG (p. 16} there is a comment
prove to be a great morale boost for           a finished piece of work and felt as if he'd  to the effect that dwarves are more "for-
groups of adventurers, particularly lawful     breathed life into the metal and given it a   ward" in iheir behavior toward females
good ones. How could one avoid win-            soul of sorts, as Moradin did so long ago,    without beards, since dwarven women
ning, with a dwarf on one's side?              Some of the most popular dwarven-told         tend to be bearded too. This author
                                               tales concern an ancient smith who was        would like to suggest thai this statement
  The natural tendency to suspicion in         able to do exactly that, somehow invest-      be disregarded. It was not clear whether
the dwarven nature has saved enterprises       ing his creations with a life of their own.   dwarven females or females of other races
from disaster, much more often than it         The story ends similarly to the Greek tale    are being referred to, and in any case
has led to the missing of a good oppor-        of Pygmalion and Galatea, with the            dwarves are not at all prone to mate with
tunity. Dwarves take a great interest —        smith fashioning a female dwarf from ihe      others outside their race. Those persons
greater than most other peoples can will-      most precious of metals and having her        who have had the audacity to ask dwarves
ingly muster — in seeing that the party        come to life. Thereafter, of course, they     whether they like bearded or unbearded
and its valuables are secure from loss.        were married and he erased to bother          women best have usually been given
                                               with his crafts, being now content,           stony stares — or, if the pollster is persis-
   Dwarves abhor slavery and all forms of                                                    tent and obnoxious enough, a first-hand
involuntary servitude; they never practice        Moradin is a proud and possessive god,     demonstration of the high quality of the
it among their own kind or against other       who owns a hammer and armor that can-         dwarven-made battleaxe and the skill
races. Foes are either made to leave the       not be stolen or used by any other deity in   with which one can be wielded. Such
area, coexist peacefully if they elect to      the universe. It is clear that a part of him  information was not meani to be spread
stay, or else are slain. Those who make a      lives on in all dwarves. The emphasis on      about indiscriminately. It may be conjec-
practice of enslaving dwarves run the          materialism is difficult for dwarves to rid   tured lhat such matters are left to the per-
gravest risks; other dwarves who find this     themselves of. They feel that if they want    sonal preferences of each dwarf.
out will lay aside all differences to unite    a thing they must have it before them, be
and destroy them, in a fairly short time, if   it a person, object, or experience. Fond        Two discrepancies appear in the var-
at all possible.                               memories do not suffice, and sometimes        ious AD&D volumes concerning dwarves.
                                               only serve to psychologically torture the     Though dwarves may become psionic,
  Dwarves are one of the toughest of           dwarf, because he or she may be physi-        Moradin is not; ihis may be accepted as
races, perhaps the most so. Poisonous          cally unable to obtain the thing again.       the god's way of keeping his thoughts to
substances don't affect them as much as        Either a dwarf has something, or he (or       himself, however. There is also the ques-
they do other races that are affected.         she) does not.                                tion of whether dwarven clerics (who
Dwarves do not use any magical spells,                                                       must be fighters as well) can reach 7th or
but this has proved to be a saving grace at      Lust for treasure motivates dwarven         8th level; this author strongly favors the
times — such as when cursed rings fail to      thieves more so than it does ihieves of       idea that iruly exceptional dwarven cler-
function when worn, giving them a              other races; little do dwarves care what      ics may reach the 8ih level of experience
chance of recognizing the cursed               was done lo get the item. Because of the      if they have a wisdom score of 18. Other-
enchantments. Magical spells and magi-         unequivocal penalties for stealing from       wise they can only become 7uVlevel
cal effects of other sorts may be more         other dwarves, dwarven thieves base most      clerics.
strongly resisted by dwarves because of        of their livelihood on stealing from other
their non-magical natures. Their strength      races (thereby worsening already touchy         Information for this article was taken
is also considerable and in hattle serves to   relationships). The knowledge that            from the Players Handbook, the Monster
offset their short height. Though dwarves      dwarves go through life only once (souls      Manual, the Dungeon Masters Guide,
are not as agile as other races, this doesn't  cannot be "recycled" as spirits can be)       and the DEITIES & DEMIGODS Cyclo-
appear to affect them greatly in any way.      may also fuel the desire to get all one can   pedia. Paul H. Kocher's book, Master of
                                               oui of life before one goes. (Or, as an       Middle-Earth (Ballamine Books, paper-
  Earlier it was said that dwarves are a       infamous dwarven thief once put it, "Ya       back), was also helpful, though ii con-
race apart. Indeed, they were created lhat     gotta reach for all the gusto ya can.")       cerns J.R.R. Tolkien's version of dwarves
way. The god Moradin, the Father of the                                                      and not ihe conception of them given in
Dwarves, is said to have fashioned them          When a dwarf dies, it is considered a       the AD&D rules.
secretly of iron and rnithral, in a forge in   dishonor for the body to go unburied.
the fires at the heart of the world. No        Dwarven communiiies bury their dead in           Dungeon Masters may use ihis article
other god suspected what was happening,        great stone vaults after ceremonial crema-    to standardize ihe roles and personalities
it is told, and when dwarves appeared in       tion, symbolically returning the body to      of dwarven NPC's in his or her cam-
the world the event was cause for great        the Forge of Moradin and then to the          paign, and players may use this informa-
surprise among the other deities. Being a      earth, while the soul is freed to make its    tion in role-playing their characters if
solitary god himself, it may be guessed        journey to the outer planes. The burial of    they like. This article is a set of guide-
that Moradin preferred it this way.            weapons, armor, and magical items with        lines for playing dwarven characters, and
                                                                                             not a sei of rules.
VOL. in
The gods of the dwarves
Clanggedin, Dumathoin, Abbathor, Vergadain, Berronar
  One of the most powerful of all the        above them; having an animal as a sym-          Most of the lesser deities and demigods
non-human pantheons is that of the           bol would then be a way of saying that       of the dwarves are connected with the
dwarven fold, and it well reflects their     animal was better than the dwarves.          spheres of fighting and warfare, guard-
nature and beliefs as the human pan-         Likewise, Moradin said that the dwarves      ianship, the earth, metals, craftmanship,
theons reflect that of their human wor-      should not ever worship each other, so no    volcanoes and earthquakes, fire and lava,
shippers. In describing the dwarven pan-     dwarf or part of one is used as a holy       the protection of the dead, medicine, and
theon, several distinct differences are      symbol. Dwarves should take pride in         strength. There are very few or no deities
apparent between it and usual human                                                       known in dwarven pantheons governing
religions.                                   their achievements, and respect the earth    the sea, the air and atmospheric phenom-
                                             from which they originally came; thus        ena (rain, clouds, stars, etc.), plant life
   All of the greater dwarven gods are at    tools, weapons, and similar items were       and forests, comedy, animals, and chaos.
least twice as large as normal dwarves.      developed and used as religious symbols.
ranging up to Moradin's 20-foot height,                                                      Most dwarven pantheons do include at
Though some human reviewers have said           Five of the rnosl commonly accepted       least one lesser god, very obese and with a
this is an indicator of an inferiority com-  dwarven deities are described in this arti-  ratty beard — the god of alcohol and fer-
plex dwarves have about their height, this   cle. A description of Moradin, invariably    mented beverages. These particular neu-
claim is patently ridiculous. More likely    the ruler of all dwarven pantheons           tral gods could in some ways be said to be
it reflects the dwarves' own sense of self-  (though he may be known by several dif-      comic gods, though few dwarves would
importance (perhaps a little exaggerated,    ferent names) is found in the DEITIES 8:     say so. Certainly the tales of their antics
from the human viewpoint). Dwarves           DEMIGODS™ Cyclopedia. There are              are seen as comic by the other derni-
refuse to see themselves as a "minor         many dwarven gods and demigods, some         human races. Dwarves who worship these
race," and indeed, there is much to sup-     of which may be connected with certain       deities are probably heavy drinkers, and
port the view that the dwarves are one of    planes or areas all their own. Every clan    the usual way in which these beings are
the most powerful of all races (perhaps      of dwarves has a pantheon that will vary     worshipped is to simply go the the near-
second only to humanity).Lesser              from every other clan's pantheon {leaving    est tavern, gel blind drunk and make a
dwarven gods are generally shorter than      Dungeon Masters quite free to develop        fool of oneself. The names of these deities
the greater gods; demigods are roughly       their own pantheons and not worry about      are different from clan to clan, though
normal dwarven height, and no dwarven        anyone else's).                              there is some evidence that many of these
deity is taller than Moradin, the Soul                                                    names (Budwizr, Koorz, Mo-ghan Davit)
                                                Some final notes about dwarven gods
Forger.                                      in general: All dwarven gods possess         may actually represent the same being.
   Another interesting aspect of dwarven                                                     Dwarves on rare occasions worship dei-
                                             double charismas, one applying to
religion is that the holy symbols used are   dwarves and other dwarven deities, and       ties from other pantheons. In particular,
invariably not living objects: tools, weap-  the other to everyone else. Just as the      Goibhnie (of the Celtic mythos) and
ons, mountains, minerals, and so forth.      dwarves hold themselves as a race apart,     Hephaestus (of the Greek) draw much
This derives in large part from some of      so do the dwarven deities keep themselves    favorable attention from dwarves, because
the teachings of Moradin, who ruled that                                                  they represent powers of smith-work and
the dwarves must hold no other race          generally aloof from the workings and        the earth.
                                             dealings of other pantheons (with a few
                                             exceptions, as will be seen).
CLANGGEDIN SILVERBEARD                       PSIONIC ABILITY: VI                          by the souls of the finest dwarven war-
The Father of Battle                         S: 25 (+7,+14) 1:20 W: 19 D: 20              riors. He taught the dwarves many special
                                             C:25 CH: 16 (22 to dwarves)                  methods of combating giant-types, and
Greater god                                                                               passed his knowledge and skills on to the
ARMOR CLASS: -4                                 Bald and silver-bearded, Clanggedin       gnomish gods as well.
MOVE: 12"                                    lives in a vast mountain fortress manned
HIT POINTS: 375                                                                              In the many tales and legends about his
NO. OF ATTACKS: 2
DAMAGE/ATTACK.: 3-36 (+14)                                                                                              BEST OF DRAGON
SPECIAL ATTACKS: Does double
     damage vs. giants
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 50%
SIZE: L (17)
ALIGNMENT; Lawful neutral
WORSHIPER'S ALIGN: All alignments,
      especially -warriors (dwarves)
SYMBOL: Two crossed battle axes
PLANE: Arcadia
CLERIC/DRUID: 12th level dniid
FIGHTER: I7th level ranger
MAGIC-USER/ILLUSIONIST: 10th
      level magic-user
THIEF/ASSASSIN: Nil
MONK/BARD: 6th level bard
deeds, the dwarves portray Clanggedin as     hit," the same as for mortal dwarves. In     all bonuses to hit and damage). His
a fierce and resolute warrior who never      the heat of battle Clanggedin is fond of     armor is +5 steel chainmail.
backs down from danger and who refuses       singing, with the intent of both unnerv-
to surrender even when all seerns lost,      ing his opponents and increasing his fol-      Although Clanggedin has magical
many times winning a victory by only the     lowers' morale.                              spell ability, he will usually only use
barest of margins against extreme odds,                                                   such powers to indirectly affect a course
                                               Clanggedin can wield a +4 mithral bat-     of events. Not unless his existence on the
  Clanggedin's most hated enemies are        tle axe in each hand. He can throw the       Prime Material Plane is at stake will
Grolantor {the hill giant god) and the fol-  axes with either hand up to 100 yards and    Clanggedin resort to the use of magical
lowers of that deity. Giant-class creatures  both will do damage to whatever they hit     spells or spell devices in a close-combat
                                             as if he'd struck the target by hand (with   situation.
attack Clanggedin at a -4 penalty "to
DUMATHOIN                                    their patron, and often cany a small dia-      Unlike most other dwarven deities,
Keeper of Secrets                            mond or gemstone in their pockets (10 gp     Dumathoin maintains friendly relations
                                             value) to attract the favor of the god.      with non-dwarven deities, though only a
     Under the Mountain                                                                   few. Among his close allies is Hephaes-
                                               Dumathoin appears to be a gigantic         tus, whom he supplies with adamantite
Greater god                                  dwarven figure with hair and beard of        ore, and Grome, the lord of the earth
ARMOR CLASS: -2                              gray stone, earth-brown skin, and eyes of:   elementals, who supplies him with ele-
MOVE.: 9" (48")                              silver fire. He owns a great +5 two-         mentals at a moment's notice.
HIT POINTS: 366                              handed mattock of solidified rnagma. H*-
NO. OF ATTACKS: 2                            may summon 3-18earth elementals (16            Other gods of metalcraft and the earth
DAMAGE/ATTACK: }0-4Q(+14)                    hit dice each) at will instantly; they will  sometimes do business with Dumathoin
SPECIAL ATTACKS: Summon                      fight for him to the death. Dumathoin        and his representatives for metals and
                                             may also use all metal-, earth-, or stone-   ores as well. For these reasons, clerics of
     elemental!                              related magic-user spells at the 30th level  this god are sometimes involved in busi-
SPECIAL DEFENSES: +5 or better               of ability, but cannot use any other         ness ventures in the selling of metals and
                                             magic-user spells.                           similar materials.
     weapon to hit
MAGIC RESISTANCE: 70%                        ABBATHOR                                     MONK/BARD: Nil
SIZE: L (J8f)                                Great Master of Greed                        PSIONIC ABILITY: ///
ALIGNMENT: Neutral                                                                        S: 24 (+6,+12) I: 22 W: 16 D: 24
WORSHIPER'S ALIGN: All alignments            Greater god                                  C: 24 CH: 8 (14 to dwarves)
                                             ARMOR CLASS: 0
     {dwarves)                               MOVE: 12"                                      At times, Abbathor has been the ally of
SYMBOL: Gem inside a mountain                HIT POINTS: 3)0                              the other dwarven gods, but his treachery
PLANE: Concordant Opposition                 NO. OF ATTACKS: 2                            and lust for treasure make him a danger-
CLERIC/DRUID: 15th level cleric/             DAMAGE/ATTACK: 2-24 (+12)                    ous associate. He will never help any
                                             SPECIAL ATTACKS: See below                   non-dwarven deity or creature. He cannot
     14th level druid                        SPECIAL DEFENSES: Nit                        be trusted to do anything but evil, unless
FIGHTER: 16th level fighter                  MAGIC RESISTANCE: 50%                        it suits his own purposes to give
MAGIC-USER/ILLUSIONIST: Special/             SIZE: L (?)                                  assistance.
                                             ALIGNMENT: Neutral evil
     14th level illusionist                  WORSHIPER'S ALIGN: Evil (dwarves)               Abbathor was not always as devoted to
THIEF/ASSASSIN: I2th level thief             SYMBOL: Jeweled dagger                       evil as he is now. Originally, his sphere
MONK/BARD: Nil                               PLANE: Hades                                 of influence concerned the appreciation
PSIONIC ABILITY: VI                          CLERIC/DRUID: Nil                            of valuable gems and metals, not neces-
S: 25 (+7,+14) 1:23 W: 25 D: 20              FIGHTER: 14th level lighter                  sarily at the expense of others. He became
C:25 CH: 18 (24 to dwarves)                  MAGIC-USER/ILLUSIONIST: llth                 embittered when Moradin appointed
                                                                                          Dumathoin the protector of the mountain
  Dumathoin is said to hide the secrets of         level illusionist                      dwarves instead of himself, and from that
the earth until they are ready to be uncov-  THIEF/ASSASSIN: 20th level thief/            day forward has become ever more
ered by the diligent and the deserving. He                                                devious and self-serving in his endeavors,
is the protector of the mountain dwarves,          15th level assassin
the keeper of all metals. He lays veins of
iron, copper, gold, silver, and mithral
where he feels they will do the most
benefit to his followerswhen found.
Dumathoin has never been known to
speak, instead keeping his wisdom to
himself (though he may send subtle clues
to keen observers on the nature of the
world).
   When Moradin named him protector of
the mountain dwarves, Dumathoin
created a "paradise" for the mountain
dwarves to enjoy. He was angered at first
when the dwarves started to "destroy" the
mountains he had provided for them, but
his anger turned to pleasure when he saw
the finely crafted metal items the dwarves
produced from the ore they had mined.
His enemies are those (dwarven or other-
wise) who plunder the earth's riches and
take them away for unfair or selfish pur-
poses. He does not object to tunneling,
mining, or the keeping of treasures
underground, however. Miners see him as
VOL. Ill
in a continual effort to wreak revenge on     continues to be held. Abbathor also owns        Abbathor maintains an uneasy truce
the other gods by establishing greed —        a shield that casts one cause blindness      with Vergadain (see below), with whom
especially evil greed — as the driving        spell per round (save at -6) at any target
force in dwarves' lives. His home caverns     (one at a time) within range.                he sometimes roams the Prime Material
are said to be made of the purest gold,                                                    Plane in search of more treasure. If frus-
which may be a fact or may be a legend           Abbathor's servants consist primarily of  trated when attempting to steal an item,
born of his reputation for hoarding that      the undead forms of his worshipers who       Abbathor will try to destroy the item, so
                                              died attempting to steal something; these    as to not be tortured by the memory of his
which is precious.                            undead are called rappers (see below).       failure.
  Abbaihor's greed manifests itself fre-
quently in his actions. Should he set eyes
upon any magical item, or on treasure
worth more than 1,000 gp. there is a40%
chance that he will attempt to steal it out-
right, or slay the owner and then take it
(50% chance of either specific occurrence).
  Abbathor wears leather armor and furs,
made from the skins of beings and crea-
tures who have opposed him in the past.
He uses a +5 dagger with a diamond
blade and jewels set into the hilt. The
dagger does a basic 2-24 points of dam-
age, and can detect the presence of pre-
cious metals (kind and amount) in a 2"
radius. Anyone but Abbathor who grasps
this weapon will suffer the loss of one
experience level at once, and will lose
another level in each round the dagger
RAPPER                                           A rapper is the undead form of an evil       After listening to this tapping sound
Undead dwarf                                  dwarven thief or assassin who died in an     for longer than an hour, a human or
                                              attempt to steal something. These beings     demi-human or humanoid creature must
FREQUENCY: Very rare                          typically inhabit old mines and caverns,     make a saving throw vs. spell at +2, or
NO. APPEARING: 1-4                            where they attempt to lure victims in to     else develop a form of insanity (mono-
ARMOR CLASS: 2                                their doom. Rappers appear to be pale-       mania; see DMG. p. 83. for effects). Those
MOVE: 9"                                      skinned dwarves with semi-translucent        who saved the first time against this
HIT DICE: 4                                   skin, dressed in rags and carrying weap-     power must save again after listening to it
% IN LAIR: 05%                                ons or mining tools. They can go invisi-     for a second consecutive hour, again after
TREASURE TYPE: See below                      ble twice a day for 6 turns, but will        a third hour, and so forth. There is a 20%
NO OF ATTACKS: /                              become visible when physically attacking.    chance that an affected character or crea-
DAMAGE/ATTACK: 2-9 or by weapon                                                            ture will also develop kleptomania
SPECIAL ATTACKS: Insanity; loss                  Rappers will hide in small, abandoned     {DMG, p. 83). Rappers can keep up their
                                              corners of underground tunnels and make      tapping for an infinitely long duration.
      of direction                            a constant, rhythmic tapping sound with
SPECIAL DEFENSES: +/ or better                their tools or weapons against the tunnel       If they are located and attacked, rappers
                                              wall. This sound carries in a 120' radius    will attack in a crazed manner and will
      weapon to hit; invisibility             through the underground corridors and        howl and shriek loudly, possibly (40%
MAGIC RESISTANCE: Standard                    rooms; it is never very loud, but is annoy-  chance) attracting additional monsters.
INTELLIGENCE: Average                         ing to listen to. Within the 120' radius     Anyone struck by a rapper's weapon or by
ALIGNMENT: Neutral evil                       this tapping noise will reduce the chance    the rapper itself must save vs. spell or be
SIZE: S (4' tall)                             of successfully listening at doors by 20%    affected as if by the cleric spell lose the
PSIONIC ABILITY: Nil                          (making it impossible for non-thieves to     path for a full day. During this time the
                                              listen at doors at all).                     character will be unable to tell directions
   Attack/Defense Modes: Nil                                                               and must be led by hand or by force.
LEVEL/X.P. VALUE: V/240 + 4/HP
                                                                                              Rappers guard their victims' remains.
                                                                                           For treasure, generate the number and
                                                                                           types of magical items owned by 1-4 ran-
                                                                                           dom non-player characters of 1st through
                                                                                           6th level, according to the tables in the
                                                                                           DMG on pp. 175-176. Hide bodies and
                                                                                           magic items under rubble or elsewhere in
                                                                                           the rappers' lair. Assume each of the dead
                                                                                           victims possessed treasure types J, K, L,
                                                                                           M, N, and Q as well. A victim will not
                                                                                           automatically possess any magical trea-
                                                                                           sure or gems.
                                                                                              Clerics turn rappers the same as wights.
                                                                                           Holy water does 2-8 points damage per
                                                                                           hit. The spells raise dead and resurrection
                                                                                           will destroy them, but they are immune
                                                                                           to all poisons, enchantment/charm
                                                                                           spells, and paralysis and cold attacks.
                                                                                                                          BEST OFDRAGON
VERGADAIN                                    Underneath his suit is a set of +5 golden       Followers of Vergadain are usually seen
God of Wealth and Liuk                       mail, and he wears a necklace that allows    as suspicious characters; as a result, few
                                             him to change his height at will between     dwarves will willingly admit that he is
Greater god                                  one foot and 15 feet. At his side is a +4    their deity. If a follower of this god denies
ARMOR CLASS; -5                              sword that detects all treasures within 2"   to others that Vergadain is that person's
MOVE: 18"                                    of his person whenever the hilt is           true deity, the god will not be offended
HIT POINTS: 345                              grasped.                                     (so long as the proper sacrificesare
NO. OF ATTACKS: 3/2                                                                       made).
DAMAGE/ATTACK: 3-30 (+10)                       Most of Vergadain's adventures concern
SPECIAL ATTACKS: Nil                         the elaborate con games he has played on       Vergadain himself is always out for his
SPECIAL DEFENSES: Automatically                                                           own best advantage, and is a poor source
                                             human, demi-human, humanoid, and             for obtaining the truth — he might even
      detects all traps                      giant victims in order to win their every    lie to his own clerics, though not very
MAGIC RESISTANCE: 70%                        belonging of any worth. He is not above      often. Nonetheless, the stories of his out-
SIZE: L (Iff)                                using any sort of trick ta accomplish his    rageous exploits and his courage and
ALIGNMENT: Neutral (tends toward                                                          cunning have heartened many a dwarf
                                             ends, and is eternally suspicious of poten-  faced with adversity.
     chaotic neutral)                        tial adversaries who might try to trick
WORSHIPER'S ALIGN: All neutral               him in return.
     alignments, especially merchants
      and thieves (dwarves)
SYMBOL: Gold piece
PLANE; Concordant Opposition
CLERIC/DRUID; 12th level drutd
FIGHTER: 12th level ranger
MAGIC-USER/ILLUSIONIST: Nit
THIEF/ASSASSIN: 18th level thief
MONK/BARD: 5th level bard
PSIONIC ABILITY:///
S; 22 (+4,+10} 1:23 W: 20 D: 23
C: 25 CH: 18 (24 to dwarves)
  The patron god of dwarven merchants
and most non-evil dwarven thieves is the
scheming Vergadain. He is said to be a
great poet as well, and may dispense clues
to his worshipers on the locations of great
treasures. These clues are usually hidden
in a verse or rhyme of some sort. His
bard-like talents also give him the ability
to carefully evaluate treasures as to their
true nature and worth.
   Vergadain appears to be a huge dwarf
wearing brown and yellow clothing.
                                                                                          BERRONAR
                                                                                          Mother of Safety, Truth, and Home
                                                                                          Greater goddess
                                                                                          ARMOR CLASS: -4
                                                                                          MOVE: 12"
                                                                                          HIT POINTS: 370
                                                                                          NO. OF ATTACKS; 2
                                                                                          DAMAGE/ATTACK: 6-36 (+9)
                                                                                          SPECIAL ATTACKS: See below
                                                                                          SPECIAL DEFENSES: See below
                                                                                          MAGIC RESISTANCE: 80%
                                                                                          SIZE: L (IS')
                                                                                          ALIGNMENT: Lawful good
                                                                                          WORSHIPER'S ALIGN: Lawful good
                                                                                               (dwarves)
                                                                                          SYMBOL: Two silver rings
                                                                                          PLANE: Seven Heavens
                                                                                          CLERIC/DRUID: 15th level cleric/
                                                                                                12th level dntid
                                                                                          FIGHTER: 14th level paladin
                                                                                          MAGIC-USER/ILLUSIONIST: 16th
                                                                                                level magic-user
                                                                                          THIEF/ASSASSIN: Nil
                                                                                          MONK/BARD: Nil
                                                                                          PSIONIC ABILITY:///
                                                                                                               (Continued on next page)
VOL. in
S: 21 (+4. +9) I: 25 W: 25 D: 20             turn to gold (worth 10,000 to 40,000 gold       Dwarves have a custom of exchanging
C: 25 CHr 19 (25 to dwarves)                 pieces). She sometimes gives locks of her    rings with those for whom they feel
                                             hair to dwarven communities that are         exceptional, mutual trust and love; this
  The greatest of all dwarven goddesses is   exceptionally poor or hard-pressed and       independently parallels a human custom
usually held to be Berronar, who lives       otherwise unable to get on their feet eco-   used in marriage rituals. This dwarven
with Moradin in the Seven Heavens at the     nomically. This is an extremely rare         ceremony is not lightly given, and is
Soul Forge beneath the mountains. Ber-       occurrence, of course, and must be           almost never undertaken with a non-
ronar is seen as the patroness of marriage   invoked by a lawful good dwarven cleric
and love (but not necessarily romance).      of the highest level in the colony. If this  dwarf except in the most unusual circum-
Her name is often invoked in small home      gold or any part of it is used for other     stances. Both participants must be lawful
rituals, for protection from thieves and     than good purposes, it will all disappear.   good, Berronar is said to have inspired
duplicity. But, Berronar is not a passive                                                 this practice, and several variations of it
homebody; her efforts to preserve and           Berronar wields a +4 mace of gold and     exist around the dwarven realms.
protect dwarven culture and civilization     steel that will slay evil thieves and all
have spanned many universes, and             assassins on contact (save vs. death magic      Ha lawful good dwarven fighter
dwarves of both sexes revere her name.       at -4). She wears two silver rings of great  appeals to Berronar for aid for a particu-
                                             power; one prevents anyone from know-        lar purpose and makes an appropriately
  Berronar appears to be a huge dwarf        ingly telling a falsehood within 10" of      large sacrifice, there is a 5% chance she
wearing chainmait (+5) of bright silver.     her, and the other prevents the use of all   will bestow upon the individual the pow-
Her brown beard is braided into four         thieving abilities by any mortal within      ers of a paladin of equal level for 3-6
rows. If a braid is cut off, it will regrow  the same area, unless they make a save vs.
in a single day, and at the end of that day  spell at -2 in every round an attempt is     days. Only dwarves of exceptionally pure
the lock of hair which was cut off will      made to use the skill.                       heart will be considered for this honor,
                                                                                          and it may be granted only once every 10
                                                                                          years to any individual.
                                             CLERICAL QUICK REFERENCE CHART
               Sphere of                     Raiment                                      Sacrifice/Propitiation
Deity          control         Head          Body     Colons)  Holy days                  Frequency      Form
Clanggedin
Duma t hoi 11  war, battle     war helm      chainmail silver  before battle              before battle  weapons
Ab bath or                                                                                monthly        gems 8e jewels
Vergadain      secrets, earth  bare          leather  brown    new moon
Berronar
               evil, greed     leather cap   leather  red      solar eclipses             annually       blood fe gems
               suspicion, trickery helmet    chainmail gold    full moon                  monthly        gold
               safety, truth   silvered helm chainmail silver  new year's day             annually       silver
   None of these dwarven gods has a sacred animal. Clanggedin is worshipped on the battlefield, and the rest are wor-
shipped in underground temples carved from natural rock. Only male dwarves may become clerics of the male dwarven
deities, and females become clerics of the female ones.
