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Contents POLYHEDRON Special Feature a eee EP UM] «19 In the Black Hours — by David Cook, Part 2 of te ADSD® module begun las i issue, (“In the Black Hours” was used as. sponsored tournament at GEN CON? South 1984 Game Fair and at CONTACT 1984 convention.) Features 6 Ukimists — by E. Gary Gygax. A new character class fr those who want to have ical! 7 Why Gargoyles Don’t Have Wings (But Should) — by David Collins. An alter nate viewpoint on this controversial topic 8 The Lighter Side of Encounters — by Skip Williams. Has your campaign grown 100 predictable? These encounters will put some life back inta it! 12 Punnishments to Fit the Crime — by Knarf Reztnem, More foolishness for April. 12 New Magic Items — by Frank Mentzer. An appendix to this month’s “Lighter Side” (by the DM from whose campaign the encounters were taken), explaining the new items introduced. 21 Dungeonsongs — by David Collins and Steve Schaetler, Music to advencure by. 22 Excerpts from the Book of Mischievous Magic — by Frank Mentzer, If you thought some of the items in “The Book of Marvelous Magic” were bad puns, wait until you see the ones they took out! ‘ee Chel” — by Bruce Heard. A delicious new NPC for your campaign. The Male of the Species — by Frank Mentzer. The elusive emezon described at last About the Cove This month's cover is a Tom Wham origi 26 for our April Fool 50 nal, created espec issue. ‘The scene depicts evtters from the various Foolish articles in these pages gargoyles (with and without wings), aflying Departments slime, a man and his frog, and of course 2 some snits and a confused bolotomus in the 5 Notes tom HQ 5 Guest Editorial — by Thomas S. Robertson foreground. 24 Dispel Confusion — by Frank Mentzer and Merle Rasmussen. POINHEDRON® Neves (be oficial newiewer ot POLYHEDRON Newarine is mailed fre to all righted material with proper acknowledgement TSR Ine ROLEPLAYING GAME ASSOCIATION" RPGA* members. US membership rates are $12 wever any use of atch copyright ‘Newort i publihed b-monthly by TSR Ine. Th per year (bulk mail delivery only); foreign rates the aulmision beyond dhe newsvine without ‘naling adres or al correypondence ia: PO, Box are $20 per year (surlace mail) or $30 per year TSR's further price writen approval is prohibit Tate Cone, WH 33187. elope: (414) 2489625 (Gir mal. All prices are subject to change with ' eae Dut notice. Changes af address forthe delivery Inthe event an article submitted for publication membership materials must be received at feat in POLYHEDRON™ Newsrine contains 50 days prior the effective date of the change to copyrighted by 'TSR touch an extent at to make NEWSZINE, submission, TSR will tain copyright ownership POLYHEDRON Newszine welcomes unslic submissions of written material and artwork, No responsibility for such submissions can be However, if TSR makes us assumed by the publisher in any event, No contained in the aricle for any product or com | mercial purpose beyond RPGA™ Network use, ‘TSR will pay the author the then current fee for gach prodee or purges ‘ofthe antile upon subrnission for publication. w Volume 5, Number Issue #23 he materials | Submissions wit! be returned unless a addressed, stamped envelope Editor: Penny Peticord ial arrangements to the contrary are DUNGEONS & DRAGONS, D&D, i t mnacrilssulunited to ADVANCED DUNGEONS & DRAGONS, Contributing Editor the Publisher for publication in POLYHEDRON ADVANCED D&D, AD&D, BOOT HILL Tam Robertson Newszine are accepted solely upon the condi GAMMA WORLD, TOP SECRET, DRAGON, Prd {hat the materials may be edited and pudished in and STAR FRONTIERS are registered trade "oduction: POLYHEDRON Newsine or ued in RPGA™ marks owned by TSR Ine. “TM designates Kim Linda Network sanctioned tournaments, conventions, ther tademarts owned by TSR Ine. unles Roger Rawpp and events without cost tothe Publishes, All the jerwise indicated, ROLE PLAYING GAME Publication rights may be reserved by the author” ASSOCIATION, RPGA anid GEN CON an Contributing Artist: fxeept that, upon publication, the Publisher service marks owned by TSR Inc. MARVE Roger Raupp {granted a first right of refusal to purchase any SUPER HEROES, SECRET WARS, and al Tm Wham and all such publication rights offered forsale by Marvel characters ae trademarks of tke Marvel sbmissons for * Group. THE ADVENTURES OF Publication in POLYHEDRON Newsrine and ANA JONES™ Game isa trademark of Upon prior written agreement, authors may be Lucasfinn, Lad, © 1984-TSR Inc. All Righ granted a non-exchisve right to use TSR cop Reserved the author. Solely for puro a Issue #23 Notes From H News for April this is your first issue of POLYHEDRON" Newszine, I'd like to take this opportunity to welcome you to the RPGA™ Network, and tolet you in on the gag. Five out of the six issues you will receive with each year of membership bring you club news, informative anticles on your favorite game systems, and a chance to make a setious contribution to the hobby by sharing your ideas with other ‘members, This issue is not one of those five, I's the annual April Fool issue, conceived in madness and dedicated to the proposition that there is room for levity in gaming. The only completely “straight” items in this issue are the module (“In the Black Hours” Part 2, by David Cook), “New Magic Items” (pg. 12) by Frank. Mentzer, the ads, and the “Notes from HQ” article to which your ‘eyeballs are now glued ‘Our members have been generous with their contributions to our ‘madness, and we would like to thank the following persons for their April Fool articles: Gary Gygax (“Ultimists”), Skip Williams (The Lighter Side of Encounters”), Bruce Heard (°*Zee Chef"), Frank Mentzer (“Excerpts from the Book of Mischievous Magic” ‘Punishments to Fit the Crime”, “Emezons”, and “Dispel Con: fusion”), Merle Rasmussen (“Dispel Confusion”), David Collins (“Dungeonsongs” and Why Gargoyles Don't Have Wings (But Should) — an Alternate Viewpoint"), and Tom Robertson (Guest Editorial), ‘Tournament News Now that all the tournament data for the year 1984 has been proc: cessed, we at HQ feel that special mention should be made of wo members’ accomplishments, As you know, the RPGA Network's tournament scoring system allows players to rate the quality of the judging in sponsored events. Last year, one and only one judge received a perfect score from all of his players — the highest poss: ble quality rating. That judge was our very own Harold Jobnson, a talented veteran, On the other side of the coin, one new member ‘managed to take a first place in the AD&D® event at GEN CON® 17 Game Fair, and another first in the AD&D® event at Contact 84 — and he had never played a major tournament before! So let’s all congratulate “Rookie of the Year” Steve Glimpse — the one to beat in 1985. Below are the winners lists for RPGA Network events held at several conventions