Drmg117 PDF
Drmg117 PDF
Drmg117 PDF
DEPARTMENTS
3 Letters 86 TSR Previews 97 Snarfquest
4 World Gamers Guide 94 Gamers Guide 100 Dragonmirth
6 Forum 96 Convention Calendar 102 Wormy
84 TSR Profiles
COVER
It was difficult to get Jim Holloway to volunteer information on his cover painting the
fifth one hes done for us. What can you say about the picture? Uh . . . um . . . Were
there any amusing stories behind this picture? (Yes, but we couldnt print them.) Is there
anything else youd like to add? Gimme a lotta money. There he is, Jim Holloway.
2 JANUARY 1986
LETTERS More and Moore
Once in a while, I receive a letter
from a reader who asks that I write
more articles like the ones I used to
write for DRAGON® Magazine. Its
distributed, and will any further supplement always nice to inflate the old ego
Deities disappear work continue to be done for the game?
A final question: To my knowledge, only one
with things like that (I have those
letters bronzed and placed over my
Dear Dragon: article on the DRAGONQUEST game appeared computer terminal), but things
This letter is a public petition of sorts, con- in DRAGON® Magazine; was there a reason for arent that easy now.
cerning the Cthulhu mythos. The original edi- this?
I like to write articles, and Im glad
tion of the DEITIES & DEMIGODS Cyclopedia James Comingore
Bloomington, IN some of you like them. However,
included this group of deities and associated
one cannot edit two magazines and
creatures. In the second edition, however, and
in Legends & Lore, it was absent. I imagine that It is possible that TSR, Inc., will produce an write much at the same time. It is
the rationale behind this change (if not made for occasional DRAGONQUEST game module, also much more important to get
financial or other mundane reasons) was that no printed with dual statistics allowing its use with more of you, the readers, into print
character would choose to worship a 600-tall the AD&D® game. This project is still in the than it is to get more of me, the
heap of slime. planning stages, however. Presently, there are editor, into print. Its been a long
I, however, have found this assumption to be no plans to re-release the DQ game. time since I wrote those articles on
decidedly untrue at least in the case of a An editorial decision was made to discontinue
the demi-humans and their deities,
group of characters that I both DM and adven- printing DRAGONQUEST game material in the
and its probably better to close the
ture with. Some of the most exciting characters magazine, since the reader interest level in such
book on that. The more authors we
(and campaigns) that I have encountered deal material was quite low. We have printed mate-
with the eerie spirits and situations invoked by rial on this game in issues #49, 57, 78, 82, 86, have writing for DRAGON Magazine,
the use or worship of the beings in this mythos. 89, 92, 96, and 97. The last DRAGONQUEST the better the magazine.
For instance, one group of witches, controlled game material left in our files is the College of This issue is a case in point. We
by a friend of mine, are the consorts and shape- Lesser Summonings, which dates from the SPI have no particular theme for this
shifted spawn of Yog-Sothoth, and they are days of the game. This may appear in a future month, but we have more variety
slowly corrupting and taking over an entire module as an added bonus. — RM and more articles on gaming than
nation. weve had for some time. You have
Our actual petition is that you have a feature the chance to read material from
in an upcoming magazine about the Old Ones
some of the best people we have
and their cohorts. If possible, you might include
new material, such as Brown Jenkin from The
Dreams in the Witch-House. Ultimately, per-
Multiple targets writing for us.
If you have a list of favorite topics
haps, TSR, Inc., might bring the mythos back to Dear Dragon: you would like to see covered in this
mainstream AD&D® gaming, but a feature in I am writing about an article that you pub- magazine, by all means, send it to
your magazine would make a fine start. lished in your magazine entitled, One roll, to us. We can commission articles from
Marc Spraragen go (#113). The system has a slight flaw. For our better writers on occasion. We
Schenectady, NY example, suppose two opposing armies are can also list the most-wanted topics,
facing each other, each with 100 men and the letting everyone get in on the act.
Many readers have asked that TSR, Inc., add following breakdown:
both the Cthulhu and Melnibonean mythoi to There are a few things we cannot
25 men with plate mail, shields, and cover, however. We have no way to
the new editions of the Legends & Lore vol- long swords;
umes, but this is not possible. TSR, Inc., was not evaluate computer programs for
25 men with leather armor and long
licensed to use this material when the first bows; gaming use, so we ask that you not
edition of DEITIES & DEMIGODS Cyclopedia 25 men with ring mail and crossbows; send any of them to us. We gener-
was printed, so these mythoi have been re- and, ally avoid board games, but we
moved from later editions. At the present time, 25 men with padded armor and large might cover certain particularly
Chaosium, Inc., has the gaming license for these shields (serving as shield bearers). popular ones if they are of interest
mythoi, and has produced two excellent games The 50 archers from one side fire into the to fantasy or science-fiction gamers.
from them (the CALL OF CTHULHU® game and mass of the other. If the one army is mixed
the STORMBRINGER game). TSR, Inc., has the Weve also dropped our coverage of
together, what armor class would I use to look
gaming license for the Lankhmar stories of Fritz many of the less-popular role-play-
up the to hit number on the table? Dont get
Leiber, so the Nehwon mythos has been me wrong, though; the article was work of ing games, even those made by TSR,
retained in Legends & Lore. — RM brilliance, if you were firing into 100 orcs. Inc. If few people play them, why
Elliott Jackson run them? Our license on some
Seattle, WA games has expired as well (i.e., no
more Indy Jones stuff).
DQ in Limbo Take the total number of missile attacks fired Otherwise, the sky is the limit. Tell
by a particular group of archers and divide it up us what you want, and well see
Dear Dragon: among the various groups of targets, resolving what we can do about it. This is
I am a very big fan of the each attack separately. In the above example,
your magazine, after all.
DRAGONQUEST® game, as are many of my the 25 crossbow bolts fired in one round are
friends, and we believe it to be an excellent divided into the four groups in the enemy army, As Arnold Schwarzennegger
system. I know you may have addressed the fate with the extra bolt going to a random group. Six and Bubba say, Lets party.
of many SPI games and products in earlier bolt attacks are then resolved (using a single roll
issues of DRAGON Magazine, but as I am an and the 5-roll binomial table) against each
infrequent reader of the publication, I have group, save for the one group getting seven
missed this information. Specifically, I would bolts. The archers’ arrows are handled in the
like to know the fate of the DRAGONQUEST same manner. — RM
game. Will it continue to be published and (Continued on page 91)
DRAGON 3
The World Gamers Guide
If you live outside the continental SF = STAR FRONTIERS® game; ST = other game-players who would be
United States and Canada, you can be STAR TREK®: The Role-Playing Game; interested in corresponding about the
included in the World Gamers Guide by MSH = MARVEL SUPER HEROES activities that they enjoy. Unfortunately,
sending your name and full address, game; TS = TOP SECRET® game; T = we cannot extend this service to per-
plus your gaming preferences, to World TRAVELLER® game; RQ = RUNE- sons who live in remote areas of the
Gamers Guide, DRAGON® Magazine, QUEST® game; VV = VILLAINS & U.S. or Canada, or to U.S. military
P.O. Box 110, Lake Geneva WI 53147. VIGILANTES. personnel with APO or FPO addresses.
Abbreviations in parentheses after a The World Gamers Guide is intended Each eligible name and address that we
name indicate games in which that for the benefit of gamers who live receive will be published in three con-
person is especially interested: AD = outside the continental United States secutive issues of DRAGON® Magazine;
AD&D® game; DD = D&D® game; CC and Canada, in areas where nearby to be listed for more than three issues,
= CALL OF CTHULHU® game; GW = gamers are small in number or nonex- you must send in another postcard or
GAMMA WORLD® game; istent, as a way for them to contact letter.
Daniel Folatelli (DD,AD) Avi Ifergan (AD,DD,GW) Agarwaen Amon (DD) Lachlan Bull (AD,DD,SF,T)
Casilla de Correo 181 1 Plowman St. Manttoalitie 13 A 6 1 Arthur Street
6600 Mercedes North Bondi 90650 Ouln 65 Kensington
Provincia Buenos Aires Sydney Finland Whangarei
Argentina Australia New Zealand
The Gamers Guild (AD,T)
Luigi Sbaffi (AD) Alberto Halphen (AD,TS,SF) Unit 2/1 Fitzgerald St. Gary & Sharon Webb (AD)
Via E. Bocci, 16 Lomas de Chapultepec Northbridge, 6000 A.U.R.A. Inc.
60044 Fabriano (AN) M. Chimborazo 520/701 WA Australia Casilla 603
Italy Mexico DF C/P 11000 La Serena, Chile
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Jeff Johnson Marney McDiarmid 6, St. Stephens Lane Dan Mayshar (DD,AD,SF)
SPDC Ext. Nord Ovre Bastad vei 26 4th Floor 31 Even Shmuel
B.P. 31 1370 Asker Hong Kong Ramot 02
Maroua Norway Jerusalem, Israel
L'Extreme-Nord Chris Darland (AD,T)
Cameroun Wayne George (AD) c/o the Sesinas
17 Colonial St. Jordanovac 115 Marcello Missiroli (AD,SO)
Troy Christensen (AD,VV,Swords Campbelltown Zagreb, Yugoslavia 41000 Via Andreoli 12
& Glory) 2560 N.S.W. 41100 Modena
International Christian University Australia William Megill (AD,TS,SF) Italy
2nd Mens Dormitory 2 Frederick Close
10-2 Osawa, 3-Chome Talin Orodruin (DD) Stanhope Place Leonardo Flores (AD,TS)
Mitaka-shi, Tokyo Manttoalitie 14 J 80 London W2 24D P.O. Box 3947 Ma. Sta.
Japan 181 90650 Ouln 65 England Mayaguez, Puerto Rico
Finland 00709
DRAGON® Magazine (ISSN 0279-6848) is published monthly by TSR, Inc. The mailing address for all material except subscription orders is DRAGON Magazine, P.O.
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likenesses thereof are trademarks of the Marvel Comics Group. MARVEL SUPER HEROES and the MARVEL UNIVERSE are trademarks of the Marvel Comics Group.
Copyright ©1987 Marvel Comics Group, a division of Cadence Industries Corporation. All Rights Reserved.
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53147. USPS 318-790, ISSN 0279-6848.
4 JANUARY 1986
these genres more, the male-oriented view will
shift more towards equal representation, de-
pending on what the demand is. But, for now,
why shouldnt it be male-oriented? The writers
know their audience. The focus should shift out
of a need, not out of a sense of obligation.
Dan Tejes
Aurora, OH
6 J A N U A R Y 1986
them at least a little clothing. In fact, thats the DMs seem to believe that unless their players strenuous hiking each day at altitudes ranging
whole point of creating your own campaigns cooperate with each other fully, they are not from 11,000 to 17,000 feet and covered 10 to 11
if you dont like it, change it! going to survive very long. In my campaign, this miles each day. Our group consisted of nine
Carl Forhan is impossible! Let me explain. American hikers, five Peruvians for camp
Saint Genevieve, MO You see, I am the DM of a campaign that has chores, and five more Peruvians to handle the
five players. I allow everyone to play what they pack animals. To ensure that all the hikers need
want, so I ended up with a barbarian, a fighter, only carry a small day-pack, it was necessary to
The editor returns an elven fighter/thief, an elven fighter/magic- employ 18 horses and three mules!
The above is a sampling of the mail we user/thief-acrobat, and a half-elf fighter/magic- I believe that although the trekkers of today
received on the issue of DRAGON Maga- user. This is not a very balanced combination of may not be as tough as the medieval-style char-
zines cover art. It would be unfair for me characters, to say the least. Role-played cor- acters found in game worlds, the net require-
not to give my own opinions at this point, rectly, these characters are destined to have ments for a trek like the one described here are
many, many arguments. The number one exam- about the same. First, given the ridiculous
since Ive given so much space to this ple is the barbarian and the two magic-users. amount of weaponry and treasure that many
topic, and I would also like to resolve the Because the barbarian is not allowed to associ- characters seem to carry on their person and
situation as far as the magazine is con- ate with magic-users until he is mid-high level, the need to be refreshed and battle-ready at a
cerned. the magic-users have to hide their magic. When moments notice while on the trail, I believe that
The idea of using nudity in cover paint- the fighter/magic-user had to use his levitate each character would need at least one animal
ings for DRAGON Magazine does NOT spell to save the barbarian, the barbarian almost for his supplies (but not as a riding animal).
appeal to me, though some paintings may killed him for it! He changed his mind, though, Secondly, quite a few hirelfngs would be neces-
show men and women in slightly revealing and now only the acrobat/MU has to worry sary to not only care for these animals at the
dress. The cover of issue #114 crossed the about him. To solve this problem, the acrobat's end of the day, but also to protect them when
player is now plotting to kill the barbarian. Is the adventurers go running off into the woods
line on how much should be shown in our this cooperation? after the enemy.
artwork; it wasnt that bad, but the line Another thing that causes problems is the I believe that a DM should work these ele-
will be watched more closely in the future. partys marching order. Every character wants ments into his campaign. I also agree with Ms.
Aside from that, the painting was quite to be in front where the action is. They even Kerrs article on outdoor adventures (DRAGON
good, and a lot of readers liked it. make the ranger, the only NPC, walk in back! No Magazine #88) in dealing with the effects of
Having devoted as much space as we one wants either of the two thieves. to scout exhaustion this should be used to deal with
have to this topic, Im not greatly inclined ahead because they dont trust them. The players on long treks (so called between adven-
to continue running letters on cover art, marching order has started a small argument tures traveling) who want to really rough it
nudity, and points between. For the time every time weve played. and save money.
Despite all of this, this team seems to come Stephen Licata
being, then (unless you dont like the cover
together in a life or death situation. In combat, Stratford, CT
art in the next few months), the issue is everyone works together like a well-oiled ma-
closed. On to other things. . . . chine. When most of the characters were 3rd-
level, they fought and defeated a fire giant that
In response to Andy Prices letter in DRAGON had over 100 hit points. Dont get me wrong, As a DM, I found Mike Albers article on
Magazine #111, your argument against isolated though this group has also solved any prob- stirrups (DRAGON Magazine #113) interesting;
planes is a good one, except for one minor flaw: lem Ive given them that required some thought. as an advanced riding instructor with 16 years
infinity mathematics. This field is easily repre- Hard to believe, isnt it? experience in English, Western, bareback, and
sented by the question, If you took an object All this just goes to show you that jumping equitation, I was perplexed.
with infinite area and broke it into two pieces, cooperation can be helpful, but is not The stirrup is indeed a key invention in
which of the three infinite areas in the problem absolutely necessary. mounted warfare, but it was never intended to
would be the largest? The original one would Jeff Neely bear much of the riders weight. This task falls
be, because of the law of greater than and less New Roads, LA to the riders calf muscles. The stirrup as it first
than. The two parts would still be infinite be- developed was nothing more than a simple ring.
cause of other laws in mathematics. Thus origi- Its function, then as now, was to drive the heels
nated the concept of different-sized infinities. down and thus force more of the riders calf
The gods home plane would still be infinite, but I recently read a letter in your magazine in against the horses side. Examine medieval
not infinite enough to easily contact the modern which someone complained about the new European tapestries, and you will see mounted
worlds plane of existence. look the gray pages and the typeface. I have knights appearing with their legs thrust stiffly
Also, this world would not simply be in a time a similar complaint. I have no problem with the straight before them and slightly away from
other than the one the AD&D® adventure world typeface, but the gray pages are another matter. their seats. If their weight was in the stirrup,
occupies. Quoting page 113 of DIETIES & I have a problem with my vision which makes it their legs would be bent at the knees and their
DEMIGODS Cyclopedia: There exists an difficult for me to distinguish the words from heels would be down not up. In medieval war
infinite number of parallel universes and planes the background on the grey pages. saddles, it was not the stirrup that absorbed the
. . . in the multiverse. . . . All of these worlds I have only been able to read some of the shock of a lance or a sword striking home it
co-exist. . . The true reason our world lacks articles by making xerox copies (with the ma- was the saddle itself. War saddles were con-
magic (speaking in AD&D game terms) is our, chine set on lighter copy) of them; this is, how- structed with high pommel (front) and cantle
great distance from the planes of the gods and ever, very expensive (it costs up to 25 cents per (back) to keep the rider mounted while still
the Positive and Negative Material Planes the page to make copies). Also, I dont like to do this leaving both hands free to fight. Cruppers and
sources of magic. as a rule because of copyright laws. breastbands helped distribute the force of a
As for your question about why spells are When you only used the gray pages in the successful blow.
forgotten once cast, this occurs because, as ARES Section, it didnt matter to me because I I find some of the articles statements about
explained by Gary Gygax in the DMG, energy is didnt read those articles. mounted combat rather odd. No shield can be
stored up by memorizing the spell, and is re- Mae Tanner used. what about small, light round shields,
leased when cast, providing part of the energy Juneau, AK like those used by the Mongols and the Plains
used to power the spell and open the gate to the Indians of North America? And that hand is
Positive and/or Negative Material Planes. Unfor- needed to hold on to the horse. . . not if the
tunately, this process of energy release also rider is competent. A fundamental part of
erases the memory of the casting procedure I would like to share with your readers a training young riders today is making them use
from your mind. recent experience of mine that could add some their seat and legs to stay mounted, using such
Russell Taylor realism to a much neglected and much abused exercises as trotting without stirrups and jump
Kwajalein, Marshall Islands aspect of the AD&D-style games the re- ing with the arms held out to the sides. A knight
sources and capabilities of a large party trek- with only one hand to defend himself wont last
king through difficult terrain. long.
I would like to comment on a subject that Im I recently completed a nine-day trek in the Stirrups cannot make good riders out of poor
sure has been discussed before. What Im talk- Peruvian Andes with an organized group. We ones. The greatest mounted warriors the world
ing about is player-character cooperation. Many completed eight to ten hours of moderate to has known were the American Plains Indians,
8 JANUARY 1986
who scorned stirrups and did not use them; in
fact, they got on quite well without saddles. I
suggest that stirrups not be the determinant of
a riders stability, in AD&D games or real life.
David Sisk
Chapel Hill, NC
DRAGON 9
The Elements
of
Mystery
Limited-information campaigns in role-playing games
by Robert Plamondon The problem here is that the players These items are generally not laid out in
know as much about the campaign as does detail until theyre needed in play. For
Remember the first time you played a the DM. It is virtually impossible to example, deciding that the Duke of Froz-
D&D® or AD&D® game? You were con- excite them; theyve seen everything a bozz is secretly a werewolf is all the DM
fused, you were nervous, and you didnt hundred times before. If the players know needs to know at first.
have any idea what was going on. It was whats going to happen and they know Some of the things that should be set up
glorious. theyre going to win, why should they follow:
Now, after months or years of play, the bother doing so? Lots of campaigns have 1. The social and governmental struc-
thrill is gone. You and your friends remi- died because the DM ran out of surprises. tures in the campaign. People in high
nisce about the good old days when The basic solutions are to hide information places make a lot of the news, and you
everything was new and exciting. Then from the players and always keep a sur- need to have names and titles ready.
the final blow lands: You realize that your prise up your sleeve i.e., create a 2. The important magicians, their spe-
campaign is just as dull as the others. limited-information campaign. cialties, and their ambitions. Some of the
Is there still hope? A limited-information campaign is one in magicians might be in hiding, some might
You hear a lot about a sense of wonder which the players have to find out most have secret ambitions, and groups of them
in role-playing games. For example, you things for themselves. Memorizing the may form secret societies. They sometimes
marveled at the realism and depth of the rulebooks doesnt work, because the kill each other, too, or are killed by their
game when you first began to play players dont know what the rules are. own experiments.
thats the sense of wonder. For experi- A limited-information campaign is easy 3. Major monsters. Every campaign
enced players, this is a goal more elusive to set up: needs some really nasty monsters that are
than the Holy Grail. Therefore, let us state 1. Start the campaign with 1st-level all but impossible to kill. These should be
a simple rule about this sense of wonder: characters; relatively well-known to the PCs, so they
The less you know, the more you wonder. 2. Tell the players that they arent sup- wont blunder into them unless the char-
Mystery is the key to creating and main- posed to use any information that their acters are really stupid. These monsters
taining a sense of wonder. Ignorance is the characters dont know, and that their are used in rumors (Did you hear about
key to the sense of mystery. If a DM wants characters are inexperienced and know Smaug? He burned Dale to the ground last
his players to believe in his campaign, he very little about monsters, traps, potions, month!), in major events, and as plot
mustnt tell them too much. To illustrate and so on; hooks.
the point, lets examine a bad example: 3. Keep your players honest by making 4. Powerful heroes and villains. Like the
Fred is putting together an AD&D game their memorized information useless, monsters, these guys should be extremely
campaign. He and his friends have been varying elements of the game to keep tough (12th level and up). They arent
playing the AD&D game for years. They them on their toes; and, there to be cut down by the PCs; theyre
know all the volumes by heart. Fred is 4. Make the players role-play their there to create interesting happenings in
pleased by this; if he forgets a statistic, a search for information, forcing them to the campaign.
player is often able to help him out. visit nonplayer characters to discover 5. Accidents waiting to happen. De-
The campaign starts out in a village things. Sometimes the NPCs know, some- mons bound by spells that are giving out,
(theres a white signboard outside town times they dont. Sometimes NPCs lie. Most magicians dabbling in extremely danger-
that says Village in black-stenciled let- of the time, they dont have the whole ous magic, kings who disband their huge
ters. The first scene is in the generic bar; truth. orc armies because they can no longer pay
herein, the players characters form a them, etc.: all are potential sources of
generic party to loot a generic dungeon. adventure (and disaster).
Whenever a monster is met, theres little Campaign background 6. Legends, lost kingdoms, vanished
or no excitement. Why should there be? To make this work, the DM must first magic items, and bits of history. All of
The players have killed this same sort of have some information to hide. There are these contribute to the flavor of the cam-
monster 500 times before. They use their plenty of campaigns with no secrets be- paign and add to its mystery as well.
generic tactics, kill the generic monster, sides the dungeon contents; everything
and come home with some generic trea- else is either well-known or completely
sure. The high point of the adventure is undefined. A DM needs to add a lot of Whispers and rumors
the fight over who gets to keep background material to his campaign, then News often reaches the PCs by way of
the generic magic item. tell the players only a small fraction of it. rumors. They hear about local events
10 JANUARY 1986
quickly, but news from distant places 4. Protection rackets. square. Do this, get out of town, and Ill
comes slowly and gets more distorted as it 5. Corrupt government. pay you each 30 gold pieces.
passes from person to person. This makes 6. Theft of valuables. The possibilities are endless. The PCs
it important to find someone who was 7. Epidemics. may be dumb enough to believe the wiz-
actually near the event when it occured to 8. Famine. ard: Come on, Mr. Mayor, this is for your
get accurate reports. 9. War. own good. You dont want to be possessed
Rumors should be a major way of start- 10. Pogroms (sudden fear and persecu- by Demogorgons brother-in-law, do you?
ing adventures. Always present the play- tion of foreigners). These can triggered by On the other hand, they may decide that
ers with alternatives; they should always some nasty event, like PCs pretending to the wizard is lying, but that the job is such
know of several possible adventures. be royalty from another realm and creat- fun that they dont care. Or, they may go
Rather than forcing them to pick the one ing havoc as a result. to the mayor and tell him the story, hoping
you think is best for them, let them make 11. Scandal. The barons daughter is that his reward will be larger than the
the decisions. While this means that the pregnant and claims a certain PC is magicians offer.
DM has to have several scenarios ready, it responsible! If the PCs pull off the job, the mayor will
also means that he doesnt have to worry 12. Market fluctuations. Oh, gee, wed be their enemy for life. If the wizard has
about balanced adventures. If the players like to buy your magic weapons, but a second thoughts after he sobers up, he
hear a rumor about a gigantic dragon bunch of dwarves came through last week may be too embarrassed to want anything
hoard and dont realize theres no way and sold us all we could use at incredibly more to do with them. The mayor may put
they can kill that dragon, thats their prob- low prices. out a warrant for their arrest, and send
lem; they should have investigated the 13. Rumors. out a posse to bring them in for trial. All
situation more thoroughly. The only word If you want to make your players really sorts of fun things might (and rightly
of caution is that there should be clues to paranoid, have some of the towns enact should) happen.
the strength of the opposition, so the the equivalent of gun control no weap- Illicit happenings arent the only reason
players can bail out before committing ons or armor are allowed inside the town. for hiding motives, however. An NPC may
their characters to battle. If they ignore These items must be then left in the care hide altruistic motives because he thinks
the signs, its their tough luck, not yours. of the local officials. the PCs are too crass to appreciate them.
On the brighter side, players should be These same principles can be applied to Others will lie to hide their sources of
able to find any number of low-risk, low- different situations, though the actual information.
gain adventures ones that are easy to problems may be different. Living in the Withholding information should be even
live through but provide little loot: collect- forest protects the PCs from tax collectors, more prevalent than lying. Information is
ing taxes from kobolds, for instance. The but instead gives them trouble with mon- valuable, after all, so NPCs arent going to
real trick the thing that should drive the sters and raiders, and forces them to be free with it. Dont think this means that
players nuts is identifying the few really protect their home at all times. all NPCs need to be liars or cheats. A hard-
lucrative adventures that their characters working group of PCs may find several
can survive. This is crucial to a limited- NPCs who tell them useful bits of informa-
information campaign. If the PCs get their Nonplayer characters tion on a regular basis. Dont forget that
facts screwed up or if theyre overconfi- There are all kinds of people in the there are zillions of people in the cam-
dent, theyre going to get burned. If the campaign world, and lumping them all paign world who know nothing of interest
DM warns the players about this possibil- into a single category tends to obscure but want to talk anyway. The bars are full
ity, they wont resent it when they dis- things. Still, there are some basic facts of gossips and bores.
cover that an adventure is more than they about NPCs that are often overlooked. One Your NPCs shouldnt sit around waiting
can handle. By that time, theyll be so such oversight is that NPCs are individ- for the player characters to blunder into
paranoid that theyll expect it to be a uals. Although theyre only on stage when them, either; they should be doing things
challenge. they encounter the players, NPCs should all the time. Every few game weeks, the
live out full lives in the campaign. They DM should decide what all the NPCs are
love and hate, have virtues and vices, and doing, and what the effects of their actions
Towns and trouble are unique. The DM has to think of his are. If a hero kills one of the biggest
Towns are almost entirely ignored in the NPCs as individuals to pull off a limited- dragons in the world and hauls the trea-
game books, except in random-encounter information campaign. One way to do this sure into a city, magical-item prices may
tables. The charm of towns, though, is is to have some friends who dont play in be depressed for years, and inflation may
that they arent like dungeons; the charac- your campaign run major NPCs as charac- shoot up by 10% or more. On the other
ters problems usually cant be solved by ters. Give a friend a list of the local dukes hand, if a war cuts off the major sources
swinging a sword. Player characters like income, assets, enemies, and so on, and of magical items, the prices will skyrocket.
to gain the advantages of living in town have him decide what to do with these
while avoiding the headaches, so theyre resources. These players will do things Variable monsters
usually happy assuming town life is you would never have dreamed of. Generic monsters are boring. Everyone
serene and trouble-free. This trouble-free When players dont understand why has the Monster Manual memorized, so
life, however, leads to complacency, and NPCs do the things they do, or if the play- nothing therein is likely to surprise any-
we cant have that! Some interesting ers are too trusting, weird things can one. The other sources for monsters (the
events and situations that occur in towns happen. A silly example of this instance FIEND FOLIO® Tome, Monster Manual II,
include: follows: and DRAGON® Magazine) have the same
1. Tax time. Dont just hand characters a The local magician is related to a man limitations, since players can memorize
tax assessment; have a nasty little man who wants to become mayor. The magi- them, too. The solution is variation. So
come to their door and demand payment. cian wants the current mayor to look bad, what if orcs are supposed to have one hit
2. Crime and punishment. If they dont so he tries to get the PCs to play a trick on die? Those are natural orcs your orcs
pay the nasty little man, the characters him. The magician wont tell the PCs his are different! They have a better diet, so
will be arrested and fined. If they kill the reasons (it would make him look bad if theyre tougher. Maybe theyre different in
nasty little tax man, they will be arrested word got out), so he lies: The Mayor is other ways, too they learned stealth
and executed. Scenarios in which the PCs possessed by Demogorgons brother-in- from a thief or were converted to Mithra-
are hunted by the town militia can be law, and the only way to save him is to ism by a demented priest.
remarkably exciting. grab him at midnight, strip him, paint him This idea applies to all kinds of mon-
3. Bank failures and bank robberies. pink, and tie him to the slave block in the sters. Go through the Monster Manual and
DRAGON 11
pencil in changes for each kind of monster they fight too much among themselves. In such as doubling range at one-third dam-
you expect to use. Change their statistics, my campaign, orcs live in abject poverty in age, or doubling range with both damage
their appearance, and their habits, and rotten parts of the country eating tur- and blast radius reduced by half. Such a
make up some little piece of history to nips, acorns, and fish, for the most part. Is spell would still be effective in some cir-
explain these abnormalities. it any wonder theyre obnoxious? cumstances, such as one-on-one magical
But dont tell the players the details. Tell 2. Orcs love to fight, but only if theyre duels.
them only what their characters would assured of victory. They prefer raids and Mages from different regions, factions,
know: what the more common monsters ambushes to fair fights, and run away the or ethnic groups should have different
look like, vague descriptions of some of instant they start to lose. There are two spell lists. Elven mages might favor long-
the rare ones, and rough estimates of their exceptions to this rule. Orcs fight to the range fireballs, while Nordic mages might
fighting ability. Let the players use their death to protect their women and young, prefer double-damage fireballs with such
Monster Manuals, if they want; it will not and they can be whipped into a berserk short ranges that their whiskers get
save them. Some examples follow. frenzy by those who know how. Some singed. Variants should extend throughout
Dragons: You can drive the players into human wizards might know the secret. the spell levels, with a certain preference
convulsions of paranoia by making dragon 3. Most orc tribes have some contact for variations of first-level spells, such as:
colors inconsistent. You could decide that with humans, which show up in their Find familiar with different animals as
the color associated with a dragon is only daily activities. Many have picked up bits familiars.
the most common color, so 75% of all and pieces of human customs and fighting Cure light wounds with a high minimum
chlorine-breathing dragons are green, but techniques. healing rate, such as d6 + 1 or d4 + 2.
