<<

CONTENTS

Issue #133 Vol. XII, No. 12 May 1988 REGULAR FEATURES

Publisher 8 The Ecology of the Carnivorous Ape — David Howery Mike Cook What does a 600-lb. carnivorous ape eat for breakfast? Any adventurer it wants.

Editor 10 Bazaar of the Bizarre — The Readers Roger E. Moore Q-&-A time again — unusual quivers and arrows, that is.

Assistant editor Fiction editor 12 Notice Anything Different? — Thomas Ruddick Jenkins Patrick L. Price Perception: a new ability score for sharp-eyed player characters.

Editorial assistants 16 Role-playing Reviews — Ken Rolston Eileen Lucas Barbara G. Young Three AD&D® tournament supplements enter the reviewer’s arena.

Art director 26 The Imperial Gods — Eric Oppen Roger Raupp The pragmatic gods of the Roman Empire, from divine emperors to Jupiter.

Production Staff 34 The Role of Books — John C. Bunnell Marilyn Favaro Lori Svikel If a picture is worth a thousand words, what is a graphic novel worth?

Subscriptions Advertising 40 Wards Against Evil — Parker Torrence Pat Schulz Sheila Meehan Arm your shukenja with real power against spirits.

Creative editors 42 The Game Wizards — James . Ward The latest report on computerized AD&D games from the wizards at SSI.

46 The Role of Computers — Hartley, Patricia, and Kirk Lesser Enter the fantastic worlds of Quarterstaff and Dragon’s Lair.

54 Agents for Hire — William Van Horn Money talks in the TOP SECRET® game, and contract agents listen.

68 Success by Conventional Means — John Dunn Read this article before you start your own wargaming convention!

74 Surprise! — Leigh L. Krehmeyer If a svirfneblin meets a , who is the more surprised? The DM, of course.

76 The Wild Warriors — Tom Griffith Berserker NPCs: too crazy to live long, too dangerous to die quickly.

82 The Dragon’s Bestiary — Kent Colbath Even the early bird would have a tough time with these worms.

88 The Marvel®-Phile — Jeff Grubb and David Martin All the heroes and villains in one place: The Index!

DEPARTMENTS 3 Letters 72 Advice 94 Convention Calendar 6 Forum 75 TSR Previews 98 Dragonmirth 66 Gamers’ Guide 86 Index to Advertisers 100 SnarfQuest

COVER A sudden confrontation between a hot-tempered barbarian and a marauding sea troll is the subject of this month’s cover painting by veteran cover artist Daniel Horne. If you have a good (meaning humorous) title for this cover, send it to us. We’ll print the best ones in a later issue, as we did for the cover of issue #127.

2 May 1988 LETTERS Other guys Eleven years ago, I wandered into a hobby store and picked up a copy of The Space Gamer. I liked it and began hunting for other gaming magazines until I found a purple either Barbara (70007,2367) or myself (Roger; copy of DRAGON® issue #3. At that An artful reply 70007,2064), we’d love to hear from you. For point, I became an RPG magazine more information on the CompuServe Informa- Dear Dragon: tion Service, contact: enthusiast, attracted by the maga- Your magazine is great! You are doing a won- zines’ color, variety, and liveliness — derful job! The cover art gets better and better CompuServe Corporate Headquarters even if I never played the games every issue! Have you ever thought about creat- 5000 Arlington Centre Blvd. that they described. ing a portfolio of all your artwork? It would be Columbus OH 43220 Eleven years later, my interest in a great-selling item. (800) 848-8199 toll free gaming magazines has only grown Jason Sauvie (614)457-0802 (if calling from Ohio or stronger, though for very different Flint MI Canada) reasons. Now, I look at them with an evaluative eye: What does this maga- Well, thank you very much! Funny you should See “The Island in Your Computer,” in DRAGON ask about an art collection, because we’ve done issue #128 for more information. zine do that makes it attractive and exactly that. The Art of DRAGON® Magazine is popular? Why do I like or dislike now on sale from TSR, Inc. This wonderful this magazine? How could it be volume sells for $16.95 (£9.95 in the UK), and is Four questions better? What lessons can be learned available from the Mail Order Hobby Shop (see from it to improve our own periodi- the mail-order address on page 4) or in a hobby Dear Dragon: cals? Knowing the problems and shop or book store near you. I am sending this letter to help answer some concerns we each month to questions that have been on my mind for quite produce DUNGEON® Adventures, some time now: Compu-Service 1. When will there be a Best of DRAGON AMAZING® Stories, DRAGON Maga- Magazine Anthology, volume VI? zine, and POLYHEDRON™ Newszine Dear Dragon: 2. When will there be a Best of DUNGEON has deepened my appreciation for Rather than running your own bulletin board Adventures Anthology? the “other guys” when I find a maga- system, why not run (or maybe even share) a 3. When will the second edition of the AD&D® zine that looks particularly good. forum on the CompuServe® Information Serv- game be released? Here, then, are a few of the “other ice? There is a very active RPG section on Com- 4. Having a nice day? guys” in the and science- Johnny Melton puServe that would fit right in with your fiction gaming field. Rather than products. It would save you the capital invest- Toulon IL overlapping the coverage of gaming ment of your own equipment and would pro- provided by DRAGON Magazine, vide space for an excellent data library for 1. We are tentatively scheduling an anthology downloads. Your Mail Order Hobby Shop is of the best modules to have appeared in they complement it with their focus represented in CompuServe’s Electronic Mall. DRAGON Magazine for early 1989. on other areas of interest to RPG Jim Kelker 2. A similar anthology of the best modules to players. Hayward CA have appeared in the first year or two of American Fantasy: The Maga- DUNGEON Adventures is scheduled for release zine of Contemporary Fantasy and You’ve made a good point. In fact, DUNGEON® in late 1989. Horror. American Fantasy previews Adventures editor Barbara Young and I have 3. As of this writing, the second edition is still and reviews new game releases in been appearing on CompuServe’s Gamers undergoing playtesting by selected gaming fantasy, horror, and science-fiction Forum for several months now. We occasionally groups, which are coordinated through the media — novels, anthologies, graphic leave messages in the message base or take part RPGA™ Network. In July, the game will undergo in on-line conferences (COs) to answer questions another editorial revision based on the playtest- novels, art books, movies, and VCR from gamers around the world. We’re also ing results. Limited playtesting will take place tapes are all represented. Game uploading our writers’ guidelines and other after that, and the game should be released in designer Greg Gorden has a brief materials into the data libraries (though this is early 1989. game-review column, and interviews taking some time to do). If any CompuServe 4. So far, it’s been okay. with noted writers and artists (as subscribers want to leave electronic mail for (continued on page 4) well as short stories) appear in each issue. I like “Wolff & Byrd: Coun- selors of the Macabre,” a comic about two defense lawyers who take OOPS! hilarious cases from supernatural clients. This is a sharp-looking and Errata for Hotel Reservations entertaining publication, edited by 1988 ®/ORIGINS™ Game Fair Bob and Nancy Garcia. American Fantasy is a 64-page quarterly maga- Important information was left out of the 16- This information is extremely vital to insure zine, available for $16.00 for four page 1988 GEN CON/ORIGINS Game Fair proper hotel confirmation for you; without it, issues. The cover price is $4.95 insert in DRAGON® issue #132. The Official hotel reservations cannot be made for you and ($6.95 in Canada). Write to: Ameri- Housing Application form, used for making your party. We apologize for any inconvenience can Fantasy, P.O. 41714, Chicago hotel reservations, is grossly in error. Before you that this has caused. IL 60641-0714. send this particular form to the Housing Bureau, Sincerely, Mark Olson Paper Mayhem: The Informa- write down your arrival and departure dates in Promotions/Convention Manager tive PBM Magazine. One of the the space above the table listing hotel rates. (continued on page 4) GEN CON is a registered service mark of TSR, Inc. ©1988 TSR, Inc. All Rights Reserved ORIGINS is a trademark of the Game Manufacturers Association.

D RAGON 3 (continued from page 3) of the Mensa Fantasy Gaming SIG lesser-known fields of gaming is that (special interest group). Sorcerer’s of play-by-mail games, in which Scroll is an 18-page bimonthly news- The price for Columbia Games’ “Harn players correspond directly with a letter, available for $8.00 for six Pilots’ Almanac,” as advertised on page 13 of DRAGON® issue #132, was misprinted game company to take part in strate- issues (the subscription also includes as $19.95 on the order coupon. The correct gic or role-playing games that oper- two issues of another Fantasy Gam- price is $25.00. ate over long periods of time. Paper ing SIG publication, The Spell Book). Mayhem is the best established and A free copy of Sorcerer’s Scroll is (as its subtitle suggests) most inform- available by sending a legal-size, self- ative of the PBM game periodicals. addressed, stamped envelope to: PBM game reviews, playtesting Sorcerer’s Scroll, Mary H. Kelly, notes, announcements, new 4030 Valley View Lane #233, releases, playing hints, and more are Farmers Branch TX 75244-5031. LETTERS presented in each issue. David - I picked these magazines because (continued from page 3) ber, Elaine Webber, Galen Plourde, they have a particular appeal for Mike Scheid, and Jim Townsend are me, but they are not the only ones I RPG Burnout the editors. Paper Mayhem is a 40- consider striking in overall appear- page bimonthly magazine, available ance, coverage, and quality. Even if I Dear Dragon: for $20.25 for six issues ($26.25 to like our magazines best (and I do), it I didn’t think it could possibly happen to me, Canadian addresses). The cover is a pleasure to find other magazines who has seen six or seven regular gaming price is $4.50. Write to: Paper May- that earn admiration — and an groups break up without losing her enthusiasm hem, 1518 Adams Street, Ottawa IL evaluative eye. for the game, but it finally has. The DUNGEONS & DRAGONS® game is losing its intrigue for me. 61350-4764. A final note: Lately, I’ve heard Over many years, I have played every conceiv- Sorcerer’s Scroll: A Publication some discussion among those in the able combination of class and race, but it doesn’t of the Fantasy Gaming SIG of Ameri- role-playing industry about the seem to help. can Mensa Ltd. Sorcerer’s Scroll future direction of role-playing as a I think my biggest problem is that I started (which is looking for a new name recreation. What do you think the out as a DM, then went to being a player. for itself) is a newsletter devoted to future of role-playing will be like? Because of that, I know all of the books too well role-playing and computer games. What new developments would you to find any challenges in playing. I tried switch- Each issue is jammed with short like to see? I’d like to hear from you ing to the TOP SECRET® game but that didn’t letters, opinion pieces, gaming hints, on these topics. Just send a letter or last long, because my group couldn’t find any reviews, and articles from Mensa modules. Could you please suggest some way to postcard with your opinion on the put life back into playing before another charac- gamers. Of the few amateur publica- future of role-playing to: RPG ter of mine dies of boredom? tions I’ve seen, this one is the most Futures, DRAGON Magazine, P.O. Tracy Field fascinating and “meaty,” with a pleas- Box 110, Lake WI 53147. You Calgary, Alberta ant and informal feel. Mary H. Kelly might see a future editorial based on is the editor and is also coordinator the results of this informal survey. Most of the long-time gamers I’ve known have had periods in which gaming is just not that exciting anymore. If the problem seems to be that everyone is too familiar with the game system, find at least one other person who wants to referee another game (which you’ve already tried). It’s good to develop at least two other potential game masters for different games or campaign settings, so the group gets a lot of variety. If everyone is tired of taking their characters seriously, a switch to a silly RPG might be called for; check the “Role-playing Reviews” column by Jim Bambra in issue #132 for reviews of some light-hearted RPGs; I per- sonally recommend the TOON® game from Steve Jackson Games, and TSR will release the BULLWINKLE & ROCKY™ game this June. Believe me, a little silliness goes a long way.

DRAGON® Magazine (ISSN 0279-6646) is published monthly by TSR, Inc. The mailing address for all material except subscription orders is DRAGON Magazine, P.O. Box 110, Lake Geneva WI 53147; the business telephone number is (414) 246-3625. DRAGON Magazine is available at hobby stores and bookstores throughout the United States and Canada, and through a limited number of overseas outlets. Newsstand distribution throughout the is by Seymour Ltd., 334 Brixton Road, London, SW9 7AG, United Kingdom; telephone: 01-733-4444. Subscription rates via second-class mail are as follows: $30 in U.S. funds for 1 year (12 issues) sent to an address in the U.S. or Canada, $50 for 12 issues sent by surface mail to any other address, and $90 for 12 issues sent airmail to any other address. Payment in full must accompany all subscription orders. Methods of payment include checks or money orders made payable to TSR, Inc., or charges to valid Mastercard or VISA credit cards. Send subscription orders with payments to: TSR, Inc. P.O. Box 72089, Chicago IL 60678. Prices are subject to change without notice. A limited quantity of back issues are available from the TSR mail order department, P.O. Box 756, Lake Geneva WI 53147. For a copy of the current catalog listing available back issues, write to the mail order department at the above address. The issue of expiration of each subscription is printed on the mailing label for each subscriber’s copy of the magazine. Changes of address for the delivery of subscription copies must be received at least six weeks prior to the effective date of the change in order to assure uninterrupted delivery. All material published in DRAGON Magazine becomes the exclusive property of the publisher, unless special arrangements to the contrary are made prior to publication. DRAGON Magazine welcomes unsolicited submissions of written material and artwork; however, no responsibility for such submissions can be assumed by the publisher in any event. Any submission accompanied by a self-addressed, stamped envelope of sufficient size will be returned if it cannot be published. DRAGON is a registered trademark of TSR, Inc. All rights to the contents of this publication are resewed, and nothing may be reproduced from it in whole or in part without first obtaining permission in writing from the publisher. ® designates registered trademarks owned by TSR, Inc. ™ designates trademarks owned by TSR, Inc. Most other product names are trademarks owned by the companies publishing those products. Use of the name of any product without mention of trademark status should not be construed as a challenge to such status. ©1988 TSR, Inc. All Rights Reserved. Second-class postage paid at Lake Geneva, Wis., and additional mailing offices. Postmaster: Send address changes to TSR, Inc., P.O. Box 110, Lake Geneva WI 53147. USPS 318-790, ISSN 0279-6848. 4 MAY 1988

provide an interesting puzzle and cut out Monty Haul situations, it also tends to increase cooper- ation between party members — another prob- lem often faced by DMs. FORUM An afterthought on the complaints about the flood of new rules: If you don’t like them, don’t use them. If you want, give them a trial run or take a vote on them, or simply ignore them. Some people, myself included, find various new rules to be interesting and helpful. I do, how- ever, agree with Timothy J. Cunningham’s letter in issue #128 (this is my first “Forum” letter, I must disagree with some of Ed Friedlander’s of legend and fiction have always enhanced the too), as I find the addition of all of these rules remarks concerning familiars, published in the magical power of the caster. confusing. Thus, I decided that I would pick and “Forum” for issue #127. What we decided was to redefine the familiar choose which ones I would use and which I Throughout the AD&D® game system, we find so as to give a magic-user a reason to have one. would put to a vote. Remember, the D&D game that any unusual advantage is normally bal- From experience with trying to rewrite charac- is what you make it. It can be free and full of anced with some disadvantage. Thus, artifacts ters and spells and dealing with the sort of “guesstimations," all statistics and charts, or whose wholesale use would virtually destroy problems inherent in the process, I think the anything in between, as long as the DM and the the game always carry unacceptable side best way is to create the first-level spell find players enjoy it. effects. other familiar. This spell is identical to find Denise L. Voskuil Familiars give the magic-user an advantage, familiar except that the mystic link between the Sheboygan WI though in some cases that advantage is slight — magic-user and the familiar is different. (A a very small increase in hit points and superior magic-user can have one type of familiar at any I am responding to a letter in the “Forum” distance , for example. A pseudo-dragon is time.) from issue #128, written by Steve Shewchuk. I a different matter altogether. In any event, it is Instead of giving the caster extra hit points, disagree with him; magic-users are indeed much against the philosophy of the game, I think, to the familiar stores extra spells. The familiar like a one-charge magical item at lower levels allow this advantage while eliminating or vitiat- carries the extra spell capacity a cleric with a (especially 1st). I find a few flaws in Mr. Shew- ing the one major disadvantage of familiars — wisdom score of 18 would have (two first, two chuk’s “improvement” for magic-users. their vulnerability and subsequent hit-point second, one third, and one fourth, usable only if First of all, the use of cantrips. Page 45 of penalty for the magic-user if they’re snuffed. the caster is able to carry spells of such levels). clearly states that a magic- True, at lower levels this disadvantage can be Hits on the familiar cause it to save vs. spells user may memorize four cantrips in place of extremely damaging if not fatal. In fact, most or lose a memorized spell (highest level first). one first-level spell. If a 1st-level magic-user does players seem to avoid familiars altogether for The of the familiar does not cripple its this, how does he cast his first-level spell? While this reason. The answer to this is that although master, but causes him or her to make a system they may be effective in given situations, can- find familiar is a first-level spell, it should not be shock roll or die, lose all remaining memorized trips do not have the power to equally replace used until the magic-user has achieved a rela- spells, and be unable to cast spells for 1-4 extra that one important spell. tively high level and can stand the loss, if it days (devices and scrolls may be used). The Second, the reference to double-classed occurs. familiar has to be in range at both the time of mages. If you allow a person to become double- But I think it would be a mistake to virtually memorization and the casting of the spells for classed, he is no longer a magic-user alone. I eliminate the disadvantage by beefing up the this to work. have no trouble with fighter/magic-users surviv- familiar’s hit points or by some other method, S.D. Anderson ing in my campaign, simply because they are and I think it would be unwise to allow a famil- Whittier CA not just magic-users. iar to be used as a permanent commune spell; Removing the memorization rule, however, that is, as a vehicle for friendly advice from the Many letters to the “Forum” in past months seems drastic. The system of spell points used . According to my understand- have been on the subject of “Monty Haul” par- by some has been suggested as giving a spell- ing, a that is a familiar may be an excep- ties. I would like to add my own thoughts and caster too much power; I am inclined to agree. tional toad and “abnormally intelligent” — for a experiences to this discussion. Mr. Shewchuk asks, “When has any spell- toad — and in any event possesses wide angle If a DM suddenly realizes that his or her party worker in popular fantasy forgotten a spell just vision (shared with the magic-user), which could has too much magic and gold, certain encount- because he put forth the power to use it?” In the prove very handy in detecting a potential ers can be thrown in to rectify the problem. I ® books, Raistlin certainly ambush or in warning of attacks from the flank. had a character in a powerful but small 4th-to- forgot his spells after casting them! But it is not a sage or a wise counselor, and its 6th-level party a few years ago. We could, with- Don’t get me wrong. I love magic-users and use as such raises the of how its magic- out magical armor, weapons, and other items, couldn’t do without them. But there are easier user ever qualified for the class if the poor sap quickly slaughter any or minotaurs that ways to keep them alive longer. For instance, isn’t even as bright as a smart toad. came our way. When we began to set our sights what about that character you roll up every David Godwin on dragons, our DM reacted. In the next once in a while with more than one high ability Dallas TX dungeon, our once-fearless characters actually score? If he were a magic-user, he could have a ran screaming from a solitary monster. The DM better armor class due to dexterity. Or put a We were sitting around waiting for a couple didn’t throw an “Armageddon” creature at us, staff in the hands of a magic-user with a 17 of overdue players the other day when the either; we ran from a rust monster. It posed a strength. This will make certain that while he is subject turned to familiars. We more or less threat to our armor and weapons, which we not as good as a fighter, the magic-user can take came to a consensus that with the exception of prized highly, and the narrow, twisting dungeon care of himself to a degree. special familiars, having a familiar was more of corridors made it impossible for us to use Also, use that one spell carefully. If a party has a hindrance than a help to all but the lowest- powerful spells like fireballs and lightning bolts a few fighter types, they should be able to level magic-users. on it. Fortunately, we found and secured behind handle four or five without the magic-user The only benefit such a familiar gives is a few us a heavy wooden door that had its hinges on trotting out his magic missile. extra hit points at the risk of hit-point loss if the our side. DMs can use similar monsters, such as Finally, what’s wrong with hit and run? Every (usually) easy-to-hit familiar takes damage. A 2- disenchanters, , and xaren. These beings, character I’ve ever played has had to earn his hp toad is of little value to even a 1st-level attacking with surprise or from ambush, can levels by taking on one group of monsters and magic-user. Admittedly, back when this game greatly reduce the veritable that some then going home to heal for a few days. There’s began, it was the only way a magic-user had to parties carry. nothing wrong with it. Some people get the get some extra hit points. But since the publica- Another way to eliminate too much magic and impression that you should be able to get into tion of Unearthed Arcana, the spell armor has wealth or “unique” magical items from other several battles the first time out. made this unnecessary. campaigns is used by a DM friend of mine. He The magic-user is a lowly person, but with a More to the point though, familiars in game sometimes starts adventures by putting the little work and patience, he can be that high- terms have always provided hand-to-hand party in the middle of the dungeon with no level mage everyone dreams of having. combat potential to characters who have always equipment or provisions and offering no idea of Jason Greff been specified as noncombatants. The familiars how or why they are there. Not only does this Regent ND 6 MAY 1988

by David Howery Excerpt from “Beasts of the Far Southlands,” by the sage Fabius:

There are many types of apes in the tropical lands, but the The Ecology of the carnivorous ape is the most noto- rious and legendary. Many fables are told of this primate’s ferocity and lust for human flesh. The Carnivorous truth is less fantastic, of course; the carnivorous ape lives in remote areas and has rarely been studied. At one time, it was thought that apes were all vege- Ape tarian and that the carnivorous ape was an anomaly. Now it is known that all apes will eat meat to varying degrees, just as bears do. The carnivorous ape is simply Illustration by Jim Holloway a carnivorous member of an otherwise omnivorous family. It was my good fortune to have made friendship with a clan of Watanga tribesmen. These so- called savages live on the fringes of the southern Hepmonaland jungle, and my temporary resi- dence there gave me an excellent opportunity to study a family group of carnivorous apes that roamed the nearby wilderness. The results of these two years of research are given here.