10 BEST OF DRAGON
The ELVEN
                                                point of view
by Roger Moore
   Elves are much like humans in physi-         they have no fear of ii. This feeling is so  things are done for what will come about
cal appearance. They are thinner and            deeply ingrained [hat elves (and half-       in the long run. Singing and dancing all
somewhat smaller, averaging about 5 feet        elves) are immune to the effects of the      day are not actions done for the sakeof
tall, but not small enough for the size dif-    magic-user spell scare, which enhances       the moment (as most other creatures
ference to affect the way elves see humans      any basic fears of death and doom in the     believe). This behavior helps make life
and vice versa. Elves have a tendency, as       victim's mind.                               more enjoyable and easily lived, enhanc-
do all demi-humans, to be generally sus-                                                     ing elves' love of the world and of life in
picious of human motives at the same               Elves are al$o immune to the paralyz-     general. Longevity can mean intolerable
time they admire (perhaps reluctantly)          ing touch of ghouls, from which it may       boredom unless one can manage to keep
and look up to humans for their capabili-       be deduced that ghouls are somehow able      occupied for more than a thousand years
ties. But elves are the least affected by this  to cause their victims to be overtaken and   and enjoy it as well. Elves know how to
feeling, and bear little jealousy to            immobilized by their fears of death. The     do this with little trouble. The naturally
humans for their ability to advance an          more powerful undead creatures can par-      chaotic bent that elves have comes to their
unlimited number of levels in their pro-        alyze or cause fear in elves as well as in   assistance here, guaranteeing a life filled
fessions. Elves have their own set of spe-      other beings because those undead have a     with variety and unpredictability. Life is
cial abilities and problems.                    stronger innate magical power and use        an endless series of surprises to fire elves'
                                                different ways to bring their attacks into   imaginations; there are poems to be writ-
  The greatest difference between the           effect. An elf might not fear death, but     ten, songs to be sung, and tales to be told
viewpoint of an elf and that < >1 a human       one would certainly fear an enraged vam-     about those surprises.
concerns concepts of time. The wispy,           pire or lich for the harm or damage it
lightly built elves have a life span more       could cause.                                   To members of other races, elves
than ten times as long as humans, averag-                                                    appear heedless of the harsh realities of
ing 1,200 years with a maximum of 1,600            Elves are a brave people, but are not     the world; they have no attention span,
years or so. Such a time span is barely         given to foolhardiness and the sort of       they waste time, they are "flighty or frivo-
comprehensible to humankind; its effects        "damn the torpedoes" approach that           lous" and carefree. They have no under-
on the elven personality are profound and       shorter-lived beings use so often. Caution   standing of the value of time, we believe.
far-reaching, Elven player characters are       is appropriate since there is so much to     How wrong we are. Elves know only too
already 100 years old or older when they        live for and so long to do it in. It may     well the value of time. They cannot com-
start play in the game, perhaps close to        well be that elves are aware that since      prehend fully our haste to do things, our
200 years, and can look forward to many         they do not possess souls but have spirits   concern over things that will not last.
years more, barring accident ordeath in         (see the DEITIES fc DEMIGODS™ book
battle. In a typical elven lifespan it is pos-  for clarification of these terms) instead,     Longevity has also granted elvenkind a
sible for as many as sixty generations of       they will be "reborn" after some time,       keen empathy for life and living things.
humans to appear and vanish. Whole cit-         and likely as elves again. Why fear death    The sense of oneness that elves feel with
ies and nations could be founded,               when you know you are coming back to         the forests is a thing beyond our ken. We
expand, reach a pinnacle, and fade away         life anyway?                                 perhaps also cannot appreciate the rich-
into degeneration and ruin in that time.                                                     ness elves feel in life, and the fellow-
Seemingly changeless, the elf would wit-          Their longer lifespans also imbue elves    feeling they have for other living crea-
                                                with a tendency to see things in a long-     tures. Elves cannot be said to truly hate
ness it all.                                    range way. The short-term results of a       almost any creatures; even ores are merely
  Time means nothing to an elf; there is        particular action concern elves little;      regarded with antipathy, for they will
                                                                                             soon pass from life — even more quickly
little need for hurry in any project the elf       Dragon                                    than humans do. The all-consuming-hate
is engaged in. Humans and other demi-                                                        ores feel for elves is, to the elves, but an
humans rush about and vainly set out on         From issue #60, April 1982                   annoying problem that can be circum-
adventures and projects that they want to                                                    vented with a little patience and a few
complete before the Grim Reaper turns                                                        good arrow shots.
their bodies and works to dust. Few
things are that important to elves. Aging                                                      There is only one mortal race that war-
seems to have little effect physically on an                                                 rants a feeling of true hatred among
elf's outward appearance; unscathed by                                                       elvenkind, and, interestingly enough, the
the passage of centuries and millennia,                                                      hatred is for a variant elven race: the
elven longevity is intensely envied by                                                       drow. Drow also have long lifespans, and
most other races who travel in the shadow                                                    to some extent their mentalities mirror
of mortality.                                                                                that of normal (high, grey, and sylvan)
                                                                                             elves. Yet the drow nature is wholly evil
  Seeing others' lives pass away around                                                      and based upon darkness, things very dif-
them, and having no such pressure from                                                       ferent from the philosophy of the upper-
the presence of death, elves have attained                                                   world elves. Against the drow, other elves
a deep understanding and acceptance of                                                       show no mercy or quarter. To have any
death as a part of life by nature. They                                                      dealings with the evil dark elves is to
don't look forward Eo it necessarily, but
                                                                                                                                          11
VOL. in
betray tens of thousands of years of elven    doing the victims a favor by pointing out,     trance. This explains the elven resistance
 unity with life; even evil non-drow elves     in a rather blunt but effective way, that      to sleep spells. Their resistance to charm
 will more than likely refuse to have any-     nothing lasts forever.                         spells may be due to their strong sense of
 thing to do with the drow. If ores were                                                      self-will and individuality.
 regarded with this same feeling by elves,        A very self-willed race, elves tend to do
 they would be much less plentiful than        very much as they please, paying little           Elves' ability to move invisibly and
 they are today, perhaps extinct.              attention to social convention. They do        with great silence in natural terrain is
                                               not see other beings as superiors or infe-     another interesting comment on the elven
   The empathy elves feel for living           riors, even their own leaders. Instead, they   desire for secrecy on an individual basis.
 things gives them the desire to communi-      feel all beings should have dealings in a      Elven speech is soft, lilting, and melo-
 cate more with life, and elves have a wide    direct fashion without a complicated rank      dious to the ear; it contains many subtle
 repertoire of languages as a result. Sylvan   structure or hierarchy. This point of view     variations in tone to indicate the speak-
 elves, more closely tied to their forests     is often appreciated by the less powerful      er's emotional state, though most races
 than high or grey elves, learn different      members of an adventuring party that           miss them or misinterpret what is being
 tongues, but the language range is just as    elves are traveling with, but bothersome       expressed. Most of these delicate tonal
 wide. All elves lend to be much more          to the more powerful members who are           changes are meant to be secret from other
 expressive than humans or other beings,       supposedly in charge of the expedition.        races — again, another comment on elves'
 and are more sensitive to changes in emo-                                                    love of secrets.
 tions in other creatures. This does not          Leaders, to elves, are to be obeyed in
 necessarily mean that elves are always        matters only where the leader is knowl-          The elven feeling of equality and kin-
good listeners or make friends easily,         edgeable, and they may be freely dis-         ship with all beings is well expressed in
 however; they associate primarily with        obeyed if their rulings seem unreasona-        their religion. Elves were born of the
 their own race, who appreciate the elven      ble. Individual elves follow their own        blood of Corellon Larethian, and thus in
view of life best. Making friends with         leaders because they want to, not because     some sense are equals to that deity (broth-
shorter-lived mortals is difficult, since      "society" says they have to. This makes,      ers and sisters, perhaps). Elven deities
they know that soon (by elven standards)      of course, for a pretty chaotic state of po-   work closely together, with no one desig-
that friend will die,                          litical affairs, but this is greatly moder-   nated as an absolute or even partial
                                              ated in elven society by elves' strong sense   leader. All the various cults and sectsof
   Their sensitivity to emotions can be       of identity as a race and their separateness   elven religious life coexist in similar
used by elves to draw people out and          from the rest of the social world. Thus,       fellowship.
learn from them; elves enjoy secrets and      elven government, as disordered and con-
are always seeking them for the joy of        fusing as it seems to an outsider, is quite       The long-range psychological view
learning new knowledge. Perhaps this          stable.                                        elves have of life is mirrored in their
psychological tendency is related to their                                                   superior skill with missile weapons,
ability to detect secret and concealed           If there is something elves desire          which requires foresight and accurate
doors, or perhaps this ability is just a      strongly, it would be a knowledge of           depth perception on the part of the
function of living in a society that uses     magical power. Magic fascinates elves,         archer. Also note that, according to the
secret doors a lot. This might indicate       who see it as a source of infinite variety     DEITIES it DEMIGODS book, Corellon
that while elves seem to know a lot about     for their benefit and enjoyment over the       Larethian's longbow never misses its
everyone else, they sometimes don't know      long years. They are the best magic-users      mark. It may be that the elven skill with
much about each other. Chaotics value         of all creatures except humans, and they       swords and bows is partially due to their
their privacy highly.                         understand the nature of magic well.           kinship with a deity using these weapons
                                              Some elves understand magic so well as         and no others. Also note that this deity's
   Regardless of racial preferences, elves    to be able to cast spells while wearing        sword points out the most dangerous
can make friends from many races. In all      metallic armor, though this is not partic-     opponents in battle; this is another mani-
likelihood, elves make few generalizations    ularly common. Because of differences in       festation of the elven talents of sensitivity
racially and make judgements on beings        the structure of the elven brain and the       and awareness.
on a person-by-person basis. Were there
such a thing as a chaotic good orc] he or     elven personality, they cannot advance as         Few children are born to elves, a logical
she might find some friends among elven-      far as humans in magical ability. These        result of the members of the race having
folk once the elves got past their initial    differences in the brain's physiological       such extended lifetimes. This low birth
distrust.                                     structure also prevent the vast majority of    rate provides a check on their numbers
                                              elves from having psionic powers.              and makes elves somewhat less than
   Most elves are basically peaceful and                                                     common. Their population tends to
have little or no desire to own things,          One interesting difference between          remain fairly constant.
beyond the desire to have them in order to    elves and other beings in mental capabili-
appreciate their beauty. It is enough for     ties is also related to their long lives.         Evil elves strive for the destruction of
elves to have their long lives; material      Elves do not sleep as humans, dwarves,         life, rather than the accumulation of trea-
things are generally of little worth. This    and other races do. During the time an elf     sure at any cost. Banshees (also called
might seem contradictory in light of the      is resting, he or she is vividly reliving      groaning spirits), the undead form of evil
fact that elves make excellent thieves, but   past memories and experiences. For all         female elves, are particularly well asso-
elven thieves are very rarely in the busi-    intents and purposes, memory is a sepa-        ciated with the bringing of death with
ness for the profit to be made. They seek     rate reality, and dreams serve as a reflec-    their keening. Assassin-class elves commit
the variety and excitement the thieving       tion upon the world of the past. This is a     murder and destruction of life as a matter
life offers, and care more about how          valuable asset to elves because of the         of routine, and are rather fearsome as a
interesting an adventure was rather than      enormous amount of information and life        result. Fortunately, such beings are quite
what material was gained from it. Well        experiences an elf can accumulate in a         rare. Elven assassins and half-elven assas-
wrought jewelry is much liked and             few hundred to a thousand years. Elves         sins only rarely associate with their own
appreciated for the level of skill required   rarely close their eyes when they "sleep"      kind, preferring human company. The
to fashion it; elven thieves prefer jewelry   unless there is a bright light present;        other elves tend to pick up on too many
over any treasure but magical items. The      thus, some have a "faraway" look in the        subtle clues the assassin gives off, thus
amusing insistence of the shorter-lived       evenings, and their companions are             spoiling the "secret."
races on individuals' and groups' owner-      misled into thinking elves don't sleep or
ship of personal property makes them          rest at all. While resting in this fashion,      Elven males and females, though they
particularly vulnerable to the average        an elf is still alert to some extent but not   are aware of their differences in physical
elven thief, who may feel he or she is        overly so, and may have mild difficulty        strength, see each other as equals. Elven
                                              coming out of the memory-dreaming              queens are as common as elven kings.
12                                                                                           Corellon Larethian is regarded by some
                                                                                                                          BEST OFDRAGON
elves as male, by some as female, by some       No other symbol could represent as         was gleaned from Paul H, Kocher's book,
as neither or both. Though female elves       well the changeless and ever-changing        Master of Middle-Earth (paperback, Bal-
do not serve in the armies in any great       state of elven life as the holy symbol used  lantine Books). Though this book is con-
number (except as unicorn cavalry riders)     in the worship of Corellon Larethian: the    cerned with the Tolkien novels and their
because of their lower strengths, other       crescent moon. Always present yet always
areas of elven life are about equally         different, looking upon the world year       representation of eives and the other
divided between male and female partici-      after year, century after century, with the  races, there are nevertheless strong sim-
pants. Only actual combat occupations         same serene face. Though humans and          ilarities in several areas between the elves
show a definite pro-male ratio, and even      other people come and go, the elves and      of Tolkien and the elves of the ADffcD™
then the difference is not as extreme as in   the moon remain.                             game. Otherwise, the information here is
(for example) human or dwarven armies.                                                     taken directly from or derived from the
                                                Valuable information for this article      ADfcD rule books.
The gods of the elves
Aerdrie, Erevan, Hanali, Labelas, Solonor
  The elven pantheon is largely head-         the divinities, sometimes as true physical   Abyss gain the majority of their worship.
quartered on one of the planes of Olym-       parts of them. The themes of nature and      Lolth, the demon queen of spiders and
pus, in an area known as Arvandor, "The       magical power also appear very fre-          spiderkind, is an infamous example of a
High Forest." Here dwell a large number       quently in tales of elven mythology and      lesser divinity who lakes much of her
of elven deities, who collectively refer to   religion.                                    power from the worship of evilelven-
themselves as the Seldarine, which                                                         kind, particularly thedrow.
roughly translates as "the fellowshipof         Elven deities, when appearing in elven
brothers and sisters of the wood." The        form, are usually between 4' and 8' tall,      The smaller elf-like beings, like lepre-
title also implies a wide diversity in capa-  with a few exceptions at either end of the   chauns, pixies, and so forth, have their
bilities and areas of interests, linked       scale. Many of these deities are also capa-  own deities (of demigod level) that tend
together by a desire for cooperation.         ble of assuming much larger shape in         to their needs. Depending on the general
Though many of these beings' areas of         non-elven, natural forms. Rillifane's form   alignment of their followers, these
influence overlap to some degree, there is    as an oak tree, Sashelas' shape as a giant,  demigods may be found on several differ-
no conflict between them. Of all the Sel-     towering (vaguely humanoid) wave of sea      ent planes, but all are generally allied
darine, only Corellon Lareihian is a          water, Aerdrie's appearance as a white       with the Seldarine.
greater god.                                  cloud, and Corellon's rare incarnation as
                                              an azure moon or star are examples of          Half-elves are allowed to worship any
  The Seldarine, almost without excep-        this.                                        god in the Seldarine. They, as player
tion, are chaotic, neutral, and/or good in                                                 characters, may also be allowed to become
temperament. None are evil, and a very          Evil elvenkind have nothing to do with     clerics or druids of these gods, as applica-
few (two or three at the most) are lawful.    the gods of the Seldarine. They frequently   ble. A fair number of half-elves honor
They act for the most part independently      find the demon princes, arch-devils, and     Hanali Celanil, the goddess of romance
of one another, but are drawn together by     other gods of the lower planes more to       and beauty, in honor of the love between
love, curiosity, friendship, to combine       their liking. Evil elves tend most often to  their parents that brought them into the
their strengths to accomplish a task, or by   be of chaotic nature, so the lords of the    world, if such was the case.
outside threats. Corellon Larethian, the
most powerful of them, reinforces this                                                       The numerous other members of the
freedom of action and compels none of                                                      Seldarine are gifted with varying degrees
them to perform any task. Instead, they                                                    of control over the spheres of elvenkind,
seem to sense when something needs                                                         nature, magic, dancing and play, love,
doing, and automatically a few of them                                                     beauty, time, celestial phenomena, run-
(if more than one is needed) get together                                                  ning water, weapon skills, craftsmanship,
                                                                                           secrecy, comedy and joy, chaos, and
and do it.                                                                                 mischief, among others. Few if any repre-
  There are a number of interesting sim-                                                   sent law, underground phenomena, vio-
                                                                                           lence without cause, warfare, and non-
ilarities among the elven deities and their                                                mammalian or non-avian life forms. One
religions. All the religions practice toler-                                               or two are concerned with death and
ance for other religious followings within                                                 dying, but they are peaceful, good-
the Seldarine, and for a few religions of a                                                aligned deities and not the dark and evil
closely allied nature (the cult of Skerrit                                                 types that pervade human pantheons.
the Forester being a prime example).                                                       Elven pantheons will vary widely from
Most of these religions also emphasize                                                     place to place, as different members of the
elven unity with life and nature, and tend                                                 Seldarine achieve local prominence or
to blur the distinction between elves and                                                  fade from memory.
their environment, Rillifane Rallathil,
the Leaflord. is at once a "giant ethereal                                                    Following are descriptions of five of
oak tree" and a "green-skinned elf clad in                                                 the more powerful and widely accepted
bark armor." Deep Sashelas has sea-green                                                   deites of the Seldarine. Since there are so
skin that mirrors his habitat; Aerdrie                                                     many different elven gods, it is very pos-
Faenya is usually depicted as deep blue in                                                 sible that these specific deities might not
color, like the sky she rules. The weapons                                                 be found in any particular DM's universe
and tools and armor used by these deities                                                  and other deities, the existence of which
are often regarded as merely extensions of                                                 was mentioned before, would be present
                                                                                           instead.
VOL. in
                                                                                                                                           13
AERDRIE FAENYA                               misty whirlwind, so that she appears to         This goddess is able to use all magic-
Goddess of Air and Weather                   never touch the ground. Aerdrie wanders       user spells involving air, weather, flight,
                                             the winds of the planes of Olympus and        electricity, and gas at the 25th level of
Lesser goddess                               Gladsheim, in the company of a large          ability, as often as desired, one spell per
ARMOR CLASS; -5                              number of winged creatures of many            round. She has the power to negate at
MOVE: 48" ((light only)                                                                    will the flying or levitating abilities of
HIT POINTS: 322                              types.                                        any creature within 12" of her.
NO. OF ATTACKS: 2                              If aroused for battle, Aerdrie is able to
DAMAGE/ATTACK: 6-20                                                                          Any elves of non-lawful and non-evil
SPECIAL ATTACKS: Negate flight               cast two great blasts of wind per round,      alignment may worship Aerdrie, Elves
SPECIAL DEFENSES:Immune to                   causing 5-20 points of damage each            who desire certain weather conditions
                                             against any opponent within 96" of her.       make the most frequent sacrifices to her,
     missile weapons                                                                       and her cult is also popular with elves
MAGIC RESISTANCE: 80%                        She may also summon 2-12 air elementals       who possess flying mounts (griffons,
SIZE: M (6')                                 {16 hit dice each) once per day, and may      hippogriffs, pegasi, and so forth).
ALIGNMENT: Chaotic good (tends               also summon 3-18 giant eagles or 1-2 rocs
                                             twice per day. These creatures will obey         It has been known to happen that an
     toward neutrality)                                                                    elven character who has somehow fallen
WORSHIPPER'S ALIGN: See below                her unto death.                               from a great height, should he or she call
SYMBOL: Cloud with bird silhouette                                                         out Aerdrie's name aloud, has a small
PLANE: Olympus and Gladsheim                                                               (2%) chance of receiving a feather fall
CLERIC/DRUID: 14th level druid                                                             spell just prior to striking the ground.
FIGHTER: 10th level fighter                                                                However, those who receive this gracious
M-U/ILLUSIONIST: Special/Nil                                                               benefit, coming directly from Aerdrie her-
THIEF/ASSASSIN: Nil                                                                        self, will be both quested and geased (no
MONK/BARD: 10th level bard                                                                 saving throws allowed) within the next
PSIONIC ABILITY: VI                                                                        2-7 days to perform a service for the god-
S: 8 I: 24 W: 22 D: 24                                                                     dess, fully commensurate with the charac-
C: 19 CH: 23                                                                               ter's general level of ability. Such tasks
                                                                                           vary widely in nature, though all of them
  Aerdrie appears to be a tall elf-like                                                    are said to be comparatively challenging
woman with feathered hair and eyebrows;                                                    and difficult. Elves receiving this benefit
from her back spring a pair of large, bird-                                                of a feather fall (and its consequences)
like wings. Her feathers are of constantly                                                 need not be worshipers of Aerdrie, but
changing color. The lower half of her                                                      should be of the same alignment as her
body from the hips down vanishes into a                                                    worshipers.
                                             EREVAN ILESERE                                deity who can change his appearance at
                                             God of Mischief and Change                    will. He enjoys causing trouble for its
                                                                                           own sake, but his pranks are rarely either
                                             Lesser god                                    helpful or deadly. His favorite tactic is to
                                             ARMOR CLASS: -/                               change his height to any size between one
                                             MOVE: 18"                                     inch and six feet. Regardless of how he
                                             HIT POINTS:290                                appears at any given time, Erevan will
                                             NO. OF ATTACKS: 1                             always wear green somewhere upon his
                                             DAMAGE/ATTACK: 2-24 (+7)                      person.
                                             SPECIAL ATTACKS: See below
                                             SPECIAL DEFENSES: +2 or better                   When he travels, Erevan carries a +4
                                                                                           longsword that knocks open all barriers,
                                                  weapon to hit                            doors, and locks with but a touch. When
                                             MAGIC RESISTANCE: 8?%                         he so desires, he may also summon up to
                                             SIZE: S to M (see below)                      twenty leprechauns, sprites, pixies, or
                                             ALIGNMENT: Chaotic neutral                    other small, mischievous elf-like beings,
                                             WORSHIPER'S ALIGN: All chaotic*               each with maximum hit points, to help
                                                                                           out in a given situation.
                                                  and thieves (elves)
                                             SYMBOL: Nova star with                           Erevan Ilesere will rarely fight another
                                                                                           being directly, preferring to escape and
                                                  asymmetrical rays                        possibly catch his opponent off guard at a
                                             PLANE: Olympus                                later time. He can, however, cast the
                                             CLERIC/DRUID: 8th level druid                 spells chaos and polymorph any object
                                             FIGHTER; 7th level ranger                     once per round at will. Prior to entering
                                             MAG 1C-USER/ILLUSIONIST: 18th                 combat, it is very likely he will make
                                                                                           extensive use of these spells to his own
                                                   level illusionist                       advantage.
                                             THIEF/ASSASSIN: 20th level thief
                                             MONK/BARD: 10th level bard                       Followers of Erevan are usually quite
                                             PSIONIC ABILITY: ///                          unpredictable themselves, and very inde-
                                             S: 19 (+3, +7) 1:23 W: 16 D: 25               pendent. Many of them are thieves or
                                             C: 20 CH: 24                                  have thieving as one of their multiple
                                                                                           classes. There have been known to be
                                                While his following is not as large as
                                             those of the other elven deities, Erevan      elven cleric/thieves and fighter/cleric/
                                             still commands his share of attention         thieves among his worshipers, a set of
                                             from the elves, particularly those engaged    class combinations not normally possible
                                             in thieving.                                  to elvenkind.These multi-classed charac-
                                                                                           ters are always non-player characters.
                                                Erevan is a fickle, utterly unpredictable
14 BEST OF DRAGON
HANAL1 CELANIL                                followings, while rarely assisting one       may, once during their lifetime, be
Goddess of Romantic Love and Beauty           another, don't object to each other's        granted an increase of two charisma
                                              presence.                                    points vs. the opposite sex. Thus, a
Lesser goddess                                                                             female elf who receives this gift might
ARMOR CLASS: -4                                  Hanali has no physical attack mode as     have her normal charisma of (for exam-
MOVE; /2*                                     such, though she does possess a magical      ple) 14 apply only to her dealings with
HIT POINTS: 312                               aura of 6" radius; any beings within this    other females; all males would see her as
NO. OF ATTACKS: Nil                           aura must save vs. magic at -4 each round    having a 16 charisma. This effect is per-
DAMAGE/ATTACK: Nil                            or else be permanently charmed by her        manent. There is a 5% chance of this
SPECIAL ATTACKS: Charm aura                   beauty. This goddess may only be             benefit being granted following a great
SPECIAL DEFENSES: See below                   attacked by beings with a +2 or better       quest performed by that worshiper. This
MAGIC RESISTANCE: 95%                         weapon and a negative charisma (-1 to        quest might involve the creation or pres-
SIZE: M (5fc';                                -7: see the DEITIES & DEMIGODS               ervation of a beautiful object, or mighty
ALIGNMENT: Chaotic good                       book). All others will be so distracted by   deeds done in the name of a loved one for
WORSHIPER'S ALIGN; Good and                   her presence as to miss her with every hit.  the loved one's benefit.
      neutral alignments (elves) and those       Elven worshipers of Hanali Celanil
      mho enjoy beauty or are in love
SYMBOL; Heart o} gold                         LABELAS ENORETH
PLANE: Olympus                                God of Longevity
CLERIC/DRUID: 14th level cleric/
      10th level druid                        Lesser god
FIGHTER: Nil                                  ARMOR CLASS: -3
MAGIC-USER/ILLUSIONIST: 16th                  MOVE: 12"
      level M-U! 15th level illusionist       HIT POINTS: 310
THIEF/ASSASSIN: Nil                           NO. OF ATTACKS: I
MONK/BARD: 12th level bard                    DAMAGE/ATTACK: See below
PSIONIC ABILITY: VI                           SPECIAL ATTACKS: See below
S: 15 I: 23 W: 23 D: 25                       SPECIAL DEFENSES: See below
C:20 CH: 25 (Special)                         MAGIC RESISTANCE: 93%
                                              SIZE: M (ff)
                                           *  ALIGNMENT: Chaotic good
   Hanali Celanil is predominantly            WORSHIPER'S ALIGN: Chaotic good
depicted as feminine, though on rare
occasions it is said she has appeared as a          (elves)
male. Hanali influences the spheres of        SYMBOL: Setting sun
love and beauty, and is widely revered by     PLANE: Olympus
many of the elves.                            CLERIC/DRUID: 14th level cleric/
   She owns an immense crystal fountain
and pool with which she keeps watch                 12th level druid
over her followers, as if using a crystal     FIGHTER: Nil
ball. When she bathes herself in the          MAGIC-USER/ILLUSIONIST: 18th
waters of the pool (called the "Ever-
gold"), her charisma score is enhanced [or          level M-U/16th level illusionist
one day; during that time she will receive    THIEF/ASSASSIN; Nil
a +75% reaction bonus and inspire awe in      MONK/BARD: 12th level bard
characters of up to 14th level. These         PSIONIC ABILITY: VI
bonuses, however, are only effective          S: 12 1:25 W: 25 D: 19
against elves or half-elves.                  C: 18 CH:24
  The goddess Aphrodite (as described in
the DEITIES & DEMIGODS™ Cyclope-                 Like Corellon Larethian, Labdas Eno-
dia) is the only other being who shares       reth variously appears as male or female
the waters of Evergold with Hanali, and       (and sometimes both or neither). Regard-
she can gain the same bonuses mentioned       less of gender, Labelas always has silvery
above against humans. Oriented as they        hair and misty gray eyes. This deity wears
are toward different races, these two god-    pale-colored robes of green, blue, white,
desses rarely find themselvesat odds with     and gray.
one another. Their respective cults and
                                                At the creation of the elven races, Labe-
VOL in                                        las blessed them with longevity, and pro-
                                              nounced that the passage of time would
do little to alter their appearances, as it  applicable). This power is used only once     temporal stasis, slow, paralysis, hold, etc.)
did to the other races. Labelas knows the    {one form or the other) on a creature dur-      Elves who worship this being may
future and past of every elf and all elven-  ing its lifetime. All mortals within 18"of
related creatures.                           Labelas who are his enemies will be           appeal to him to undo the effects of age,
                                             slowed automatically, and all mortal          but this is rarely (1% chance) granted, and
  Labelas Enoreth is acknowledged to be      beings in the same radius but who are         only to those who have done an outstand-
the master of time and aging by the elves.   allied to the god will be hasted, if he so    ing quest in his name. Such quests
Once per round, should he fix his gaze       chooses; there is no saving throw against     should be worked out by the DM, and
upon any being within 12" of him, he can     this power, though magic resistance           usually involve the recovery of artifacts
place that being in temporal stasis (no      could help.                                   and relics that have been lost for
saving throw) for as long as desired. At a                                                 hundreds or thousands of years. Follow-
touch, Labelas can restore youth to, or        Labelas is immune to the effects of any     ers of Labelas are usually historiansor
prematurely age, any being by up to 100      spell or power that involves time or          other types who collect information on
years in either direction (save vs. spell    would inhibit his movement (time stop,        the past history ofelvenkind.