10% are red, 10% are black, and 5% are 4. Some orc tribes have human chief- Both these variants have the same average
yellow with pink spots. tains. These are usually the most danger- healing of the normal (d8) spell, but the
Armor classes: The Monster Manual lists ous tribes of all. minimum healing is better, and the maxi-
typical armor classes for creatures. You None of this information contradicts the mum healing is worse. With d6 + 1, a
can certainly change this for your cam- Monster Manual, but my orcs have a lot of player character is guaranteed 2 hp
paign. Theres nothing to keep an orc from surprises for players who are used to healed; with d4 + 2, hes guaranteed 3 hp.
stealing plate mail from a dead fighter, for generic orcs. The changes keep the play- Another variant is a second- or third-level
instance, and people who hire merce- ers interested and the campaign going. spell with 1½ dice of healing (d8 + 4,
naries often give them new gear. Its un- d6 + 3, or d4 + 2 points).
nerving to run into an ogre in field plate. Magic missile with greater range but
Frequency: Most of the monsters you The uses of magic lessened damage, or vice versa.
see listed are rare or very rare, and should The simplest way to create a sense of Tensers floating disk in a variety of
seldom be seen in your campaign. As a wonder about magic is to make magic sizes, shapes, and colors. Ones that look
matter of fact, many of the very rare spells hard to get. The AD&D game rules like monsters would be particularly useful,
monsters should be completely unknown already support this. Follow the rules in although one can always drape a monster
in your campaign (none of the NPCs have the Dungeon Masters Guide about acquir- costume over a regular floating disk.
ever heard of them), and many others ing spells (page 39). The DM may want to
should be known to be extinct. Known make some of the higher-level spells se-
to be extinct means that the local experts cret; the characters may know the spells Oral histories
think these creatures are extinct. The exist, but no NPC admits to knowing them. Players tend to forget things fairly
experts should be wrong on occasion. Its For example, the fireball spell is power- quickly or get mixed up about time and
very pleasant to hear a once-jaded player ful enough to kill any mage. No mage in place. (DMs do, too, but theyre supposed
scream in horror, It cant be a dragon! his right mind will give this spell to anyone to be keeping notes.) The players can
Dragons have been extinct for a hundred he doesnt trust, and adventurers dont become quite confused, going on long
years! Theres also a chance that mon- appear trustworthy (They say they got adventures to the wrong dungeon because
sters will cross the hills or leave the that loot from a monster, but how do we they misconstrued a cue, or blaming the
swamps, repopulating an area that hasnt know they didnt rob a monastery?) wrong NPC for something because the
seen them for many a year. Magical research makes it possible to players forgot how it really happened.
On the flip side of the coin, the Monster add new spells to the lists. The DM should This is a good thing. Dont correct players
Manual puts encounters with common make a secret list of new spells that exist when they make wildly inaccurate state-
monsters at 65% of the total. This would in the campaign world, and keep track of ments; its their own fault, and it can lead
work fine if anybody paid attention to it. who knows them. Many of these new to a whole series of wild adventures. Play-
The problem is that everyone overuses spells should be variants of old spells. A ers can avoid this trouble by keeping notes
exotic monsters. Most encounters should fireball with greater range would be very but if they dont, why complain?
be with common monsters, such as valuable, and one with a smaller blast
wolves, orcs, beggars, and peasants. This radius would be safer to use in dungeon Conclusions
provides contrast when a really nasty and corridor fights. Most common spells Putting these ideas into action is simple.
monster shows up. It can also drive the could have two or three variants that A few changed statistics, bits of local his-
players nuts. Orcs and wolves can cause a would be favored by different groups of tory, and a few well-characterized NPCs
lot of trouble, even in the case of nui- magicians. are all that is necessary to start. Unlike
sance encounters. But, even if often seen Having new and variant spells keeps the other prescriptions for long-lived cam-
and fought, common monster types can players on their toes and adds lots of new paigns, it isnt necessary to design thou-
prove quite uncommon in their equip- spells to collect without greatly altering sands of towns and NPCs before starting.
ment, their tactics, their motivations, their game balance. Before creating these vari- Its enough to stay one jump ahead of the
personalities, etc. ants, read the DMG, pages 115-116, re- players. Improvisation works in limited-
A DM should spend some time fleshing garding spell research. The simplest information games, so long as the DM
out the human and humanoid societies in variants are ones that trade an advantage writes these tangent thoughts down to
his campaign. Orcs are an especially inter- for a disadvantage. A safe assumption is make certain theyll be there next time.
esting example, since they have so little that the normal spell is optimal, and the Running a limited-information campaign
going for them. Some of the characteris- disadvantages of any variant outweigh its gives players a new set of challenges,
tics that can be attributed to orcs are: advantages. For example, to double the allowing the sense of wonder to rush back
1. They cant compete effectively with range of a fireball, more than half of into an ailing campaign. Create some
humans, because theyre not creative and something else would have to be given up, mysteries today and see.
12 JANUARY 1986
by Arthur J. Hedge III
With the introduction of Unearthed
Arcana, AD&D® game players were pre-
sented with a new way to generate player
What are
characters. One now selects the class of
the character first and then rolls a num-
ber of six-sided dice for each ability, as
indicated by the chart accompanying
Method V on page 74. The probability of
rolling a given number is no longer given
the
by a standard bell curve and is not simple
to calculate. The Dungeon Master needs to
have a better idea of what he is giving the
players by allowing this system to be used.
This article presents a set of tables listing
Odds?
the various probabilities involved with this
new method of character generation.
A new notation is given here for rolling
a group of dice. When a number between
3 and 18 is generated using nine six-sided
dice, I suggest using the notation 9d6s3
instead of 9d6. The first digit represents
the number of dice to be rolled, the sec-
ond digit represents the type of die to be
used, and the third digit represents the
number of dice to be added together by
selecting the highest rolled numbers. In
the tables given here, the Total figure
refers to the number of different possible
Table 1: 3d6s3 (Total 216) Table 2: 4d6s3 (Total 1,296) Table 4: 6d6s3 (Total 46,656)
14 JANUARY 1986
rolls; the Times column refers to the
number of times that particular number is
generated; and, the Probability column
refers to the probability of generating that
particular number, given that a 100%
chance equals a probability figure of 1.
These tables were generated on a DEC
VAX computer system using a program
written in C. Good luck rolling those 18s!
DRAGON 15
Feuds and
Feudalism
One answer to four old gaming problems
by John-David Dorman needs. Have the ambitious PCs visit one of manner, no extra followers are attracted,
the lords with whom they happen to be on although they can still be hired and a small
Four problems present themselves good terms and arrange a deal with that settlement and castle established.
sooner or later to nearly every Dungeon particular lord for territory on which a
Master: minor fort or stronghold may be built. For Those crazy cavaliers
1. What can be done with all of those this articles purpose, a lord is any high- In finding a haven for all those budding
mid-level characters who want to establish level character with an established free- adventurers, we have also dealt with the
a permanent base or small stronghold? hold or stronghold; optionally, he is one question of to whom all those cavaliers are
2. To whom are all those cavaliers who is just setting up such a territory. A loyal. Instead of serving ones own family,
supposed to have sworn allegiance? standard deal for land might consist of a religion, or some powerful lord, a begin-
3. How does one introduce variety and an agreement to receive the land on terms ning cavalier may be sworn to a mid-level
stimulate player involvement in the gov- that the PC must present himself and a lord or, if he comes from a distinguished
erning of the countries in your campaign body of soldiers (the number varies with family, a high-level lord. This arrangement
setting? the size of the territory received, normally may have been set up by the cavaliers
4. Where and when can one take their at least five men per level of the PC) for family for political, economic, or religious
players to experience new vistas of military duty for a certain number of days reasons. The starting cavalier does not
adventure? a year, as specified by the lord perhaps receive a land grant, but he does receive
The answers to all four of these prob- 20 days a year plus emergency service the convenience of his lords hospitality at
lems may lie in an area that the official in times of war. The deal usually also any time, within reason of course (the lord
rules have generally neglected to develop: allows the PC to keep a percentage of the will not stand for being taken advantage of
the feudal system. tax collected by the PC from his territory in any manner). The young cavalier must
An in-depth study of the feudal form of each month (usually 2 sp out of the still provide military service to his lord as
government would consist of an article in amount collected per person, per month). per the first section of this article.
itself. The feudal system, in basic terms, If the PC agrees to these terms and then An established cavalier may still serve
was a form of government based on a proceeds to violate the terms of the agree- his former lord and retain his privileged
military pyramid with a powerful warrior ment, the former owner of the land is hospitality, or he may seek a new lord but
(such as a king) at the top, a network of within his rights to regain the land still retain ties to his old lord. In either
greater and lesser warriors (the nobles) through any means at his disposal, and he
beneath him, and, at the very bottom of may not be a very forgiving fellow. The
the ruling structure, tenants and vassals. size of the territory given to the PC is
In this system, the less powerful were another matter altogether and usually
subservient to those above them; they depends on the PCs personal wealth and
swore oaths of allegiance and fealty to power, the wealth and power of the lord
their rulers and provided military service being petitioned, the location of the lords
in return for a portion of land and military territories, the location of the lords ene-
protection from the lesser warriors ene- mies, the relationship between the lord
mies. Each person in the chain of com- and the PC, and the extent and specifica-
mand might himself be a vassal of a more tions of the PCs requests. The results of
powerful lord, holding land deeded him by these negotiations should be determined
that ruler. This system was in wide use in on an individual basis by the DM. Just
Europe during the Middle Ages. because one PC is turned down does not
mean another will also be turned down.
Mid-level strongholds Use your own personal discretion when
The question of what to do with those determining the size of the territory, but
mid-level player characters (4th-8th level) at no time should a mid-level characters
who want to set up shop, but have not yet territory exceed that which can be gained
attained the normal minimum level limit to normally by the characters class at name
do so, can be easily solved by manipulating level (i.e., under a 20-mile radius for fight-
the feudal system to meet their personal ers). If the territory is gained in the above
16 JANUARY 1986
case, he will likely receive some sort of day? If so, then introduce a little feudalism Vistas of adventure
territory in return for his services. A high- into their lives. The feudal system of gov- The system presented in this article
level cavalier may not wish to maintain a ernment offers an enormous opportunity creates more involvement for PCs in the
lord at all, and may go off to establish his to expand the role that governments play macroscopic events of their own particu-
own territory or seek an even more pow- in a campaign. When PCs ally themselves lar world at a much lower than normal
erful liege. Whats good for the goose is with one lord, they may also gain several level, and also unites the small lord with
good for the gander, so the cavalier may other allied and enemy lords at the same the mighty king in the political chain of
wish to gain vassals of his own as he rises time. Just because two lords are part of command. See if your characters have
in power. If cavaliers can do so, why not the same country does not mean they are time for goofing off when they must nego-
fighters and rangers as well? (Paladins are life-long friends. What happens to the tiate with their lords, keep tabs on their
not mentioned, since they serve the clever adventurer who has gained land vassals, and deal with political and military
church, but something similar could still grants from two neighboring lords when struggles every week. (Sire, theres an
be worked out for them.) The DM should they go to war with one another? Internal army of 10,000 men approaching. . . .)
discuss his ideas on these topics with the and external conflicts and politics bring The feudal system presented here is a
players involved and work out a system to sparkle to many an adventurers eye, and simplified version of feudalistic Europe,
suit their own needs. even the most powerful lords are loyal to and all are welcome to adjust the system
some greater power. Most of the feudal to their own tastes. Use some cunning,
Revitalizing governments holdings are on the outer edges of coun- ingenuity, and common sense when creat-
Are your players tired of the same over- tries, especially on the borders where ing adventures for newly landed player
used, stereotyped government day after enemy territories meet. characters, and have fun.
DRAGON 17
Condensed
Combat
Streamlining the attack tables in AD&D® games
by Travis Corcoran defense bonuses. In this article, two tables shield +1 is AC 2/+ 1. All other defensive
are presented which are easier and bonuses are included to the right of the
The combat system for the AD&D® quicker to use, yet give the same result as slash, including those from dexterity,
game gives realistic results dealing with a the old system. magical devices, etc.
number of variables. There is only one To use them, one concession must be To find the to-hit roll needed, you com-
flaw: the system is slow and bulky. To find made all armor classes are listed as pare the attacking weapon to the de-
the result of an attack, one must refer to a follows: AC type/AC bonuses. Using this fenders armor-class type on Table I.
table in the Players Handbook comparing system, chain mail +2 is AC 5/+ 2 (AC 5 Noting this number, you go to Table II.
armor-class type to weapon type, apply being the armor class of nonmagical chain Here you find the attackers class, then go
this result to one of five tables in the DMG, mail). A suit of leather +3 is thus AC 8/ down to find his level or hit dice. To the
then modify the result for attack and +3. Finally, normal plate mail with a
Weapon 0 1 2 3 4 5 6 7 8 9 10
Aklys -7 -5 -3 -1 1 3 5 6 8 9 11
Atlatl 0 1 2 3 4 5 6 7 8 9 10
Axe, Battle -5 -3 -1 1 3 4 6 7 9 10 12
Axe, Hand -5 -3 -1 1 2 4 6 7 9 10 11
Bardiche -3 -1 0 2 4 5 7 8 10 11 13
Bec de Corbin 2 3 4 5 6 5 6 7 8 9 9
Bill-Guisarme 0 1 2 3 4 5 6 7 8 9 10
Blowgun 0 1 2 3 4 5 6 7 8 9 10
Bo Stick -13 -10 -7 -4 -1 2 5 7 9 9 13
Caltrop -8 -6 -4 -2 0 2 4 6 8 10 12
Club -7 -5 -3 -1 1 3 5 6 8 9 11
Dagger -4 -3 -1 0 2 3 6 7 9 10 13
Fauchard -3 -2 0 1 3 4 6 7 8 8 9
Fauchard-Fork -2 -1 1 2 3 5 6 7 9 9 11
Fist/Open Hand -9 - 7 -5 -2 1 4 6 7 10 9 14
Flail, Footmans 3 4 4 5 7 7 8 9 10 9
Flail, Horsemans 0 1 2 3 4 5 6 8 9 10 10
Fork, Military -3 -2 0 1 3 5 6 8 9 9 11
Garrot 0 1 2 3 4 5 6 7 8 9 10
Glaive -2 -1 1 2 4 5 6 7 8 9 10
Glaive-Guisarme -2 -1 1 2 4 5 6 7 8 9 10
Guisarme -3 -2 0 1 3 4 6 7 8 8 9
Guisarme-Voulge -2 -1 1 2 4 6 7 8 8 9 10
Halberd 0 2 3 4 5 7 8 9 9 10 10
Harpoon -3 -1 0 2 3 4 6 7 8 9 10
Hammer, Lucern 0 2 3 4 6 7 8 8 9 9 10
Hammer 0 1 2 4 4 6 6 7 8 9 10
Hook Fauchard -3 -2 0 1 3 4 6 7 8 9 9
Jo Stick -10 -8 -6 -3 0 3 5 7 9 9 12
Knife -6 -4 -3 -1 1 3 5 7 9 10 13
18 JANUARY 1986
Missile weapons
0 1 2 3 4 5 6 7 8 9 10
Aklys (hurled) -8 -6 -4 -2 0 2 4 6 8 9 10
Atlatl (javelin) -6 -4 -2 0 2 4 6 7 9 10 12
Axe, Hand -6 -4 -2 0 2 4 5 7 8 9 11
Blowgun Needle -14 -11 -8 -5 -2 1 4 6 7 10 12
Bow, Composite, Long -4 -2 0 2 4 5 7 9 10 12 13
Bow, Composite, Short -4 -3 -1 0 3 5 7 9 10 11 13
Bow, Long -2 0 1 3 4 6 8 10 11 12 13
Bow, Short -7 -5 -3 -1 3 5 6 8 10 11 12
Club -9 -7 -5 -2 1 3 5 6 7 9 10
Crossbow, Hand -6 -3 0 2 4 5 6 8 10 11 13
Crossbow, Heavy -2 0 1 3 5 7 9 10 12 13 14
Crossbow, Light -3 -1 0 7 4 5 7 9 11 12 13
Dagger -7 -5 -3 -1 1 3 5 6 8 9 11
Dart -7 -5 -3 -1 1 3 5 7 9 9 11
Hammer -4 -2 0 2 4 5 6 7 8 9 11
Harpoon -6 -4 -2 0 2 4 6 7 8 9 11
Javelin -7 -5 -3 -1 1 3 5 7 9 9 11
Knife -8 -6 -4 -2 0 2 4 6 8 9 11
Lasso 9 9 9 9 9 9 9 9 9 9 9
Sling (bullet) -3 -2 0 1 3 5 6 7 10 10 13
Sling (stone) -7 -5 -3 -1 2 4 6 7 10 10 13
Spear -4 -3 -1 0 2 3 5 7 8 9 10
Staff Sling (bullet) -5 -3 -1 1 3 5 6 7 8 9 10
Staff Sling (stone) -6 -4 -7 0 2 4 6 7 8 9 10
Weapon 0 1 2 3 4 5 6 7 8 9 10
Lance (light) -3 -2 0 1 3 5 6 7 8 9 10
Lance (medium) -1 1 2 4 5 6 7 7 8 9 10
Lance (heavy) 4 5 5 6 6 7 8 8 9 9 10
Lasso 0 1 2 3 4 5 6 7 8 9 10
Mace, Footmans 2 3 3 4 4 5 6 7 8 10 9
Mace, Horsemans 2 3 3 4 4 5 6 7 8 9 10
Man Catcher 0 1 2 3 4 5 6 7 7 7 7
Morning Star 0 1 2 4 5 6 7 8 9 11 12
Partisan 0 1 2 3 4 5 6 7 8 9 10
Pick, Footmans 3 4 4 5 5 6 6 6 7 8 8
Pick, Horsemans 2 3 3 4 5 6 6 7 7 8 9
Pike, Awl -1 0 1 3 4 5 6 7 8 8 8
Ranseur -3 -2 0 2 3 5 6 7 8 9 11
Sap -14 -12 -10 -7 -4 -1 3 5 7 10
Scimitar -4 -2 -1 1 2 4 6 7 9 10 13
Spear -2 -1 0 2 3 4 6 7 8 9 10
Spetum -2 -1 0 2 4 5 6 7 8 10 12
Spiked Buckler -7 -5 -3 -1 1 3 5 7 8 9 12
Staff, Quarter -9 -7 -5 -2 1 4 6 7 9 10 11
Staff Sling 0 1 2 3 4 5 6 7 8 9 10
Sword, Bastard 0 1 2 3 5 6 7 8 9 10 10
Sword, Broad -5 -3 -1 1 3 5 6 8 9 10 12
Sword, Falchion -3 -1 0 2 4 6 7 8 9 9 10
Sword, Khopesh -7 -5 -3 -1 2 4 6 7 9 10 12
Sword, Long -4 -2 0 2 4 5 6 7 8 10 12
Sword, Short -5 -3 -1 1 3 5 6 7 9 9 12
Sword, Two-Handed 2 3 4 5 6 7 9 10 11 10 10
Trident -4 -2 -1 1 2 4 6 7 9 9 11
Voulge -2 -1 1 2 4 6 7 8 8 9 10
Whip -14 -11 -8 -5 -2 1 4 6 9 9 13
DRAGON 19
left of this is the base number to hit. You
then move down a number of spaces equal Table II: Base numbers for classes and monsters
to the result of Table I, then move up a
number of spaces equal to the armor-class Base Attackers class and level/hit dice
bonus of the victim. The final number number Cleric Fighter Magic-user Thief Monster
found is the needed to-hit number. This 20 0 1-5 1-4 1-1
may seem very confusing, but it works. 20 1-3 1-2 1-1
Some examples follow. 19 6-10 5-8 1
Example 1: A 1st-level fighter with a 18 4-6 3-4 1+
battle axe attacks a cleric in chain mail +2 17 11-15
(AC 5/ + 2). Checking Table I, one finds the 16 7-9 5-6 9-12 2-3 +
result of matching battle axe with AC 5 to 15 16-20 4-5 +
be +4. On Table II, one finds that a 1st- 14 10-12 7-8 13-16
level fighter has a base number of 20. 13 21+ 6-7 +
Moving four numbers down (for the result 12 13-15 9-10 17-20 8-9 +
from Table I) gives the number 16; moving 11 —
two spaces up (for the AC bonus of the 10 16-18 11-12 21+ 10-11 +
clerics chain mail) produces 18. This is the 9 12-13 +
fighters needed to-hit roll. Check this 8 19 + 13-14 14-15 +
figure against the usual system, remem- 7 16 +
bering to include the armor-class adjust- 6 15-16
ments in the Players Handbook, page 38. 5
Example 2: A 6th-level magic-user uses 4 17+
a dagger to attack a thief wearing studded- 3
leather armor (AC 7/0). A dagger vs. AC 7 2
gives a + 7; a 6th-level magic-user has a 1
base number of 19. We move down seven
spaces to get 12, and, as no armor bonus The base-number column may be expanded upwards by repeating the number 20 a total
exists, the to-hit roll is 12. of six times before continuing with 21, 22, etc. The base numbers may be expanded
Example 3: A 14th-level cleric with a downward as necessary.
horsemans mace attacks a magic-user in
street clothes who wears a ring of protec-
tion +2 (AC 10/+2). A horsemans mace
vs. clothes (AC 10) is + 10. The base num-
ber for the 14th-level cleric is 12. Moving
10 spaces down, we get 2; the magical ring
makes this a 4, the final to-hit roll.
Example 4: A 23rd-level thief with a
short sword +4 attacks a robed merchant
with a 17 dexterity (AC 10/+ 3). A short
sword against clothes is + 12. The thiefs
base number is 10 (21 + level). Moving 12
down gives a -2; the merchants dexterity
changes this to a 1. The magical weapon
allows an attack bonus of +4, which is
subtracted from the result, leaving -3 as
the final to-hit result.
This process can be broken down into
the following steps:
1. Find weapon vs. AC on Table I;
2. Find base number on Table II;
3. Move down a number of spaces equal
to the result found on Table I;
4. Move up a number of spaces equal to
defense/armor bonuses: and,
5. Account for any other attack modi-
fiers for strength, magical bonuses, cover,
and so forth.
This system, besides being quicker, is
easier to understand and modify. A class
can be handicapped in combat by rewrit-
ing part of Table II. A weapon can be
modified or added by changing a part of
Table I. Use this system and modify it to
suit yourself.
Any new system or game seems complex
and slow until it has been used and under-
stood for a period of time. This combat
system is no exception. The going is slow
until you are used to it; then, it shows its
advantages.
DRAGON 21
Dungeoneers
Shopping Guide
How many times has a player asked for the campaign. While these lists are not as
by Robert A. Nelson an item not found in the Players Hand- complete as they could be, they should
book? For any player worth his salt, the satisfy most needs. Note that all items are
answer is most likely often. The Players assumed to be of the most mundane sort.
Handbook does not list everything adven- If greater quality and craftsmanship are
turers may want or need; in some cases, desired, increase the price accordingly. It
Price lists such as musical instruments, the book lists should also be noted that additional items
nothing at all. Sure, a DM can always of various sorts are listed in the DMG on
Alchemical supplies estimate a price on the spot but is it page 27.
reasonable, and will he remember it? Thanks go to my hapless players, who
Alembic 4 gp The price lists compiled in this article inspired me to write this and suggested a
Balance & weights 10 gp should solve these problems. They include few items listed herein, and special thanks
Beaker 3 gp items for dungeoneers, everyday items to Roger E. Moore for his help and
Bellows 1 gp such as furnishings and toiletries, and suggestions.
Brazier 15 gp even torture devices for the evil ones in
Cauldron 6 gp
Crucible 7 sp Furnishings Mattress, feather, double 4 gp
Funnel 4 sp Mattress, feather, single 2 gp
Furnace 35 gp Armchair, padded 3 gp Mattress, straw, double 3 ep
Hourglass 4 gp Armchair, wooden 1 gp Mattress, straw, single 1 ep
Lens, concave or convex 5 gp Bed, double 8 gp Mirror, 1 sq. foot 10-15 gp
Mortar & pestle 2 gp Bed, single 5 gp Pillow, feather 1-2 sp
Tongs 4 sp Bench, padded Plate, pewter 2 sp
4 gp
Tube, glass (container or piping) 3 sp Bench, wooden Plate, pottery 3 cp
2 gp
Tweezers 5 sp Bookcase, 4 x 5 x 1 Plate, silver 2 gp
5 gp
Water clock 3 gp Bowl, pewter 2 sp Rug 1-2 gp
Bowl, pottery 5 cp Sconce, wall 5 cp
Bowl, silver 2 gp Sofa or couch 30 gp
Buffet 7 gp Stool 3 ep
Armored gauntlets (per pair)
Cabinet 3-8 gp Table 1 sp + 2 sp/sq. ft.
Carpet, 1 sq. yd. 1-10 sp Tub 2-5 gp
Gauntlets, leather (AC 8) 1 ep Chair, padded Wardrobe, plain
2 gp 15 gp
Gauntlets, chain link (AC 5) 4 gp Chair, wooden Wardrobe, with mirror(s) 25 gp+
Gauntlets, plate on chain (AC 3) 3 gp 1 ep
Chandelier 10 gp+
Gauntlets, plate (AC 2) 2 gp * Includes ladles, serving spoons, etc.
Chest of drawers 5-7 gp
Cup, pewter 2 sp
Cup, pottery 4 cp
Clothing and furniture Cup, silver 2 gp
Curtains/drapes, 1 sq. yd. 1-4 sp Musical instruments
Cape 3 sp Cushion 1-3 sp
Cloth, cotton 1 sp/sq. yd. Cutlery*, copper 1 sp/piece Bandore 15 gp
Cloth, linen 5 cp/sq. yd. Cutlery * , pewter 2 sp/piece Horn 6 gp
Cloth, satin 4 gp/sq. yd. Cutlery *, silver 1 ep/piece Chime 2 gp+
Cloth, silk 3 gp/sq. yd. Decanter, crystal 10 gp Lute 25 gp
Cloth, velvet 4 gp/sq. yd. Decanter, pottery 6 cp Drum 4 gp
Cloth, wool 8 cp/sq. yd. Decanter, silver 4 gp Lyre 27 gp
Dress 9 sp+ Desk 15 gp Fife 5 gp
Gloves, cloth 1-2 sp Goblet, crystal 4 gp Mandolin 28 gp
Gloves, leather 5-10 gp Goblet, pewter 4 sp Flute 16 gp
Needle, sewing l-2 ep Goblet, silver 2 gp Pipes 2 gp
Scissors 5 sp Hamper 7-15 sp Gong 5 gp
Shirt/blouse 4 sp+ Kettle, iron, various sizes 2-12 gp Rebec & bow 30 gp
Thread, 1 spool 5-10 cp Loom 3-7 gp Harp 50 gp
Trousers/skirt 3 sp+ Mat 15 sp Recorder 6 gp
22 J ANUARY 1986
Provisions Torture devices Thumb screw 1 gp
U-rack 25 gp
Beer, heavy, pint 1 sp Branding iron 2 gp Vice 7 gp
Brandy, pint 1 ep Cage 15-20 gp
Bread, loaf 5-7 cp Chair with straps 3 gp
Flour, 10 lb. sack 3-5 sp Clamp 1-3 gp Transport
Grog, pint 3 sp Iron boots 5 gp
Rum, pint 5 sp Iron maiden 50-70 gp Buckboard 75 gp
Stocks 3-5 gp Coach, royal 200 gp +
24 J ANUARY 1986
Adventure
Trivia!
What is the airspeed of an unladen carpet of flying?
by Tom Armstrong (b) wax candles 20. Can an illusionist utilize a magical
(c) songbirds staff?
With the current craze of trivia games, I (d) caps 21. At what level may a character ignore
thought it might be interesting to see how 7. If initiative is simultaneous and all the fear aura of a small adult blue dragon?
folks would do in such a game if the ques- other factors are equal, which of the fol- 22. Would a nonmagical blunt silver
tions all related to the AD&D® game. To lowing weapons strikes first in combat? weapon be harmful to a Type IV demon?
that end, I have compiled the following (a) 5 spear 23. What is the maximum possible hit-
questions and answers. All answers were (b) hammer point total for a half-orc fighter/assassin,
determined strictly by the rules in the (c) scimitar levels 6/6, with maximum normal
Dungeon Masters Guide, Players Hand- (d) short sword constitution?
book, Unearthed Arcana, Legends & Lore, 8. What is the percentage chance of a 24. The breath weapon of which of the
Monster Manual I, Monster Manual II, the 4th-level half-orc thief with a 15 dexterity following creatures causes the most hit
DEITIES & DEMIGODS Cyclopedia, the successfully reading languages? points of damage?
FIEND FOLIO® Tome, and a few adventure 9. What is the level title of an 11th-level (a) small, adult dragon turtle
modules with a DRAGON® Magazine or assassin? (b) average, adult white dragon
two thrown in besides. The above refer- 10. What is the maximum possible dam- (c) chimera of maximum hit points
ences are abbreviated in the answers age inflicted by a 6th-level thief (with a (d) small, old lung wang
section. strength of 15) when striking from behind (e) large, adult mist dragon
The questions may be used for quizzes, with a broad sword against a hill giant 25. What is the strength-point cost of the
or written on 3 x 5 index cards, with wearing chain mail armor? psionic discipline telekinesis if used by a
the answers on the back, for use in your 11. How many spells (total) may a 10th- githyanki?
favorite trivia game. Its all in fun, so level illusionist with an 18 intelligence cast 26. A character using the psionic disci-
dont feel bad if you dont know all the per day, without the use of scrolls or other pline of hypnosis may affect 15 levels/hit
answers. In fact, many of the questions devices? dice of creatures at which level of
are pretty obscure but potentially 12. What is the normal maximum possi- mastery?
important. ble strength of a female tallfellow halfling 27. What is the greatest number of
fighter? creatures which can be affected by a
13. A cavalier with a constitution of 17 is prismatic spray spell?
killed for the 17th time. Can she be 28. How many wights could be affected
brought back to life? by a mass charm spell cast by a 16th-level
Questions 14. When may a 1st-level magic-user magic-user?
strike more than once per round with a 29. What material component is re-
normal weapon in melee combat, without quired for the casting of the first applica-
1. What is the fastest normal ship, sailed the use of magic or hurled weapons? tion of the Otilukes freezing sphere spell
or oared, listed in the DMG? 15. Must the victim of a lamias charm be (a globe of matter at absolute zero)?
2. The clerics of which Greek deity are able to understand the lamias language in 30. What maximum distance may a
permitted to ride horses? order for there to be effective communica- druid travel using a transport via plants
3. Which pantheons from the original tion between them? spell?
edition of the DEITIES & DEMIGODS 16. What is the in-flight maneuverability 31. Can a Great Druid cast an anti-
Cyclopedia were dropped in later editions? class of a ki-rin? animal shell spell that will keep out
4. A 12th-level human bard with an 17. In which hardbound book, module, mountain dwarves?
intelligence of 15 may know how many game accessory, or magazine did cooshees 32. What is the range of the raise dead
languages, besides common and his first appear? spell?
alignment tongue? 18. How many hit points of magic missile 33. What is the saving-throw bonus
5. What is the maximum number of damage can be absorbed by a brooch of against cold for a cleric under the protec-
psionic disciplines possible for a character shielding? tion of a resist cold spell?
to use at 1st level? 19. How many successful hits would be 34. What is the material component for
6. A character with 1 gp can buy the necessary for a giant lizard to kill a fighter the casting of a destroy water spell?
largest number of which of the following who has 57 hp, assuming the giant lizard 35. Does a two-handed sword have a
items? always hits and does the maximum possi- better chance to hit a man with no armor
(a) chickens ble damage each time? than it would a man with padded armor?
26 JANUARY 1986
36. What are the damage ranges for a 62. How many different dragon types 82. List three of the four primary
bec de corbin against small and large are listed in the two Monster Manuals and functions of a thief-acrobat.
creatures? the FIEND FOLIO® Tome, excluding Tiamat 83. Does a ranger get bonuses to damage
37. What character classes are possible and Bahamut? when attacking tasloi?
for a female deep gnome character with 63. In which AD&D game adventure can 84. Is a cleric permitted to use a whip?
maximum abilities? one journey to the dwarven fortress of 85. What is the chance that the casting
38. What is the minimum possible intelli- Kandelspire? of a spell directly from a spell book will
gence for a valley elf character, as 64. What is the greatest amount of gold destroy the book?
normally rolled? pieces possible for a 1st-level fighter to 86. What type of magic sword might be
39. Who wrote the original DEITIES & gain at the start of the game? named Replier?
DEMIGODS Cyclopedia? 65. In which adventure do player char- 87. Dumathoin is a deity to which race?