Description As is well known, carnivorous apes have a superficial resemblance to gorillas. They are tall, broad, heavily built, and covered with long, black hair. Albino carnivorous apes are occasionally seen. Male apes stand up to 7’ tall and weigh up to 625 lbs. Females are somewhat smaller, averaging 6’ and 500 lbs.1 It is the physiology of the jaws that shows the greatest distinction between carnivorous apes and gorillas. The mouth of the carnivorous ape is a bit longer and drawn out than in gorillas, almost becom- ing a muzzle. The teeth are long and sharp, with pointed incisors and canines designed to cut and tear flesh. The ape is a gluttonous eater, tearing off and swallow- The lords of the savage jungle ing chunks of flesh with every bite. This ape has very keen senses, as befits a carnivore. The senses of sight and smell

8 MAY 1988 are comparable to those of the great cats. scent from glands in their cheeks (carnivo- the man-eaters are solitary apes who were The ape’s hearing is also keen, making it rous apes releasing this scent appear to be injured in some way, so as not to be able hard to approach a group of these beasts hissing with open mouths at trees or to catch other prey; such apes are usually undetected. objects they are marking). defeated leaders cast out of their tribe. The arms and legs of the carnivorous Since carnivorous apes are not vegetari- Occasionally, however, an entire family ape are longer though nearly identical to ans, they do not live in the depths of the group will turn into man-eaters. These those of the gorilla. Surprisingly, this ape jungle where little game is found. These groups are greatly feared by the has bony nails which curve into the form apes roam areas where the jungle is bro- tribes. The apes’ cunning allows them to of claws; this is unusual in a primate. ken by hills or by the edge of the savan- make devastating raids on villages and Like all apes, the carnivorous ape is nah, where much more game is found caravans. Palisade walls are no protection incredibly strong. An adult male is capable than deep in the rain forest.2 against climbing apes. One group of 18 of dragging a buffalo carcass for miles into The diet of the carnivorous ape is var- carnivorous apes attacked a slaver camp at the jungle. One ape was seen rolling an ied. The apes will take almost any kind of night, silently climbing the walls. Once elephant’s carcass over in an attempt to meat they can get. Rodents make up near- inside the camp, the apes tore apart huts get it closer to a group of protective trees. ly one-third of their diet. Another third is and smashed tents flat. Out of 32 slavers, Carnivorous apes can thus easily carry off made of things like , snakes, tor- 28 were killed, along with 50 manacled a man, if they choose to do so. toises, eggs, lizards, fish, and the larvae of slaves. The other six slavers saved them- giant insects. Thus, two-thirds of the car- selves only by fleeing headlong into the Life and habits nivorous ape’s diet comes from individual jungle, somehow escaping undetected. Female carnivorous apes give birth to foraging. The apes depend greatly on such Although carnivorous apes may hunt single young (rarely two) once every five foraging because of their size, which men, men may also hunt the apes. Unscru- or six years. The young are fully depen- makes it necessary to have a large intake pulous natives search out small family dent on their mothers for three years. of high-protein food. groups, the adults, and capture the During this time, they cling to the hair on The remainder of these apes’ diet comes young. The young are sold to similarly their mothers’ backs, only rarely moving from killed game. In this respect, the unscrupulous traders. This is how carnivo- away from them. At the age of four to carnivorous apes are like lions; they drag rous apes end up in places far from their seven years, the young gradually learn to the kill back to the group so all may eat. native jungle, such as lairs and move around in trees and hunt, gaining The apes may hunt either in groups or hill-giant clans. Carnivorous apes appear full independence at age eight. Full matu- singly. Whenever a herd of large game to be more adaptable than their gorilla rity comes at the tenth year. such as buffalo or wildebeest wanders cousins, and they may even thrive in for- As far as is known, carnivorous apes close to the apes’ territory, all adult apes eign, temperate areas where old forests may live up to 40 years of age. The elderly join the hunt, except for nursing mothers. are found. are easy to pick out; as the apes get past More often, the only game available con- Even are the natives who wor- 30 years of age, their hair gradually turns sists of antelope and warthogs. One group ship carnivorous apes. One tribe believes gray at the tips. The oldest individuals of apes was seen attacking a giraffe, that killing a carnivorous ape brings great have a dark silvery coat, and with practice although the intended prey viciously luck and courage to the slayer; thus, one an observer may note distinctive facial and kicked several of the hunters and was able of their rites of manhood is to kill a carniv- bodily characteristics of individual apes. to run away. orous ape. Another tribe is known to The life habits of the carnivorous apes Carnivorous apes do not wander very regard the apes as sacred. This latter tribe are an odd mixture of those of the leop- far from their protective trees, due to keeps carnivorous apes as pets and feeds ard, lion, gorilla, and bear. This is a result their fear of lions. Although one ape is a captives to them; such apes wander the of their size, diet, and intelligence. Like for one lion, the apes generally act tribal village freely and are said to be well other apes, the carnivorous ape lives in to protect the weaker members of their behaved and friendly — to the villagers small family groups, usually numbering family groups. Leopards do not seem to be only, of course. around eight adults but sometimes reach- a major competitor, even though the leop- In summary, it should be seen that car- ing numbers as high as 20. Within these ards and apes are both tree climbers. nivorous apes are merely another jungle groups, there is about a two-to-one ratio of Where they coexist, the leopards usually predator, instead of the bloodthirsty man- females to males. The of the group take the smaller, faster prey that the apes eaters of legend. However, their size and is the largest male. The leader is often can’t catch. However, it should be noted intelligence make them creatures to be challenged by young males in nonlethal that carnivorous apes are capable of short wary of. Wandering through their territo- wrestling matches; defeated challengers bursts of speed and can easily outdistance ries is a perilous undertaking, for a single are driven off and usually (but not always) a running man.3 male ape is the equal of a half-dozen men- join another family group. Defeated lead- When hunting alone, the apes depend at-arms. ers leave the group and live a solitary on stealth. They often hide in trees over- existence for the rest of their lives, becom- looking trails or water, then leap out at Notes ing a particular danger to humans dwell- creatures passing by.4 At other times, the 1. Treat female carnivorous apes as ing nearby. apes hide in grass or bushes, dashing out gorillas for hit dice and attacks, but allow Within the family groups, the males are at their prey in hopes of catching it by them the same keen senses as the males. dominant. They get the choice parts of surprise. Whatever method is used, the 2. Carnivorous apes can move through killed game and the best sleeping areas. prey is doomed once the ape’s great trees (brachiation) at a rate of 10”. They When a kill is brought in, the males eat strength and sharp teeth come into play. can also run an 18” sprint, but only for their fill first, followed by the females; the Rending and breaking limbs is an often- one round. This sprint is used when the young are last to feed. In times of scarcity, seen tactic when a carnivorous ape means ape leaps out of an ambush; if attacking in many of the young starve to death. to incapacitate a foe. the same round as it sprints, the ape’s Carnivorous apes do not establish actual attacks are at +2 to hit for that round, but lairs, but family groups do have large Carnivorous apes and men its armor class drops from AC 6 to AC 7. territories over which they widely roam. The carnivorous ape has a reputation 3. When hiding in ambush (in grass or The size of the territory is about one to for man-eating. While this is true to some up in trees), the carnivorous ape has a three square miles per adult in the group. extent, by no means do they all eat men. 50% chance of surprising its prey. The male apes mark their territorial The apes can be compared to tigers in that 4. When the ape hides in a tree and boundaries by scarring tree trunks with individuals will occasionally turn into man- leaps down on its prey, the prey (if hit) their nails, and also by releasing a musky eaters, while the majority do not. Most of takes 2-8 hp damage from the impact.

D RAGON 9 In DRAGON® issue #127, we pre- sented an assortment of magical bows for eagle-eyed archers. This month, more archery equipment is offered — some strange and unusual quivers with magical powers of their own, and some nonmagical but specialized arrows for creative Bazaar bowmen.

of the Magical quivers Frief’s magical quiver Frief’s magical quiver looks like a normal quiver, but radiates magic. If found on a Bizarre captured or slain opponent, it contains 3- 12 normal (70%) or magical +1 (30%) arrows. If found in a treasure hoard, it contains only 3-12 normal arrows, as the magically created ones lose their powers if they haven’t been used for four weeks. Frief’s magical quiver functions as a nor- mal quiver until it contains only one magi- cal of any sort. When only one magic arrow is left, that arrow disappears and is replaced by 12 arrows with a magical bonus one less than that of the original arrow; e.g., an arrow +2 is replaced by 12 arrows +1; an arrow +1 is replaced by 12 magical arrows with no “to hit” bonus (but useful against monsters like lycanthropes or gargoyles); a magical arrow with no bonus is replaced by 12 normal arrows; etc. This continues until only normal arrows are left, but only one replacement occurs per day. The quiver does have one drawback; if an arrow of slaying is the arrow that would be replaced, 12 cursed arrows -1 appear. Also, under no condition can the character get experience points for the created arrows. XP Value: 1,100 GP Value: 4,500 Created by: Ed Knight

Quiver of arrow storing This quiver appears to be a normal quiver, although it has magical properties much like a bag of holding. Up to 200 arrows can be held in this quiver without adding any further encumbrance to the bowman (the quiver itself weighs as much as a normal quiver without any additions from the quiver’s contents). The arrows within the quiver are easily accessible and may be of any sort — though finding the exact magical arrow desired may prove difficult. XP Value: 1,000 GP Value: 4,000 Created by: Andrew Salamon Magical quivers and unusual arrows Specialized arrows No experience-point values are given for any of these arrows, as they are not magi 10 MAY 1988 cal. An expert craftsman is required for son. This effect only occurs if the arrow many of these arrows, as some ironwork- has penetrated the flesh; the poison takes ing, fletching, and carpentry skills are three rounds to put the victim to sleep. needed. Each round, the victim then suffers a -1 to hit until a maximum of -3 has been Flaming arrow reached. This “to hit” penalty lasts for 1-8 This type of nonmagical arrow has had hours. Sleep lasts 1-4 hours. Though pos- its tip coated with pitch, a highly flamma- session of poisoned arrows is considered ble substance that was used in sieges evil, this sort of arrow might be allowable during medieval times. For game pur- for some good characters. poses, allow the PCs to purchase (for 5 gp) GP Value: Variable; usually 50 and up or find a jar of pitch containing up to 20 applications. Once set alight, these fiery Broad-headed arrow missiles cause an extra point of damage to This nonmagical arrow has a wide, any creature hit. If contact is made with a triangular head that inflicts terrible dam- flammable, nonliving object, the object is age to those struck. A broad-headed arrow set afire within one turn. Creatures espe- does an extra point of damage when it cially susceptible to attacks (e.g., hits. Players attempting to sever a rope by trolls) take 2 extra hp damage when shooting a broad-headed arrow at it struck. It takes one round to prepare a should be given a +1 to hit because of the pair of flaming arrows, which can then be width of the arrowhead. lighted and shot in one round. GP Value: 1 ep DMs should discourage players from carrying prepared arrows for two rea- Wooden arrow sons: the mess and the potential danger. If Though this wooden-tipped arrow does the players insist in spite of warnings, the -1 hp damage against a normal opponent, DM might consider having another charac- it inflicts special damage against vampires. ter come too close with the torch he is If the archer is able to hit a in the carrying. heart with such an arrow (on a “to hit” roll of 20), the vampire “dies” (as per the Mon- arrow ster Manual, page 99) immediately. This This nonmagical arrow has its flights arrow is good, too, against rust monsters. (feathers) set in a diagonal fashion to its GP Value: 5 cp shaft. When fired, the angled flights cause the arrow to spin, thus creating a drilling Corded arrow motion which is quite effective in pene- This type of nonmagical arrow has a trating armor (doing 1 extra hp damage as small ring set in a thick shaft near the a result). An arrow of this type can only flights. When used with a light but strong be fashioned by an expert fletcher. cord, a corded arrow can be used to cross GP Value: 1 gaps between buildings or to recover small inanimate objects from a distance. This Blunt-headed arrow sort of arrow is not worth using as a This is another type of nonmagical method of creating a swing that can sup- arrow — one that may allow players to port a human-size character, but very take prisoners alive by rendering them small creatures might use it in this manner unconscious. The arrow has a bulb- (if they weigh less than 20 lbs.). The range shaped, wooden head which is sometimes of this arrow is cut to one-tenth normal covered with metal. A blunt-headed arrow because of the weight of the cord. This does only 1-3 hp damage, with a 5% sort of arrow is typically sold with 120’ of chance per point of damage of knocking strong cord. the victim unconscious for 1-4 rounds GP Value: 6 (with 120’ cord) (whether helmeted or not). GP Value: 1 sp Grappling arrow Similar in many ways to a corded arrow, Barbed arrow the tip of a grappling arrow is fitted with a This nonmagical arrow resembles a small, strong grappling hook. (The bow is normal arrow except for its barbed head. merely used as the method of propulsion A barbed arrow does normal damage for this device.) When an attempt is made when it hits and penetrates the flesh; at snagging the hook, the DM should when removed hastily, however, this decide on an armor class to represent the arrow does an additional 1-2 hp damage. difficulty of the maneuver. A successful hit Often, the head of the arrow has a small means the hook is in place. A tug then sets ring to which a light line can be attached the hook and breaks the unnecessary for shooting fish. Proper removal of this shaft. There is a 10% chance that the hook arrow from a wound takes 2-8 rounds to will dislodge during this action. A hook avoid further injury. usually supports up to 200 lbs. of weight GP Value: 1 ep before collapsing. This arrow’s range is as for the corded arrow. Arrow of sleep GP Value: 10 (with 120’ cord) This normal arrow is coated with a Arrows created by: Gordon R. Menzies poison that renders the victim uncon- scious if he fails his saving throw vs. poi-

D RAGON 11 them one at a time: by Thomas Ruddick 1. Purely random die rolls assume that all characters are equally sharp-witted — not a very realistic assumption. 2. Saving vs. a character’s intelligence, wisdom, or dexterity score is also unrealis- tic. Why isn’t it possible to have an intelli- gent, wise, or dexterous individual who Notice also happens to be less than alert much of the time? Basing this saving throw on those abilities seems about as appropriate as making a bend bars/lift gates roll on the basis of charisma — the ability score was Anything not designed to include this attribute. 3. Restricting game design to exclude these situations takes the interaction out of the game. In advance, we know if the party will obtain information or not, so the game becomes more of a story told by Different? the DM, with players’ actions and charac- ters’ abilities having less effect on the outcome. The RUNEQUEST® game has a character ability score called Hidden, which covers the detection of anomalous situa- tions and objects. The closest thing the AD&D game has to this is the surprise roll, but this applies most strongly to combat situations with living foes. So far, no offi- cial AD&D game rules have been pub- lished to deal with “general detection” powers, so individual DMs and game designers have had to come up with indi- vidual ways of coping with this shortcom- ing. As a result, different games still lack consistency in this area. We need new rules that would provide general guide- lines for all of these possibilities. My own solution has been to create an eighth character ability score: perception. The perception score: a new way of looking It is similar to the original six ability scores for strength, intelligence, wisdom, dexteri- ty, constitution, and charisma, each of at things which is normally a number from 3-18 used to describe a range of related abilities that an AD&D game character might His Honor the Lord Mayor was naturally ing them around. How should he deter- possess. quite interested in the adventurers who mine if the characters notice or not? Perception describes the quality of a took temporary residence in one of the The official AD&D® game rules have no character’s vision and hearing, as well as finer inns of the town — especially when provision for dealing with most situations mental habits such as attentivtiness, visual he learned that one of their aims was to like this one. The Players Handbook con- and aural memory, and interest in his find the local assassins’ guild and settle an tains rules for or discover- surroundings. Perception is important to old score with it. The guild had caused the ing secret doors or pits, and for thieves all character classes, as it affects the char- Lord Mayor many problems in the past, detecting traps, but it has nothing that acter’s chances to notice things that might and he welcomed the possibility that the applies in general to situations in which be important in the course of the game guild might soon suffer problems of its characters might or might not notice (and not merely surprise in combat). own. The adventurers, however, were something. Normally, a character’s perception score close-mouthed and were cool toward his Each DM seems to have a slightly differ- is between 3 and 18. However, a character offers of assistance. ent method for dealing with this sort of with a perception of 3 or 4 would suffer His course of action was to rely on the situation. Some roll a die and let players from severe vision or hearing impairments capable services of Ferd, his “roll higher” to see whether or not a dis- — such a character should probably be an informant. Ferd began to tail the adventur- covery is made. Others simply require the NPC, since he probably would not last long ers whenever they ventured into the city players to “roll high” to acquire the infor- as an adventurer. (Survival is unlikely reporting back to the Mayor on their mation. Some suggest that the players when the character has a seeing activities. make ability checks (as described in Dun- or hearing whatever is attacking!) A char- geoneer’s Survival Guide) against intelli- acter with a perception score of 9-11 gence, wisdom, or dexterity. Still others would have normal (20/20) vision, hearing, At this point, the DM creating this sce- never design such ambiguous situations and habits of observation. Characters with nario must pause. Obviously, the game is into their games — whether the players scores above 15 would be exceptionally going to develop in different ways depend- notice an unusual event or not is simply observant individuals, gifted with particu- ing on whether or not the adventurers determined in advance But none of these larly sharp eyes and keen ears, and being notice that a nondescript halfling is follow- solutions seems satisfactory. Dealing with habitually attentive.