SOLONOR THELANDIRA                                                                         being and then retreat. Once by himself
God of Archery and Hunting                                                                 again, he can then manufacture a special
                                                                                           arrow of slaying designed especially to
Lesser god                                                                                 kill that one opponent, should it strike
                                                                                           home. This type of arrow can kill any
ARMOR CLASS: -2                                                                            intended target of up to (but not includ-
                                                                                           ing) demigod status. Many demons, dev-
MOVE: 15"                                                                                  ils, and other monsters of the lower
                                                                                           planes have felt the bite of these missiles;
HIT POINTS: 308                                                                            not even their magic resistance can pro-
                                                                                           tect them from certain death, li takes one
NO, OF ATTACKS: 4                                                                          day to make one of these arrows. They
                                                                                           have a +3 to hit.
DAMAGE/ATTACK: 2-16
                                                                                              When traveling through forests, Solo-
SPECIAL ATTACKS: Arrow of slaying                                                          nor becomes automatically invisible (as
                                                                                           in improved invisibility, the 4th level
SPECIAL DEFENSES: See below                                                                illusionist spell) and completely silent.
MAGIC RESISTANCE; 85%                                                                      He taught the first elves the art of hiding
                                                                                           in and moving through natural foliage so
SIZE: M (7)                                                                                as not to be detected,
ALIGNMENT: Chaotic good                                                                       Elven hunters and fighters frequently
                                                                                           worship Solonor Thelandira, and appeal
WORSHIPER'S ALIGN: A It good and                                                           to him for better catches of game. Wor-
                                                                                           shipers who distinguish themselves in
neutral hunters and warriors (elves)                                                       some very extraordinary fashion have a
SYMBOL: Silver arrow with                                                                  2% chance of being given an arrow of
                                                                                           j&IMMgof the normal sort, designed to
green ffetching                                                                            slay the type of creature that is the elf's
                                                                                           greatest enemy at that particular time.
PLANE: Olympus
                                                                                           This gift can be received only once in an
CLERIC/DRUID: 12th level druid               search of game and to seek out and de-        elf's lifetime.
                                             stroy evil. His only weapon is a +5 long-
FIGHTER: 17th level ranger                   bow that has a range as far as the horizon.
                                             Solonor will not close to do battle with
MAGIC-USER/ILLUSIONIST: 10th                 an enemy, but will track and pursue
                                             instead, firing arrows from a never-empty
level magic-user                             quiver. He cannot be surprised by any
                                             being within 48" of him, due to the keen-
THIEF/ASSASSIN: 12th level thief             ness of his senses.
MONK/BARD: 8th level bard                      The favorite tactic of this deity, should
                                             he anticipate battlinga particularly dan-
PSIONIC ABILITY: VI                          gerous foe, is to physically touch that
S: 21 (+4, +9) I: 22 W: 21 D: 25
C:21 CH:23                  i
  Clad in a great cloak of living leaves,
Solonor strides through the forests in
                                             CLERICAL QUICK REFERENCE CHART
             Sphere of                       Raiment                       Holy                    Sacrifice/Propitiation
Deity        control              Head       Body     Color(s)             days            Animal  Frequency Form
Aerdrie
             air, weather, birds  one feather sky-blue sky blue            spring and birds        semi-annual beautiful
 Faenya
             mischief, change,               robes                         fall equinoxes                   feathers
Erevan       thieves
 Ilesere     romance, beauty      leather cap leather black                eclipses        n/a     varies   stolen
Hanali
 Celanil     longevity, lime                 armor                                                          treasures
Labelas
 Enoreth     archery, hunting     bare gold robes gold                     full moon n/a           monthly  beautiful
Solonor
 Thelandira                                                                                                 objects
                                  bare gray robes light gray               sunset          n/a     daily    prayers and
                                                                                                            knowledge
                                  green hood elfin chain leaf green        full moon stag          monthly  hunting
                                                               and silver
                                                                                                            trophies
  Clerics of any of these deities (and of any of the other elven gods as well) may be either male or female. Places of worship
vary, with Aerdrie's services being conducted on open hilltops, Hanali's by a fountainside or spring, Labelas's in a small
grove, and Solonor's in the deep forest. The only restriction on where Erevan can be worshipped is that one should never
worship him in the same place twice.
16 BEST OF DRAGON
The HALFLING
                                             point of view
by Roger Moore
  The smallest and physically weakest of     function is to help maintain the security    insistence upon security are readily
all the demi-human races are the half-       of the halfling community to the best of     apparent. The average halfling is reluc-
lings, so named because they are almost      their abilities, and their most common       tant to take action in unexpected situa-
exactly one-half the size of humans, Male    prayers are for the continued support of     tions without looking for a consensus
halflings average 3' in height and females   their deities in keeping their homes safe    among other halflings of what would be
slightly less; they all weigh about 50-60    and their lives untroubled.                  the best thing to do. Thus, halflings tend
Ibs., and they look much tike small                                                       to appear shy, fearful, and overcautious
humans. In fact, evidence suggests that        The normal (0-level) members of the        when on their own for the first time.
halflings are more closely related to        halfling community generally believe in      Their society appears stagnated in the
humans than to any other demi-human          an orderly, cooperative system of working    eyes of other races, and they tend to close
race.                                        together to ensure the continued stability   themselves off from the rest of the world.
                                             of their society. Individuals who break
   Most humans tend to see halflings as      the rules are scolded and punished for          Halfling life, while it seems to suit
child-like, basicallyhappy, naive, and       "rocking the boat," and it is impressed      them well, ran be described at worst as
hungry most of the time. Some of these       upon them that their activities are endan-   clannish and on the boring side. Yet there
observations may be correct, but the         gering not only themselves but their         is a great strength in this lifestyle, too.
whole impression is still rather superfi-    neighbors as well. "Safety in numbers" is    Once they are motivated by a leader-type
cial. How do halflings see themselves and    the moral of many of the children's sto-     toward some course of community action,
the rest of the world? How do they see us?   ries halfling youngsters hear. Thisout-      halflings en masse can be powerfully
                                             look tends to discourage notions of going    effective in dealing with invaders, disas-
  One of the key words in halfling           adventuring in all but the most coura-       ters, or other such problems. Oppressors
society is security. The world, from their   geous — or foolhardy.                        can be overthrown almost before they are
viewpoint, is both helpful and hostile,                                                   even aware there is a rebellion afoot, due
and it'sthe hostile pan that concerns          It is an interesting contradiction of      to the halflings' speed and the intense
them. The average halfling has a strength    their society that, while halfling adven-    cooperation halflings demonstrate in a
rating of about 8, weaker even than an       turers and heroes who leave the commun-      group of their fellows. On more than one
average kobold. Direct hand-to-hand          ity for long periods of time are much        occasion, brigands who had previously
combat with an opponent o[ almost any        revered, they are also seen as being out-    raided a halfling community have been
sort can easily be a losing proposition      side the bounds of "normal" halfling         wiped out on their second raid, because
because of this physical weakness, along     behavior. No parent tells a child to grow    they overestimated their abilities against
with the halfling's height disadvantage      up and be like Uncle Boffo, who killed a     such apparently weak folk.
(against most creatures) and the limited     worg singlehandedly and saved his
fighting ability halflings can achieve       friends from death by backstabbing a            How is this possible? This ability is
(most never exceed the 4th level).           ghoul. "Uncle Boffo is not like us regular   largely due to the halflings' sense of
                                             halflings," mother would say instead.        organization and willingness to work
  These facts profoundly affect halflings'   "We're awful glad he's around, but still it  together. At least as much of a factor is
lifestyles and the structure of their com-   was foolish of him to go adventuring like    that halflings, more than any other race
munity. Halfling fighters, despite their     that when he knows he could get hurt or      except elves, are natural-born guerrilla
disadvantages, are still quite common in     lost. We're safer slaying here at home."     fighters. This is not to say they practice
any such community. They function in                                                      warfare a great deal — they don't. But
an almost entirely defensive role, gener-      The negative consequences of this          halflings can conceal themselves in natu-
ally unwillingto travel with large armies                                                 ral terrain so well as to become effectively
off to war except in the most urgent cir-        Dragon                                   invisible. Their feet (usually noticeable
cumstances. Halfting fighters also serve                                                  only because they are hairy) are thick-
as the local police or sheriffs department,  From issue #59, March 1982                   soled and well adapted for silent
keeping the peace among their fellows                                                     movement.
and among the non-hatfling travelers
who pass through town.                                                                       Most helpful of all in many ways is
                                                                                          halflings' skill with missile weapons.
  Halfling fighters are known to go                                                       Short people of any race, unless they are
adventuring, but they rarely go very far                                                  very strong, are at a disadvantage in
and are prone to retire quickly soon after                                                hand-to-hand combat. The best they can
they reach their highest possible level of                                                hope for is to kill an opponent before the
ability. Then they may become involved                                                    enemy gets within striking distance;
in the local militia or government, devot-                                                bows, arrows, and slings fill the bill.
ing the rest of their lives to community                                                  Halflings practice long and hard with
service (for which they are greatly                                                       short bows and slings for this very reason,
appreciated).                                                                             as well as using them for hunting and
                                                                                          sport. Halflings have exceptional natural
  Halfling clergy, either druids or nor-                                                  dexterity as well, AH this combines to
mal clerics, almost never go adventuring                                                  make them +3 to hit when using any
unless it is a matter of great importance
to the halfling people. Their primary                                                                                                     17
VOL. Ill
short bow or sling — an amazing degree       gene pool. Cross-racial marriages are          With all the things working to discour-
of accuracy, especially for a halfling who   quite rare in halfling society, but have     age halflings from ever becoming adven-
aKo has exceptionally highdexterity.         been known to occur. Very little is said or  turers, one wonders why some do anyway.
                                             heard about them, though.                    Every society, no matter how closely knit,
  Imagine, then, the effectiveness of a                                                   will have some rebels, those who don't fit
group of thirty halflings, wearing only        Most halfling towns are set in temper-     smoothly into the usual Scheme of
leather armor and equipped with short        ate hills and plains. The dwellings them-    Things. Many halfling adventurers (par-
bows, hiding in a woods by a roadside,       selves tend to vary as described above, but  ticularly thieves and fighter/thieves) are
awaiting the passage of a robber gang        are usually a curious mixture of above-      from this sort of background. They grow
who cannot see or hear them. Bows are        ground cottages and hillside burrows and     tired of the unchanging nature of their
very quiet, and pinpointing the location     tunnels. Individual homes are outfitted      life at home and set off seeking a little
of a bow-sniper in a forest is hard enough   for comfort and a restful atmosphere;        excitement.
without having to locate a sniper who        greens and yellows are much used in inte-
can effectively disappear in the same                                                        Nearly all halfling adventurers start out
environment. And halflings do not shoot      rior color. Large spaces are set aside for   with naive attitudes and high expecta-
to wound their targets. They have trouble    outdoor gatherings like parties, commun-     tions of how things are going to turn out;
taking prisoners, for the same reasons       ity meetings, and sports events. Gardens     subsequently, some fall prey to the multi-
why they aren't particularly good at close                                                tude of subtler dangers one meets in the
                                             are common, and halflings are prone to       adventuring life. Yet even then, these
combat.                                      outfit their homes with odd bits of natu-    halflings see their troubles as a fair price
  One of the things a small person can       ral decoration: rocks, plants, bark.         to pay. Going adventuring is a sort of
                                                                                          protest against comfort, a reaction to hav-
do to protect himself is to ally himself        Everything about halfling society con-    ing things come too easily. Certainly
with a bigger person, even if that bigger    tributes to the feeling of closeness and     these adventurers aren't rejecting alt com-
person isn't the most likable sort ofguy,    safety. Even maps of halfling manufac-       forts (some have been known to bring
Halflings seem to make such alliances on     ture rarely describe areas external to the   their pillows with them in case they were
a larger scale than other races. It is very  community, other than noting (on the         unable to find a bed).
unusual to find a halfling community         margin, in small print) that to the north-
located more than a couple hours' ride at    east is "where all the humans live," or         Adventuring is a dare to halflings, a
most from either a dwarven, elven, or                                                     calculated risk. It makes the adventurer
                                             that "the mountains are said to be in this   more acutely aware of his or her own lim-
human town.                                  direction," and so on. Halfling commun-      itations and capabilities, and, in the
   Depending on the makeup of the near-      ities located near dangerous areas are       words of one halfling, "It makes you feel
                                             often honeycombed with subsurface tun-       more alive." Halfling adventurers of any
est town(s), the population of a halfling    nels and ambush points, should invasion      class almost never travel alone, and prefer
community will include varieties of half-    occur, and the lands around are heavily      going in a large group with a lot of non-
lings that resemble their non-halfling       scouted by missile-armed patrols; ambush     halflings in it. (Any being who is not a
neighbors. Hairfeet live near men, have      points are likely to be maintained as well.  halfling is automatically seen as capable
no infravision, and reside in small cot-                                                  and experienced in adventuring.)
tages, Tallfellows live in forests (some in     Despite their misgivings about the
hollow trees) and have infravision like      "bigger folks," halflings are generally         Because of their natural abilities to
elves, as well as being more lithe and                                                    move silently and hide, most halflings
elven in appearance. Stouts are shorter      open and conversational with others.         desire to take up a profession that makes
than hairfeet, live in caves and tunnel      They have good relations with other          the best use of these talents. Being a fight-
complexes, and have infravision. They        races, though the bigger people are seen     er has the drawback of putting the half-
can delect slopes and other underground      with some suspicion. Halflings in general    ling in frequent close-combat situations
features in a fashion similar to dwarves.    do not bear hatred for any race and are      (the disadvantages of which have been
                                             prone to accept even the normally unac-      noted before). But being a thief, or a
   Some of these similarities are probably   ceptable sorts like half-ores into their     combination fighter and thief, is another
due to imitation and the effects of the      community (though everyone will be           matter entirely.
environment. However, there is always        watching, of course). Halflings are usu-
the possibility of an occasional cross-      ally trusting and honest, though they also      Now, it should be noted that halflings
marriage and subsequent mixing of the        enjoy pranks and may become evasive if       as a whole are law-abiding and honest.
                                             uneasy with their company.                   They don't make a living picking one
18                                                                                        another's pockets, or filching gems from
                                                                                          treasure rooms. Thieves, however, aren't
                                                                                          supposed to gel into direct combat. They
                                                                                          are supposed to move silently, hide a lot,
                                                                                          and make moves unseen by their oppo-
                                                                                          nenis. Thieves learn to open locks (fuel-
                                                                                          ing a halfling's normally irrepressible
                                                                                          curiosity about what is going on behind
                                                                                          locked doors). As for stealing, well, that
                                                                                          can be rationalized as borrowing, or tak-
                                                                                          ing things that someone has too manyof
                                                                                          and won't miss anyway, and besides, it
                                                                                          would be nice to have that ring.. . .
                                                                                             Though they aren't the best at climb-
                                                                                          ing because of their size, and they have
                                                                                          difficulty with other written languages,
                                                                                          halflings make excellent thieves. They
                                                                                          almost never admit to being of that pro-
                                                                                          fession, though. Halfling thieves describe
                                                                                          themselves most often as simply "adven-
                                                                                          turers" or "scouts." One diminutive miss,
                                                                                          a master of the thieving art, says, "I'm a
                                                                                                                        BEST OFDRAGON
fighter, 1 jusi happen to do my best fight-    Halfling religion mirrors the race's        then, is a race that ai first glance should
                                             preoccupation with security. Yondalla,        have been quickly overwhelmed by the
ing from behind."                            the most powerful and most widely wor-        great cruel world long ago. It wasn't
  Halflings who adventure for a long         shipped halfling deity, is usually known      overwhelmed, though, and halflings con-
                                             as the "Protector" who serves as a guard-     tinue to thrive while fosiering close coop-
time often undergo a subtle change in the    ian against evil forces. She is able to hide  eraiion wiih ihe other demi-human and
way they view their home community.          her worshipers behind illusions, usually      human races.
They become mildly acute critics of the      doing so by making them invisible or
stifling aspects of halfling society, aware  disguising them as natural foliage. Yon-        Although halflings maintain a low-key
of the stagnant atmosphere, the concern      dalla's symbol is appropriate, too: the       existence, individuals arise with surpris-
with safety, the closed-mindedness that      shield, representing defensive power and      ing regularity to considerable heights of
permeates halflings' lives,                  security. Her holy day is called "Safeday."   fame (or infamy) as thieves; as such, they
                                             Yondalla is also the "Provider," an aspect    will continue to remind the rest of the
  Yet they, the adventurers, are also        perhaps related to the halfling love for      world ihat the halflings are still here —
among the most vigorous defendersof          comfort.                                      with each purse stolen, each treasure
their home towns. After a long period of                                                   chesi broken into, and each pocket
hazardous journeying, after seeing the         Yondalla uses a variety of magical          picked.
innumerable horrors lurking in the out-      weapons in the defense of her people, but
                                             none of them are particularly important         Maierial for this article was garnered
side world, the quiet and security of a      in the ceremonies for her worship, or         from the various AD&D™ lomes. librams,
halfling community is a wonderful relief     even in the tales in which they appear. It    and manuals, as well as from Paul H.
indeed. "There have been limes." said        was Yondalla, by the way, who gifted          Kocher's excellent Master of Middle Earth
one returned adventurer,"when I wished       halflings with their resistance to magic      (paperback. Ballantine Books). My
a demon or two would come through            and poison, to protect them even furiher
town and make things interesting. 1was       from ihe ravages of the world.                thanks, too, lo Cassandra Proudfoot, who
so bored. But then, if I really want to see                                                pointed out some of ihe finer poinis of
demons, I can go to a dungeon. It's belter     The smallest of all the demi-humans,        the thieving life. By the way, Cassandra,
that things slay quiet here at home even if                                                wherever you are, I want my wallet back.
it is a little dull."
The gods of the halflings
Sheela, Arvoreen, Cyrrollalee, Brandobaris
  The halfling pantheon is a small one,      the plane of Concordant Opposition, and       one deity may actually control two or
having one greater deity (Yondalla) and      Brandobaris roams the Prime Maierial          more of these concerns, as is common in
several lesser deities and demigods. Mosi    Plane, but ihere are times when they too      ihis pantheon. The halflings have no dei-
communities of halflings worship only a      may be found in the Green Fields — just       iies of evil naiure, or ones represeming
few of them, four or five at most, and as    as the various Greek gods, regardless of      war, suffering, fire and water, or death.
with all religionsresidents of different     where they may ordinarily reside, come to     Yondalla is usually invoked at funerals as
areas may worship entirely different         Olympus to meet.                              a protector of the departed souls of half-
groups of deities.                                                                         lings. There is a neutral-aligned mascu-
                                                It is interesting thai the more powerful   line lesser deily, Urogalan, who some-
  Yondalla is the top authority among        halfling deiiies tend lo be females. By       times acts as a judge of and protector of
the hatfling gods, though it is said her     contrast, dwarven gods tend to be males,      ihe dead, but he is primarily an earth
control over Brandobaris is minimal at       and clven gods a combination of both          god. Urogalan lives on the plane of Con-
times. Regardless of their orientation and   genders. Halfling deities are not aggres-     cordant Opposition,
spheres of influence, all ihe halfling dei-  sive by and large, and are more taken up
lies work together against the enemies of    wiih home pursuits and protection than          The four deities listed in this article are
the halfling people.                         with fighting. Even the adventurous           among the most commonly worshipped
                                             Brandobaris avoids combat if he can help      ones. Some halfling druids might wor-
   Most members of the halfling pantheon     it. Most halfling deities are concerned       ship deities from other pantheons (e.g.,
reside on one of the planes of the Seven     with spheres of securhy, sufficiency, the     Sylvanus, Ki, Dagda, Lugh), but this is
Heavens, in an area generally known as       earth, youth, play and humor, good luck,      noi common. Other deiiies may be devel-
the Green Fields. Sheela Peryroyl and one    law, peace, secrecy, love, and friendship;    oped as desired by individual Dungeon
or two other deities make their homes on                                                   Masters, of course.
VOL. in                                                                                       Despite the small physical size of the
                                                                                           halfling deities, their innate powers are
                                                                                           quite respectable, and many of them work
                                                                                           closely with deities from oiher paniheons
                                                                                           as well, just as mortal halflings tend to
                                                                                           work closely with other humans and
                                                                                           demi-humans. Brandobaris is said to visit
                                                                                           other thieves' deities, particularly
                                                                                           Hermes; Sheela Peryroyl is on good terms
                                                                                           with a number of Celtic divinities; Yon-
                                                                                           dalla and the other lawful good deities
                                                                                           help and arc helped by olher lawful good
                                                                                           deities, and so forih. Thus it may be
                                                                                           safely asserted that the halfling pantheon
                                                                                           should not, despite its size, be looked
                                                                                           down upon.
                                                                                                                                              19
SHEELA PERYROYL                                         ' i/                                etc.) Community-wide revelry is common
     "The Wise"                                                                             at these celebrations, starting in the even-
                                             crops of the year (called The Seeding,         ing when the day's work has been fin-
Lesser goddess                               New Spring, and other titles, depending        ished and continuing late into the night.
ARMOR CLASS: 3                               on the region), and the other at harvest-      The length of these festivals varies from
MOVE; 9" (24")                               ing time (High Harvest, The Reaping,           area to area, averaging about 10days.
HIT POINTS: 306
NO. OF ATTACKS: /                                                                             There is a l%chance that a halfling
DAMAGE/ATTACK: 2-16 (+6)                                                                    who makes a great quest or sacrifice in
SPECIAL ATTACKS: Unlimited use                                                              the name of Sheela Peryroyl will be
                                                                                            granted the power to cast an entangle
     of entangle spell                                                                      spell once (at the 6th level of ability) at an
SPECIAL DEFENSES: Immune to all                                                             enemy. The granting of this power does
                                                                                            not depend on the halfling's alignment or
     •weapons with wood in them;                                                            class, except that true neutral halflings
     +2 or better weapon to hit                                                             will be able to cast the entangle spell at
MAGIC RESISTANCE: 80%                                                                       12th level of ability. This power may be
SIZE: S (4' tall)                                                                           granted several times to a halfling in the
ALIGNMENT: Neutral                                                                          mortal's lifetime, but the quests or sacri-
WORSHIPER'S ALIGN: All alignments                                                           fices made to gain it will become harder
     (halflings)                                                                            and more costly as time goes on. Only
SYMBOL: Daisy                                                                               one such entangle spell may be had at
PLANE: Concordant Opposition                                                                any one time.
CLERIC/DRUID: Hth level druid
FIGHTER: 7th level ranger                                                                     Sheela Peryroyl, should she need to,
MAGIC-USER/ILLUSIONIST: 14th                                                                can create a special type of staff (like a
     level magic-user                                                                       shillelagh) in one segment from a blade
THIEF/ASSASSIN: Nil                                                                         of grass or a twig. This weapon will be +4
MONK/BARD: 10th level bard                                                                  to hit and do 2-16 (plus strength bonus)
PSIONIC ABILITY: Nil                                                                        points of damage. She can also cast the
S: 18<00) (+3, +6) I: 22 W: 25                                                              spell entangle once per round as often as
D: 22 C: 24 CH: 22
                                                                                            she likes. The effects of this spell are
  Sheela Peryroyl, known as Sheela the                                                      cumulative if cast several times over the
Wise, is the halfling deity of agriculture,                                                 same area; for example, should she cast
nature, and weather. Her appearance is                                                      entangle twice at a troll and should it fail
that of a halfling female dressed in wild-                                                  its saving throw twice against the spell,
flowers. It is said that when she sings she                                                 the troll would be slowed to one-fourth
causes fields to grow, trees to bud, and                                                    normal speed. Additionally, each succes-
seeds to sprout. Sheela brings good                                                         sive entangle cast after the first one will
weather to her favored worshipers, but
can easily send drought or floods to those                                                  inflict 1-4points of damage on all crea-
who treat her worship poorly.                                                               tures trapped therein from constriction
                                                                                            and abrasion. (There is no saving throw
  The followers of Sheela Peryroyl often                                                    for this, and it makes no difference if vic-
wear a small flower in her honor, and                                                       tims are able to move or not,) The useof
strive to work in harmony with nature                                                       entangle spells is her favored method of
and the earth. Two major celebrations are                                                   attack and defense.
held yearly in this deity's religion, aside
from the regular monthly services. One                                                        The clerics of this deity are all druids,
comes at the time of planting the first                                                     and are able to attain the 6th level.
ARVOREEN                                     MAGIC-USER/ILLUSIONIST: Nil
     "The Defender"                          THIEF/ASSASSIN: 10th level thief
                                             MONK/BARD: 8th level monk
Lesser god                                   PSIONIC ABILITY: Nil
ARMOR CLASS: /                               S;20(+3, +8} 1:21 W: 23
MOVE: IT                                     D:24 G23 CH:21
HIT POINTS:298
NO. OF ATTACKS: 3/2                            The closest thing the half!ings have to
DAMAGE/ATTACK: 2-20 (+8)                     a god of war is Arvoreen the Defender, the
SPECIAL ATTACKS: Summon haifling             patron of halfling fighters. Arvoreen
                                             never attacks an opponent first, but the
     heroes; invisibility                    first attack upon the deity (if it hits) will
SPECIAL DEFENSES: +2or better                only do half damage, regardless of its
                                             power. The first magical attack upon him
     weapon to hit; see below                will be automatically reflected back upon
MAGIC RESISTANCE:65%                         the caster; thereafter, spells may be cast at
SIZE: M (W tall)                             him normally.
ALIGNMENT: Lawful good
WORSHIPER'S ALIGN: All good and                 For his part, Arvoreen can go invisible
                                             at will and attack unseen for the first 4-16
     neutral warriors (halflings)            rounds of combat against any mortal,
SYMBOL: Short sword and shield               non-divine being. He uses a +4 sword that
PLANE: Seven Heavens                         can shapechange into any other type of
CLERIC/DRUID: 8th level cleric
FIGHTER: 12th level ranger
20
'•hand-to-hand weapon for combat that he  enemies and actively confront them to get      thieving to be necessarily dishonorable,
 desires. Once a day, Arvoreen may sum-   them to desist from their evil practices.      he discourages the use of thieving skills
 mon 10-40 halfling fighters {4th level   He will not go very far out of his way to      unless employed against enemies to better
 Heroes), each armed with short swords    avoid combat if it occurs, however, and        the chances for physical combat later. (It
 and short bows; they are AC 4 and have   will fight to the finish.                      would be okay, for example, to steal your
 25 hit points each. They will obey him                                                  enemies' weapons, or break into their
                                             Fighters and fighter/thieves comprise       camp to free prisoners or make guerrilla
 implicitly.                              the majority of his worshipers; the fight-     raids, but it is a bad idea to steal just to
    Arvoreen, though quite powerful, is   er/thieves are sometimes of neutral good       make yourself rich.) Arvoreen absolutely
                                          alignment, and all of them will prefer to      prohibits stealing from other halflings or
 not a particularly aggressive deity. He  use their fighting skills over their thiev-    allied beings.
                                          ing ones. While Arvoreen does not hold
 will only engage in combat if he is
 attacked, though he does seek out his
CYRROLLALEE                               S: 17C+1.-H) 1:23 W: 24                        is in his or her own home, Cyrrollalee
      "The Faithful"                      D:24 C:23 CH:22                                will cause one piece of furniture (not
                                                                                         larger than 5 cubic feet in volume) to
Lesser goddess                               Cyrrollalee is the deity of friendship      become animated for 5 rounds, attacking
ARMOR CLASS; 3                            and trust, as well as a protector like Yon-    all enemies of that lucky halfling once
MOVE: 12"                                 dalla. Cyrrollalee is thought of more as a     per round during that time. Damage will
HIT POINTS:260                            goddess who protects the home but keeps        vary according to the type of object
NO. OF ATTACKS: 3/2                       the inhabitants from becoming too defen-       animated.
DAMAGE/ATTACK: By weapon type             sive and closed in. This deity appears to
SPECIAL ATTACKS: Nil                      be a normal female halfling with brown           Any halfling who receives this benefit
SPECIAL DEFENSES: +2 or better            hair who wears simple peasant's clothing.      from Cyrrollalee is obligated to perform a
                                          Her worst enemies are those who betray         service for her afterwards; the nature of
     weapon to hit                        the trust of a host, or who break into         the task (or quest) is left up to the Dun-
MAGIC RESISTANCE: 75%                     homes (of halflings) to steal. She is also     geon Master, and should be challenging
SIZE: S (4" tall)                         the enemy of oath-breakers.                    but not exceptionally difficult. This gift
ALIGNMENT: Lawful good                                                                   may be given to a halfling only twice in
WORSHIPER'S ALIGN: All good                  If she so wills, Cyrrollalee can cause all  his or her lifetime.