40. Will the deity Druaga ever grant a acters get a chance to meet Blibdoolpoolp, 88. A lochaber axe is a member of the:
resurrection spell to one of his faithful face to lobster face? (a) spear family
clerics? Why? 66. With which other demon lord is the (b) pole cleaver family
41. Which deity do stone giants patron demon of gnolls at war? (c) axe family
worship? 67. The casting of which spell may cause (d) none of the above
42. Which knight found the Holy Grail? the loss of a point of the casters 89. Which deva is described as having
(a) King Arthur constitution? milky white skin, with silvery hair and
(b) Sir Galahad 68. At which level may a barbarian use a colorless eyes?
(c) Sir Gawain protection scroll? 90. Is Hutijin a pit fiend?
(d) Sir Lancelot du Lake 69. What is the effect of an amethyst 91. Is a tanystropheus carnivorous,
43. The clerics of which mythos must chromatic orb if the target fails its saving herbivorous, or omnivorous?
shave all of their body hair? throw? 92. How many hit dice does an African
44. How many planes of alignment are 70. What is the base movement rate of a elephant have?
listed in the Legends & Lore volume? human fighter wearing bronze plate mail? 93. In which module were svirfneblin
45. What is the effect of drawing the 71. What is the cost of the materials first encountered?
star from a deck of many things? needed to make a travelling spell book? 94. Can one summon a lacedon with a
46. What is the airspeed, in inches, of a 72. What is the effect of a black egg of monster summoning III spell?
5 x 7 carpet of flying? desire? 95. According to the charts in the DMG,
47. Which magical wand, rod, or staff 73. How many different cantrips are at what dungeon level could one first
emits a green beam when activated? available to a magic-user? encounter a carrion crawler?
48. What would be the ego score of the 74. How much does a blowgun and 20 96. What befalls a scarab of protection
following device: long sword, +3, lawful needles cost? after it absorbs 12 life-energy draining
good, with an intelligence of 16, able to 75. What is another name for the attacks?
detect magic, locate objects, and heal, and duergar? 97. What is the maximum number of
also able to speak common, orcish, and 76. What is the weight of a suit of missiles to be found on a necklace of
gold dragon? human-sized field plate? missiles?
49. What sort of damage can an enraged 77. What is the movement rate of a 98. Which instrument of the bards enti-
storm giant do against an earthen ram- medium warhorse wearing leather tles a 14h-level bard to add 30% to his
part, using only its fists? barding? charming ability, as well as cast control
50. What is the weight of the largest- 78. What is the maximum number of winds, transmute rock to mud, and wall of
sized bag of holding when full? cantrips a 1st-level magic-user of 18 intelli- fire?
51. What is the rarest type of potion that gence may know? 99. What percentage of eyes of petrifica-
can be found? 79. How many spells (maximum) can a tion work as the gaze of a basilisk?
52. Which alignment has the best loyalty 1st-level illusionist know? 100. Name the only monster whose
adjustments? 80. What saving throw bonus is gained alignment is listed as Lawful good
(a) chaotic good by the recipient of Sertens spell immunity in the FIEND FOLIO Tome.
(b) true neutral against the spell, command?
(c) lawful evil 81. What is the armor class of studded
(d) neutral evil leather with a large shield against sling The answers to these questions are on
53. How many magic scarabs are listed bullets? page 88 of this issue.
in Unearthed Arcana?
54. Of which monster type was
Acererak the very first example
mentioned?
55. In the White Plume Mountain AD&D
module (S2), what was Wave?
56. What is the name of the only sword
on the list of artifacts in the DMG, and
what type of sword was it?
57. What is the minimum intelligence
score for a magic sword with the power of
speech?
58. Can an 11th-level magic-user cast a
guards and wards spell?
59. What is the range of a drow elfs
infravision?
60. In what year was the DMG first
published?
61. In which issue of DRAGON Magazine
was Kim Mohan first listed as Editor-in-
Chief?
DRAGON 27
A Touch of
Genius
Putting intelligence to work in AD&D® gaming
by Vince Garcia intelligence of 12, is probably not going to how well the character followed his align-
be as adept in learning the magical arts as ment, based on the following:
Of all the characteristics possessed by Athanasius the Brilliant, who has an 18 in Excellent: No deviations from professed
AD&D® game characters, intelligence the same category. Both Gwydion and alignment except as necessary for honor-
stands out as being of minimal value to all Athanasius should expect a reduction in able self-preservation (i.e., evil PC acting
classes (magic-users excepted). The advan- the amount of time necessary to advance good around party ranger; good thief
tages of superior strength, dexterity, con- in levels and less expense in doing so. acting evil around waterfront NPCs
stitution, and wisdom are frequently and The present level-advancement system while gathering information, etc.) 0.
readily apparent. Even mundane and bases training costs and time factors in Good: Character made few unnecessary
peaceful characteristics such as charisma direct proportion to how well the charac- deviations from professed alignment ½.
and comeliness can be of great benefit to ter acts according to his alignment and Poor: Character made repeated devia-
player characters fortunate enough to how well the functions of class are dis- tions from professed alignment without
have high scores in these categories. In the played. This is fine as far as it goes, but justification (note: double these penalties
case of a high intelligence, though, few the consideration of character intelligence for rangers, paladins, and clerics, as align-
bonuses accrue to the character. in this article would do much to make a ment plays a much more important role in
Certainly, some bonuses for high intelli- good score in that characteristic a highly these classes) 1.
gence may be noted, such as an increased desirable thing. A proposed variant which Take the two factors and add them to-
chance for being psionic or for detecting takes the intelligence of the character gether, then add an additional value of 1 to
otherwise invisible creatures. But, cases directly into consideration is presented get the multiplier penalty for training
where these factors come into play are below. time. We now refer to the following infor-
rather rare. This writer knows of few First, assign a factor based on how well mation to note the normal training time,
campaigns that make use of psionics. In or how poorly the character dis- depending on class:
the past six years, I have only seen the played the functions of his class(es): Fighter classes: 7 days plus 1 day/level
detection of invisibility table used twice. Excellent: Fighters used proper weapons training.
There are, of course, a few other circum- in given situations and chose the best Thief classes: 9 days plus 1 day/level
stances in which the intelligence of the targets for attacks; spellcasters used the training.
character does become a factor, such as in most useful spells based on knowledge of Cleric classes: 8 days plus 1 day/level
the case of a characters will vs. an intelli- the area without errors in range, area of training.
gent swords will, or in noting a scrying effect, or spell function; thieves checked Magic-user classes: 10 days plus 1 day/
attempt, but examples such as these are for traps in likely spots, chose targets level training.
infrequent, relegating a vital characteristic wisely, attacked in the most efficient man- Multiply the total training time above by
to the status of an all but useless statistic ner for the situation, and acquired extra the penalty sum. For example, a fighter
for non-magic-users, a characteristic treasure intelligently and efficiently 0. training for 4th level has a base training
which should play a much more important Good: Character was played intelligently period of 11 days, but the fighter was
role in a characters existence. What fol- with minimal errors. The character may assessed a penalty of ½ for only good class
lows, then, are a few suggestions for beef- have been too cautious or reckless, but did play and another ½ for following align-
ing up the use of intelligence and crafting not place himself or group in great danger. ment at the good rating, for a total of 1.
it into a more desirable characteristic. Spellcasters did not expose party to need- We therefore multiply the base training
less danger from ineptitude ½.
Working smarter Fair: Character was played tolerably,
It can be argued that intelligence should though inefficiently, and constantly made Characters Penalty or bonus
play a major role in both the amount of minor errors or was careless. Spellcasters intelligence percentage
time spent in actual training and in the broke the flow of game continually, inter- 3 +60%
expense entailed when reaching a new rupting game time to check on spell 4 +40%
level. It makes sense that Ragnor, a fighter details 1. 5-7 +25%
with an intelligence of 3, would have a Poor: Character made inefficient use of 8-12 0
more difficult time understanding and skills, gross errors in spellcasting, failed to 13-14 -25%
learning the various nuances and tech- pull own weight, refused to cooperate 15-16 -40%
niques of better swordplay than would with party, or player repeatedly ques- 17 -45%
Gwydion, a fighter with an intelligence of tioned or argued with DM 2. 18 -50%
18. Likewise, Redfern the Bland, with an Next, assign a second factor based on 19 or better -60%
28 JANUARY 1986
Base days Character intelligence
of training 3 4 5-7 8-12 13-14 15-16 17 l8 19+
9 14 13 11 9 8 6 5 5 4
10 16 14 13 10 8 6 6 5 4
11 18 15 14 11 9 7 6 6 4
12 19 17 15 12 9 7 7 6 5
13 21 18 16 13 10 8 7 7 5
14 22 20 18 14 11 8 8 7 6
15 24 21 19 15 11 9 8 8 6
16 26 22 20 16 12 10 9 8 6
17 27 24 21 17 13 11 9 9 7
18 29 25 22 18 14 11 10 9 7
19 30 27 24 19 14 11 10 10 8
20 32 28 26 20 16 12 11 10 8
21 34 30 26 21 16 13 12 11 8
22 35 31 27 22 17 13 12 11 9
23 37 32 29 23 17 14 13 12 9
24 38 34 30 24 18 14 13 12 10
25 40 35 30 25 19 15 14 13 10
26 41 36 33 26 20 16 14 13 10
27 43 38 34 27 20 16 14 14 11
28 45 39 35 28 21 17 15 14 11
29 46 41 36 29 22 17 16 15 12
30 48 42 38 30 23 18 17 15 12
31 50 43 39 31 23 19 17 16 12
32 51 45 40 32 24 19 18 16 13
33 53 46 41 33 25 20 18 17 13
34 54 48 43 34 26 20 19 17 14
35 56 49 44 35 26 21 19 18 14
36 58 50 45 36 27 22 20 18 14
37 59 52 46 37 28 22 20 19 15
38 61 53 48 38 29 23 21 19 15
39 62 55 49 39 29 23 21 20 16
40 64 56 50 40 30 24 22 20 16
41 66 57 51 41 31 25 23 21 16
42 67 59 53 42 32 25 23 21 17
43 69 60 54 43 32 26 24 22 17
44 70 62 55 44 33 26 24 22 18
45 72 63 56 45 34 27 25 23 18
46 74 64 58 46 35 28 25 23 18
47 76 66 59 47 35 28 26 24 19
48 77 67 60 48 36 29 26 24 19
49 78 69 61 49 37 29 27 25 20
50 80 70 63 50 38 30 28 25 20
51 82 71 64 51 38 31 28 26 20
52 83 73 65 52 39 31 29 26 21
53 85 74 66 53 40 32 29 27 21
54 86 76 68 54 41 32 30 27 22
55 88 77 69 55 41 33 30 28 22
56 90 78 70 56 42 34 31 28 22
57 91 80 71 57 43 34 31 29 23
58 93 81 73 58 44 35 32 29 23
59 94 83 74 59 44 35 32 30 24
60 96 84 75 60 45 36 33 30 24
period by 2, finding that the fighter must When cross-referenced with the table
spend 22 days in training, assuming he Having now determined how, many days
provided, we see that his base training
receives no additional training time for the character must spend in actual train-
period of 22 days is reduced to 17 days.
having poor intelligence or a lessening of ing, note the data below to find the sug-
Checking that with the cost data, we find
training time for being bright. Use the gested daily cost for training, depending
that the daily cost to the fighter is 200 gp
on class and level.
table below to find the intelligence multi- per day, for a total cost of 3,400 gp for 17
plier to lengthen or shorten training. days of training.
For simplicity, a table is provided below
which shows at a glance the total required
training time. Fighter Barbarian Cavalier Paladin Ranger Daily cost
1-6 1-5 1-7 1-6 1-7 200 gp
Referring back to our fighter in training 7-12 6-10 8-10 7-12 8-14 400 gp
for 4th-level, we decide he is a bit brighter 13+ 11+ 11-15 13-18 15+ 800 gp
than average, with an intelligence of 14. 16+ 19+ 1200 gp
DRAGON 29
Intelligence and saving throws table
Character intelligence
Level/Class 3 4 5-7 8-14 15 16 17 18 19
Magic-user
I. Nystuls magic aura - 3 - 2 - 1 0 +1 +2 +3 +4 immunity
II. Leomund's trap N/A N/A -5% 0 +5% +10% +15% + 20% + 30%
III. Phantasmal force - 3 - 2 - 1 0 +1 +2 +3 +4 immunity
Illusionist spells
I. Phantasmal force As 3rd-level magic-user spell
II. Fascinate - 3 - 2 - 1 0 +1 +2 +3 +4 +5
II. Improved phantasmal force - 4 - 3 - 2 0 0 +1 +2 +3 +4
III. Spectral force - 3 - 3 - 2 0 0 0 +1 +2 +3
IV. Rainbow pattern - 3 - 2 - 1 0 +1 +1 +2 +3 +4
IV. Shadow monsters - 3 - 2 - 1 0 +1 +2 +3 +4 +5
V. Advanced illusion - 4 - 3 - 2 0 0 +1 +2 +3 +4
V. Demi-shadow monsters - 3 - 2 - 1 0 0 +1 +2 +3 +4
VI. Demi-shadow magic - 5 - 3 - 2 0 0 0 +1 +1 +2
VI. Phantasmagoria - 4 - 2 - 1 0 +1 +2 +3 +4 immunity
VI. Programmed illusion - 6 - 4 - 3 0 0 0 0 +1 +2
VI. Shades - 3 - 2 - 1 0 0 +1 +2 +2 +3
VI. Veil straight saving throw
VII. Weird - 4 - 3 - 2 0 0 +1 +2 +3 +3
30 JANUARY 1986
Should the first-level druidic spell
ceremony read in part, druidic
ceremonies include the following,
which can be cast by a druid of the
indicated or lower level, as it actu-
ally does on page 41, or should it
read as the description for the cleri-
cal ceremony? It doesnt make sense
to restrict casting to levels lower
than that specified.
The druidic ceremony description is
incorrect. The specific ceremonies noted
by Penny Petticord expected from a civilized realm. The struc- can be cast by druids of the indicated level
ture and economy of the cavaliers realm or higher, as with the clerical spell of the
This edition of the Sage Advice column should be worked out in detail for an same name.
addresses some questions and problems extended campaign, but for occasional
concerning the Unearthed Arcana volume. gaming assume that the cavalier collects The illusionist spell phantom
Many questions on this book were ad- double the revenue that a fighters free- steed is listed as having a material
dressed in DRAGON® Magazine issue #103; hold would produce. component, but the component is
this column is effectively Arcana update, not identified in the spell descrip-
part II. Other aspects of the Unearthed If the fifth-level cleric spell rain- tion. What should it be?
Arcana volume are addressed in DRAGON bow is used to produce a flagon, The material component for phantom
issues #100 (page 9, on ranger-druids) and and the draughts are poured off into steed is a small silver horseshoe.
issue #113 (page 3, assassin and thief separate containers and stoppered,
alignments). will they retain their dweomer after The Dungeon Masters Guide states
If you have any questions on the games the flagon and any remaining that there is no magical elfin chain
produced by TSR, Inc., write to: unpoured draughts disappear? mail, but sets of +1 and greater
Sage Advice No. All draughts not actually consumed enchantment are listed in the
c/o Penny Petticord before the spell duration expires will Unearthed Arcana treasure section.
TSR, Inc. disappear, regardless of whether or not Is this a mistake?
P.O. Box 756 they have been poured off. They cannot No. Due to popular demand, magical
Lake Geneva, WI 53147 be saved for later use. elfin chain mail has been officially added
Please do not expect a personal reply, as to the system. However, elfin chain mail,
we no longer have the time to make them. The second-level cleric spell with- especially the magical types, should be
However, we will do our best to answer as draw can be negated by certain uses kept suitably rare. It is made by remote
many questions in this column as possible. of other spells while it is in effect. Is elven communities, and should not be
RM the withdraw negated as soon as the commonly available. Indeed, it is logical to
caster begins reciting the unauthor- assume that each suit of magical elfin
Can a cavalier of name level or ized spell, or as soon as it is com- chain mail was made for a specific individ-
higher build a castle or other plete? Also, does this ruin the ual, so some suits might actually be trace-
stronghold, then collect revenue unauthorized spell or not? able to an original owner.
from the inhabitants? No rules are According to the spell description, the
given in the class description for caster is unable to perform any actions What is the availability and cost of
handling the situation. except those specified while a withdraw is a suit of elfin chain mail to an elf or
Like fighters, cavaliers are permitted to in effect. The restriction applies to casting half-elf?
build strongholds when they reach name one of the spells normally permitted on That depends upon whether the charac-
level. Given the cavaliers social standing, someone other than the caster. The exam- ter wants to have one custom-made or
such a stronghold would have to be grand ple given is cure light wounds, a touch- simply wants to find one to purchase. An
and stylish, with a large staff. A cavalier delivered spell. The cleric is permitted to elf could probably locate one or more
who was born into a noble family might cast this spell while the withdraw is in elven artisans in a large elven community
receive a castle and grounds as part of an effect. But, if he then chooses to deliver who would be willing to produce a
inheritance, though for game purposes the the curing to anyone save himself, the custom-made suit for a hefty price, but
character should be name level before withdraw effect ends. It is the use of the there would certainly be a waiting list.
assuming full control of the estate. Or, if indicated spells which is restricted, not the The character would certainly be required
you are using a full medieval European actual casting; therefore, the withdraw to pay in advance or leave a large deposit,
motif for your campaign world, land for a ends after the casting is complete in any and it could be a decade or more before
stronghold might be granted by the cava- case, and sometimes still later, in the case the work is even started. The total cost
liers liege lord as a reward for good and of a touch-delivered spell. The spell which would depend upon the campaign eco-
sufficient service upon reaching name caused the withdraw to end takes effect nomics, but should run at least five times
level. The latter method is especially suit- normally, and is not ruined. the book price, including fitting and ad-
able for second sons of noble houses who justment. Finding an elven craftsman
are not in line for inheritance, and for Can the illusionist cantrip rain- capable of making such armor might be a
characters who have worked their way up bow be used as a material compo- chore, however the DM must decide
to cavalier status from common back- nent for the 5th-level cleric spell how difficult to make the job. An entire
grounds. [See also Feuds and Feudalism, rainbow? adventure could be built around finding
by John David Dorman, in this issue.] Yes. The cantrip creates a shimmering craftsmen!
Revenue collected is a matter for the band of light which exactly duplicates a Elfin chain mail which is found during
individual DM to decide, based on the rainbow, and the cleric spell specifies only an adventure might or might not be sized
campaign economics and the relative that the caster must be within sight of a correctly, but would almost certainly need
wealth of the region. Colonists in a previ- rainbow of any sort. There is no reason adjustment, as would pre-made elfin chain
ously unsettled wilderness area cannot why the two dweomers should not be able mail found in a magic shop. Elfin chain
produce as much revenue as would be to work in conjunction. (Continued on page 47)
32 JANUARY 1986
The Ecology of the
Anhkheg
Hunting down the farmers’ bane
DRAGON 39
hand of an NPC in marriage may have to
deal with such prearrangements. Money,
of course, might change a parents mind.
Marrying into a higher social bracket is
another problem. A king whose daughter
Fun
is being courted may demand that the PC
complete a quest to prove himself worthy
of the princesss hand. For example, in,
Tolkiens Silmarillion, Beren was com-
manded to bring to King Thingol a Silmaril
from the crown of Morgoth who in
without
AD&D game terms would have to be con-
sidered a greater god. In any fantasy role-
playing game, there may be harder tasks
than stealing a greater gods most cher-
ished possession, but nothing comes to
mind at present.
Fighting
Players often overlook the possibility
that their characters might fall in love
with an NPC. If this is the case, then the
DM is forced to do the hard work and
create an NPC who falls in love with the
character. The PC may then reject the love
(and the Lower Planes hath no fury like a
lover scorned) or accept the NPC as a
destined spouse. Truly sadistic DMs can
Unique adventures devise interesting complications from
romance; love triangles can be lots of fun
for fantasy role-playing games (remember the DRAGONLANCE® saga?).
When a DM develops an NPC to fall in
love with a PC, the NPC should be a wor-
by Scott Bennie Ideally, a romance is initiated by a PC; thy match for the character. A paladins
that is, when the character sees an NPC bride need not be a vacuous twit, but a
The AD&D® game is a combat-oriented (or even a PC) of the opposite sex, the PC woman of courage and substance, even if
game; most of the emphasis of the system (not the DM) decides that this person she isnt of medium or high level. A clerics
is devoted to fighting monsters and grab- might become a one true love. Then, the wife, if the religion permits the cleric to
bing treasure. Thus, we have many man- character must devise ways of getting the wed, should be more than just buxom and
uals detailing combat and plunder-oriented loved ones attention, making certain that wealthy (if that), but should be a character
information such as new monsters and the NPC returns the affection. for whom the PC will be willing to sacri-
treasures. There is nothing morally wrong Thats when a DM can make things fice his safety.
with combat and looting in AD&D gaming; interesting. There are two factors which Romance, aside from providing the
it is a game, after all. But there are many can complicate matters: rival suitors and impetus for adventures, can lead to that
more possibilities for fun and adventure parents. The rivals have the same inten- marvelous, if tempestuous, time in a PCs
than bash-and-cash missions; to rely solely tions toward the desired NPC as your life: raising children (future PCs). Imagine
on combative scenarios in a campaign is to player character has; they want the NPCs this conversation: You are not, under any
deny the players and the DM some hand in marriage. Now, rivals are (usually) circumstances, to touch the Eye of Vecna.
wonderful adventures. people, too. They can be handsome, Im trying to get rid of it, son! Aw, dad, it
Several noncombative adventure themes strong, noble, talented, mean-spirited, said I could have it. I heard it say that.
are given here. It should be noted that jealous, or violent, and they may have There is one more element to consider
each of these adventure themes may in- powerful friends to counter any help that about romance, and that is its climax
volve combat at some point; however, the PC may receive from fellow party the wedding. A wedding should be some-
combat is not the focus of these members. Anything can happen. thing special, an event that the player
adventures. Parents are a different matter. They may remembers for years afterwards. You
not like the idea of having their baby dont have to kidnap the bride before the
Romance marry someone who slays dragons for a ceremony to make it a memorable occa-
Romance is for wimps, right? Well, just living. Wheres the security in that? And sion, but events such as a bachelor party,
ask the heroes of medieval romances, who all those strange creatures that they meet the choice of the cleric who will perform
went through fire, flood, and worse to get how can parents expect their son-in-law the marriage, inviting honored guests, and
to the altar with their true loves. to be a good husband when he keeps wheeling and dealing with NPCs at the
How should a DM handle romance? running into succubi all the time? All they reception can make it an interesting time
Through role-playing, thats how. A player wanted for their daughter was that hand- for all. The DM can use the PC romance as
character who is a smooth talker may be some chirurgeon down the street. a springboard for some interesting adven-
able to turn a fair maidens (or powerful Actually, this is a rather anachronistic tures, many of which may involve exciting
lords) fancy for a time, but unless a wed- account. In medieval times, parents didnt conflicts. But the process of courting ones
ding follows a quick courtship, smooth have the concern for their offspring that is true love can be exciting without having to
talking wont be enough; philosophical expected from parents in todays society. lay a hand or a sword on anyone.
differences might get in the way. (But In those days, children were viewed as
shes tried to kill you twice, Rupe. Youve little adults; as such, they were subject to
gotta get over her. I know that. But even the same expectations from society. Par- Business
though Jallis is an evil high priestess for ents often made marital arrangements for Suppose your character is now wealthy
Demogorgon, I just cant get her out of my their children long before the children filthy rich, in fact. What does he do
mind. Thoth knows Ive tried!) reached marrying age. A PC seeking the with his money?
40 JANUARY 1986
One answer that weve developed in our which pay off a proportion of the profits man must also worry about upstarts who
campaign is that a character can go into (the dividends). He not only needs a labor dare to tread on the companys territory. It
business. Business, particularly risky ven- force for felling timber, but needs a spe- is necessary to maintain good public rela-
tures into uncharted areas, can be hazard- cialized laboring force as well profes- tions with the host nation; otherwise, it
ous, but such adventures can usually be sional shipbuilders. A market for his ships may impound the companys wealth and
resolved with only a minimum of violence. is required, and a route to transport the send troops to destroy any traitors (i.e.,
More often, business ventures involve a ships to this market is a necessity. In the anyone richer than the impoverished
healthy dose of cerebral game play and a case of our thief, he encountered special government).
fair amount of intrigue, if played correctly. problems because he wanted to keep his There are many more businesses that
How should a DM handle business? As operations a secret until he had become can be established. How about a profes-
examples, take the two businesses that PCs firmly established (so it would be difficult sional castle-building company? A trading
started in our campaign. There are two for his enemies to sabotage his plans). company with a royal charter? A univer-
types of ventures: non-profit services and 2. Short term: Once the business has sity? A fighters academy? An explorers
enterprises meant to be profitable. In any gotten off the ground, then the second group that maps extraplanar features for a
of these businesses, there are some basic phase has begun. Ideally, the business society of sages? Use your imagination;
laws to follow: There must be enough should pay off the investments of those there are a lot of possibilities!
need for the goods or services to ensure who backed it. If not, then the business- Certainly, as demonstrated above, the
that the business will exist; likewise, there man may be in debt; given a large enough obstacles are formidable which begs the
must be sufficient goods and manpower to investment, this may result in undesirable question: Why should anyone found a
supply these services. consequences (i.e., assassins may be hired business, given the obstacles which are
Using our nonprofit example, one high- to kill off the debtor). Rival businesses may involved? The same might be said of pro-
level cleric in our campaign is starting up want to stymie the progress of the upstart. fessional adventuring: Who in their right
a food bank in a major city. This venture Businesses founded to take advantage of mind goes into dank, dismal caves and
does not turn a profit; in fact, even bol- short-term booms may go bust (businesses faces angry dragons? Setting up a business
stered by such spells as create food and in the Canadian Gold Rush town of Barker can be a lot of fun, particularly if youre
water and heroes feast, it still costs quite ville were founded and folded within a bored with dungeon adventuring. It pro-
a bit of gold to feed the people in the poor five-year period). Wars and other eco- vides variety, and variety is the spice that
section of the city. There is a reason for nomic upheavals may have a major effect keeps an old campaign fresh.
this action, of course, and that is to per- on the prosperity of the business.
suade the poor that the clerics deity is the In the case of our shipbuilding thief, he
one who cares most about them, who must deal with finances; fortunately, he is Organizations
loves them, and who is most worthy of well off and not indebted to anyone. Rival Consider the ambitions of your cam-
their fealty. The other good clerics of the businesses, on the other hand, provide a paigns primary characters. What are the
city are rather miffed about this, consider- real threat, particularly since the thief is characters goals in life? Do they want to
ing their preachings are often about the inviting the wrath of a particularly power- become powerful servants of the gods?
dangers of winding up in the Lower ful nation. Also, because he is felling trees Knights of the most esteemed order? The
Planes. The cleric hopes to persuade city without regard for the environment, he power behind the throne of a powerful
businesses, high-level paladins who are may incur the wrath of druids, treants, kingdom? The power on the throne of a
required to make donations, and so on to and other environmentalists. There are powerful kingdom? There should be more
provide financial backing to the cause. A likely to be contracts enough for many to a characters ambitions than to merely
hungry city populace, after all, is more shipbuilders to share for the time being, gain levels.
sickly, less capable in defense, and more so other shipbuilders are likely to leave One of the most moving scenes I wit-
likely to revolt. him alone unless he gets too ambitious. An nessed in a campaign occurred when a
Our high-level thief, on the other hand, end to the war would be a catastrophe for cleric returned to his homeland after
wants to make money. Looking for a busi- the thiefs business, so it is in his best many years of service, a hero to his peo-
ness that might turn a profit, he discov- interests to keep the war going (hes pow- ple. As he saw the faces of those who
ered that most of the major naval powers erful enough to see to that, however). beheld him with obvious admiration, he
of the world are about to go to war. In Current economic conditions are good, but felt great sadness that they were just faces
addition, piracy has been on the increase. angry druids, orc invasions at the timber to him. He had spent his entire life killing,
Seeing a strong demand for new warships yard, and so forth could crop up. To deal looting, and dodging traps; he had never
and merchant ships, as well as desiring to with these encounters, the DM uses the had the joy of knowing people, and had
shaft a particular naval power that he security system set up by the thief to not experienced the joys that come with
doesnt like, the thief has set up a ship- protect the business when determining social interaction. Most campaigns do not
building company. how much damage is sustained in such emphasize such characterization or
How does a business prosper? There are attacks. theme, which is a pity, but the point is that
three stages to the establishment of a 3. Long term: In the long term, other often a characters goals are simply to
business, which are as follows: problems occur when the business is well- collect magic, wealth, and levels. There is
1. Set-up: In order to begin operation, a established. More options are available to no humanity in these killing machines.
business must have several things: a base a successful business: expansions, mergers Goal setting and interaction with NPCs is
of operations, manpower, investment with other businesses, and the establish- one way in which players may bring
money, equipment, a market willing to buy ment of new businesses, among other greater depth to their characters. This
goods and services, a transportation sys- things. For example, once Rogue Ship- depth can be stimulated by having PCs join
tem that can safely carry goods, and so building and Timber, Inc., becomes suc- an organization and try to earn honors.
forth. cessful, the thief may elect to start up a These goals are more realistic than
Using the shipbuilding business as an shipping company or a trading company trying to go up levels. It is doubtful that
example, the thief must find a place where exploring new frontiers. At this point, Conan, Aragorn, or Galahad would have
a lumber company can be started with a rivals definitely become a problem, and a known what a level was if a level had hit
minimum amount of difficulty, and which lot of role-playing is necessary to fully them in the face. Level is a game con-
has the right variety of wood to build his represent the business while cultivating struct; it is something that players worry
ships. He will certainly need money to contacts, making deals, etc. Supplies may about, not characters. Characters (at least,
finance his scheme; the thief may borrow also become a problem, if timber is used those in literature) are chiefly concerned
money or issue shares in the venture up faster than it is replaced. A business- with achieving their goals, becoming rich,
DRAGON 41
gaining fame, or doing good deeds (in the gion, is about to step down and retire for the character must earn the respect of his
case of good-aligned characters). The key the rest of his days. This means that the fellow members of the organization and
to attaining these goals is to find an organi- position of High Father will be open to show that he is worthy of executive abili-
zation that is suited to them. those clerics who desire it including one ties, if he wants to hold a leadership posi-
One of the most famous organizations in or more PCs. tion. Finally, he must fulfill any special
literature was the Knights of the Round How does a PC become High Father? requirements if he wants to earn the
Table. To be a member of this order was Deity selection is one route, but, to make leadership.
the supreme achievement in chivalry; as things interesting, well suppose that the Running an organization is similar to
the Legends & Lore tome and Chaosiums deity is bored by mortal politics and is running a business; a leader must worry
PENDRAGON game indicate, membership willing to accept whoever is chosen. Thus, about finances, membership, and rivals.
wasnt open to anyone. Not only were its the PC must prove himself to those select- The combination of these worries can
members required to be effective in battle, ing the position of High Father (a council provide quite a challenge.
they were also required to be paragons of of clerics, perhaps?) as the most worthy
chivalry, to prove their honor and valor candidate. Judging noncombative games
under difficult circumstances, and to What are the criteria for this position? If youre a beginning DM and your play-
perform difficult tasks. They gained pow- There are a number of factors that may ers are enjoying crawling through
erful enemies just by being members of figure into the selection process. Ability dungeons, then you may want to wait
the Knights of the Round Table. But, for level that is, proven combat skill and the before adding noncombative adventures to
true adventurers, the esteem associated ability to cast powerful spells is one your campaign. I have found that DMing
with the Round Table made it such an important factor; so is having a good pub- is an evolutionary process. As the DM
attractive goal that many knights risked lic reputation, and the ability to communi- becomes more experienced, his campaign
their lives to attain it. cate with the average worshiper and move becomes more sophisticated. Too much
Honor should be a principle motive for him emotionally. Leadership ability is also sophistication too soon can smother a
joining an organization. An 8th-level a factor; the candidate must be able to developing DM.