12 MAY 1988 Most characters should be able to sur- type skills are practiced at lower levels 4 would receive a personal -1 penalty to vive with average or even low scores in than normal thieves use them, so this all surprise rolls. perception, assuming they could compen- balances out. Second, several skills that are related to sate with other abilities or by depending Monk and bard. Minimum perception: 9. certain character classes should receive on other characters. A few character High perception would benefit either of bonuses for high perception. The bonuses classes, however, require above-average these character classes, but their other for each of these specific skills is +5% for perception scores. For example, thieves minimum scores are already so high that a perception of 17 and +10% for 18. excel at hearing noises; can find requiring an above-average perception These bonuses would apply in addition to tracks that are not apparent to others; would make it almost impossible to roll up any others. These skills are: assassins and ninjas are skilled at disguise such a character using any fair method. Rangers: tracking and counterfeiting. Each of these activities We can conceive that the monk makes up Thieves, assassins, monks: hear noise requires highly developed powers of per- for an otherwise average perception by and find traps (but with no bonuses to ception. Therefore, it is appropriate to set high dexterity and careful mental disci- improve the odds for removing traps) minimum perception scores for these pline; the bard can get through the man- Barbarian: back protection, detect illu- character classes. datory thieves’ training period with a sion, detect magic, and tracking Doing so gives even more legitimacy to lower-than-normal perception score Ninja: disguise, escape, and find traps perception as a character ability — all of because the character can compensate (but not removing them, as above) the other abilities except comeliness take with experience as a fighter. Yakuza: hear noise turns as requisite abilities for several Other character classes have no mini- The bonuses from various perception classes. Also, such an attribute addition mum requirements for perception, but a scores are presented in the Perception forces players to make the choice between character with a perception score lower Score Table. different types of character abilities. For than 5 should be severely handicapped as example, a player who rolls moderately an adventurer. Generating perception scores well under the established rules might Generating a perception score should be choose to play a ranger instead of a fight- Bonuses for high perception easy for existing characters in classes that er, because the ranger can fight just as Since characters receive benefits for require minimum scores for this ability well as the fighter and gets more hit points having exceptional scores in the other and for new characters in games that at the outset; furthermore, the ranger’s abilities, the same should be true for per- follow the liberal Method V for generating tracking and survival skills might help the ception. On the other hand, in order to ability scores (page 74, Unearthed Arcana). party in unique situations. But if a high maintain playability, the bonus system The same solution works for both of these perception score is required, then the should be simple. Two sorts of bonuses are problems. If a minimum perception score player realizes that there must be a trade- suggested here (one with a complementary is needed, the player gets to roll extra off between fighting skills and detection penalty). dice: 6d6 for a minimum score of 9, 7d6 skills, and the fighter class may become an First, characters of any class with a for a minimum of 12, and 8d6 for a mini- attractive option for the player who wants perception of 17 or 18 should receive a mum of 15. If the three highest dice in this only to hack and slash. personal bonus of +1 to surprise rolls. roll do not add up to the minimum score This bonus should not apply to other or above, the character automatically members of the party; it simply reflects receives the minimum score. Minimum ability scores the individual’s ability to hear or see things For a character who does not need a These guidelines are for official charac- a split-second earlier than the average minimum perception score, the player ter classes only, but gamers who use addi- person. This bonus should not apply to should simply make one additional roll tional character classes (like those that are encounters with creatures that are per- with however many 1d6 the DM normally introduced every so often in DRAGON® fectly silent or invisible, depending on the allows (for Method V, use 4d6). However, Magazine) should be able to adapt this situation. This bonus also does not apply the player should be allowed to reroll any information easily enough. Keep in mind to initiative rolls, since perception is of total score below 5. that a perception score of 9-11 is average, limited value when a character is locked in 12-14 is above average, and 15 or over is combat with an opponent. In the same Perception in play exceptional. way, a character with a particularly low Most players and DMs have probably Ranger and ninja. Minimum perception: perception would be easier to surprise. already thought of dozens of obvious 15. Both of these classes depend heavily on Characters with a perception score of 3 or situations in which an ability check vs. perception. The ranger is skilled at track- ing, woodlore, pathfinding, and spying, and is surprised only on a roll of 1 on 1d6. The ninja is also difficult to surprise and is Perception Score Table the most skilled of all the character classes is disguise. All of these skills demand supe- Bonus to rior perception; in particular, the ranger’s Ability General Adjustment specific better odds for being surprised must score information to surprise skills depend on perception, since the class has 3 Serious perceptual impairment exists - 1 -10% no minimum score for dexterity. 4 Perceptual impairment exists - 1 - 5 % Barbarian, druid, thief, assassin, thief- 5-8 acrobat, and yakuza. Minimum percep- 9 Minimum score for bards and monks tion: 12. Barbarians and druids both 10-11 Average depend on the ability to “tune in” to na- 12 Minimum score for thieves, thief- ture, which would be difficult without acrobats, druids, assassin, yakuza, and good perceptual ability. Thieves and barbarians related classes obviously need to notice 13-14 things about their intended victims and 15 Minimum score for rangers and ninjas potential witnesses, and there is a strong 16 relationship between perception and many 17 +1 +5% of their specific skills. Assassins have the 18 +1 +10% added power of disguise, but their thief-

DRAGON 13 perception would be appropriate. One of ate what he has perceived — which may the most common situations would be involve other ability checks vs. intelligence attacks against the PCs when some mem- or wisdom, as the situation dictates. bers of the party are sleeping — the usual Applying perception to the example that arguments about whether or not a charac- started this article, we get this conclusion: ter is or isn’t a light are avoided Whenever several members of the party with a simple 1d20 roll against perception. venture out together, the DM instructs the Characters who want to search for hidden players whose characters are along to roll items, clues, or persons in a crowd may percentile dice — the odds that any of also use this 1d20 perception roll. Charac- them notice the halfling are slight, so a 1 ters should likewise be given some odds in 10 chance is appropriate. In fact, in the for success if searching for secret doors, course of tailing the party many different traps, and other things even if they have times, Ferd is noticed by two of the adven- no previous skill at finding such items; a turers, each on different occasions. 1d100 roll vs. perception would probably However, just noticing Ferd once is not be appropriate in most situations. Other enough — there is no reason to suspect possible applications are boundless. that he is following the party unless a To find the appropriate check in these party member notices him more than situations, the DM must consider the rela- once. Both party members who succeeded tive difficulty of the act of perception in at the 1d100 checks subsequently fail the the game. If an average perception is 1d20 checks that would have meant they represented by a score of 10, and if indi- noticed Ferd on a later occasion — so viduals with really bad perception scores there is no reason to even attempt the are logically not going to be adventurers, 1d20 check vs. their intelligence scores to then players with characters of average suspect the halfling is a spy. perception will pass a 1d20 check against Unable to locate the headquarters of the perception slightly more than half the assassins’ guild, the frustrated party goes time. Checks against perception using on to other adventures. In the future, the 2d20 will succeed about one time in four, PCs may return to the city and try again — while 1d100 checks will succeed only at which point, there is still a slight chance slightly more than one time in every 10 that one of them might notice and begin to tries. Also, the DM needs to consider wonder about that halfling that keeps whether or not the character can appreci- following wherever they go. . . .

14 MAY 1988

more because the final round was an excellent dungeon — so unanticipated, ©1988 by Ken Rolston original, and satisfying a challenge that it didn’t matter who won. The four rounds of that 1980 tourna- ment were later published as the A1-4 Slavelords series of modules. The publica- tion of a revised, one-volume edition of these four modules, reorganized and Role-playing developed as an epic campaign adventure in the WORLD OF ® fantasy setting, prompts reflection on the competi- tive model of fantasy role-playing gaming, Reviews and the peculiar strengths and weaknesses of adventure supplements based on AD&D game scenarios originally designed for competitive play.

Playtesting One preeminent virtue of tournament- based supplements is the amount of play- testing they often receive during design and before development and publication. I regret to inform you that many fantasy role-playing supplements are not rigor- ously playtested before they are pub- lished. There are plenty of good reasons for this. It takes a lot of time and effort for a designer or developer to present and playtest even a single session’s worth of a supplement, and a single supplement may ‘contain 10-20 sessions’ worth or more. Furthermore, a single playtest doesn’t tell you very much, because of the very nat- ure of role-playing — there are many different ways to tackle a single problem, and many different gamer personalities and playing styles. Perhaps the worst problem is that designers and developers prefer to play with expert players, who are often no indication of how the majori- ty of players would handle a scenario. Are designers then condemned to play numer- ous FRP sessions with undistinguished players? I’m not sure I’m willing to make that kind of sacrifice for my craft. I don’t want to get into a critical discus- sion of supplement playtesting here, though I should note that certain compan- ies (, Inc., and Steve Jackson Games, for example) have exceptionally energetic playtesting programs. My point here is that tournament-based supple- ments tend to be much more carefully playtested, for the following reasons: First, in the earlier days of TSR, a Into the tournament arena greater emphasis was placed on the com- petitive model of AD&D games. The AD&D game was regarded as a set of universally accepted rules which permit- Back in 1980, I played on a team in the greater excitement and anticipation as our ted and supported competitive AD&D AD&D® Open Tournament at the GEN team entered the room to begin the fourth games, and the company’s resources were CON® XIII Game Fair. This was a big deal and final round. dedicated to supporting that model of FRP for me, since I had never played in a large Well, my team didn’t win. In fact, we gaming. As a result, first-class professional AD&D game tournament before. When finished a distinguished but unequivocal staff designers created and developed the my team managed to cruise through the second. Oddly, I can’t recall any great tournament scenarios for the large con- first three rounds in spectacular style, it feeling of disappointment. Perhaps it’s vention tournaments, and many of the seemed very possible that I could be because I’d thought, “For rookies, we’ve early published AD&D game modules among the winners of the largest FRP done quite well, thank you.” Perhaps it were based on tournament adventures. tournament in the world. No Super Bowl was because we’d had such a good time in Second, tournament designers are a lot or World Series contender could have felt the earlier rounds. But I suspect it was more sensitive to DM and player feedback

16 MAY 1988 on the playability of their scenarios. At a iled characters; neither will he intervene One specific example: In one of the convention tournament, an army of expe- to save his plot or campaign. “The dice supplements reviewed in this column (The rienced DMs earnestly and critically never lie," he says. Official RPGA™ Tournament Handbook, review each scenario, making sure they In the campaign model of FRP gaming, page 19), an NPC villain casts three mon- won’t be called to task during a session by the DM is more concerned about preserv- ster summoning I, two monster summon- a design flaw. No designer wants to submit ing the story line, the characters, and the ing II, and one monster summoning III a flawed design to this kind of scrutiny. setting than he is in serving as an impartial spells. Digging through the rule book to Often the designers are present at these rules arbiter. He is encouraged to fudge find out which critters appear, when, and tournaments, particularly at GEN CON dice rolls and orchestrate events to keep for how long could be the start of a DM’s Game Fairs. Designers can see and hear the party intact and the story moving nightmare; he then has to keep track, the players’ responses to their work, and toward its narrative climax. round for round, of the sequence of often get to read comments on feedback I admit a preference for the campaign appearances and disappearances of the sheets that are filled out right after a model, though it is subject to abuse, partic- rent-a-horrors. But this tournament’s session. There’s something about this live, ularly when players find themselves little designers have thoughtfully done all the critical, and emotional audience that more than pawns in the DM’s story and bookkeeping and have prepared a “rounds heightens a designer’s desire to produce a when the thrill of the challenge is dulled counter” chart summarizing the monsters’ perfect scenario. by the suspicion that the DM is pulling his arrivals and departures. (Without this, I Third, the tournament is a perfect punches. The competitive model contains suspect I’d look around for a spell other device for getting large numbers of people some valuable lessons for all DMs and than the monster summoning type that of various talents, styles, and personalities scenario designers, and the special excite- was cleaner to referee, regardless of its to test a scenario, both as players and as ment of competitive tournament play can tactical virtues.) DMs. Initially, the designers know they sometimes be achieved with great effect in have to be clear and specific in their a house campaign. The supplements A critical summary instructions to the DM, and are likely to reviewed in this months column contain a I wish I could report that all three sup- test their designs at least once before they number of specific tricks and general plements reviewed in this column are hand it over to the DMs. Then the DMs go strategies that could easily be adapted to coherent, consistent examples of state-of- through it with a fine-tooth comb, trying enhance a campaign. the-art adventure and campaign design. to prepare themselves to perform respect- Unfortunately, that isn’t the case. Only ably in the tournament session. Then Monetary gain one, The Official RPGA Handbook, has an comes the game session, in which DM and Tournament-based scenarios are often especially clean design. Though disap- players really test the scenario. Afterward, rich in useful loot for the PCs. Particularly pointing in a few particulars, Scourge of the designers may get feedback from the in older, dungeon-style tournaments, PCs the Slavelords is generally quite good, a DMs and players, usually from written were expected to outfit themselves with commendable development of the classic evaluation forms, and sometimes from the magical ordnance discovered in cesspools A1-4 series, and it is highly recommended. DMs and players directly. (Of course, in or scavenged off the corpses of evil vil- Egg of the Phoenix contains numerous practice, things are rarely this smooth. lains. Cheapskate DMs like myself are original and appealing features, but is Often the designers just don’t have time to likely to balk at handing over valuable or disappointingly uneven in execution. do as much as they’d like, the DMs receive useful stuff to PCs, but as long as the It’s hard to compare these products with the scenarios at the last minute and have awards are prominently featured in the each other and with other FRP products, little time to review them, and the sessions text, we may get careless and decently but an analogy may suffice. The Official themselves can be spoiled by poor gaming reward our PCs for risking their lives (but RPGA Handbook is like a brand-new com- environments, weak designs, and poorly don’t hold your breath). pact car — modest but very reliable, in prepared DMs.) perfect shape and satisfying on its own Finally, at its best, the process of dialog Detailed DM materials merits. Scourge of the Slavelords is like a among designers and developers contrib- Other virtues of tournament-based classic 1957 Chevy, restored and fitted uting to the design of a tournament pro- adventure supplements are the extensive with the latest in accessories — a nice job, duces a challenging and supportive and detailed DM materials and tactical but the restorer and redesigners didn’t go creative atmosphere — one in which the notes. Because tournament DMs can’t quite far enough in adapting the Chevy to collaboration yields a product greater than fumble around in rule books during a its modern accessories. Egg of the Phoenix any of the contributing individuals might tournament session, the tradition is to is an attempt to build a hot rod out of have created on their own. provide compact but comprehensive notes parts from various fine components — the on all monsters and NPCs, organized for components are powerful and impressive, Competition vs. campaign quick reference. DMs who run campaign but the engineering in cobbling them The competitive model of FRP gaming, sessions from modules are bound to together is dubious, and prospects for as represented by tournament-based sce- appreciate having this stuff all at their performance uncertain. narios, places greater emphasis on strate- fingertips during a game session. And, gies and problem-solving methods than it because time is at a premium in tourna- does on setting, character development, ments, it is also common to provide player C6 The Official RPGA™ Tournament and narrative values. In the competitive maps and other PC materials, to avoid Handbook model, the DM as designer plays the role wearisome mapping and other secretarial An AD&D game supplement of , creating tactical and strategic activities. 64-page booklet problems for the players to overcome. But the nicest features of tournament- TSR, Inc. $10.00 Ideally, with his knowledge of the player style DM presentations are the explicit Design, development, and editing: Daniel characters’ abilities, he creates a fair test discussions of opponent tactics. The psy- Kramarsky, Jean and Bruce Rabe, Penny of the players’ knowledge, skill, and wit. chology and resources of the chief villain Petticord, and Harold Johnson Then, during the game session, the DM are often well considered, and details like plays the role of referee — an impartial the defensive response to sounding the Twelve pages of this 64-page module are rules arbiter. He is careful to be fair in his alarm and even the specific sequence of a devoted to essays on how to design, run, application of the rules, favoring neither villain’s spell choices according to tactical and judge your own tournaments. The his design (and the nasty beasts and traps situation are developed for the DM. Sel- text on running and judging tournaments featured there) nor the player characters. dom do we have time to prepare our own is of little interest to most DMs, but the He prefers not to intervene to save imper- adventures so thoroughly. five-page section on designing tourna-

D RAGON 17 ments is perhaps the finest guide to irascible holy personality and his sacred ment for important middle- and higher- designing and refereeing AD&D game relics from one town to another. The PCs level NPCs. This way I get all the spells for adventure sessions I’ve ever seen. The are detailed to protect the prophet and his the spell-casters, magical items, equip- section “Tournament Design Goals” (page possessions. The second, "The Long Way ment, even saving throws and “to hit” 60) offers excellent advice for all scenario Home," is utterly offbeat in conception, tables, all worked out for me. designers. Many of us would instantly and telling anything about it would spoil Evaluation: This is the only one of the recognize the value of these goals, but just the surprise. three products reviewed here that war- as many of us are likely to ignore them in These two scenarios represent a more rants my unreserved enthusiasm. Ironical- the design of our adventures, often to the modern approach to tournament scenarios ly, it may be the least pleasing for the detriment of ourselves and our players. than the other two products reviewed, average gamer. Its small scale makes possi- For example: “The adventure should be which are primarily in the “big dungeon” ble the fineness of its presentation, but capable of being completed within the tradition. “Honor Guard” and “The Long less fussy tastes may prefer something allotted time by a competent group of Way Home” both have minor dungeon- with more “stuff” and epic grandeur, like players. Experience has shown that play- style sequences, but most of their action Scourge of the Slavelords. ers feel that finishing an adventure is the depends on wilderness and campaign-style best reward for play!" Obvious, you say, settings and plot devices. Their themes are A1-4 Scourge of the Slavelords but how many times have your scenarios also more modest in scale, as contrasted to An AD&D game supplement taken far more time than you anticipated, the epic, save-the-universe themes of 128-page booklet and 16-page map booklet either requiring an anticlimactic halt in Scourge of the Slavelords and Egg of the TSR, Inc. $15.00 the middle of a scenario or forcing players Phoenix. Veteran campaigners know that a Design: David Cook, Allen Hammack, to play on after their energy and enjoy- little of that save-the-universe stuff goes a Harold Johnson, Tom Moldvay, ment are fading into fatigue and restless- long way. , and Edward Carmien ness? (I consider myself an experienced With the scenarios, 20 pages of pullout Revision: David Cook DM — but how often do I carelessly ignore materials are provided. Eight of those Editing: Harold Johnson, Jon Pickens, or forget the hard-won lessons of experi- pages are devoted to predesigned PCs, six Brian Pitzer, Edward G. Sollers, Stephen ence? I’m ashamed to say.) This collection PCs per scenario. Some folks whine about D. Sullivan, and of practical observations and guidelines is the inclusion of elaborate predesigned an excellent summary and reminder of PCs, preferring more adventure stuff, but This is a redevelopment of the classic those fundamental principles. I love them. I seldom use them as PCs, A1-4 module series based on the 1980 The scenarios: Both scenarios are except when whipping up a night’s diver- AD&D Open Tournament sessions that I first-rate, original, well-motivated and sion with a bunch of out-of-towners, but I described earlier. The action of the four plausible, and tactically challenging. The often use them as NPCs and villains. I don’t modules now takes place in the WORLD first, “Honor Guard," is a two-session treat- mind working for hours on scenarios, but OF GREYHAWK setting, and a more elabo- ment of the progress of an exalted but I hate working up the statistics and equip- rate campaign narrative frame is provided.

18 MARCH 1988

Theoretically, this campaign pack is sup- establishing the tone and texture of the paign setting. The first and third tourna- posed to follow T1-4 The Temple of Ele- campaign comes at the beginning; know- ment sections (Chapters 4 and parts of 6 mental Evil and lead into GDQ1-7 Queen of ing how campaigns tend to diverge from and 7) fit smoothly into the campaign in the Spiders. It sure wasn’t originally their original outlines, elaborate develop- tone and content. The second section designed that way, and the narrative tran- ment of later transition sections is likely to (Chapter 5) is devilishly clever, with tricks sitions between the three books are thin be wasted. The DM can easily improvise and traps that are real gems of misdirec- and unconvincing, but I doubt that many and develop these later materials as the tion and reversal of expectation, but the experienced DMs would take such a campaign develops. level of subtlety and energy invested in sequence literally anyway. The scenarios: The tournament sce- these defenses contrasts jarringly with the Quite a bit of new material has been narios are essentially unaltered from the primitive crudity of the dungeon’s added to develop the Slavelords campaign. original A1-4 modules. A few minor details . Such is not a fault in a tourna- A lot of it is quite good, particularly the have been adapted to the additional cam- ment, but it may weaken the tone of a first two new chapters of campaign mate- paign material, but the scenarios, encount- well-established campaign. rial which bring the characters up to the ers, and dungeons are not significantly The fourth tournament section (Chapter original A1-4 scenarios. Setting, plot, and changed. Here, these old-style dungeons 8) is the classic dungeon adventure. A little characterization are dense and plausible, are presented in their most flattering light, railroading is required to set the PCs up and the DM gets plenty of guidance and as a change of pace, interspersed as they for this scenario, but the payoff is more staging tips for presentation of the main are between chunks of wilderness and than worth it. The conception behind the and secondary encounters. Unfortunately, campaign adventuring. Success in these scenario is relatively simple. Like many the later chapters providing transitions scenarios depends on shrewd problem- brilliant FRP conceptions, you can only use between the old tournament scenarios are solving, effective use of game resources, it once in a lifetime, but it’s priceless and not as convincing, and are sparse and less efficient party organization, and solid FRP ought to please even jaded adventurers. coherent. The conflicts and obstacles in wargaming tactics. Character and plot Evaluation: Scourge of the Slavelords Chapter 4, a wilderness transitional development are secondary to short-term contains some classic dungeon and tactical sequence, do little to support the central goals — gathering loot and bashing villains FRP scenarios. If you don’t own the origi- campaign in plot or theme, and the without being incinerated, pulverized, or nal A1-4 modules, that’s reason enough to remaining transitional material gets pro- sucked into dry husks. own this. The quality of the new campaign gressively thinner and more undeveloped. All four of the original tournament material varies from excellent to accept- The resolution of the campaign is particu- designs are superior examples of their able, but at its best, it’s really satisfying. As larly awkward and disappointing by com- genre, though some are more suited to a campaign pack, we’re talking a minimum parison with the stronger initial materials. campaign play. Certain popular elements of nine big gaming sessions (and probably However, I’m not particularly bothered of dungeon-style tournament scenarios — more; if the DM develops the campaign by the weaknesses of the later transition fiendishly elaborate traps and unusual outlines and additional encounters). It’s and resolution materials. The real work of monsters — are less plausible in a cam- occasionally clumsy and unconvincing, but