                                          non-living objects within a radius of 6"of
     alignments (halflings)               her to become animated as if by a 20th-          Cyrrollalee's followers are largely regu-
SYMBOL: Open door                         level cleric (up to 20 cubic feet of mate-     lar halflings (zero-level characters) and
PLANE: Seven Heavens                      rial, for 20 rounds). These spell effects      some fighter types. Worship services for
CLERIC/DRUID: 10th level cleric           will continue even if Cyrrollalee leaves       her are held on the first day of each
FIGHTER: 10th level paladin               the area. She can perform this power up        month.
MAGIC-USER/ILLUSIONIST: 8th level         to three times a day.
                                                                                            No particular weapons are associated
      in each                                There is a 2%chance that if an excep-       with Cyrrollalee, though she has been
THIEF/ASSASSIN: Nil                       tionally faithful follower of hers should      said to be able to make use of any weap-
MONK/BARD: Nil                            call upon her for help while the follower      on, magical or non-magical, that a regu-
PSIONIC ABILITY: Nil                                                                     lar fighter could use.
BRANDOBARIS                               MAGIC RESISTANCE; 60%                          THIEF/ASSASSIN: 19th level thief
      "Master of Stealth"                 SIZE: S (3£f tall)                             MONK/BARD: 6th level monk
                                          ALIGNMENT: Neutral                             S; 19 (+3,+7) 1:24 W: 17
Demigod                                   WORSHIPER'S ALIGN: All thieves                 D: 25 C: 23 CH: 20
ARMOR CLASS; 0
MOVE: 12"                                       and those who go adventuring                The adventures and misadventuresof
HIT POINTS:185                            SYMBOL: Half ling's footprint                  Brandobaris, Master of Stealth, are almost
NO. OF ATTACKS: 1                         PLANE: Prime Material                          beyond counting. Most of these tales have
DAMAGE/ATTACK: 3-12 (+7)                  CLERIC/DRUID: 6th level dntid                  the moral that it is better not to go run-
SPECIAL ATTACKS: See below                FIGHTER: 7th level ranger                      ning off into the wilderness on foolish
SPECIAL DEFENSES: See below               MAGIC-USER/ILLUSIONIST: 6th level              dares; nonetheless, Brandobaris does
VOL. Ill                                        in each                                                                             21
come across as an appealing sort of ras-   Brandobaris goes on adventures to find         must save vs. spell at -6 or fall deeply
cal. He has much of the trickster in him;  some item he believes will make life more      asleep for 6-36 turns.
he is primarily a clever thief who fools   comfortable for him, though this does not
his opponents into chinking him harm-      always prove to work out as he'd                 The followers of Brandobaris, as might
less, then steals them blind and escapes   planned.                                       be expected, are mostly thieves and fighi-
their wrath. No matter how awful a situa-                                                 er/thieves. The more ardent followersare
tion he finds himself in (and he's found     Brandobaris carries a +3 long dagger         usually also the ones who take the great-
some pretty awful ones), Brandobaris       which he usually wields in combat (if he       est risks on adventures.
manages to find his way out again — and    cannot avoid it). This dagger will magi-
make a profit from the episode as well.    cally point out the fastest and safest direc-    An especially daring risk (one which
                                           tion of escape from any maze or trap           places the halfling in considerable jeo-
  Brandobaris is so skilled at moving      (making Brandobaris immune to maze             pardy) that pays off is looked upon favor-
silently that he cannot be heard by any    spells when holding it). He also uses a +4     ably by Brandobaris. He might reward
mortal being or god, should he desire to   sling that hurls a bait of dust whenever it    the perpetrator of such a daring act —
conceal his movements. He can also hide                                                   though he will do so only once in that
so well as to be completely invisible      is used; the dust ball has a maximum           halfling's lifetime, so as not to encourage
(detectable only with a true seeing spell  range of 48" {24" short range, 36" medium      the mortal to be too foolhardy. There is a
or some magic item of similar power).      range) and does not harm the victim it         5% chance that Brandobaris' reward will
                                           strikes. The victim will feel nothing, but     be given to any halfling of 10th level or
                                                                                          lower, raising the follower one level in
                                                                                          ability. Halfling thieves of 11th level or
                                                                                          higher cannot receive this particular
                                                                                          reward, but might benefit in some other
                                                                                          fashion from incurring the good favor of
                                                                                          Brandobaris.
                                                                                             Because Brandobaris wanders the
                                                                                          Prime Material Plane, there is a 1%
                                                                                          chance per level that a halfling thief of
                                                                                          11th level or higher will actually meet
                                                                                          Brandobaris, in the guise of another half-
                                                                                          ling thief, and be invited by the demigod
                                                                                          to go on a thieving adventure. Other
                                                                                          thieves may come along on the adventure,
                                                                                          but if they do not worship Brandobaris
                                                                                          they might find some of their valuables
                                                                                          missing when the adventure is over.
                                                                                          Brandobaris will reveal his identity only
                                                                                          after the adventure is over, and only to his
                                                                                          followers. The adventures Brandobaris
                                                                                          goes on, as stated before, can be excep-
                                                                                          tionally challenging and dangerous, but
                                                                                          hold the promise of great reward for the
                                                                                          fast, the clever, and the quiet!
                                           CLERICAL QUICK REFERENCE CHART
                 Sphere of                             Raiment  Holy                      Sacrifice/propitiation  Place of
                 control                                                                                          worship
Deity            agriculture, weather  Animal Head Body         Colors days               Frequency Form          open field
Sheela Peryroyl  defense, warriors                                                                                anywhere
Arvowen                                butterfly bare  green robes green full moon        monthly seeds
                 trust, protection                                                                                home
Cyrrollalee                            war dog helmet chainmail silver before             varies  silvered
                 thieves                                                                                          anywhere
Brandobaris                                                     battle                            weapons
                                       squirrel bare   brown robes brown first day        monthly prayers
                                                                of month
                                       mouse feathered leather gray new                   monthly stolen
                                                                                                          items
                                           cap armor            moon
  Halfling clerics and druids may be either male or female. They are frequently the leaders of their communities and have
a lot of say-so on the town's planned activities. Many also serve as judges and arbiters in various disputes, and strive to
obtain justice and good (if lawful good) or fairness and impartiality (if neutral).
22 BEST OFDRAGON
The GNOMISH
                                             point of view
by Roger Moore
   Gnomes are small demi-humans closely         Communities of gnomes are closely              Those whom gnomes do not trust are
related to dwarves. They average about       knit, and tend to engage in much friendly      dealt with carefully; they may find them-
3'6" in height and 80 Ibs. in weight.        competition with other such communi-           selves perplexed, led around in circles,
Their skin tones range from brown to         ties. Their principal trades are jewelcraft,   and kept unsure of just what is going on.
dark tan to grayish brown, and they have     mining, metalworking (including armor          The gnomish brand of humor is demoral-
gray or white hair. Gnomish males are        and weapons manufacturing), a minor            izing to enemies of the gnomes, who may
bearded, but females are not. Despite their  amount of farming (a skill almost              find themselves constantly subject to
small size, gnomes have an average           unheard of among dwarves),hunting,             booby-traps of every conceivable sort.
strength equal to most humans. Though        and involvement with the local military        Humans have found it helpful to develop
most people tend to think of gnomes as       as scouts and community militia. Trade         a manner of humility and respect when
just smaller dwarves, they have different    with other gnomish communities and             passing through a community of these
capabilities and a much different outlook    demi-human villages and towns is brisk,        small folk. Those who are earnestly
on life, and are certainly worthy of con-    though few gnomes leave their homes to         friendly and supportive of gnomes may
sideration as a race unto themselves.        become traveling merchants. In general,        soon find them to be close friends. Gnom-
                                             humans trade with gnomes lessfre-              ish mercenaries will assist non-gnomes
  Gnomes are perhaps the rarest of all       quently than do elves, halflings, or           fighting directly for gnomish causes; their
demi-humans, though halflings in some        dwarves, due to some mutual distrust and       service may also be given in other, non-
areas are tied with them for the distinc-    avoidance, but some human communities          critical (to a gnome) situations, but they
tion. Only 5% or less of any adventuring     are quite friendly with gnomish folk,          won't lake things quite as seriously in
types of human or demi-human origin          sending them clothing, foodstuffs and          such instances, and they won't necessarily
are gnomes. They prefer living in tem-       spices in exchange for ores, gems and          stop their praciical jokes (though the
perate climates in rough and hilly terrain.  jewels, and worked metal products (weap-       jokes will become more friendly and
                                             ons, tools, armor).                            harmless).
  Gnomish communities are composed
of elaborate underground tunnel com-            Humor is very important to the gnom-          The lawful good orientation of mosi
plexes much like those dwarves inhabit,      ish personality. Gnomes go for practical       gnomes comes from their sense of com-
and all such communities maintain a          jokes, especially the sorts that are directed  munity spirit and cooperation with one
network of mines for metals and gem-         against larger creatures and enemies.          another and other allied beings. This is
stones. However, gnomish complexes do        When directed against other gnomes,            muted to some extent by a more neutral,
not go as deep into the earth asdwarven      these jokes lend to be friendly, with no       nature-loving concern thai includes a tol-
tunnel systems do, and they tend to be       harm intended. But against humans and          erance for other alignmems and a desire
spread out over a wider area. Though         other large races (including humanoids),       to maintain the balance of nature.
gnomes enjoy their mines and their close     gnomes' humor is more of a weapon, and         Though gnomes may not like chaotic evil
association with the earth, they also        takes on a darker aspect. A good practical     beings, there is still the feeling among
appreciate the world above ground, and       joke played on an enemy (like substitut-       most gnomes that such creatures are
love the beauty of the wilderness and of     ing a necklace of strangulation for a          necessary in some way to mainiain a bal-
living creatures.                            necklace of missiles in a half-ore's pocket)   ance with other alignments. Neutrally
                                             will win an immense amount of status for       aligned gnomes are not often prone lo be
  Gnomes seem to have struck a happy         the responsible gnome.                         closely involved with oiher races, wiih the
medium between the attitudes of dwarves                                                     possible exception of sylvan elves and
and elves in this respect. Dwarves seek      From issue #61, May 1982                       rare communities of tall fellow halflings
mastery over their environment,treating                                                     of neutral alignment.
it as a thing to be shaped and governed;
elves seek union with their sylvan envi-                                                      Perhaps because of their close associa-
ronments, making themselves at one with                                                     tion wiih ihe earth, gnomes are lough
nature. Gnomes, splitting the difference,                                                   when ii comes to constitution and related
look upon their environment and the                                                         matters. They are resistant to many poi-
creatures within it as separate but equal                                                   sons and magic spells; as with halflings
to them, as friends and helpers. For this                                                   and dwarves, certain magic items (i.e.,
reason they have learned to speak with all                                                  rings) may malfunction when used by
other burrowing mammals and often                                                           gnomes, because of this resistance.
have working relationships with local                                                       Gnomes are also able to consume large
groups of badgers, groundhogs, and so                                                       quantities of intoxicating beverages and
forth for food-gathering and mutual                                                         not be as affected as a human might be;
defense. Gnomes sometimes have such                                                         gnomes drink as much as dwarvesdo, but
creatures as companions; they treat their                                                   whereas a drunken dwarf becomes (gener-
animal friends as partners and not like                                                     ally speaking) more obnoxious and gruff,
pets. Certainly it does not hurt such rela-                                                 with a tendency to fight everything that
tionships that gnomes are small enough                                                      moves, an inebriated gnome becomes
to see "eye to eye" with these small                                                        euphoric, laughs at virtuallyeverything,
mammals.
                                                                                                                                                 23
VOL. HI
and joyfully insults anyone or anything         are rare, but highly respected in their       other gods, but Garl is the best represen-
larger than himself or herself.                 home communities for their powers;            tative of gnomes as a whole. His ever-
                                                learning illusionist powers lakes a great     changing gemstone eyes seem to fit well
  Gnomes are rarely on good terms with          deal of time and practice compared to         into his unpredictable (though still law-
                                                learning fighting or thieving skills.         ful) nature.
any evil humanoid race, but their most          Gnomish adventurers of any sort often
hated enemies are the kobolds. Both races       think of themselves favorably as "giant          Like dwarves, gnomes have a distinct
compete for the same sort of living space       killers" ("giant" here meaning anything       sexual imbalance in numbers (two males
and materials, and their deities have long                                                    for every female), and this does have an
warred with one another, Garl Glitter-          larger than 5 feet tall).                     effect on their society. Gnomes, however,
gold (the major gnomish god) once                 Aside from elves, gnomes are the            do not have the rigid sexual and marital
caused Kurtulmak's most elaborate and                                                         mores dwarves have. Expressions of love
richly decorated throne room to develop a       longest-lived race among humans and           and caring are shown more freely, and
structural defect in the ceiling, making it     demi-humans, reaching a maximum age           courting is a popular pastime among
collapse at an untimely moment when             of over 750 years. As with the elven Eolk,    gnomes. Since most gnomes do not marry
the kobold god was entertaining one of          this has to some extent changed the           early in life, this means very long court-
the major arch-devils. The latter believed      gnomes' concept of time. Gnomes are not       ships. Some "romances" have been
the ceiling collapse was an assassination       usually prone to hurry with tasks, and are    known to last several hundred years—
attempt, and in vengeance hung Kurtul-          good at making up a variety of amuse-         becoming, in the process, material for
mak by his tail over an active volcano for      ments with which to occupy their time.        some particularly amusing tales and
six weeks. The kobold god has since             Joke-playing and other humor is very          jokes,
devoted all his energies to the destruction     useful in this respect. Gem and metal
of all gnomes, but his efforts seem to have     crafts take up much of a gnome's time in        Those males who choose not to be mar-
only made the gnomes tougher on the             later life when adventuring begins to         ried become more immersed in their
whole. All in all, it was a grand joke          pale, and community service is a popular      crafts, and develop close, non-sexual rela-
indeed.                                         option. Mining, of course, can be done at     tionships with friends who are either
                                                any age, and frequently is.                   other male gnomes, humans or demi-
  Goblins also hate gnomes, though not                                                        humans of either sex, or animals. These
with the single-minded fury that kobolds          As a race, gnomes are quite adaptable.      relationships are looked upon by married
have for them. Gnomes, in turn, hale            Though they do not particularly like the      and unmarried gnomes alike as being as
these races to the point where they will        sea or other large bodies of water, they are  valuable and important as a marriage
attack diem in preference to any other          more willing than dwarves to live in such     relationship, though humans and
race of enemies, and gain a bonus 10 hit        areas. Undersea communities of gnomes,        members of other races might be hard
them as well. Because gnomes are small          with tunnels leading from great air-filled    pressed to see things that way. Gnomes
enough to dodge between the legs of             caverns beneath the waves to rockier          will go to great lengths to aid those
larger opponents and evade blows,               ground on the shore, have been reported.      beings and creatures whom they become
humanoid beings of gnoll size or larger         These complexes would be extremely            attached to, and will feel a strong sense of
                                                rare, since most gnomes do not know           responsibility for them.
have a very tough time scoring any hits         how to swim. Other colonies of gnomes
                                                have been reported in arctic areas, clus-       As presented in the AD&D rule books
on them.                                        tered near geothermal springs or places       and played in AD&D campaigns, gnomes
  The physical senses of gnomes are very        with mild volcanic activity.                  at times seem a little too much like
                                                                                              dwarves. The two races share some char-
well developed. Their eyesight is good             Recently, a purely subterranean sub-       acteristics; yet, in order for each to remain
and includes infravision out to 60' or so.      species of gnomes was discovered; known       a separate and distinct character type, dif-
Gnomes have the most sensitive hearing          as svirfneblin, or "deep gnomes" (see         ferences should be present. It might be
of any demi-human race, and their com-          ADfcD* Module D2, The Shrine of the           worth discussing ways in which gnomes
munities are unusually quiet compared to        Kw-Toa, and the FIEND FOLIO®                  could be made a little more unlike other
those of other races as a result. Some          Tome), these beings are on close terms        character races; it is suggested that the
gnomes prefer walking some distance             with many sorts of earth elementals, just     sexual ratio of males to females be evened
ahead or behind groups of noisier (usu-         as surface gnomes associate with burrow-      up, perhaps nearer seven males for five
ally meaning human) races. Gnomes also          ing mammals. They possess an innate           females. It is odd, too, that whiledwarves
have a more highly developed senseof            magic resistance and spells of illusion;      are said to be unable to cast magical
taste and smell than other races, and have      their language is a modified form of the      spells (excluding the clerical sorts possi-
larger noses that some people find quite        surface gnome tongue. Gnomes seem to          ble to many races) due to their magical
                                                be turning up in the most unexpected          resistance from their constitutions,
amusing.                                        places — perhaps their way of having a        gnomes gain the same magic resistance
  Gnomes go adventuring for various             little joke on all the other races.           and are allowed to become illusionists.
                                                                                              Further discussion of this matter and
reasons; many such adventurers are                The personality of gnomes is well           other possible changes might be worth-
multi-classed. Gnomes are able to learn         represented by their chief deity, Garl Glit-  while in making the AD&D system more
the skills of the fighter, thief, illusionist,  tergold, Garl is mischievous, courageous,     logical and reasonable.
and assassin, and are better able to mix        witty, and strongly drawn to the adven-
classes than either dwarves or halflings.       turing life. His great axe is actually his       Material for this article was gleaned
                                                companion; Arumdina is quite intelli-         from the AD&D Players Handbook,
  Gnomish thieves and illusionists, for         gent, and has the power to cut stone and      Monster Manual, Dungeon Masters
obvious reasons, are especially able to use     heal Garl as desired. It is interesting to    Guide, and the DEITIES & DEMIGODS™
their talents to pull jokes on other beings.    compare Arumdina (as Carl's compan-           Cyclopedia. Also, the novels Three Hearts
The feeling that gnomes have been slight-       ion) to Moradin's hammer (which is non-       and Three Lions by Poul Anderson and
ed by many other races without cause (a         intelligent and his personal tool) and to     Enchanted Pilgrimage by Clifford D.
claim not without substantial evidence)         Corellon Larethian's sword (which is an       Simak provided some additional details
makes the fighting and thieving lives           extension of the elven god, virtually a       on various matters.
most attractive, as a way of evening up         part of him). Gnomes have a number of
the imbalance. Assassins are motivated by
a similar "get 'em back" philosophy, and
enjoy taking vengeance on their enemies
with macabre humor. Gnome illusionists
24 BEST OF DRAGON
The gods of the gnomes
Baervan, Urdlen, Segojan, Flandal
  The demi-human pantheon with the            an exception again, has no friends.         response of gnomish gods to their ene-
fewest members is likely that of the          Because gnomes regard companions            mies. They often act indirectly against
gnomes. By most counts there are only six     highly, it is inevitable that their pan-    their enemies, but if the situation is
                                              theon reflects this trait. Gnomish deities
or seven deities governing the gnomish        usually only associate with other gnom-     serious enough they are fully able to take
folk, though it is possible there are more    ish deities, though they maintain a loose   the offensive and fight directly in battle.
in other universes. All gnomish gods,         contact with a few dwarven gods at times.   Compared to other non-human deities,
with the exception of Urdlen the Crawler,                                                 the gnomish pantheon is one of the most
are ruled by Carl Glittergold (see the           Pranks and practical jokes are a major   active and involved with its worshipers.
DEITIES & DEMIGODS™ Cyclopedia).
AH but one of them live on one of the
planes of the Twin Paradises in the area
called the Golden Hills, where the souls
of faithful gnomes go at death. The
exception is, as before, Urdlen. who lives
in the Abyss.
  Gnomish deities are fully concerned
w«h the fate of the gnomish race, and go
adventuring quite often to support their
causes and keep enemies from over-
whelming the gnomes. Though all of the
known gnomish gods are masculine, they
are worshipped by male and female
gnomes with equal reverence. They lack
the "he-man" image one might imagine
an all-male pantheon would possess, and
are clever, sensible, and helpful. Urdlen is
sexless (though still referred to as a "he")
and shares none of these good qualities,
but "his" few followers may still be male
or female.
   Gnomish gods nearly always have at
least one companion, either a weapon,
animal, or other deity, that accompanies
them on their missions. Garl has'Arum-
dina, his intelligent battle axe; Baervan
has his raccoon friend Chiktikka; Segojan
is sometimes accompanied by an intelli-
gent stone golem, and so forth. Urdlen,
BAERVAN WILDWANDERER                          FIGHTER: 8th level ranger                   safely approach this tree; it will attack all
      "The forest gnome"                      MAGIC-USER/ILLUSIONIST: 13th                others (treat as a treant of maximum size
                                                                                          and hit points). Whisperleaf regenerates
Lesser god                                          level illusionist                     all wood loss within an hour.
ARMOR CLASS: ;                                THIEF/ASSASSIN: 20th level thief
MOVE: 75*                                     MONK/BARD: Nil                                 In battle Baervan may touch his special
HIT POINTS: 295                               PSIONIC ABILITY:///
NO. OF ATTACKS: 312                           S: 18(00) (+3, +6) I: 21 W: 19 D: 25                                                                25
DAMAGE/ATTACK: 2-24 (+6)                      C:22 CH:22
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better                   Garl Glittergold'sclosest rival in the
                                              field of good-natured mischief is Baervan
     weapon to hit                            Wildwanderer, the forest gnome. While
MAGIC RESISTANCE: 20%                         he lacks Garl's finesse and dedication,
SIZE: S (T tall)                              Baervan is slightly better in the practice
ALIGNMENT: Neutral good                       of his thieving skills. He dresses in
WORSHIPER'S ALIGN: Alt good                   clothes of wood-brown hues, and carries a
                                              spear (+3)made from an ancient oak tree
     and neutral alignments (gnomes)          on the Twin Paradises called Whisper-
SYMBOL: Raccoon's face                        leaf, If this spear is destroyed, Baervan
PLANE: Twin Paradises or                      may make another from the wood of
                                              Whisperleaf in a single day. Only he may
     Prime Material Plane
CLERIC/DRUID: 12th level druid
VOL. Ill
spear to any ordinary tree, automatically                     Chiktikka does 2-8 paints of damage with     nut-brown skin and pale gray hair (and
animating it for 5-20 turns as a treant of                    each set of claws and bites for 2-12 points  his raccoon friend). Should he chance to
                                                              of damage. Many stories are told of the      meet a worshiper of his who has per-
12 hit dice. The tree/treant obeys all of                     adventures this duo has shared, often        formed some great deed in his name
Baervan's orders and no one else's for the                    started by Chiktikka's humorous ability      (DM's option, about a l%chanceof
duration of its animation. Baervan may                                                                     encounter), he will give thai gnome a
do this as often as he likes, animating one                   to get into trouble by "borrowing" some-     minor magical item. Such a worshiper
                                                              thing valuable, such as a minor artifact or
tree per round.                                               some other item.                             will meet Baervan only once in his or her
   Baervan has a travelling partner, a                                                                     lifetime.
                                                                Though Baervan sometimes plays jokes
giant raccoon named Chiktikka Fast-                           on other creatures, it is hard not to like      Gnomish fighters, fighter/thieves, and
paws, who is highly intelligent but prone                     him. He tends to keep to himself, except     thieves of a non-evil nature are often the
to act before he thinks. Chiktikka is AC 3,                   for Chiktikka's company, and is said to      followers of this god, and prefer living in
moves at 15", has 70 hit points, and has                      sometimes roam the forests of the Prime      the outdoors rather than in a city all the
all the powers (including attacks) of a                       Material Plane. He is distinguished by his   time.
12th-level thief with an 18 dexterity.
URDLEN                                                        humanoid, or demi-human. No one can          their deity by pouring the blood of a crea-
      "The Crawler Below"                                     predict where he will strike next, or what   ture they've killed into the ground and
                                                              his plans are to further the cause of evil   burying it. Jewels and valuable metal
Lesser god                                                    among gnomekind. Just as he can burrow       goods are sacrificed to him by ruining
ARMOR CLASS: 2                                                into the earth of the Abyss, so he hopes     them {breaking, tarnishing, melting)and
MOVE: 12" (36")                                               evil will burrow into his followers' hearts  then burying them. Clerics of this deity
HIT POINTS:272                                                and souls. He thrives on harmful trickery    are continuallyat war with the rest of the
NO. OF ATTACKS: 2                                             against the innocent and good.               gnomish deities and the clerics and fol-
DAMAGE/ATTACKS: 4-16 (+7)                                                                                  lowers thereof.
SPECIAL ATTACKS: Nil                                             Urdlen's form is distorted by a perma-
SPECIAL DEFENSES: See below                                   nent blur spell which cannot be dispelled       Gnomish assassins and evil thieves and
MAGIC RESISTANCE: 30%                                         while he lives. His clerics have a 5%        fighters make up most of the worshipers
SIZE: L (8V long)                                             chance of successfully calling upon Urd-     of this awful deity. They generally share
ALIGNMENT: Chaotic evil                                       len when in danger and having him cast       their lord's love for evil and deadly
WORSHIPER'S ALIGN: All evil                                   a blur spell on them for protection; how-    pranks directed against all creatures, even
                                                              ever, if the gnome cleric is slain anyway    other gnomes. His followers often prefer
     alignments (gnomes)                                      while the spell is still in effect, Urdlen   to live underground, after the manner of
SYMBOL: While mole                                            will eat the gnome's soul when it reaches    Urdlen's chaotic tunnel home in the
PLANE: Abyss                                                  the Abyss. Urdlen's clerics may appease      Abyss.
CLERIC/DRUID: 8th level cleric
FIGHTER: 10th level fighter
MAGIC-USER/ILLUSIONIST: 13th
      level illusionist
THIEF/ASSASSIN: 12th level assassin
MONK/BARD: Nit
PSION1C ABILITY: VI
S: 19 (+3,+7) 1:20 W: 14 D: 20
C:24 CH:3
                                                           :
   Urdlen is the epitome of the evil
impulse that rules some gnomes and is
feared by the rest. He appears as a huge,
dead-white, furless mole with claws of
steel. It is said that Urdlen, a neuter and
sexless being, lusts for precious metals,
jewels, and the blood of any human,
SEGOJAN EARTHCALLER                                           CLERIC/DRUID: 11th level druid
     Deity of earth and nature                                FIGHTER: 6th level fighter
                                                              MAGIC-USER/ILLUSION 1ST: 16th
Lesser god
ARMOR CLASS: 0                                                      level in each
MOVE: 9" (36")                                                THIEF/ASSASSIN: Nil
HIT POINTS: 255                                               MONK/BARD: 4th level bard
NO. OF ATTACKS: /                                             PSIONIC ABILITY: VI
DAMAGE/ATTACK: 3-30 (+3)                                      S: 18(01) (+1,+3) 1:22 W: 23 D: 18
SPECIAL ATTACKS: See below                                    C:24 CH:20
SPECIAL DEFENSES: +2 or better
                                                                 Segojan is the gnomish deity of the
     weapon to hit                                            earth and nature, a friend to all living
MAGIC RESISTANCE:20%                                          animals that move above and below the
SIZE: Af (W tall)                                             earth and one who speaks with the very
ALIGNMENT: Neutral good                                       rock itself.
WORSHIPER'S ALIGN: All good
                                                                 He is known to his worshipers as a
     and neutral alignments (gnomes)                          gray-skinned gnome who wears armor
SYMBOL: Large glowing gemstone                                made of grass and roots that acts as +4
PLANE: Twin Paradises                                         leather. When he enters battle he carries a
26                                                                                                         BEST OF DRAGON
rod made of crystalline quartz thai is +4   Segojan may also call up 2-8 earth ele-        betterment of gnomekind and for their
to hit and does 3-30 points of damage per   rnentals (16 hit dice each) once a day.        art's sake as well. Gnomish miners and
hit. This rod will create a stone golem                                                    jewelers also revere this deity. The non-
once a day thai is of average intelligence    Though his primary sphere of control         player clerics of Segojan frequently cast
and will obey Segojan's commands alone.     is the earth and nature, Segojan is also       light or continual light spells on large
The rod must be pressed against a massof    seen in a lesser way as the gnomish god of     and well-cut gems for use as holy sym-
rock of sufficient size to form the golem.  magic. Many of his followers are illusion-     bols, causing them to glow from within.
                                            ists who strive to improve their art for the
FLANDAL STEELSKIN                           half all damage he receives from heat and      made of yellow metal, named Rhondang.
