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offers an easy-to-play alternative to fantasy game systems which are becoming increasingly complex. All of the basic information needed for play is organized into 8 pages instead of scattered among hundreds of pages of several expensive books.I liked the cut of Moldvay's jib to begin with, but this introduction only increased my affection for him. Succinct and without pretense, the introduction is unambiguous on the side of those who see published rules as guidelines for the creation of a roleplaying game fashioned to one's own taste.
The Challenges Game System is intended to be a foundation. Game Masters and players can add whatever they like to the system. They can change any rules they want. But the 8 page guide will still remain a basic reference aid, a place where essential information can be quickly found.
While it is possible to generate some fairly playable characters by 3d6, there is often an extended period of attempts at finding a suitable one due to quirks of the dice. Furthermore, these rather marginal characters tend to have short life expectancy -- which tends to discourage new players, as does have to make do with some character of a race and/or class which he or she really can't or won't identify with. Character generation, then, is a serious matter, and it is recommended that the following systems be used. Four alternatives are offered for player characters.These four methods are:
Together, we have delved more deeply than all others before us in an interdicted lore; we have solved the keyless hieroglyphs that guard ante-human formulae; we have talked with the prehistoric dead; we have called up the dwellers in sealed crypts, in fearful abysses beyond space. Few are the sons of mankind who have cared to seek us out among the desolate, wind-worn crags; and many, but nameless, are the visitants who have come to us from further bourns of place and time.As you can see, Smith is at his best in this story, combining his gift for prose poetry with his command of archaic vocabulary. The rhythm of his words carries the reader along effortlessly, painting an enthralling picture of decaying Poseidonis and its jaded sorcerers plumbing the depths of esoteric knowledge in an effort to stave off the ennui that has overthrown the rest of their dying culture. I am reminded of his story of Zothique, "The Empire of the Necromancers," except that, instead of reading like a dark fairy tale, "The Double Shadow" is more immediate and personal, perhaps due to its first person narration.
Well had it been for Avyctes -- and for me -- if the master had contented himself with the lore preserved from Atlantis and Thule, or brought over from Mu and Mayapan. Surely this would have been enough: for in the ivory-sheeted books of Thule there were blood-writ runes that would call the demons of the fifth and seventh planets, if spoken aloud at the hour of their ascent; and the sorcerers of My had left a record of a process whereby the doors of far-future time could be unlocked; and our fathers, the Atlanteans, had known the road between the atoms and the path into far stars, and had held speech with the spirits of the sun. But Avyctes thirsted for a darker knowledge, a deeper empery; and into his hands, in the third year of my novitiate, there came the mirror-bright tablet of the lost serpent-people.The mention of serpent people never bodes well, as Kull discovered, and as Avyctes and Pharpetron also learns after exerting great effort to solve the mystery of their ancient tablet -- "the formula for a certain evocation, which, no doubt, had been used by the serpent sorcerers." Alas, "the object of the evocation was not named" and "there was no corresponding rite of exorcism nor spell of dismissal." Despite Pharpetron's anxiety at these facts, Avyctes nevertheless proceeds with the rite, boasting
"I have called up, in all the years of my sorcery, no god or devil, no demon or lich or shadow, which I could not control and dismiss at will, And I am loath to believe that any power of spirit beyond the subversion of my spells could have been summoned by a race of serpents, whatever their skill in demonism and necromancy."Such arrogance seals the fate of Avyctes -- and Pharpetron too -- but the story of that fate is one well-told. Smith's unique talents as a writer are powerfully on display here and "The Double Shadow" moves along at a brisk pace. Despite the archaism and formality of its characters' speech, it never once feels forced or stilted. Instead, it comes across as a suspenseful record of actual history, relating dire events from the distant past. Its a superb effort and one of Smith's masterpieces. I recommend it without hesitation.
While it is possible to play a single game, unrelated to any other game events past or future, it is the campaign for which these rules are designed.--E. Gary Gygax,
Forward [sic] to Volume 1 of OD&D,
1 November 1973
Cloak of the Ulfhethnar: This cloak is made of an intact wolf skin, carefully removed according to a well-guarded occult formula. When worn, the cloak grants the wearer the ability to turn into fearsome half-man, half-wolf creature. In this form, the wearer retains his normal hit points but gains an armor class of 4 (even if this is worse than his ordinary armor class), the ability to bite for 2d4 points of damage, a movement rate of 180' (60'), and an immunity to normal weapons, being harmed only by spells, silver, and enchanted weapons. While in wolf-form, wearers can use normal weapons and cast spells. Wearers of the cloak are not not true lycanthropes and are thus unaffected by wolfsbane. Likewise, they cannot transmit lycanthropy to those they attack, regardless of how much damage they inflict upon them.
The cloak of the ulfhethnar has one additional quality that makes it very attractive to the immoral and degenerate. For each hit point of an intelligent being slain and eaten by the wearer while donning the cloak, he extends the length of his current age stage (see Advanced Edition Companion, p. 23) by one day. There is no limit to this extension, meaning that, with the regular slaughter of intelligent beings, a wearer of the cloak of ulfhethnar can prolong his life indefinitely. There is an additional cost, however. Every time the wearer transforms himself into wolf-form, there is a cumulative 1% chance that his alignment will shift permanently to Chaotic and regard all intelligent beings as little more than potential fodder for his increasingly ravenous appetite. A remove curse spell cast by a Lawful cleric of 9th level or higher can reverse this effect.