since our last report. Congratulations to all! 2nd Place Srd Place Jean Rabe (Charles Martin Randy Head Pedro Dominguez John Goertz Mark Crowley Robert Etheridge BJ. Brenner Jason Dowd Michael Boshears Gonvention 1st Place Contact 84 Steve Glimpse Richard Royster Bruce Rabe Joe Martin David Boger Council of Five Nations Paul Boseelait Kim Stevens John Gan Nowseon Randy Helmink Michael Dorsey Dave Wisner Fantarycon 1 Russell Robertson David Gardipee Judy Robertson Don’t forget to check the classifieds page for announcements of the ‘upcoming conventions that feature RPGA Network tournaments! ‘Are you planning to attend GEN CON Game Fair this year? If s0, consider judging an RPGA Network tournament. Not only do you get experience points for each session you judge, but you receive a free membership extension and free admission to the con! If you didn’t get a judge letter from the convention staff, you ean PoLVHEDRON still sign up by calling HQ before May 30, 1985. From the “Everyone Makes Mistakes" Department ‘The 1985 membership directory has been delayed due to produc tion difficulties. We hope to release it in May Last issue, the article on new cleric spells by Jon Pickens was rissing the following line from the mend limb spell; “Level: 5; ‘Components: V.S,M” ‘Omitted from the GEN CON 17 Game Fair winners lists were Mike Wise (who should have been listed with Susan Sullivan as a first place winner in the STAR FRONTIERS® Game tournament), and John Mau (who took a first in the GAMMA WORLD® game event), Our apologies to both, and belated congratulations. And lastly, special thanks to the phantom keyliner, whose timely help made the las issue possible. AN OFFICIAL POLICY STATEMENT ‘A Guest Editorial by Tom Robertson RE: Questions on the sex lives of monsters. We at TSR, Inc, receive hebdomadal plangency for particulars about the fecundity and personal habits of the various creatures, detailed in the AD&D® game. This is an indurative policy state~ ‘ment in that regard. First, the Gygax Act of 10344 A.A. quite clearly states (to quote Volume 82, Chapter 7, page 301, column 4) “On the Ontogeny of the Specie: The panoply of autochtho- nous occupants apposite to the realms heretofore detailed hereby irrevocably receive the apodictic protection detailed in Volume 45, Chapter 4, of this Act.” The conclusion is obvious, though additional forensic disquisition ineluctably would require additional research, and no enchiridion is available. Consult your local hermeneuticist Second, through the anfractuous, sesquipidalic and prolix details of this Aci, all the officially authorized creatures are forbidden from fengaging in any sort of anomalous procreation without express permission, except in such instances as specifically detailed in the Feferences as kept in the Prime Libravaults, under threat of excoria- tion and often instant, permanent, and transmultiversal eradica- tion, And they all know it Third and finally, we at TSR, Inc., being mere Implementors of the rulings of the Primordial Polymath specifically for the elabora- tion and communication of information for this subsegment of the Prime Material Plane in this particular Probability (ihis universe being unfortunately miscatalogued with such regularity that an accurate Multiversal Classification Code would have no real mean: ing), can neither promise nor expect response from Official Sources in this regard unless seckers of clarifications include, with their questions, a selhaddressed prepaid container compatable with the ‘message delivery systems currenily in common use, as well a, in tases where thorough research is desired, 2 prepaid transprobability container to facilitate communications with the Main Office. Note also that sedulous ratocination and autodidacticism are encouraged, especially for the impecunious meliorist, ‘This should clarify the situation considerably. "Thank you for your inquiry NOTE: This policy is labile and subject to loceipauciniilipi Pet oeg Ute ULTIMISTS The Nadir of New Classes by Gary Gygax 1985 B, Gary Gygax, All Rights Reserved. The various new classes I proposed a year but the players in MY campaign have really taken to the newest or so ago are ok: sort of adventurer, which developed out of my deep devotion to the powers of the TIMISTS, or the fighting wizard-priests. Here is lower planes! T call them U how the class developed, and the stats so you can add them to your campaign History: Acons ago, the mightiest of wi-classed characters, Palir Lofo, deter mined to create a band of invincible pawns to spread his power through the Thus, the Ever-dark Order of Ulimate Enforcers was created. High entire world, in the inaccessable mountains of Rhumdedhum, a fortress-like monastery was constructed to house and (ain the new order of super-adventurers, By the scores came the vilest and most powerful of those who sought freedom through abuse and oppression. There in the totally hidden recesses of the monastery’s fast ness, they bred like rabbits, and thus developed a new sub-race of virtual over- men. From this forsaken wilderness, thousands of leagues from anywhere came the fighting wizard-priests, ready to do battle with anyone or anything...cer tain of victory Creating an Ultimist Character: Because of resistance to the concept of rolling more than 4d6 and selecting the best three (as expressed by enthusiasts when I prepared the barbarian class), use the standard system to generate stats for Strength Die Roll Strength Score n 15 12 16 B "7 lt 18(50) 15 18(75) 16 18(90) 7 18(99) 18 Roll 1d6. 1 = 18(00) 23 = 19;4 = 20 21:6 = 22 Intelligence: Add +4 intelligence under 16 being possible Wisdom: Same as intelli Dexterity Dic Roll to dice roll, no Dexterity Seore 3 15 14 16 15 7 16 18 "7 19 18 20 Note: Double all Reaction/Atacking and Defensive Adjustments Constitution: Same as strength. Double all hit point adjustments as if a fighter Charisma: Same as strength. Comeliness: For males add 2d, no score under 18 possible. For females add 3d#, no score under 20 possible. Hit Dice: Ulimists, being mage-monk blend, use ly 46, but in addition to constitution adjustment, the gain one hit point per die for each level of experience. So a Ist level ultimist has an additional hit point bonus of + 1 per hit die, a 2nd level ultimist has +2, etc The points they can thus gain. Attack: Ulimist characters attack as FIGHTERS in melee combat. Because they ar always gain +1 “whit The Class: Ultimists work simultane: c is no limit to the number of level ace, the a super-r ously in clerical, magic-use, and monk professions, However, they gain levels as follows: Experience Points Level —1,000 1 1,001—2,500 2 2,501—5,000 3 ‘001—7,000 t 7,001—9,500 5 9,501—12,500 6 12,501—16,000 7 16,001—20,000 8 20,001—25,000 9 25,001—31,000 10 31,001—38,000 un 38,000—46,000 12 46,001—55,000 13 35,001—65,000 4 To gain levels above 14, the adventurer ‘must accumulate additional experience points at the rate of 25,000/level of expe Start g Equipment: In addition to the equipment normally obtainable through purchase — ultimists begin with 1,000 to 4,000 gp (1d4) — the Order furnishes each of its fledglings with spell books listing all known spells, a bag of holding (15,000 gp capacity), and a spe ial sword of life stealing (explained below). Each is also granted a cloak of displacement, ring of protection + 3, boots of speed, ring of feather falling, and a wand of his or her choice; but as these are only on loan from the Order, they don’t really count Spell Points: Memorizing spells is tedious, and the selection requires reason- ing and intelligence applied to the game. T uulkimist cl: y are, obviously, not part of the ¥s. Instead a simple spell point system is substituted. For each level attained, the ultimist gains 100 spell points. Each point is synonymous with a spell level. Therefore, a 1st level ultimist can cast 100 Ist level spells per day, or 50 2nd level spells, etc. Spell points “regen: crate” daily, providing the character rests for at least one hour. Spell points are used for clerical, magic-user, or illusionist spells (at twice normal level cost). ‘They ccan also be used at the rate of 1 for 1 to recharge the sword of life stealing, pro~ vided that is the only activity the ultimist engages in for that day. Casting spells above the level normal for the ultimist has risk, however. There is a chance of spell failure based on the easy formula which follows: Level of Spell - Level of Uhimist % Chance of Spell Failure Monk Abilities: Ultimist monk abili- ties are as shown in the Players Hand. book. However, they gain the following additional powers with open-hand com- bat 4th level = treat right hand as sword of sharpness 8th level = treat right hand as vorpal blade Thieving Abilities: Note that the ultimist does not require thieves’ tools for ‘opening locks; his long fingernails are carefully shaped for use as lockpicks. Multiple Function :Ultimists are able wear armor and cast spells or perform as a monk, of fight with a weapon in one hand and use monk open-hand attacks ‘These are, of course, only the “bones” of this exciting and interesting new class Next issue we'll tell you about how Palir Lofo domin: and more about his minions of the Ever dark Order of Uhimate Enforcers. 4 | (es all pantheons of deities, POLYHEDRON Why Gargoyles Don’t Have Wings (But Should) S985 David Gollins by David Collins I suppose T should first mention that the absence of wings on the illustrations of the gargoyle and margoyle* never really both fered me at all. I was perfectly willing to accept the idea that somewhere there was an artist who goofed when he did the pictures This rather apathetic attitude changed drastically when [read issue #21 of c. On page 9 there was an article tiled “Why Gargoyles Don’t Have Wings (But Should)”, by Mr. Gary Gygax. He reached the topic given in the tile about a third of the way through the article (about where I expect I-will reach it also), discussed the apparent contradic- ton between the text (which gives a fying speed for the monster) and the illustration, (shich shows no wings), but then shrugged the whole thing olf as a mistake somewhere in the process of production. He then went fon to discuss the life eycle of the gargoyle, and to give combat statistics for the young (presumably the true purpose of the article in the frst place), and never did mention a ggargoyle’s wings after that single paragraph. Having reconsidered the problem, I now propose to explain this highly disturbing, dichotomy another way, and give a defense for the artist who did the drawings. I sug- sgest that both the text and the illo are cor- rect, The solution is simple after a litle reflection on the mechanics of a fantasy world. Gargoyles can fly without wings. Alter all, i states in the text that gargoyles are “predators of a magical nature”, so it seems likely that they can fly magically, just like a mage using a fly* spel, (or for that ‘matter, anyone whatsoever using a potion of fying’). Ifyou have no problems with the ‘mage Bying without wings, then you should have no problems with the gargoyle doing the same, But this sll doesn’t completely setle the question. The last section of the monster description speaks of the gargoyle’s aquatic cousin, and says thatthe kopoacinth? is just like the gargoyle, but uses ts wings to swims. This poses a problem. Ifche marine ‘version has wings (or fins asthe case may by), and is identical to the gargoyle, then gargoyle must have ings t00, and I'm “Denotes materials copyrightad by TSR, Tne (An Alternate Viewpoint) right back where I started, How can these contradictory statements be reconciled? Easily enough after you think about it Picture two gargoyles, Rudy and Hubert ‘They just woke up after a late night, and both of them want to fly down to the pond to see if they can maybe scare up some duck for breakfast. Rudy climbs out of bed, stumbles to the ledge outside the cave, and launches himself into the air. During his flight to the pond, he crashes into two boul ders, one hillside, four trees, and a lilypad. He also scares a couple of ducks half out of their minds. Hubert, on the other hand. (being a bit more with it), climbs out of bed, stumbles to the closet (by the ledge outside their cave), puts on his wings, ‘THEN launches hinnself into the air, His flight to the pond is smooth and uneventful except for catching two ducks that seem to have been panicked by something, Gargoyles, as is obvious from the above, have detachable wings. The gargoyle sup- plies all of the lifting and moving energy ‘magically, but ean only maneuver slowly and with difficulty (Maneuverability Class K), Wings must he used to gain effective maneuverability in the air (If you use this idea in your campaign, the wings should NOT be magical in any way — unless you ‘want everyone flying after one encounter with gargoyles) This hypothesis resolves the situation just as completely as that given by Mr. Gygax. ‘The picture of the gargoyle without wings is exactly that — a picture of a gargoyle with- out his wings, He had probably hung ther up on the coat rack while posing for the For those who feel that this idea is not sufficiently realistic, T would like to point cout that “realism” as we know it is not one of the premises on which a fantasy world is based, and that the above hypothesis is perfectly logical within the constraints of the AD&D® game system, Afier all, detachable wings are already available to characters in the form of magical wings of flying*. I would also like to mention that the idea of gar sgoyles with detachable wings is not original swith the author. Its lifted almost com- pletely from one of the most famous series of fantasy novels ofall time — Frank Baum’s “Oz” books. THe Licgorer