20 MAY 1988

what it lacks in polish and refinement it about the infinite variations in Outer tournament scenarios. In general, the new makes up for in sheer mass, energy, and Planes, and the peculiar logics that may campaign material for Scourge of the fiendishness. form the physical laws there, the common Slavelords is more persuasive. availability of planar-travel magic is bound What went wrong? We have some basi- I12 Egg of the Phoenix to place adventurers in some very strange cally strong individual scenarios by a An AD&D game supplement settings. clever and original designer, and additional 80-page booklet, 20-page map-and-PCs I won’t discuss the tournament-based design and development by another first- booklet scenarios in any detail for fear of weaken- class designer. In my opinion, however, TSR, Inc. $12.00 ing their impact. I have my reservations publishing these scenarios as an epic cam- Design: about the final scenario which, despite paign was a bad idea, though I can under Design, development, and editing: Paul having a plausible game rationale and stand the logic behind the decision. Epic logical self-consistency, strikes me as gross campaigns and campaign supplements sell and overly busy rather than lean and well, while anthologies of scenarios sell The core of this supplement is a group elegant. Individually, however, the other less, and an anthology of tournament of scenarios designed for RPGA Network scenarios are original, challenging, and designs sells even less. Publishing these as tournaments by Frank Mentzer. Paul entertaining, particularly in their exploita- separate, unrelated scenarios would have Jaquays, a veteran designer and developer, tion of the peculiar logic of the AD&D been a much cleaner design, but I doubt it provided the campaign framework and game universe. would have sold. developed and edited the product. However, the assembling of these vari- Further, some careless production errors The scenario: Suppose, just for a ous former tournament scenarios into an are evident. A number of annoying typos minute, that the AD&D game made sense, epic campaign is not very successful. To are found in the first few pages, a sign of and that all the spells and magical powers start with, unlike the A1-4 modules on lapsed editorial vigilance. Moreover, what worked together as plausibly as our cur- which Scourge of the Slavelords is based, was finally published as the map book was rent understandings of physics. the tournament scenarios in Egg of the obviously designed as a 20-page center Of all of the better-known designers of Phoenix were not originally designed as a pullout. In the introduction, the text refers AD&D game modules, Frank Mentzer sequence by Mentzer; in fact, they had specifically to the nonexistent pullout; for comes closest to creating scenarios in nothing to do with one another at all. a random encounter table, the reader is which the protagonists behave as if the Developer Paul Jaquays was given the given a page reference rendered nonsensi- game’s rule books were physics texts difficult task of taking the disparate pieces cal by the elimination of the center pull- describing the laws governing the work- and providing the narrative glue to join out. None of these or other production ings of the universe. Part of this comes them into an epic campaign. goofs are particularly discouraging to most from Mentzer’s intimate familiarity with Well, the pieces do together, but DMs, who can generally figure out the the AD&D game; part of this also seems to the seams are rather evident. The narra- proper state of affairs in seconds, but such come from a persistent interest in finding tive frame isn’t particularly persuasive, errors in the opening pages of a product or creating a logical coherence in the nor do the supplemental encounters or are not very reassuring. bewildering hodge-podge of AD&D game transitions match the tone and theme of Evaluation: There’s some very good rules. Mentzer’s original tournament designs. stuff in here: nine sessions or more of As a result, the distinctive feature of Little wonder, actually — no matter how solid and occasionally brilliant material. Mentzer’s scenarios is that no matter how professionally you weld together chunks The tournament-based adventures may be bizarre and offbeat their conceptions, they of different automobile models, it’s hard to the strongest of Mentzer’s peculiarly origi- are all peculiarly persuasive and logical, as persuade a viewer that they were nal AD&D game designs. However, the long as you accept the rules of the AD&D designed to be welded together. However, campaign frame and the production quali- game. Furthermore, they are often pretty the introductory motivations for involving ty are not satisfactory. I can recommend weird and strikingly original. For example, the PCs in the epic quest are rather arbi- much of the distinctive wit and plausibility anyone who has ever played an illusionist trary. The contrasts in tone between the of the tournament scenarios, but fussy character knows how subtle and potential- new materials and the scenario text are campaign DMs will find a lot to pick at. ly powerful the power of AD&D game unnecessarily jarring. Tongue-in-cheek illusions are. In the hands of a gifted and names from the campaign frame (Mikael Who reviews the reviewers? unconventional thinker, an illusionist is an Gorchaboff and Grisson Oyle, for example) Thanks for your letters. I appreciate the incredibly complex and unpredictable fit awkwardly with the otherwise straight encouraging words, and you’ve made opponent. And given what is suggested detective-fantasy-adventure tone of the some persuasive observations that require Responses. Carl Sargent, a British FRP designer, called me to task for my review of I1-3 Desert of Desolation. I was personally disappointed in the revised edition for various reasons, but I meant my capsule review to be a recommendation of a revised edition of classic FRP supplements, particularly for those who do not own the original editions. “Classic” in Ralston-speak means “worthy of the attention of most sensible fans!’ That a fussy, pedantic critic like myself was disappointed may only imply that other similarly fussy, pedantic critics may be disappointed. In the future, I’ll try to be clearer in my evaluations. Another, more general comment: Unless specifically stated otherwise, “Short and sweet” reviews should be considered recommendations, no matter how reserved they are. The “Short and sweet"

22 May 1988 section was intended to offer more timely Ken Rolston game designed from a distinctly Christian notices of interesting products that either P.O. Box 28 point of view. I have not tested its exten- did not fit the theme of the current or Mount Tabor NJ 07878 sive and comprehensive rules systems, future reviews, or that I didn’t have time being deeply committed to Chaosium’s to give a rigorous analysis. I may grumble Short and sweet PENDRAGON system and campaign. How- or kvetch, but I basically think you’ll find Dragons, by Cory Glaberson. Mayfair ever, HIDDEN KINGDOM contains a wealth the product worthwhile. Games, Inc., 5641 Howard Street, Niles IL of detail and scenario ideas for an Arthuri- Daniel Mollod, of Evanston, Illinois, 60648 ($10.00). Given the popularity and an campaign. The encounters section observes that I don’t often speak of money-drawing of dragons as a fantasy alone should provide enough Arthurian products to avoid — that is, that I don’t do feature, it’s surprising how few decent adventure ideas for a lifetime. The two many negative reviews. First, conscien- treatments of dragons have been pro- full-color hex maps of Arthur’s Britain are tious reviewing is an exhausting and time- duced for FRP games. This supplement is also very attractive. The hefty price tag consuming task. I greatly prefer reviewing exceptional, with lots of detail on dragon may discourage the casual purchaser, but products that give me pleasure rather statistics, biology, and culture, all with an Arthurian fans and collectors should be than products that annoy or disappoint original campaign setting and three adven- quite pleased with this purchase. me, so I generally only review materials tures. Glaberson’s version of dragons and that strike me positively on a first scan. dragon-riders is distinctive and idiosyn- Different Worlds Publications (2814 Second, there are so few reviewers, and so cratic, and may not fit with many estab- Nineteenth Street, San Francisco CA many unreviewed products, that I can lished campaigns. But compared to the 94110) has acquired and is distributing afford to pick only the products that I relatively drab and generic dragons of game products formerly produced by enjoy reviewing. Third, most of the dam- most FRP systems, it may be worth adapt- Gamelords and Judge’s Guild. For those of age is done long before a negative review ing your campaign to fit this supplement. you relatively new to the hobby, these two reaches print. The bulk of a product's companies created some classic FRP sup- sales come within the first three to six Operation Seven Swords and KViSR plements in their time. Here are a few of months after its release, and there’s no Rocks! by Barry Nakazono and David my all-time favorite FRP products — and way I could properly study a product, McKenzie. Leading Edge Games, Box the price is right: agonize over the writing of a review, and 70669, Pasadena CA 91107 ($7.95 and Ready Ref Sheets. Judge’s Guild ($2.99). get it published in time to warn you. $8.95, respectively). These are adventure/ Here are 56 pages of neat junk. My favor- Jason Park observes that I generally campaign supplements for the LIVING ite is the Offensive Locution (verbal melee) confine my reviews to FRP supplements, STEEL™ game system, a sort of punk mer- rules, providing characters with a means and he wishes I’d review various role- cenary and post-apocalyptic science-fiction for engaging in “witticism” and “repartee." playing games supporting other adventure RPG. These dramatic adventures are styl- Another great piece is the Non-Player genres. Arghh! Do you know how much ishly presented, and the theme and tone Character Cutups table, where you roll work it is to thoroughly test a role-playing feature an appealingly ambivalent mixture dice to see what horrendous social gaffe game so you can review it? Have mercy! of honorable heroism and grim cynicism your hirelings have just committed (“This Besides, fantasy role-playing is my special- that reminds me of The Road Warrior (the is to be used at judge’s discretion, in large ty and area of expertise; though I have campaign setting has nothing to do with crowds, taverns, on the street, etc."). This experience with many systems and genres, that movie, however). There are numer- supplement contains lots of other wacky I’m most confident of my background and ous habitable worlds, a corrupt Imperial and even relatively useful stuff, like the judgments in the fantasy role-playing field. establishment, warlike but honorable alien elaborate Crime, Trial, and Punishment Further, my friend and colleague Jim , less warlike but definitely dis- rules. Ready Ref Sheets deserves a six-star Bambra is also writing game-review honorable alien invaders, and a motley rating. columns; his interests in other adventure assortment of pragmatic, more-or-less Sea Steeds and Wave Riders. Judge’s genres should nicely complement my honorable, tarnished heroes struggling to Guild ($6.50). Two 22” x 28” sheets print- narrow focus on FRP products. preserve their own peculiar ways of life. ed two sides with 25mm-scale deck plans Again, I’m pleased and grateful for your This is good stuff. for 18 different styles of boats and ships, responses. Your friendly comments are from rafts, fishing skiffs, and coracles to a encouraging, and your criticisms keep me HIDDEN KINGDOM game, by Jon Viking longship and a merchant trade from growing smug. If you have further McClenahan and Stanley Dokupil. New vessel. Nicely rendered drawings of the comments, write to me at this address (no Rules, Inc., Box 7971, Berkeley CA 94707 deck plans, and a 32-page booklet describ- phone calls, please): ($32.95). This is an Arthurian role-playing ing the various boat and ship types make up this useful component. Village Book I and II and Castle Book I and II. Judge’s Guild (from $2.75 to $3.00). Each book contains the layouts of about 50 different villages, small towns, and castles, all drawn on hex sheets. ‘There are no details for the functions or contents of the individual buildings, but it’s nice to have the layouts when whipping up an adven- ture setting on short notice. The Undersea Environment, The Moun- tain Environment, and The Desert Envi- ronment. Gamelords ($5.95, $5.95, and $6.95, respectively). Designed for the TRAVELLER® science-fiction RPG by J. Andrew Keith and William H. Keith, Jr., these are exceptional treatments of nature as the antagonist in role-playing campaigns — and they are my standard references when designing wilderness encounters or adventure elements for any RPG. 24 MAY 1988

Roman clerics as PCs by Eric Oppen The Roman attitude towards religion and the gods was very pragmatic. To the Romans, religion was basically an exchange of favors. If a god came through for a worshiper, the worshiper recipro- cated with sacrifices; if the god did not respond, no sacrifices were forthcoming. Priests were very much a part of the world around them, and most men in The Imperial public office were also priests of at least one god (and sometimes more). Thus, Roman-religion clerics should, at the start of play, designate at least one Roman deity that they will serve; two or three deities Gods may be served, but only if their align- ments are the same and their fields of interest contribute to the goals of their clerics. In game terms, this also means that a PC cleric would usually not operate under any restrictions other than those that The Roman for AD&D® game apply to the cleric class as a whole. (In particular, armor would be chosen by the campaigns Roman cleric with complete freedom.) Weapons are as per the cleric class, with preference usually given to clubs, staves, Perhaps the best-known pantheon pre- ends & Lore as a Celtic deity, was actually and maces having elaborate decorations sented in the AD&D® Legends & Lore a Roman god and may be used much as and engravings. There are no druids in book is that of the Greeks. To this day, described in the book. Roman religions, but clerics of any align- most general works on mythology concen- Most Roman deities serve as patrons of ment may pray for and receive one druid- trate on the gods of the Greeks, with a few the state, supporting and defending the ic spell per spell level each day, in nods in the direction of Norse mythology. nations that honor them. The gods are exchange for a clerical spell of the same However, most of the Greek influence on apparently not jealous ones, however; level. All Roman clerics are dedicated to our culture comes to us by way of the their worshipers often follow numerous their state and people, and tend to be Romans, who also influenced our views of particular gods depending upon their aggressive in their work to expand their Greek deities. Certain works on Greek particular needs and their situation at any state’s influence — though they are mythology survived because the Romans given time. Many gods and spirits were remarkably less concerned about expand- liked them well enough to preserve them. worshiped in the Roman Empire, some ing the influence of their patron gods. The attributes of many major Roman having widespread cults, huge temples, If a cleric’s god became displeased with deities are similar to the Greek gods upon and hundreds of priests and priestesses. the cleric for some reason, the cleric which the former were based. Some Greek Even foreign deities were adopted into the would first notice the problem by noting gods from Legends & Lore and their religion of the empire. an increase in unfavorable omens. The Roman-named counterparts follow: But some particularly Roman gods, even Romans took omens very seriously and ones who were often more important to looked for them while “reading” the livers Greek Roman the average Roman than Jupiter and com- of sacrificial animals. The gods would be Jupiter pany, are not widely known today. Many rather reluctant to do anything drastic to Aphrodite of these lesser-known Roman gods would an offending cleric, such as cutting off all Apollo Apollo make interesting deities for a classically spells, unless the cleric’s offense was par- Mars oriented campaign world, either in addi- ticularly heinous. After all, the Roman Artemis Diana tion to or replacing the Greek pantheon in gods depend on their worshipers’ sacri- Minerva Legends & Lore. The PCs could be fices at least as much as the worshipers Demeter Ceres attached to a temple of one of the local depend on the gods’ protection! Dionysus Bacchus gods (e.g., Zeus) and be sent to investigate To a Roman cleric, interpreting omens Hades reports of a new cult springing up in a and oracles is very important. No Roman Hecate Hecate nearby province — a cult following a would willingly start on an important task Hephaestus Roman deity. Or voyaging PCs could or journey without getting either an ora- Hera Juno encounter a previously unknown empire, cle’s advice or trying some method of Heracles modelled on that of Rome, which is divination. This can be used by the DM to aggressively expanding its borders across steer the cleric in a particular direction, as Nike Victoria the world at the orders of the empire‘s well as to plant clues to future adventures. Pan Faunus patron deities. Of course, oracles were famous for ambig- Poseidon Neptune Some of the later historical Roman dei- uous answers; game oracles need be no Tyche Fortuna ties were deified emperors. The Roman different in this respect. Senate deified emperors by vote, usually Temples to a Roman deity are usually as Minor changes should be made in the because a particular emperor was felt to ornate as the cult can afford. The focus of descriptions of the Legends & Lore Greek have performed well. These emperor-gods the interior is the statue of the deity, gods when they are used for the Roman would certainly make interesting additions which is made of the most precious mate- versions. Jupiter, Juno, and Mars should to any pantheon. Of course, there aren’t rials available. The worshipers sacrifice be lawful neutral, and Mars (a god of both mythological stories about them, but sto- animals or pay to have sacrifices made for war and agriculture) has the powers of a ries of the real lives of some emperors them. The rarer and more expensive the 12th-level druid. Sylvanus, listed in Leg- make quite bizarre reading by themselves. animal sacrificed, the more the god is

D RAGON 27 pleased. This in itself can provide a power- triumphed with the help of Neptune and ful motivation for worshipers of these Venus, growing in skill and power. Aeneas deities to go on adventures. Sacrificing an and his companions eventually founded is all very well, but who wouldn’t be the city of Lavinium, from which the impressed by worshipers who regularly people that became the Romans eventually bring in beholders, dragons, and other came. He and his Trojans were welcomed impressive creatures? by the people of Latium, whose ways the Finally, it is not uncommon for even a Trojans eventually adopted. Roman-religion cleric to have a markedly Aeneas wears a set of bronze Trojan casual attitude toward the gods, even to armor equivalent to normal ring mail, and the point of being openly cynical about he carries a +5 forged by Vulcan, their worship at times. So long as the as well as a normal spear and short sword. proper sacrifices and rituals are observed, Aeneas has double specialization with the the gods are generally pleased. But the spear ( + 3 to hit and damage). He is usu- mercenary nature of exchanging sacrifices ally accompanied by Achates, his shield- for divine assistance sometimes has a bearer (AC 6; MV 9”; F7; hp 50; #AT 3/2; negative influence on the transactions Dmg by weapon type; AL LG; armor equal between mortals and gods. to ring mail, spear, short sword). Aeneas may be found leading a military on Some major Roman deities and heroes some mission for one or more of the gods; are described here in Legends & Lore the size and power of this force is left to format. DMs are urged to consult books the DM’s discretion. on Roman mythology and religion for Aeneas will be polite to PCs, but will not further information. usually aid them for long, unless what they’re doing directly aids him in fulfilling his and his duty to the gods. He is AENEAS (hero) admirable, but rather distant, stiff, and dry, and will not let anything interfere ARMOR CLASS: - 1 (armor, dexterity with his destiny and duty for long. Ach- bonuses, and shield + 5) ates and his other followers are fiercely MOVE: 9” devoted to their chief and fight fanatically HIT POINTS: 111 to defend him. NO. OF ATTACKS: 5/2 with spear; 2 with short sword DAMAGE/ATTACK: By weapon type (+ 6 strength bonus; +3 specialization bonus CYBELE with spear) SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Magical shield MAGIC RESISTANCE: Standard SIZE: M (5½‘) ALIGNMENT: Lawful good AENEAS FIGHTER: 14th-level fighter MONK/BARD: 3rd-level monk/4th-level bard PSIONIC ABILITY: Nil

S: 18/00 I: 17 W: 16 D: 16 C: 18 CH: 18 CO: 18

Aeneas, the heroic Trojan, is the son of Venus and the ancestor of the Latin peo- ples. Fleeing the city of Troy after its fall, he and his companions eventually made their way to the city of Carthage, after dangers and delays set up by Juno, who hated Trojans in general. The Trojans were welcomed into the city, and Aeneas fell in love with the queen, Dido. The two were happy until the gods reminded Aeneas that his destiny lay elsewhere. Faithful to his duty, Aeneas sorrowfully parted from Dido and set sail. Looking back at Car- thage, he saw a plume of smoke. It was Dido’s funeral pyre; she had promised to kill herself if Aeneas left, and she kept her word. Aeneas later descended into the under- Cybele world, meeting unimaginable terrors, and learned more of his destiny to found the Roman people. He was continually opposed by Juno in his later quests, but

28 MAY 1988 CYBELE (goddess of the earth) contemporary Illustrations “Great Mother” by John Lakey

Greater goddess

ARMOR CLASS: -3 MOVE: Infinite HIT POINTS: 320 NO. OF ATTACKS: 2 hand slaps DAMAGE/ATTACK: 5-50/5-50 SPECIAL ATTACKS: Spells SPECIAL DEFENSES: See below MAGIC RESISTANCE: 50% SIZE: Variable ALIGNMENT: Neutral good WORSHIPPERS' ALIGNMENT: All who are not evil SYMBOL: Black stone PLANE: Elemental plane of Earth CLERIC/DRUID: 11th-level cleric/14th-level druid FIGHTER: 10th-level ranger MAGIC-USER/ILLUSIONIST! 14th level in each PSIONIC ABILITY: VI

S: 20 I: 23 W: 25 D: 19 C: 24 CH: 20 CO:18 ERIS Cybele is the Earth Mother who is wor- shiped through her symbol, a sacred black stone (often a meteorite). When she appears to mortals, it is either as a hand- some, mature woman wearing farming clothes or as a black stone resembling the ones in her temples. She has many clerical servants (nearly all women), and the rit- DIVIS IMPERATOR uals to honor her involve loud shouts and clashing symbols and drums. She is a major defender of cities that depend upon MONK/BARD: 4th-level bard (if appropri- agriculture. Any being of less than demi- ate) god status that attacks her must make a PSIONIC ABILITY: VI saving throw to avoid petrification. S: 22 I: 21 W: 23 D: 20 C:24 CH: 25 CO:22

DIVIS IMPERATOR (deified emperor) Certain Roman emperors were deified, either during their lives or after their Demigod deaths. These “deified emperors” were the foci of cults in Rome and in any place with ARMOR CLASS: -3 which the deified emperor had been par- MOVE: 20” ticularly associated. These emperors had HIT POINTS: 180 temples, priesthoods, and worshipers, just NO. OF ATTACKS: 3/2 as any other deities. In most cases, though, DAMAGE/ATTACK: By weapon type (+10 their cults were purely formal, and few strength bonus) people actually believed that a vote in the SPECIAL ATTACKS: Nil Senate could turn a man into a god. This SPECIAL DEFENSES: Nil attitude was reinforced in the case of MAGIC RESISTANCE: 35% Caligula, who forced the Senate to vote SIZE: M him divine honors in his own lifetime, only ALIGNMENTS: Varied to be later assassinated and overthrown. WORSHIPERS’ ALIGNMENT Varied If a DM wishes to use actual deified SYMBOL: Image appropriate to each par- Roman emperors as gods, they should be ticular emperor assigned spheres of influence. Listed here PLANE: Depends on alignment are some deified emperors, with activities CLERIC/DRUID: 9th-level cleric they could be expected to patronize: FIGHTER: 10th-level fighter Augustus: The Empire and the emper- MAGIC-USER/ILLUSIONIS: 6th-level ors; by extension, any Roman-style ruler magic-user or government. THIEF/ASSASSIN: l4th-level assassin (only Caligula: Insanity, evil, poisoners, and if evil) murderers. Claudius: Sages, history and historians, and cuckolded husbands. Vespasian: Generals, armies, and military matters. Antoninus Pius: Peace, good order, and beneficient rulers. Hadrian: Travelers. DMs wishing to use these deified emper- ors in their campaigns are urged to read up on their lives in order to present them authentically. Unique deified emperors could also be created to fit in with the DM’s campaign; such beings need not have Latinized names, though it may add to their “authenticity.” Any deified emperor will manifest himself to mortals in the form he bore when he was mortal. Though all Roman emperors were male, this need not be true of deified rulers in fantasy campaigns.