Knight of the Round Table would likely earn the respect of the priesthood. The Many campaigns feature a DM leading
have more prestige than a 13th-level piety of the cleric must be without ques- his players by the nose. The DM draws up
fighter who was not a member. Likewise, tion. Then, there are the political factors. the area, the players adventure in the
belonging to an esteemed organization An older cleric may be seen as more expe- designated area, kill monsters, grab loot,
often permits the character to have more rienced and will often be more of a senti- find a map to the next adventuring area,
influence in the decision-making processes mental choice than a younger cleric. If the and move onwards. What these campaigns
of his nation, and provides an easier way High Father came from a particular re- lack is player initiative. Players eventually
of acquiring needed resources. For in- gion, then the priests may decide that it is want to have some control over their
stance, Grath Janisk, adventurer-at-large, someone elses turn to hold the office, characters destinies.
cannot go into a city and demand 200 unless that region has an extremely tight There are several approaches to referee-
infantry and 50 cavalry (plus a ballista) grip on that office. ing a role-playing game. Some campaigns
needed to assault an orc fortress. Lord Such contests cannot be fought with deal solely with the acquisition of power,
Grath, Knight-Captain of the Order of swords, maces, and spells; they must be magic, and levels. Others feature the DMs
Swords, however, can make such a de- role-played. These are exercises in prob- ability to describe a story or a conflict.
mand and have a hope of seeing it ful- lem solving. The problem faced by the This is a role-playing approach, and it
filled. This power can be quite useful. character is how to attain his goal. The works best if you are capable of handling
Fighter organizations arent the only character must analyze approaches and individuals or very small groups; it does
organizations, of course. A group of choose what he feels is the best method of not work well with large groups. Players
magic-users may unite to pool their knowl- attaining the goal. To properly run this may have to spend hours waiting for a DM
edge and resources against an enemy, as scenario, the DM should write down sev- to handle other players problems first,
well as to fight against ignorance, as in the eral methods by which the goal can be leading to massive player boredom.
DRAGONLANCE® campaign setting. If attained. If the character chooses the To DM to the best of your ability, have
alignments are rigid in your campaign, correct method or does incredibly well your obstacles planned out and gather the
then each alignment may have its own with a related method, then he is likely to knowledge a player will likely request
secret society (in which members converse attain his goal. before beginning play. Things then go
in alignment tongue, of course). Then, Another aspect of organizations con- more quickly. Encourage individuals to go
there are always organizations commonly cerns disputes. What happens if a charac- to their party for advice, so that the other
seen in campaigns, but not always consid- ter disagrees with the policy of his players get involved. Encourage group
ered religions and thieves guilds. organization? Suppose he believes that his ventures that involve the abilities of all
Each of these establishments has its own religion emphasizes the wrong things. characters. If players show an interest in
hierarchy and a route by which its mem- How does he change it? What happens if running a business, delegate some of the
bers may advance, depending on their those in charge wont change? planning to a player. Finally, provide mys-
competency. These organizations usually Again, this is a conflict that is not usually teries that will be solved by adventuring,
award individuals with high ability levels; resolved by combat. Sometimes, they to satisfy those players who enjoy going
thus, the Guildmaster is a high-level thief, cannot be resolved, and the cleric may be out with sword in hand. Some players do
and the high priests are at least 9th-level forced to break from the religious estab- not want to involve themselves in gaming
clerics. But need this be so? Could a low- lishment to form a new church which if the entire evening goes without combat.
level but charismatic thief overthrow the interprets doctrine differently. Of course, In that case, provide an equal share of
guildmaster and take his place? Could a the old religion will not approve. As for combative and noncombative scenarios,
church award a low-level (but extraordi- the patron deity well, the gods work in and invite these players to only the
narily charismatic and popular) cleric the mysterious ways; sometimes they may be combat sessions.
title High Priest, if not the powers willing to tolerate rival factions, to a point. There are other noncombative scenarios
thereof? Anything is possible. To involve a character in an organization that can be created as well, such as ath-
An organization has goals and rules by involves the following process. First, the letic competitions. How this is handled is
which it achieves its goals. An ambitious character must select an appropriate up to the individual DM; a good DM is
character might desire to become the organization, one worthy of his allegiance. inventive, after all. Keep in mind that
leader of an organization. Suppose that a Second, the character must meet the entry adventures need not always lead to
High Father, the supreme cleric of a reli- requirements of the organization. Third, bloodshed.
42 JANUARY 1986
adventure, henchmen are irreplaceable.
Therefore, role-playing henchmen well is
an important task. To role-play the behav-
The
ior of a henchman, the first thing that
must be understood is why this skilled
NPC serves the character in the first place.
The DMG states that henchmen have
little equipment and that poverty often
Forgotten
leads them to seek employment with PCs.
Very probably, many henchmen are failed
adventurers who see service with a more
successful adventurer as a way to revive
Characters
their own profession. These henchmen
tend to be cynical, cautious, and prag-
matic. Because they have already seen
their own exploits collapse, they do not
wish to be involved in other failures. This
makes them resent being victims of poor
planning. A disorganized party reduces
morale in the same manner as an undisci-
plined one. On the other hand, any hench-
man- like the rest of us is likely to be
grateful and devoted to the character that
A look at henchmen, supports him. NPCs who are given the
status of henchman have an automatic
hirelings, and followers bonus to morale (as per the DMG). Hench-
men want to go adventuring, and they like
to lead exciting lives; otherwise, why
by Thomas M. Kane With a little modification, morale can would they accept such a job in the first
resolve many crises between PCs and place? Long inactivity reduces morale; this
One of the best things about being a NPCs. A morale check can determine the is incentive enough for most would-be
Dungeon Master is role-playing the non- behavior of an NPC, whether he is asked henchmen.
player characters (NPCs) with which par- to scout the possible dragons den, ordered Of course, there are many other reasons
ties deal. Unfortunately, the number of to carry the partys water, or allowed to to be a henchman. But, regardless of why
these NPCs is so great that many DMs are get drunk with the PCs opponents. If a they enlisted, most henchmen must be
overwhelmed by the task of creating a morale check is successful, the NPC acts as somewhat proud of their own skills. Fur-
backlog of these characters. Often, DMs the PC desires; otherwise, he or she is thermore, henchmen who were failed
fall into the trap of having one generic troublesome. adventurers want to avoid repeating the
NPC personality and using it for all en- If this method is used, careful track experience. A henchman would probably
counters. While it is impossible to have a should be kept of how the NPC is treated, like to be consulted in planning out expedi-
set of motives for every person in a fan- and how the PCs personality would make tions; failure to consult such an NPC af-
tasy world, a DM should have a good the NPC react. In this situation, most PCs fects morale as if the liege used lax
grasp of the personality of major NPCs. work hard to keep loyalty high. This can- discipline with the henchman.
The characters who serve PCs are very not help but improve game balance. On Treasure is a prime consideration for
important, affecting every level of the pages 36-37 of the DMG, typical loyalty most characters. As the helpers of a pow-
game. Henchmen, hirelings, and followers modifiers are shown. On pages 100-102, erful adventurer, henchmen must hope to
should be more than just extensions of the there are descriptions of NPC personali- become rich and famous, to live well and
player character. ties. What is needed is a link between the eat expensive foods, to stay in nice inns,
In an ideal world, each henchman, hire- two, and a description of the needs and and so forth. If the PCs do not provide this
ling, or follower would be played as lov- desires of typical NPC helpers. sort of life, morale is lowered as if the NPC
ingly as a PC. Every one would have a PC helpers are usually one of three were poorly paid. If the NPCs employer
complete background, with notes on what sorts. First, there are henchmen, who are enjoys a higher form of living than the
he, she, or it likes and dislikes, and how hired by an individual character as more servitors, there is an additional 20% pen-
the NPC acts in public. Most DMs do not or less permanent assistants or body- alty. Furthermore, henchmen are often
have enough time to do this and run the guards. Next, there are hirelings: profes- somewhat jealous of their employers
rest of the milieu, too. An attempt to as- sionals taken on for an agreed time and other retainers. Some PCs play favorites,
sume the persona of five or six characters fee. Finally, there are followers. These giving preferential treatment to powerful
at once would be virtually impossible. For NPCs are attracted by respect for a high- servitors or special attention to attempt to
this reason, the personality tables in the level character. Followers are lifetime build up weak ones. This infuriates hench-
DMG are helpful. A mixture of randomly employees who maintain a stronghold and men. Unfair division of treasure is as
rolled traits and leanings chosen by the go adventuring from time to time. Each detrimental to morale as stingy pay.
DM can create very believable characters. form of NPC is subject to certain tasks and
But, even with this system, a harried DM abuses. These types are described below, Hirelings
may have to gloss over many facets of the along with tables showing morale modifi- Hirelings, on the other hand, usually
interaction between PCs and NPCs. There cations for given situations. have no particular aspirations to explore;
are just too many secondary characters. actually, they are more likely to avoid
What one needs is a table for determining danger. They merely wish to do the re-
how a retainer accepts decisions and sug- Henchmen quired job and collect their pay. When
gestions from the PCs. Such a method Henchmen are among the most impor- these agreements are breached, a hireling
exists: the morale check, as described in tant factors in determining the success of ceases to serve the PC, unless reparations
the DMG. The loyalty system can apply to a PC, particularly at high levels. As sup- are made. Even then, morale is lowered as
more than combat or great temptation. port for the PC, both in combat and in if the NPC were treated cruelly. The mo-
DRAGON 43
to expect to be well-supported throughout
the journey and given reasonable shares
of the loot (possibly one quarter the share
Gads! of a PC). PCs may recruit adventurers for
various adventures. These characters are
There goes usually available for only one adventure
whats-his-name. and may be treated as special henchmen.
The DMG and Unearthed Arcana have
prices for spells and magic items. It is
important to remember that magic is rare
and powerful. PCs may not shop for items
as if at a dweomer supermarket. NPC
clerics do not cast spells merely for
money; this could defile most religions.
Characters have to use flattery, prove that
the spell use benefits the clerics religion
and pay dearly for clerical assistance.
Magic-users, too, expect great rewards
and respect in return for spells. After all,
the use of magic is a difficult, arcane art.
The listed prices are probably the
minimum available rates.
Followers
The followers that a character attracts
at high levels are likely to be the most
trouble-free sort of retainer. Followers
have usually been successful in life and
are probably sincerely devoted to a PC
otherwise, they would not have chosen to
serve that character. Followers naturally
expect their leader to treat them well and
value their service. Unlike henchmen, they
do not expect major bonuses from PCs.
Assign followers a morale bonus as if they
were expert hirelings to reflect their loy-
alty. Feel free to revoke this bonus if the
PCs are ungrateful to these servitors!
Followers usually expect to serve the
character as guards or agents in major
affairs, and only rarely accompany the PC
on expeditions. A few especially brave
followers, however, may decide to go
adventuring. They would probably have
no greater morale than levied troops in
such an unfamiliar setting.
What PCs must remember is that fol-
lowers are not motivated by blind faith.
Despite their devotion to a PC, their deci-
sion to become a follower must be due in
part to hopes of being rewarded. PCs
should allow followers to share in the
benefits of serving a powerful adventurer.
Naturally, followers resent being taken for
rale of a hireling forced to adventure wishing to use them as a buffer for mon- granted or denied reasonable recompense.
equals that of a captured and enlisted sters. Hired soldiers are not typically de- Give them full morale penalties for any of
character. voted to a PC: they fight for pay. If large the above abuses. Followers should be
Linkboys, bearers, porters, some cartog- numbers are sent into a dungeon and role-played as more than just rewards for
raphers, ship crews, and mercenaries are killed by monsters therein, the chances of attaining experience points.
hired to adventure. The main mistake that getting fresh troops is uncertain. Morale
most PCs make with these characters is penalties for unsuccessful combat are
treating them as if they were henchmen. doubled. Personality and morale
Most of these folk are normal mortals and Whether a mercenary undertakes a Obviously, all NPCs are not the same.
cannot be substituted for adventurers, position in a small unit such as an adven- The personality tables in the DMG de-
willing or not. If PCs give these employees turing party is strictly a matter of individ- scribe variations in NPC traits. Of course,
tasks beyond their ability, their morale ual taste. It should not be impossible for these variations affect morale. A lazy NPC
should be adjusted as if they were peasant player characters to take a group of mer- wont mind if he is never disciplined, and a
troops. cenary bodyguards on expeditions, al- proud NPC will be extremely upset by
Ship crews and mercenaries engage in though rates many times higher than cruel treatment. This list integrates the
combat on behalf of their employer. Thus, those listed in the DMG can be expected. personality of an NPC with the loyalty that
they are subject to the most abuse by PCs Furthermore, these bodyguards are likely he or she shows the PCs. Listed below are
44 J ANUARY 1986
the typical modifiers to morale and notes Previous lives
on how personality affects them. The DM should remember that NPCs do
not exist in a vacuum. They know of ru-
mors and people unfamiliar to PCs, and
Unsuccessful combat: Optimistic + 5%, have past lives which may affect play. This
Altruistic + 5%, Violent/Warlike + 5%, may prove quite valuable at times. How-
Pessimistic - 10%, Cowardly -20%, ever, such past lives might prove problem-
Fanatical +10%, Craven -30%. Brave atic. An NPC could be under a curse that
+10%, Fearless +20%, Foolhardy +40% manifests itself in certain situations, or
(but requires an unadjusted morale check have a powerful enemy with which the PC
to see if the NPC retreats under orders). must contend. Past troubles may well be
Successful combat: Violent/Warlike the NPC's motive for accepting a sub-
+ 10%, Barbaric +5%, Egotistical +5%, servient status.
Compassionate - 5% Foolhardy + 5%. Most servitors have mundane appoint-
Short term of enlistment: Optimistic ments crop up from time to time. Religion
+ 5%, Pessimistic - 5%. and relatives, for example, demand atten-
Enlisted by other character: Altruistic tion. Retainers may be unavailable for
+ 5%, Aloof -10%, Hostile - 5%, roughly 1-8 days per month. The player
Diplomatic + 2%, Jealous - 15%, Fanatical characters must learn that NPC retainers
-5%. are not available at all times. Trying to
Little training: optimistic + 5, Studious force an NPC to ignore these other com-
- 5% Egotistical + 5%. mitments has the same effect on morale as
Low status in party: Proud/Haughty cruel treatment.
-20%, Hot-Tempered -10%, Humble The DM should keep track of the nature
+ 5%, Egotistical - 15%. of NPCs. The tables here and in the DMG
High status in party: Egotistical + 5%. are helpful for filling out behavior, and
Captured and enlisted/slave: Trusting allow NPCs to develop over time, just as
+ 2%, Suspicious -10%, Contrary -5%, PCs do. DMs should remember that the
Servile +5%, Fanatical -20%, Hostile characters they play have a profound
-15%, Proud/Haughty -30%, Vengeful effect on the color and nature of the
-15%, Optimistic +5%, Egotistical -5%. game. Playing NPCs can be as rewarding
No/little/unfair pay or division of trea- and entertaining as running a player
sure: Hedonistic -5%, Altruistic +3%, character.
Easy-going +4%, Miserly -20%, Hot-
tempered -5%, Greedy -25%, Avaricious
-40%, Nonmaterialistic +10% (there is no
DMG characteristic of non-materialistic,
but a DM may well assign this trait to a
character), Egotistical -10%.
Extra/bonus pay: Greedy +5%, Miserly
+5%, Egotistical +5%.
Little or no discipline/activity: Hedonistic
+10%, Servile -5%, Lazy/Slothful +10%.
Inhuman/cruel/uncaring liege: Hot-
tempered -20% Proud/Haughty -20%,
Unforgiving -10%, Hedonistic -5%,
Egotistical -10%.
Alignment/racial conflict: Jealous -5%,
Forgiving +5%, Hot-Tempered -10%,
Opinionated -10%, Antagonistic -5%,
Fanatical -10%, Egotistical -5%.
Veil mask
Named for both its appearance and
function, this mask completely covers all
of the wearers face in an impassive ex-
panse; only the wearers eyes can commu-
nicate any expression. While worn, it
completely hides and protects the wearer
from any mind-reading or mind-
influencing spells (charm, sleep, ESP, etc.)
and any divination or similar spells involv-
ing the wearer (including detect lie,
alignment-aura reading, and the like). It
also causes offensive attacks of these sorts
i.e., psionics and enchantment/charm
spells to be reflected back upon the
caster. If reflection is impossible due to the
nature of the attack, the spell is merely
negated. The mask does not confer actual
or psionic invisibility upon the wearer.
by Ed Greenwood destroyed). A masks powers may be ne-
gated for 1-6 rounds by the casting of a Winged mask
From the now-ruined city of Myth Dran- dispel magic (against 18th-level magic) or The edges of this mask are cut so as to
nor, Elminster the Sage told me, came for 2-12 rounds by a wand of negation, resemble rows of feathers. The wearer
much of the magic of the Realms. From its but are never altered in power by other can fly at will, without tiring, as often as
lore, Elminster revealed mighty spells and magics or by physical circumstances. A desired and for as long as is desired, but
items of power swords and shields, mask never loses only part of its powers; may not carry any other living creature
harps and rings, and more. But, upon a these magical facial coverings work fully while doing so. Nonliving material (such as
night not long ago, Elminster and I sat in or not at all. the wearers clothing, not including the
my study watching the cats asleep at our Placing such a mask on the face causes weight of the mask itself) up to a weight
feet, and Elminster stopped in his ram- the mask to shift in size, to cover the face limit of 500 gp may also be carried; this is
blings of kings long dead and battles long from nostrils to brow and from ear to ear, not much, and any material in excess of
fought, and said, I would tell you of some with eyes uncovered. The mask clings the weight limit negates the masks flying
gentler magic. without need of ties or adjustment, until abilities.
I voiced my eagerness, and he nodded in pulled away; it readily peels off at the While flying, the wearer of a winged
approval. Well-loved among the mages of touch of bare flesh grasping it (against AC mask has a maneuverability class rating of
the City of Song was the Lady Shandalee. 10), regardless of the wearers wishes. A, can remain upright if desired, and has
Of her I speak, he began, and wove a tale Such masks radiate a faint dweomer if a great stability, allowing the user to cast
that whole night through (save for a glass detect magic is cast. DMs must determine spells, write, and perform other intricate
of wine here and there) until dawn, telling the monetary and experience point value tasks. Movement is at any speed up to 26/
of the deeds and grace of the Lady of such items in accordance with the situa- round as desired, and the wearer can
Shandalee. tions of their own campaigns. Shandalees hover or fly backwards without turning.
Ive set down no part of that tale here, masks are as follows. While the masks powers of flight are
but I pass on details of Shandalees only activated, the wearer glows with a soft,
legacy her marvelous masks, items of white faerie fire radiance, regardless of
magical power whose means of fashioning Horned mask the wearers wishes. If another living
are unknown in the Realms, having passed So-called because it sports two horns creature touches, grapples with, or is
away with the Lady of the Stars. Many curving up from its upper edges, this mask carried by the wearer of a winged mask
such masks are found in the Realms, for allows the wearer augmented vision: 9 while the latter is flying, the wearer falls;
they were often buried on corpses of good infravision, 7 ultravision, the ability to the mask confers the protection of a
and noble persons. The masks are usable clearly see ethereal creatures, shadows feather fall spell on the mask wearer, but
by all creatures able to wear them about (q.v., Monster Manual I) and all creatures not upon the other contacting creature(s).
the eyes, regardless of class or race. They which can hide in shadows (including
are of nine sorts, being distinguished one thieves), and the ability to see through Skull mask
from another only by shape of outline and flames, mist, fog, smoke, and other opaque This mask always gives the wearers face
ornamentation. All are of some unknown, vapors or conflagrations (these obstruc- a skull-like appearance, with dark sockets
silky-gray fabric that cannot be physically tions appear only as faint outlines or dis- about the eyes and nose, and bared teeth.
harmed; weapons pass through such turbances). The wearer is also protected While worn, it confers immunity to fear of
masks as though they do not exist. against blindness, however caused, while any sort and to the life-level draining,
The masks cannot be burned, stiffened, wearing the mask, and cannot be dazzled, strength draining, or aging attacks of all
or adversely affected by freezing cold, charmed, hypnotized, or stunned by light undead or other creatures. Diseases and
deep water, acid, or claws, but they are displays, even if these are very intense or paralysis of all sorts are also prevented, as
vulnerable to electrical energies (20 + magical. The mask-wearer cannot confer is chilling damage from undead attacks
1d12 hp electrical damage must be suf- any of the masks powers to anyone else, but the mask gives the wearer no control
fered by any particular mask before it is and the mask does not enable its wearer or influence over undead, and no protec-
46 J ANUARY 1986
tion against the physical attacks of undead power has still been used, and the wearer gases and vapors within a 6-radius
(or any poisonous aspects of such attacks). cannot attempt to affect another target sphere at will. Thus, the wearer can ne-
Undead are drawn towards the mask until three intervening rounds have gate or turn aside gale-force winds (includ-
wearer, attacking him or her in preference elapsed. If successful, such silence pre- ing magical gusts of wind), turn back
to other creatures. The wearer of this vents all noise from the victim, not just convection currents, smoke, gaseous-form
mask can instantly recognize any beings vocal sounds, and can be used by the creatures, poison gas, and even scent-
seen as dead, living (including beings petri- mask-wearer on himself (although the carrying breezes. The wearer can rob
fied or in suspended animation), undead, mask-wearer gets a saving throw to avoid fires of fresh oxygen by stilling air move-
or never living (i.e., a stone statue). the masks effects, too, regardless of his ments (large fires, such as those of burn-
own wishes). This silence prevents ing structures, are not easily extinguished
Mask of magic spellcasting, shouted warnings, death- solely by use of such a mask), but he can-
This mask always appears perfectly cries, and the like. not cause a vacuum nor asphyxiate oppo-
circular. The wearer can see magical nents. The wearer can create gusts of
dweomers and auras (including those of wind or wind walls, as in the spells, once
surfaces or areas bearing symbols, glyphs, Mask of winds each every six rounds. Heat or cold effects
inscriptions, and the like), although such Appearing as a vertical bellows-shape, from air movements (for example, hypo-
things cannot be read or closely examined. point downwards, this mask allows the thermia from arctic winds) can be less-
Only location, outline, and relative inten- wearer to influence the movements of ened or negated.
sity of magical power can be discerned.
This magical sight is continuous and invol-
untary while the mask is worn. concept for general use. Such a character
might make an interesting NPC, champion-
Fanged mask ing a kings cause from the shadows, but it
The bottom of this mask is cut in the would be a difficult thing to rationalize.
shape of downward-pointing fangs, like Like the example of James Bond used in
those of some great cat. When worn, the the update article (DRAGON issue #103), a
wearer can bite in combat for 1-4 hp dam- (Continued from page 32) good assassin might be the sort of charac-
age. If the wearers bite already does ap- mail which is not specifically made for the ter who doesnt set off to kill, but may end
preciable damage e.g., the wearer is a character could probably be purchased up having to do so for the greater good.
creature like a norker 1d4 hp damage is for three to four times book price in a Note, however, that the vast majority of
added to existing bite damage. The bite large city, but again, it would be hard to assassins are evil, and their guilds are
affects even targets that are astral, ethe- find. It would be logical to assume that the most often likewise dedicated to the evil
real, or from the Lower Planes (such as elven community would immediately try cause. Therefore, good-aligned assassins
those that can normally be hit only by to buy back any such suits rumored to be are frequently individuals who take the
magical weapons). The bite stuns a victim on the general market for historical value route of self-training, as guild training may
for the round following its striking home alone, thus further reducing the supply. be difficult to obtain. Likewise, even neu-
if a save vs. spells is failed, but it does not Elfin chain mail should almost never be tral characters might have difficulty deal-
augment any blood-draining abilities the found sized for humans or demi-humans ing with an assassins guild for training.
wearer may already possess. Such attacks other than elves. It is a safe bet to assume
must be delivered normally; the wearer that each such suit in existence was made Do strength bonuses count for
must come into close contact with oppo- for a specific individual, probably as a gift hurled weapons such as daggers,
nents and is not protected from their for some great service to the elven com- spears, clubs, javelins, etc.?
attacks or abilities by the mask. munity. Thus, such items should not be Yes, though the DM may limit the appli-
placed at random, and each should have a cation of full strength bonuses for small,
Mirror mask specific history. If an artisan willing to light weapons such as daggers.
This mask appears as a circle with dark make a new suit for a non-elven character
lines radiating outwards from a central could be found, the price should be at
focus around the wearers nose. Anyone least 10 times book value, due to unfamil- Page 188 of the Players Handbook
gazing at the wearer does not see the iar sizing and extra materials. clearly states that the bard gains
mask, instead seeing the viewers own druidic powers as a druid of the
head perfectly depicted. Creatures not My group allows only neutral same level, with the exception of
looking directly at the mask see the mask characters. One of the players now druidic spells. . . . What about the
instead. The mask reflects all gaze attacks wants to run an assassin, since non- new druidic hierophant powers
back upon the gazer, and the wearer evil assassins are now permitted described in Unearthed Arcana? As
can meet the gaze of any being without according to the official update pub- the bard class stands now, bards
being affected by awe, fear, horror, hyp- lished in DRAGON® Magazine #103. would get poison immunity, longev-
notic gaze effects, charms, suggestions, How would I go about introducing ity, health, and shape-shifting at
etc. such a character into an existing 16th level. At higher levels they
campaign? would gain the ability to travel
Mask of silence Neutral and even good-aligned assassins planes and summon elementals.
This mask covers the area around the are now possible according to the update. This does not seem to go along with
eyes of the wearer, and has a trailing veil However, assassins must begin their ca- the spirit of the rules, since it takes
that flows down to cover the wearers reers as evil characters, presumably be- less experience points for a bard to
mouth, moving always to cover the lips cause to be interested in learning how to progress from 15th to 16th level
(the mask must be removed to eat or kill for money is deemed an evil outlook. than it does for a druid.
drink). At will, the wearer can magically Once started, however, they can change Bards are not druids; therefore, they
silence one creature within 5 range per alignment to neutral, or even good. are not eligible for the hierophant disci-
round. The victim gets a save vs. breath Despite the rules expansion, however, plines. Remember, a character can only
weapon to avoid these effects. Such si- non-evil assassins are not recommended. progress to Hierophant from the position
lence lasts one round and is usable every Neutral assassins could certainly be han- of Grand Druid, which is not a station that
fourth round. If a target successfully saves dled with a mature group of players, but should be open to bards, or to any charac-
against a silence attempt, the masks good assassins are too contradictory a (Continued on page 54)
DRAGON 47
totally intangible. This ring does not allow
the user to become invisible, as he will
appear to be translucent in form. (Rings of
invisibility and phantom form cannot be
used together at the same time. The spell
invisibility can be successfully cast upon
the user of a ring of phantom form,
however.)
An intangible character cannot be hit by
normal weapons, but is affected normally
by weapons with a +1 or better magical
A selection of magical rings leads off our ported without error to a safe location bonus. An intangible character cannot
new series of reader-submitted magical within 5 of the spinel. The gem can be physically attack, but may cast spells.
items. Dungeon Masters may wish to retrieved and reused as long as the ring Heat, cold, and electrical attacks (lightning
adjust the gold-piece and experience-point retains at least one charge. If no safe loca- bolt, fireball, etc.) affect an intangible
values for these rings to better fit their tion exists near the location of the gem character normally. The user of a ring of
own campaigns. (say, if it is buried under 10 of earth or is phantom form can move through screens,
inside a burning building), the ring ex- pipes, and other narrow apertures at a
pends four charges and nothing happens. 12 movement rate. All items carried by a
Ring of Range Extension The gem must be obtained in order for the character in phantom form are likewise
This item allows any spellcaster (includ- ring to work again. rendered intangible. If a character fails a
ing rangers, paladins, and the like) to XP Value: 2,000 saving throw against any magical attack
voluntarily extend the range of any spell GP Value: 15,000 form which can harm him, all carried
cast, save those spells with ranges of 0 or Created by: Marc Andreessen items must likewise save vs. that attack
touch. Each such ring contains 2-40 form or else be destroyed.
charges and cannot be recharged. Each Ring of Command XP Value: 1,500
charge used increases the range of any A ring of command commonly has 3-30 GP Value: 7,500
spell cast by the amount listed as the nor- charges when found. The ring has the Created by: Marc Andreessen
mal range. Thus, if one charge is used, the following abilities, only one of which can
range is doubled; two charges triple the be used at any one time: Ring of Shape Changing
range, three quadruple it, and so on. A 1. Command: This ability duplicates the This ring commonly possesses 3-30
ring of range extension may be success- first-level clerical spell with the same charges when found. Each of the charges
fully used on spells cast from scrolls or name. Creatures with an intelligence of 13 expended allows the wearer to shape
other magical devices, but cannot be used or better (highly intelligent and above change as per the ninth-level magic-user
to cast a spell into a plane other than that monsters) or with more than 5 HD or spell shape change. The wearer of this
which the user currently occupies. levels are entitled to a saving throw versus ring may change back to his original form
XP Value: 2,000 spells. A command uses up one charge for at will, without expending a ring charge.