Dwarf, Knocker
No Enc.: 2d6
Alignment: Chaotic
Movement: 60' (20')
Armor Class: 4
Hit Dice: 1+2
Attacks: 1 (weapon)
Damage: As weapon
Save: D1
Morale: 10
Hoard Class: VI, XX
XP: 27
Knockers are aberrant, insane beings accidentally created through an error in the carving process by which dwarves propagate their kind. They are wild-eyed, almost feral demihumans of similar stature to their dwarven kin but much thinner and with somewhat sharper features. Their skin is pale and they favor unkempt clothing and armor that weirdly enables them to blend in with stone, granting them the ability to hide in shadows in such surroundings on a roll of 1-3 on 1d6 (and surprising opponents with the same probability).
Consumed with a lust for gold, gems, and precious metals, knockers hate other dwarves, against whom they wage constant guerrilla warfare. Fortunately, they similarly hate most other creatures, which means they rarely have allies in their war against their kin. Foolhardy and mad, most knockers do not have a long life expectancy. Those that do survive grow more powerful as a result. Consequently, 50% of all knockers encountered with be 2nd-level Dwarves and, in a group of 10 or more, there will always be a 4th or 5th-level Dwarf amongst them. Knockers favor the use of polearms and axes and rarely use missile weapons. All knockers radiate an aura of confusion (as per the 4th-level magic-user spell of the same name) and anyone who comes within its 30' radius must save vs. spells or suffer its ill effects for 12 rounds.
By all rights, there should be no more knockers than there are gnomes -- likely fewer given the lives these savage beings lead. Yet, somehow, there are more. Indeed, in some subterranean areas, knockers inexplicably exist in very large numbers, suggesting that either there are other means of creating these beings than through an error in carving or they have a means to reproduce themselves. There are longstanding rumors that knockers steal inert dwarves and transform them into more knockers, but no evidence of its truth has ever been found.
Not on the Topaz Throne at the front of the regal Tower of Splendor sat Kull, but in the saddle, mounted on a great stallion, a true warrior king. His mighty arm swung up in reply to the salutes as the hosts passed. His fierce eyes passed the gorgeous trumpeters with a casual glance, rest longer on the following soldiery; they blazed with a ferocious light as the Red Slayers halted in front of him with a clang of arms and a rearing of steeds, and tendered him the crown salute.Despite the exultant shouts that greet Kull and his soldiers as they return home from war victorious, not everyone in Valusia is pleased:
"Kull! Ha, accursed usurper from the pagan isles." -- "Aye, shame to Valusia that a barbarian sits on the Throne of Kings."More worrisome than such sinister whispers against him is the news that Ka-nu, an advisor to the king of the Picts, the traditional enemies of Kull's own Atlantean people, has requested a private audience with Valusia's barbarian ruler. Though suspicious, Kull puts aside his prejudices against the Picts and agrees to this meeting, going alone to meet with Ka-nu, a "soft and paunchy" old man seemingly "fit for nothing except to guzzle wine and kiss wenches!" After the two men feel one another out, Ka-nu comes to the point:
Little did Kull heed. Heavy-handed had he seized the decaying throne of ancient Valusia and with a heavier hand did he hold it, a man against a nation.
I see a world of peace and prosperity -- man loving his fellow man -- the good supreme. All this can you accomplish -- if you live!"Ka-nu warns Kull of a plot against his life, fomented with the help of Baron Kaanuub of Blaal, a former rival of Kull who still seeks the throne of Valusia for himself and his shadowy allies. To ensure that Kull does not die -- and a glorious future along with him -- Ka-nu promises to send along a bodyguard, a Pictish warrior named Brule the Spear-slayer, who will stand with Kull against the secret enemies who seek his death. As a show of good faith, he entrusts Kull with a green gem stolen from the Temple of the Serpent, possession of which means execution. If what he has said is untrue or if he in any way betrays him, Kull need only accuse Ka-nu of the theft of the gem and be rid of him. This gesture on the part of a Pict intrigues Kull and agrees to his plan, even though there is much the barbarian king still does not understand.
"You are young," said the palaces and the temples and the shrines, "but we are old. The world was wild with youth when we were reared. You and your tribe shall pass, but we are invincible, indestructible. We towered above a strange world, ere Atlantis and Lemuria rose from the sea; we still shall reign when the green waters sigh for many a restless fathom above the spires of Lemuria and the green hills of Atlantis and when the isles of the Western Men are the mountains of a strange land.Kull himself is similarly melancholy and thoughtful despite his rough heritage. He cares about Valusia and her people and acts accordingly. His willingness to believe Ka-nu and accept Brule as his companion is motivated as much by a desire to see that his kingdom does not fall into the hands of evil men -- or worse -- as by his desire to save his own life. Kull is thus a sympathetic figure and one with whom I found it easy to identify. He's also a subtle counterpoint to Conan, another barbarian turned king of a civilized but decadent people. Though both are unmatched warriors, Kull lacks Conan's bombast and bluster. Kull also seems less interested in the pleasures of this world, being more focused on ideals and a sense of duty to others. No one could mistake the two characters, despite some surface similarities between them.
"How many kings have we watched ride down these streets before Kull of Atlantis was even a dream in the mind of Ka, the bird of Creation? Ride on, Kull of Atlantis; greater shall follow you; greater came before you. They are dust; they are forgotten; we stand; we know; we are. Ride, ride on, Kull of Atlantis; Kull the king, Kull the fool!"