ERIS (goddess of discord)

Greater goddess

ARMOR CLASS: -3 MOVE: 24"/12" HIT POINTS: 355 NO. OF ATTACKS: 2 DAMAGE/ATTACK: By weapon type (+5 magical bonus) SPECIAL ATTACKS: Cause chaos (see below) SPECIAL DEFENSES: Cause chaos (see below) MAGIC RESISTANCE: 65% SIZE: M (6½') ALIGNMENT: Chaotic neutral WORSHIPERS’ ALIGNMENT: Any chaotic then turn on each other, fighting for the alignment, though rarely evil golden apple until they are all dead. Beings SYMBOL: A golden apple inscribed “For allied with Eris will see the golden apple as the Fairest” an apple only. This power has a 90’ range PLANE: Gladsheim and takes effect on those who fail a save CLERIC/DRUID: 2lst-level cleric vs. spells at -4. FIGHTER: 16th-level fighter Eris demands that her worshipers and MAGIC-USER/ILLUSIONIST: 10th-level clerics (collectively known as “Discor- magic-user/25th-level illusionist dians”) value freedom and practice what THIEF/ASSASSIN: 13th-level thief they preach. If any of her clerics enslave PSIONIC ABILITY: VI other beings or deal in a friendly and willing way with any devils, demons, S: 11 I: 23 W: 22 daemons, or lawful beings (particularly D: 25 C: 21 CH: 24* CO: 20* lawful-evil ones), they must pay the cult * -7 to lawful-evil beings. 1,000 gp/level, go on a difficult quest, and either free the slaves or kill the evil The only god with whom Eris, the god- beings. Eris sees lawful evil as particularly dess of discord, is on friendly terms is the repugnant. Roman god Mars, her brother. She will Discordian clerics are not restricted in often follow this god into battle, using their choice of clothing or armor; Eris cause chaos to stir the warriors into fren- feels that her clerics are themselves the zies of slaughter. In return, her cult and best judges on those matters. Accordingly, worshipers are protected by their associa- Discordian clerics can be distinguished tion with the worshipers of Mars. Eris was only by their avoidance of edged weapons originally from the Greek pantheon and and their holy symbols. They serve their retained her Greek name in Roman goddess by spreading freedom (ie., chaos). mythology. Eris’s clerics must adventure to please the Eris has the ability to cause chaos at will. goddess and advance in level. Gaining the This unique power involves throwing her requisite experience points and not deviat- golden apple into the midst of her foes, ing from alignment are all that is required who will individually see the golden apple to gain levels; nothing else is forbidden as the one thing they desire most. Her foes these clerics. Eris is even willing to admit that circumstances sometimes alter cases; inscribed “For the Fairest." In battle, if she a low-level cleric of Eris confronted by a chooses not to use the golden apple, she powerful opponent is perfectly free to lie, may use any weapon at hand. Her touch flatter, or pretend to agree with the crea- grants these weapons a +5 magical bonus ture to escape from its clutches. in addition to strength, dexterity, and Eris usually appears as a carelessly other magical bonuses. dressed young girl, holding a golden apple

JANUS ( of gates) Janus is the protector of gateways and doors. If a fighter guarding a portal, pass- Lesser god ageway, or the like is blessed by a cleric of Janus, he has a percentage chance equal to ARMOR CLASS: 0 his level of receiving the gods attribute of MOVE: 15” not being surprised. This increases (at the HIT POINTS: 260 DM’s option) if the guard is a faithful fol- NO. OF ATTACKS: 2 lower of Janus or has helped his cult. The DAMAGE/ATTACK: By weapon type (+8 duration of this ability is a full day from strength bonus) the moment the guards shift begins. SPECIAL ATTACKS: Nil Janus usually appears as an old man SPECIAL DEFENSES: Cannot be surprised with a beard. He can cast any magic-user MAGIC RESISTANCE: 45% spell he wishes, at whatever level he wish- SIZE: M (6') es, if it is a protective spell; one of his ALIGNMENT: Lawful neutral favorite spells is lock. When forced WORSHIPERS’ ALIGNMENT: Guardians of to fight, he battles with savage fury. Any all alignments thief within 30’ of him has a percentage SYMBOL: of a man’s head with two chance equal to 100 minus his level (roll faces on 1d6) of: 1-2, becoming insane (as per PLANE: Nirvana the symbol) each round; 3-4, becoming CLERIC/DRUID: 13th-level cleric feebleminded (as per the symbol); or, 5-6, FIGHTER: 17th-level ranger forgetting all his thieves’ skills and starting MAGIC-USER/ILLLJSIONIST: Special over again in a new class, retaining only his original statistics. S: 20 I: 21 W: 23 D: 20 C: 25 CH: 24 CO: 23

MITHRAS (patron of soldiers) so in fantasy game campaigns. Mithras was originally a Persian sun god, but in Greater god time grew to encompass light, loyalty, soldiers, warfare, discipline, truth, , ARMOR CLASS: -6 and celibacy. MOVE: 18”/36” Mithras looks like a beautiful young man HIT POINTS: 300 wearing the best armor available in a NO. OF ATTACKS: 4 given campaign. For instance, in a cam- DAMAGE/ATTACK: By weapon type (+5 paign where the best armor available is magical bonus; +14 strength bonus) scale mail, Mithras will be wearing a per- SPECIAL ATTACKS: Nil fect suit of scale mail +5. He will use any SPECIAL DEFENSES: Nil weapon, since his touch gives any weapon MAGIC RESISTANCE: 50% a +5 bonus to hit and damage. If a Mithra- SIZE: M (6½’) ist fighter with a cursed weapon takes it to ALIGNMENT: Lawful good the nearest Mithraist priest, he can have WORSHIPERS’ ALIGNMENT: Warriors of the weapon’s curse removed with no all alignments charge (if the fighter’s faith has been SYMBOL: Youth stabbing a bull exemplary) or at half the usual charge (if PLANE: Twin Paradises CLERIC/DRUID: 24th-level cleric CAVALIER/: 21st-level cavalier MONK/BARD: 14th-level monk/10th-level bard PSIONIC ABILITY: VI

S: 25 I: 21 W: 21 D: 24 C: 25 CH: 25 CO: 24

Mithras, the patron of warriors, is the most popular god in almost any Roman army. His priests are often found in army camps, sometimes in positions of com- mand. Though historical Mithraist cults were open only to males, this need not be

D RAGON 31 faith hasn’t been too evident). Nonworshi- favor which is visible only to clerics of pers of Mithras who bring in cursed weap- Saturn’s cult. The bearer of this mark is ons to be destroyed often receive a bless unable to come within sight of any person or cure spell as payment, since Mithras, as dependent on the bounty of nature with- patron of warriors and fighters, sees out sustaining an all-out attack by the cursed weapons as perversions deserving person approached This attack continues instant destruction. until the offender or the avenger is dead, Mithraist temples are usually under- and is pressed home with maniacal fury ground. To have a curse removed, to be (+2 to hit). The attacker will also call upon blessed, or to advance a level (for clerics), any help he can to destroy the offender. a Mithraist must supply a sacrificial animal Saturn is just as pleased by small, rustic (an ox is acceptable, but a more spectacu- temples in agricultural districts as he is by lar sacrificial creature is better at high large, urban temples When he is called levels). The Mithraist must then stand upon by his followers to end a drought, underneath the altar while the sacrifice famine, flood, or other natural disaster, he takes place, to be bathed in the blood of does what he can, even to the point of the sacrifice. This is seen as washing away pleading with other deities to leave his all sins, curses, and mistakes. worshipers alone. Mithraist priests willingly engage in adventuring and warfare to further the causes and policies of their nations. Priests who have broken a minor rule are sent to SERAPIS (god of the underworld, fertili- seek and destroy all local cursed weapons; ty, and healing) more serious infractions may produce orders to perform great deeds of military Greater god strategy and might in order to improve the might of their nation. Losing a battle is a ARMOR CLASS: -5 serious offense and can only be rectified MOVE: 24” by entering combat with the victorious HIT POINTS: 360 opponent at a later date and destroying NO. OF ATTACKS: 3 the foe. DAMAGE/ATTACK: By weapon type SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Nil MAGIC RESISTANCE: 70% SATURN (greater titan; patron of agri- SIZE: M (6½‘) culture) ALIGNMENT: Neutral good WORSHIPERS’ ALIGNMENT: All who are ARMOR CLASS: -3 not evil MOVE: 24” SYMBOL: Image of the god HIT POINTS: 350 PLANE: Twin Paradises NO. OF ATTACKS: 1 punch CLERIC/DRUID: 15th level in each DAMAGE/ATTACK: 5-50 FIGHTER: 16th-level paladin SPECIAL ATTACKS: Nil MAGIC-USER/ILLUSIONIST: 13th-level SPECIAL DEFENSES: Nil magic-user/9th-level illusionist MAGIC RESISTANCE: 30% THIEF/ASSASSIN: Nil SIZE: L (100’) MONK/BARD: Nil ALIGNMENT: Neutral good PSIONIC ABILITY: VI WORSHIPERS’ ALIGNMENT: Neutral good, neutral, and farmers of any alignment S: 24 I: 22 W: 24 SYMBOL: Plow D: 20 C: 25 CH: 23 CO: 21 PLANE: Happy Hunting Ground CLERIC/DRUID: 14th-level cleric/unlimited Serapis is worshiped in several aspects. FIGHTER: 16th-level fighter As the god of the underworld, he guards MAGIC-USER/ILLUSIONIST: 8th-level and protects the souls of the dead. As a magic-user/6th-level illusionist fertility god, he is appealed to by farmers PSIONIC ABILITY: VI for a good crop. As a god of healing, his temples function as “hospitals” where the S: 25 I: 25 W: 20 sick and injured are treated. D: 21 C: 25 CH: 24 CO: 22 Serapis’s clerics are primarily interested in healing. They may join adventuring Saturn, the father of Jupiter, is the parties if the adventurers need regular greater titan who gave men the art of healing or if the party is devoted to fight- agriculture. As such, he is particularly ing evil beings. Like the clerics of many honored by farmers and has an extensive other Roman gods, these clerics are recog- cult following in rural areas. nizable only by their avoidance of edged Saturn appears as an old, white-bearded weapons and by their holy symbols. titan who wears no armor and carries no Serapis appears as a majestic, bearded weapon. If attacked, he fights back with man wearing long, flowing robes. spells and whatever weapons are availa- Although he is primarily benevolent and ble. Anyone attacking or seriously offend- peaceful, he fights mercilessly when ing Saturn might (2% chance per level of enraged by evil. His usual weapon is a offender) receive a mark of Saturn’s dis- staff +5. 32 MAY 1988 Their personal probity is so high and the VESTA (guardian of women, the home, mere thought of burgling the temple of and domestic concerns) Vesta so shocking that they are eminently suited for such guardianship. Greater goddess If PCs encounter a Vestal Virgin, she will be a cleric of at least 6th level with spells ARMOR CLASS: -4 selected by the DM (with accord to the MOVE: 18” restrictions listed above). In a setting using HIT POINTS: 290 the Roman mythos, any PC assaulting or NO. OF ATTACKS: 3 annoying a Vestal Virgin may expect to be DAMAGE/ATTACK: By weapon type plus the victim of savage mob action if he is bonuses found out. This will be a preliminary to SPECIAL ATTACKS: Nil the most stringent penalties the law can SPECIAL DEFENSES: Nil impose. Vestal Virgins cannot be PCs, but MAGIC RESISTANCE: 65% any female PC follower of the Roman SIZE: M (6') mythos will revere Vesta. Vesta seldom ALIGNMENT: Lawful good manifests herself; when she does, she WORSHIPERS’ ALIGNMENT: Women of all appears as a tall, stately matron sedately alignments dressed and veiled. SYMBOL: Brazier with fire PLANE: Seven Heavens CLERIC/DRUID: 18th level in each Bibliography CAVALIER/PALADIN: 8th-level paladin Davis, William Stearns. A Day in Old MAGIC-USER/ILLUSIONIST: 10th level in Rome. Cheshire, Conn.: Biblo and Tannen, each 1959. MONK/BARD: 5th-level bard Grant, Michael and John Hazel. Gods and Mortals in Classical Mythology. New S: 25 I: 22 W: 24 York: Dorset Press, 1985. D: 20 C: 25 CH: 25 CO: 25 Hamilton Edith. Mythology. New York: Books, 1969. Vesta is the protector of married wom- Holme, Bryan (compiler). Bulfinch’s en, the home, women in childbirth, and Mythology: The Greek and Roman Fables domestic matters in general. Her cult is Illustrated. New York: Viking Press, 1979. one of the most widely loved and revered Malaclypse the Younger. Principia Dis- in the Roman mythos. Even confirmed cordia. Port Townsend, Wash.: Loom- evildoers are shocked by any attack made panics, 1978. on it. New Encyclopedia Britannica, 15th ed., Vesta’s clerics (Vestal Virgins) are all s.v. “Mithras” and “Sarapis." female, and unlike other Roman clerics, New Larousse Encyclopedia of Mythol- subject to various restrictions. During ogy. New York: Hamlyn Publishing Group, their 30-year terms of duty, these clerics 1959. may not break their vows of chastity, Perowne, Stewart. Roman Mythology. under penalty of death. They may not, in New York: Hamlyn Publishing Group, an AD&D game setting, use their clerical 1969. spells for other than healing purposes Shea, Robert and Robert Anton Wilson. except in the defense of their temples. Illuminatus Trilogy. New York: Dell Books, Their rituals revolve around tending Ves- 1984. ta’s sacred hearth-fire. Other duties they Tranquillus, Gaius Suetonius. The Twelve perform include acting as guardians of Caesars. trans. by Robert Graves. London: wills and other important legal documents. Penguin Books, 1957.

D RAGON 33 Aria Takes Off doesn’t look like a comic ©1988 by .John C. Bunnell book. For one thing, it’s hardbound, though the binding and covers are not as sturdy as those of a regular novel. In addition, its art differs in style from that of the average — it’s softer, with few bright colors or sharp corners, and comes in neatly organized, box-shaped panels. Oddly, the only full-page scenes in the entire volume are the covers, which is a surprise in a book that should take bet- ter advantage of its size. By contrast, the DRAGONLANCE graphic novel seems almost garish; it’s crowded with sharp, powerful hues and layouts sprawled widely over its pages. Artist Thomas Yeates and colorist Steve Oliff make extensive use of light and shadow effects, especially in their characters’ faces, and “sound effects” are liberally sprinkled throughout. (This last touch is somewhat overdone; it’s disconcerting to have the saga’s smooth, slightly medieval dialogue peppered with noises like “Whompf!” and “Sshhrreeee!” in large square letters that clash with the type of the chapter headings.) As for the stories, the DRAGONLANCE plotline may be familiar (as it is based upon Book 1 of The Dragons of Autumn Twilight, by and ), but veteran comics writer has generally done an excellent job of transforming the original text into this format. In particular, Raistlin’s dia- logue is well rendered, and if there is a weakness it’s that Tasslehoff Burrfoot doesn’t have enough good lines. (It’s worth remembering, though, that the didn’t really come into his own until later in the series.) Aria Takes Off is rather tame by comparison, as author/artist Michel Weyland offers a plot involving a disreput- able troop of soldiers turned into a well- drilled fighting team by Aria, who must disguise herself in order to accomplish the task. Part of the problem is that Aria Takes Off is shorter (44 pages of art), and it doesn’t help that Weyland sometimes injects annoying authorial asides in his narrative. Despite its distinctive visual appearance, Aria Takes Off thus comes across as an Every picture tells a story expensive comic book — not far enough beyond the norm to justify its price. The same can’t be said of the DRAGONLANCE graphic novel. While it owes more of its ARIA TAKES OFF translator/publisher Chris Tanz accurately heritage to the likes of and The Michel Weyland (Chris Tanz and noted in the letter enclosed with Aria , it delivers solidly on the Jean-Paul Bierny, trans.) Takes Off that fantasy and promise of a carefully crafted, compelling Donning 0-89865-468-8 $6.95 are natural topics for graphic storytellers. adaptation of the novel from which it’s That creates problems for a critic whose drawn. THE DRAGONLANCE® SAGA, BOOK background is mostly literary; I draw a ONE mean stick figure, and I can tell Whistler’s THE ’S EGG Roy Thomas and Thomas Yeates mother apart from the Mona Lisa, but Caroline Stevermer TSR 0-88038-528-6 $9.95 that’s about all. To further complicate Ace 0-441-75912-2 $2.95 Those who enjoy graphic novels matters, Aria’s European origins make any If an element of magic identifies a fanta- describe them as works of art, while the comparisons between it and the more sy novel as such, then The Serpent’s Egg form’s detractors call them no more than traditional DRAGONLANCE® graphic novel barely qualifies. But if the key ingredients expensive comic books. Amid the debate, somewhat unfair. On the other hand, I are a convincing atmosphere and a full graphic novels are gaining a growing have read quite a few comic books over measure of romantic intrigue, then Caro- audience around the world, and the years. . . line Stevermer’s tale of vaguely Elizabe-

34 MAY 1988 than adventures and court protocol is a “science,” which implies the rule of logic confuse as it attempts to entrertain. captivating fantasy several times over. and the discipline of ordered thought — all Gimmick number one is the GODHEAD, an The Duke of Tilbury, it seems, has of which are necessary if the reader is to exotic and electronic jeleweled crown that is designs on the throne of Dwale, currently suspend his disbelief and become supposed to be a prop for a phony reli- held by Queen Andred and destined for immersed in the story. Similarly, another gious cult. After being damaged by a stray her nephew and heir, Prince Bertram. Two axiom of successful science fiction is that it bullet during a theft, however, it becomes strategies are central to the Duke’s plans: insists on only one “impossible wonder” in capable of transporting its wearer into an remain as loyal as possible to all public any given narrative, in order to minimize alternate universe — then it teleports at appearance, and remove all obstacles by confusion and give coherence to the plot. irregular and usually inconvenient untraceable treachery and the use of All of this explains why Napoleon Disen- moments onto its owner’s head from hirelings and agents. In this latter endeav- timed is a disappointing first entry in a points around this new world. or, the disquieting servant Souriant takes series of novels edited by respected SF Then there’s the time machine being to spending long hours in the royal library authority Ben Bova. There are too many developed by a team of peculiar scientists researching the powers and uses of the gimmicks, twists, and technological left in the alternate world, in hopes that they Serpent’s Egg, said to possess scrying turns for the story to do more than can send a man back in time to prevent abilities and the power to warp minds. But the Duke’s intent is discovered by Lady Margaret Yewesley, though not soon enough to prevent an important murder or to keep Bertram from being implicated in a manufactured scandal. Together with the castle librarian, a minor courtier aptly named Michael Random, a marginally respectable minstrel, and several other more or less noble conspirators, Lady Margaret finds herself plotting to expose Tilbury’s schemes despite his influence with the queen. There is little in the tale for clerics and wizards to do, though the Egg holds secrets that ripple through the plots and counterplots. Swordsmen and rogues, however, have a field day smuggling mes- sages and spies back and forth through the streets, and half the fun comes from the wise, understated wit with which Stevermer’s characters are gifted. Prince Bertram’s devotion to writing mediocre sonnets is one refreshing aspect of the yarn, and Michael Random has an appeal- ing sense of dramatic humor. (“What are you doing here?” Margaret asks him on finding him in the shrubbery at a court party. “Lurking," he replies cheerfully.) If there is a discordant element in The Serpent’s Egg, it is that Chrysafer Wood- land, the librarian, gets rather short shrift considering her role in the unfolding intrigues. Stevermer seems at times to treat her as a major character, only to cut away from Chrysafer again for long peri- ods shortly thereafter. The result is a rather detached quality, as if there are two parallel stories being told in one relatively slim novel. Still, Caroline Stevermer admirably succeeds in weaving a finely stitched, stylish story that does an expert job of capturing the texture of a world with echoes of Shakespeare and the Three Musketeers. Certainly, there is little else like it available at present, and it is as comfortable and attractive as a hand- kerchief in a jacket pocket. The Serpent’s Egg is definitely well hatched.

