TEXT: THE STRATEGIC REVIEW
  FEBRUARY 1976
  ���a Bard progresses upwards he collects followers to follow him on his jour-
  neys, these wayfarers often become his loyal servants. Therefore a Bard of the
  degree of Fochlucan usually has two first level followers, a Bard of Mac-Fuirmidh
  has one second level and two first level followers, and two second levels, a Canaith
  Bard has three first, two second and one third level followers, a Bard of Cli has
  three first, three second and two third level followers, a Bard of the Anstruth
  degree is attended by three first level, three second level, three third level and three
  fourth level followers, a ��������the Doss degree is accompanied by two first level
  followers, and a Bard of the esteemed Ollamh degree is attended by four servants
  of each level from first level to sixth level. These servants do not have to be paid,
  however when one dies he is never replaced, A Bard uses the following table to
  determine his followers:
  01-30 Bard
  31-55 Druid
  56-75 Fighter
  76-90 Thief
  91-99 Magic User
  00 Roll twice ignoring 00.
  These characters have +3 loyalty and their characteristics should be determined.
  Note that if a Bard occurs, he himself will not have any followers. It is unnecessary
  to keep track of experience points for these servants since first level servants
  become second etc. as a Bard progresses through the colleges of Bard’s
  To become a Bard a character must have at least an average strength and in-
  telligence. Below average dexterity reduces the Brd’s thieving abilities by ½. A
  Bard must also have an above average charisma, for every point above 14 a Bard
  adds 5% to his charming abilities.
  Mighty Magic Miscellany
  �������� �����
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  Barding harps are rare magical items which aid a bard on his long and
  dangerous adventures. There are five types of Barding harps, one on each of the
  miscellaneous magic tables.
  ������ �
  Fochlucan Harp: This harp adds 10% to a bard’s chance of charming
  a creature. In addition to this it has three songs. The first of these and most
  powerful is its song of protection from evil which is equivalent to the third level
  spell. The second song is one of defense which casts a shield around the bard and
  is like the first level spell ‘shield’. The last song casts a circle of light around what
  ever the bard desires (the party, an object, etc.) and is equivalent to the second
  level magic user’s spell ‘continual light’. This harp can only be played by a bard of
  the fochlucan college or higher, a first level bard who attempts to play the harp
  will take from 1-10 points of damage. The songs of this harp are
  playable only
  once per day by the
  bards of the Fochlucan  college, for each additional college
  above this a bard is able to play the songs one more time per day.
  �������
  Mac-Fuirmidh Harp: This harp adds 20% to a bard’s chances of
  charming a creature and also possesses the three songs of the Fochlucan Harp. In
  addition to this the harp has two more songs. The first of these turns the bard
  invisible and keeps him so until he stops playing. In this state he may still be
  located by the sound of his harp though the sound appears to come from nowhere;
  this makes the bard very hard to hit and baffles stupid creatures. The second song
  enables a bard to strengthen fighters and is like the second level strength spell
  except that it lasts as long as the bard has strength to keep playing, the spell is
  broken when the bard stops or is stopped by interruption, The Mac-Fuirmidh
  Harp is playable only by bards of the Mac-Fuirmidh college or higher, its songs,
  like the other barding harps, are playable but once per day unless a bard is of a
  higher college whereupon he may play the songs of this harp once more per day for
  every higher college he has attained. Note that a Mac-Fuirmidh bard would be
  able to play the harps first three songs (shield, protection/evil, and light) twice per
  day. A bard who is lower than the MacFuirmidh college who tries to play the harp
  will suffer 2-20 points of damage.
  ��������Doss Lyre: This Lyre adds 30% to a bard’s chance of charming crea-
  tures and has all the abilities of the Mac-Fuirmidh Harp as well. In addition to
  this the lyre has two special songs. The first song enables the bard to fly up to the
  limitations of the third level spell ‘fly’ with the exception that it lasts as long as the
  bard is able to play. The faster or the higher a bard tries to fly the quicker he
  becomes tired. Generally, a bard is only able to keep up maximum speed or very
  high altitudes for as many turns as his level; after this a roll of a 1-4 on a six-sided
  die indicates the bard has collapsed, unconscious from his efforts. The second
  song of the lyre is equivalent to the third level dispell magic spell in which the bard
  ratios his level over the level of the caster to determine his chance of success. These
  two songs are playable but once per day unless the bard is of a higher college than
  Doss. A bard of the college of Doss with this harp could use each of the first three
  songs three times per day, the next two songs (invisibility and strength) twice each
  per day. A bard of a lower college than Doss who attempts to play this lyre will
  suffer from 6-36 points of damage.
  �������
  Canaith Lyre: This lyre adds 40% to a bard’s chance of charming
  creatures and has all the abilities of a Doss Lyre. In addition it has two special
  12
  songs.  The first song is like the fourth level ‘confusion’ spell. The second is like the
  fourth level  ‘fear’ spell. In addition to this the lyre has a healing song which when
   played can heal the listeners from 2-12 points of damage, this song is playable
   once per day only regardless of a bard’s higher levels. A bard of a college lower
   than Canaith who attempts to play the Lyre will suffer between 6-48 points of
   damage.
  ������ �� Cli Mandolin: This Mandolin adds 50% to a bard’s chance of
  charming creatures and has all the abilities of a Canaith Lyre. In addition to this it
  has the power of telekinesis, contains one elemental, and can heal better than the
  Canaith Lyre, being able to heal from 3-18 points of damage. (Note that this is the
  only healing it can do; the abilities of the Canaith Lyre are not accumulative in
  this Mandolin; that is, it does not heal 2- 12 and 3-18 from those who listen to its
  song. This Mandolin also has a song of fire which is like the fourth level spell and
  can remove curses like the fourth level spell. For each college above Cli a bard can
  use these two spells once more per day. A Bard of a lower college than Cli who
  attempts to play this Mandolin will suffer from 6-60 points of damage.
  It is important to note that a bard cannot tell two barding harps apart for all
  of the above instruments have powerful enchantments laid upon them so that they
  all appear as harps and until a bard attempts to play them he does not know what
  type of instrument it might be, nor what college it is from, for only a wish could
  reveal this information.
  BOOT HILL Experimental Rule
  ��� ������ �����
  A man can be an excellent shot with a gun when it comes to target practice,
  but when he faces another man who is also armed, his bravery shows. If he is not
  composed of iron nerves, his aim is liable to waver. This is reflected in TSR’s
  BOOT HILL rules for western miniatures and campaigns, by modifications to the
  TO HIT CHART.
  In a similar manner, a gunfighter may be greased lightning on the draw in
  practice, but when he faces an armed opponent, he may flinch on the draw if he is
  not steely-nerved. To reflect this in BOOT HILL, try the following experimental
  rule:
  To the FIRST SHOT CHART, add a new column for Bravery. It should look
  as follows:
  �������
  Coward
  Cowardly
  Average
  Above Average
  Brave
  Very Brave
  Fearless
  Foolhardy
  ��
  ��
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  ��
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  This is still only an experimental rule, and your comments are welcome. If the
  rule is approved by you, the gamers, it will probably be added to the book in the
  next printing.
  May your aim be true and may your spurs never rust!
  
SOURCE: textdata/thevault/Boot Hill/Magainzes (relocated to Games - Magazines)/Bravery - Experimental Rule - Dragon 006.pdf