GP Value: 10,000 every round the command is in effect. For However, there is a 2% chance per shape
Created by: Mark Nemeth instance, an orc could be told to die! and assumed that the wearer permanently
would stay dead (unconscious) for five assumes the form of the thing into which
Ring of Clairaudience rounds if five charges were spent. he changes. In this event, the character
This rings gem is a small amethyst with 2. Charm person: This power is the same assumes all mental and personality-related
a normal value of 100 gp. The amethyst is as the first-level magic-user spell. Two characteristics of this new form 2-16 days
easily separated from the ring; it can then charges must be spent to charm a charac- after taking the form. A character stuck in
be placed in a location on which the ter, and an additional charge per day must an unfamiliar form can only regain his
owner wishes to eavesdrop. A pick pock- be expended to continue the spell each former shape by having dispel magic, alter
ets roll allows a thief to secretly slip the day thereafter. The victim is allowed a reality, limited wish, or wish cast upon
amethyst into the clothes of another char- saving throw vs. spells to negate the him.
acter. Any character can hide the gem in charm. A character using a ring of com- XP Value: 2,500
an empty room, barring extraordinary mand can expend another two charges to GP Value: 15,000
circumstances. try again, of course, in the event of spell Created by: Marc Andreessen
Whatever is said within 60 of the ame- failure.
thyst is magically transmitted to the ring 3. Suggestion: This ability is similar to, Ring of Tongues
itself, and the words are then heard by the the third-level magic-user spell. The target The wearer of this magical ring can
ring-wearer alone. The gem-ring connec- of a suggestion is allowed a saving throw understand, read, write, and speak any
tion has a range of 48, but only transmits vs. spells, as with charm person above. A language known by any creature within
sounds that could be heard by a normal suggestion costs two charges and lasts for 30 of the ring, as long as that creature
human in the same location as the one hour. More charges can be spent for stays within the area of effect. Two rings
amethyst. additional hours, at a rate of one per hour, of this sort within 30 of each other auto-
XP Value: 1,000 as desired. matically cancel each other out. Addition-
GP Value: 7,500 All of these powers only work on the ally, it is possible for a character wearing
Created by: Marc Andreessen humanoids listed in the Players Handbook this ring to learn a language (where this
under charm person, and their counter- learning is warranted, as by an increase in
Ring of Teleportation parts in the FIEND FOLIO® Tome and intelligence or similar circumstance) from
This enchanted ring commonly has 3-30 Monster Manual II. another character as expressed in the
charges when found. The rings gem is a XP Value: 2,000 rules regarding language learning; half the
deep blue spinel worth 500 gp if sold as an GP Value: 10,000 normal time for this is required. (For
ordinary gem. The gem is easily separated Created by: Marc Andreessen further information on this, see page 34 of
from the ring and placed anywhere to the Players Handbook.)
which the rings user wishes to be trans- Ring of Phantom Form XP Value: 1,000
ported at a later time. By expending one The user of this ring can disperse his GP Value: 5,000
charge, the wearer of the ring is tele- bodys molecules at will, so as to become Created by: Marc Andreessen
48 JANUARY 1986
Ring of the Drow regardless of any other factors, including each predesignated attack made on an
This item is made of eight strands of the condition of the opposition. The ring individual wearing it. A magic missile or
different unique metals entwined to form can be used 2-20 times in this manner Melf's minute meteor spell forces rings
a ring. The drow found it troublesome before it runs out of charges and becomes matched for those spells to use a charge
when their magical items deteriorated useless. Expending a charge is an auto- for each separate missile stopped. For
upon leaving their underground homeland matic action requiring a mental command example, if four magic missiles are ne-
for long periods of time; to combat this, at the start of a melee round. gated by a ring of magic-missile negation,
they created this ring. The ring of the XP Value: 1,000 then four charges are used.
drow is only made in the drow homelands GP Value: 5,000 A ring of neutralization only nullifies
by clerics of Lolth. Its purpose is to keep Created by: C. Borland one type of spell. For example, if a charac-
drow-made items the wearer possesses ter is wearing a ring of cone-of-cold neu-
from deteriorating. To do so, the ring tralization and is the target of an ice storm
radiates an aura of magical energy that Ring of Animal Magnetism spell, he takes normal damage from the
duplicates the radiations deep in the drow Once placed on a characters finger, this attack. Spells with similar effects are none-
homelands. This aura only affects the ring allows communication with all ani- theless considered different for purposes
wearer and the wearers possessions. mals as if the wearer had an 18 charisma. of using this spell-dedicated ring; a delayed
As a side effect of the rings magical The wearer may speak with animals for as blast fireball does normal damage if a
aura, a detect magic spell reveals the long as the ring is worn, though the ring character is wearing a ring of fireball
wearer to radiate magic strongly. In addi- does not allow the wearer to charm ani- neutralization. Similarly, a character wish-
tion, a detect evil shows the wearer of one mals in any manner. Only true animals ing protection from both lightning bolts
of these rings as evil, and a know align- (mammals, birds, fishes, reptiles, etc.) may and a chain lightning spell would require
ment indicates that the wearer is chaotic be spoken to in this manner; magical two different rings.
evil, regardless of the wearers true align- monsters are not affected. For the pur- Only the person wearing the ring of
ment. If the wearer uses the psionic poses of this ring, assume that any crea- neutralization is immune to that spells
power of aura alteration to try to change ture capable of using magical spells is a effects. Anyone else caught in the area of
the aura, the wearer must save vs. spells monster. Thus, a pegasus is an animal, effect takes normal damage or suffers the
or else change alignment to chaotic evil. If but a unicorn is a monster; an owlbear or effects of that particular spell.
the wearer saves, or if the wearer fails the worg is an animal, but a bugbear (since XP Value: 1,500
save but is already chaotic evil, the psionic clerical bugbears exist) or a winter wolf is GP Value: 7,500
power functions normally, and the rings a monster. The wearer may try to con- Created by: Simon Parkinson
aura is temporarily changed. vince animals to work or fight for him,
To possess one of these rings is consid- and reaction is checked as if the animals
ered an honor among the drow, because it were randomly encountered humans. Ring of the Bards
signifies that the wearer has traveled far Animals will not attack the wearer of the This rare magical ring, when worn by a
from the homeland, and that he or she ring unless attacked first, even if they are character other than a bard, acts as a ring
was aided by a cleric favored by Lolth. hungry. of protection, +2. It can be recognized by
Drow will kill any creature other than a However, 10% of these rings are cursed the engraved golden vines encircling the
drow who possesses one of these rings. to draw any and all animals within one band. When placed on the finger of a
XP Value: 1,000 (to drow); nil to others mile toward the wearer. The animals then bard, it retains its protection properties,
GP Value: 5,000 (to drow); 1,000 to surround the wearer and refuse to move, but with a bonus. The ring then serves as
others blocking the wearers path in all direc- a ring of protection +2, +4 saving
Created by: Mark A. Deforest tions. If the wearer or his party attacks throws. It also raised the bards charm
any animal, all the animals attack the percentage by 10%. This magic item is
wearer at once. If the ring is removed usually found in a wilderness or forest
Ring of Fire Starting (requiring a remove curse spell), the ani- area.
The beauty of this ring is obvious under mals revert to normal, and either attack XP Value: 3,000
even the most casual inspection. Its band (1-2 on d6) or flee (3-6 on d6). GP Value: 15,000
is forged from a bright, silvery metal and XP Value: 1,000 (Nil for cursed version) Created by: Simon Parkinson
has an intricate bas-relief of an ancient GP Value: 5,000 (1,000 for cursed
fire-tending ceremony carved into its version) Ring of Limited Telepathy
surface. The stone is a 5,000 gp diamond Created by: Eric Bachman These rare magic rings appear only in
and glows with a faint inner light. When it pairs, each ring matching the other per-
is worn, a slight sensation of warmth can Ring of Neutralizaton fectly in appearance. This ring combina-
be felt emanating from it. This magical ring can be employed by tion allows the wearer to communicate
If the wearer touches the stone to any any character class. Its sole function is to telepathically with the wearer of the other
combustible substance and speaks a com- protect the wearer from the effects of a ring only, though there are restrictions on
mand word, the material must save vs. predetermined offensive magic-user spell. this. These rings have a telepathic range of
magical fire or else burst into flame. The Each ring has the ability to totally negate 2,000 miles, but function only when both
material need not be entirely dry or pure, any damage or ill effects from a given rings and their wearers are on the same
and the conditions do not have to be tem- specific spell, as noted in an inscription on plane of existence.
perate in order for the ring to function. the ring itself. A ring of fireball neutraliza- These rings are normally made and
This ring has an unlimited number of tion, for example, allows a character to enchanted for a specific pair of users
uses. It is itself immune to all fire- and stand in the center of a fireball blast and for example, for a husband and wife, a
heat-based effects, magical or otherwise. be totally unharmed. A ring of neutraliza- pair of allied adventurers, or a brother
XP Value: 1,000 tion uses a charge every time a spells and sister. Notice that in each case, one
GP Value: 3,500 effects are nullified. A typical ring of this partner must be male and the other fe-
Created by: George Steenrod sort, when found, has 4-16 charges. It can male. This is a function of the enchanting,
only be recharged by a 12th-level magic- which enhances sympathetic feelings
Ring of Quick Action user or higher, to a maximum of 20 between such pairs, capitalizing on gender
A ring of quick action enables a fighter, charges, but this requires a prolonged and attraction as well. Also, because the rings
cavalier, barbarian, ranger, or paladin to costly ritual (1 day and 1,000 gp per are enchanted for a specific pair of wear-
gain the initiative at the start of melee, charge). A charge is lost from the ring for ers, the chance that two persons randomly
DRAGON 49
finding such rings and being able to use when the rings effects are dispelled or powerful figure among the air elementals
them is almost nil. negated. All magical girdles, boots, cloaks, had a hand in its creation. The ring ap-
A remote chance exists that two persons and the like will likewise vanish and pears as a small circlet of misty vapors
of the same gender who are very closely return later. that continually shift and change; the ring,
allied or related (e.g., twins, friends or XP Value: 1,000 however, is solid. Any character wearing
lovers who have been together for at least GP Value: 3,000 the ring gains the following abilities:
10 years, a parent and child, etc.) can Created by: David Newland
make use of these rings, but the effective At will Fly (12)
range is reduced to 500 miles, and there is Ring of Annulment Once per day Stinking cloud
a 20% chance per day that the rings do While this ring is worn, magic controlled Once per day Obscurement
not function for that day. by the character has no effect. This in- Thrice per week Wind walk
Successful use of these rings allows each cludes magical items, spells, and innate Thrice per week Wind wall
wearer a +4 saving throw against any magical powers. Spells cast at the charac- Twice per week Aerial servant
sort of psionic attack, psionic discipline, or ter from an outside source, however, act Once per week Cloudkill
magical effect which affects the mind and as normal. Thus, heal or fireball affect the Once per month Summon aid from Ele-
will of the wearer. This includes all wearer normally, but the ring-wearer mental Plane of Air*
charms, dominations, possessions, sugges- cannot cure his own wounds using magic. * Wearers alignment good djinni: wear-
tions, and holds, as well as fear, quest, A remove curse must be cast upon the ers alignment neutral 8 HD air elemen-
confusion, etc. The use of ESP or telepathy ring in order to allow the wearer to re- tal; and wearers alignment evil mihstu.
by another person against the wearer of move it. A dispel magic spell has a 1%
such a ring will immediately reveal the use chance per level of the caster of negating All spell effects are at the 16th level of
of such rings to the skrying character. the rings powers for one round, allowing ability. Summoned monsters will remain
However, if the saving throw against the the wearer to remove it. with the summoner for only 4-16 rounds,
attacks mentioned above is failed, the ring- XP Value: Nil after which they depart. Summoned mon-
wearers partner (who might not be GP Value: 2,000 sters will not attack the summoner unless
present during the attack) must save vs. Created by: John Annable attacked first, and they act in a friendly
spells at +2 or else suffer the same spell and helpful manner during the time they
or psionic effects. Thus, if a ring-wearer are present.
was subjected to a scare spell, the other Ring of Distraction The wearer also receives a penalty on
ring-wearer must save vs. spells at +2 or This ring appears to be a normal ring of saving throws versus fire, against which
else be scared as well. Use the Wisdom any other sort. In combat, this ring is he saves at - 2 and takes +1 damage per
Spell Immunities table in Legends & Lore capable of generating a sudden burst of die. It is possible that the maker of this
to determine which spells are applicable in light and sound that is perceived only by ring is still hunting for it.
these cases. one opponent in melee with the ring- XP Value: 4,000
In the event of dire need, such as when wearer (including those firing or hurling GP Value: 35,000
one ring-wearer is unconscious, dying, or missile weapons within a 60 range). The Created by: Harold R. Powell
in great pain, a strong feeling of distress is burst of light and sound is heard by no
felt by the partner. By complete concentra- one else, and the target victim is desig-
tion, the partner can determine the dis- nated by the ring-wearers mental com- Ring of Lolth
tressed ring-wearers location. This takes a mands. This distraction causes the On an unknown layer of the Abyss,
full turn to complete. If one ring-wearer is attacker to gain a -4 penalty on all at- Lolth, the Demon Queen of Spiders, fash-
slain, the partner must save vs. spells (with tacks for the current round. If the oppo- ioned this unique ring and bestowed it
will-force bonuses) or else pass into a nent saves vs. spells, the penalty is upon her most powerful priestess for the
coma for 2-20 hours. reduced to a -2 to hit result. This attack latters faithful service during the Age of
XP Value: 1,000 is made at the start of a melee round, Despair, when the drow were driven into
GP Value: 5,000 regardless of all other circumstances, as it the underworld. Using the powers of the
Created by: David Newland is a mental command. The ring may be ring, the high priestess ruled a vast under-
used in this fashion up to five times per ground empire with an iron hand for
day. Once placed on a finger, the ring hundreds of years, sacrificing thousands
Ring of Fashion reveals its powers to its wearer. on the altar of her goddess. This reign of
The ring of fashion, when commanded One out of five (20%) of these rings do terror was ended by a massive assault
with the proper key word, immediately not operate on a conscious mental com- against the subterranean Spider Temple by
dresses the user in any sort of clothing the mand, however. These rings simply gener- mercenary adventurers, at which time this
character can dream of, short of true ate their flash and sound burst for the ring was lost. It has reappeared from time
armor of any sort (all costumes are AC 10). first five melee rounds in which the to time, however, in the service of evil
One out of 10 of all such rings allow the wearer is involved in combat in a day. As a characters particularly drow, of course.
wearer to create heavy clothing that can result, the wearer might not immediately At first glance, the Ring of Lolth appears
be counted as padded armor (AC 8). Un- be aware that the ring is having any effect to be a miniature figure of a black spider
fortunately, there is also a 1% chance that at all, though the ring-wearers opponents with curled legs and glowing red eyes. The
the ring will create a completely random may appear to act strangely. Another 5% legs curved down and around to form the
set of clothing that lasts for 1-6 turns of these rings are cursed (and cannot be ring shape. Any character sliding a finger
before fading. Such clothing appears in removed without a remove curse spell) to through the legs, thus properly wearing
place of any other sort of clothing worn cause the flash and noise-burst to affect the ring, is pricked by a hidden needle and
when the ring is activated. No metallic or the wearer himself and no one else. must save vs. poison at -4 or die in-
metal-studded armor can be worn by the XP Value: 1,000 (nil for cursed version) stantly. This save is instantly made for all
user when the ring is activated, or else the GP Value: 5,000 (1,000 for cursed pure-blooded drow. If the save is success-
ring will not function. Magical metallic version) ful, the ring gives the wearer the following
items of small size, such as rings, bracers, Created by: John Annable powers/abilities:
or jewelry, do not affect the function of 1. Immunity to all spider venoms;
this device. However, magical and normal Ring of Vapors 2. Spider climb at will;
suits of leather or cloth armor will vanish The origin of this unique ring is greatly 3. Cast a double-sized web (as per the
once this ring is activated, returning only disputed, but most mages agree that a spell) once per turn;
50 JANUARY 1986
4. Cast stones to spiders once per day 91-95 Thieves cant jects within this area are
(this spell is identical to the clerical spell 96-00 Druidic tongue immobilized. If a save vs.
sticks to snakes in most respects, changing spells is made, creatures
six stones into large spiders, as per the * Roll d6: 1-2, Good; 3-4, Neutral; 5-6, Evil. are still affected as if under
Monster Manual, for 12 rounds; all spiders a slow spell.
so created are venomous); XP Value: 1,000
5. Ability to sense enemies as per a wand GP Value: 5,000 A select group of clerics of Zeus have
of enemy detection; Created by: Robin Jenkins been chosen to search for and destroy the
6. Ability to charm and control all arach- Ring of Crius. This brotherhood will go to
nids within 120 (no saving throw allowed Ring of Crius any length to carry out their quest, for the
if ring is worn by a drow; otherwise, a Crius is the greater titan of density and ring is thought to be linked to a possible
normal save vs. spells is given to the gravity, and was one of those thrown rebellion of the titans against the Greek
monsters); and, down from power by his descendents (see gods.
7. Ability to shift out of phase as a phase Legends & Lore, page 62). Being jealous of XP Value: 3,500
spider, allowing wearer to attack oppo- the new (Olympian) gods that the mortals GP Value: 25,000
nents with a +3 to die rolls for surprise. worship, and having a desire to control Created by: Harold R. Powell
The drow will fight to the death to re- the fate of those on the Prime Material
cover this ring if it falls into the hands of Plane, Crius placed a portion of his powers Ring of Magic Resistance
those who are not drow. In addition, there in a ring and cast it into the world. The As their name describes, these rings
is a 2% chance per day (noncumulative) ring is of plain copper with the name impart magic resistance upon their wear-
that Lolths personal attention is drawn to Crius engraved on the inside, and per- ers. These rings do not increase the natu-
any owner who is not a drow. forms simply as a ring of feather falling ral magic resistance a wearer may have
XP Value: 4,000 until it is immersed in the blood of a cleric they do not provide a cumulative figure
GP Value: 30,000 (of at least 5th level) of one of the Greek for magic resistance. For example, a being
Created by: Harold R. Powell gods, at which time its true powers with a natural magic resistance of 50%
become known. wearing a ring of magic resistance, 45%
does not gain a magic resistance of 95%;
Ring of Languages At will Decrease body density as rather, the wearer gains the higher magic
This ring is basically a limited version of per the psionic ability body resistance of the two (in this case, the
the ring of tongues (listed above). Instead equilibrium (the wearer innate figure of 50%). Consequently, the
of gaining the ability to fully understand takes double damage from ring is ineffective in respect to this wearer
any language known by any creature all attacks at this time). as a result. The effective magic resistance
within 30, the wearer gains a number of At will Create a gravity field of the ring is obtained by rolling percentile
languages conferred by the ring while the around the wearer which dice and checking the table below:
ring is worn. The wearer not only under- causes all launched missiles
stands these languages he is also able to (arrows, spears, etc.) to fall d100 roll Magic resistance
speak, read, and write the languages as if short and miss, if they fail 01-15 5%
they wear his native tongue. Note that to save vs. disintegration. 16-30 10%
once the ring is removed from the finger, Once per day Increase body density to 31-45 15%
the wearer loses the ability to understand act as a triple strength 46-60 20%
the languages the ring possesses. stone skin spell (three 61-75 25%
It is possible, however, for a character attacks or attack sequences 76-85 30%
whose intelligence has increased (thereby affected; the wearer is at 86-92 35%
allowing the learning of one or more addi- half movement at this 93-97 40%
tional languages), or for a character with time). 98-99 45%
the ability to learn another language, to Once per day Reverse gravity as a 10th- 00 50%
learn a language possessed by the ring level magic-user. XP Value: 500 per 5% of MR (1,000
merely by wearing it. This process re- Once per day Increase gravity in a 4 x xp for 5%, however)
quires the wearer to wear the ring consec- 4 area to such a degree GP Value: 2,000 per 5% of MR
utively for one month, after which time that all creatures and ob- Created by: Bill Birdsall
(due to the magically accelerated ability to
learn) the character understands the lan-
guage entirely, without the rings further Ring of Health revival if the wearer is killed, while a ring
assistance. Only one language may be so Wearing the ring of health brings many of health (constitution 19) would give a + 1
learned at a time. benefits. The wearer is allotted the rings on saving throws versus poison, Neither
The number of languages possessed by a set constitution, in as far as it pertains to ring gives the wearer any additional hit
ring is determined by rolling 2d4; the health, recovery of hit points, ability to points. The ring must be worn for at least
languages are picked from the table listed consume amounts of liquor, and system a week before the wearer gains its bene-
on page 102 of the Dungeon Masters shock and resurrection percentages; this fits. No benefits are realized by placing
Guide or from a language table of the DMs does not, however, pertain to hit points such a ring on a dead person in an attempt
own devising. A roll of 86-00 on this table conferred by a high constitution whenever to revive him.
indicates either a common tongue, an a new level is attained. For example, wear- The type of ring is determined by rolling
alignment language, the thieves cant, or ing the ring of health (constitution 16) percentile dice and consulting the table
the druidic tongue, as determined by the would allot a 96% chance of successful below:
following table. Duplications on this table
are merely rerolled. d100 roll Effective constitution XP Value GP Value
01-45 Ring of health (15) 1,000 5,000
d100 Language 46-90 Ring of health (16) 2,000 6,000
01-60 Human (common, foreign, or other) 91-95 Ring of health (17) 3,000 7,000
61-70 Lawful* 96-99 Ring of health (18) 4,000 8,000
71-80 Neutral* 00 Ring of health (19) 5,000 9,000
81-90 Chaotic* Created by: Bill Birdsall
DRAGON 51
must be bought separately. A pilot may
need a skilled navigator to fly across inter-
continental distances or through interstel-
lar space. The skill requires a successful
More
roll of 9 + (INT/5) or less,
Cost: Minimum of 2 points, +1 per 2
points.
Power
character to manipulate and conceal small
objects. For a cost of 3 points, the charac-
ter may perform minor magic tricks, palm
small objects, distract a viewer with fanci-
ful gestures, and manipulate a deck of
cards to cheat at gambling. For 5 points,
to You
the character may also pick pockets and
remove small objects from anothers per-
son. The base roll is 9 + (DEX/5) or less.
Cost: Minimum 3 points, +1 per 2 points.
©1986 by Dirck de Lint Roadway, cycles, and flame fountained Suddenly, Midville wasnt fun anymore.
in to the air only a block away. Gas tanks
The Crusaders were looking to party exploded. Metal and rock shrapnel whined The tank with which many autoduellists
Black Jesse red-lined the tachometer on as it flashed through the air. Panting in are familiar is the XM-6 Dempsey, which
his Shogun 200 as he ripped down the terror, Black Jesse dodged into an alley- appeared in The Space Gamer issue #58.
highway toward Midville. The Crusaders, way, running faster than hed ever run, After talking to a few autoduellists whove
in all their frothing, vicious glory, followed faster than the wind, as behind him the fought the Dempsey, my general opinion is
close behind. It had been a long time since tanks machine guns opened up and bullets that the Dempsey is relatively weak and
theyd last fought in Midville. Black Jesses ricocheted from stone and steel. ineffective, so far as tanks go. Any tank
old wounds throbbed as he thought about
the last visit: all the lost bikers, broken
bikes, wasted ammunition. . . .
No time for bad memories, he thought.
Time for revenge. Time to party Black
Jesse smiled as he rocketed past the green-
and-white sign that marked Midvilles city
limits. A little mayhem, a little destruction,
and afterwards, a little rubble. . . . Black
Jesse grinned as he wound the engine
down and rounded the corner from Pine
to Second. Back to the basics, he mused.
Back to Mid
Black Jesses thoughts scattered like a
flock of pigeons as he slammed on his
brakes, sliding sideways in a desperate
attempt to avoid the steel behemoth strad-
dling the road in front of him. Bikers
behind him slid into each other while
others fishtailed against brick walls and
rebounded back into traffic. Black Jesses
bike squealed to a halt only inches shy of
the dirty-green paint job on the main
battle tanks hull.
As bikers shouted and screamed, the
tanks engines thundered, drowning out all
other sounds. Wide tracks spun as the
tank lurched forward, smashing two cy-
cles and their riders into the asphalt. The
turret hummed and rotated, the massive
gun barrel lowering to aim into the center
of the massed biker pack.
Black Jesse scrambled free of his mount
just before it was ground into scrap. Wild-
eyed, he threw himself out of the way of
the treads and escaped the ear-blasting
shock wave as the tank barrel fired, the
sound so loud that windows shattered,
bones rattled, and the road itself jumped.
56 J ANUARY 1986
affected by small arms (SMGs, rifles, etc.) long. Two small arms ports per side (front The power plant
cant truly be taken seriously. So, lets see and rear included). To begin with, there is no chance of
what can be done to make the tank really Super-Heavy Tank $6,500, 5,500 lbs., putting a supercharger on a tank plant. It
scary. 65 spaces, maximum load 28,000 lbs., 30 simply cant be done. Regular automotive
As a preface, one point should be made long. Two ports per side (front and rear plants have 200 power units. All tank
clear: No tank should become a routine included). plants have 500 units, so they give the
part of a CAR WARS® game campaign. tank a greater range. Why, then, dont
Doing so unbalances any campaign, mak- The chassis autoduellists make use of these tank
ing life too difficult for the average Joe on A few options are available in regard to power plants? Department of Defense
the street (and making Gold Cross far too the tanks chassis. Those options are as inflation is to blame. The government paid
rich). follow: big bucks for the improvement to basic
Light Chassis costs 300% of body, plant technology; it sells the power plant
The body adds 10% to weight carried. to civilians, but tries hard to recoup the
Unlike automobiles, tanks have armor Standard Chassis costs 500% of body, investment. Defense-inflated prices follow:
separate from regular body armor (which adds 70% to weight carried. Small Plant $20,000, 4,000 lbs., 15
is described elsewhere). There are five Heavy Chassis costs 700% of body, spaces, DP 17, 10,000 power factors. Maxi-
types of tank bodies: adds 150% to weight carried. mum speed 70 MPH if the tank weighs less
Personnel Carrier $3,000, 3,500 lbs., Extra-Heavy Chassis costs 1,000% of than 25,000 lbs.; otherwise, maximum
50 spaces, maximum load 10,000 lbs., 33 body, adds 220% to weight carried. speed 55 MPH.
long. Up to four small arms firing ports on
left and right sides, with two at the rear.
Reconnaissance Tank $3,500, 3,500
lbs., 30 spaces, maximum load 11,000 lbs.,
16 long. No small arms ports.
Light Tank $4,000, 3,700 lbs., 40
spaces, maximum load 14,000 lbs., 20
long. One port per side.
Medium Tank $4,500, 4,000 lbs., 45
spaces, maximum load 16,000 lbs., 22
long. Two firing ports left and right, one
front and rear.
Heavy Tank $5,500, 4,500 lbs., 55
spaces, maximum load 20,000 lbs., 25
DRAGON 57
Medium Plant $30,000, 4,500 lbs., 17 Standard Turret $8,000, 20 spaces, The guns
spaces, DP 28, 12,000 power factors. Maxi- 800 lbs., requires 4 spaces for rotating There are two different types of guns
mum speed 65 MPH if the tank weighs less mechanism. available in the design of armament for
than 28,500 lbs.; otherwise, maximum Large Turret $9,000, 25 spaces, 1,000 CAR WARS tanks: regular and anti-aircraft
speed 50 MPH. lbs., requires 5 spaces for rotating mecha- guns. The statistics for damage, weight,
Large Plant $35,500, 4,800 lbs, 20 nism. cost, etc., for the regular tank gun are
spaces, DP 40, 15,000 power factors. Maxi- Extra-Large Turret $10,000, 30 spaces, listed on page 15 in the CAR WARS Deluxe
mum speed 60 MPH. 1,200 lbs., requires 7 spaces for rotating Edition game manual. The anti-aircraft
Super Plant $40,000, 5,000 lbs., 24 mechanism. guns vary depending on the type of
spaces, DP 52, 17,000 power factors. Maxi- Anti-Aircraft Turret $8,000, 15 spaces, mounting they have. There are two meth-
mum speed 50 MPH. 600 lbs., can be can be fitted with a cupola ods for mounting the guns: as separate
Figure acceleration as per regular cars, (or two), but requires 5 spaces each for cupolas (set on the turret sides) or as
but if the tanks power factor total is one each rotating mechanism. Universal regular guns (set on the turret front). Note
quarter of its weight (but less than one mounting. that anti-aircraft guns set in separate
third), it accelerates at 2.5 MPH. All tank turrets (except the anti-aircraft cupolas may fire and aim independently if
turret) move at the same rate, changing this is desired; front-mounted guns must
The suspension their facing by 45° each turn (one such fire at the same target. The figures for all
Depending on what role a tank plays facing per second) in either lateral direc- guns are listed below:
determines the suspension used. Of these tion. (As with the CAR WARS Deluxe Edi- Tank Main Gun (105 mm) $10,000,
suspensions, there are many different tion rules, regular tank turrets cannot fire 1,200 lbs., requires 10 spaces. To hit 7, 6
sorts: higher than a 45° angle.) At the end of a dice damage, DP 10. Holds 10 shots, cost
Light Reconnaissance Suspension turn (Phase 10), after all automatically per shot $100, weight per shot 20 lbs. An
100% body cost, Handling Class 1, requires fired weapons have been fired, the turret extra magazine for this gun holds 10 shots;
four tank tires (see below). may change its facing. For ease of position- one magazine occupies two spaces. Burst
Heavy Reconnaissance Suspension ing, the tank turret has been separated effect of 2 radius.
150% body cost, Handling Class 2, requires from the tank body counter and planning Anti-Aircraft Gun (front-mounted 20
six tank tires. sheet. As with Chris Smiths original mm) $1,500, 300 lbs., requires 2 spaces
Extra-Heavy Reconnaissance Suspension Dempsey design, it is advised that the each. To hit 7, 2 dice damage, DP 4.
200% body cost, Handling Class 3, player add the turrets required spaces to Holds 10 shots, cost per shot $35, weight
requires eight tank tires. the body design sheet and use a separate per shot 5 lbs. An extra magazine holds 10
Standard Tank Suspension 150% body sheet to track turret design notes, viewing shots; one magazine occupies one space.
cost, Handling Class 0, requires treads (see the turret as an independent entity that Burst effect of 2 radius.
below). doesnt require armor underneath (except Cupola Anti-Aircraft Gun (side-mounted,
Improved Tank Suspension 250% for the anti-aircraft turret, which is small external 35 mm) $2,000, 600 lbs., re-
body cost, Handling Class 1, requires enough to act as a car turret in this re- quires 3 spaces each. To hit 8, 3 dice
treads. spect, and is thus subject to the restric- damage, DP 5. Holds 10 shots, cost per
Heavy Tank Suspension 350% body tions thereof). All turrets except shot 50, weight per shot 10 lbs. An extra
cost, Handling Class 2, requires treads. anti-aircraft turrets have one firing port magazine for this gun holds 10 shots; one
All reconnaissance suspensions increase per side, front and back included. The magazine occupies one space.
top speed by 5 MPH. For handling, die rotating mechanism for the three larger For basic reference, the guns listed in
rolls with tank suspensions are made at turrets is run by the main body power this article are the same as the following
a speed 20 MPH less than the actual speed plant; thus, if the power plant is knocked guns in the CAR WARS Deluxe Edition: the
of the tank. If the roll is failed, there is a out, the turret is stuck at its last facing. It main tank gun is a tank gun (TG), the anti-
-1 modifier to the crash table roll. is possible for a turret to have a smaller aircraft gun is a recoilless rifle (RR), and
All tank and reconnaissance suspensions turret atop it; these should occupy space the cupola anti-aircraft gun is similar
are effectively of the off-road variety and no larger than a 3-space cupola. Pop-ups (except in size) to the anti-tank gun (AT).
are very high off the ground. Thus, if a are not allowed. All guns perform and are restricted as
pedestrian is lucky and viscerally fortified, The anti-aircraft turret is different from their counterparts in the CAR WARS
he can allow a tank to roll over him with the regular tank turret in many ways. Deluxe Edition rules.
no damage at all (as long as the tank First, the guns on the anti-aircraft turret
doesnt turn). This can be handy in the are different; not only do they perform
placement of limpet mines and other such articulated maneuvers that normal tank The running gear
comic-book heroics. On the other hand, guns cannot (they have a 90° range up The kind of suspension the tank has
with its high suspension, a tank can quite and down in addition to the regular lateral determines whether it needs treads or
easily steamroller vehicles smaller than a movement), they are also smaller and tires. Tank tires are very large solid tires
pick-up. A Luxury automobile or Station faster. The anti-aircraft turret operates (figures per tire: $2,000, 200 lbs., DP 26).
Wagon being steamrollered is only a D1 much more quickly than the regular tur- These tires are similar to ten-wheeler solid
hazard to the tank. Otherwise, use the ret, changing its facing in any lateral direc- tires in many respects, being totally im-
TRUCK STOP® supplements steamroller tion at a rate of 90° per turn. Likewise, mune to spike and debris damage, but still
rules. the anti-aircraft turret can change its affected by obstacles as normal. Treads
vertical angle up to 90° per turn (and in are somewhat different; they have particu-
conjunction with lateral movement in the lar benefits that tires lack. Obviously,
The turret same turn). Thus, if an anti-aircraft turret tanks require two treads in order to work
Although this part of the tank is not changed position on the 4th Phase of efficiently.
essential, it is of use in combat. Any auto- movement, it would not be allowed any Light Treads $3,000, 400 lbs., DP 35, 3
motive turret can be placed on a tank further movement until the 4th Phase of points to damage.
body, but these are of limited use because the next turn. Like the regular tank turret, Medium Treads $4,000, 450 lbs., DP
of their size. Consequently, we have the the anti-aircraft turrets movement is 40, 4 points to damage.
following: controlled by the power plant; if the Heavy Treads $5,000, 550 lbs., DP 50,
Small Turret $7,000, 15 spaces, 600 power plant is destroyed, the anti-aircraft 5 points to damage.
lbs., requires 3 spaces for rotating turret not only maintains its last facing, Points to damage is explained in the
mechanism. but also its last vertical angle. section on shooting at a tank (see below).