NAPOLEON DISENTIMED Hayford Peirce Tor 0-812-54898-1 $3.50 In order for science fiction to be con- vincing, it needs to be internally consist- ent. The operative word, after all, is

DRAGON 35

Napoleon from building into the Magda’s grim life before she chooses to demons, whose factions and internal rival- worldwide empire it has become in the flee for Thall with Severin and his broth- ries defy mortal comprehension even as early 1990s. There’s an English resistance ers. The real meat of the novel is in the they threaten to make some very strange movement out to reclaim the British Isles race for Thall, especially after Severin is alliances in the process of destroying each from French rule, and there’s at least one transformed into a stag by one of Magda’s other — and possibly all humanity. other cadre of mad scientists wandering father’s spells. Only the magic of the soul- Reaves juggles all these story elements around in the woodwork. string eventually enables the lifting of this with skill and finesse, gradually bringing Through all this, Peirce traces the curse, leading the way toward a happy his cast together for a grand finale of epic adventures of the MacNair of MacNair, a ending that is light without being fluffy or proportions. The unusual setting is some- debonair con artist who adopts new identi- out of character. how not at all hard to visualize — but ties as easily as he changes his socks. To Snyder’s treatment of the stag curse will then, Reaves is also a TV writer (with add to the complications, it turns out that require some adaptation if it’s to be credits including the animated DUNGEONS the MacNair has a double in his new uni- applied in a gaming context (the soulstring, & DRAGONS® show and : The verse, one Frost, who is twice as being purely a love-bonding form of mag- Next Generation) who is experienced at ruthless and only half as charming. ic, probably isn’t practical in typical cam- portraying worlds for the eye as well as Between the political intrigues, the double paigns), but it is nonetheless a solid the mind. The situation is also entirely and triple romantic triangles, and the example for those looking for guidance in compatible with an RPG campaign, though unpredictable technology, Napoleon Disen- handling curses — and the mechanics of the task of adapting the Shattered World timed barely has time to establish the polymorphing, for that matter. itself as a gaming environment promises to rules and histories of the worlds in which Better still, Soulstring is good reading be a challenging one. it is set. despite its roots in overused fairy-tale The conclusion of The Burning Realm The problem is not that Peirce writes forms. Snyder’s choice of viewpoint, and leaves no doubt that another volume is badly — he has no trouble at all with the her use of a personal, realistic style rather forthcoming in this series, yet avoids most task of keeping his story moving swiftly than a high, formal tone, give the novel a of the problems usually associated with and his characters interesting. It’s simply character different from most of the other the middle books of trilogies. Reaves may that there is too much going on, and not fairy-tale in vogue nowadays. not be quite the virtuoso writer described enough of it hangs logically together. Any While not all readers may be attracted to in the cover quotes, but he has certainly one of Peirce’s themes could sustain an what is essentially a romantic tale, those produced a rousing and idea-filled adven- absorbing novel or game campaign (Pace- who are will find it more than worthy of ture that should keep gamers busy long setter’s TIME MASTER™ game comes to appreciation and respect. after they finish reading the novel. mind) all by itself; in combination, they instead cloud events so much that there’s no rational basis for picking heroes and THE BURNING REALM GREENBRIAR QUEEN villains, let alone trying to achieve any Michael Reaves Sheila Gilluly specified goal. Napoleon Disentimed aptly Baen 0-671-65386-5 $3.50 Signet/NAL 0-451-15143-7 $3.50 illustrates what happens when a writer Michael Reaves’ new novel is the sequel Somewhere in its advertising or in an tries to explore too many ideas at once. It to The Shattered World — a book that is early review, The Greenbriar Queen is may be amusing, but it doesn’t make much old enough that I don’t remember where I said to have begun life as a DUNGEONS & sense. first ran across it (with luck, Reaves’ pub- DRAGONS® game. Knowing that bit of lishers will reprint it in the near future). information goes a long way toward But The Burning Realm provides enough explaining the frustrating parts of Sheila SOULSTRING background detail to keep new readers Gilluly’s story about quests, lost heirs, and Midori Snyder from getting lost, and it tells a rousing and wizardry both tame and wild. Ace 0-441-77591-8 $2.95 complicated tale of demons and heroes in Ideally, an RPG adventuring party This story is a variation on one of the the process. doesn’t need a leader. Role-playing at its oldest fairy-tale plots in the book, with The premise of the world in which The best evokes teamwork rather than a three handsome brothers seeking to free a Burning Realm is set is that fantastic magic leader-follower dynamic, and each individ- lovely princess from her trapped destiny enabled Earth to survive being blown into ual emerges satisfied with his or her con- so that one of them can receive her hand asteroids after being struck by a tribution. Novels don’t generally work that in marriage. The suitor faces the obligato- . Now hundreds of fragments of way; in a written adventure, a strong ry three impossible tasks, overcomes Earth of various sizes float in a magically central character is needed to give readers them, then falls victim to the inevitable created bubble of atmosphere, held in something on which to focus. Even the curse when the girl’s father decides not to their orbits by mystic runestones. Unfor- exceptions to this rule, in which a strong play fair. tunately, there are two major crises brew- novel emerges with a true ensemble cast, The story’s execution, on the other ing: The runestones are gradually running allow readers to identify with one individ- hand, mixes the traditional with a decided- out of power, and the light-hating demons ual in a group of well-drawn characters. ly modern interpretation. Narrator Magda of the fragment of Xoth are only too eager The Greenbriar Queen has an ensemble de’Stain is the princess, but the kingdom to wipe out the sorcerers who are man- cast, but Gilluly hasn’t managed to give the of Moravia is neither overly wealthy nor kinds only hope of continued survival. characters enough depth to let readers particularly attractive. Magda is a practical Even in this bizarre setting, the cast of pick a favorite to follow. We know a good girl, and part of her pragmatic world view characters is easily identified and well deal about some of the characters (Imris says that it’s folly to oppose the dark fitted to a magically sophisticated society. the Yoriandir feels deeply for the trees power her father wields, even though she There are the powerful mages Pandrogas which it is his heritage to guard, and herself has the potential for sorcery. Nor is and Amber, caught on opposite ends of a Alphonse the apprentice is trapped in a she impressed by most of the suitors who romance even though they haven’t seen larger role that forces him into a sort of attempt to win her hand — until Severin each other for a year. There’s the were- psychic solitude), but we can’t empathize of Thall, heir to a family of wolf who tries to apprentice herself to the with them, because Gilluly’s choice of farmers in the next kingdom, arrives. assassin’s guild. There’s a cloakfighter, Kan viewpoint is mostly wide-angled in order Author Midori Snyder does not spend Konar, with a powerful Oriental sense of to keep the focus on the group rather than much time on the business of the three honor that he never abandons even when on any one character. impossible tasks, instead sketching in a he’s stranded on a fragment infected with Unfortunately, the characters are proba- mildly drawn but graphic picture of a deadly plague. And there are the bly the most distinctive aspect of what is

D RAGON 37 otherwise a very ordinary novel. The news is that she delivers in full measure William Wu is mostly successful, Arthur setting is a standard evil-occupied kingdom on the promise of action, intrigue, and Byron Cover is badly misguided in sprinkled with pockets of resistance — the magical fireworks that has been pending (Ace, $2.95). Cover has demonstrated wooded realms of the Yoriandir and an since the series began. The catch is that a elsewhere that he has almost no talent for isolated village retreat here and there. sequence which has been, up to this point, writing dialogue for other people’s charac- Word unexpectedly arrives that a true heir more dashing than graphic suddenly puts ters, and the pattern continues in this very to the kingdom lives, having been given to its heroine through a good deal more odd episode involving robots and the peasants as a baby. A company of heroes suffering than seems necessary to make creative arts. Further, unless the next therefore forms, to find and rescue the the story work. As a result, the novel volume does some serious back-pedailing, heir and to orchestrate the needed magical seems out of synch with its companions. the ending of Cover’s tale and the appear- operation so that the kingdom can be One plus for filk-music followers: The ance of the elusive Dr. Avery make very restored. lyrics to a number of songs from Heralds, little sense. It isn’t that Gilluly tells her story badly. Harpers, & Havoc (reviewed in DRAGON® After Long Silence (Bantam, $3.95) is Indeed, the Yoriandir mythos is fairly well issue #131) are included in the back of the Sheri Tepper’s newest novel and one of rendered, and there is some interesting book. (There must be a novel lurking her most impressive. This one is pure interplay between Dendron, the enemy behind “Kerowyn’s Ride” somewhere.) science fiction, set on the planet of Jubal king, and Rasullis, his court wizard and A host of complex factors has kept com- where the possibly sentient forma- occasional rival. The problem is simply ments on the DRAGONLANCE short-story tions are only one of the book’s major that in managing a large cast and present- collections out of this column till now. surprises. It’s a swift, multi-faceted tale of ing a good deal of needed background at Love and War (TSR, $3.95), brings the dark intrigues, and it puts Tepper firmly the same time, Gilluly has given herself too series to a solid conclusion — at least in on the map as a writer skilled both in much to do and too few pages in which to terms of quality, since “Raistlin’s Daughter” conceiving daring ideas and putting them do it. leaves a large if somewhat peculiar door into book form. There is also (at last) a The Greenbriar Queen is a hard novel to ajar for future expansion. The stories biographical note about the prolific Tep- dislike. Its intentions are good and there stand by themselves rather than relying per, who turns out to be a grandmother are some fascinating bits to be found on shared-world interaction, and the mix from Colorado (but one doubts that she is every so often. At the same time, it’s a of amusement, adventure, and tragedy has the sort who sits in a rocking chair and hard novel to truly enjoy, because so much been well blended. Many new writers knits). of the tale is clearly buried in the were featured in these books, and other Ru Emerson continues her tales of imaginations of those who took part in the projects from many of them will bear Nedao In the Caves of Exile (Ace, $2.95). games from which it was drawn. watching. Again the book is narrated in layers by Also concluding is Jack Chalker’s Rings Nisana, a cat of more than normal heri- Recurring roles of the Master series, and Masks of the tage, and again the style is an interesting Once again, the ranks of continuations Martyrs (Del Rey, $3.95) is easily the most blend of the lyrical with the down-to- and the like swell nearly to overflowing, satisfying of the four, even if it does turn earth. The focus here is on political wran- with many titles worth mentioning. The out that Chalker’s twist ending is the same gling, but there is still time for an old progress reports run as follows: one he gave away two books back. At least prophecy and a romance to surface. Emer- Web of Wind (Ace, $2.95) continues J.F. Chalker generally plays fair with his clues. son gets high marks for not bringing the Rivkin’s stories about Corson and Nyctasia, It’s irritating, though, to read his blatant romance to full fruition in this volume, a female warrior-and-sorceress team, with sales pitch in the front of the book and instead merely laying enough groundwork an agreeable yarn involving a merchant realize that many of today’s best-selling so that matters can be more fully family and legends of hidden knowledge writers don’t feel a need to tell a complete addressed in the next book. that is no less swashbuckling for its often story in a single volume. The of (Tor, $7.95) is a domestic qualities. The vague disquiet that The Robot City books cannot be criti- less impressive middle volume. Author seemed to haunt its predecessor, cized for not telling complete stories — Deborah Turner Harris has forgotten one Silverglass, has entirely vanished, leaving each one has had a more or less self- of the rules of successful fantasy: an enjoyable narrative intact. contained puzzle — but they are starting Breaking the rules of magic is only allowed Mercedes Lackey manages to add an to become wildly uneven. Cyborg (Ace, if there is a good explanation for it, not as unsettling element, though, in Arrow’s Fall $2.95) is generally credible, though it again a means of bailing the characters out of (DAW, $3.50), which concludes her trilogy adds a technology to the Asimov universe imminent disaster. The Burning Stone about the Heralds of Valdemar. The good that seems not to belong there. But where established that a magestone was neces- sary to work spells, but renegade wizard Caradoc can now draw on his powers somewhat at will, and his non-mage sister can work magic on locks. Even if these puzzles are resolved in the next book, Harris is guilty of sloppy writing. Not so Charles de Lint, whose Green- mantle (Ace, $3.50) is (as usual) an expertly told tale of ancient magic crossing paths with modern civilization. This time, the setting is rural Ontario, and the meeting brings together the disparate elements of organized crime, quiet family life, and the Wild Hunt out of Celtic legend. De Lint continues to have the knack of telling an utterly convincing tale even when his characters espouse wildly different views of reality, and few writers can match his ability to portray both lyric and gritty moments with equal authority.

38 MAY 1988

by Parker Torrence Oriental Evil Spirits by Class Spirit class Creatures I Lesser nature spirit (2 HD) II Einsaung nat Lesser nature spirit (3 HD) III Jiki-niku-gaki Kuei (3 HD) Lesser nature spirit (4 HD) IV Hkum yeng nat Wards Kuei (4 HD) Lesser nature spirit (5 HD) Shinen-gaki V Kuei (5 HD) Lesser nature spirit (6 HD) Against P’oh Shikko-gaki VI Con-tinh Hu hsien Kuei (6 HD) Evil Lesser nature spirit (7 HD) VII Bajang VIII Common oni Greater nature spirit (8 HD) Jiki-ketsu-gaki IX Greater nature spirit (9 HD) Lu nat X Bisan Greater nature spirit (10 HD) Boosting the shukenja’s power against spirits XI Greater nature spirit (11 HD) Me-zu oni XII Go-zu oni In his article, “Oriental Opens New Vis- a +1 bonus on all rolls to hit and saving Greater nature spirit (12 HD) tas” (DRAGON® issue #104), David “Zeb” throws when fighting evil spirits." Special This group covers greater Cook informs us that “dealing with spirits Well, a +1 bonus is nice, but it is not the nature spirits with 12 +4 HD or is the shukenja’s equivalent of the cleric’s equivalent of turning undead. This article’s more, and all greater spirits. turning undead." So how does a shukenja suggestion is to improve the shukenja’s deal with spirits? From Oriental Adven- warding away of evil spirits by adding the tures (page 23), we know that a shukenja additional power to turn undead as used is trained to perform the basic ritual of by clerics [which does not occur in Orien- Matrix for Shukenjas Affecting Evil Spirits purifying, to ward off evil spirits: “The tal literature, as David Cook has pointed (given here) must be used when an area is shukenja can sanctify an area with a radi- out]. To achieve this, the rules covering the purified by a shukenja. us of 5 feet (75 square feet). At the end of turning of undead in the Dungeon Masters When a spirit has been turned or ward- the ritual, everyone within the area gains Guide (page 65) must be followed, and the ed off, it cannot enter the shukenja’s puri- fied area, although it can still fire missiles and magical spells into that area. If the symbol “D” appears on the matrix, the Matrix for Shukenjas Affecting Evil Spirits spirit flees the area in terror for a number of rounds equal to the shukenja’s level. If Spirit Level of shukenja attempting to ward the spirit returns later, it need not flee class 1 2 3 4 56789-13 14+ again but cannot enter the sanctified area. I 10 7 4 TTDDD* D* D* A character possessed by an evil spirit II 13 10 7 T T D D D D* D* fights inside a purified area with a -1 on III 16 13 10 4 TTDDDD* all rolls to hit and on saving throws. If the IV 19 16 13 7 4 T T DDD* type of spirit causing the possession is V 20 19 16 10 7 4 T T DD turned or warded off, the possessed char- VI — 20 19 13 10 7 4 T T D acter grows ill and tries to leave the puri- VII — — 20 16 13 10 74T D fied area; any attacks or saving throws VIII — ——20 16 13 10 7 4 T made then are at -2. If the spirit received IX ————20 16 13 10 7 T a "D" result, the possessed character tries X —————20 16 13 10 4 for two rounds to flee the purified area; if XI ——————20 16 13 7 he cannot, he falls and goes into a coma XII ———————20 16 10 for a number of rounds equal to the level Special** ———— ————19 13 of the shukenja who purified the area (after which time the possessing spirit Roll 1d20; if the number rolled matches or is greater than the number on the returns). If the spirit causing the posses- matrix, the spirits have been warded off. From 1-12 spirits are affected. sion stays within the purified area, the * This affects 7-12 spirits. spirit makes a saving throw vs. spells. If * * This affects 1-2 spirits. the save is made, the spirit remains within the area but fights with a -1 to hit.

40 MAY 1988

by James M. Ward guarantee all DRAGONLANCE saga fans are going to go wild when they actually see their favorite characters dealing with the dangers that the players had only read about. Next on the drawing board is a Dungeon Master Assist program. When it’s done, this program will be one of the most use- ful things a DM with a computer can own. A computer’s primary function is to make work easier for its user, and this program The Game does just that, producing thousands of random encounters in thousands of differ- ent ways. Imagine the work involved in using paper and pencil to fill 10 different levels of a dungeon with creatures that get tougher as the levels get deeper. Now, Wizards with a few key strokes on your computer, all the monsters for each level are gener- ated using the and Mon- ster Manual II format, complete with all statistics, experience points, and treasure. If you don’t like what the computer has selected, you can go into the program and make the monsters weaker or tougher. You can also add your own monsters with their own abilities to the program. The second in a trilogy of AD&D FOR- GOTTEN REALMS computer games comes out in early 1989. It’s called Azure Bonds Turning on the TSR/SSI connection and is closely tied to an AD&D game mod- ule and a novel by the same name. In this story, the player There is an unusual amount of work screen. I made up a fighter named Jim o’ characters wake up one morning to dis- associated with being the Manager of the the Green Wood and was able to give the cover strange, magical symbols etched into Creative Services department at TSR (I had icon a green uniform. The game looks their arms. All attempts to remove the no idea how much until now), but some- wonderful on the screen; SSI has spent a marks or discover their magical nature times the boss gets a pleasant change of great deal of time on the artwork and cause great pain to the characters. Finally, pace. Several weeks ago, I visited our graphics of the product to produce a the player characters are forced to adven- friends at , Inc. in state-of-the-art game with more fun and ture into dangerous parts of the Realms to Mountain View, Calif. SSI is the company adventure in it than any computer game discover why they have been so marked. to which TSR has given the license to to date. During the adventure, their markings produce all sorts of AD&D® game com- The adventure for The Pool of Radiance generate surprising magical effects that puter material. The official reason for my takes place in the FORGOTTEN REALMS™ cause unforeseen dangers to occur. California visit was to take a look at what fantasy setting in a section of land that will Another addition to the SSI line of SSI has produced so far for TSR; unoffi- be officially developed only by SSI. Adven- AD&D game computer products will be a cially, it was a chance for me to leave the turers begin in the ruins of the city of strategy wargame based on the wars of frigid Midwest and soak up some rays in Phlan. A small settlement of humans is the DRAGONLANCE saga. This product is sunny California. Naturally, California was trying to build a new city out of the ruins scheduled for late fall of this year and will cloudy and cold, the weather much like it of the old, and is hiring all comers to allow a novice general to move armies of was in . reclaim the land from the evil monsters dragons and elves against each other on Producing these computer games is a that inhabit the area. If that wasn’t enough the plains of Krynn. SSI is one of the task that both companies are realizing is a for a skillful set of heroes, there is a large world leaders in computerized historical huge job. Everyone is concerned with track of land around the city that is being wargames, and this product should be a getting the job done right the first time, poisoned by some evil being; this must be new high-water mark in a growing list of and a great deal of time and effort is being stopped before the adventure. best-selling strategy wargames. spent by both companies on all the AD&D SSI is working on several other fascinat- Finally, a group called Westwood Associ- game computer projects. ing things for the AD&D game. An SSI- ates (which is working through SSI) is SSI’s first and biggest effort comes out in allied company by the name of U.S. Gold is creating the first computerized Training June and is called The Pool of Radiance, an going to market the first DRAGONLANCE® City. This AD&D game product comes out official AD&D computer game. It is a computer game, to be distributed by SSI in this summer and promises to be fascinat- wonder to behold. Not only will you be America. The DRAGONLANCE Action ing. Player characters begin as 1st-level able to enter your favorite low-level char- Strategy game is based on the DL-1 mod- fighters, magic-users, clerics, or thieves, acter into the computer game system, it ule and takes the DRAGONLANCE team coming to a city in the Realms to learn also allows you to set up new characters into the heart of Pax Tharkas, to the lair of their trade. During the adventure, they and have them be completely accurate the black dragon. When I saw Flint and rise to 9th level by facing difficult according to the AD&D game rules. It was Caramon running and jumping over some encounters all through the city. The young great to set up character after character in of the dangers in the pits, I was amazed at thief who enters the thieves guild finds a a quick and easy fashion. Then the design- the detail of the figures on the Atari ST. huge room full of locks, which he must ers of the first module told me that I could The animation quality was like a high- pick using his thieves’ tools. Some locks change the colors and stances for each of grade Saturday morning cartoon show. have treasure behind them or traps on the character icons I had set up on the This game will come out this summer, and I them, but all of them must be picked 42 MAY 1988 DRAGON 43 within a certain amount of time or alarms go off. The young cleric must enter the graveyard and practice his undead-turning ability; otherwise, he must practice his fighting ability against the skeletons and zombies he finds there. The fighter has a huge arena in which to meet opponents in single combat, and his foes get tougher and tougher as the fighter gets better. The lucky magic-user has a huge tower with many doors to explore. Through a combi- nation of skill in spell choice, spell-casting, and dagger-use, the magic-user overcomes dangers of increasing difficulty. The best part of all is that when you get six charac- ters up to respectable levels, you can enter them into the AD&D FORGOTTEN REALMS setting games. Much more went on during my visit besides seeing SSI’s exciting computer products. I got a chance to look at the pro- gramming work of other companies, and I was pleased to see how much better SSI’s material was. SSI had a great pizza party, too, and I was delighted to see that Califor- nia pizza is as good as Wisconsin pizza, even if the cheese is a bit strange. All in all, I think that we are going to see some exciting AD&D game products from SSI in the near future. Those who love TSR’s role-playing products will also love our electronic-gaming products from SSI. Look for them.