      "The Forger"                          fire. His skin is the color of mithril steel,  It is +5 to hit and can shoot a six-dice
                                            and his eyes are flaming coals. Flandal's      fireball as frequently as once per round,
Demigod                                     hair and beard are a brilliant blue-silver.    up to a total of ten times per day. Rhon-
ARMOR CLASS: 2
MOVE: 6"                                       Flandal is one of the strongest of          dang is able to converse naturally with all
HIT POINTS:230                              gnomish deities, perhaps the most so. He       beings who use fire or dwell in fiery loca-
NO. OF ATTACKS: 3/2                         is often found traveling with one or two       tions (red dragons, chimerae, fire elemen-
DAMAGE/ATTACK: 3-24 (+10)                   of the other gnomish deities in search of      lals, etc.). This in no way means that
                                            new ores and veins of metal to use in his      Flandal is friendly toward those beings,
     (and see below)                                                                       however, though he will be prone to talk
SPECIAL ATTACKS: Set btlou)                 forges. It was Flandal who helped forge        first before attacking. Rhondang does
SPECIAL DEFENSES: Takes half                and enchant Arumdina, Carl Glitter-            double damage to cold-using or cold-
                                            gold's battle axe.                             dwelling creatures.
     damage from heat and fire
MAGIC RESISTANCE; 10%                          Flandal wields an axe-backed hammer            Because he needs their services to help
SIZE: S (4' tall)                                                                          forge items, Flandal is likely (65%chance)
ALIGNMENT: Neutral good                                                                    to have 1-4 fire elemental^ (16 hit dice
WORSHIPER'S ALIGN: All                                                                     each) with him when he is encountered.
                                                                                           The elementals are quite friendly toward
     workers of metal (gnomes)                                                             him and obey him in all respects. When
SYMBOL: Flaming hammer                                                                     Flandal is not traveling, he will be found
PLANE: Twin Paradises                                                                      in his workshop on the Twin Paradises,
CLERIC/DRUID: 8th level in each                                                            planning or making a new magical
FIGHTER: 10th level fighter                                                                weapon.
MAGIC-USER/ILLUSIONIST: 15th
                                                                                              Flandal is obviously a popular god
      level magic-user                                                                     among gnomish smiths; a large number
THIEF/ASSASSIN: Nil                                                                        of fighter/clerics follow his worship in
MONK/BARD: Nil                                                                             some areas. It is said that some of his cler-
PSIONIC ABILITY; VI                                                                        ics have developed or been granted a new
S: 22 (+4,+10) 1:18 W: 20 D: 17                                                            spell that enables their war hammers to
C: 23 CH: 18                                                                               burst into flame for a short time, giving
                                                                                           additional bonuses to hit and damage, as
   Flandal wears only a leather apron for                                                  a flame tongue longsword.
armor and protection from fire, but the
apron has been enchanted to reduce by
                                            CLERICAL QUICK REFERENCE CHART
          Sphere                            Raiment                                        Sacrifice/Propitiation  Place of
                                                                                                                   of worship
Deity     of control Animal Head            Body     Colors Hoty days Frequency Form                               forest
Baervan                                                                                                            clearing
          adventure, raccoon green cap brown wood           f u l l moon monthly                     treasure
Urdlen                                                                                                             underground
          thieves                           clothes brown                                            items         cavern
Segojan                                                                                                            underground
          evil     white mole bare          white    white  winter                         annually  blood and     temple
Flandal                                                                                                            underground
                                            cloak           solstice                                 jewels        forge
          earth,   badger fur cap leather gray and first day of quarterly                            gemstones
          nature                            armor dk, brown each season
          metalwork ing n/a  steel          leather  red    midsummer's annually                     forged
                     '       helm           armor           day                                      weapons
   Gnomish clerics are never druids, regardless of alignment. They tend to work through indirect channels to support the
cause of gnomes, and will only rarely bring their business into the open. They are not often found as community leaders or
such, because of their supportive orientation. Gnomish clerics are all males, just as their deities are considered to be.
VOL. ill                                                                                                                        27
The HALF-ORC
                                                point of view
by Roger Moore                                  than food-gathering, like figuring out        mortality rate is quite high, too. Barely
                                                how to get more food and living space.        one oreish child in three will see adult-
   Half-ores, as everyone knows, are what       The easiest opportunity to be realized was    hood, and fewer still will see old age.
you get when you cross ores and humans.         to take food and/or living space away
They are not uncommon in the world of           from other folks, and these other folks          None of this is any surprise to non-ores
the ADfcD™ game, and they do not enjoy          were usually other ores. Intertribal com-     who have made even the briefest study of
good reputations among most popula-             petition became fierce, and over the cen-     the race. But what shocks the casual
tions. One well-known authority de-             turies many of these conflicts have           observer is the degree of acceptance, even
scribes most half-ores as "rude, crude,         "evolved" into what seem to be eternal        preference, ores express for this situation.
crass, and generally obnoxious."                states of war between various tribes.         "How eould we feed so many hungrylit-
                                                                                              tle mouths?" retorted one ore prisoner to
   Why do half-ores seem to turn out this         Ores are nocturnal by nature. They          a curious paladin. "If you have lots of
way? What makes them tick?                      prefer to catch prey when it is asleep and    brats and some of them die, so what?
                                                less able to escape. Ores have done this      They were the weakest... the strongest
   To better understand half-ores, one          for so long they've developed infra vision,   ones will live and work for you, make
needs to understand the non-human               the ability to see living objects in dark-    you proud of their strength. Who wants
aspect of their nature. Ores are probably       ness by their body heat. The development      weak sons? Your enemies will kill you in
the most common son of humanoid crea-           of infravision was assisted by the oreish     your sleep if they see you are protected by
tures. They vary widely in physical             habit of living in caves for protection.      weaklings."
appearance, but generally seem to retain a      Ores tend to live in wilderness areas
vaguely human look, tinged with a hint          where the sky is heavily overcast and           As can be inferred from the above
of something .. . else.                         direct sunlight is nonexistent or rare at     comments, ores prefer male children.
                                                best. In magical universes such regions       Though females are born only slightly
   In nearly all oreish societies, the social   are frequently found, their twilight per-     less often than males, much fewer of the
philosophy is the same. Ores are the            petually maintained by the forces of          females survive to adulthood. Other
ultimate social Darwinists; only the            magic cast by mortal or godling. In these     demi-human races with sexual imbal-
strong and the clever survive, and the          places ores will be much more active than     ances have that property because of natu-
strongest and cleverest ores are the ones       is customary in the daytime, even to the      ral reasons; ores (and certain other
who manage to reach the upper social            point of conducting raids and hunting,        humanoids as well), however, are more
levels of their cultures. Ores have no          but it is at night when ores really become    likely to practice selective infanticide, or
respect for those weaker than themselves,       dangerous.                                    otherwise forcibly adjust the ratio of
and are quick to step-and-fetch for those                                                     males to females. The emphasis in oreish
stronger than they. They distrust all over-       Though such lives of hard work and          society is on fighting ability to gain sta-
tures of friendship and love, seeing these      danger have made most ores rather strong      tus and well-being; since they have less
as a cover for other, baser intentions; if      and tough constitutionally, the race has a    muscle than males, females generally lose
they discover feelings of friendship to be      short lifespan. A 40-year-old ore has         out. Ores believe that the only value
quite genuine, they immediatelyattempt          reached the virtual end of its natural life;  female ores have is in bearing children (as
to manipulate events to take the best           the average ore lives for 12 to 26 years. As  many as possible) and keeping the cave
advantage of them and gain the upper            might be expected, ores have a very high      clean.
                                                rate of reproduction, but their infant
hand.                                                                                           Oreish religion is interesting, too,
   Ores are like this because of the influ-     From issue #62, June 1982                     because of the great extent to which the
                                                                                              ores' way of life mirrors the tenets of the
ence of their deities (discussed in the                                                       religion they follow. By and large, ores do
companion article to this one) and                                                            not well appreciate the consequences of
because of their own past. Sages have                                                         their actions beyond the immediate pres-
uncovered much evidence showing that                                                          ent (a byproduct of their low wisdom).
ores developed in regions generally hos-                                                      What they do, they do for the here and
tile to life; survival was difficult, and only                                                now, occasionally with some (but not
if a group worked closely together could                                                      much) consideration for the future. This
it hope to collect enough Food to get even                                                    is probably due to the necessities of their
a pan of its numbers through the year.                                                        harsh life; one does not have time to
While the group would have to work                                                            think of the future when one must worry
together to collect food, distributing it                                                     about just getting through today. For
was another matter. The strongest ores                                                        ores, however, this reasoning applies even
got the most food, and the weakest ones                                                       when times are comparatively good and
got none at all. (They were probably                                                          food is plentiful. They continue to worry
going to die anyway, right?)                                                                  primarily about now, not later.
   The very toughest ores managed to                                                            This altitude is reinforced in their reli-
receive more than just the bare minimum                                                       gious ceremonies; no mention is made of
of nourishment, enough to make life                                                           the future beyond the statement, often
more comfortable for them and give them
a certain degree of personal security.This                                                                                 BEST OFDRAGON
also gave them the chance to explore
somewhat more intellectual occupations
28
repeated, that ores shall rule the world     for the "half-humans" among them, they         variety of non-orcish attitudes and life-
someday. It is interesting to note that      are also aware that such beings generally      styles, but even then will have some less
Gruurnsh, the major orcish deity, is one-    possess more adaptability and cunning          savory aspects to their nature as well. The
eyed; this means he has a narrow field of    than a full ore, and have the potential to     average human has a dislike for ores and
vision and no depth perception at all.       be stronger than the average ore.              anything with orcish ancestry; half-ores
The many tales about Gruumsh reveal
that, indeed, he too appears prone to act       Unless rivalry between the half-ore and     will find themselves the objects of preju-
first and think about it later. When he      his peers ends his life at an early age, the   dice in most human communities.
meets another godling who appears to         half-ore will usually achieve a quite
fail to notice him, or to give him proper    respectable position of power and influ-          Many half-ores react to the local expec-
respect, he doesn't ask why;he attacks.      ence in his tribe. Aware that he is not a      tations of them in predictable ways
                                             full ore, the half-ore will probably feel      (incidentally reinforcing those expecta-
   When Cruumsh's moronic (and two-          much superior to ores and assume added         tions). In other words, treat a half-ore as
eyed) son Bahgtru stubs his toe on a huge    arrogance and pride — thus successfully        if it were dangerous and bad, and it will
rock, Gruumsh curses the rock and tries      mixing the worst of human qualities            probably become dangerous and bad if it
to wrestle it. After breaking it into small  with the "best" of the orcish. These sorts     wasn't already. Yet there have been
pieces with Bahgtru's help, he proclaims     of leaders are exceptionally dangerous,        examples of neutral-aligned half-ores and
a victory over the forces of nature. Never   possessing enough foresight and intelli-       even a few of good nature; most of these
mind that he and Bahgtru had their feet      gence to lead their tribes on much more        retain an unnatural (to many humans)
cut by rock fragments, or that they are so   widespread raiding, banditry, and war-         affinity for lawfulness and obedience, but
tired from breaking the rock that they       making than is usual for ore bands.            are otherwise acceptable company. Half-
have trouble later fighting giants. The                                                     ores raised in a human community are
point had to be made, then and there.           Life is not all rosy for this type of       very unlikely to be able to speak orcish
While Gruumsh will usuallyact with           leader, of course; rivalries, jealousies, and  unless they have had formal study in it.
some forethought and planning, his rage      intrigues will probably continue within
is easily ignited, and it inevitably clouds  the tribe against him unless he becomes           Half-ores have a variety of careers open
his judgment. With only one eye, he has      powerful enough to command immediate           to them, in whatever society they inhabit.
but one view of the world: his own,          obedience at the risk of swift destruction.    Obviously, and most commonly, they
Orcish shamans and half-ore clerics          A few cases are known of half-ore females      make good fighters; orcish tradition
imitate Gruumsh by plucking out one of       rising to positions of power within a
their eyes, hoping to gain Gruumsh's         tribe; usually this female is either a war-    strongly emphasizes personal combat and
perspective.                                 rior disguised as a male (who must flee or     physical strength.
                                             die if her deception is discovered), or a
  With a background like this, it is         cleric for one of the few orcish religions        Half-ores are fairly good at thieving
hardly surprising that half-ores are as      that permit female shamans or clerics. In      and banditry, but suffer from relatively
they are. Produced under questionable        no known cases have female half-ores           poor physical coordination and have
circumstances at best, half-ores will usu-   become as widely feared or powerful (per-      some difficulty in applying themselves
ally retain some properties of both spe-     sonally or politically) as male half-ores,     constantly to improving their skills. Half-
cies, human and ore, wherever they are       though this is not through any fault of        ore thieves generally steal for the same
raised. Those brought up in orcish           their own. Orcish sexual prejudice is deep     reasons as anyone else does, but tend to
society (the male ones, at least) will be    and strong.                                    feel that they are especially justified in
immersed in the previously described                                                        what they do by one of their laws of sur-
orcish social philosophy. Though full-         Half-ores raised in human society, usu-      vival: he who cannot hold onto what he
blooded ores have some degree of dislike     ally without the orcish parent present,        has, does not deserve it. They regard their
                                             have a greater likelihood of adopting a        actions as necessary for their own exis-
VOL. Ill                                                                                    tence, stealing because they have to, not
                                                                                            just because they want to.
                                                                                              The assassin's skills, by contrast, come
                                                                                            most readily to the half-ore. By virtueof
                                                                                            their casual regard for the lives of others,
                                                                                            even of their own kind, the art of killing
                                                                                            has a certain appeal to those with orcish
                                                                                            blood. Half-ore assassins often come to
                                                                                            believe their actions are for the benefit of
                                                                                            the world in general; they are culling out
                                                                                            the unfit in the most direct way possible,
                                                                                            which brings out another of the orcish
                                                                                            laws of survival: if something can be eas-
                                                                                            ily killed, it did not deserve to live. Who
                                                                                            can resist the urge to be the one who
                                                                                            wields the scythe, who decides the fates of
                                                                                            others, who has the power of almighty
                                                                                            death in his hands? With their preference
                                                                                            for a retinue of underlings, half-ore assas-
                                                                                            sins can create powerful guilds to support
                                                                                            them, and may spread their influence into
                                                                                            many a court or government.
                                                                                               Half-ores who become clerics will usu-
                                                                                            ally combine their clerical practices with
                                                                                            another career, commonly as a fighter or
                                                                                            assassin. This is because half-ores cannot
                                                                                            advance very far in experience as clerics,
                                                                                            and they will eventually require another
                                                                                            set of skills to keep them on even terms
                                                                                            with increasingly tougher adversaries.
                                                                                            Half-ore cleric/assassin types are invaria-
                                                                                            bly death-worshipers, and strive to put
themselves in better favor with their            For example:                               god, and that some being might be capa-
awful gods by personally bringing death          Elves are able to see many sides of a      ble of bringing this about if he were not
to as many beings as possible, within         problem; ores see but one.
their religion and outside it.                   Elves carefully examine the long-range     more careful. Though Gruumsh rails and
                                              consequences of an action, usually before     curses the elven gods in many later sto-
   Ores and half-ores generally dislike and   undertaking it, while ores could care less    ries, he never again tries to directly
avoid beings larger than themselves,          for anything but the present.
unless (as in the case of ogres) the ores        Elves are very long-lived, while ores      assault them, and spends his fury on mor-
feel they can manipulate them suffi-          have one of the shortest lifespans among      tal elves instead. Obviously, he took the
ciently, with promises of shared treasure     the human*mlraces.                            hint.
and food, to make them useful to the             That list could be longer, contrasting
orcish communityas guards and/or              many other aspects of the races' lifestyles,     In summary, haIf-ores are often bound
heavy infantry. Ores and half-ores dislike    but a point has been developed. Ores and      to take on some of the less desirable char-
smaller humanoids because they are inev-      elves are opposites in nearly every way,      acteristics of their orcish parents, espe-
itably weaker, and these races are usually    and ores resent the advantages elves have,    cially if they are raised in an ore tribe.
employed only as slaves. Goblins, who         especially their long lifespan. While elves
are only marginally weaker than ores and      do not particularly like ores, they think of     Half-ores are generally tough, respect-
can hold their own against them at least      them as a short-term problem not worthy       ful of power, and seek to have power
some of the time, are afforded more toler-                                                  themselves. They tend to measure one
ance than other small humanoids.              of prolonged consideration. Ores, on the      another by the number and qualityof
                                              other hand, are consumed with hatred for      their followers, and they prefer to work
   But it is not other humanoids that ores    elves, and will slay them out of hand         within a group setting rather than on
hate worst of all — it is other orcish        whenever the opportunity presents itself.     their own.
tribes. The roots of hatred run deep
between conflicting tribes; the original         Orcish mythology has several tales of        Like ores, half-ores often act before
cause of friction, if there was one, has      battles between elven and orcish deities.     thinking about the results of their deeds,
long since been lost to antiquity. Intertri-  The most famous one occurs between            and appear somewhat stupid to other
bal conflicts are maintained by religious     Gruumsh and Corellon Larethian, the
bigotries; each tribe worships a particular   chief elven deity. The story goes like this,  more foresighted individuals because of
orcish patron god with interests that         according to the ores;                        this. They dislike the weak, follow the
(naturally!) conflict with those of other                                                   strong, and quarrel with their equals.
deities. Even so, all tribes usually pay         Gruumsh ambushes Corellon in hopes         Again, this is not true of all half-ores. But
some homage to Gruumsh, the king of           of slaying him and drinking his blood, so     at least a vestige of these characteristics is
                                              as to inherit his special powers; Gruumsh     present in nearly every one, regardless of
the orcish gods.                              fails, of course, through his own short-      their individual makeup.
  Another question concerning orcish          sightedness, and Corellon shoots an
                                              arrow at Gruumsh's eye.                         Information for this article was taken
and half-orcish personality should be                                                       from the ADfeD rule books, the Players
addressed: Why do ores hate elves so            Though the arrow failed to blind            Handbook, the Monster Manual,and the
much? Superficial examination of the          Gruumsh, apparently it was not intended       Dungeon Masters Guide, as well as the
question reveals little overt cause; ores     to. Elven stories of the same event (much     DEITIES fc DEMIGODS™ Cyclopedia.
                                                                                            Some additional comments and insights
and elves do not frequently compete for       briefer than the tedious orcish versions)     were found in Master of Middle-Earth by
the same living space or for the same         say that Corellon meant the arrow as a        Paul H. Kocher. Though this latter book
foods. But a slightly deeper examination      warning to Gruurnsh of his vulnerability
                                              — a hint that it would only take the loss     concerns the world of J.R.R. Tolkien,
shows that in terms of personality, prob-     of his eye to break Gruumsh's power as a      much of the information therein is quite
ably no two races could be further apart.                                                   usable in an AD&D setting, and the work
                                                                                            is highly recommended to the serious
                                                                                            student of role-playing.
30 BEST OF DRAGON
The gods of the ores
Bahgtru, Shargaas, Ilneval, Yurtrus, Luthic
   This is the tale the shamans tell, in the  shamans say Corellon deserved it for not        exclusion of mention of Gruumsh
camps of the ores when the night is deep      being properly deferential. Because of this     himself.
on the world and dawn is far away:            battle, ores of all sects and cults hate elves
                                              more than all other non-ore races.                 Warfare between tribes isactually
   In the beginning all the gods met and                                                      encouraged to some extent by the orcish
drew lots for the parts of the world in          The shamans' tales of the battles            gods, who believe that this is the best way
which their representative races would        between the dwarven gods and the orcish         of eliminating the unfit and weak, and
dwell. The human gods drew the lot that       gods lor ownership of the mountains             promoting the survival and growth of the
allowed humans to dwell inhere they           would weary the most ardent listener.           strong. No attention is paid to the
pleased, in any environment. The given        The ores are drawn to the mountains by          thought that it might also waste the best
gods drew the green forests, the dwarven      their brutal majesty and stark barrenness,      fighters' talents, which might have been
deities drew the high mountains, the          while dwarves love mountains for their          better directed against non-ore foes.
gnomish gods ike rocky, sunlit hills, and     isolation and beauty, and for the ores that
the kalfting gods picked the lot that gave    lie beneath them.                                  A minor cull has been noted, represent-
them the fields and meadows. Then the                                                         ing the only known orcish religion that
assembled gods turned to the orcish gods         Many have also heard of the eternal          doesn't emphasize violence or warfare.
and laughed loud and long. "All the lots      battles on the plains of the Nine Hells         Probably less than a hundred ores belong
are taken!" they said tauntingly. "Where      between the goblins and ores, each side         to this sect, and most sages doubt that the
will your people dwell, One-Eye? There        led by their respective gods. No matter         being they worship is even a true god, It
is no place left!"                            how much noise the ores of this world           appears to have been started when an ore
                                              make about joining their forces with the        discovered an ancient picture of a female
   There was silence upon the world then,     other humanoids, all ores are aware that        ore, reputedly the most beautiful of her
as Gruumsh One-Eye lifted his great iron      there will be room for one race in the end      race ever known. This ore and his follow-
spear and stretched it forth over the         . . . and it will not be the goblins, the       ers worship the picture and bring it sacri-
world. The shaft blotted out the sun over     ogres, or any of the rest.                      fices of flowers, jewels, and candies. Only
a great part of the lands as he spoke: "No!                                                   time will tell whether they worship a true
You lie! You have rigged the drawing of         The division of ores into separate tribes     goddess or just a picture; whether this
the lots, hoping to cheat me and my fol-      (Evil Eye, Death Moon, Broken Bone,             cult shall fade away with time, or
lowers. But One-Eye never sleeps; One-        etc.) is usually made along cult lines. The     whether the ores will someday all follow
Eye sees all. There is a place for ores to    tribal symbol is the holy symbol of the         the ways of the mysterious goddess
dwell. .. here!" With that, Gruumsh           orcish god the tribe holds as its patron.       known as "Mispigie,"
struck the forests with his spear, and a
part of them withered with rot. "And            There are a large number of orcish               Following arc descriptions of five of
here!" he bellowed, and his spear pierced     gods, representing such spheres of inter-       the most powerful orcish gods besides
the mountains, opening mighty rifts and       ests as strength, swordsmanship, military       Gruumsh, who is represented in the
chasms. "And here!" and the spearhead         power, the night, death, fertility, hunt-       DEITIES & DEMIGODS'"Cyclopedia.
split the hills and made them shake and       ing, and so forth. Each of them is part of      Any use of the word "cleric" in these de-
covered them in dust. "And here!" and         a rigid chain of command with Gruumsh           scriptions, when referring to those who
the black spear gouged the meadows, and       at the top. The relative positions of the       use clerical spells granted by these gods,
made them barren.                             gods in the hierarchy varies depending on       also includes shamans and witch doctors,
                                              the shaman doing the telling, as they all       as described in the AD&D™ Dungeon
   "There!" roared He-Who-Watches tri-        seek to emphasize the power and glory of        Masters Guide, unless otherwise stated.
umphantly, and his voice carried to the       their own deity, sometimes almost to the
ends of the world. "There is where the                                                                                                                31
ores shall dwell! There they shall survive,
and multiply, and grow stronger, and a
day shall come when they cover the
world, and shall slay all of your collected
peoples! Ores shall inherit the world you
sought to cheat me of!"
   In this way, say the shamans, did the
ores come into the world, and thus did
Gruumsh predict the coming time when
ores will rule alone. This is why ores
make war, ceaseless and endless: war for
the wrath of Gruumsh.
  The shamans tell other tales, too, that
shed light on why things are as they are
in the world. Shamans tell of the battle
between Corellon Larethian (the chief
elven god, whom the shamans call The
Big Fairy) and Gruumsh, in which Corel-
lon tried to shoot out Gruumsh's eye (sac-
rilege!) with his bow, but failed of course.
It is not considered important that
Gruumsh started the fight by trying to
paralyze the elven god with his spear; the
VOL. in
BAHGTRU                                       who command his services, especially if
                                                                                    they fail to give him some respect.
                                      Lesser god
                                      ARMOR CLASS: 1                                  It is said that Bahgtru once fought a
                                      MOVE: 9*                                      tremendous reptilian monster from
                                      HIT POINTS:340                                another world, and slew it barehanded by
                                      NO. OF ATTACKS: 2                             breaking all of its legs. His symbol is
                                      DAMAGE/ATTACK: 10-60 (+15)                    derived from this epic battle. Since this,
                                      SPECIAL ATTACKS: Grapple                      Bahgtru has never been known to use
                                      SPECIAL DEFENSES: +2 or better                weapons or armor of any usual kind. He
                                                                                    wears little other than a great pair of
                                           weapon to hit; see below                 cesti, or gauntlets, studded with steel
                                      MAGIC RESISTANCE: 35%                         rivets, with which to beat his victims flat.
                                      SIZE; L( 16' tall)
                                      ALIGNMENT: Lawful evil                           Bahgtru is a huge, incredibly muscular
                                      WORSHIPER'S ALIGN: Lawful evil                ore with dirty tan skin and dull green
                                                                                    eyes; his tusks, protruding from either
                                           warriors (ores and half-ores)            side of his mouth, are glistening white
                                      SYMBOL: Broken thigh bone                     from gnawing on bones. If Bahgtru
                                      PLANE: Nine Hells
                                      CLERIC/DRUID: Nil                             attacks and rolls a number 4 or more over
                                      FIGHTER: As 16+HD monster                     what he needs to hit with both hands, he
                                      MAGIC-USER/ILLUSIONIST: Nil                   has grappled his opponent and will crush
                                      THIEF/ASSASSIN: 6th level assassin
                                      MONK/BARD: Nil                                for 10-120 points of damage per round
                                      PSIONIC ABILITY: Nil                          thereafter, without rolling again to hit.
                                      S:25(+7, +14) 1:6 W: 6 D: 18                  His skin is so thick and tough that blunt
                                      C:25 CH: 5 {22 to ores)                       weapons do only one point of damage to
                                                                                    him before they bounce off.
                                         Bahgtru is the son of Gruumsh and
                                      Luthic the Cave Mother. Though he is             Clerics of Bahgtru must have a min-
                                      scorned and derided for his stupidity and     imum strength of 16, and must keep
                                      lack of self-will, no one says ill of his     themselves physically fit.They cannot
                                      awesome might. Other orcish gods call         wear armor, but may use weapons as they
                                      upon him for assistance; he is obedient,      choose. Those clerics who lose their
                                      though his incredible strength always         required strength lose their other powers
                                      exceeds the expectations of others, and he    as well, and will have their spirits
                                      may accidentally (?)cause harm to those       crushed in Bahgtru's fists in the afterlife.
                                                                                    Stronger clerics of this cult may help
                                                                                    weaker clerics along to the next plane,
                                                                                    usually without the latter's permission.
SHARGAAS                                Shargaas the Night Lord lives in a tre-
                                      mendous cavern system below the fiery
Lesser god                       I    plain of one of the levels of Gehenna. It is
                                      said that his caves extend infinitely, and
ARMOR CLASS: 2                        are darker than the blackest night. There
                                      no creature has sight but Shargaas him-
MOVE: 18"                             self and his orcish spirit servants. Shar-
                                      gaas, though blinded completely by light
HIT POINTS: 265                       from the sun, can see perfectly well in
                                      darkness out to a range of a mile or more.
NO. OF ATTACKS: 312                   He can also climb any surface, even per-
                                      fectly smooth ones, without slipping. In
DAMAGE/ATTACK: 3-30 (+8)              the days when he is said to have walked
                                      upon the earth, Shargaas could also hide
SPECIAL ATTACKS: Ambush               himself and his followers so well that no
                                      mortal could detect his ambushes or lairs.
SPECIAL DEFENSES: +2 or better
                                         As might be expected, orcish bandits
    weapon to hit; hiding; blindness  and haIf-ore thieves hold Shargaas as
                                      their patron, as do other regular ore
MAGIC RESISTANCE:65%                  tribes. Clerics of Shargaas are multi-
                                      classed (cleric/thieves or cleric/assassins)
S12.Z-. L (& tall)                    if they are half-ores; it is rumored that
                                      even orcish shamans and witch doctors
ALIGNMENT: Neutral evil               have some small degree of thieving or
                                      assassination skill (probably some 05-30%
WORSHIPER'S ALIGN: Thieves,           success at one or two abilities like hiding
                                      in shadows, picking pockets, or assassina-
    assassins, and those who do evil  tion from surprise). The major religious
                                      holidays in the worship of Shargaas are
    under cover of darkness (ores     the times of the new moon, when the sky
    and half-ores)                    is dark and cloudy.
SYMBOL: Red crescent moon with
    red skull between the horns
PLANE: Gehenna
CLERIC/DRUID: Nil
FIGHTER: As 10 HD monster
MAGIC-USER/ILLUSIONIST: 7th
    level illusionist
THIEF/ASSASSIN: 16th level thief!
    nth level assassin
MONK/BARD: 10th level monk
PSIONIC ABILITY: IV
S:20(+3, +8> I: 19 W: 15 D: 24
C: 19 CH: 7 (24 to ores)
32                                                                                  BEST OF DRAGON
ILNEVAL                                       the symbol of the leader type, the one
                                                                                          who plunges into battle with nothing but
                                            Lesser god                                    victory and destruction on his rnind. It is
                                            ARMOR CLASS: -I                               hinted that Ilneval covets Gruumsh's
                                            MOVE: 12"                                     position as the chief god of the ores; he
                                            HIT POINTS: 331                               has been said to have deposed one or two
                                            NO. OF ATTACKS: 2                             other orcish gods, relegating them to
                                            DAMAGE/ATTACK: 6-36 (+11)                     lesser status, in his climb to power.
