Surprisingly, there are two reviews sections in The Beholder Issue No. 9. One is a very positive one-page review of Starfleet Battles. This was ‘Task Force Game #4’, the pocket or microgame version published in 1979 in by Task Force Games before the Starfleet Battles Designer’s Edition was released the same year. The reviewer prefaced the review by stating, “I consider this to be the best non-roleplaying game for a very long time, so this review may be slightly biased!” He described the game as being highly realistic, with the outcome of games being determined by player choice and skill rather than random dice rolls. Overall, the review gives a good feel for the game and of course, is very positive. The other is ‘Mini Reviews’, a page of thumbnail descriptions of various roleplaying games that the readers might want for Christmas. The games include
Chivalry & Sorcery (“the ultimate in “realism”),
RuneQuest (sadly out of print, but very good despite the “absurd barbarian ducks”),
Gamma World (mostly an arms race),
Metamorphosis Alpha: Fantastic Role-Playing Game of Science Fiction Adventures on a Lost Starship (has more of an aim to the game than
Gamma World, but everyone has the same aim), and
Superhero 2044 (“Buy this game! For a little light relief (or even a rare serious game) nothings is better.”). The weirdest description is saved for
Traveller. “Players send characters through “space academy” and then send them out into the universe to make their way. Everywhere they go they will find the problems of drugs, frauds, frame-ups, galactic mafia groups and other nasties. The usual course of action is to get involved in all this, and most games turn out as bank robberies, space-jakings [sic] and various other delightful crimes. All great fun!” The combat system is described as disappointing and the rules for spaceship battles as being particularly awful. This is a surprisingly negative reaction to the world’s most venerable Science Fiction roleplaying game and whilst this is before there was much in the way of background for
Traveller’s setting of Charted Space, was this really how it was played back then?
In between, Keith Andrews’ second contribute to the issue is in a new column called ‘The Ideas Page’. This is a collection of tricks, traps, and useful ideas, such as driving iron spikes into the heads of statues to sabotage them should they animate; placing a pit or drop behind a door spiked shut that an adventurer has to break down and will then fall into the pit or drop; set smoky fires to drive recalcitrant monsters out of their lairs; let monsters use Molotov cocktails as well as the Player Characters; and since the
Player’s Handbook lists the prices of several birds, bring them along in the dungeon to test potions with. Plus, canaries can be obviously used to detect fumes or gases and others set into rooms to set off traps. It is obviously cruel and turns dungeon exploration into a procedure.
Following them is ‘INFO’ which combines elements of ‘The Ideas Page’ with a Classified Section. Nigel Proudfoot suggests replacing the Saving Throw versus Poison or die mechanic with an ongoing damage effect and keeping Saving Throws versus ‘delayed action’ poison effects like paralysation a secret to keep a player from knowing when his character can act. The magic items such as M. Hankin’s Carpet of Welcome and Sean Longmore’s Bracers of Polymorph are nicely inventive and detailed. The Carpet of Welcome is perfect for the villain as it makes anyone who steps over it susceptible to his suggestions—as per the spell, whilst the Bracers of Polymorph let the wearer change shape three times per day, but there is a chance that he will change into a random monster!
‘DM’s Corner’ discusses how to design and run a living dungeon rather than a zoo dungeon. The latter is random, whilst the former is not as it has to be designed as an ecological system where the monsters live, work, and survive and the system as a whole will react to the intrusion and activities of the Player Characters. The article makes clear that this requires not just more work to design, but more work to maintain. It is a good introduction to the concept and a good starting point to anyone wanting to create and run more than simple dungeon hack.
The issue of fanzine has just two monster entries, surprisingly. The first is Alan Bell’s ‘Gnobbleknoll’, a living hill that casts Control Weather, forcing passers-by to take shelter in the cave in the hill, which of course, is its mouth! Those captured can hack their way out, but this requires a lot of damage to be inflicted and there is a limited air supply. The second is the ‘Reaper Skeleton’ by A. Whitcombe, a scythe-wielding skeleton that has a chance to lop limbs off and if it kills an enemy will whisk their body off to serve a demon or devil. Of the two, the ‘Gnobbleknoll’ is the more entertaining, though the idea of idea of a living hill is ridiculous (but then so is a living island).
The second and main adventure in The Beholder Issue No. 9 is ‘The Pagoda’. This details a strange pagoda built over an ancient burial ground by a hostile nomadic sect and is designed for a party of four to ten Player Characters of Third or Fourth Level. The pagoda has six storeys with balconies on the upper five watched over by black ravens capable of casting Darkness and is home to a sect of Fighters, Monks, and Assassins led by the vampire, Sihng-ai, and a religious speaker, a Cleric/Fighter/Magic-User. Below the pagoda are the Undertombs (also identified as the ‘Underchambers’), the original tomb complex built into a network of caves and also occupied by the sect. Given the fact that it is located in a pagoda, the scenario has a slightly Asian feel to it, but the design does not belabour this or fall into cultural stereotypes. It is otherwise a decently done evil temple with enough flavour and details that it could be worked into a campaign with a moderate amount of effort. What lets it down is the cartography which does not make clear the means of access between different floors of the pagoda, though the Undertombs has a clean and open style that is identifiably that of The Beholder.
The issue dips its hand into the ‘Magic Jar’ and this time pulls out a single ring, one supposedly not as powerful as listed in the Dungeon Master’s Guide. However, the Ring of Amplification has the potential to be still powerful. It has multiple clasps and each clasp can hold a gem. If a gem with possible magical properties is placed in a clasp and a Mending spell cast on it, the Ring of Amplification will enhance it. For example, an agate ensures restful, safe sleep. When amplified, it grants immunity to Sleep spells, reduces the amount of sleep needed per night, and grants slow healing. Beryl wards of foes, so when amplified can detect enemies nearby and imposes a penalty to attack the wearer! A Ring of Amplification can have up to five clasps and the article describes some thirty different effects for different gems. Even with two clasps this is still a powerful magic item and with more? It is clever idea and one that a player would really want for his character because of its customisation feature, and that makes it both powerful and desirable.
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