Sie oF ENCOUNTERS CINDY Charac Ta5 Dave Conant by Skip Williams Most FRP'ers like alittle humor mixed in with their gaming. Some even cultivate it and drive the rest of us to distraction, We've all been subjected to puns (usually bad), jokes (often inappropriate) or clownish characters (generally amusing, but frequently undepend: able). But in spite of humor's inevitable appearance in FRP, the ‘most comical episodes usually eseape and go unappreciated, This is because players in FRP games often do things that seem perfectly reasonable at the time to those invalved, but are ludicrous (or at least incongruous) when seen out of context The following encounters are based on actual campaign events After examining them, you should be able to think of a few of your town; there's probably plenty of material right in your own cam paign. A few of these should add some levity to even the most straight-faced adventure. Spring them randomly on your players for maximum shock effect, or confine the madness to one area of your world to increase bewilderment. Or do both and keep everybod Before we venture off into this madeap adventure land, lee us pause to anticipate a question: What sort of players do these things— what characters and in which campaigns? The answer is everybody some and most, i. any player in any campaign, but some characters more than most. Take me for example. In a local campaign I maintain two characters, one an upright, hard-fighting lawful good Ranger Lord, the other a skitterish and — well unstable, chaotie good lady Illusionist, Between the two, the illu sionist is more fun to be with, being pleasant, Mirtatious and clever, while the ranger is always giving the thieves the hairy eyebs acting omniscient — his 7 Charisma doesn’t help matters either When it comes to comedy; however, it's the ranger that gets the {roll things like her semicillusionary laughs. While the illusionist is doin slyzing rampaging purple worms and knitting ¢ shadow monsters, the ranger is single-handedly slaying dragons with poisoned ioun stones and chasing — with murder in his eye — seemingly harmless birds helter-skelter through dungeons at break. neck speeds How can the serious character be so much funnier than the comic? Because it’s tough for a clown to make a fool of himself, but the same feat is excruciatingly easy for the rest of us. The same rule also applies to campaigns — some of them are so crazy that nothing Although the following encounters may be inflicted upon a party of any size and level, note that the NPCs involved are of respectable ability, and could easily best a low level group foolish enough to initiate combat. Use caution in running these encounters; they are meant ta be fan, not deadly Where, Oh Where, Has That Slimy Frog Gone? Campaign: Aquaria DM: Frank Mentzer Location: Lake Geneva, WI Background for the DM Tn another part of the dungeon, a high-level adventuring party has been fighting a pitched battle with some nasties, including a green slaad, When things began going the party's way, the slaad aban: doned its comrades, polymorphed into a bird, and fled. Unfortw TWAN AVATAR haracre ith Parkinson AN Righis R nately for it, the party's ranger was equipped with boots of speed, and has clected to give chase. An elf lighter/magic-userithief set out after the ranger when the battle was over, and the rest of their friends will follow as soon as they finish mopping up. Notes for the DM To run this encounter, start your party in the 30" square room at the north end of the map. How they get there is strictly up to you — stairway, connecting passage, teleportation, et al. Athelstan, Ivan, and the slaad start in area A. The slaad has detect invisibility and polymorph self running and has already used its delayed blast fire ball and gate, In bird form it moves at 36", but it must slow down to pass through portals and ‘cannot turn at full speed, so Athelstan (moving at only 24”) is able to keep pace and close at each doorway. Athelstan begins the chase at 69 hit points. He is under the influ: ence of a potion of frost giant strength, has used a shot of mustard from his canister of condiments, and has east his unseen servant (The servant holds Athelstan’s iawn stone, and since it only moves 12", is hanging on for deat lite.) Ivan starts the encounter at full hp, and has cast polymorph sel detect invisibility and strength — giving hin a strength of 18(7 Below is a round-by-round description of the monster and NPC actions, assuming no interference. ‘To start the encounter, determine surprise, check character position, and establish any other pertinent details that may affect the aetion, Modify the boxed descriptions as needed to suit the circumstances, Round 1 Athelstan has caught up with the bird just on the other side of secret door B and dealt it a blow. It lies through the secret door while Athelstan recovers from his swing. As you are proceeding along this normal dungeon corridor, an ‘unnoticed secret door bursts open on your flank. An ordinary, drab-looking bird about the size of a crow swoops out of the ‘opening directly over your heads — while you duck you wonder what unseen force always opens doors for monsters. Fortunately. the bird seems to be in a hurry to get somewhere and ignores you, It banks sharply and streaks away, brushing a few heads in spite of everyone's attempts to duck, You straighten up in time to see the secret door close, melding with the wall again. Before you have time to ponder these events, the door flies ‘open again, and a disheveled, strongly-built, sword-brandishing, and irvitated-looking man storms out The door didn’t slow him down much, Athelstan collides with any character foolish enough to be standing within 5’ of the door at time, sending the unlucky individual sprawling. Meanwhile, Ivan starts out after Athelstan, Round 2 Unaffected, the newcomer casts his glance bi the rapidly receding bird, bellows an earsplitting “Ah HAA’ and charges Athelstan, with his extra strength from the potion and his extra speed from the boots, will plow through any characters still in his path, knocking them aside like ninepins. He strikes and hits the bird as it slows to go through door C. | He accelerates rapidly as he gets clear, and closes on the bird The bird squawks pitifully as its pursuer looms over it, and you | give an involuntary shudder as the fighter winds up to deal the fleeing fowl a blow — it looks like bird hash. Slowing but a litte, the fighter rises to the balls of his feet, and cranks back his swor ddarm, Leaning into the blow, he snaps his glowing sword for air with an cerie whistle nd ‘ward; the sword slices through th strikes home with a sickening “thunk” he bird is not sundered, but takes the To your amazement blow. Shedding a feather, i is knocked against the far wall, caroming off like a feathered billiard ball before regaining its