                                            SPECIAL ATTACKS: See below
                                            SPECIAL DEFENSES: Immune to                      Ilneval is more of a "captain's god"
                                                                                          than a god of the common orcish soldier;
                                                  missile weapons; +1 or better           Gruumsh is prefered by chieftains and
                                                  weapon to hit                           orcish kings, and Bahgtru by common
                                            MAGIC RESISTANCE: 55%                         warriors. Though Gruumsh does not
                                            SIZE: L (? tall)
                                            ALIGNMENT: Lawful evil                        trust Ilneval, He-Who-Never-Sleeps has
                                            WORSHIPER'S ALIGN: Lawful evil                Bahgtru on his side, and this relieves
                                                  warriors (ores and hatf'Orcs)           some of his concerns.
                                            SYMBOL: Bloodied broadsword
                                            PLANE: Nine Hells                                Ilneval wears a suit of red iron chain-
                                            CLERIC/DRUID: 8th level dene                  mail and wields a sword that slays all
                                            FIGHTER: As 15 HD monster                     non-ores it strikes (save vs. death at -6).
                                            MAGIC-USER/ILLUSIONIST: Nil                   He cannot be touched by missile weapons
                                            THIEF/ASSASSIN: 14th level assassin           because of his armor's magical powers,
                                            MONK/BARD: Nit
                                            PSIONIC ABILITY: Nil                          and is immune to non-magical weapons
                                            S: 23 (+5,+11) I: 17 W: 14 D: 20              as well. He appears to be a very war-wise
                                            C:23 CH: 8 (25 to ores)                       and confident being; his face and arms
                                                                                          are heavily scarred from the many battles
                                               When Gruumsh does not have time to         he's fought, but the scars only increase
                                            command his armies, he turns the job          his appeal to his orcish followers.
                                            over to his chief lieutenant, Ilneval, the
                                            master of command and strategy (next to          The clerics of Ilneval, if half-ores, use
                                            Gruumsh himself, of course). Ilneval is       broadswords as weapons and are multi-
                                                                                          classed cleric/fighters. Clerics of all sorts
                                                                                          (ores and half-ores) wear red metallic
                                                                                          armor, and are expected to be good mil-
                                                                                          itary leaders as well as good clerics.
YURTRUS                                     color. Yurtrus has no mouth and doesn't
                                            communicate; the ores have a way of say-
ARMOR CLASS: 0                              ing "when White-Hands speaks"when
MOVE: 6"                                    they mean "never."
HIT POINTS: 303
NO, OF ATTACKS: 2                              Yunrus is surrounded by a huge enve-
DAMAGE/ATTACK: See below                    lope of stinking gases out to 120'; any
SPECIAL ATTACKS: Disease •                  mortal beings within this radius are
SPECIAL DEFENSES: See below                 affected as follows: Those up to and
MAGIC RESISTANCE: 75%                       including 4 HD/levels as if struck by dust
SIZE: L (12' tall)                          of sneezing and choking, those up to 8
ALIGNMENT; Neutral evil                     HD/levels as if struck by a symbol of
                                            pain, and those of higher levels suffer a -2
     (lawful tendencies)                    "to hit" with no saving throw. All effects
WORSHIPER'S ALIGN: Assassins                last while anyone stays within the cloud
                                            of gas.
     and those who worship or profit
     from death (ores and half-ores)           Yurtrus, in addition to his clerical
SYMBOL: White hand on                       spells, uses all death-magic spells of 18th
     dark background                        level magic-users. He may try to touch his
PLANE: Hades                                victims instead of using his spells; any
CLERIC/DRUID: 15th level cleric             being he strikes loses 3-12 hit points and
     (destructive spells only)              will catch 1-4 random diseases as well
FIGHTER; As 13 HD monster                   (use the listings in the Dungeon Masters
MAGIC-USER/ILLUSIONIST: See                 Guide). The loss of hit points will be
     below/Nil                              permanent unless recovered by a wish
THIEF/ASSASSIN: 15th level assassin
MONK/BARD: Nil                              spell, on a one-hit-point-per-wish basis.
PSIONIC ABILITY: VI                            The clerics of Yurtrus wear pale white
S : l 8 ( + l , + 2 ) 1:18 W: 11 D: 10
C: 17 CH: -4                                gloves made from the skins of non-orcish
                                            humanoids, humans, or demi-humans,
  Yurtrus the White Handed is the terri-    during their ceremonies. They wear thin
fying orcish god of death and disease. He   armor (equivalent to cloth) woven of the
appears as a huge, vaguely orcish giant     same materials. In combat they use maces
covered with peeling, rotting green flesh;  with the weapon's head made in the
his hands, however, appear completely       shape of a white fist. When plague or dis-
normal except for being chalk-white in      ease strikes a group of ores, the clerics of
                                            Yurtrus appeal him for an end to the
VOL. Ill                                    illness with great sacrifices of prisoners
                                            and slaves.
                                                                                          33
LUTHIC                                        ores, she is worshipped by males as well      Ores who follow her worship some-
                                              for her ferocity and her healing powers,    limes rub dirt on themselves to ensure
Lesser goddess                                                                            they will have many children, and clerics
ARMOR CLASS: 5                                  Luthic appears as a huge female ore       use earth in casting curative spells
MOVE: / •>" (12")                             who wears no armor, but has unbreakable     (though this is purely a symbolic gesture
HIT POINTS:287                                black claws four feet long. Her hair and    and not a true material component of the
NO. OF ATTACKS: 2                             eyes are dull black and her skin is dark    spell).
DAMAGE/ATTACK: 5-20 (+7)                      brown, lighter on the nose and ears.
SPECIAL ATTACKS: See below                    When in contact with the ground, she          Luthic's worship is one of the few that
SPECIAL DEFENSES: Regeneration                regenerates 3 hit points per round.         allows both male and female ores to
MAGIC RESISTANCE: 80%                                                                     become clerics; nearly all of the other dei-
SIZE: L (W tall)                                In addition to her normal attacks,        ties permit male clerics only. Ores in her
ALIGNMENT: Lawful evil                        Luthic may use magical spells to undo       tribe (that of the Vile Rune) generally
                                              her opponents. And if she hears anyone
     {neutral tendencies)                                                                 dwell underground, and seern to commit
WORSHIPER'S ALIGN: Females                    abuse her name, ore or non-ore alike, she   fewer raids against other creatures,
                                              may (25% chance) choose to render that      though they are especially fierce if their
     (ores and half-ores), and those          being susceptible to any disease, so that   lair is threatened. Ores guarding clerics of
     who need heating or sanctuary            the next time the victim catches even the   Luthic gain a +2 bonus "to hit" from
SYMBOL: Cave entrance rune                    most minor of ailments, it will prove       their ferocity and madness, but this also
PLANE; Nine Hells                             fatal within 2-7 days. Only the power of    causes a -2 penalty to their armor classes
CLERIC/DRUID: 15th level cleric               three wish spells applied while the victim  at the same time.
FIGHTER: As 12 HD monster                     is still alive can unwork this curse.
MAGIC-USER/ILLUSIONIST:12th
     level in each
THIEF/ASSASSIN: 6th level in each
MONK/BARD: Nil
PS1ONIC ABILITY: Nil
S: 19 (+3,+7) I: 18 W; 19 D: 14
C:20 CH: 12 (25 to ores)
  Luthic governs several spheres. She is
the goddess of female ores, orcish fertility
(moreso for females; Gruunish is the male
fertility god), caves and caverns (which
she digs herself), servitude (as she serves
Gruumsh), and primitive medicine, and
she helps restore orcish morale.
  Luthic Is the deity closest to Bahgtru,
her son,and he will follow her com-
mands over all others', even those of
Gruumsh. Other oreish gods and god-
desses fear her great claws, which are so
strong they can tunnel through solid
rock. Orcish clerics call her the Cave
Mother and conduct her services under-
ground. Though she represents female
                                              CLERICAL QUICK REFERENCE CHART
          Sphere of                           Raiment          Holy                       Sacrifice/ Propitiation  Place of
          control                                                                                                  worship
Deity     strength      Animal     Head       Body      Colons) days                      Frequency Form           battlefield
Bahgtru                 ox
                                   bare loincloth n/a          battle days before battle bones of                  anywhere
Shargaas
                                                                                                  enemies          anywhere
Ilneval
          night, thieves bat       leather leather redfc       new moon monthly                   stolen           underground
Yurtnis                                                                                                            crypts
                                   cap armor black                                                items            cave halls
Luthic
          warriors      n/a        red metal red metal red     battle days before and blood and
                                   helmet armor                                           after battle weapons
          death,        skeleton   bare       skins     while  full moon monthly                  sacrifices
          plague        cave bear
          caves, heal-             fur cap    leaI her  brown & midwin-                   yearly  treasures
          ing, females                        armor
                                                        black  ter's day
  Clerics, shamans, and witch doctors occupy very important positions within their tribes, and are counted on to give
advice to tribal chieftains on matters of warfare and inter-tribal relations. It is not uncommon for such clerics lo inherit the
posiiion of chieftain themselves and govern the ores of the tribe directly. In either case, they should have a retinue of
guards equal to that of a major orcish chieftain or king; see the Monster Manual for details.
34 BEST OF DRAGON
II. Breathing life
        into dragons
                           With a name like ours, it's understandable why people send us articles
                        about dragons. And, of course, we like to get 'em. The dragon, perhaps
                        more than any other type of monster, is symbolic of the essence of heroic
                        fantasy: a wondrous, formidable, intelligent adversary that, when prop-
                        erly presented and played, provides a challenge to characters that's practi-
                        cally unparalleled among the creatures that reside on this Prime Material
                        Plane of ours.
                           The AD&D™ Monster Manual describes twelve types of dragons. The
                        FIEND FOLIO® Tome supplies six more — and there's still plenty of
                        room for expansion of the species. Inside this section you'll find a group
                        of neutral dragons, a prankster called the faerie dragon, and a couple of
                        twins known as the steel and the grey.
                           The second major type of dragon article is one that doesn't try to add
                        to the dragon population, but instead uses the official rules as a founda-
                        tion for discussion of an aspect of dragondom not covered in the books.
                        What do you do with that dragon egg you found, and how do you deal
                        with the little critter that comes out of it? Even if you don't consider a
                        dragon's ability to fly, use magic, and breathe all over you and your
                        party, shouldn't the dragon be able to more than hold its own in a two-
                        dimensional physical confrontation? And shouldn't the skin of that nasty
                        dragon you just did in be good for something more than mounting on a
                        very large wall? Answers to all of these questions are suggested in the sec-
                        tion that follows — answers that we've now published twice, not just
                        once, because we have a vested interest in seeing that dragons are treated
                        the way they deserve to be.
VOL. in
That's not in the
Monster Manual!
Neutral dragons                                                       From issue #37, May 1980
by Arthur Collins
   Taxonomic types have no doubt noticed that the dragons in          victim talking, in order to try again, but this time will get only a
the AD&D™ Monster Manual are easily separated into two types:         5% cumulative chance per round of entrancing the victim(s). If
colored dragons, ruled by Tiamat, the Chromatic Dragon (evil);        the dragon fails in a suggestion attempt on the second try, the
and metallic dragons, ruled by Bahamut, the Platinum Dragon           intended victim cannot be affected again.
(good). And a well-balanced and fascinating group of beasties
they are. So why am I about to propose six new types of dragons?         Going along with their intelligence and charisma, all neutral
                                                                      dragons have a 50% chance of being psionically endowed. They
   Part of the problem is with alignment. How come there are no       are also telepathic, although they cannot communicate telepath-
neutral dragons? Surely there must be a place for the occasional      ically with non-telepathic creatures or characters with an intelli-
dragon who doesn't give a hoot about good or evil as long as          gence below 17. Magic-using neutral dragons employ both
people leave his treasure alone. Likewise, half of these fascinat-    magic-user and druid spells.
ing creatures are of good alignment, which really cuts down on
the pillaging an adventurer of good alignment ran attempt                Since they are smaller than other dragons, the neutral dragons'
without incurring the wrath of the gods (or at least the DM).         fear aura in attacking is saved against at +4 for all opponents.
                                                                      Neutral dragons cannot polymorph themselves, unless they
   Another part of the problem is that everyone and his brother       know the appropriate spell. They have the innate ability to blink
has a Monster Manual, which cuts down on the DM's options to          six times per day, as in the spell. Particulars about each type of
surprise his adventurers with something that they have to think       dragon are listed in the accompanying chart,
about to deal with successfully. It's very frustrating to be graphi-
cally describing an unknown beast a party has encountered, only       PS1ONIC DISCIPLINES (where applicable)
to have some fanatic quote you chapter and verse on what it is,          Crystal dragons have 2 minor disciplines each; Topaz dragons,
and what all of its abilities are. Finally, there is just something
fascinating about dragons, which leads us to explore new varia-       3 minors; Emerald, 2 minors and 1 major; Sapphire, 3 minors
tions simply to enjoy the essence of dragon-ness.                     and 1 major; Amethyst, 3 minors and 2 majors; and Sardior, the
                                                                      Ruby Dragon, has the following 4 minor and 3 major disci-
   In proposing this new breed of dragon, I am assuming that all      plines: Domination, ESP, Invisibility, Levttation, Molecular
these types conform to the characteristics of dragons in general,     Rearrangement, Energy Control, and Dimension Walk, All neu-
except where otherwise noted. In addition, all of these dragons       tral dragons have a level of mastery for all disciplines equivalent
share the following standard characteristics:                         to twice their age level; Very Young dragons operate at 2nd level
                                                                      of mastery, Young ai 4th level of mastery, and so on.
        FREQUENCY: Very rare
        NO APPEARING: 1-3, except in the case of Sardior, the         CRYSTAL DRAGONS
      Ruby Dragon                                                       These creatures live on mountain crags, far away from all
        SPECIAL ATTACKS: Breath weapon +• possible magic
      use (except for Sardior, who definitely uses magic)             other beings. They like to come out at night and lie under the
        ALIGNMENT: Neutral                                            stars. Crystal dragons can breathe a dazzling cloud twice per day,
   The neutral dragons are basically reclusive creatures, dwelling    4" long by 4" wide by 2" high, that causes temporary blindness
in out-of-the-way places, and are not loo receptive to unexpected     for everyone enveloped in it. After emerging from the cloud,
visitors. Like all dragons, they get their kicks from lolling         creatures remain blinded for 10-60 rounds (saving throw cuts this
around on a pile of treasure. They are named after precious and       in half). The dazzling cloud is as bright as daylight, and can be
semi-precious stones, and are especially fond of gems and             seen for miles. Most creatures w i t h i n 60' of it will be -2 to hit,
jewelry. They are generally smaller and slower than other drag-       due 10 its brightness (except for creatures not adversely affected
ons, but make up for this with their outstandingintelligenceand       by brightness or fiery light, such as fire elememals). Basically
overwhelming personalities.                                           nociural creatures such as goblins, et al, will sttike at -4.
   The neutral dragons ate all very charismatic and suave. They
delight in riddling talk, and seek to entrap the creatures they          Crystal dragons are a milky white in color, but when the moon
encounter by charming them with their voices. Anyone not              or stars shine on them, their hide becomes luminescent and spar-
engaged in such things as combat who listens to the dragon's          kling. In bright sunlight, they are almost unbearable to look al,
voice faces a 10% cumulative chance per round of being                because ol the dazzling brilliance that their hide reflects.
entranced. While the intended victim is entranced, the dragon
has a chance (varying with the dragon iyj>e; see chart) of            TOPAZ DRAGONS
implanting a suggestion in his mind. The dragon gets one                 These creatures, light orange in color, prefer to dwell along
attempt per creature to suggest, and the victim is allowed a sav-
ing throw as against the spell of the same name. If the victim        bleak, rocky seacoasts, although they have no inordinate love for
makes the saving throw, the entrancement is broken for a min-         the water as bronze dragons do. Twice per day they can use their
imum of six rounds. The dragon will try to keep the intended          breath to dehydrate objects. Their breath dries up 3 cu, ft. per
                                                                      h.p. of the dragon when directed againsi liquids. Other materials
36                                                                    suspended in the liquid (for instance, salt) will precipitate out.
                                                                                                                                   BEST OF DRAGON
ARMOR CLASS:      CRYSTAL        TOPAZ                               EMERALD      SAPPHIRE      AMETHYST         RUBY
MOVE:                   2            1                                     0            -1             -2           -3
HIT DICE:
% IN LAIR:          9"/IB"       9" /IS."                               9"/24"       9"/24"         12"/30"      12"/32"
TREASURE TYPE:                                                            6-8          7-9            8-10      23 (96hp)
                       4-6          5-7                                   60%          65%            70%
DAMAGE/ATTACK:         55%          55%                                                                            80%
                    H, U*2       H, U*2                                 H, Ux3     H, I, U*2     H, 1x2, U*2     100% H,
INTELLIGENCE:                                                                                                   1x3, U*5
SIZE:               1-4/1-4/     2-5/2-57                              1-6/1-6/     1-6/1-6/       1-8/1-8/    1-10/1-10/
PSIONIC ABILITY:      2-12         2-16                                   3-18        5-20            5-30
A/D modes:                                                                                                         5-40
CHANCE OF         Exceptional  Exceptional                           Exceptional    Genius          Genius    Supra genius
                    12' long     15' long                              20' long     24' long       30' long
  Speaking:            100          120                                   180                                   36' long
  Magic-use:          C/F      BD/FH                                  AD/FJ            200            250          344
  Sleeping:                                                                        AC/FI        ACE/FG J
SUGGESTION:            50%         60%                                    70%                                    All/all
                       30%          35%                                    40          80%            90%
                       25%          20%                                   15%          45%            50%          100%
                       35%         40%                                    50%          10%            10%          100%
                                                                                       55%            65%
                                                                                                                     5%
                                                                                                                    75%
Very Young        CRYSTAL      TOPAZ     SPELLS GAINED *                          SAPPHIRE      AMETHYST      RUBY
Young             1 Ist-D      1 Ist-D          EMERALD                             Ist-D       2 Ist-D       *•
                  1 Ist-MU                        Ist-D                             Ist-MU      1 Ist-MU
Sub-adult                        Ist-D            Ist-MU                            Ist-D       1 2nd-D
Young Adult       12nd-D         Ist-MU           Isi-D                             Ist-MU      2 2nd-MU
Adult             1 2nd-MU                        Ist-MU                            2nd-D
Old               1 3rd-D                                                           2nd-D       2 3rd-D
Very Old          1 Srd-MU     2nd-D          2nd-D                                             1 3rd-MU
Ancient           1 4th-D      Ist-MU         2nd-MU                              2 2nd-MU      1 3rd-MU
                  14lh-D       2nd-D         2nd-D                                2 3rd-D       2 4th-D
                  1 4th-MU     2nd-MU        2nd-MU                                             2 4th-MU
                               3rd-D          3rd-D                               2 3rd-MU      1 5th-D
                               2nd-MU       1 3rd-MU                                            2 5th-MU
                               3rd-D        1 3rd-D                               2 4th-D       1 5th-D
                               3rd-MU       1 3rd-MU                                            2 6th-D
                               4th-D        1 4th-D                               2 4th-MU
                               3rd-MU       1 4th-MU                                            2 6th-MU
                               4th-D        1 4th-D                               1 5th-D
                               4th-MU       1 5th-MU
    » — "1 Ist-D" means one first-level druid spell; "2 3rd-MU" means two third-level magic-user spells, etc.
  ** — Sardior, the Ruby Dragon, has 3 each of both druid and magic-user spells of levels 1-7, and has spell books listing
all the magic-user spells of those levels.
  It is assumed that since dragons' MU spells are of a special, verbal-only kind, so also are the neutral dragons' druid
spells of a special kind, actuned to their natures, and not requiring mistletoe or other material or somatic components.
  When directed against living creatures, the breath will cause        The emerald dragon is a beautiful creature whose scaly hide
every creature in its path (3" long cone with l"base) to lose 7-12   seems to be in constant motion due to the many shades of green
strength points due to dehydration. After being dehydrated by a
topaz dragon, a creature must be nursed back to health carefully.    on the body. The interplay of the various shades can be very dis-
Affected creatures will regain dieir strength at the rate of one-    tracting to an observer, and the emerald dragon knows how to
half point per day with adequate care and rest, A successful sav-    undulate its body to create a hypnotic effect on those it is parlay-
ing throw reduces damage to 1-6 strength points drained. Char-       ing with, dulling the observer's reactions. Thus, after the first
acters with a constitution of more man 15 may recover 1 strength
point per day after 6 days. Curative spells will not negate the      three rounds of a peaceable encounter with this sort of dragon,
effects of this dehydration.
                                                                     the dragon is able to attack (if it deems it necessary or wishes to)
  Any creature reduced to a strength of less than 3 will lapse into  with complete surprise.
a coma, and will die in 3-12 turns unless a strength spell or a
raise dead spell is cast on him. These spells will not cure the      SAPPHIRE DRAGONS
individual of his dehydration, however, nor help him recover his
strength, but will only let him pass into normal sleep for 4-24      Sapphire dragons make their lairs in deep underground ca-
turns. Any creature reduced to zero strength points is killed
instantly.                                                           verns, avoiding inhabited places where ores, dwarves, etc., live.
EMERALD DRAGONS                                                      Twice per day the sapphire dragon can set up a sonic vibration
  Emerald dragons make their homes in extinct or dormant vol-
                                                                     by its keening wail, which disintegrates a number of hit points
canoes. Twice per day they can use a keening sort of voice
(breath) weapon which will set up a sonic vibration, knocking        equal to the number of hit points the dragon has. Creatures not
all affected creatures within hearing distance unconscious for 10-
60 rounds. Those who make a saving throw vs. breath weapon           killed outright by loss of hit points would survive, but with
are deafened for 10-60 rounds.
                                                                     weapons, armor and clothing totally disintegrated. Magical
VOL. in
                                                                     items get a saving throw.
                                                                     Sapphire dragons can be occasionally mistaken (on sight) for
                                                                     young blue dragons, although an adventurerwho has encoun-
                                                                     tered blue dragons before sometimes realize his mistake if he has
                                                                     reason to recall that blue dragons prefer arid environments,
                                                                     while sapphire dragons are liable to be found in caverns in any
                                                                     climate.                   (Continued on next page)
                                                                                                                                        37
AMETHYST DRAGONS                                                       has detection of good/evil, detection of magic, object reading,
  Amethyst dragons love to dwell near isolated highland tarns.         energy control, and dimension walk.
Twice per day, the amethyst dragon can shriek, with the same             Occasionally (10% of the time), one of these dragons will roam
effects as a banshee.                                                  the earth without Sardior and the other thanes. If encountered,
                                                                       the thane may reward beings that find favor with it, usually in
  Amethyst dragons are a sparkling lavender in color.                  the form of gems, but sometimes in the granting of a boon.
SARDIOR. THE RUBY DRAGON                                                  All of Sardior's thanes are huge, ancient dragons. It must be
   Finally, we come to the Ruby Dragon. This is not a breed of         remembered, of course, that Sardior and company are a stay-at-
                                                                       home lot, not given much to interfering with others' business.
dragon, but a unique individual. Sardior the Ruby Dragon is the        All the neutral dragons honor Sardior, but being what they are,
Prince of Neutral Dragons. He dwells in a magical castle that          his sovereignty does not much affect their daily lives of treasure-
roams the night sky, high up in the atmosphere. He keeps his           mongering. Al! are agreed, however, that Sardior is the most bril-
castle moving so that it is always in the earth's shadow. Often,       liant conversationalist and raconteur of all dragons.
when Sardior's castle is sighted, sages think they are seeing a
reddish star making unusual conjunctions with other stars in the          Sardior has two breath weapons, both of which he can employ
night sky.                                                             twice per day: a shriek {like an amethyst dragon) or a dazzling
                                                                       cloud (like a crystal dragon). He has a ruddy appearance, but his
   Sardior keeps a court of five thanes, one each of the various       handsome features and general grace ensure that only a very
breeds of neutral dragons. They are: Hrodel (a female crystal          inexperienced dragon-hunter would mistake him for a red
dragon), who has the psionic disciplines of empathy and invisi-        dragon.
bility; Tithonnas (a male topaz dragon), who has the disciplines
of clairaudience, clairvoyance, and sensitivity to psychic impres-        So much for neutral dragons. Put one of these in your cam-
sions; Smargad (a male emerald dragon), who has domination,            paign, and listen to the music of agonizing wails when your
hypnosis, and teleportation; Charstmma (a female sapphire              hardened dragon-slayers encounter something that they'venever
dragon), who has ceil adjustment, ESP, suspend animation, and          heard of before. (Chortle, chortle!) After all, keeping them on
etherealness; and Aleithitithos (a male amethyst dragon), who          their toes is what makes for exciting play.
                                                                                                                                   ,_
                                                                                           Dragon
Hatching is only
the beginning
Raising a baby dragon
by Colleen A. Bishop                                                                                  From issue #50, June 1981
  All right, so your party has obtained a dragon egg. What are         additional aging plus 5%for being transported), an 80% chance
they going to do with it? (Chorus: Sell it in the city!)               of hatching after two weeks on the road, and a 95% chance after
                                                                       three weeks.
   Disposing of an egg in such a fashion ia a fine choice, espe-
cially if the city is only a day or two away. But if travel time will     Hatching of the egg, once it is determined that it is time for
be a week or more, that egg just might hatch enroute . . .             the blessed event to occur, takes approximately one hour. The
                                                                       egg will begin to quiver, and as the emergence of the dragon
  I. Chance of hatching: The chance of a dragon egg hatching           becomes more imminent, the egg will violently rock back and
depends first on the age of the egg. This is fairly easy to            forth and From side to side. At the end of the hour, the shell will
determine:                                                             suddenly part, and out will tumble a baby dragon. Note: any
                                                                       dragon egg (except a white dragon egg) subjected to cold
Table 1                                                                temperatures for longer than a few minutes, or kept in vacuum
                                                                       or stasis (such as inside a bag of holding) for any length of time
Die                         Condition        Base                      at all, will be destroyed, becoming hard and shriveled up, and
roll Age of egg             of eggshell   chance to                    the creature inside will die (with no possibility of revival or
                           Soft, rubbery                               resurrection).
 1 Newly laid (1-2 wks)   Somewhat soft     hatch
                          Medium hard         0%                         II. Size and appearance of the newborn dragon: Dragons
 2 Young egg (3-5 wks)    Hard, leathery     20%                       hatching from relatively immature eggs will tend to be smaller
                                             50%                       than those hatching from more mature eggs. Immature new-
 3 Developing (6-8 wks)                      80%                       borns also have a higher mortality rate:
 4 Mature egg (9-10 wks)
  Of course, jostling an egg (such as during travel) may affect its    Table 2            Chance of     Size of
date of hatching. To reflect this, add a 5%chance per week                   Age of egg    survival  baby dragon
(cumulative) to the base chance of hatching given in the above               at hatching
table. Also add to the base chance a 10% chance of hatching per                 1-2 wks      30%         Small
week (cumulative) due to aging which has taken place since the                 3-5 wks        70%        Small
egg was encountered. For example, a developing egg (6-8 weeks                  6-8 wks       85%       Average
old, 50% base chance of hatching) will have a 65%chance of                    9-10 wks       99%         Huge
hatching after being transported for one week (50%plus 10% for
                                                                                                     BEST OF DRAGON
30
Hit dice of the baby dragon are calculated as in the Monster         most effective ways to do this is to jump up and down, flapping
Manual, starting as a very young (1-5 years old) dragon. It will       one's arms. There is a 30% chance for each such attempt that the
"graduate" to a young dragon on its 6th birthday, to a sub-adult       baby dragon will catch on to the idea of flight; this chance
on its 16th birthday, and so on.                                       should be checked after each attempt by "mother" to give the
                                                                       idea, until the dragon is determined to have caught on.