58 JANUARY 1986
Armor side skirts are available (and are lasts, though, get heavier armor and
similar to wheelguards) at the following sacrifice the massive firepower.
figures: $30/15 lbs. per point, 20 points Light (personnel carrier) Armor $50/
maximum, only one per side. If the skirt is 40 lbs. per point. Requires 3 points to
lost, the whole side is exposed. This is the damage (see below).
only armor on the tank that works like car Medium Armor $60/30 lbs. per point.
armor (described below). Skirts can only Requires 5 points to damage.
be put over treads; tires on tanks take Heavy Armor $70/40 lbs. per point.
regular wheelguards. Requires 7 points to damage.
Dreadnaught Armor $80/55 lbs. per
point. Requires 10 points to damage.
The armor Turret armor costs and weighs 50% less
The only design point remaining is ar- than the above figures.
mor. This, too, is determined by the tanks The armor for these tanks is a derivative
purpose. If a land-based destroyer that of todays tank armor. It is covered by a
that can spew tons of firepower per sec- light titanium alloy, with standard automo-
ond is desired, you can leave off some bile armor layered between them. This is
armor. If youd rather have a tank that why these tanks are so much lighter than
DRAGON 59
their 1980s counterparts. Tank armor vehicles dont experience road hazards
cannot be reflective nor fireproof, and it from being fired on because of the tanks Crash Table 4 (track slippage due to
only catches fire on a roll of 1 in 6 (rolled weight, the amount of friction between maneuver)
every turn where applicable). The various the treads and the ground, the center of
weights of armor can be mixed on a tank gravity of the tank, and various other Use this table by rolling one die and add-
body, so light armor can be put on the factors. ing or subtracting Modifiers from the CAR
belly of a tank with dreadnaught armor on When a tank is off-road, it is capable of WARS Control Table in the rules.
all other sides to save weight. performing the same flying stunts that
other off-roaders indulge in; the only -1 to 2 Minor skid, as on Table 1 (CAR
Driving a tank difference is that the tank must be moving WARS rules).
Well, now youve got a tank. All you at least 30 MPH. The front armor of a tank 3-4 Major skid, as on Table 1, but roll
need to know now is how to drive it. First, acts as a brushcutter and does not have to again and ignore a result less
a driver must have tank driving ability, in be replaced after every off-road run. than 5.
the same way a trucker needs trucking In regard to roll-over damage, a tank 5 Jam at drive wheel; 45° turn
ability. Next, there are some unusual han- does 3 dice damage upon crushing a vehi- away from direction of maneu-
dling characteristics that only tracked cle (or pedestrian). Each turn thereafter ver, immediate 10 MPH decelera-
vehicles have, such as the pivot. This is that the tank remains atop the vehicle, the tion. Roll again, ignoring less
much like the pivot that cars do at 5 MPH, vehicle takes an additional 4 more dice than 6, track takes one full die of
but with certain differences. At 5 MPH, a damage. As indicated in Chris Smiths damage.
tank can turn up to 360° without any article, this damage can be treated as shot 6-9 Track Slip; no more tread on
forward motion. At 2.5 MPH, it can turn damage from the direction in which the outside of turn. 90° turn, no loss
180°. At 10 MPH, a pivot can be used for a tank approached. Naturally, no vehicle of speed.
quick reverse. On its move, it turns 180° may move with a tank on top of it.
and moves ½ in the direction it was
originally facing. On the next turn, the Shooting at a tank close to where the laser hits, they combine
tank does 10 MPH in reverse. A tank can- Shooting at a tank is a lot like shooting at for a 14-point hit, which actually does 4
not perform a bootlegger maneuver; if a barn. The modifiers are as follows: for a points to the tank.
tried, it only works like a tight bend. A reconnaissance tank, no modifier front or
tank of any sort only takes one-third dam- rear, +1 at the sides or above; for a light Shooting from a tank
age from ramming. A ram plate can be tank, add 1 to those modifiers; for a me- In order to spice up tank armament, a
fitted for truly ridiculous weight and cost. dium tank, add 2; and, for a heavy tank or new round of ammunition is included: the
Tracked vehicles have their own crash a personnel carrier, add 3. The turrets are High Density Discarding Sabot round
table (see below), which is concerned with at no modification from any side, except (HDDS, or hideous). This round is com-
track slippage. If a track slips, the tank for the extra-large one, which is +1 from posed of the same material as high-density
begins to swerve to the side on which the all sides. A regular tank turret acts as the ammo for MGs and is much smaller than
tread has slipped and decelerates at 5 top armor for a tank body (remembering the bore of the guns barrel. A light-weight
MPH per turn (or more, if the driver likes). to treat an anti-aircraft turret as an bore-sizer is attached to the projectile
The handling class goes down by three automotive-sized turret) and must have while it is in the barrel; this attachment
and the other tread has a chance of slip- three sides removed and one-third of the separates within 3 after leaving the bar-
ping. Once the tank comes to a stop, it can internal components taken out before rel. The projectile has a much higher
change its facing 90° every movement damage can get through to the hull velocity than a regular tank gun round
phase up to 30 MPH, with the missing interior. and hits a lot harder than the regular
tread side used as the pivot point. Tracked The points to damage for treads and explosive round. The weight is the same as
armor reflects how much damage must be normal rounds, but the cost is $1,500 a
done to affect the part in question. For shot. A HDDS round does 7 dice + 5 dam-
example, an autocannon hits the front of a age. There is a 1 burst area, with a
tank with heavy armor for 15 points. The 1 die fragmentation. A HDDS round for an
tank player records 8 points of damage on anti-tank gun costs $500, weighs as a
his record sheet. If a machine gun or a normal AT gun round, and does 4 dice +2
smaller weapon hits any part of a tank, damage. An extra magazine holds 10 shots
damage is only taken into account if there and occupies one space. (This round can
is a critical hit (see page 18, CAR WARS be used in the cupola anti-aircraft gun
Deluxe Edition), regardless of what kind of listed earlier.)
armor is in use. In this case, an MG hits a A tank can also mount a howitzer, as
light tread for 5 points. If it scores a criti- illustrated in the TRUCK STOP supple-
cal hit, the tread takes 2 points. If not, the ment. This is known as a Self-Propelled
shot was wasted. Gun. A SP gun can use computers but not
Luckily, there are exceptions to this a cyberlink. It does receive spotter bo-
points to damage rule. All flame-based nuses. A SP gun can be depressed enough
weapons, including the portable flame- to fire at close in targets, but it loses its
thrower, do a flat three-quarters damage spotter bonus if it does. The gun can be
to any part of a tank. This means that all put in a turret, but it can only fire straight
flamethrowers do at least 1 point of dam- ahead. If an attempt is made to fire to the
age to a tank. Also, if a tank takes a hit side, the tank may tip onto its side on a
from a laser-linked rocket, the rocket and roll of 3 or better (1d6). Firing in motion is
the laser are counted as one weapon for a D3 hazard and gives a -1 to hit penalty.
damage purposes. For example, a turret
with dreadnought armor takes a hit from Tank extras
a light laser with a rocket link. The laser All turrets have a gun-tracking spotlight,
does 6 points, which is normally ignored. at no extra cost or weight. All tank plants
The rocket does 8, which is also usually come with a built-in fire extinguisher and
dismissed. But, since the rocket hits so can have an improved one put in for only
60 JANUARY 1986
$200 and 50 lbs. more. All tank bodies
include a loaded smoke screen. Personnel
carriers have an assault ramp. Any of the
other weapons or defensive equipment
listed in CAR WARS rules may be added as
options. Some advised items are targeting
computers, flamethrowers, machine guns,
mine layers, and so forth.
Having done all this, lets rebuild the
Dempsey:
Dempsey XM6A1 Heavy tank, extra-
heavy chassis, large tank plant, heavy tank
suspension, 2 heavy treads, 2 recoilless
rifles (front) with a spare magazine each,
driver, 3 gunners, 4 high-resolution com-
puters, communication system, and a king-
size turret. Armor: 100 points left, right,
and front; 75 points rear; 59 points under
body; all heavy armor. $318,730. Weight
52,985 lbs. (including turret). HC 2,
acceleration 5 MPH.
XM6A1 Turret Extra-large turret and
tank gun with 50 HDDS rounds, recoilless
rifle and MG with a spare magazine each,
2-space turret (for MG), 2 high-resolution
computers, 2 gunners. Armor: 100 points
front, rear, and sides; 75 points top; all
heavy. $142,700. Weight 23,725 lbs.
Now the Dempsey costs a mere 50%
more, but is much more of a challenge for
the Massacre at Midville scenario in The
Space Gamer, issue #58. The ARFs are
much more likely to win, and it should put
the skills of the defending players to a
good test.
DRAGON 61
kas are assumed to include pants, a pull-
over coat with hood, face masks, and
goggles. The padding reduces any combat
damage by half. A vehicle with broken
windows is considered open.
Arctic landscapes contain pitfalls other
than the cold. Hilly, rough areas reduce
movement to half, Crevasses cracks in
Roughing
the ice are often easily avoided, but
some are hidden. A Coordination check
must be made to detect and avoid a con-
cealed crevasse. To determine the
detection/avoidance rate for vehicles, the
drivers Coordination must be checked.
It
Vehicles which fall into medium crevasses
are stuck for 1-10 minutes. All characters
on board take 1 point of damage. If a
vehicle falls into a large crevasse, every
one on the vehicle takes 2 points of dam-
age, and the vehicle is trapped. Characters
who step into small crevasses take 1 point
of damage from twisted ankles; in other
cases, the damage from falling rules (page
33, TOP SECRET rule book) are consulted.
If agents are in single file, only the lead
character risks damage. Roping the group
together reduces the damage taken by the
Wilderness and survival in the leader from falling by half.
Rough terrain, as shown on the terrain
TOP SECRET® game table given here, is crossed at half normal
movement speed, regardless of the means
of travel used. Small crevasses are 1-10 cm
by Thomas M. Kane Under normal polar canditions, dark wide and 10-100 cm long and deep. Me-
objects are visible as far away as one mile. dium crevasses are 10-100 cm wide by
A revolution in a steamy jungle? An
Large objects, such as mountains, can be 1-10 m long and deep. Large crevasses are
airplane downed in towering mountains?
seen up to 50 miles away. Small white 1-10 m wide by 10-100 m long and deep.
A mysterious radar station in the freezing
objects, on the other hand, may not be Small, open crevasses encountered during
tundra? Secret agents do not always get to
seen if farther than 80. Sun glare reduces whiteouts are treated as hidden. This table
work in the comfort of civilization. Great
vision by half unless the viewers cheeks applies to both the Arctic and Antarctic
tracts of uninhabited land abound, and
are blackened or goggles are worn. If an environments. Check the arctic terrain
survival in the wilderness can be every bit
agent wanders in the snow without gog- table every hour of game movement, or
as challenging as defeating a human en-
gles, he becomes snowblind in 1-10 days. every three miles traveled, as desired.
emy. Characters may attempt to perform
This condition causes pain and blindness
missions in the wilderness, or they may be
for 1-5 (1d10/2, rounded up) days.
stranded there struggling for survival. Arctic terrain table
Weather conditions should be checked
Whatever the goal, outdoor existence
every six game hours. Two ten-sided dice
entails many unique considerations and Roll Terrain Crevasses
are rolled; the first is used to find a num-
makes for an exciting adventure. 01-40 Smooth None
ber on the left-hand side of the weather
The wilderness can challenge many of 41-58 Rough None
conditions and damage table, either on a
an agents skills and abilities. To simulate 59-66 Smooth Small and open
coastal or interior column (any landscape
this in game terms, an ability check may 67-74 Rough Small and open
within 50 miles of the ocean is coastal).
be employed. This simply entails rolling 75-78 Smooth Small and hidden
This roll determines wind velocity. If the
percentile dice. If the result is equal to the 79-82 Rough Small and hidden
agents are more than 50 miles from shore,
appropriate character trait or lower, the 83-86 Smooth Medium and open
add four to the second die roll. Cross-
more desirable possibility occurs. If the 87-90 Rough Medium and open
indexing then reveals the number of
roll is higher, the agent has failed. This 91-92 Smooth Medium and hidden
Injury Points an agent receives every 10
system is used for the various feats 93-94 Rough Medium and hidden
minutes due to cold.
described in this article. 95-96 Smooth Large and open
Any boldfaced result on the weather
Arctic and subarctic table indicates a whiteout arrives within 97-98 Rough Large and open
The Arctic is of special interest to super- six hours (30 + (3d10 x 10) minutes). This 99 Smooth Large and hidden
power strategy. Its geographic location condition of wind-blown snow obscures 00 Rough Large and hidden
makes it ideal for the tracking of ICBMs almost all vision for 1-100 minutes. Small
and any air or space vehicle launched by crevasses are always hidden from view The trigger guards of firearms should be
the U.S.A. or U.S.S.R. The North and South during a whiteout, Any aircraft which removed to allow use in mittened hands,
Poles are also among the few truly remote attempt to land or take off in a whiteout Because of the cold, most guns misfire on
areas left. Maverick individuals, bent on must check on the Explosive Use Against a roll of 96 and jam on a roll of 97-00 in hit
escaping society, may take up residence on Vehicles Chart (TOP SECRET rule book, determination. Revolvers misfire on a roll
an icecap. Merle Rasmussen has already page 37). Travelers who do not use com- of 99-00 but do not jam.
described Antarctica in Operation: White- passes become lost (at the Administrators Many animals live on the icecaps. The
out, a module which appeared in discretion). arctic animals table determines animal
DRAGON® Magazine issue #87. His data on Damage is modified by factors given in encounters in the arctic. In Antarctica,
frigid climates has been recounted here. the weather damage modifier table. Par- only seals (30%) and large birds like pen-
62 JANUARY 1986
guins (70%) are encountered. Polar bears
attack if threatened or hungry (60% Weather damage modifier table
chance). If not molested, wolves are gener-
ally harmless. However, a hungry pack of Character is: Damage modifier is:
wolves may attack a lone traveler. Wal- Standing, lying, inactive +3
ruses are hot-tempered as a rule. There is Walking, moderately active +0
a 10% chance per day of encountering an Running, extremely active -3
arctic animal. Immersed in water, wearing wet clothes +5
Missing mittens or boots +2
Missing mittens AND boots +4
Forests Protected from wind -2
Temperate woods are pleasant compared Moving less than 20 MPH in an open unheated vehicle +1
to the other terrains discussed in this Moving at 20-60 MPH in an open unheated vehicle +2
article. The weather is agreeable, and the Moving at 60 + MPH in an open unheated vehicle +3
scenery is aesthetically pleasing. Rain Wearing inexpensive parka (up to $100) -1
forests, however, are hot, filled with dan- Wearing average parka (up to $350) -2
gerous animals, and practically impenetra- Wearing expensive parka (up to $1,000) -3
ble. Woods cover uninhabited portions of Wearing custom parka (up to $3,000) -4
most nations and often surround urban Wearing space suit (approx. $9,000) -5
areas. Jungles are found in Central and Endomorphic somatotype* -1
South America, Africa, India, and Asia. Within 5 of a fire -3
The undeveloped, troubled nations in
these areas are a hotbed of superpower * See the TOP SECRET Companion, page 5
machinations, as each side attempts to
dominate local governments meaning
that agents can expect to visit these places tigers and elephants wont be found in the they may be wildebeests, in India they
quite often. Americas; likewise, giant constrictor could be water buffalos, etc.
There is a 20% chance per day of an Big cats (tigers, leopards, jaguars, etc.)
snakes do not appear in Africa or Asia.
animal encounter in temperate forests. attack weak-looking prey 30% of the time.
Roll again if these animals are encoun-
Although grizzly bears are fierce, they and
tered in the wrong hemisphere. Herd Most poison snakes attack only if startled
black bears usually attack only if molested. or handled. The bushmaster of South
animals vary depending on area; in Africa
If hungry, a wolf or wildcat may attack a
weak-looking human. The other animals in
the table attack only if severely provoked. Transportation table
Big cats include wildcats and pumas; small
canines includes coyotes and wild dogs. Mode of Speed Velocity Range* Seating
Terrain in wooded areas provides excel- movement (MPH) (ft/turn) (miles) capacity
lent cover and hinders movement, vision, Snowshoes/skis** 3 25
and gunfire. Military units find excellent Dogsled** 4 (25) 30 (185) 1,000 3
cover in forests, as the concealment of- Open snowmobile 65 480 144 3
fered gives bonuses to chances of success Snowmobile with cab 55 405 126 2
with sneak attacks. Camouflage clothing Sno-cat *** 30 220 370 8
improves concealment by 2%. If the leaves Sno-cat w/detector 15 110 370 6
have fallen from trees (due to autumn or
defoliants), reduce the density of the for- * A vehicle with an engine may carry extra fuel, doubling its maximum range.
est by one step: dense to medium, medium * * To ski, an agent must have at least an AOK of 40 in Physical Education. A dogsled may
to scrub, scrub to thin. In jungles or rain be driven at 25 MPH for 1-10 minutes. Dogsledding requires a week of training. If agents
forests, add 25 to the initial percentile roll must walk in the snow without snowshoes or skis, movement is halved (and halved again
on the forest terrain table. Check the in rough terrain to .75 MPH). Normal walking speed is 3 MPH.
forest terrain table every mile traveled. * * * A Sno-cat is a large, heated vehicle with skis on the front and treads on the rear. Sno-
In rain forests, there is a 40% chance cats may be equipped with a framework detector which reveals crevasses, but only at
per day of an animal encounter. Note that speed of 15 MPH or less.
DRAGON 63
Agents may not ascend sheer sections of
rock over 100 high without the proper
Jungle animals table climbing gear. When using this gear, move-
ment is at one-tenth the normal rate. A
Roll Type and number Life Level Damage Coordination check must be made every
01-30 Small animals (1d100) 1 1d10 - 9 100; if failed, the climber falls. Multiple
31-35 Monkeys or apes (1d10) 1d10 - 3 1d10 - 4 climbers who are roped together do not
36-55 Spider, poisonous (1) * require this check.
56-70 Snake, poisonous (1) 1d10 - 3 1d10 - 5* Rockslides and avalanches should be
71-75 Snake, constrictor (1) 1d10 ** checked for after heavy snowfall, or when
76-80 Leeches (1d10) 1*** agents are actively climbing away from
81 Big cat (1) 1d10 + 8 1d10 + 5 established trails. Slides do 3-30 points
82 Elephants (1d10) 4d10 1d10 + 4 damage, and an area 1-100 wide and 10-
83-00 Stinging insects (lots!) **** 1,000 downslope is affected. The chance
for agents to start an intentional slide
* See the TOP SECRET rule book (page 47) on methods of extermination for the equals the natural chance for a slide to
effects of the poison. Immediate treatment with a first aid kit (by a trained char- occur per hour. Explosives add 1% per
acter or one with a medicine AOK above 80) has a 30% chance of preventing stick of dynamite or ounce of plastique
harm. Antidotes (see the TOP SECRET rules on antidotes) are available at medical used to this chance. If such a slide is cre-
facilities. ated, the characters who triggered the
* * Only 1 point of damage every three minutes is done by this creature. How- slide have a chance equal to their Evasion
ever, after the initial hit, the snake causes damage until killed. The snake may be scores to escape damage. The mountain
treated as having a HTH value of 100. These snakes may attempt sneak attacks terrain table is checked every 300 yards
from trees. traveled.
* * * The victim loses one Life Level of blood. Above two miles, the air contains low
* * * * Insect attacks subtract 10% of Coordination for 1-10 minutes. There also is amounts of oxygen. Agents who are active
a 20% chance that the victim contracts a disease which reduces Physical in rarified air lose 1-100 hp Physical
Strength by 10% permanently. Strength and 1-10 of Knowledge. This
occurs once only and lasts only until more
oxygen can be obtained. If any score is
reduced to zero due to rarified air, one
Life Level per minute is lost until the agent
dies or is supplied with oxygen. Use of
Arctic animals table oxygen restores all damage and lost abili-
ties within ten seconds to living agents.
Roll Type and number Life Level Damage
Agents may become acclimated to moun-
01-40 Caribou (1d10) 1d10 + 2 1d10 - 1
tain air; for every day spent in rarified air,
41-70 Seal (4d10) 1d10 1d10 - 6
an agent checks Willpower; success means
71-75 Polar bear (1) (1d10 + 9) 1d10 + 5
that the agent has developed a tolerance
76-80 Arctic wolves (2d10) 1d10 + 4 1d10 + 1
for low oxygen levels. No ability loss then
81-85 Large birds (1d10) 1d10 - 5 (1 min.)
occurs, as if treated with oxygen. After 1-
86-90 Walruses (1d10) 1d10 + 4 1d10
10 days at low altitudes, this immunity
91-00 Small animals (1d100) 1 1d10 - 9
wears off.
Swamps
Wetlands occur where water is spread
over fairly level ground. In river deltas,
Cool/temperate forest animals table rain forests, and seacoasts, swamps can
cover many square miles. Swamps are wet
Roll Type and number Life Level Damage
and uncomfortable, but fortresses and
01-60 Small animals (1-100) 1 1d10 - 9
secret projects may be hidden in marsh-
61-75 Deer (1-10) 1d10 1d10 - 5 land to literally bog down invaders. The
76 Wolves (2-20) 1d10 + 3 1d10
Administrator should keep track of any-
77-80 Small canines (3-30) 1d10 + 1 1d10 - 2
thing which water would damage; details
81-82 Big cat (1) 1d10 + 3 1d10
for such damage are found on page 58 of
83-90 Moose/elks (1d10) 1d10 + 3 1d10
the TOP SECRET Companion.
91-96 Bears, black (1d10 - 6) 1d10 + 5 1d10 + 2
Agents who are searching for quicksand
97-00 Bears, grizzly (1d10 - 6) 1d10 + 8 1d10 + 4 may avoid it with a successful Observation
roll (see the TOP SECRET Companion). A
character who steps in quicksand sinks at
America has a 60% chance of attacking tives may seek refuge in inaccessible high a rate of 1 per minute. When an agents
any available victim. Constrictor snakes ground, and guerilla fighters usually pre- head is covered, drowning occurs in one
attack 10% of the time. Spider bites occur fer mountain strongholds. As West Virgin- minute. An agent who is equipped with a
when the arachnids slip into clothing ians say, Mountaineers are always free. pole may rescue himself, if a successful
removed for the night; proper precautions Flying through mountains is dangerous. Strength check is made. After the victim is
(shaking of shoes, inspection of clothing) An agents airplane crashes 10% of the 5 under quicksand, he is immobile. Note
prevent their attacks. time when 1,000 above a mountain, and that an agent sinks only if greatly
this chance goes up 1% for every 50 weighted down or if struggling; motionless
closer the agent flies. Marginal pilots or agents may float on their backs and swim
Mountains poor weather conditions add 20% to the to shore with care.
Mountains are majestic, dramatic, and chance of a crash; radar devices make Animal life usually conforms to local
beautiful, but they are also deadly. Fugi- flying 20% safer. tables. However, in tropical swamps, there
64 JANUARY 1986
is a 5% chance per day of having a special
swamp encounter. On a roll of 01-69, the
encounter is with stinging insects (see Grassland animals table
section on jungles). Scores of 70-89 indi- Roll Type and number Life Level Damage
cate an encounter with leeches, which 01-60 Herd animal (1d100) 1d10 to 3d10 1d10 and up
drain one Life Level of blood. Crocodiles 61-79 Small animal (1d100) 1 1d10 - 9
appear on rolls of 90-00, which often 80 Big cat (1) 1d10 + 3 1d10
attack creatures in the water. The statis- 81-85 Poisonous snake (1) 1d10 - 3 1d10 - 5
tics of these animals are listed in the TOP 86-87 Large bird (1d10) 1d10 - 5 1
SECRET rule book, on page 46. 88-98 Small canines (1d10) 1d10 + 1 1d10 - 2
99-00 Wolves (2d10) 1d10 + 3 1d10
Grasslands
Flat prairies make good farmland when
irrigated, and are often inhabited. Most makes it likely that agents may be em- For every 10 miles of grassland travel,
nations have significant grasslands except ployed in this terrain. The importance of there is a 35% chance of entering 2-20
for very cold or humid areas. Like temper- plains to agriculture also insures the square miles of tall grass, which allows a
ate forests, the proliferation of plains interest of warring nations. 10% bonus on sneak attacks. A 5% chance
exists for a light forest covering 1-10
square miles. Animal population is quite
dense in prairies; there is a 15% chance
Forest terrain table per day of an animal encounter there. See
the jungle section for descriptions of poi-
Movement PWV Sneak sonous snakes. Bushmasters are found in
Roll Type modifier modifier attack bonus Vision South American grasslands. Wolves and
01-10 Thin forest Normal Normal Normal 80' coyotes are described under temperate
11-15 Thin forest, hills 1/2 Normal +5% 80' forests. Herd animals vary according to
16-25 Brush/scrub 1/4 Normal + 10% Normal area; in the U.S., they may be elk or long
26-35 Brush/scrub, hills 1/2 -5% +15% Normal horn cattle; in Africa they could be gi-
36-49 Medium wood 1/2 -10% +15% 40°' raffes, gazelles, wildebeests, elephants,
50-56 Medium wood, hills 1/4 -15% +20% 40°' etc. Big cats vary in the same manner
57-67 Dense wood 1/4 -20% +40% 20' according to location.
68-78 Wood & brush 1/8 -30% +50% 10
79-87 Clearing Normal Normal Normal Normal Deserts
88-90 Lake Normal The troubled Middle East contains large
91-00 Swamp Variable expanses of desert, as do North Africa,
South America, Australia, Central Asia,
Brush may be hacked through at half the normal rate, but this leaves an obvious trail. See Mexico, and the United States. A great
the section on swamps for more information on them. Clearings are generally 10-1,000 part of the worlds oil comes from the
square feet in size; lake are 1-10 square miles in size. Middle East or North Africa; the turmoil
there virtually insures that secret agents
will be used to protect this resource.
Countless mines are located in desert
Mountain terrain table areas; of particular interest are the ura-
nium lodes in western Africa and the
Vision United States. Around sources of water,
Movement Sneak downslope Slide encounters and terrain are similar to those
Roll Type modifier attack bonus bonus chance found in grasslands, and towns are often
01-20 Shallow slope 1/2 +5% Normal 1%/day built in these areas. The sun limits vision
21-40 Steep slope 1/4 +7% 1.5 miles 5%/day to half a mile (50 miles for large objects).
41-45 Sheer slope +15% 1 mile 10%/hour
Distance is very hard to judge in the des-
46-55 Shallow slope, brush 1/4 +15% Normal ert because of the lack of reference points.
56-60 Steep slope, brush 1/8 +20% 1.5 miles Distant hills may appear to be only a few
61-75 Shallow slope, boulders 1/8 +20% Normal 1%/hour miles away and of small size.
76-80 Steep slope, boulders 1/8 +30% Normal 5%/hour Desert survival centers on two objec-
81-95 Glacier (see arctic terrain and weather) tives: finding water and escaping heat. In
96-00 Peak/cliff Normal 50 miles
hot weather, active characters must check
Shock Resistance every hour (see TOP
SECRET Companion, page 2: (Courage +
Swamp terrain table Willpower)/2 = Shock Resistance). Loose,
light-colored clothing (including parachute
Movement Sneak material) allows a bonus of 10% on this
Roll Condition modifier attack bonus check. If the check is failed, the agent
01-10 Normal Normal suffers heat prostration. Characters suf-
Dry
11-25 Vegetation 1/2 + 10% fering from heat prostration lose 1-10
26-35 Pools 1/2 Normal Physical Strength points and one Life
36-40 Water (1-10 deep) 1/4 Normal Level per hour. Rest for 1-10 hours, with
41-51 Water and reeds 1/8 +15% copious amounts of water and salt,
52-72 Trees (see section on forests) restores health.
73-83 Mud 1/2 Normal Agents may also be sunburned. Expo-
84-95 Deep mud (2-20 deep) 1/4 Normal sure of limbs reduces Coordination 3-30
96-00 Quicksand (2-20 deep) points. These conditions last until the sun
DRAGON 65
the Persian Gulf) and events (such as the
blocking of the Suez Canal) may be investi-
Wind speed on ocean surfaces table gated by espionage agents. Suspect ship-
ments, acts of piracy, or naval activities
Roll Condition Wind speed (MPH) may also involve the use of espionage.
01-07 Calm 0-1 Luxury cruises are wonderful settings for
08-36 Light breeze 2-7 contacting the rich or powerful. Undersea
37-59 Moderate breeze 8-18 exploration has revealed many natural
60-77 Strong breeze 19-31 resources there which may need protect-
78-85 Gale * 32-54 ing. Oil rigs, sunken ships, scientific opera-
86-92 Storm * * 55-72 tions, and atomic submarines may become
93-00 Hurricane/cyclone * * * 73+ adventure settings.
The rules for sunburn (see deserts)
* Crewmen on deck have a 10% * * * Crew on decks have a 70% apply for prolonged surface exposure.
chance of being blown overboard. chance of being blown overboard. Some items may be damaged by water (see
Craft under 20 long must check on All craft must check on the Explo- swamps). The wind-speed table is
the Explosive Use Against Vehicles sive Use Against Vehicles table. In consulted every six game hours.
table (TOP SECRET rule book, page gale winds or more, swimmers must
37). check Willpower to avoid drowning. Excellent details for scuba diving are
* * Crew on decks have a 50% There is a penalty of -1 on this roll given in the TOP SECRET rule book (pages
chance of being blown overboard. for every MPH of wind over 50. 35-36). Under the sea are hills, coral reefs,
Craft under 100 must check on the and great forests of seaweed that can
Explosive Use Against Vehicles table entangle divers 10% of the time. Terrain
(TOP SECRET rule book, page 37). should be indicated on the map by the
Administrator, rather than randomly
rolled. Every two hours, there is a 50%
chance that agents have an encounter
exposure stops and 1-10 days pass. If stretching 2-20 miles. Dunes reduce move- undersea. Sharks are dangerous and un-
agents must travel unclothed in the open ment by half movement and allow a 5% predictable; there is a 70% chance of an
sun, 1-10 Life Levels per day are lost from bonus on sneak attacks. The lee side of a attack on agents. Barracuda attack 10% of
burns and exposure. dune is likely to collapse under travelers. the time, but only if visibility is poor (they
Each day in a desert, there is a 10% Vehicle drivers with an AOK under 70 in dislike prey larger than they are). Moray
chance of a sandstorm. This condition Geology must check Coordination each eels and jellyfish attack 80% of the time.
lasts 1-10 hours and limits vision to 10. hour; if this check is failed, the vehicle Sea snakes and rays attack only if dis-
Exposed agents suffer one injury point for plunges over a dune, doing 1 point damage turbed. Stingrays hide in the silt on the sea
every two hours of exposure to wind. to all inside and ruining the vehicle. floor, and an Observation check allows
There is a 10% chance per day of an Some desert dwellers travel by camel. agents to avoid attack. Sea snakes may be
animal encounter in deserts. Roll percen- Able to carry half a ton and travel at 4 treated as poisonous snakes (see the
tile dice to determine the exact animal: 01- MPH, a camel can go for 2-5 (1d10/2 + 1) section on jungles).