equilibrium. It reach, and disappears into the darkness, Recovering from his attack, the man dashes off after it, For a fow heartbeats you hear nothing but his speeding footfalls, then ‘Stand and die like the slimy Frog you of the footfalls fade into aborously flaps its way upwards out of sword’s he roars a challenge are!” There is no reply, and the ech: the distance ‘While you ponder these stran AAs you all prepare to dodge nid finally asks events, the secret door opens an elf hurries out, Did a guy a for a third time Jooks to his lefe and right Athelstan takes his final swing for the round as the bird passes through door D. Round 3 Athelsta pauses to pass through door E. van may converse briefly with any characters still at the door, but will decline to go into detail or explain the situation. Hi using the form ofa sprite pursues the bird through door D, and swings again as it resumes the chase as quickly as possible (MV 18", Round 4 Wh 80” square room is 40” high of the north wall is only 15 he slaad gets to area F, it tums at bay: The ceiling in this The 20 tall; however and is fully enclosed. The slaad flies there, perches on the roof, polymorphs back into its original form (regaining 1-12 hit points), and attempts to negotiate POLYHEDRON 10" section in the middle with Athelstan, Unfortunately, Athelstan isn't in the mood to nego- Slaad: Athelstan: (gives sword to unseen servant, pulls out bow) talk” Slaad: (Gulp!) form...” | Athelstan: “That there is. then holds strung bow in his lef hand). ‘Can we talk about this?” Sure “There must surely be some service I could per (Strings bow, gives string a ewang, ‘Go from this plane and never return, surrendering your symbol as security for your Slaad: “#%&*#Q*)B After this failure of diplomacy, the slaad makes a run for it, poly ‘morphing back into bird form, north. Beyond the north door is an even I and attempting to exit the room the ger room with several exits, one of which is a random teleporter. Ifehe slaad gets into this . it may fly directly into the teleporter and escape tes: If anyone begins to overtake Athelstan, he will have his lease his foun stone. Athelstan is intent on killing the slaad, and will not return any attacks made on him; he counts good armor class, and the stone to protect him while Anyone who attacks him had better be ‘on his speed, he concentrates on the slaad strong of arm or glib of tongue; however, because the ranger will certainly seek a reckoning after his enemy is slain, and he ean count ‘on Ivan and the rest of his party co back him up if things get too hot. Should the slaad escape as the result of interference, Athelstan will seck a reckoning immediately This encounter is even more fun to run than itis to read, espe- cially if your campaign has fallen into a rut lately. Things could get even more interesting if the party mixes it up with Athelstan — he's tough! And there are also his friends to deal with. The rest of Athel- stan's party consists of a 10th level paladin, a 14th level ma a 10th level illusionist, and a 10th level cleric, All are very well nd will be very irritated with anyone who might have attacked their compan: equipped, along the same lines as Athelstan and Ivan, Variations: Ifthe party isn some excitement, try having the slaad polymorph into something nable-looking (gold dragon, lammasu, et a.), and ask the party for help. In reply looking for trouble, and you wan Athelstan will froth at the mouth and seream that it's a slaad — Athelstan froths at the mouth a lot anyway, but this leaves the party with a difficult decision. If the party attacks Athel- stan, the slaad will escape at the fi ‘opportunity, leaving the player characters to deal with Athelstan, Ivan and the rest of their p Green Slaad: AC 3, MV 9, HD 9+3, AT 3, Dmg 248/106 + 2 1d6 +2, STs11/STw8, THACO 12, hp 73, AL CN Special Defenses: + 1 or better weapon needed to hit; 50 ‘magic resistance. If the slaad’s symbol is stil intact when its mortal form is destroyed, it will reincarnate after 24 hours as a blue slaad, remaining in that form a year and a day before resuming its original form and powers At Will Abilities: polymorph self, celekinese 1,2 ) gold 5” radius), ESP, sibility, detect magic, locate object, produce flame pieces weight, cause fear, continual darkness ‘Once per day: delayed blast fircball (5246), gate in othe slaadi with a 50 chance of success; if successful, the slaad tha appears will be red (35%), blue (35%), oF green (35% ATHELSTAN 12th Level Human Rai STR: 1890) INT 16 wis: DEX: CON: CHA AL: AC -6; 84 hp. Lawful Good Equipment: bracers of defense (AC Q), cloak of protection +2; ring of protection + 2; boots of speed; longsword + 3; long arrows + 1,6 arrows +3; mace + J; ring of fire tooth; ioun stone (lavender and green ellipsoid, 63 charges); stone of cold immunity; periape of health; canister of condimen Spe resistance to sleep and charm spells; infravision (60 Abilities: Surprised only on a 1 on 1d6; attacks 3/2; 10% Spells carried: Level 1 (druid): detect magic; frie fire Level 2 (druid): heat Level 1 (magie-user): unse n servant (x2—1 already east) IVAN AVATAR Bf Fighter/Magic-user/Thief STR: 18(4 INR 17 WIS: 14 DEX: 19 CON: 15 DHA: 14 AL: AC -3; 63 hp Equipment: bracers of sense (AC 4); ring of protection + 2, 3 arrows +3; boots of levitation; be longsword ‘eye; arrow of direction; potion of healing; potion of plane contr wand of lightning (non-detection x2) of spell str Special Abilities: Two sword attacks and one dagger attack on even: numbered rounds, 90% resistant to sleep and charm spells; sur- prised only on a 1 on 1d6 (beady eye); infravision (105), Spells carried Level I: magic missile (x3); shield Level 2: detect invisibility (x2—1 already cast);stren Level 3: haste Level #: polymorph self (x2—I already cast) Level 5: wail of Thieving Abilities: PP 110%; OL 87%; F/R 80 HS 91%; HN 40%; CW 99.1%; RL 55% MS 103% Maybe She's a Slime, But She's Our Slime Campaign: Agua DM Tank Menten ovation: Lake Geneva, WI Background for the DM Some high-level adventurers on their way through the dungeon have sent their magic-user ahead to scout. Cindy, the mage in ques tion, put up a polymorph self, a detect invisible, and a fly, assumed the form of a green slime, and flew on ahead. The DM should place the rest of her party in a convenient loc tion, As bet al variables that may apply to the situation (i.e surprise, position, etc.) should be determined before start fet. Modify the descriptions given to suit the actual course of You are approaching a run \e-mill three-way corridor inter section; nothing really interesting, Your party plods on toward it oncerned, but as always, mildly hopeful, You pause just short ofthe junction for the usual quick recon, keeping a sharp eye peeled for anything out of the ordinary. You ave not disap- pointed. To your dismay, an amorphous green blob glides out of the