   Dragons will, of course, be of the same type (color) as their
                                                                          Once the baby dragon learns that it can fly,it must be encour-
parents.                                                               aged to practice. Baby dragons will be reluctant to practice (75%
                                                                       chance of refusing to practice when encouraged to do so; each
   III. Imprinting: Newborn dragons, like most relativelyintelli-      practice-session attempt must take place no less than 6 hours
gent creatures, go through a period of "imprinting" shortly after      after the previous one, and only two such attempts can be made
birth. The newborn dragon will beome very attached to the first        per day).
creature it sees after hatching. It will, not knowing any better,
consider this creature to be "mother," and will follow its                If a dragon does not practice flying 25 times before the end of
"mother" around to the best of its ability for its entire first year   its 10th week of life, it will always remain a "clumsy flyer." Such
of life. The baby dragon will also attempt to copy the actions of      animals will fly only to remove themselves from danger. They
its "mother" as closely as possible. Note: It is just as likely for a  may fly into walls (15% chance whenever such an act is possible), .
male character to be "mother" as it is for a female character. It      cannot usually brake in mid-flight (25% chance of doing so), and
all depends on whom the dragon saw first.                              cannot turn in flight (25% chance of doing so). They must rest
                                                                       for 4 hours after an hour of flight, and are unable to engage in
   IV. Abilities of baby dragons: During their first year, baby        normal activities (certainly not fighting) during this rest period.
dragons must learn to use the various special abilitieswhich they
may possess, such as speaking, magic use, flight, and breath              In contrast, normal flyers (non-clumsy) are only required to
weapon. The normal attack mode of claw/claw/bite is instinc-           rest for 1 hour after 20 hours of flight (cumulative) and may
tive and does not need to be learned.                                  engage in all normal activities (but still not including combat)
                                                                       during the rest period. All dragons brought up by other dragons
   Speech: There is a bonus of 35%to the chance of speaking            will be normal flyers.
listed for the dragon type in the Monster Manual if "mother" is
capable of speech. If a baby dragon is capable of speech, it will         Breath weapon; A dragon gains the capability of using its
begin speaking after three weeks of life. If the dragon does begin     breath weapon at the age of 3 months. Again, the dragon must
to speak, it has a 20% chance of learning a second language (gen-      be given the idea. The method of achieving this is up to the
erally the racial tongue of "mother"). Baby dragons will only          DM's discretion, and may prove to be the funniest part of an
speak or understand any dragon language if it is taught to them        adventure. The dragon has a 30% chance of getting the idea, and
by "mother" (and they are of sufficient intelligence to learn it),     successfully using its breath weapon, on each attempt made by
                                                                       the teacher {"mother"). Such attempts may be made once a week
   Magic use: This obviously applies to speaking dragons only,         by the teacher until a successful discharge of the breath weapon
since dragons' spells have no somatic or material components.          is accomplished.
There are certain bonuses (see Table 3) to the chance of spell use,
depending on the character class of "mother."                             Once a dragon has used its breath weapon, it must remember
                                                                       how to do the same thing on each subsequent occasion (Table 5).
Table 3                                                                Some dragons of more intelligent types will have a better chance
                                                                       of remembering {Table 6). There is also a bonus of 1% to the
Character class of mother ' Bonus to chance of spell use
                                                                       chance of remembering for each time the dragon has previously
         Magic-user        35%                                         been successful, as well as a 5%bonus on any such attempt if
                                                                       "mother" is trying to help the dragon remember {by coughing,
         Illusionist       35%                                         sneezing, or another such method).
         Druid             25%
         Cleric            20%                                         Table 5
Spell-using paladin        15%                                                  Age of    Base chance of
                                                                                dragon    remembering
Spell-using ranger         15%                                                3 months    breath weapon
1 — If "mother" is a multi-classed character falling into more
                                                                            4-6 months       technique    Effect of weapon
than one category, only one bonus (the highest of those which                                    15%         if successful
                                                                             7-9 months          40%            K effect
apply) is gained.                                                           10-12 months         60%            « effect
                                                                             Over 1 year         80%            H effect
  IE a dragon is capable of spell use, it will be able to begin                                  100%         full effect
attempting such action at 6 weeks of age. The chance of success-                                              full effect
fully attempting a spell improves with practice:
Table 4                    Chance of successfully                      Table 6            Bonus  Race     Bonus
                              attempting spell                                Race               Gold      + 10%
            Age of dragon              10%                                    Black       +05%   Green
               6-10wks                 20%                                     Blue       +05%    Red     +10%
               ll-20wks                40%                                    Brass       +10%   Silver    -05%
               21-30wks                60%                                   Bronze        +05%  White
               31-40wks                80%
               41-52wks                100%                                  Copper
             Over 1 year                                                  Any dragon under 1 year of age will attempt to use its breath
                                                                       weapon in any situation which seems threatening to it. Such
   Even if a spell is successfully cast, applicable saving throws      occasions would include loud noises, people tripping, monsters
may still prevent it from taking effect. Note: A dragon's possible     appearing (but not necessarily attacking),and so forth. "Mother"
spelts are rolled randomly, unless "mother" is a magic-user and        is the only one who can curb this tendency in a baby dragon.
is attempting to teach certain spells to the dragon. Spell use         After reaching 1 year of age, a dragon will have discovered that
remains as described in the Monster Manual.                            the use of its breath weapon should usually be limited to really
                                                                       dangerous situations, and needs no further reminders of this fact.
   Flight: All dragons possess the capability of flight, but the          V. Care: Baby dragons must be kept scrupulously clean, or a
skill must be learned before the end of the dragon's 10th week of      distinctive musky odor will linger in the air around the dragon
life. The dragon must first be given the right idea. One of the
                                                                                                                            39
VOL. Ill
and in its wake. This odor will not vanish (or 2 days, and enables    the dragon will follow the one who seems most similar to
almost any creature with a nose to track the dragon and those         "mother" in abilities and characteristics.
who might be accompanying it. This odor will also spook most
horses and mules (90% chance of such an occurrence the first            When it reaches adulthood, a "domesticated" dragon will go
time a particularscent is encountered).                               to the wilds if "mother" ts no longer alive. There it will establish
                                                                      a lair and otherwise act like a dragon of its type.
  VI. Feeding: A baby dragon will eat voraciously (or the first 6
months of its life. If "mother" does not provide food, the baby         If a dragon was not well treated during its infancy, it will
dragon will instinctively go hunting. If restrained from hunting,     attempt to slay "molher" during its second year of life, and if
it will cry piteously with hunger and otherwise attempt to lure       possible afterward (whether or noi the atiernpt succeeds) it will
food to itself.                                                       escape to the wilds. In any future encounters with humanoids, it
                                                                      will have an automatic -33% modifier on its reaction roll. If more
  Food is not difficult to obtain since dragons are omnivores and     than half of the humanoids in any given encounter are of the
can and will eat almost anything. Dead monsters make fine             same race or abilities as "mother" was, the reaction roll will be
dragon food. In a wilderness area, dragons will subsist by eating     at a modifier of -50%.
leaves and branches from trees, uprooting grass and shrubs, and
digging for truffles. (DM's note: This foraging may leave a trail       When not under "mother's" influence (which means acting in
for others to follow.)                                                the same alignment behavior as "mother"), a dragon will revert
                                                                      to its instinctive alignment. This includes looking for {and
  VII. Behavior of baby dragons: A dragon, if it is treated well      attempting to collect) treasure, as well as reactions to any wan-
during its first year, will remain loyal to "mother" for the rest of  dering passers-by. A chaotic evil dragon will attempt to slay all
its life. If "mother" dies, the dragon will continue to follow the    beings within reach; lawful evil dragons will tend to loudly crit-
member of the party most like itself in alignment until it reaches    icize (at least) all beings nearby; neutral and chaotic good drag-
adulthood. If more than one party member fits this description,       ons will play harmless and sometimes seemingly purposeless
                                                                      practical jokes; and lawful good dragons will converse or ptay
                                                                      with all beings who seem friendly and of a similar alignment.
Self defense
for dragons
Give 'em a fighting chance                                            From issue #50, June 1981
by Gregory Rihn
  The dragon is nearly everyone's favorite monster. There is          have them pretty uniformly throughout the type, A dragon with
something numinous in the name and the image: sagacious,              no spell ability has only one other major weapon: its breath,
fierce, terrible in its jaws and claws, soaring aloft on great pin-   which works only three times per day. The claws of even the
ions, breathing great gouts of flame and smoke. If such a crea-       largest gold dragon are no more formidable than swords, and
ture existed in nature, even without fiery breath, its sue,           many other creatures can approach the damage of a dragon's
strength, mobility, and intelligence would make it a formidable       bite, or possess abilities like paralyzaiion or life-draining that are
foe of and competitor with mankind — our advantage lying only         continually reusable.
in numbers and a comparatively rapid rate of reproduction.
                                                                        The result is that few dragons are able to stand up to the in-
  But the dragon is an endangered species. How can this be? Just      variably large and well-equipped parties that are thrown against
as the dragon is the favorite pet of the Dungeon Master, it is the    them, A carefully dispersed party can avoid the blasts of breath
favored prey of the adventurers. Is the castle on the crag haunted    weapon with a fair chance of survival by surrounding the dragon
by a vampire?The characters shudder and dare to approach the          and indicting unacceptable damage on the beast's flanks and
crag only with trepidation. Do the depths of the caves hold de-       tail. Even if the dragon were guaranteed of killing an adventurer
mons? Let's wait until we're a bit more skilled. , , . But let word   with each bite, a large party would still overwhelm it — espe-
get out that a dragon lurks or lairs in the vicinity, and every       cially i( the dragon was awakened from sleep by one or more
character within earshot drops everythingelse and begins sharp-       heavy-damage spells hitting home.
ening his sword. Hirelings of every stamp are readily bought
with the promise of sharing in the dragon's enormous hoard.             The dragon really ought to be more formidable in melee, a
When the party has equipped itself with control potions, all the      veritable whirlwindof destruction, the likes of which should
magic that can be begged, borrowed, or stolen, and pack mules         rightly frighten anyone in possession of all his wits.
to ferry back the loot, it's hi-ho and off they go dragon hunting.
                                                                        The damage done by dragon claws is far too slight forany-
  Why? Because no other monster holds the potential of such           thing except small representatives of the species. An average-
great gain at such comparatively low risk.                            sized dragon ought to do twice as much damage as specified, and
                                                                      a huge dragon perhaps three limes as much. This would reflect
  Yes, I said low risk. What other monster is liable to be found      the enormous strength these creatures possess. The smallest
sleeping obliviously in his den? What other creature can be so        dragon type, the white, averages 24 feet in length. Even if we
easily subdued and then sold on the open market? And even             assume that half of the dragon's length is made up of neck and
dead, the dragon alone is worth a sizable ransom; its hide can be     tail, the dragon should still have as much mass as a large ele-
sold for armor, its teeth for ornament, its other parts for potions.  phant. Yet these creatures have the muscular strength to fly!
All other creatures with spell-using or magic-likecapabilities        Even if is is assumed that the dragon's power of flight is due to
40                                                                                                                               BEST OF DRAGON
an inborn magical power, akin to the breath weapon, a creature        have a traditional dragon's tail, long and tipped with a spadelike
of that size must be exceptionally strong to be able to move with     blade. It strikes as a sword. Green and brass dragons have a tail
any speed. Therefore, a dragon ought Co have at least the muscu-      of medium length, lipped with spikes similar to those of a stego-
lar strength of a comparably sized giant, if not more. Remember,      saur. It strikes as a flail. Black and copper dragons have a very
a giant cannot fly by muscular strength alone, and if giants had      long, whiplash-like tail that strikes as a dagger. And, the blue
strength in human terms in proportion to their size, they would       and the bronze have a snakelike, relatively long, prehensile tail,
not even be able to stand and support their huge frames.              which does damage through constriction.
   Further, dragons have other assets that are not considered in      Recommended damage by tail type:   Small  Average  Huge
combat. Unlike reptiles or saurians, dragons are hexapedal, or                                             1-8    2-16   3-24
six-limbed, with the "extra" pair of limbs being wings. Other         Type of tail                        2-12    4-24   6-36
flying creatures — birds, bats, and the extinct pterosaurs — have     Plated                              1-10    2-20   3-30
wings made out of modified forelimbs.                                 Spiked                               1-8    2-16   3-24
                                                                      Spade                               2-12    4-24   6-36
   Let us assume that, considering neck and tail, a dragon might      Whiplash
have a wingspread approximately equal to its overall length. A        Constrictor
24-foot-long dragon would therefore have a 12-foot wing on
either side. These wings are often thought of as bat-like, a mem-        The dragon could lash with its tail once per set of attacks,
branous structure supported on a frame of modified wing and           striking either to the left or to the right, but not to both sides at
hand bones, (See the Monster Manual illustrations of the white,       once. A short tail, representing about one quarter of a dragon's
silver, and green dragons, and the dragonne.) There is often a        overall length, might strike only through an arc of 60 degrees; a
"ihumb" claw at the "hand" joint. The dragon Smaug, as pic-           medium-length tail, about one third of the dragon's length,
tured in the television version of The Hobbit, had a well devel-      through 90 degrees; a long tail, representing one third plus an
oped thumb and fingers at the wing-hand, similar to bats and          additional one eighth of length, through an arc of 120degrees;
flying dinosaurs. I personally prefer this idea.                      and a very long tail, going up to one third plus an additional
                                                                      one quarter of the dragon's full length, might strike through an
   The point of this discourse on wings is this; If you have ever     arc of 180degrees, centering at the base of the tail. The difference
tried to corral a winged creature, a chicken, or, worse yet, a large  is because the shorter tails are thicker and less flexible,
goose, you know that it strikes out with its wings. Roger Caras,
in his book Dangerous To Man, reports several instances of fatal         Now, having given the dragon an assist in self-defense, let's
injuries being inflicted by the blows of a swan's wings. There-       look at revised attack figures for a white dragon:
fore, those characters standing to the sides of the dragon must
dare the sweep of the dragon's wings. Those in front and near         A (tack type and no.               Small  Average  Huge
the center of ihe wing would be in danger of being struck by the      2 claws                              1-4     2-8
wing-claws. A wing buffet should do some damage, mainly of a          1 bite                              2-16    2-16   3-12
bruising, battering type, tending to throw adventurers away from      2 wing buffets                       1-2     1-3   2-16
the dragon, and this should amount to about one-third of the          (2 wing claws)                       1-2     1-S    2-4
dragon's normal claw damage. If the target is within range of the                                          1-4     2-8    2-4
wing-claw, add an extra "to hit" roll for the dragon, and if the      Foot stamp (one every other time)   1-8     2-16   3-12
result is a hit, add the appropriate extra damage, ranging from       Tail lash                                          3-24
1-2 points for a small dragon to perhaps 1-10 fora big one.
                                                                         The modifications and additions described in this article are
   An intelligent dragon might use its wings in more than one         suggested to accurately reflect the fearsome fighters that dragons
manner. A dragon with a gaseous breath weapon could use the           should be, without unreasonable additions of powers or hit dice.
sweep of its wings to fan the gas into every corner of its lair, A    Instead, most of what is proposed here can be logically extrapo-
dragon that has started a fire with its breath could fan the flames   lated from the common assumptions about dragonkind. Recall
into a roaring conflagration. A prudent dragon might cover the        the famous painting of St. George and the Dragon, showing the
floor of its den with ice crystals; sand, ash, or other loose mate-   pitifully small dragon fighting off St. George with both fore
rial which could be whipped into a blinding, slinging storm at        claws and hind claws, wings outspread, and with the end of its
the onset of an attack.                                               tail wrapped around the saint's lance, which is piercing the crea-
                                                                      ture's chest. Further, these "extra" tactics would likely be used
   On the subject of limbs, what about a dragon's hind feet?          only when the dragon is trapped and fighting in its lair. It only
Surely any dragon is intelligent enough to kick out at something      makes sense that a creature able to fly, in open terrain, would
attacking its flank, especially if the front end is otherwise         prefer to attack from the air, not exposing itself to close assaults.
engaged. Allow one foot stamp by one of a dragon's hind feet in
every other set of attacks. (The dragon, if not actually airborne,    "Dirty tricks" for dragons
has to stand on at least one foot at all times, although it might
be supported by its wings to some degree. This should do the             It is debatable whether or not dragons' forepaws are prehensile
same damage as the foreclaws, but at -2 to hit. If the dragon were    — that is, are they sufficiently flexible and dextrous to permit the
for some reason to engage in close combat with some creature          dragon to grasp things and handle small objects with some ease?
nearly its own size, such as a giant, then the dragon might well      If so, this opens up whole new possibilities. The dragon culture
employ both rear claws at once, in the manner of some great cats.     has never been one of tool-users, but of robbers and predators,
In such attacks, the animal attempts to get the throat of its adver-  preferring to take or steal rather than forge or build. But that
sary in its own jaws, hooks its claws into the shoulders of the       doesn't mean that a dragon could not or would not learn to use
opponent, and then {in a dragon's case, with the aid of wings for     implements. Monsters should make use of the magic they guard
lift and balance) brings the rear claws up to thrust into the mid-    whenever this is feasible. A magic ring might fit on a giant's fin-
section of the victim and rake downward to disembowel the             ger, so why not on a dragon's claw? Why wouldn't a spell-using
enemy. This is the only situation in which a dragon might rea-        dragon be enough of a magic-user to employ a wand or staff?
sonably be expected to employ both rear claws at the same time.
                                                                        As a final word, I strongly urge that, where one is dealing with
   Finally, there is the tail. Many dinosaurs and present-day croc-   a more intelligent dragon, the 50% bite-or-breath rule be
odiles and alligators use their powerful tails as weapons. To         dropped. Instead, a canny dragon ought to know when and
simulate this, dragons are assigned different types of tails, in      when not to expend its breath weapon.
much the same way that breath weapons are differentiated.
White and silver dragons have a relatively short, thick tail, with       Slaying a dragon should be a feat that even hardened adven-
a ridge of horny plates, that might give the creature better trac-    turers would boast of, and would be proud to tell their grand-
tion when climbing on ice. It strikes against armor as a mace.        children about. So make it a tough and memorable experience,
The traditional, fire-breathing dragons, the red and the gold.        not just an excuse for another notch in one's sword.
VOL. HI                                                                                                                                 41
The
faerie dragon
Magical and mischievous                                                                     From issue #62, June 1982
by Brian Jaeger
FREQUENCY: Very rare                          defending its lair. However, the faerie       dragons are given below. The Dungeon
NO. APPEARING: 1-6                            dragon will use its magic at any oppor-       Master should keep in mind that spell
ARMOR CLASS: 5 (/ when invisible)             tunity to wreak mischief on passers-by.       choice is bounded only by the imagina-
MOVE: 6" 124'                                 Most (65%) faerie dragons will employ         tion of the possible pranks, and by the
HIT DICE: See below                           magic-user spells as per a magic-user of      fact that a faerie dragon prank will never
% IN LAIR:25%                                 the level indicated on the accompanying       have damage to its victims as its aim.
TREASURE TYPE: S, T, V in lair                chart; some (35%) will use druid spells.
NO. OF ATTACKS: I                             All their spells are chosen solely for their  Magic-user spells
DAMAGE/ATTACK: 1-2                            mischief potential. Offensive or defensive       1st level: dancing lights, message, sleep,
SPECIAL ATTACKS: Breath weapon,               spells will never be learned unless the
                                              particular faerie dragon has thought up       unseen servant, ventriloquism
     magic use                                an exquisite prank using some such spell.       2nd level: audible glamer, forget, levi-
SPECIAL DEFENSES: Invisiblity                 All faerie dragons will leam the spells
MAGIC RESISTANCE: See below                   water breathing and legend lore at the        tate, magic mouth, pyrotechnics
INTELLIGENCE: High to genius                  first opportunity. Though many faerie           3rd level: fly, phantasmal force, slow,
ALIGNMENT: Chaotic good                       dragon pranks are spur-of-the-moment
SIZE: S (1-1%' long)                          affairs, months of preparation often go       suggestion, water breathing
PSION 1C ABILITY: Nil                         into a single grand practical joke.             4th level: fire charm, fumble, halluci-
  Attack/Defense Modes: JVi/                    Faerie dragons enjoy swimming and           natory terrain, polymorph other, poiy-
CHANCE OF:                                    diving. In flight, they can hover, and are    morph self
                                              maneuverability class A. They eat fruits,
  Speaking: 90%                               roots, tubers, nuts, honey, and grains, and     5th level: distance distortion, Morden-
  Magic use: 100%                             have been known to go to great lengths to     kainen's faithful hound, telekinesis,
  Sleeping: 40%                               get a fresh apple pie.                        transmute rock to mud, wall of force
  This chaotic offshoot of the pseudo-          All faerie dragons can communicate            6th level: control weather, legend lore,
dragon lives in peaceful, tangled forests     telepathically with one another at a dis-     project image
in all climes, often with a group of sprites  tance of up [o two miles. They speak
or pixies.                                    their own language and their alignment          7th level: limited wish, simulacrum
                                              tongue, plus the languages of sprites, pix-     8th level: Otto's irresistible dance
  Faerie dragons can become invisible at      ies, elves, and the birds and animals in
will. They are able to attack or employ       their area. They frequently use forest        Druid spells
magic or breath weapons when invisible.       creatures to help them in their pranks.          1st level: animal friendship, entangle,
They attack as 4 HD monsters, biting for
I -2 points of damage. However, the faerie      Description: Faerie dragons appear as       faerie fire, pass without trace, speak with
dragon is much more likely to use its         thin, miniature dragons with long, pre-       animals
breath weapon of "euphoria gas." The          hensile tails, butterfly wings, and wide
creature expels the gas in a two-foot-        smiles. Their colors range through the          2nd level: charm person or mammal,
diameter spherical cloud — just enough        spectrum, from red for the very young to      create water, obscurement, trip, warp
to give the target a good faceful. A victim   purple for ancient individuals, as shown      wood
failing to make his saving throw vs.          on the accompanying chart. Females'
breath weapon will wander blissfully          hides shine with a golden tinge in the          3rd level: plant growth, pyrotechnics,
about for 3-12 rounds, during which time      sunlight, while males have a silver tinge.    stone shape, water breathing
he will be unable to attack and will have
an effective armor class two places worse       Spell lists: Suggested spells for faerie      4th level: animal summoning I, call
than actual. The victim will be able to                                                     woodland beings, control temperature Iff
keep his mind on the situation and the                                                      radius, speak with plants
surroundings, as long as he makes a sav-
ing throw of intelligence or less on d20                                                      5th level: animal growth, control
during each round the effect of [he gas                                                     winds, transmute rock to mud
lasts. As soon as a victim fails an intelli-
gence saving throw, he will completely                                                        6th level: transport via plants, weather
lose interest in the matters at hand, indi-                                                 summoning
cating that the gas has had its maximum
"euphoria" effect.                                                                            7th level: animate rock
  The faerie dragon will never attack         Age              Age        Color             Magic  M-U Druid
directly by any means unless cornered or                  very young       red               res.  level level
                                              level H.P.                                     12%
42                                              1 1-2        young     red-orange            24%     22
                                                2 3-4      sub-adult     orange              36%     43
                                                3 5-6     young adult    yellow              48%     65
                                                                          green              60%     86
                                                4 7-8         adult                          72%    10 8
                                                                       blue-green            84%    12 9
                                                5 9-10         old        blue                      14 11
                                               6 11-12      very old     purple              96%    16 12
                                               7 13-14      ancient
                                               8 15-16                                              BEST OF DRAGON
Two tough foes:
by Pat Reinken
  Legends say that Ahi and Rahab are      (some say that if they were to fight each     From issue #62, June 1982
[wins — that the steel dragon and the     other, neither one would survive), but the
grey dragon emerged from the same egg,    truth of their origin is lost in antiquity.
but for unknown reasons grew up to        This may be just as well, for these two
become exact opposites. They apparently   dragons are not known for their hospital-
are indeed from the same hatch, and they  ity and are said to not look kindly on
are both known to be very powerful        trespassers. . . .
One that's very, very good
STEEL DRAGON                              CHANCE OF:                                    unconsciousness for 2-4 rounds; a cloud
     (Draco Ferrosus Carbo)                  Speaking: 100%                             (same size) of scalding water vapor that
                                             Magic Use: 100%                            causes 6-36 points of damage and blinds
FREQUENCY: Very rare                         Sleeping: 15%                              for two rounds; or a cone of vapor 6" long
NO. APPEARING: /                                                                        (base diameter 2") that causes affected
ARMOR CLASS: -2                              Ahi, the steel dragon, is a loner. He      creatures to assume gaseous form for 5-10
MOVEMENT: 9"148"                          lives high in the uppermost atmosphere        rounds.
HIT DICE: 12 (96 hit points)              of the Prime Material Plane in a castle
% IN LAIR: 85%                            that circles the earth on the west wind.         Ahi can cast any magic-user spell of
TREASURE TYPE: H, S, T                    Although he is lawful good, Ahi will not      first through sixth level, but can employ
NO. OF ATTACKS: 3                         hesitate to properly deal with trespassers    only two spells per day. The steel dragon
DAMAGE/ATTACK: 1-6/1-6/3-24               and other intruders into his home. At         can make himself gaseous anytime he so
SPECIAL ATTACKS: See below                regular intervals, the steel dragon visits    desires, and will use this ability in order
SPECIAL DEFENSES: See below               the earth to feed and to gather small trea-   to get behind an opponent. In addition to
MAGIC RESISTANCE: Standard                sures from any evil characters he finds.      this, Ahi's normal appearance to charac-
INTELLIGENCE: Genius                                                                    ters and other creatures is as a shifting,
ALIGNMENT: Lawful good                       The steel dragon can attack with the
SIZE: L (60' long)                        usual claw/bite routine of other dragons      cloudy, dragon-shaped mass of vapor.
PSIONIC ABILITY: Nil                      or with one of three breath weapons: a        Because of this appearance, any opponent
                                          cloud (2" x 2" x y>) of poison vapor that     attacking the steel dragon with a weapon
   Attack/Defense Modes: Nil              causes 2-12 hit points of damage and          will always miss on his first attempt to
                                                                                        hit.
and one that's just the opposite
GREY DRAGON                                 The grey dragon, Rahab, is hated by         will find noihing bui a large mound of
     (Draco Nox Dwbolus)                  dragons as much as he is haled by all         blackness, for Rahab is hidden by a form
                                          other creatures. The only living things       of continual darkness. The spell is not
FREQUENCY: Very rare                      around him are the men, dwarves, and          affected by anyihing except continual
NO. APPEARING: /                          goblins he has enslaved. He lives deep in     light, which in ihe presence of the grey
ARMOR CLASS: -5 (-2)                      a cavern in a remote mountain range and       dragon will act as a light spell. In the
MOVE: l5'/24"                             never ventures forth from it.                 darkness, Rahab has an armor class of -5.
HIT DICE: 12 (96 hit points)                                                            If ihe darkness is temporarily alleviated
% IN LAIR: 100%                             The grey dragon attacks with the usual      by the application of continual light, the
TREASURE TYPE: H, S, T, U                 claw/claw/bite routine but gels two addi-     dragon's armor class worsens to -2.
NO. OF ATTACKS: 5                         lional swings with his claws because of
DAMAGE/ATTACK: 1-811-81                   his iremendous speed. However, the latier        If adversaries come close enough lo the
                                          iwo claw aitacks are made at -1 "to hit"      dragon, or if Rahab advances loward his
     1-4/1-4/5-40                         and do only 1 -4 points of damage if they     foes, the grey dragon may be able to
SPECIAL ATTACKS: See below                succeed.                                      envelop his opponents in this blackness,
SPECIAL DEFENSES: See below                                                             effeciively blinding them. If he manages
MAGIC RESISTANCE: Standard                   Rahab's breath weapon is a gas cloud       to do this, Rahab receives a +5 bonus "to
INTELLIGENCE: Low                         that affects all viciims within iis bounda-   hit" on each character so affected. The
ALIGNMENT: Chaotic evil                   ries (2" * 2" x 3") as a super-powerful       dragon's own vision is sufficient to see
SIZE: L (4S1 long)                        charm spell. Affecied characters or crea-     under the darkness. The edge of the area
PSIONIC ABILITY: Nil                      tures (those who fail their saving throw      of darkness is approximately three feet
                                          vs. breaih weapon) will never again           away from [he dragon and surrounds him
  Attack/Defense Modes: Nit               aitack Rahab or seek to do him harm for       entirely.
CHANCE OF:                                as long as they live, or until ihe effeci of
                                          the breath weapon is negated by a remove         The grey dragon can cast two magic-
   Speaking: 25%                          curse spell.                                  user spells per day, but can use no spell of
   Magic Use: 75%                                                                       higher than third level.