42, small animal; 43-52, herd animal (see days without drinking, although substan-
grasslands); 53-63, poisonous snake (see tial food and water are required after-
jungles); 64-68, scorpion (see TOP SECRET wards to restore it to normal health. The Rivers
rule book page 47); 69-70, coyote/jackal Life Level of a camel is 1d10 + 2, and it Rivers and streams should be indicated
(see cool/temperate forest animals table, may cause 1 point damage by biting (or on maps by the Administrator, not by
small canines). On a roll of 71-00, a mirage 1d10 by kicking). Camels attack their random roll. Rivers are typically 10-100
(usually of trees or water) is visible in a owners if given the opportunity, and some deep and 10-1,000 wide. Agents may
random direction (01-25, north; 26-50, have a bad habit of spitting when paddle canoes at 1 MPH upstream and 10
south; 51-75, east; 76-00, west). Scorpions, annoyed. MPH downstream. Electric eels (1d10 Life
like spiders, are dangerous only if they are Level, 1d10 damage/jolt by touch) trouble
allowed to infest clothing. Oceanic environments swimmers 1% of the time in certain warm
For every 10 miles traveled, there is a Oceans are vital to world transport. South American rivers; 1-100 piranha (see
20% chance that agents encounter dunes Certain wars (such as the Iran-Iraq war, by the TOP SECRET rule book, page 46) may
attack in these same rivers if disturbed or
very hungry, appearing 20% of the time
Undersea animals table (80% of the time if blood is in the water).
Details concerning wet equipment are
Roll Type and number Life Level Damage found on page 58 of the TOP SECRET
01-65 Normal fish (1d100) 1d10 — Companion.
66-70 Stingray (1) 1d10 - 3 1d10
71 Puffer fish (1) 1 See below
72-73 Moray eel (1) 1d10 1d10
74-77 Sharks (1d10 - 4) 1d10 + 9 1d10 + 5 River features table
78-83 Barracuda (1d10) 1d10 + 7 1d10 + 4
84 Sea snake (1) 1d10 - 1 Poison Roll Condition
85-90 Jellyfish (1) 1d10 - 2 1d10 - 3 01-40 Normal water flow
91-93 Whale (1d10) 10d10 (2d10) 41-67 Rapids/short falls (1d10 high)
94-00 Dolphin (4d10) 1d10 + 1 1d10 (nose ram) 68-95 Shallows (1d10 deep)
96-00 Waterfall (10d10 high)
Puffer fish are dangerous only if touched. This causes 1 point of damage and poisons the
character for 1d10 - 4 points of damage. Many whales cannot bite; toothed whales cause
the listed damage if they attack (however, few whales have ever been known to attack Rapids double the characters speed
humans). downstream and reduce it by half up-
66 JANUARY 1986
stream. In rapids, canoeists must check
Coordination or else roll on the Explosive
Use Against Vehicles table (TOP SECRET Chance of discovering water (per day)
rule book, page 37). Shallow sections
might require portage for 10-1,000 yards. Terrain Chance of water Chance of contamination
Agents may check Observation with a Forest 30% (1-100 gallons) 30%
+30% bonus to notice a waterfall in time Jungle 30% (1-100 gallons) 60%
to portage around it; failure indicates that Mountain 50% (10-100 gallons) 20%
the boat plunges over the waterfall, and all Grassland 20% (5-50 gallons) 35%
on board take damage from falling (boats Desert 5% (1-100 gallons) 40%
are destroyed).
Weather damage are done at once, the animal es- proper consumption of water at a later
The Administrator may wish to generate capes; ruining the trap (weaker traps time. Any source of water may be infested
weather results for several days of play require less damage to be broken). Snakes with parasites or bacteria; agents who
ahead of time, if the agents have access to usually cant be trapped. drink contaminated water lose 10 points
weather predictions. A weather report has Small animals feed one agent for one of Physical Strength and Coordination for
a 10% chance of being wrong for every day; animals from the size of a pig to a 1-100 days. Boiling or chemical treatment
day in advance it is made. One weather horse contain 1-10 person/days worth of renders water safe.
check every six hours may be made. Two food, and elephant-sized animals feed 10- Agents with an AOK over 70 in Botany
rolls are made: a 1d10 and a 2d10 (during 100 people for one day. Meat becomes may check Observation each day to find
winter, the arctic/antarctic weather system inedible in 1d10/2 days unless preserved. water-bearing plants. These plants provide
may be used, but damage from the cold A hunter may multiply the daily chance of enough water for one person for one day.
should be reduced by half). In rain forests, animal encounter by two for every 25
add 4 to the first roll and 2 to the second. points of Observation he has. A character Getting lost
Grasslands are drier, so subtract 1 from with an AOK above 65 in Botany may There is a chance each day that charac-
the second roll. In deserts, 5 is added to scavenge for edible plants. On each day ters in the wild may become lost. Lost
the first roll and 4 may be subtracted from that an Observation check is successful, agents proceed in a circle 1-10 miles in
the second. At night, the first roll is made enough herbs are found for one person in radius. If agents have a compass or an
at -1, in any terrain. During cold seasons, one day. Hunting, scavenging, and trap- obvious trail to follow, this wont occur.
rain may be treated as snow. ping may occur simultaneously. Near Agents with an AOK above 70 in
bodies of water, an agent may fish, if gear Astronomy/Space Science may find
Food is available or improvised. There is a 10% directions in clear weather.
In the wilderness, agents may exhaust chance per hour of catching one agent/
their food supplies. A starving agent may days worth of fish. Chance of getting lost
live a number of weeks without food equal 30%
Forest
to his Willpower divided by 15. Each Water Jungle 70%
week, 2-20 Physical Strength points and Water is the most important factor in
Grassland 10%
seven pounds are lost. Strength is regained wilderness survival. The environmental
Marsh 60%
after one week of normal eating; weight is survival limit for fasting in the TOP
Desert 40%
recovered at a rate of one pound per day. SECRET Companion is based upon lack of 50%
Mountain
Hungry agents may wish to hunt animals both food and water. If, by some chance,
for food. Building simple traps may be an agent has food but little water is availa-
performed by anyone; complex traps ble, the survival time is doubled due to the Survival training
(Administrators discretion advised) may water content in food. At least one-half Most agencies offer training in outdoor
require a significant AOK level in Con- gallon of water is required each day by an survival. The course costs $10,000 and
struction Engineering. The tables and agent engaged in nonstrenuous work. In lasts eight weeks, four of which are spent
chances for animal encounters are used to hot weather with much exertion, two on expeditions to the actual environments
determine if an animal is caught and the gallons per day are consumed. Failure to covered. An agent who takes this course
exact animal type captured. A trapped meet these needs reduces the agents must begin with scores above 70 in Will-
animal may attack the trap to escape it; as Physical Strength and Coordination by 10 power, Physical Strength, and Courage.
a rule of thumb, if 10 or more points of points per day, to be regained with the The agency credits agents who complete
this course with 80 experience points. A
graduate is able to use any tactic described
Weather table in this article which requires a specific
AOK score, and gains a 5% bonus on wil-
First roll (1d10) Second roll (2d10) derness Observation checks and attempts
(temperature) (sky conditions) to find water. This course raises an agents
5 or less 6-14 15-18 19 or more Anthropology, Astronomy/Space Science,
Sun Clouds Light rain* Heavy rain Botany and Ecology/Earth Science AOK
1-2 Chill Cold Cold Cold scores 1-10 points each.
3-4 Mild Mild Chill Cold Wilderness scenarios may be combined
5-7 Mild Mild Mild Chill with civilization-based adventures and vice
8-9 Hot Warm Mild Mild versa. Agents or their opponents may flee
10+ Hot Hot Warm Mild to uninhabited areas when necessary, but,
in modern times, few places are com-
* Near the ocean or in jungles, light rain has a 30% chance of including fog; this reduces pletely remote. Often agents may travel
vision by half. Light rain reduces the chance to hit with a projectile weapon by 5%; heavy from uninhabited wilderness directly into
rain reduces it by 10%. Rain also reduces movement to one-quarter normal. See swamps a town. Wilderness scenarios are more
for details on wetting equipment. If the temperature is mild, chill, or warm, no effects are likely to feature action than other adven-
felt. Temperatures of hot or cold reduce movement by half, and may require appropriate tures, but any job our agents perform may
clothing and preparation. require work outdoors. Happy trails!
DRAGON 67
®
The Marvel -Phile
Day of the Marauders™!
by Jeff Grubb TALENTS: Scalphunter is a Weapons Body armor: The silver suit that Arclight
Specialist with weapons he has created wears provides Good protection from
They are murderers, stone-cold killers from his uniform, giving him a +2CS to physical and energy attacks.
with powers beyond those of normal hit and increasing his initiative when using
humans. Gathered together by a mysteri- these weapons by 1. He is also skilled in TALENTS: Arclight has military skill.
ous master, they were turned loose in the edged weapons and has Leadership Skill. Other skills and talents have yet to be
tunnels beneath New York City, where the revealed.
misshapen mutants called the Morlocks CONTACTS: Scalphunter is leader of the
made their homes. The result was the Marauders, a band of mutant outlaws CONTACTS: Phillipa Sontag might retain
death of nearly all the Morlocks, as these working for the mysterious Mister her military contacts. She is a member of
killers cut through them like wolves Sinister. Other contacts he has are the Marauders.
among sheep. Heroes like the X-Men, unrevealed.
X-Factor, and Thor battled these in- BACKGROUND: Phillipa Sontag served
vaders, and casualties were high on all BACKGROUND: Little has been revealed with the American ground forces in Viet-
sides. Most of these killers are still at large. about Scalphunters origins or back- nam, and the memories of those days still
They are the Marauders. ground. What is obvious through his lead- haunt her. She has redirected her anger
ership of the Marauders is that and rage into body building, which she
Scalphunter is a cold-blooded murdering uses to supplement her mutant ability. She
SCALPHUNTER machine who kills his victims only because uses her military background in her mis-
Real name unrevealed he does not know how NOT to kill in com- sions with the Marauders, and the clearing
bat. Using his weapons, he always chooses of the Morlock tunnels is little different in
F IN (40) Health: 120 a weapon and ammo of sufficient force to her mind from the pacification of an
A RM (30) guarantee a kill against his target(s). The insurgent-harboring village. She prefers a
S EX (20) Karma: 60 restrictions placed upon him by the limits challenge in combat, and would rather
E RM (30) of his weapons, plus the fact that he must duke it out with an established hero than
R GD (10) Resources: Good (10) break down and rebuild his guns to han- destroy less powerful creatures.
I EX (20) dle more powerful opponents, puts him
P RM (30) Popularity: -10 alongside his fellow Marauders in combat,
as opposed to working on his own. HARPOON
KNOWN POWERS: Real name unrevealed
68 JANUARY 1986
for each time it is so reduced. (If Harpoon ful, shuts that power off, removing its it appears, and wishes to look cool (and
could imbue a telephone pole with energy benefits. presumably normal). Scrambler works
and use it as a weapon, it would have Shift best alongside the other Marauders, re-
Z Intensity about the same as a tactical Body armor: Scrambler disdains the stand- ducing opponents protective abilities and
nuclear weapon.) Imbuing items other ard body armor of the Marauders for a attack capabilities so they are easy prey
than his harpoons is a power stunt. lighter version worn under his street for his teammates.
* Harpoon may imbue items with other clothes. This armor provides Typical pro-
types of energy (such as light, radiation, or tection from energy and physical attack.
exotic substances such as the Darkforce)
as a power stunt. Harpoons ability to TALENTS: None of Scramblers talents or RIPTIDE
endow items with this energy is Remark- skills have been revealed. Janos Quested (deceased)
able in intensity.
CONTACTS: Scrambler is a member of F GD (10) Health: 70
Slayspears: Harpoons weapon of choice in the Marauders. A IN (40)
combat is his namesake harpoon, a 5-long S GD (10) Karma: 26
weapon with a barbed head and weight of BACKGROUND: Little has been revealed E GD (10)
20 pounds. He may imbue these weapons of Scramblers background, save that he is R TY (6) Resources: Good (10)
with Incredible intensity energy, in addi- of Korean heritage and the youngest of I GD (10)
tion inflicting Good edged attack or edged the Marauders. Scrambler is a bit of a P GD (10) Popularity: -10
throwing damage. He carries these har- fashion plate, following each new trend as
poons in a back-mounted quiver which
holds up to 20 such projectiles.
SCRAMBLER
Kim Il Sung
F GD (10) Health: 46
A GD (10)
S TY (6) Karma: 40
E EX (20)
R GD (10) Resources: Good (10)
I GD (10)
P EX (20) Popularity: -10
KNOWN POWERS:
VERTIGO
Real name unrevealed
F GD (10) Health: 46
A GD (10)
S TY (6) Karma: 56
E EX (20)
R TY (6) Resources: Good (10)
I GD (10)
P IN (40) Popularity: -10
KNOWN POWERS:
DRAGON 77
20th century. Tech Level IV is futuristic they work is provided in the third edition. Morale: The average range had been 2
technology featuring lasers, robots, and Characters may not possess more talents to 12. This has been raised to a number
supercomputers. Tech Level V represents than their Intelligence scores. Converted from 5 to 15. Take the average of the
an unknown, alien technology centering characters should possess a number of current range and add three to it to get
around matter/energy conversion. talents equal to their Tech Level, plus one the new morale score.
Pure Strain Humans begin the game at per two Ranks. Hit dice: This score was originally used
Tech Level III; Humanoids at Tech Level II, A characters Rank also increases the to determine a creatures attack rank. It is
and Mutated Animals at Tech Level I. Each number of hit points a character pos- still used this way, but it now uses the new
character type may readily use any arti- sesses. The number of additional points ACT This score may be used in place of a
fact of its technology level. However, the gained at each level depends on the Rank Constitution score if the GM so desires.
use of unfamiliar technology is penalized attained. A converted character adds 5 hit This score represents the average rank of
by treating any colored result as the next points for every Rank attained from 2 to 5; each beast encountered. The GM is free to
lower color (but never less than a Blue 4 hit points for every Rank from 6 to 10; 3 create higher-ranked leaders and lower-
result) for every level of difference of the hit points for every Rank from 11 to 15; ranked peons by adjusting the Hit Dice
user. and, 2 hit points for Rank 16. score.
Armor: Armor originally reduced a foes
Character advancement: The origi- Beasts chance to hit. In the third edition, armor
nal rules did not provide much in the way GAMMA WORLD game beasts have only now reduces the amount of damage suf-
of a rewarding Character Advancement changed slightly in the new edition, usu- fered each turn. The armor system was
system. In order to create such a system, ally in the way statistics were presented. also inverted. Originally, no armor indi-
certain mechanics were stripped away and Instead of presenting statistics in the form cated an Armor Class of 10; now it is an
replaced. Most markedly different is the of a dice range, they have been listed as an AC of 0. Subtract 10 from the original AC
method of determining the chance to hit average score with general instructions score to find the new AC used. The num-
in combat. Originally, this was a function that they may vary, give or take three ber of points of damage subtracted from
of the category of weapon used. Now, the points. In some cases, we have intention- the total of all damage suffered during one
chance to hit is based on the characters ally made a creature tougher or weaker. turn is equal to the new AC value times 5.
experience Rank. However, the original statistics can be Speed: Instead of having three different
To convert existing characters to the easily converted to the new format with movement rates for each creature, this
third-edition rules, give your character little difficulty. This method may also be has been simplified to a single speed index
one Rank for every six months of real time used to convert your own original beasties score. This score was determined by tak-
that he has been played. A characters to the third edition rules. ing the old Action Turn speed and increas-
Rank score is also used to define the Number: This score is no longer given as ing it by one-third its original value.
chance of success when using learned a dice roll, but has remained in the same Abilities: For ease of play, you may use a
talents. A list of available talents and how range. creatures Physical Strength and Mental
Strength scores in place of individual
mutation scores.
Attacks: The amount of damage caused
by an attack is now determined by multi-
plying the base damage of the attack times
the degree of success indicated by the
attack roll. In this case, all attack damage
scores were reduced to base damage. To
determine the base damage of an attack,
take one-fourth the maximum damage that
may be inflicted.
Robots
GAMMA WORLD game robots can be
adapted using the same method as for
beasts, above. The Intelligence score has
been renamed Programming. Furthermore,
available sensors and power sources
have been expanded, and gamers may
wish to consider adding new options. If a
robot possesses a force field, the field
should be listed as a -1 RF force field for
every 100 points of damage the old field
could absorb. We also took the liberty of
introducing several new types of robots
and borgs, and the GM may want to re-
view these as a guideline for creating
balanced new robots.
80 J ANUARY 1986
The Role of Books
by John C. Bunnell Sidhe character to give DMs running Boyetts own execution is intelligent,
Celtic campaigns a host of excellent sug- often cynically humorous, and surpris-
gestions. But the reasons for reading ingly fast-paced for a novel in which much
WINDMASTERS BANE Deitzs novel go beyond game advice. If the of the plot consists of lessons in history
Tom Deitz Sidhe really do hide along the edges of our and current events. Its only at the books
Avon 0-380-75029-5 $3.50 modern world, this is almost certainly end that one realizes the real action and
Once this column is typed, Windmasters what it would be like to meet them. adventure are yet to come and though
Bane will move from my desk to join some that prompts a certain amount of irrita-
600 other science-fiction and fantasy nov- tion, the next story in the saga of The
els on the bookshelves behind me. More THE ARCHITECT OF SLEEP Architect of Sleep is likely to be well
significantly, though, it will become one of Steven R. Boyett worth the wait.
perhaps a dozen of those books that are Ace 0-441-02905-1 $2.95
plucked from the shelves regularly, to be The fine print on the cover describes
read over and over with familiar pleasure. The Architect of Sleep as fantasy, but THE LAST KNIGHT OF ALBION
Tom Deitzs first novel carries a depth of science fiction is probably a more appro- Peter Hanratty
realism rarely found in fantasy. The set- priate designation. As inherently bizarre Bluejay 0-312-94281-8 $8.95
ting is rural Georgia, and the writing is as the premise sounds, Steven Boyett has No one should accuse The Last Knight of
keenly observant. Deitz knows the look worked out the whys and wherefores of Albion of presenting a tired theme no
and texture of the land, knows what occu- an America populated by giant telepathic other Arthurian novel has taken quite
pies a farmers time in August, and knows raccoons with careful attention to anthro- Peter Hanrattys approach. What remains
the restlessness of young people caught in pological and cultural details. The effect is unclear, however, is the direction in which
that daily routine. As a result, his charac- to give his novel a gritty, low-key texture the author intended to go.
ters are more than simply believable; they that forces readers to take the situation Strictly speaking, Hanrattys novel is a
are close enough to being real to make very much at face value. post-Arthurian tale. Its protagonist is
readers think of them as friends rather The only factor lacking a thorough ex- Percevale, an earnest last-minute knight of
than figments of the authors imagination. planation is Jim Bentleys unexpected shift the Round Table who has been tracking
That achievement makes David Sullivans from the familiar Earth of 7-Elevens and the traitorous Sir Mordred ever since the
experiences all the more unsettling. David drive-in movies to the considerably fiercer battle in which Arthur fell, and its story is
is unusual for a teenaged Georgia farm realm of the raccoons, which has a flavor both of that quest and of the slow rebuild-
boy, a bit shy and fiercely interested in that is partly classical Greece and partly ing of England after Arthurs passing.
Celtic mythology. So he is more than a Civil War. (The Civil War atmosphere is Yet, there are a host of distractions and
little worried when he develops what created largely by the names Bentley gives seeming anachronisms. Mordred, now a
seems to be second sight, and sees things to people and places in this unusual setting hermit in an isolated marsh, is busy writ-
that probably belong an ocean away in the raccoons own names are mostly ing his autobiography and interpreting
Ireland. Then he finds himself playing a untranslatable but the political environ- Arthurs reign in light of classical Greek
riddle game with Ailill Windmaster, a lord ment, involving a host of more or less philosophy. Hanrattys Camelot has print-
of the Sidhe bent on dominating all the independent city-states, recalls Athens and ing presses, and Percevales travels lead
worlds he can touch. Sparta as much as it does the American him to a village where some of the houses
What follows is a test of both Davids South.) have real glass windows. The village lead-
strength of will and his ability to trust Most of the book concerns Bentleys slow ers seem to be establishing a democratic
those he loves. Before the novel is over, adjustment to raccoon society, as he learns system long before its time. And strangest
David must confront an authentic Irish the language and gradually begins to dis- of all, the Druids of this Albion have man-
banshee, deal with a changeling left in cover the identity of the reclusive Truck, aged to build a kind of nuclear device
place of his five-year-old brother, and who befriends Bentley and takes him on as whose first use sealed Arthurs downfall.
endure a ritual Trial of Heroes. And a traveling companion. As such, its some- A passing reference credits Merlin with
among the decisions he must make is thing of a primer for a game master who never-completed plans to invent germ
whether he will face the Sidhe alone or do wants to create his or her own race of warfare.
it with the aid of friends who are them- alien beings, whether for a fantasy or The distant quality of Hanrattys writing
selves struggling to understand what is science-fiction setting. While there is a suggests that any explanations are unim-
happening. great deal of work involved (and while the portant, yet also conveys a vaguely schol-
There is enough solid Celtic lore in raccoons themselves are probably a touch arly intent. Unfortunately, there is
Windmasters Bane the banshee, the too difficult to render in a game situation), nowhere near enough support for the
trial, the matter-of-fact treatment of the the rewards can be striking. speculation that The Last Knight of Albion
DRAGON 81
is really an anti-nuclear political tract in ishes the next book in the series. And supporting character Gotiskolker, a very
disguise an answer which would de- given that this one ends with a pronounce- old Alfar who suffers from an addiction to
mystify matters considerably. But without ment of disaster straight out of the movie one of Sorkvirs magical preparations. In a
the obscure social criticism, the story serials, another book is clearly forthcom- game setting, Gotiskolker would be an
becomes rather thin relying too much on ing. Rarely has impending doom been such NPC, but it would be a talented DM who
a slowly building romance between Per- good news. could capture the nuances of the part as
cevale and the mysterious Elaine, foster well as Boyer has in her narration.
daughter of the village physician. The novels conclusion suggests more
As pure reference material, the book adventures, but is also reasonably self-
may possibly benefit players of Pendragon contained. Those seeking mythological
or others involved in Arthurian cam- material will find the Scandinavian back-
paigns. For the most part, though, the ground rather vague, providing more
novel must be viewed as a literary experi- flavor than substance. But though The
ment about which too little is known for Trolls Grindstone is decidedly average in
the results to be understood. many respects, Boyers maturation as a
novelist has enabled her to give it at least
A MULTITUDE OF MONSTERS one mark of unusual distinction.
Craig Shaw Gardner
Ace 0-441-54523-8 $2.95
DMs who are serious about always giv- HER MAJESTYS WIZARD
ing the monsters an even break will be Christopher Stasheff
delighted with Craig Shaw Gardners sec- Del Rey 0-345-27456-3 $3.50
ond book. Players, meanwhile, will do THE WARLOCK IS MISSING
everything possible to keep the novel out Christopher Stasheff
of reach so that they can giggle and Ace 0-441-84926-5 $2.95
guffaw over it themselves. It isnt often that a popular fantasy
The central gag in this thoroughly ridic- writer has two new novels out in the
ulous adventure is the Association for the space of a month: one is a new episode in
Advancement of Mythical and Imaginary a long-established series; the other, an
Beasts and Creatures, or AFTAOMAIBAC entirely new tale. While both of Chris-
for short. AFTAOMAIBAC is essentially a topher Stasheffs latest books are well
labor union for monsters of all shapes and worth reading, though, one is simply a
sizes or will be, as soon as it gets orga- well-crafted adventure yarn, whereas the
nized and finds a wizard to serve as its other manages to be just a bit more.
public-relations agent. The Warlock is Missing overlaps with
Unfortunately, the only wizard in its Stasheffs previous entry in the Warlock
immediate vicinity is one Ebenezum, who series, following the exploits of Rod Gal-
has other problems. Guxx Unfufadoo, the THE TROLLS GRINDSTONE lowglasss children while Rod himself is
dreaded rhyming demon who has designs Elizabeth Boyer trapped in another time. The four are a
on controlling the world, is one of them. Del Rey 0-345-32182-0 $3.50 potent magical attack squadron, combin-
Another problem is Ebenezums peculiar Though Elizabeth Boyer has written ing various forms of telekinesis and tele-
magically inflicted allergy, which causes four previous novels set in the same gen- portation to devastating effect, and they
him to sneeze violently in the presence of eral Scandinavian milieu, The Trolls Grind- have the grudging aid of Robin Goodfel-
magic. (Not surprisingly, this makes it stone marks a step forward in her literary low, leader of elves and sometime
exceedingly difficult for the wizard to cast career, For the first time, plotting and babysitter.
spells.) This causes the monsters to single characterization are as well crafted as the Their adversaries, as is usual in this
out Wuntvor, Ebenezums highly inexperi- realm itself, and the result is a readable, series, are a variety of witting and unwit-
enced apprentice, as their candidate, but thoughtful tale of deception and dark ting agents of forces out to control the
this turns out to have its own liabilities. magic. planet Gramarye and its population of
The framework of Gardners series is a There are several levels of deception at natural telepaths. The encounters are
combination of melodrama and literally work in the story. Most of them revolve satisfyingly frequent and creatively chore-
howling farce, as Ebenezum and Wuntvor around Fridmarr, the long-vanished son of ographed all wizards should work this
journey toward the city of Vushta in an important Alfar whom many hold well together but Stasheff is telling a
search of a cure for the wizards allergy responsible for the rise of Sorkvir, a de- story he has woven several times before,
and help in fighting the truly vile poetry of crepit but powerful sorcerer whose curse and it is beginning to get tired.
Guxx. Comparisons with Robert Asprins still plagues those he rules. Now Frid- That isnt to say that the basic plot of
Myth series are valid, but there are differ- marrs father is dying, and Leifr, an ordi- Her Majestys Wizard is original; there are
ences in approach and flavor. Gardner nary mortal caught in a dangerous some very loud echoes of the classic
relies less on puns and wordplay, and predicament, is recruited to impersonate Harold Shea stories by L. Sprague de
there is perhaps more straightforward the missing Alfar and attempt to lift the Camp and Fletcher Pratt. Like Harold,
plot structure in his sequence as well, curse. Matthew Mantrell conjures himself into
though by no means at the expense of From here, most of the elements are another world by reading the secret for-
preposterous situations and hilarious traditional. There is a sword to be stolen, a mula off a scrap of paper, and he finds
combat scenes. missing grindstone on which the blade himself able to work magic through bor-
There are also lots of places where DMs must be sharpened, and a quest which rowed poetry once he arrives. Also like
will grin deviously and scribble notes for must be undertaken in order to lift the Harold, Matthew rapidly picks up travel-
future reference if they arent having curse. In addition, Leifr finds himself ing companions, including a princess, a
too much fun at the time. (Someone falling in love with Ljosa, Fridmarrs old dragon, a mysterious knight, and a witch
should definitely develop statistics for the flame, which further complicates his and a priest of dubious morals.
Bog Wombler.) A Multitude of Monsters is masquerade. There are also several points of similar-
as funny a swashbuckler as anyone is What is truly remarkable about the ity with Stasheffs other books, even
likely to write, at least until Gardner fin- book, however, is Boyers handling of the though Matthews newfound world isnt
82 J A N U A R Y 1986
the Warlocks. Like Gramarye, the new tainty as to who is manipulating whom. At but it would be even more remarkable if
realm is a composite medieval world, the same time, Renard proves that his there werent that tiny hint of oddity
drawing its culture from a span several talents are adaptable to space warfare as lingering just below the surface.
centuries wide in historical terms. The well as to back-room intrigue, in a series
government is unabashedly feudal, and of battles with enough fireworks to satisfy
magic at the start of the adventure is a Hollywood producer seeking a special- RECURRING ROLES
looked on with suspicion. effects film. No less than four different series have
But Her Majestys Wizard is altogether Chase displays a sure hand with the concluding volumes finally available, all
more mature than the Warlock books, if often intricate plot and gives his protago- with generally satisfying results. In partic-
only in rather subtle ways. Matthews nists more dimension than is often found ular, Forever Begins Tomorrow (Signet
conflicts are personal, whereas the themes in yarns of this sort. Chiangs verbal fenc- Vista, $2.95) brings the A.I. Gang sequence
of the Gramarye series are mostly political. ing matches with Renard are written with to an unexpectedly thoughtful close while
The magic Matthew wields is real rather an experienced ear. Still, The Game of Fox maintaining a lively pace. Test of the Twins
than a technological construct, and there and Lion is best read for the larger inter- (TSR, $3.95) does the same for the
is a quality of legend about the finale. The play between competing businesses, gov- DRAGONLANCE® Legends trilogy, and
novel may still be a traditional quest story, ernments, and races and in that Margaret Weis and Tracy Hickman have
but Stasheff has given it more attention context, its an entirely satisfying tale with managed to work in a walk-on appearance
and care, and it shows in the characters. style and sharply logical suspense. from everyones favorite forgetful mage.
Even the humor is more sophisticated. The wait for The Mountains of Channa-
To date, Christopher Stasheff has shown SILVERGLASS dran (Del Rey, $3.50) has been longer but
himself to be a smooth purveyor of solid J. F. Rivkin just as worthwhile. Susan Dexters se-
lightweight tales featuring rapid-fire Ace 0-441-76600-5 $2.95 quence includes a very well drawn sup-
magic. Now there are signs that he is There are times when J. F. Rivkin seems to porting character in the wizard Reynaud,
growing into a writer of greater depth and have something subtle and vaguely unset- and the leisurely yet suspenseful pace is as
wisdom. Though Her Majestys Wizard tling on her literary mind in Silverglass. assured as in earlier books. By contrast,
isnt a work of major literary importance, Mostly, though, her mind is on telling the The Quest for Saint Camber (Del Rey,
it is an adventure that shows thought as rousing tale of two very different women $16.95) seems almost rushed, as Katherine
well as craftsmanship. For that, Stasheff who are thrown together in a dangerous Kurtz tries to pack a brand-new villain and
deserves congratulations. series of adventures. the title quest into the same novel. Though
The pair are Corson, freewheeling mer- Kurtzs Deryni remain absorbing, her
THE GAME OF FOX AND LION cenary and sometime assassin, and Lady sense of pace is becoming inconsistent,
Robert R. Chase Nyctasia, a noblewoman forced by temper- and this latest novel does not resolve
Del Rey 0-345-33384-5 $2.95 ament and politics to flee her city for the enough loose ends to be effective as the
The description on the front of the page life of a wanderer. They meet when two climax of its trilogy.
proofs of Robert Chases first novel calls it separate clients hire Corson to eliminate The Unicorn Gambit (Signet, $2.95) is
a rare mix of well-rounded characters, Nyctasia, but Nyctasia beats both offers harder to evaluate. For one thing, though
gripping intrigue, and believable space and takes Corson on as a bodyguard. The it finishes a trilogy, two more books may
battle. Thats not a bad summary, if a two soon leave the dangerous city of be yet to come. More seriously, this latest
shade generous to Chases characteriza- Rhostshyl, but pursuers bent on various in David Bischoffs saga of the Gaming
tion. What it doesnt suggest is that The kinds of revenge keep the chase going Magi wanders uncertainly back and forth
Game of Fox and Lion also has just the through city, forest, and sea until a climac- between very broad comedy and a more
atmosphere to make a science-fiction RPG tic confrontation ends the threat. even-handed tone. At least its finally possi-
campaign more sophisticated than the There is a great deal to like about ble to see why the sequence is badly
usual round of gunfights and pursuits. Silverglass. Its heroines are spirited and flawed.