darkness and sails right at you! You quickly back-pedal co ge ‘out ofits path, but getting an entire party to beat an orderly retreat is something that none of you has quite mastered, There is a brief period of pandemonious grunts, shuflles, clangs, and curses as your party backs away. Your first rank barely gets clear as the flying slime enters the junction, giving them a glimpse of ‘ova vacant-looking eyespots that are just visible under the ‘upturned leading edge of the pancake-shaped everyone's great relief, the lime, Then, to ing slime cruises through the inter section, showing no interest in you at all. You're nat even sure it Cindy flies toward a door some distance away, and settles wetly t0 the floor. She slithers under the door with a cacaphony of sharps, pops, and gurgles, If'pursued, Cindy will fee back toward her friends, who will Issue # remonstrate with the party for what they regard as bothering their slime. Slime Encounter 2 Here’s a variation of the slime encounter. The NPC party has had a brutal fight with some particularly nasty giant super spiders. The spiders were able to use their webs to devastating effec, forcing the party to blow off several fireballs. During the course of the fight the party's magic-user — in slime form — was poisoned by a der, and now lies stricken spi [ This room isa shambles, The fame-blasted stonework and | stench of burned bodies tell you that you have stepped into the aftermath of a fireball attack. Little remains of the room's former contents, just some smoking debris of wood or cloth, some metallic slag, and several smoldering bodies of gargantuan proportions that look like they must have had at least eight legs in bite. Grouped in the center of the room is a typical-looking party of adventurers acting rather atypically: They are gathered around a small patch of green slime with looks of grim concern on their faces — how it survived the fireball is a mystery to you; and why ined or even interested is a bigger mys- ter types looks at a lady who is obvi it” he asks hopefully. the strangers are cones tery sill. One of the f ‘ously the group's cleric The NPC party will attempt to effect a cure for the stricken smagic-user regardless of what the PC party does. The NPC fighters will converse, stall, o attack to kill (depending on which action is ‘most appropriate) while their cleric works on the magic-user. The cleric detaches herself from the crowd and bends over for a loser inspection of the slime. After a thoughtful pause, she says, Hmmm”. I could try a hold poison — no, that’s not right. How about a cure traps? A resist light wounds? Abb! I remem: ber” ‘She utters a spell, then plunges a hand into the goo. Almost | immediately the slime shudders and begins to rise from the floor ‘What happens next depends on the situation, The magic-user will take a form appropriate to her party's needs at the time of her Cindy's party is of roughly the same composition as Athelstan’s, (And the cleric? Well, more about her later.) CINDY 12th Level Human Magicuser 8 18 13 16 16 4 Lawful Good AC 3; 55 hp. Equipment; bracers of defense (AC 3), ring of protection + 4, dagger +1, + 2vs, creatures smaller than man-sized, wand of ‘conjuration (51 charges), wand of magic detection (39 charges), hurricane lamp, scroll of delay (4th level spells, 1 ice storm), tempo- rary ring of spell storing (plane shift), amulet of elemental com: mand, Spell carved Level 1: reduce, magic missle (x), shield, Tenser's foatog dis Level 2: detec invisibility (x2—1 already cast, knock (x2) Level 3: fly (already east), lightning bole 32); dispel magic Level 4: Rary’s mnemonic enhancer (magic missile); polymorph wel (already cas); dimension door fire shield (col ame) Level 5: hold monster (x2) teleport passwall Level 6: Bigby's forceful hand e POLYHEDRON Punnishments to fit the crime Tone Fraak Ment by Knarf Reztnem SoS Sa TSR, Toe ‘The Miller's Tale ‘The villagers were again on the rampage, so Castle Dracula was forced to relocate yet another time. Most of the Count’s aides had already left, carrying various crates of supplies (and even the Count himself, in his coffin). The only remaining items were small box of kitchen herbs and the huge black coffin stand. ‘The smallest ofthe three remaining servants said “I'll get this box; can you guys carry that heavy coffin stand?” The others quickly replied, ‘Sure — if you've got the thyme, we've got the bier” Prisoners of the Bowler King {A group of adventurers once encountered some rock-like erea- tures knovin as Bowlers* (MM2, pg. 21) in such numbers that they were forced to surrender; they had stumbled upon the great ‘mountain of the king of that race. “Taken as prisoners and thrown into the dungeon cells, the adventurers soon met other hapless victims of the bowlers, including two metal golems (one short and silver, the other man- like and gold), a human princess, and a tall apelike humanoid ‘Though the bowlers had stripped all their captives of equipment, the ape-man (who called himself a wooky) had somehow man: ‘aged to conceal his small traveling spellbook and was industri ‘ously studying knock* spells. Overjoyed at this turn of events the party’s mage borrowed the spellbook and studied similar enchantments. The party and the wooky allied to release themselves, the princess, and the golems (who, the wooky explained, wete its comrades), They all crept up a long hidden stair and found themselves on the bal- cony overlooking the throne room, where the bowler King was consulting with his advisors on what to do with the adventurers! equipment, strewn about on the floor before them. ‘Having an opportunity but no weapons, the party tipped the golems over the balcony rail and, seeing that the wooky was distracted and still studying his spellbook, hurled the apeman at the King. The golems landed with satisfactory crashes but the King was unaffected, even though the astonished wooky scored a direct hit. As the King summoned his guards and the party beat hasty retreat with the princess, resigned to the loss ofall their equipment, the golden golem consoled its companion. “It was doomed to fail, my friend. You can’t lay no booky wooky on the ‘ing of rocks that roll.” New Maacic IreEMs by Frank Mentzer Below are descriptions of the lesser known magic items used in this month's “Lighter Side of Encounters, Amulet of Elemental Command: See the Greater Tlisman of Elemental Travel in the D&D® Companion Set Bead, Eye: This is apparently a normal bead, often part of a piece of jewelry. When separated from its mounting, a beady eye becomes a small eyeball on command. The user may see through this eye as long as it remains within 60°. If rolled, the user must make a Saving Throw vs. Spells or become dizzy and confused, completely stunned until the bead is destroyed. I erushed while in use (by an offended subject being spied upon, for example), the