44 MAY 1988

Quarterstaff ***** ©1988 by Hartley, Patricia, and Kirk Lesser Apple Macintosh version Macintosh users, count your blessings! Quarterstaff has been released for the Macintosh computer and is, in our opin- ion, among the finest fantasy role-playing games available for any computer system. Too bad other operating systems do not have this offering available to tickle their The Role of CPUs. Scott Schmitz, the game designer, has informed us that an Apple IIGS con- version is currently being worked on, as well as a second game titled Giants. Quarterstaff goes beyond current FRP Computers games in that the coding is based upon artificial intelligence that enables the deni- zens of the game to react to the player’s moves and decisions in various ways. The beasts that populate this game’s environ- ment are driven by their needs, be they , anger, or the like. For example, a monster that would not normally hunt and destroy a player’s character unless hungry does not automatically attack in Quarter- Fantasy at its finest staff. Adversaries react to the player in different ways; if your characters react negatively to the creature’s appearance, We have been asked why we do not brance of our review. We generally do not the odds are that the creature will itself review all of the recreational software wish to cover products that hold neither turn hostile and attack. Try a little friend- programs we receive for examination. In excitement nor adventure for the user. ship and you might be surprised at the our opinion, some software is not suited Our feature review this month, Quarter- results. for publicity. Regardless of the paid public- staff, is an example of an adventure role- The game revolves around the disap- ity a game receives, which can be playing game that benefits from pearance three months ago of the Tree extremely slick and expensive when continually improving programming and Druid colony; those Druids sent to investi- involving advertising, it takes far more from a company’s dedication to its gate by other Druid colonies have not than a good advertising copywriter and an product. Quarterstaff is, without a doubt, been seen since. Your intrepid band of advertising designer to produce a good one of the finest fantasy role-playing adventurers is now assigned this task and game — it requires good programming, adventure games. possesses a weeks worth of provisions. good user manuals, and consistent compa- This review also features information on The player controls three characters ny support for the product. the latest game conversions to new com- named Titus, Eolene, and Bruno. Titus Too many times the product hype over- puter systems. Those we have been able to begins the game as the leader and is so whelms the product itself. Publicity, play are rated (as usual) with from one to designated onscreen with an "L" in front of whether positive or negative in nature, five stars, with five stars given to the best his name. (A character following the lead- can be good for a company. Several games. er has an "F.") However, Eolene and Bruno months in the future, a reader may recall can issue Split commands and leave Titus that he read a review of a certain program Simulated Environment Systems to explore areas on their own. This is being contemplated for a purchase, yet 800 South Pacific Coast Highway extremely helpful when there is a large not remember whether the review was Suite B-331 area to map; it can also be quite danger- favorable or not. He may simply buy that Redondo Beach CA 90277 ous, as no one single character can defeat product based on a past, slight remem- (213) 379-6742 certain adversaries, and each must be able

When the going gets tough in the Quarterstaff game, you reach for Using the unique hierarchical file structure of Quarterstaff, Eolene is your trusty verb menu. Here, Titus makes his move. able to check out the skeleton (and its treasures) at her feet.

46 MAY 1988 to help a less-fortunate character who has possesses a short bow and a quiver of consumed, and the ability to copy and slipped into a trap. For example, having flight-stabilized arrows of many hues. paste information from any player win- passed through a secret door and entered Arrows of different colors (like the multi- dow to another player window. a new room, a character may find the colored potions to be found later) each We are still learning many of the game’s door will close and vanish, leaving him have different effects. Prior to testing a intricacies and will pass them along as we inside the room with no way out. Normal- potion or an arrow, it makes a great deal pursue the quest. This is the most true-to- ly, secret doors are triggered by a device of sense for a player to save the game at form computerized FRP game we’ve found on the outside of the door; one of that point. With a few careful saves, a found, and we are thoroughly enjoying the the other characters must be free to backpack full of colored potions can be adventure. The game goes beyond the retrigger the secret door and let his part- tested and their effects determined for level of seeking treasure and killing mon- ner out. (Teamwork is the key to success.) future use with little trouble. The same sters; it requires an enormous amount of Both weapons and treasures have listed process applies to the arrows. In fact, one coordination and team effort between the sizes and weights, and are breakable. The of the first creatures that you might wish three major characters and the denizens character menu displays the characters’ to test your arrows on happens to be a of the dungeon who are encountered in current encumbrance and health so you huge not too far down in the the game. Lastly, the player can turn the can remain informed of their current dungeon. This spider poisons those it digitized sound effects on or off; you’ll situations. Encumbrance determines not encounters, so another good idea is to never forget the blood-curdling of only how much an object weighs but also make certain one of your potions happens a character who has suddenly found the how bulky it is; it helps to figure out the to be an antidote for poison. hole located in the Spiral Death. . . . best method to carry treasure around. Early in the game, the adventuring Placing objects inside a bag or other carry- group will encounter the game’s first two ing device distributes the weight so that characters, the Chief Torturer and a Druid Electronic Arts more can be carried. An even better idea Guard. Considering that Druids are ada- 1820 Drive is to select certain caches near the mant in their opposition to torture, one San Mateo CA 94404 entrance to the Tree Druid Colony as areas might well wonder what a Druid Guard is (415) 571-7171 for depositing riches; you can transport doing assisting a Chief Torturer, but nei- the wealth out of the dungeon later. ther is prone to be friendly to your party. Dragon’s Lair *** As in most FRP games, there are turns The two are in the so-called Recreation /128 version and rounds of play. With Quarterstaff, a Room, which has a variety of goodies to Think back to the good old days when turn is one character’s individual action; a examine and obtain, including some car- video games were hot. Every mall and round is the collective actions of the char- ried by the Chief Torturer himself. To the hotel proudly boasted an center. acters and the creatures. The computer south of the Recreation Room is a Guest Some laserdisc game authors became awaits the input from each character Room (little more than a prison cell) con- exceedingly rich. Like most good things, before deciding the rounds outcome. The taining an interesting specimen called the laserdisc games eventually came to an end, round is then processed by the computer, Crazy Druid. What he wears on his finger but not the dreams those games created. and the results are posted on the screen. may be a clue to his odd behavior. Electronic Arts has released one of our Communication with the game is han- When your characters are sleeping, be favorite laserdisc games, Dragon’s Lair, for dled by typing commands into the com- advised that others aren’t so peacefully Commodore 64/128 computers. puter. A sentence that possesses a verb, a inclined. They are preparing for your In Dragon’s Lair, you play Dirk the Dar- verb followed by a noun, or a verb fol- entrance into their parts of the dungeon ing, who has to rescue Daphne, a maiden lowed by a noun modified by a second (and they plan well indeed). captured by Singe, an evil dragon. Before noun will usually be understood. The The latest version of the game, Quarter- you can even face Singe, however, you player’s manual also lists 15 prepositions staff 1.2, incorporates several enhance- must deal with that dragon’s minions and that can be used in a sentence. An appro- ments. These include faster recovery from traps. On the laserdisc, each scene priate sentence would read “Give the rock a stunning encounter, a magical object that required the player to overcome a to George," while an inappropriate senten- enables its wearer to levitate, text and sequence of obstacles to enter the subse- ce would be “Give George the rock." graphic windows that can be printed, quent scene. This was no easy chore; we Combat is interesting and encompasses objects that can be stacked atop one saw players spend nearly $50 in a single not only the hack-and-hew method but another, objects that can be shaken, food afternoon’s outing just trying to get from missile fire as well. Thankfully, Eolene and liquid that can be tasted before being scene to scene.

Bruno has left his group and has become his own leader, wandering The contents of Eolene’s quiver are revealed, again using Quarter- through the dungeon while the computer automatically maps the way. staff’s hierarchical file structure.

D RAGON 47 Electronic Arts has created a good adap- taken over by the King. Dirk must If you enjoyed the original version of tation for the C64/128 from the original return to retrieve the treasure for Daph- Skyfox, you’ll praise this sequel arcade and laserdisc version. The graphics, of course, ne, then try to escape. He starts in Ye strategy adventure. Of all the arcade/ are not of laserdisc quality, but they do River Caves and has to fight whirlpools strategy/flight simulation games we’ve push the Commodore’s graphics, sound, and waterfalls to get to the next scene. played on the C64/128, this is by far the and music capabilities to their limits. Some Boulder Alley is a very well done scene: finest as far as flicker-free animation and scenes still retain the laserdisc’s sequence Dirk is running from a large boulder but special effects are concerned. A couple of mover, in which there is only one right also has to watch out for smaller boulders scenarios, especially “Intruder Alert," are a sequence of moves to escape an otherwise that cross his path and nasty pits that little weak, but the remaining scenarios deadly trap. Other scenes require a steady appear out of nowhere. Electronic Arts and ease-of-flight commands make this hand just as they required an arcader’s has added some different patterns to this program a must-buy for C64/128 arcade steely nerves to get past the same traps in scene that make these obstacles hard to gamers. the laserdisc version. notice. The Throne Room is the first Side one of the floppy game disc fea- sequence room. Dirk must dodge super- tures “Dragon’s Lair.” The famous Falling natural hands and rays while trying to Mindscape, Inc. Platform is the first obstacle. Here, you find a secret exit. 3444 Dundee Road have to fight gusts of wind that try to push The Dungeons of the Lizard King come Northbrook IL 60062 you from the platform into the bottomless next, featuring a maze of rooms. The (312) 480-7667 pit. The Skull Hallway is a sequence room; Magical Flying Horse is another well-done once you know all the right moves in the scene. Here, Dirk avoids walls and slow- Indoor Sports ** room, you can get through without getting moving energy balls as he tries to make it Commodore 64/128 version yourself killed. The Burning Ropes out of the castle. Doom Dungeon is the For the C64/128 computer, this is a sequence is a variation of that in the origi- second sequence room, in which Dirk decent attempt to simulate bowling, darts, nal game, with about 20 ropes to use in dodges flames and squishes tarantulas. Ping-Pong, and air hockey. Of the four, swinging across a pit. The Weapons Room The Mystic Mosaic is another hard sce- Ping-Pong and air hockey are the best. is another sequence, in which Dirk has to nario, as you manipulate Dirk to make it to Bowling is a disaster, because you cannot fight weapons that come to life. the safe squares before the squares aim your ball directly at the pins — you The Giddy Goons area differs from the become electrified. Also, a vampire bat have to guess at the best floor spot to arcade version. This is the most poorly makes movement difficult as it tries to initiate the throw of the ball. Darts leaves constructed room in the entire game, as knock you into an adjoining pit. The last everything to be desired. If you enjoy a the graphics are not well presented. Dirk scene presents the mud monsters (which good Ping-Pong simulation and a decent has to jump ramps and kill giddy goons to we never managed to reach). You have to air hockey simulation, then buy the game. survive. The Tentacle Room is a sequence find a sword and get over a mud bridge room in which Dirk fights tentacles. After before the mud monsters get you. Dirk making spaghetti out of the tentacles, Dirk must get his sword and kill the Lizard PBI Software faces another Falling Platform, just as in King. 1163 Drive the first sequence. The deadly Checker- Electronic Arts has managed a more Foster City CA 94404 board sequence is extremely hard to mas- than passable adaptation of the laserdisc (415) 349-8765 ter. Dirk must kill the black and, at arcade game for C64/128 gamers. This is the same time, avoid the knight’s electrical an offering in which you can show off Monte Carlo **** shocks. Finally, the showdown between your dexterity with the joystick and enjoy Apple IIGS version Dirk and the dragon comes. We never the graphic and music capabilities of the Incorporating the Apple IIGS’s sound managed to arrive at this final scene, but C64/128. The only problem is that once and graphics capabilities, this offering is we hear from other gamers that this you’ve mastered all of the sequence rooms for one or two players who enjoy the art sequence is spectacular. and have finished both quests, the game is of wagering. Monte Carlo incorporates On the second side of the game disc is all over! Pricing by Electronic Arts is a baccarat, blackjack, video poker, craps, “Dragon’s Lair Two, Escape From Singe’s bargain for the dual-sided disc at $24.95. slots, trente et quarante, and roulette. All Castle." These are rooms taken from are extremely well-designed and easy to “Dragon’s Lair” and rewritten as a second Skyfox II: The Cygnus Conflict * * * * play, although the odds continue to rest part of the game. Singe’s castle has been Commodore 64/128 version with the house. Monte Carlo is highly

When a character requests an inventory of another character, the Titus has found a key — but what does it look like? Quarterstaff gives likeness of the target character appears on the screen. you a good look; now, all you have to do is find the lock it fits.

48 MAY 1988 recommended as one of the better gam- combined effort by Electronic Arts and Sands of Time, wherein Apple II and IBM bling simulations on the market today. Lucasfilm Games. You control as many as microcomputer users become involved in 16 naval craft and four helicopters. Opera- a classic adventure in ancient Persia. The tions can be conducted in major hot spots King’s has vanished, and an evil News and new products around the globe (such as the Persian genie is wreaking havoc. Wielding the Gulf). The price for each game is listed at , the player must destroy the Baudville $29.95. Again, we hope to have reviews of genie. The second new offering is The 5380 52nd Street SE these offerings within the near future. Spy‘s Adventures in South America, which Grand Rapids MI 49508 Some exciting new offerings expected is not only an exciting chase adventure to (616) 957-3036 from Electronic Arts in the not-too-distant locate Dr. X, but also an educational one future include Wasteland (from the same that teaches the customs and geography of An exciting new graphic-adventure game folks who developed the The Bards Tale the game’s setting. This game is part of designed for the Apple IIGS has been adventure series), The Bards Tale III, the Polarware’s The Spy’s Adventures Around released by Baudville: Dream Zone. What Sports Legend football simulation, Ferrari The World series. The latter game is also makes this offering of particular note is Formula One, and Return to Atlantis. for the Apple II and IBM microcomputers. that the developers of the game are two high-school students who used Baudville’s own graphics programs to create the Epyx, Inc. Strategic Simulations, Inc. game. Full advantage has been taken of 600 Galveston Drive 1046 North Rengstorff Avenue the IIGS’s stereo sound and graphic capa- P.O. Box 8020 Mountain View CA 94043-1716 bilities. The player becomes a prisoner of Redwood City CA 94063 (415) 964-1353 his own dreams and travels to exotic (415) 366-0606 locales to meet unique creatures and char- In DRAGON® issue #127, we conducted acters in attempts to escape from the This company has been designated as an interviews with several of the folks at SSI Dream Zone. Watch for a review of this official licensee of the 1988 U.S. Olympic regarding their computerized ADVANCED offering soon. The company lists the game Team. This agreement grants Epyx an DUNGEONS & DRAGONS® fantasy role- pricing at $49.95. exclusive license to use U.S.O.C. Olympic playing games. The first game is set to be designations on computer, video, and released in June of 1988, with three interactive VCR games. Guess what sorts AD&D® game products planned: an FRP Datasoft (IntelliCreations) of recreational programming we are going game, a joystick-controlled action game, 19808 Nordhoff Place to see from Epyx in the next several and a Dungeon Master’s utility program. Chatsworth CA 91311 months? The company will show sneak previews of (818) 886-5922 these AD&D games at the upcoming Con- sumer Electronics Show in Las Vegas, and Worthy of any FRP gamer’s heart is this MicroProse Software is also previewing Questron II, the sequel company, which recently held an Alternate 180 Lakefront Drive to the company’s best-selling Questron Reality: The Dungeon Awesome Character Hunt Valley MD 21030 game. As more information becomes avail- contest. Contestants forwarded characters (301) 771-1151 able, we will publish it in this column. that were built using the aforementioned program. These characters were judged This company is doing so well that a on moral alignment, wealth and provi- move to larger quarters was required. Clue corner sions, spells, magical items, clothing, weap- Their new address, listed above, now gives Joshua Burke of Springfield, Oregon, ons and armor, number of quests solved, MicroProse 36,000 square feet from which sends a hint dealing with The Bards Tale II number of riddles answered, and number such greats as Pirates!, Airborne Ranger, from Electronic Arts. (For those who of hard-to-find items possessed. Two win- and Project: Stealth Fighter can be issued. might be interested, it seems as though ners were named. The first was Tim both The Bards Tale and The Bards Tale II Patrick of Kailua, Hawaii, whose “Dragon are among the most popular computer Slayer” character was on the good side of Paragon Software games being played today. We receive morality and reached level 13. The second 600 Rugh Street more hints for these offerings than any winner was Jeff Towich, whose “” is Greensburg PA 15601 other recreational software.) “The hint extremely evil with a primary guild of the (412) 838-1166 concerns Dargoth’s Tower," Joshua Wizards of Chaos and is a level 13 charac- explains. “This is, by far, the hardest and ter. Those of us who have played Alternate Paragon has joined the group of soft- longest dungeon. On the fourth level of Reality: The Dungeon know that building ware game developers who have become the tower, you should encounter walls that these characters was no easy task. We part of Electronic Arts’ Affiliated Label disappear, as well as one-way walls. As you heartily congratulate the winners. Watch program. Electronic Arts now has exclu- are walking around this level, you might for upcoming reviews of both Alternate sive distribution rights to Paragon’s Master turn and suddenly find a wall where there Reality: The City and Alternate Reality: Ninja: Shadow Warrior of Death, Alien wasn’t a wall before. This creates a prob- The Dungeon in a future review column. Fires — 2199 A.D., and Twilights Ransom. lem with mapping; if you are not careful, you could end up trapped. I suggest that you have enough spell points to cast the Electronic Arts Polarware (Penguin Software) Safety Spell or possess the Ring of Return Electronic Arts has just released two 1055 Paramount Parkway, Suite A before entering this level." new offerings. The first is Demon Stalkers: Batavia IL 60510 From Jon Bluett of Ewa Beach, Hawaii, The Raid on Doomfane for C64/128 com- (312) 232-1984 comes a hint for The Eternal Dagger from puters. We have just started playing this Strategic Simulations, Inc. “The key is arcadelike strategy game and have found Polarware, long known as Penguin Soft- there; you just have to go through some the graphics to be excellent. There are 100 ware and dating back to a time when walls to get it." Jon also writes regarding dungeon levels, and the game includes a software companies were few and far III, another SSI best-seller: “If construction kit so the player can build his between, has released two new adventure the lava is too hot, water may be your own dungeon levels. games with pricing under $20 for each. ticket." The other offering is Strike Fleet, a The first is Talisman: Challenging The Alternate Reality gamers will be glad to

50 MAY 1988 DRAGON 51 know that we have finally been able to determine the effects of some of the Computer-Game Conversions Table game’s potions. Do not believe for a min- Ratings are given as they are available. ute that once you have figured out the effect of a colored potion, that a similarly colored potion found later will have the Accolade, Inc., (408) 436-0900 same effect; some potions with the same Ace of Aces to IBM and compatibles format *** color have different tastes, indicating Apollo 18 to C64/128 format different effects. Don’t sip a potion until Mini-Putt to IBM and compatibles format you have a good idea of its capabilities — a Test Drive to IBM and compatibles format sip can kill! For example, we have figured Test Drive to Atari ST format ***** out three of the orange potions (at least we think we have). We have two sweet orange potions, and one of them struck Activision, Inc., (415) 960-0518 Gee Bee Air Rally to C64/128 format the tester with a case of stupidity (a point ***** of intelligence was deducted). However, Might and Magic: Book One to C64/128 format Might and Magic: Book One to IBM and compatibles format ***** the bitter orange potion causes nothing more than a hangover. The other two orange potions you’ll find add bonuses to Advantage, (phone number not available) your character’s protection. By all means, Project: Space Station to C64/128 format try to find the plain-tasting yellow potion, as it can do wonders for wounds. Electronic Arts, (415) 571-7171 For Maniac Mansion players, here are a Adventure Construction Set to IBM and compatibles format couple of useful hints: There is a way to Chuck Yeager’s Advanced Flight Trainer to Apple II format **** get the radio without getting wet, but the Earl Weaver Baseball to IBM and compatibles format * * *½ method used is a grating experience. Marble Madness to Apple IIGS format ****½ Unfortunately, unless you are quick, the vegetables in your freezer may not be the Epyx, Inc., (415) 366-0606 only items irradiated. Second, don’t over- Coil Cop to C64/128 format look the Edsel as a utilitarian place for SpiderBot to C64/128 format storing something as you tool around. Licensees, Inc., (201) 444-5700 Jewels of Darkness to Apple Macintosh format Game conversions Jewels of Darkness to IBM micros and compatibles format Program conversions are important The Guild of Thieves to Apple Macintosh format members of any company’s product line, The Guild of Thieves to IBM micros and compatibles format and programs should receive careful work The Pawn to Apple Macintosh format and consideration when being ported to The Pawn to IBM micros and compatibles format another system format. Unfortunately, many conversions are completed without Mindscape, Inc., (312) 480-7667 thought given to the new target system. Defender of the Crown to Apple Macintosh format **** The conversion is quickly accomplished to Defender of the Crown to Atari ST format * * * ½ take advantage of a certain buying trend (such as consumer purchases of IBM Sir-Tech Software, Inc., (315) 393-6633 clones or the Apple IIGS) and do not make Deep Space to IBM and compatibles format additional use of the target system’s capa- The Legacy of Llylgamyn to IBM and compatibles format bilities. Proving Grounds of the Mad Overlord to C64/128 format An example of one of the most disap- pointing conversions we have played of Spectrum HoloByte, (415) 522-3584 late is one from PBI Software of a tactical- Soko-Ban arcade game to C64/128 format ***** warfare game called Strategic Conquest II. Loosely based on the Parker Brothers’ Strategic Simulations, Inc., (415) 964-1353 RISK® game, the game has been available Roadwar 2000 to Apple IIGS format **** on most systems. No attempt was made to Roadwar 2000 to IBM and compatibles format **** take advantage of the Apple IIGS’s sound of Spring to IBM and compatibles format * * *½ and graphics capability. In fact, the user must also enter the Control Panel of the Apple IIGS operating environment and change the display mode from color (its Table for details on what games are now The Beasties normal mode) to monochrome. The result- available for which computer systems. c/o Hartley and Patricia Lesser ing play is far less pleasing on the Apple 179 Pebble Place IIGS and is an indication of a quickly port- San Ramon CA 94583 ed program that should not have been Lastly, please don’t forget that we are attempted without some additional repro- still accepting your nominations for The gramming of the code. The original ver- Beasties, DRAGON Magazine’s awards for We ask that you make no telephone calls sions of the game are fine when operated the best recreational-software offerings to us. We continue to receive some marvel- on the original computer systems. This is a published in 1988. Just write down the ous tips from DRAGON Magazine readers pity, as PBI has been responsible for sev- name of the game you feel deserves this regarding other computer games being eral fine games, such as Tower of recognition on a postcard and indicate played, and we would like to see your Myraglen (reviewed in issue #129 of which computer version was played. Add hints as well. Just mail them to the same DRAGON Magazine). your name and address, and mail the address listed above. The best will be See the Computer-Game Conversions completed entry to: published in an upcoming column. 52 MAY 1988 D RAGON 53

is one basic problem that most contract by William Van Horn agents must deal with: If they don’t com- plete their assigned missions, contract agents don’t get paid!