That setting is the world of interstellar engaging, yet not militantly feminist, so Much better news is the arrival of R. A.
economics or more specifically, of readers can appreciate them as individuals MacAvoys Twisting the Rope (Bantam
Chiang Biosynthetics and its competitors. rather than as political symbols. Nyctasias Spectra, $3.50), a sequel to the ingeniously
As the novel opens, John Lei Chiangs sorcery, which causes Corson no end of quiet Tea With the Black Dragon. Though
corporation is fighting hostile firms from concern, is well conceived and intriguing, gamers direct interest may be limited
elsewhere in the Centauran business com- and the two women make excellent foils (how do dragons behave when they shape-
munity, in conflicts more serious than a for one another. And there is just enough change into human form and get sick?),
mere price war. Then there are the Bes- depth to the novels central conflicts to the writing is up to MacAvoys usual high
tials, genetic constructs bent on conquer- make it more than one-dimensional standard.
ing the humans who created them. reading. Esther Friesner is perhaps less polished,
Political intrigue also threatens Chiangs Yet there is just enough of a mysterious but New York by Knight (Signet, $2.95) is
position in the Centauran Council, itself undercurrent to arouse a touch of worry. at least as unusual, involving a devilishly
controlled by powerful business interests. As Phyllis Ann Karr observes in a testimo- cunning dragon and an earnestly persist-
Chiangs solution is to co-opt the services nial, there is plenty of bed-hopping in ent knight whose final battle takes place in
of Paul Niccolo Renard, a long-lost Multi- Silverglass, some of which prompts raised New York City under the eyes of the crew
Neural Capacitant, to plan his strategy for eyebrows and musings about Rivkins from 60 Minutes. This one is less smooth
him. Multi-Neural Capacitants, like the possible literary intent. Any such specula- than some of Friesners earlier novels, but
Bestials, are products of genetic engineer- tion, though, must stretch the books text the novelty of the idea counts for a bit.
ing, but the tinkering is with the brain nearly to the breaking point. None of the Finally, Garden of Evil (Random House/
rather than the body, thus producing sex is even mildly graphic; its presence is Find Your Fate, $2.50) resolves at least
vastly increased intellectual ability. There an element slightly out of step with the some of the questions about the series of
is, of course, a catch: MNCs (of which main thread of the novel. Doctor Who tales of which it is the third.
Renard is the last) have been known to On balance, Rivkin has woven a lively, David Martin returns with a solid story
adopt a Hitler-like attitude of superiority entertaining tale with much to recom- that again transcends the multiple-plot
toward normal humans, and they are mend it to players of female characters in form to compete favorably with the full-
therefore almost universally distrusted. nearly any fantasy game and one which length novels. Doctor Who gamers should
The novel swiftly turns into a study in should appeal to both male and female be even more pleased with this than with
Machiavellian plotting, with much uncer- readers. Thats a respectable achievement, Martins previous entry.
DRAGON 83
CLYDE
CALDWELL
PENNY
PETTICORD
game conventions
With a grin of amusement, Penny Petti- while she was still in college. With this all-consuming schedule of
cord began the task of getting through this Starting with the smaller conventions, she work, Penny still has time for other activi-
interview. “I’m doing this under protest. I worked her way up to the larger ones. In ties. “I love birds. Right now I have a red-
had to be ambushed and hog-tied. Will you 1982, TSR, Inc., was given the responsibil- faced parrot named Shame.” She enjoys
let me go before it hurts too much?” After ity for the GEN CON® East II convention. knitting and needlework, and occasionally
being assured that the interview was pain- Penny was there in an administrative posi- likes to swim. “Because of the conventions
less, despite being dragged from her office, tion, helping to create a successful game I’ve attended, I’ve been able to swim in the
Penny finally consented to reveal some convention. There, she also became ac- Atlantic and Pacific oceans, and the Gulf of
facts about her life that have remained un- quainted with several people from TSR, Mexico — all in one year!”
known even to those who work with her. Inc., and decided to apply for the position It seems that Lake Geneva is no longer
On July 2, 1958, Akron, Ohio received a of RPGA™ Network coordinator. At the time, adequate for this convention-goer. Penny
new resident. Essentially an only child (her the person in charge of hiring didn’t think plans to attend several conventions in the
brother and sister are much older), Penny she was the best candidate for the job. “I coming year, and hopes to meet and talk
did not waste much time with the trivial didn’t get it,” she says with a smile. with many more avid fans of the game.
NEW PRODUCTS FOR FEBRUARY CHEERS® television show! The famous NEW PRODUCTS FOR MARCH 1987
1987 Boston bar “where everybody knows your
name” provides the setting for fans and IM2 The Wrath of Olympus
LAZER TAG Official Live Action Game would-be fans to play their favorite D&D® Immortals Game Adventure
Handbook CHEERS® character and to engage in a by Bob Blake
by James M. Ward game of zany notes and quotes. Can you The lords of Olympus are back! Deep in
The hottest new toy item for 1986 and meet the challenge of “Normie’s the mountains of the Broken Lands, these
1987 now has its own special book of Olympics?” Immortals claim their power over humans.
games! Because of the incredible demand Suggested Retail Price: $19.95 This unthinkable act has broken the
and interest in the unique new game that is Product No.: 1028 unspoken law of the Immortals to not
sweeping America, TSR, Inc., has created interfere with humanity. Who is
whole new games and activities to use with CHEERS ® and ©1987 Paramount Pictures Corp. responsible? Who can rid the world of this
the LAZER TAG™ equipment. The book Immortal menace?
includes games, safety rules and tips, and Suggested Retail Price: $8.00
official club information. GW7 Beta Principle Product No.: 9189
Suggested Retail Price: $7.95 GAMMA WORLD® Game Adventure
Product No.: 8050 by Bruce Nesmith
A visit to the remains of an old I11 Needle
Lazer Tag is a trademark of Worlds of Wonder, Inc. amusement park sets the stage for an AD&D® Game Adventure
©1986 World of Wonder, Inc. All Rights Reserved. exciting adventure to the legendary by Frank Mentzer
skywalking city of the ancients. This Deep in the depths of a dark and
module continues the campaign series dangerous jungle, there stands a magical
X12 Skardas Mirror introduced in GW6 Alpha Factor. obelisk that the adventurers must retrieve.
D&D® Game Adventure Suggested Retail Price: $8.00 As if that wasn’t enough, now they must go
by Aaron Allston Product No.: 7510 through the portal that has opened in the
Marauding bandits have repeatedly obelisk, and they find themselves in a
raided the countryside, and a mage is strange, new world. . . .
gallantly pursuing them, only to AMAZING® Science-Fiction Stories Suggested Retail Price: $8.00
accidentally stumble upon their hideout The Wonder Years: 1926-1935 Product No.: 9187
and a strange mirror the bandits have Edited by Martin H. Greenberg
stashed there. An investigation is in order This illustrated collection of classic
when both the bandit leader and the mage science fiction is the best from the C6 The Official RPGA Tournament
disappear into the mirror’s unknown 1926-1935 issues of AMAZING Stories and Handbook
realms! includes bizarre tales from such AD&D® Game Adventure
Suggested Retail Price: $8.00 science-fiction greats as H.P. Lovecraft, Edited by Penny Petticord
Product No.: 9188 John W. Campbell, Julian Huxley, and Penny Petticord, RPGA™ Network
Edmond Hamilton. coordinator, and TSR, Inc., bring you this
Suggested Retail Price: $3.95 special product that includes two of the
OA3 Ochimo, The Spirit Warrior Product No.: 8115 official RPGA™ Network tournaments and
An AD&D® Oriental Adventures offers the official guidelines for writing
Module tournaments and adventures. Scoring
by Jeff Grubb SNARFQUEST: The Book sheets are also included, so the players can
An unearthly spirit haunts a colony in Far DRAGON® Magazine Special create all the thrills and competition of
Eastern lands. The heroes must find the by Larry Elmore tournament adventure.
spirit and defeat this dangerous warrior A comic quest for wealth, power, and all Suggested Retail Price: $10.00
from battles past. that good stuff, this special magazine Product No.: 9206
Suggested Retail Price: $8.00 gathers three years of the popular fantasy
Product No.: 9195 cartoon strip which has appeared in the
pages of DRAGON® Magazine. Created by MA3 The Ultimate Powers Book
one of the most noted fantasy artists in MARVEL SUPER HEROES Game
CHEERS® Game America. Accessory
Family Game Suggested Retail Price: $9.95 by David Martin
Based on the Emmy Award-winning Product No.: 8118 So, you want to liven up your game with a
few new powers for your super-powered young warrior Ferral seems doomed to Majere, proprietors of the inn. Welcome to
heroes? How about almost 300 new super spend the rest of his days as a wolf, unless the Inn of the Last Home!
powers? This collection of new powers, a a way can be found to reverse the terrible Suggested Retail Price: $12.95
result of years of intensive comic-book transformation that makes his body grow Product No. 8446
research, can be used by all players. WHAT more and more wolflike.
IF™ . . . Aunt May™ became an Energy Suggested Retail Price: $2.95
Vampire with Serial Immortality? Would Product No.: 8962 Once Upon a Murder
Galactus™ EVER be safe again? A WINDWALKER Book
Suggested Retail Price: $12.00 In this bizarre novel, a Chicago detective
Product No.: 6876 Dueltrack is gunned down in an alley, but wakes up
CAR WARS® Gamebook #3 with an arrow in his chest, in the midst of a
MARVEL SUPER HEROES and the Marvel Universe by Scott Haring medieval mystery plot! He must find who
are trademarks of the Marvel Comics Group. Against the glamorous background of shot the arrow, or he may never be able to
©1986 Marvel Comics Group. All Rights Reserved. Indianapolis high-speed racing, you must return to his own body, but be caught
battle your way to victory. The competitors forever in a time filled with new dangers.
you can handle, the saboteurs you expect, Suggested Retail Price: $2.95
but your experimental robot may turn out to Product No. 8720
CHASE Game be your worst enemy yet!
Family Board Game Suggested Retail Price: $2.95
An award-winning game played with Product No.: 8016 Bimbos of the Death Sun
multiple dice, the CHASE™ game provides A WINDWALKER Book
hours of fun for young and old alike. A CAR WARS® & ©1987 Steve Jackson Games. AR by Sharyn McCrumb
privately printed edition of CHASE™ was Rights Reserved. This murder mystery is set at a fantasy
listed in the OMNI™ TOP 10 GAMES and convention peopled by fanatic fans, where
the GAMES 100 in GAMES™ magazine. a brilliant but egotistical author is
Destined to become a classic! Leaves from the Inn of the Last Home murdered. Discover how the killer is
Suggested Retail Price: $12.95 The Complete DRAGONLANCE® revealed by a novice game master in the
Product No.: 1030 Sourcebook ultimate role-playing finale!
by Tika and Caramon Majere, Suggested Retail Price: $2.95
CHASE & ©1987 Blue Dolphin Games. All Rights Proprietors Product No.: 8721
Reserved. edited by Margaret Weis and Tracy
Hickman
This delightful sourcebook includes Unless otherwise noted:
Curse of the Werewolf songs, recipes, timelines, scholarly essays ®denotes registered trademarks owned by TSR, Inc.
AD&D® Adventure Gamebook #12 on race and philosophy, and quotable denotes other trademarks owned by TSR. Inc.
by Chris Martindale quotes from the characters of Krynn. With
Under the spell of a powerful wizard, the special commentary by Tika and Caramon ©1987 TSR, Inc. All Rights Reserved.
Adventure Trivia: The Answers 64. 200 (PH, page 35)
65. D2, The Shrine of the Kuo-Toans,
recently re-released in GDQ 1-7, Queen of
The trivia questions themselves ark on 32. 3 game scale, or 30 (PH, page 50) the Spiders
page 26 of this issue. 33. +3 (PH, page 44) 66. Yeenoghu and Baphomet are cur-
34. A pinch of dust (PH, page 43) rently at war (MMII, page 36)
1. The small galley, though the large 35. No; it is easier to hit the man with 67. Permanency (PH, page 91, and DMG,
galley equals its speed when oared (DMG, padded armor (PH, page 38) page 46)
page 54) 36. 1-8/1-6 hp damage (PH, page 37) 68. 9th (UA, page 20)
2. Poseidon (LL, page 58) 37. None, as there are no female deep 69. The victim becomes petrified (UA,
3. Cthulhu and Melnibonéan pantheons gnome characters (UA, page 11) page 67)
4. 10 (PH, pages 10 and 118) 38. 9 (UA, page 10, and PH, page 15) 70. 6 (UA, page 75)
5. One minor discipline (PH, page 111) 39. James Ward and Robert Kuntz 71. 500 gp (UA, page 79)
6. (a) chickens (PH, pages 35-36) 40. No; Druaga is a lesser god (LL, pages 72. The viewer is held permanently and
7. (d) short sword (PH, page 38) 9 and 23) may die (UA, page 99)
8. 10% (PH, page 28) 41. Skoraeus Stonebones (LL, pages 73. 66 (UA, page 30)
9. Senior Assassin (PH, page 30) 93-94) 74. 21 gp (UA, page 26)
10. 21 (7 x 3) hit points (PH, pages 21 42. (b) Sir Galahad (LL, page 19) 75. Gray dwarves (UA, page 10)
and 37) 43. Sumerian (LL, page 110) 76. 55 lbs. (UA, page 75)
11. 15 (PH, page 26) 44. 17 (LL, page 116) 77. 17 (UA, page 76)
12. 14 (PH, page 15) 45. Immediately gain 2 points on your 78. 52 (UA, page 79)
13. Yes, with a wish (PH, page 12) major ability (DMG, page 142) 79. Five (UA, page 80)
14. This may occur in certain special 46. 30 (DMG, page 140) 80. +7 (PH, page 91)
surprise and weapon speed factor situa- 47. The wand of polymorphing (DMG, 81. AC 6 (PH, page 36), but optionally
tions (DMG, pages 62 and 66) page 136) AC 5 (DMG, page 28)
15. No (DMG, page 65) 48. 10 (DMG, pages 166-167) 82. Tightrope walking, pole vaulting,
16. MC: B (DMG, page 51) 49. None at all (DMG, page 109) jumping, and tumbling (UA, page 23)
17. AD&D game module S4, The Lost 50. 60 lbs. (DMG, page 138) 83. Yes (UA, page 22)
Caverns of Tsojcanth 51. Potion of undead control (DMG, page 84. No (UA, page 13)
18. 101 (DMG, page 140) 121, and UA, page 84) 85. 1% (UA, page 80)
19. Four; a giant lizard can bite for dou- 52. (c) lawful evil (DMG, page 37) 86. A broad sword, final word type
ble damage (2-16) on a roll of 20 (MMI, 53. Five (UA, pages 87-88) (UA, page 105)
page 61) 54. Demi-lich (AD&D module S1, Tomb 87. Dwarves (UA, page 111, and LL, page
20. Yes, but only a staff of striking (PH, of Horrors) 91)
page 26) 55. A powerful (and intelligent) magical 88. (b) pole cleaver family (UA, pages
21. 6th level (MMI, page 30) trident 125-126)
22. No (MMI, pages 16 and 19) 56. The (short, +6 defender) Sword of 89. Monadic (MMII, page 43)
23. 78: 8 hp/level for hit dice, and 5/level Kas 90. No (MMII, page 44)
for constitution (PH, pages 15, 22 and 30, 57. 14 (DMG, page 166) 91. Carnivorous (MMII, page 55)
and LL, page 7) 58. No (PH, pages 26 and 42) 92. 11 (MMII, page 38)
24. (e) small, old lung wang (FF, page 28) 59.12" (UA, page 11) 93. D1, Descent into the Depths of the
25. 3 points/round, as for everyone else 60. 1979 (August) Earth, re-released in GDQ 1-7, Queen of
(PH, page 116) 61. DRAGON® Magazine issue #49 (May, the Spiders
26. 5th (PH, page 113) 1981) 94. Yes (DMG, page 177, and MMI, page
27. Seven (PH, page 100) 62. 20; this also excludes monsters simi- 44)
28. None; charms do not affect wights lar to dragons, such as dragonnes, dragon 95. 4th (DMG, pages 174 and 178)
(MMI, page 100) turtles, chimeras, dracolisks, fire lizards, 96. It turns to powder (DMG, page 154)
29. A thin sheet of crystal, approxi- etc. 97. Nine (DMG, page 150)
mately 1 x 1 in size (PH, page 85) 63. Q1, Queen of the Demonweb Pits, 98. Cli Lyre (DMG, page 148)
30. 100 miles (PH, page 62) recently re-released in GDQ 1-7, Queen of 99. 25% (DMG, page 144)
31. Yes (PH, page 61) the Spiders 100. The flumph (FF, page 39)
88 JANUARY 1986
ing relations with our licensers, and lots
more. I dont know how he gets it all
down; maybe it's that huge sword that
dangle s over his desk, held only by a thin
string.
Finally, Harold Johnson, previously head
of R&D Games, has taken on new chal-
lenges as Director of Consumer Services,
which encompasses a number of areas
mentioned above. Hes working hard on
the 1988 GEN CON/ORIGINS games con-
vention, the new On-Line Hobby Shop on
CompuServe, and a lot of special projects.
A new column from Michael Dobson
First, there should be a completely revamped for the demons and devils). There should be
Players Handbook. All the player information revised encounter tables and an occasional
from the original Players Handbook, Unearthed new illustration. This would also be a likely
Arcana, Oriental Adventures, Dungeoneers place for the more popular of the many NPC
Survival Guide, and Wilderness Survival Guide classes.
should be taken out, reorganized, cleaned up, Finally, the new Legends and Lore: it should
(From page 9) rewritten and re-edited where necessary, and have all the deity information from any and all
then bound into a single volume. There should of the above sources in a recompiled and up-
for about seven and a half years, mostly AD&D be height, weight, age, social class, order of dated format. There are new pantheons you can
games until about five years ago. I got fed up birth, and circumstance of birth tables included add as well for instance, the Suel pantheon.
with realism articles a long time ago as well. herein. Similarly, there should be alternate Expanded non-human deity coverage could help
Fantasy role-playing is not a simulation of real systems for hand-to-hand combat. It should also as well.
life; it is a simulation of fantasy books and have a lot of illustrations, since a lot of people Patrick Goodman
motion pictures. Reality and fantasy role-playing who play the game have never seen what the Webster, TX
are, in my eyes at least, mutually exclusive deuce a ranseur looks like.
concepts. Any game (or book or film or what Similarly, the Dungeon Masters Guide should
have you) that operates on the postulate that be reworked. Dungeon Master information
magic actually works and that dragons are on found in all of the above volumes, as well as the
the move, having a halfling or three for a mid- DMG, should have similar work done to it. The
morning snack, should have no truck with character generation information should be
reality. I play AD&D games and the other dozen represented here in a concise format, such as
or so role-playing games I own to get away from found in the cover sheet to REF1, the DMs
reality. I dont need my DM throwing a weather screen (which, by the way, was outdated the
forecast at me and saying, But, Pat, thats how day Unearthed Arcana came out). Some of the (From page 3)
it works in real life! when Im playing a half-orc interesting NPC classes should be presented
assassin out to get a high-ranking elvish noble- here or in the revised Monster Manual (more on
woman. Anybody who has actually seen a
dragon munching on halflings or a half-orc
that momentarily). Among these are the senti-
nel, the mariner, and my favorite, the witch.
PC profiles
assassin after an elvish noblewoman should be Alternate character generation methods, revised Dear Dragon:
referred to a competent psychiatrist. experience value tables (to include all new I have just finished reading most of the latest
On the fabled Second Edition AD&D game monsters), revised treasure listings, and revised issue (#115) and would like to congratulate both
works: please hurry. The AD&D game, in its combat matrices should be included in a nice, you and Kim Mohan.
current form, is strangling itself; there are neat, organized fashion. Psionics, in my opinion, In your editorial, you said that if anyone had
currently nine, soon to be ten [twelve — Editor] ought to be ditched. This discipline doesnt fit any new ideas that this would be the time to
hardback rule books and literally hundreds of well within a fantasy setting. Put psionics in an present them. Well, as I was reading the special
modules and accessories. As an article in issue SF game and youre okay. Psionics tends to make section on thieves, I came up with an idea for a
#114 points out, character generation material characters who are potentially powerful magic- new section similar to The Role of Books and
alone is scattered to heck and gone between users into potentially deadly walking tanks. the The Role of Computers columns. It would
eight or nine places between three or four The new Monster Manual should have all the feature one character a month, supplied by the
books (the author, Robert Kelk, insists five creatures found in the Monster Manual, Mon- readers. The reader would write down basic
places in two books). So are the DMs informa- ster Manual II, FIEND FOLIO* Tome, and Orien- stats and general information about the charac-
tion, the various pantheons of deities, and tal Adventures, placing them in a revised, ter, who could conceivably be from any role-
hundreds of monsters. Nobody really asked me consistent, updated format. Everything and playing game. It would take up approximately
for these, but here are my recommendations as everybody should be reshuffled to proper one page or more. The player could send along
to how the Second Edition books should be categories again (all of the dragons should be a brief review of the events of a favorite adven-
done. E. Gary Gygax put forth the plan on together in alphabetical order, regardless of ture or the weirdest thing ever to happen to the
which this is modeled. Occidental or Oriental origin; the same goes character.
DRAGON 91
This would give DMs a chance to see new not have our subject matter overlap that of the
items and some NPCs for future use in a cam- newszine. Interested writers should contact the
paign. Perhaps to accompany this you could POLYHEDRON Newszine, P.O. Box 509, Lake
have the player send along a description for an Geneva, WI 53147 for more information on this
artists rendering or, if they already have a column. — RM
picture, the picture itself.
I sort of like this idea and I hope you use it. I
know you cant use all of the ideas you receive,
but please give this one some consideration.
Pat Lieberg
Canadian
Rogers, MN customers
This idea is a good one, but POLYHEDRON™ Dear Dragon:
Newszine is currently running a similar feature My question concerns the ad on page 33 of
(“The New Rogues Gallery”). We would rather issue #114, from Tharla Enterprises. They are
offering five posters on AD&D® gaming themes,
but at the bottom of the ad, it says, Offer good
only in U.S. Is there any way to order them if
you live in Canada? If not, is there any company
that offers AD&D game posters to Canadian
customers?
About Thomas Kanes article, Guilty as
Charged, I found one thing that is wrong. I
dont know too much about U.S. law, but I do
Got a question about an article? A know that in Canada a life sentence is only 25
subject youd like us to cover or years. Therefore, it is better to commit a felony
not cover? What do you think of the with a rating of 10 then one of 7 or 9.
magazine youre reading? Drop us a Randolph N. L. Mitson
line at Letters, P.O. Box 110, Lake Simcoe, Ontario
Geneva WI 53147. Well read every
letter we get, and well select certain Mary Parkinson contacted Tharla Enterprises,
letters of general interest for publica- which is licensed by TSR, Inc., to produce these
tion maybe even yours! posters. The company will accept orders for the
posters from Canada, so long as the orders are
accompanied by a check or money order in
American funds. The posters will soon be made
available in many other countries as well. — RM
92 JANUARY 1986
94 JANUARY 1986
Index to
Advertisers
DRAGON 95
KING KON 7, March 13-15
Celebrating its seventh year of success, King
Kon 7 will be held this year at the Embassy
Suites at 7290 Commerce Center Drive in Colo-
rado Springs, CO. Robert Vardeman will be the
Guest of Honor, along with Somtow Sucharitkel
as Toastmaster and Don C. Thompson as Fan
Guest of Honor. This science fiction convention
will feature authors readings, panel discussions,
lectures, an art show and auction movies, a 22
hour con suite, a masquerade contest, and much
MSC NOVA, Texas A&M University, College more. Memberships are $15 until January 1,
Station TX 77841, or call (409) 845-1515. 1987, $17 until Feb. 1st and $20 at the door. For
more details, send a SASE to: King Kon 7, P.O.
DUNDRACON XI, Feb. 13-16 Box 16597, Colorado Springs CO 80935, or call
The oldest gaming convention on the West (303) 520-1241.
coast, DunDraCon XI will be held at the Oakland
Airport Hyatt Hotel. Events will include open
TOTAL CONFUSION, March 13-15
gaming, con-sponsored games, a dealers room,
This first run role-playing and wargaming
seminars, SCA demonstrations, a flea market,
and a figure painting contest. Memberships are convention will be held at the Yankee Drummer
Inn in Auburn, Mass., and will be sponsored by
$15 through Feb. 1, $20 at the door, and $10 for
Thats Entertainment of Worcester, Mass. Events
PANDEMONIUM IV, Jan. 17 one-day registrations. For more details, write:
will include AD&D®, TWILIGHT 2000, CALL
This gaming convention will be located in the DunDraCon XI, 386 Alcatraz Ave., Oakland CA
OF CTHULHU®, Star Fleet Battles, and CHAM-
Hub Cafeteria, Ryerson Polytechnical Institute, 94618.
PIONS tournaments, in addition to many
350 Victoria Street, Toronto, Ontario. Events
others. There will be a dealers room available
include fantasy role-playing tournaments, board ORCCON 87, Feb. 13-16
as well. Pre-registration is $5 per day if paid
games, miniature contests, auctions, dealers, The 10th running of this gaming convention
before Feb. 20; after that, all registrations are
and more. Registration is $7 before the conven- will take place at the LAX Hyatt Hotel. Featured
$6 per day. For further information, contact:
tion and $8 at the door. For more information, events will include role-playing, wargaming,
miniatures, computer, and family game tourna- Thats Entertainment, 151 Chandler Street,
write to: The General Staff, P.O. Box 425, Station
A, Downsview, Ontario, CANADA, M3M 3A8. Worcester MA 01609; telephone (617) 755-4207
ments. Other events will include seminars,
Gamemasters interested in running events will
demonstrations, auctions, flea markets, and an
exhibitors area. Registration is $16 in advance receive part of the table fees as well as a dis-
GRIFO CON, Jan. 23-25 count on registration. Interested parties should
and $20 at the door. For more information,
Sponsored by I Giochi dei Grandi game shop contact: ORCCON 87, c/o DTI, P.O. Box 8399, inquire no later than Jan. 1, 1987.
in Verona, this convention will be held at the
Long Beach CA 90808, or call (213) 420-3675.
Hotel Mediterraneo in Marina di Grosseto, HOUSTON FANTASY FAIR, March 20-22
Grosseto, Italy. Featured events include a 3- Sponsored by Bulldog Productions, this comic
FOLIE-CON 87, Feb. 27-March 1
round AD&D® tournament, BATTLESYSTEM This bilingual gaming convention will be held book, science fiction, and film supershow will
and Warhammer game miniatures battles, and at the Ramada Inn in Montreal, Quebec. Fea- take place at the Houston Marriott Astrodome,
other role-playing and fantasy board games. For
tured events will include AD&D tournaments, a 2100 S. Bracewood. This event will include
more details, contact: Robert Di Meglio, Via
variety of role-playing games, micro-armor and appearances by dozens of comic book artists,
Mameli 50, CAP 58100, Grosseto, ITALY.
miniature events, 24 hour videos, wargames, writers editors, and publishers, as well as a
and BASTON. There will be lots of prizes number of film personalities. Other features
CALCON II, Jan. 30-Feb. 1 awarded to tournament winners. Registration include a huge dealers room, a professional art
This gaming convention will be held at the
fees for the weekend are $10. For more details, show, an art contest, an art auction, video
University of Calgary in Alberta. W. Backhaus
contact: Folie-Con 7, 4651 Berri, Montreal, rooms, a masquerade, numerous workshops,
(co-creator of Chivalry and Sorcery) is the Guest
Quebec, CANADA H2J 2R6, or call (514) 526- previews of upcoming motion pictures, and a
of Honor. Special events include an AD&D 1174. variety of gaming events and open gaming
tournament with a guaranteed first prize of
competition. Tickets for this three-day event are
50% of the tournament fee (tournament entry
UN-CON 87, Feb 28-March 1 $20 through March 1 and $25 thereafter. For
fees are $5 per person). Other events include a
Sponsored by Wargames Unlimited, this more information contact: Bulldog Productions,
variety of role-playing, board, and miniatures
gaming convention will be held in the Keene PO. Box 820488, Dallas TX 75382 or call (214)
games. Registration is $3 until Dec. 1, 1986, $5
Johnson Building on the Eastern Kentucky 349-3367.
until January 15, 1987, and $6 at the door. For University in Richmond, KY. The convention will
further information, write to: Calcon II, P.O. Box
feature an AD&D® tournament, an open CHAM-
762K, 2500 University Drive N.W., Calgary, SIMCON IX, March 20-22
PIONS tournament, and a RISK® tournament.
Alberta, CANADA T2N 1N4. This convention will once again be held at the
AD&D Tournament players must pre-register;
other tournament players are also encouraged University of Rochesters River Campus. Events
will include role-playing tournaments, Star Fleet
CABIN FEVER CON, Jan. 31 to do so. A dealers room will be made available,
Battles, miniatures events, demonstrations,
The Kobold Gaming Society will host this and open gaming is encouraged. The convention
convention from 10 a.m. to 10 p.m. on Saturday, will open at 9 a.m. each day, with most events movies, and a dealers room. There will also be a
January 31. This gaming convention will be held beginning at 10 a.m. Pre-registration is $4 per costume party. Registration fees are $7 before
at the Northern Hills U. M. Church at 6700 day or $5.50 for the weekend; at-the-door March 5, 1987, and $10 at the door. For more
registrations are slightly higher. For more information, write to: SimCon IX, P.O. Box
Winton Road in Cincinnati, OH. Admission for
29142, River Station, Rochester NY 14627.
the entire day is $2.50 at the door. Events in- information, contact: Wargames Unlimited, c/o
clude role-playing games, miniatures competi- Robert McCool, 135 Brockton, EKU, Richmond
tions, board games, and a miniature painting KY 40475 or phone (606) 622-2467. UMF-CON, March 21
contest. For more information, send a SASE to: This one-day convention will take place at the
Kobold Gaming Society, 2490 Queen City Avenue NOVAG II, March 7-8 Student Center of the University of Maine in
#6, Cincinnati OH 45238 or call Tusk Stevens at The Northern Virginia Adventure Gamers Farmington. Offered events include AD&D®,
(513) 661-3319. announce their second annual adventure gam- TOP SECRET®, RISK®, and MONOPOLY® compe-
ing convention. This event will be held at the titions, as well as a variety of other role-playing
WARCON 87, Feb. 6-8 Tysons Westpark Hotel in McLean, Va. Spon- and board games. Registration for the conven-
WARCON 87 will be held at the Texas A&M sored activities include AD&D®, TRAVELLER®, tion is $5; each game has a $2 entry fee. For
University. Events include role-playing camps, I.C.E., and other role-playing adventures, board- more information, write to: Becky Parker,
boardgames, a miniatures contest, guest speak- games, miniatures, and historical competitions. Secretary Table Gaming Club, c/o Student Life
ers, and a schedule of movies, Interested per- For further details, contact: NOVAG, 101 East Office, Student Center, South Street, Farmington
sons are invited to contact: WARCON 87, c/o Holly Avenue, Suite 16, Sterling VA 22170. ME 04938.
96 J A N U A R Y 1986
D R A G O N 97
98 JANUARY 1986
DRAGON 99
100 JANUARY 1986
D RAGON 101
104 JANUARY 1986