user must make a Saving Throw vs. Spells or be blinded. Although the user may have any number of extra eyes by the use of beady ‘eyes, note that the eyes cannot be closed, and the user cannot avoid looking through them, Ifany monster with a gaze attack looks at the eye in use, the user must make the appropriate Saving Throw (possibly each round), and may not “look away”, If not destroyed, each bead will remain an eye for 3 hours before becoming non Canister of Condiments: This large ceramic jug can be com- manded to produce a magical food of some type. The exact food cannot be determined until the canister is commanded, andl then ‘opened. The canister will produce 3 foods per day To determine the food ereated, roll 1d6: 1. Ketchup of Slowness: This is dumped on the ground or floor Any ereature approaching within 10" of the ketchup is slowed (moving and attacking at half normal rate) for 1 hour. 2. Mustard of Success: This hardened yellow goop has no effect unless an edged weapon is used to “cut” it, Any weapon thus tweated gains a +2 bonus to all Hit Rolls for 1 hour. The mus: tard may be used to enchant up to 3 edged weapons, 3. Pepper of Sneezing: Six ounces of black pepper are created, When one ounce is thrown at a creature, the victim must make a Saving Throw vs. Poison or stop moving and sneeze for onc round. A new Saving Throw may he made each round, but the victim will continue to sneeze until a Saving Throw is made, Sneezing vietims may not move, and suffer a +2 penalty to armor class, and a -2 penalty to all Saving Throws (which does apply to fureh 4. Salt of the Earth: Six ounces of salt are created per use. Each ‘ounce of sait may be sprinkled on either one man-sized creature for upon a 10! * 10° area, [fused on a creature, a normal Hit Roll is required to apply the salt; if successful, the recipient takes double damage from each wound caused thereaiier by a bladed ‘weapon, this effect lasting 10 rounds or until the salt is washed off. Ifused on an area of ice or snow, the salt causes it to melt in 1 turn, even if magical (such as a wall of ie) Jelly of Attraction: This purple sweet-smelling jelly will attract ‘the attention of all normal and magical insects within 30" Giant-sized insects are permitted a Saving Throw ws. Spells to resist the effect, but with a -t penalty to the roll, When attacking an insect thus attracted, the attacker gains a +4 honus to the first Hit Roll, but the insect will thereafter be free from the ‘attempts ¢o stop sneezing). 12 ‘magical attraction and its effects, even ifthe attack misses. An attack on one insect will not disturb the others. The jelly may be used only once, and is eaten by the insects 6. Jam of Logs: This lumpy brownish goo may be poured out onto the floor. Once poured out, it cannot be replaced in the canister, (On command, it will grow to become pile of normal non-magi- cal wooden logs, completely filling a 10" * 10) (or 20" x 10" x 10" volume or any volume of 1,000 cubic feet). The Jogs will block the passage of any solid creatures or items, as well as vision. The log jam is permanent until burned away by fire which takes a full tarn and creates smoke in a volume of twice that size (2,000 cubic feet). The smoke causes all those within it to make a Saving Throw vs, Poison or cough for 3 turns, with penalties of +4 to Armor Class and -4 to all Saving Throws while coughing, Lamp, Hurricane: This item appears and functions as a lamp of Jong burning (see D&D® Companion Set) in all respects, but only after its storm has passed, as described hereafter, It is always closed when found, When the shutters are opened, violent gusts of wind and rain come from the lamp, dousing the holder (who gets no Saving Throw) and all others within 30°. This “hurricane” lasts for 3 rounds; each victim must make a Saving ‘Throw vs. Spells, and all those failing are knocked over from the ‘winds. If this occurs, every item carried (except for body clothing and/or armor, but including caps, gloves, treasure, ete.) is blown, ‘about, landing scattered within 60". A successful Saving Throw indicates that the victim has fallen to the ground in time, tightly grasping all items carried, The hurricane lamp may thereafter be used as a lamp of ong burning for the remainder of the day. It resets its hurricane every 24 hours, which must again be « gered before the lamp can be of other use. Seroll of Delay: See D&D Companion set Stone of Cold Immunity: No command word is needed for this rare item. It automatically absorbs cold damage that could other- wise affect the bearer. All cold damage is reduced to 1 point per die and the bearer may make appropriate Saving Throws to take dam age equal 10 half of the reduced he stone will function for 7-12 months (regardless of the of cold absorbed) before becoming non-magieal. (This item cannot be constructed. It is a disposable ody part from a very rare creature, the sotyuch,) Tooth, Sweet: This is an artificial molar of human type, made of ceramic material. It must be placed in the user's jaw to have effect, in place of a natural tooth, Several different types may be created, including the following, 1. Respite: When the user deliberately bites down on this item, it produces a time stop effect, which lasts for 1 full round. The sweet tooth of respite may be used three times per week at most Stamina: When the user deliberately bites down on this item, it cures the user of nearly all damage sustained, leaving on 1-6 points uncured. It has effect even if the user is diseased, poi would normally prevent magical curing. The sweet tooth of stamina may be used ‘once per soned, or suffers any other special effec th Issue #23 piimait BLACK HOURS | PART 2 DAAC eC) e An AD&D® module for 5-8 characte Background ior the DM In Part 1 ofthis adventure (published last issue), the party was hired by Mercos, a trader in rarities, to prevent the theft ofa vali- able item from his collection by the famaus master thief Villeworus. Bat the item, Sarchon’s Crown, was more than just an art object. ‘The flawless gem mounted in it housed the life foree of none other than the demon lord Juiblex, wapped there by the wickery of a powerful mage with alust for vengeance ‘None ofthe demons intent on releasing Jublex could touch the Grown due to magical prcectons placed pon ic by ts creator before his death. So Eri a favored demon in Juiblex's guard hired the human thief Villetorus to obtain i and release the demon Jord. Villetorus was given a minor artifact as a down payment — a heart-shaped picce of obsidian the size of a mans fit called the Heart of Black Stone, Its powers were then dormant, as they had ben for centuries, but Ennbe agreed to show Villetorus haw to activate it upon receipt of the Crown, "Theorin and Alef, the mage and cleric who work within the Guild, Immediately recognized the ineredible potential of the Heart find agreed to