   Sleeping: 10%                             Those who enier ihe dragon's cavern
                                                                                                                                             43
VOL in
Evil dragons                                                                               From issue #62, June 1982
make good armor
Hides with built-in bonuses
by Roger Moore
   In an era long past, an intrepid dragon-  transported to civilization (assuming the     dragon armor, burning hands. None of
hunter and his wizard friend discovered      dragon wasn't killed in the village           these spells or substances will damage the
that the hide of an evil dragon, if prop-    square), the services of skilled armorers,    hide they are applied to; their function is
erly prepared, could be cut and formed       leather-workers, and tailors must be          to activate the innate resistance in the
into a suit of armor that provides protec-   employed to fashion the hide into armor.      hide which has been "brought to the sur-
tion against attack forms resembling the     This process takes 21-30 days for each suit   face" by the enchant an item spell.
breath weapon of the dragon from which       of armor, and prices for the needed ser-
                                             vices will be three times the standard rate.     When the enchantment is complete, the
it was made.                                 Only one set of armor may be fashioned        armor will be essentially equivalent to
  To begin the process, an evil dragon       from the hide of a single dragon.             +7 scale mail: armor class 5, movement
                                                                                           rate 9", weight 15 pounds. In addition,
(white, black,Ted, blue, or green) of at       The resulting suit of armor is equiv-       each armor type/color affords the wearer
least adult age must be killed, without the  alent to normal scale mail in armor class     resistance or immunity to a particular
use of magic and preferably by means of      (6), maximum movement rate (6"), and          attack form. The special properties of
repeated attacks with blunt weapons.         bulkiness (fairly bulky). It weighs about     each type are:
Even a single magical attack directed        30 pounds, compared to 40 pounds for
against a dragon, whether or not the spell   normal scale mail. The non-enchanted             White dragon armor — Resistance
casting succeeds and whether or not the      armor can be worn "as is," but if the non-    against white dragon breath, winter wolf
spell causes damage to the dragon, will      magical armor is hit even once by an          breath, cone of cold spell, and other
ruin the protective potential of the crea-   edged weapon, it will not be able to be       attack forms involving cold, ice or frost.
ture's hide and make later attemptsat        enchanted after that.
enchantment ineffective. If the dragon is                                                     Black dragon armor — Resistance
hit with edged weapons, there is a chance       Enchanting the armor must be done by       against black dragon breath, giant slug
the hide will be cut and marred to the       a magic-user of 16th level or higher, who     spittle, anhkheg digestive acid, and other
extent that it becomes unusableas armor.     will insist on a generous payment in gold     attack forms using acid or acid-like
For each successful hit on the dragon        pieces, or the promise (and proof) of some    effects.
with an edged weapon (regardless of the      other benefit that might be offered. At
amount of damage done), add 5%to the         least half of the payment must be sup-           Green dragon armor — Resistance
chance of the hide being damaged beyond      plied in advance, with the rest due when      against green dragon breath, iron golem
use. (Thus, if a dragon takes 20 hits from   the armor is delivered.                       breath, cloudkill spell, and other attack
edged weapons, there is no chance that                                                     forms using poisonous gases.
the hide will be thereafter usable as          The magic-user must first successfully
armor.) If and when the dragon is killed,                                                     Blue dragon armor — Resistance
the chance that the hide is spoiled must     cast enchant an item on the armor, and        against blue dragon breath, lightning
be exceeded on a roll of d% in order for     then apply a second spell (which varies       bolt spell, storm giant's lightning attack,
the armor-makingprocess to continue.         depending on the armor type) to act as a      and other sorts of natural or artificial
                                             catalyst, triggering the armor's capability   (including magical) lightning or
  The hide must be removed with care,        to resist a particular attack form. This      electricity.
and at this juncture a very sharp edged      second spell must be applied {the casting
weapon is essential to trim the hide as      must have been begun) within 12hours             Red dragon armor — Resistance
cleanly and efficiently as possible. The     after the completion of enchant an item.      against red dragon breath, fireball spell,
instrument must be able to be controlled     If the magicking process fails, either        and other attacks using heat or fire.
with precision, which means it can't be      because the casting of enchant an item is
any larger than a standard dagger blade.     unsuccessful or because the second spell         "Resistance" includes these benefits:
If the character doing the skinning uses a   is not applied within the required time,      The wearer of the armor gains +1 on all
normal (non-magical) blade, there is 30%     the magic-user is under no obligation to      saving throws against the specified attack
chance that, despite his best efforts, the   make another attempt free of charge.          form. The wearer is unaffected by any
hide will not separate cleanly from the                                                    attack of the specified type that does 6
body and the resulting scraps of dragon-       The second step in the process depends      points of damage or less in a round. In all
skin will be unusable as armor. If an        on the color of dragon hide used. To fin-     cases, the wearer is entitled to a -1 modi-
enchanted blade is employed, the chance      ish white dragon armor, an ice storm          fier on each and every damage die rolled
of failure at this step of the process       spell must be cast on the hide; for black     (with a minimum of 1 point of damage
decreases by 10% for each "plus" of the      dragon armor, the finished hide must be       per die). Jf the application of this modi-
instrument; thus, with any blade of +3 or    immersed in acid for 13-24 (dl2 + 12)         fier reduces damage taken in a round to 6
greater, successful skinning is assured.     hours; to complete green dragon armor, a      points or less, the wearer takes no damage
                                             stinking cloud spell must be cast on          (as stipulated above).
   Once the hide has been removed and        (around) the hide; for blue dragon armor,
                                             a shocking grasp spell, and for red              Although these suits of armor come
44                                                                                         from evil dragons, clerics and fighter-
                                                                                           class types of all alignments may wear
                                                                                           them.
                                                                                                                         BEST OF DRAGON
III. Playing
               with class
            We don't like to talk about it too much, but it's a fact that you can play
         the D&D® game or the AD&rD™ game for an entire lifetime without ever
         needing to open the cover of a single issue of DRAGON® Magazine.
            Gasp! Horrors! What is he saying? Well, the point is this: The rule
         books for those games are very complete. The games wouldn't be as pop-
         ular as they are if you had to buy a magazine every month to get every-
         thing you needed to be able to play. But as complete as those rules are,
         they are also so complex that they can't possibly be all-encompassing or
         all-satisfying. Or, to adapt a quotation from a pretty good writer named
         Mark Twain, Difference of opinion is what makes it possible for role-
         playing game magazines to exist. Anyone who gets into a game deeply
         enough and thinks about it long enough and hard enough forms an
         individual set of opinions on how a certain slice of the rules can be made
         "better." Some of the best writing we've run across using this approach is
         contained in the following section on AD&D player character classes.
           The articles run the gamut from a brief glimpse at the thief's special
         abilities to a complete reconstruction of the bard class; from an essay on
         how to "psychologically play" the paladin to a specific, largely statistical
         look at how the monk could be redesigned; from ideas on how to give the
         druid more depth to some official words from E. Gary Gygax on cantrips
         and spell books, designed to fill some voids in the rules concerning
         magic-users and illusionists.What they all intend to do, in one way or
         another, is to help the whole game system — and the people who enjoy it
         — benefit by adding more depth, or more detail, or more realism to one
         of the system's component parts. As is almost always the case with the
         magazine's offerings, these articles — with the exception of Mr. Gygax's
         words — are suggestions only. They do not represent official rule addi-
         tions or changes (again, except for the material on cantrips and spell
         books, which will probably appear in future rule books in essentially the
         same form). But you may find them appealing enough to give them a try
         in the friendly confines of your gaming group. Do they upset the balance
         of the game? That's not a yes-or-no question; the answer depends on how
         you use them, and how well they fit in with the one-of-a-kind AD&D
         game that is embodied in the world your characters are a part of. You
         don't need these articles, but we think you'll like 'em.
VOL. in
The thief: a special look
Examining abilities, old and new
by Lenard Lakofka
  The [hief character is more often           victim can add as much as 100% to a          locks and complex closures. Nothing for-
abused by players than underrated,            thief's chance of stealing something. A      bids the inclusion of "complex locks" in
though some players miss capabilities         good thief will try to sneak past an out-    addition to the run-of-the-mill, crude
that thieves should have. The easiest way     post or lookout to get into a camp occu-     lock the thief will run into most of the
to discuss a thief is to look at his special  pied by sleeping or intoxicated residents.   time. "Complex locks" can subtract some
abilities.                                    A good thief will rarely kill the guard      set amount from the thief's percentage
                                              unless he has to.                            chance to open the lock, cutting his pros-
  How often does a thief pick pockets'? I                                                  pects by one third, one half, two thirds or
had a thief progress to 16th level over a       One of the most important functionsof      even more for truly unusual, challenging
two-year period, and in all that time he      a thief — mapping — is not even men-         closures. Such complex locks should be
picked one pocket. Picking a pocket is        tioned in the Players Handbook. The          expensive and rare. Picking a complex
best done just as an assassin plans a kill-   ability to sneak into a place and get the    lock (or an ordinary one) in a stress situa-
ing. The two acts have a great deal in        "lay of the land" is very important to any   tion (practice does not count) can give a
common. If you tell a player, "A drunk is     party. It is most valuable when a building   thief actual experience, if the DM chooses
approaching and bumps into you as he          is the subject of the party's eventual       to award experience for such an act. An
passes," or some such statement, it will be   attack. However, the DM should be sure       ordinary lock takes 1-4 rounds to open; a
obvious to all the players what has likely    that a thief takes the opportunity to draw   complex one can take 1-10rounds (as
occurred. On the other hand, if you allow     a map promptly. If the thief must do it      suggested in the DMG, p. 19) or perhaps
the thief to pick his time of attackwith      from memory after the investigation, the     even longer Forreally unusual ones.
some real forethought, it will be very dif-   map will likely be inaccurate. Also, the
ficult for the victim to realizewhen his      DM must require some reasonable intel-         Finding traps and removing traps are
pocket was picked.                            ligence on the part of the thief to make a   two separate acts. It is best for the DM not
                                                                                           to go into detail on what kind of trap is
  To encourage pickpocket ing, it is very     good map. Stupid thieves (intelligence of    found, because that might tip off the way
wise to have many encounters for the          7 or less) might not even know how to        to disarm the trap. Some traps can be
parly in a town. Mention every person the     read, much less write or draw accurately.    obviously disarmed, and thus the second
party passes on the street if the town is
small. In a town with a thousand or more        On the Intelligence Table (PH, p. 10)      act (removing) does not come into play,
persons there will be a number of crowds                                                   The DM is wise to say something like:
encountered, or people will be passed         we can see that those of intelligence 7 or   "You find no traps," or "You think you
during almost every round of movement.        less can learn only one language over and    disarmed it," as opposed to "There are no
Such situations are a thief's bread and       above their m i n i m u m number. Intelli-   traps," or "You have disarmed it." Only
butter, A good thief will not attempt to      gence can be used — for all characters —     if the character has a 100% chance of suc-
pick up something if he will stand out.       to determine the chance to be able to read   cess should a definite statement be made.
This should be obvious from the victim's      and write any and all languages known.
point of view as well. Allow more expe-       Multiply intelligence by 12 to yield a per-    A new ability in this category is given
rienced thieves, whom player character        centage chance that a character of any       below — setting traps:
might run into, to convey this concept        class will know how to read and write.
(for a price) if your players have not        Optionally, wisdom may be added to this       Level Chance to        Level Chance to
already caught on to it.                      chance (cumulative), but at the lower rate   of thief set trap      of thief set trap
                                              of 3%per point of wisdom. This method
  Thieves also enjoy slipping in and out      ensures that most characters can read and        1 26%                 9 65%
of camps to pick up things. A sleeping        write, but not all.                                                   10 68%
                                                                                              2 32%
   Dragon                                       Thieves (or any other characters, for         3 38%                 11 71%
                                              that matter) who fail to map as they go,        4 43%                 12 74%
From issue #47, March 1981                    or at least to pause during the investiga-                            13 76%
                                              tion to map from time to lime, should be        5 48%                 14 78%
46                                            forced to draw a map later from memory.         6 53%                 15+ 80%
                                              If a single player is making the map, for
                                              game purposes, allow no one else who is         7 57%
                                              preseni to make a map. This is especially       8 61%
                                              imporiam if any player has no character
                                              on the mapping expedition. A good party      Adjustments for dexterity:
                                              will rarely send the thief on a mapping
                                              foray alone. They will send along one or     9: -10%                14:          +8%
                                              two back-up characters who can help if                                          +11%
                                              things go wrong,                             10: -6%                15:
                                                                                                                             +14%
                                                 Opening locks, as we all know, is a       11: -2%                16:        +17%
                                              matter of "cleverness, plus knowledge                                          +20%
                                              and study of such items" (PH, p. 27).        12: +2%                17:
                                              Again, siupid ihieves could be penalized,
                                              but likely that would be going too far and   13: +5%                18:
                                              players would rebel. However, real intel-
                                              ligence does come into play on puzzle        Adjustments for race:       +15%
                                                                                                      Dwarf:            -5%
                                                                                                      Elf:
                                                                                                      Gnome:           +10%
                                                                                                      Half-elf:          0%
                                                                                                      Halfling:         +8%
                                                                                                      Half-ore:
                                                                                                                        +4%
                                                                                                                  BEST OFDRAGON
The best possible chance to set a trap is   numerous times. Shadows must be fairly         daggers, and perform similar acts while
99.9%, To keep the chance from going           deep to be effective for hiding. Don't         clinging to a wall by their toes should fall
any higher than that, convert 100%to           forget that a figure hiding in shadows can     flat on their behinds! A player will claim
99.1%, 101% to 99.2%, and so on, up to         still be detected by smell, a wand of          that great things are possible while his
108% to 99.9%. Failure to set a trap suc-      enemy detection, detect magic (if the          character is hanging on a wall, not the
cessfully will cause the trap to spring on     character hiding has a magic item), and        least of which will be disarming traps,
the thief attempting the action. His.          other such non-visual means.                   melee, drawing a map and other abso-
chance to escape from his own trap can                                                        lutely absurd things. Give this turkey a
be a function of dexterity for mechanical         The chance to hear noise assumes that       chance to hold on equal to 2% per point
traps, at a chance of 3%per point of dex-      the area is quiet. If the party is talking or  of dexterity on difficult acts — but any
terity. If the thief does not jump free, he    moving about, this action will negate the      act the DM considers impossible will
will suffer the consequences of the trap's     chance. Hearing a sound can also involve       cause him to fall, period. Falling can deal
damage-dealing properties,                     discerning what is heard — but this abil-      out quite a bit of damage — not the least
                                               ity does take thief's training. Re-roll (at    of which will be to carried items, which
  Moving silently is only abused when          the same chance as to hear a noise) to see     will suffer ordinaryor crushing blows as
the DM forgets that the allowable rate of      if the sound was discerned enough to           our hero hits the floor below.
movement is only 12 feet a round {DMG,         determine what a likely source or cause
p. 19). If the thief moves faster, reduce the  might have been. Discerning a noise               Back stabbing can be partially negated.
chance of silent movement by as much as        might not only mean hearing bits of            It does not have to be an all-or-nothing
3% per foot of movement rate above 12          actual conversation, but might also allow      affair. Only total surprise will give the
feet per round. The actual surface being       a guess as to how many persons are             full bonus to damage. This bonus is due
crossed will dictate the proper subtraction    engaged in speaking. The DM should not         to the thief's skill at placing the blow
(ranging from W%> to 3% per fool). It          give away loo much!                            exactly where he wants it. This can only
should also be noted that the thief using a                                                   be done on a surprised victim, A figure
                                                  Obviously, non-thieves can hear things,     who catches sight of (he thief, even if that
silence 15' radius spell will have that        but the ability of discernment should not      sight is subsequently lost, will be on
sphere of silence hit his victim while the     be allowed to them. Give other characters      guard and might be hard to sneak up on.
thief is still 15 feet away; a sudden lapse    half of a thief's chance (by level) to hear    This cannot be quantified, and must be
into silence will often alert a victim. Cir-   noises, but avoid a procession of one          determined on a situation-by-situation
cumstances must be considered in such a        character after the other going to the door    basis. For example: A figure is running
case. It should also be remembered that        to listen. Such a procession might be          away from a party at full speed. A thief
boots of elvenkind do assume some slow         heard from the other side. Note that           takes off after him and tries to hit from
rate of movement — not 12 feet a round,        undead monsters rarely make noise,             behind. The figure is not really surprised,
but not running either — in order to                                                          but the fleeing figure is also not looking
function properly. A speed of up to half          Climbing walls can be aided by spikes       behind himself at every step. Thus, a
of the thief's normal walking speed            driven in with a hammer. But this makes        bonus of ^-3 to hit (instead of +2 or +4)
would allow the boots to function as           "Thor's own good sound" and can be             and perhaps double damage if a hit
designed. A higher speed would begin to        heard for miles in some tunnel com-            occurs (instead of triple damage) would
negate their effectiveness,                    plexes. Such driving of one spike will         be quite fair.
                                               take 3-18 segments, longer for very hard
  Hiding in shadows has been discussed         rock. Thieves who try to cast darts, throw
The druid and the DM
Opportunity knocks, indoors and out
by Tim Lasko
  When the druid character class was first     all the spell casters, the druid still wins    Dragon U.M *.
presented in Eldritch Wizardry, a charac-      hands down in the wilderness, as it was
ter almost exclusively bent to be played in    meant to. But now, the druid has better        From issue #48, April 1981
the wilderness appeared; the sketchy           hit dice, better spells, a better back-                                        47
background and the specificity of his          ground, and a handful of other benefits
spells held little else in store for the poor  that make it an ideal campaign character.
druid. And soon, there was hardly a wil-       A Dungeon Master would be wise to
derness extant without a druid or two          encourage druid player-characters in his
hidden away, but there were hardly any         campaign, with the intent of getting
druids in the dungeon. The original            characters out of the city and the dungeon
druid was unique among all character           and into the woods and wilds sooner,
classes in its lack of easy applicability to   preventing the campaign from being too
dungeon situations.
                                               dungeon-centered and leading to a better
  When the AD&D™ game was released,            game for all involved. But before one can
the druid's abilities and possibilities grew   judge a druid fairly, a few misconceptions
until it was another character class           should be removed,
among many. But the association, partly
well-founded, with the wilderness still          The old Grey hawk (and earlier) image
remained, despite the expansions to the        of the human ^sacrificing, hostile, nature-
class found in the AD&D rules. Among           oriented cult has been dispelled, but there
                                               remain a few myths, from the standpoint
VOL. in
of the game, that must be dispelled.         be worth a 15% bonus on the hiring per-      choose the club, the shillelagh spell
These points, once eliminated from con-      centage, whereas a mere animal friend-       becomes useless; if he dismisses the
sideration, can lead to a better playing of  ship would not impress the potential         dagger and dart, he loses his throwing-
druids in your milieu.                       hireling. Similarly, a farmer would be       weapon options; and if he does not
                                             more inclined to lie to the King's Guard     choose the high-damage weapons (scim-
   The first and most common of these        if the druid threw a plant growth or a       itar, spear, etc.), his use as an emergency
misconceptions is that druids, because of    purify water in return. This kind of help    fighter is limited. The tone of your cam-
their association with the wide open spac-   usually nets a +5 to +10% on reaction dice   paign should help the player decide, but
es, are unable to function in the dungeon,   rolls. A druid will also automatically       it always helps to give hints and rumors
sometimes being handicapped with claus-      gain certain loyalty bonuses, specifically   of magic scimitars and other weapons.
trophobia. Druids are not claustrophobic.    those for firm and fair discipline and just  And regardless of the choice, the druid
Anyone who has traveled deep into the        and invariable treatment,merely because      must stick to it.
woods and gotten lost can attest that the    of his training and alignment. The druid
feeling one gets is claustrophobic. And      also incurs no alignment-difference             Of course, the player may bypass the
while a particular druid afraid of the       penalties on loyalty rolls for similar       usual options and wish to have a non-
woods may be amusing, it isn't true in       reasons.                                     standard or less traditional weapon, such
general: The druid is at home both in                                                     as a blowgun or a scythe (not the small
open meadows and dense underbrush.             The important thing to remember with       sickle-like type, but the large economy
Therefore, there is no reason to assume      humanoid encounters and druids is that       model similar to the one that Father
thai a druid traveling in a well-equipped    the druid's training allows him to stand     Time carries). Note that there is an
party which is cognizant of its location     inviolate, providing that he is doing the    expense in using and choosing either of
would be frightened any more than the        talking and he appears to be in control of   these weapons; the player must seek out a
average party member.                        the situation. If the party needs a safe     tutor for the initial instruction,then he
                                             place to sleep or hide out, or they're just  must pay to have the weapons specially
   Second, Nature does have power in the     hiring more cannon fodder, the druid         made, since many armorers and weapon
dungeon. Certainly there are enough          should make the pitch alone; the sight of    manufacturers probably would be ill-
lichens, molds, small creatures,and other    other people ordering him about tends to     equipped to handle such a request,
living things through which a druid can      ruin his powerful image. Friends and
feel Nature's presence. The stones and       companions should not be whispering in         For the blowgun, the darts required
rocks of the dungeon itself, being the base  the druid's ear or prompting him, and        should be specially made, usually being
of Nature'spower, can give a druid a         neither should the druid be displaying       longer and lighter than an ordinary dart
solid feeling in an unfamiliar environ-      greed or similar intentions.                 (magical darts cannot be used in such a
ment. Remember that Nature encom-                                                         blowgun). Blowgun darts are thrown off
passes many things other than plants and       Another important item in preparation      course by any wind above a normal draft,
animals. The idea that a druid is power-     of the character is the weapon choice of     so they may be used effectively only in
less in the dungeon is ridiculous.           the druid. Do not forget to enforce the      some underground areas and dense
                                             non-proficiency penalty (-4). A druid is     underbrush. Generally, a blowgun dart is
  And last, Druids are not misanthropic      not free to grab any magic sword and         +2 "to hit" against metal-armored men
in nature. That is, they are not prone to    start swinging it. The druid has a fair      and +3 against non-rnetal-armored men.
hate humanity in general. If druids are      choice of weaponry, and a choice must be     This bonus is lost if any respectable
more preoccupied with the non-human          made and enforced early, as it should be     breeze is blowing (for example, the aver-
facets of Nature, this does not preclude     for any class. The weapon choice of the      age closed dungeon room would have no
their association with other humans,         druid can be one of the player's most        effect, but a long, drafty hallway might),
Granted, the druid's beliefs may cause       important decisions: If the druid does not   and in a good wind the accuracy suffers
him to look down upon other humans
who treat Nature too callously,but this                                                                                BEST OFDRAGON
does not lead to a hatred of all people;
after all. man is just another part of
Nature's design.
  With these points out of the way, let's
look at the DM's side of a druid PC's
preparation. Preparation is very impor-
tant to a young druid character,and a
large amount of the preparation will have
to fall on the DM's shoulders, depending
on how you handle certain elements in
your own milieu, such as the hiring of
hirelings and the acquiring of friends.
Normally, the druid should give his own
spiel while hiring, but he should be
interested in hiring those whom he can
easily sway with his powers, such as
farmers, superstitious barbarians, and the
like. Of course, a lasting friendship prob-
ably cannot be made with a cleric of an
animal-sacrifice cult, or a lumberjack.
  Initially, of course, the druid's high
charisma is a definite benefit to hiring,
but a druid trying to hire, say, a barbar-
ian, would gain another +5 to +15%
depending on the superstitious nature of
said barbarian and the persuasive tech-
niques employed by the druid. For exam-
ple, using a call lightning spell on the
barbarian's behalf (or to scare him) might
48
by 1 point "to hit" for every five miles per  druid starts with, he must seek his own      room could be raided one night, and
hour of wind, assuming a man-sized            someday. In seeking his mistletoe, the       what do thieves know of herbs and
target, unmoving, within ten feet of the      druid should search for an oak forest and    plants? Anythingwell protected, such as
druid. It is nearly impossible 10 aim a       find his own to cut, according to the        the druid's mistletoe, should be worth a
blowgun dart at a figure in melee without     method described in the Players Hand-        lot of silverl If the town is especially
a chance of hitting the other partici-        book. The only problems the druid may
pant^). If the player wishes to dip the       have are the lack of a nearby oak forest     rowdy, a druid should be careful of cer-
darts in any substance, this must be done     and the lack of proper materials. The        tain prejudiced residents who don't
within one turn before firing, or the sub-    former of these problems can be solved by    happen to like the "forest folk." And if
stance will evaporate and/or slide off the    any resourceful player, but the latter will  the druid already has made residence in a
                                              cause the same player a few problems         grove of sorts, then a wandering monster
dart.                                         until the druid is rich enough to purchase   or two could make life interesting for
  The other exotic weapon mentioned,          or forge his golden scythe and bowl.         him. But the main point is for the DM to
                                              Remember that any mistletoe cut without      keep him interested in entering the
the scythe (being a common farm imple-        such materials is only lesser mistletoe.     dungeon.
ment), will generally be less expensive in    Obtaining mistletoe is generally not
cost, but an ordinary tool cannot be used     much of a problem for a player (unless         A few "extras" can be placed strategi-
because it would be generally unsuitable      the DM makes it a problem), but keeping      cally in the dungeon, which will not only
for frequent use against monsters and         it fresh can be.                             delight a druid character, but constitute
men, most likely falling apart or dulling                                                  an interesting trick for the rest of the
quickly. A tutor is also necessary to teach     As part of the beginning druid's
the druid how one could be used in com-       instruction, the DM should inform the        party. For example, how about a carniv-
bat. The exact "to hit" values are given      player that mistletoe will become useless    orous (and hungry) piant-watchdog left
later in this article, but as a rule of       unless it is kept fresh. Freshness is main-  by the dungeon's former occupants? Or
thumb, a scythe can hit weaker armor          tained by immersion of the mistletoe in      the magic-user's laboratory, where the
classes more easily; however, stronger        spring water treated with several herbs,     wizard spent so much time working on
armor classes are much harder to hit. The     which are combined according to a for-       plant/animal hybrids? Or the under-
scythe is also a very heavy item to carry     mula learned from his mentor during his      ground conservatory with all of those
{that is, one which is used in combat),       training. The herbs should be replenished    beautiful benign (?) plants now wild,
usually being upwards of 120-140 in gold-     monthly as well. After six to ten days       unkept, and overgrown, perhaps hiding
piece weight. The weight alone may pre-       without preservation, the mistletoe will     something beneath or behind them.
vent many druids from using this              lose one level of effectiveness (from
weapon.,                                      greater to lesser to borrowed to useless),      Imaginative treasures can draw a druid
                                              the effect being cumulative. In addition,    into an adventure, such as a map leading
  Other exotic weapons suggested by the       holly will become useless after one week     to a tomb or a cave several miles away.
player should be considered carefully, as     without preservation, and oak leaves will    This option would give the druid a
these two should be, before allowing a        become useless one week after collection,
druid (or anyone, for that matter) to have    regardless of any preservative. Preserva-    chance to use his wilderness skills to help
one in the campaign. Any non-standard         tion of mistletoe could become very          defend the party along the way,and give
weapon a druid may carry must be able to      important on long missions.                  the rest of the players a nice underground
be included in a broad category which                                                      complex to loot as well. IF enough of
also includes aother weapon that a druid        Most of the preparation mentioned          these complexes are scattered about, the
is able to use (for example: blowgun dart     here can be taken care of in a short talk    players could soon realize the asset that a
and regular dart, scythe and scimitar),       between the DM and the potential druid,      druid character really is, and this will
and should not do any more damage than        and perhaps a few die rolls; that is; there  help bring the other characters out of the
a scimitar.                                   shouldn't be any lengthy preparation         dungeon and into the wilderness.
                                              involved, unless you normally spend a lot
  Of course, if your druid has a blowgun,     of time in such preparation. The player        There are several other variations on
he may want to use poison darts, which        may wish to consider more aspects than       the norm; the DM should help in some
brings up the matter of poisons. Person-      what are outlined here, but usually these    fashion to get the druid involved in the
ally, I feel that the druid's ability with    merely add polish to a completed charac-     party, and into situations where the druid
natural poisons could (and should) rival      ter. Once the basics are taken care of, the  can be of some use while having the
that of the best of assassins. However,       druid is ready to enter the dungeon. Later   combined protection of the other party
flaunting such power would not only           in this article are several additional sug-  members. In this fashion, the druid will
give druids a notoriety they do not           gestions which also happen to be changes     advance with the rest of the party, so that
deserve, but also would give player-                                                       he or she is of some use to them when
character druids too much power. A great      to the ADffcD rules, and you can pick and    they attempt to brave the wilderness.
amount of restriction is called for here by   choose among them as you like. What
the DM. A player-characterdruid who           remains is for the DM to decide how to          It is true that druids are made for the
uses poisons left and right should be         keep the druid interested in the dungeon.
receiving threats or veiled warnings from     The fighters get their share of action, the
the townsfolk, his mentor, and even the       clerics have their undead, and the thieves
Assassins' Guild. A just and reasonable       always have a door to listen at; why
rule would be to give the druid (through      should the druids be left out? Granted
his mentor or his own research) the use of    that more opportunities exist outside the
only one insinuative poison per level.        dungeon for DM deviousness toward
                                              druids, but the existence of a small natu-
  The most important of the druid's           ral cavern underneath the castle is laden
preparations is the gaining ofmistletoe.      with possibilities for the druid. There is
Note that early in the young Aspirant's       no real trick to taking parts of the world
life, he must eventually seek out his own     above and transporting them below the
mistletoe. The druid's mentor would pro-      surface.
vide the young Aspirant with a small
amount of lesser mistletoe to last him a         Aboveground, the druid should be kept
short lime. The amount probably would         on his toes. If he lives in a city, as he
depend on the druid's initial perfor-         might until he can brave the woods, his
mance. However, no matter how much a
VOL. in