support Villworus in his bid for power, With thei a, he was able to remove the former Guildmaster (a man of les extreme moral views) from office and fill the resulting vacancy himself “The details ofthe current situation depend upon the results of Part I the theft was successful (or if the Crown was broken dur ing the course ofthe adventure), Juiblex has been released and the Hearts active. Villetorus has used its power to initiate a campaign of terror in his bid for absolute power aver the city of Terkos Thefts, threats, extortion, and killings terrify the citizens and the governinent alike: If Villesorus was prevented from steaing the Grown, the Hear is sill dormant, but Theorin and Alefie bel they have discovered a way to activate it themselves, and are engaged in research to that end, ‘Xhy ofthe three major NPCs (Theorin, Alerie, and Villeorus) who were klled in Part 1 have been either raised or replaced by Someone of approximately equal ability, The DM may adjust NPC magic items as needed, replacing lost items with others of roughly equivalent power “in any case, news ofthe Crown's true nature and the Guildmas- ters sudden disappearance has reached the city council, who have surmised the Guild's acquisition of a source of great power That power must be negated before the city falls to the Guild's control End becomes a festering port of evil, so the council has summoned the party ta request help Notes for the DM ‘The Guildhall ‘The Guildhall is actually a two-story building. The third floor is, nothing but a collection of catwalks and platiorms covered by a permanent illusion The front of the building faces the street and a narrow alley runs all around it. Although there is only one apparent door (the outside tentrance to Room 1), the second floor has @ number of windows ‘wide enough for a person to climb through. The outer walls are rough-hewn stone Al the inside walls of the Guildhall are thickly covered with a tmixtute of plaster and powdered lead to prevent serying, with the exception of the Journeymens’ Quarters (see Room 11) “There are owo secret entrances to the Guildhall. One is an old educt no longer in use that leads from an entrance outside the y Timits to the basement of the Guildhall, The other is an invisi bile bridge leading from the third floor of the Blue Fox Tavern to the catwalks above the Guildhall. This entrance is used only late at night or at other times when no one will notice a man walking through midair over an alley Maps of the Guildhall are on the inside back cover. ‘The Heart of Black Stone ‘The Heart is a minor artifact, It was originally created by a demon lord to convert likely subjects into new demons. ‘Once activated, it will begin to glow with a black light and pulse as though beating. ‘The Heart bestows upon its owner the typical innate, at will abilities of demonkind, specifically: infravision, darkness 10" radius, teleportation (no error), and the ability to gate in another demon (Type I, II or III) with a 30% chance of success 1 In addition, the owner gains immunity to non-magical weapons, 60% magic resistance, an AC of -4, and takes only half damage from cold, electrical-fite-, and gas-based attacks, There is, however, a 1% chance per week (not cumulative) that the user will become, in all respects, a Type IT demon. All charac~ ter abilities are lost permanently, When the new demon is slain, its life force is transported to the Abyss, where itis permanently bound to the service af the Heart's creator; while the Heart itself goes dormant until activated by another mortal Player Background You have been called together again by the city council of ‘Terkos, just a few days after your nightmarish experience in the merchants house. When you arrive, you find Mercos and the high priest of the area’s leading lawful good church in attend: ance as wel ‘Worthies”, begins the council spokesman, “forgive the abrupt summons, but we need your help. ‘The Church has been researching the Crown you guarded, and its true nature is a cause for grave concern” “We have spoken with the spirit of the Crown's former owner”, explains the high priest, “Te seems that Sarchon stum- bled across the true name of Juiblex during the course of some research and was cursed with an early death, ‘The curse was yond the power of mortal magic, so he set about revenge. Through a series of wishes and other powerful enchantment, wrchon suceceded in trapping Juiblex within the large gem in that very Crown. Although he took the precaution of protecting it from demons, the magic needed to accomplish the deed had taken its toll. He died, magically aged by several decades “Mercos came to Sarchon’s tower to collect a debt and found the mage dead of old age. He legally took possession of the Grove to pay the debt asa ereditors right, and brought i ‘The council spokesman takes over the tale again. ‘“From there ‘we can only surmise that demons in search of Juiblex found the Crown and hired a human agent, namely Villetorus, to obtain it for them. What the payment was we cannot be sure, but we have reason co believe that the bargain included a souree of great power, such as the service of a magical creature or even a minor artifact, Whatever the nature of the power, it must be removed ‘or destrayed before more innocent lives are lost in the Guild's Strugele for supremacy “The power source has been pinpointed to the Guildhall itself — a stoutly-constructed three-story building in a quiet section of the city Its isolated from all other buildings in the area by streets and alleys, and has only one apparent entrance — the main door. The walls are strong — it has twice withstood attacks by outraged citizens who attempted to storm the building, he building houses a legitimate import business as the front for Guild activities, and the front roam is open to the public, but wwe are sure several hidden and secret entrances to the building exist — possibly through a nearby tavern called the Blue Fox that we suspect is owned and operated as a legitimate business by the Guild, Take what supplies you need and go quickly, for there isn't much time Encounter Key Outdoors Guild members (low-level thieves) and various normal humans (delivery boys, couriers, courists, etc.) use the front entrance fre: quently during the day. About 1 person per turn (or more) will tenter or leave the building daring normal business hours, (DM's discretion as to the exact identity of any person stopped and ques- tioned.) Atnight the front entrance is used approximately onee per hour 1, Entrance Hall he plain wood outer doors open into stark, high-ceilinged room, Beams arch to a two-story ceiling, Hard bare benches line the walls. Covering the back wall is an arras, woven with a geometric pattern ‘oom actually does have a partial second story — an invisible Iesue #2

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