Getting a job Once an agent has reached 2nd level and Agents for gone private, getting contracts (jobs) becomes very important. No longer will an agent’s superior officer walk into his office and hand the agent a mission. A contract agent must actively look for missions or else give up the business. Before an agent Hire can start to look for work, he needs some idea of who hires contract agents and what the agents are hired to do. As one would expect, the main user of contract agents is the intelligence commu- nity. Espionage agencies hire contract agents to carry out hazardous missions or in the espionage wilderness missions they don’t want traced back to them — like the assassinations of politi- cians and high-ranking government offi- Many types of agents are described in any country. However, a character must cials. Occasionally, an espionage agency the original TOP SECRET® game system. meet the following prerequisites to will take on a contract agent on a semiper- There are stealthy detective types, killers, become a contract agent: manent basis; this only occurs when the and agile second-story people, not to men- 1. The character must be 2nd level or contract agent is an expert in his field (8th tion a wide range of shady enemy agents, higher. level or better in game terms) and is too traitors, and assorted evil goons. Unfortu- 2. The character must belong to one of dangerous to be left alone (meaning some- nately, one of the most interesting types of the following bureaus: Assassination, one else may hire him). This sort of hiring agent has been left out in the cold (my Confiscation, or Investigation. (If an Admin is very rare, however. apologies to John Le Carre). This is, of is using the TOP SECRET Companion rules The private sector is also a heavy user of course, the free-lance or contract agent. supplement, the character can also belong contract agents. Industries often hire them Contract agents are by no means new to to the Protection, Infiltration, and Special to steal information from competitors. the world of international espionage. As Agents divisions. The demand for free- Wealthy people will occasionally hire their name suggests, contract agents are lance Admins simply isn’t there.) contract agents to even a score, including mercenary spies who work for the highest The reason for the requirement of being the assassination of an old enemy, gather- bidder. These agents are usually hired for 2nd level is that job experience is neces- ing damaging information on someone, or only one mission, but long-term contracts sary, especially in espionage. Any espio- stealing a valuable piece of art that a col- are not unknown. Of all the types of con- nage agent needs some training in his lector wants very badly. tract agents, the assassin-for-hire is per- field, and the best training comes from Terrorist groups are also included here, haps best-known. Novelists from Frederick experience. No agency worth its salt is as they will hire contract agents to carry Forsyth (The Day of the Jackal) to Ian going to hire a 1st-level rookie to do a job; out jobs that they are unable to do. This Fleming (The Man with the Golden Gun) chances are the agency already has too often includes infiltrating a country and have used hired assassins as major charac- many of those running around. Only expe- other similar activities. Please note that ters in their works. rienced agents get hired, and the more terrorist groups are the worst employers, Aside from their fictional exploits, con- experienced an agent is, the more he gets as they often kill the contract agent after tract agents have come into their own in paid. This will be explained in detail. the mission so they don’t have to pay him. the real-world intelligence community. Before your players decide to have their This fact is known to all contract agents, Many agencies and nations use contract characters “go private," you should make so be sure to inform your players. agents to carry out missions these groups sure that they know what they are getting Now that you know who will hire your don’t want traced back to them. In some into when they play contract agents. Con- players, it’s time to look at how they are cases, the contract agent is simply the best tract agents lead a hard, dangerous life, hired. There are, for game purposes, three person for the job. Contract agents come even by espionage standards! Since they main ways an agent can look for work. He from all over the world, and their num- aren’t connected with any of the orga- can contact old friends both inside and bers are growing rapidly. Thus, contract nized agencies, contract agents have a outside of the espionage community (i.e., agents should be added to the TOP rough time getting weapons and other an ex-boss, a businessperson the character SECRET game system as more than handy equipment needed to carry out their mis- once saved, etc.) and tell them that he is NPC villains. It is time to let the players sions. Unless a contract contains a clause available for hire. If this method is some- run them as well. that allows a contract agent to purchase how distasteful to or impossible for the This article allows Administrators to any needed gear from agency sources (a agent (maybe he left the Agency under a include contract agents in their existing very rare clause), contract agents must cloud), he can just sit back and use con- campaigns. These rules can be used to run buy some of their gear on the black mar- tacts to get him jobs. As a final option, the NPCs, if an Admin feels that PC contract ket. This procedure is often risky and agent can combine the two methods dis- agents have no place in his campaign. always expensive. Contract agents also cussed above. Contacts, as noted above, Some of these rules (especially those deal- have to have excellent contacts to locate can be used at any time during this proc- ing with contacts and the black market) black marketeers and to get missions. ess, but their success depends on what can be used with or without contract Espionage agencies rarely deal directly level they are and who they know (see agents, so Admins can choose which to use with a contract agent; if the agent gets “Contacts”). in their particular campaigns. caught, the agency that hired him doesn’t Once an agent has either located or been Players who want contract agent PCs want any visible connection between it located by someone with a mission, the can have characters of either sex and from and the unlucky agent. In addition, there Admin needs to prepare a mission briefing

Illustration by John Lakey D RAGON 55 and a contract. A sample contract can be guard and pick a lock in the process. The mission is more dangerous or important found at the end of this article. When agent would only be paid for the theft of than usual. preparing the briefing, you should first the papers, since that was the assigned decide if the agency or person who is mission. This allows you to calculate an Contracts hiring the agent wants the agent to know agent’s pay in advance contracts. Before a contract agent begins his mis- who is hiring him. If the answer is no, the The second factor that must be dealt sion, some sort of contract for that mis- briefing should be carefully worded so the with is the contract agent’s bonus. This sion must exist. This contract should agency or person (or company or country, bonus is equal to the contract agent’s level contain: a brief description of the mission, in some cases) isn’t obvious. These brief- x $100 (thus, a 7th-level agent would its goals, and the target; the total amount ings should be as complete as possible but receive a $700 bonus). As might be expect- the agent will be paid; any special instruc- should only contain information as sug- ed, this bonus is added to an agent’s pay tions regarding payment (i.e., half now, gested in the TOP SECRET game rules after the base mission pay has been deter- half later, money deposited in a numbered (second edition, pages 12-13). Missions mined using the procedure described Swiss bank account, etc.); the currency or should be planned so that they fit into one above. Only contract agents get this form (diamonds, rubies, etc.) in which of the categories listed on those pages. bonus. I included this bonus to make up payment will be made; and any other for the fact that contract agents only get special clauses either the player or the Payment paid for their assigned mission and to Admin feel are necessary. Contract agents, like mercenaries, work make sure that these agents have enough In the world of espionage, such written mainly for money. You must make sure money. This need for money is discussed contracts are rare, but they make things that your players are aware of this when in the section on the black market. much easier on both you and your players they are running contract agents. In fact, As mentioned above, a contract agent’s in the long run if such written records are many contract agents set limits on what pay must be calculated before an agent kept. The contract eliminates disagree- their minimum contract fee is (at least even hears about the mission. The main ments about payment, the exact mission, $500 per mission, for example). reason for this is the simple fact that con- and other such questions. Both the player How much a contract agent is paid tract agents have to be hired. The amount and the Admin should have a copy of the depends on the usual formula (see TOP of money offered is often the difference contract. A sample contract is included SECRET game rules, second edition, pages between a “yes” and “no” answer, especial- with this article. 12 and 18), but with some additions that ly if the agent in question will only work are unique to contract agents. One is the for a certain sum. Players who run con- Experience simple fact that contract agents get paid tract agents don’t have to take any mission Experience for contract agents is calcu- for their assigned mission only. An exam- offered to them, unlike normal agents. lated in the same manner as for other ple of this is when a Confiscator is hired to Admins should also be prepared to raise agents. There are no special bonuses or steal some papers and is forced to kill a the mission pay (10% at the most) if a penalties gained in experience just because the agent is a contract agent. Contract agents, like other agents, get experience for everything they do. They also receive any bureau bonuses that apply. Unlike their pay, contract agents receive experi- ence based on everything they do, not just on the assigned mission. Refer to the TOP SECRET game rules for more detailed information on both experience-point and level advancement. Contract agents advance normally in level, using the experience-points chart that goes with their bureau. There are no special level titles or ratings for contract agents.

Contacts As many readers might have noted, contacts play a big part in the life of con- tract agents. This section contains rules and charts dealing with contacts that can be used in a TOP SECRET campaign that takes place with or without contract agents. Contacts can literally be anyone. A con- tact is usually an individual who has con- nections to a group or person that could be useful to an espionage agent. Contacts serve as go-betweens or middlemen in the espionage community and the criminal underworld. This link is why they are important to all agents but especially to contract agents. They give contract agents access to information, goods and services, and other such things that contract agents lack because they have no agency mem- bership. Contacts are usually (but not always) NPCs controlled by the Admin. In some very rare cases, a player character

56 MAY 1988 can act as a contact, but a contact’s func- lives too easy. roll on Table 1 with this article or you can tions are quite limited in comparison with Now we come to the second method for place them yourself. Note that Table 1 only those of an agent. assigning contacts — a system that is based gives general locations (continents or There are two main ways you can assign on the level of the PC in question. With regions). If you decide to place contacts contacts to your contract agents: by giving this method, a PC gains one contact for without using Table 1, the first contact them to the PCs randomly through role- every two levels the PC has (level 2, should always be placed in the character’s playing situations, or by simply having round down). For example, a 4th-level home continent and be of some immediate contract agents gain contacts on a level agent would have two contacts. This way, use. If you use the chart, don’t hesitate to basis. Each method is discussed herein, a PC gains one contact the moment he throw out any roll that doesn’t fit. with some hints and guidelines for run- reaches 2nd level and is able to become a If a contact is an NPC, careful thought ning contacts and charts to help you gen- contract agent. All contacts assigned in must be given to his personality. Due to erate them. this way are major contacts, as described the (and often illegal) nature of If you decide to have your players meet in the preceding paragraph. their work, contacts are by and large their contacts at random through role- No matter which method you choose, suspicious, close-mouthed individuals. playing, some basic factors have to be keep in mind that all contacts gained must They, like contract agents, work mainly taken into consideration. One of the most be of a level equal to or lower than the PC for money, in many cases on a commission important decisions you will have to make who gains them. This makes it impossible basis. If a contact finds a job for an agent, is how many contacts you want a particu- for a 4th-level agent to have a 6th-level the contact will want from 5-10% of the lar agent to have. Keep in mind that the contact, but it is quite possible for that agent’s pay as a commission. If equipment, contacts your agents meet during this agent to have contacts of 4th level or weapons, etc., are purchased through a process must be useful to the agents in lower. Note also that you don’t have to tell contact, he might want from 1-5% of the some way or another: arms dealers, forg- a player what level his contact really is. book list price as a commission. This last ers, information dealers, and contacts in Thus, it is quite possible that a 1st-level isn’t very likely, since it doesn’t earn the the various intelligence agencies. Your contact might try to pass himself off as a contact much money. In spite of this mer- agents should meet these contacts during 5th-level contact. It probably won’t work, cenary trend, agents and their contacts the course of a mission, and the contact but the results will be very interesting. often become close friends. This friend- should be recognizable as someone that Don’t pull this trick too often. Vengeful ship will not affect the contact’s commis- the character could use. While this meth- players can be nasty. . . . sion percentage, however! od has its good points, it isn’t recom- Once you’ve assigned contacts to your As mentioned above, it is possible for mended that you use it very often. It is too players, it is time to place them, to deter- other players to become contacts. This can easy to succumb to temptation and satu- mine what sort of contacts they are, and only occur if the Admin decides that such rate your agents with all sorts of high- to give them personalities. There are two an arrangement would be useful or practi- powered contacts. This would make their ways to place contacts — you can either cal in his campaign. If this is the case, such

D RAGON 57 player contacts can only be used to find player’s level +10 times the highest level an agent will have access to some part of jobs for contract agents. Under no circum- of the contact(s) being used -10 times the the black market regardless of which type stances should a player contact be allowed lowest level of a contact if more than one of contact he has. to become involved in the black market as is being used. For example, a 4th-level The Administrator can also determine an arms dealer or the like. Getting estab- agent has a 4th-level contact and a 1st- both where a contact is located (Table 1) lished in this area takes years, and the level contact looking for a mission for her. and what sort of ties that contact has money involved is beyond the reach of The chance of them finding such a mission (Tables 2 and 3). Use of Table 1 is optional, most PCs. Besides, the work is quite dan- is (10 x 4) + (10 x 4) - (10 x 1) = 70. but it is recommended that Admins use gerous; there is a very good chance that a This number or less must be rolled on Tables 2 and 3 when creating contacts. well-established black marketeer would percentile dice by the Admin for the Doing so removes any bias that might exist get annoyed at the advances of some search to be successful. In our example, and speeds up the process. young PC upstart and might decide to the roll was 52, so the contacts succeeded. All contacts, both general and specific, have this pest removed in a very direct Negative modifiers (due to a current glut are able to buy and sell normal equipment and final fashion. in the contract agent market, for example) to the agents. Since some of the fields Now that you’ve given your players can be used if you think they are neces- listed for specific contacts are somewhat contacts, the inevitable question comes to sary; these negative modifiers shouldn’t vague, a description of each follows: mind: What do you and your players do exceed 50 in any case. Higher-level agents Medical facilities. These contacts have with these contacts? Fortunately, for our may often have a 100% chance of being access to doctors, private clinics, and purposes at least, the answer is fairly hired. This reflects both their reputations discrete surgical facilities that give confi- simple. As far as contract agents are con- in the intelligence community and the skill dential treatment to anyone. Plastic sur- cerned, contacts exist to help agents buy of their contacts. geons are included in this category. The weapons and tools of the trade and to help A second use for contacts is gaining medical personnel involved here are very them get information on jobs. We will look access to the black market. For game good at minding their own business once at the last function (getting jobs) first. purposes, all contacts have some ties to money has changed hands. They are also As pointed out earlier, there are three this market. Some contacts, however, have very expensive. main ways a contract agent can find strong ties to a specific area of the black Explosives. These contacts specialize in employment. For our purposes, let’s market, making them specific contacts. selling explosives of all types and other assume that no one has come looking to The more common kind of contacts are associated gear (detonators, timers, etc.) hire our agent. Now what? This is where a known as general contacts. Tables 2 and 3 needed for demolitions. Most explosives contact, either another player or an NPC, allow you to determine what type of con- dealers are also experts at demolitions and comes into play. If the player wishes, the tact a particular NPC is and the area in can occasionally be hired by PCs. contact(s) in question can try to find a job which he specializes. The effects of these Drugs and poisons. These contacts sell for the player. The chance of this quest contact types are detailed in the section anything from aspirin to cyanide and being successful is equal to 10 times the dealing with the black market. In any case, other exotic poisons. In some rare cases (at the Admin’s discretion), they also sell dangerous, illegal drugs (cocaine, heroin, etc.). Any kind of poison (see TOP SECRET game rules) may be available from these contacts. Arms dealers. One of the most common types of specific contacts are arms dealers. These contacts sell anything from pen guns to flamethrowers. In some cases, they also sell explosives, but without the specialized knowledge available to specific contacts in explosives; this is reflected in the fact that arms dealers only have access to grenades. Special or heavily modified weapons must be purchased from a spe- cial devices contact, as detailed elsewhere. Transportation. These contacts have two main functions: They arrange transporta- tion (chartered planes, etc.) for agents, and they sell “sterilized” vehicles (those with no identifiable markings) to agents. This is often an important consideration during the course of a mission. Information. These contacts gather and sell information about people, places, and events. An order (request for certain infor- mation) must be placed before any gather- ing can begin. More details about this part of the black market can be found in the section dealing with the black market. Forgers and counterfeiters. These con- tacts are specialists in false documents and counterfeit money. As a result, they are fairly common specific contacts. Some of these contacts are more specialized than others, so feel free to experiment (contacts that only passports, etc.). Hideouts. These contacts deal in a rather

58 MAY 1988 D RAGON 59 unique area — they provide safe hiding with more respectable clients. In simple of these levels follow, along with examples places for agents who need to lie low for a terms, anything can be purchased on the of cities and countries considered to have period of time. These hideouts are usually black market — for a price, of course. a particular level of activity. safe and well-guarded apartments. For an Black markets, in some form or another, Low level. Black-market activity in this additional fee, these contacts can place the exist in almost every community in the area is quite limited. Small, consumer- agent in question in a house. world. The larger markets, though, exist oriented goods usually come up for sale Other agents. These contacts arrange for mainly in the free world. Port cities, for here, and the prices are quite high. This any NPC assistants a PC feels he might obvious reasons, are the locations of the sort of market is often of little use to need. These helpers are usually of low most varied and largest markets. Western agents, but an enterprising team might level and ability. In some special cases, a , especially Belgium, is famous for find some useful items here. Pistols are the higher-level agent might be available. In its extensive black markets. The Soviet only weapons available at this level. It is either case, the assistants can be from any Union is famous for its consumer-oriented very hard to find specific or exotic devices bureau. market, which is of little if any use to an at this level, and they are very expensive Special devices. These agents deal in espionage agent. when available. The cities in the Soviet exotic or heavily modified pieces of equip- Prices on these markets are as varied as Union and Eastern Europe, along with ment. They often have ties to the scientific the markets themselves. In general, any some Asian and African cities, are good community. Anything from a special rifle currency is accepted, although British examples of low-level areas. to a heavily modified airplane can be pur- pounds, Swiss francs, and American dol- Medium level. This level of activity is the chased from these contacts. These are the lars are often preferred. More guidelines most common. A fair variety of equip- rarest specific contacts. can be found later in this article, but a ment, weapons, etc., comes up for sale on simple rule of thumb is: The smaller the this type of market, and prices are moder- Black market market location, the higher the price. This ate. In addition, small arms and other sorts Before plunging into the game mechan- rule also applies to special or exotic of espionage gear become commonly ics of the black market, a brief discussion devices (such as heavily modified cars) and available at this level. Special and exotic of this economic phenomenon is called for. other rare items and equipment. Admins devices are still hard to come by, as are The exact and founding date of the should decide ahead of time what types of some of the larger and more complex black market are unknown and unimport- equipment fall into the above categories. pieces of equipment (including airplanes). ant, since the basic purpose of the black The game mechanics of the black mar- Many, if not all, North, Central, and South market has remained unchanged through- ket follow. Before starting campaign play, American cities would be considered out history. A black market exists to Admins should decide what sort of black- medium-level areas. War zones are also enable trade regardless of local (or inter- market activity will exist in the areas to good examples of this level, although some national) laws or trade regulations. This which the contract agents are going. For might fall into the next category. has made the market quite popular with ease of play, black-market activity is bro- High level. This is the ultimate level of criminals and espionage agents, as well as ken into three general levels. Explanations black market activity. Anything an agent

60 MAY 1988 wishes to buy is available on this sort of up with practice. dure must be repeated for each item an market. The price of such gear varies Before you can determine how much a agent wishes to buy on the black market. depending on what the agent wishes to black-market item will cost, you need to If an item becomes unavailable, the supply buy; the price goes up for rare equipment find out if it is even available in that area. of that item on the market in question is (special devices, etc.), but it actually goes The availability of a particular item should exhausted. Rolling for such items cannot down on the more common items (pistols, be determined for many markets, as your be done again for one week; the item can lockpicking sets, etc.). Admins will have to agents are free to find a desired item on as then be rolled for normally. This repre- use their own judgment as to what devices many markets as they have contacts. sents the limited resources of the black fit into the common or special categories. There is no limit to the number of markets market. As you might expect, this sort of market is an agent can try, but only one try per Prices for goods on the black market rather rare. Most major European port week can be made for a particular item on vary, but as a rule they are higher than cities, as well as some of the largest cities the same market. Thus, an agent could try rule-book prices. The prices for both worldwide, fit into this category. Some of to find a sports car on the black markets weapons and tools of the trade (TOP the larger war zones (Vietnam in 1968, for of London, Paris, and Zurich, but only one SECRET game rule book, second edition, example) also belong here. try can be made in London for that car pages 8-9, 11, and 21-23) as well as the As can be seen, the activity level of a during that one week, and so on. various poisons (page 46) are $100 above market affects both the availability and The availability chart (Table 4) is used book prices. This is only the basic cost of items purchased on that market. If like the other charts in this article, but increase; it can go up or (in rare cases) an item isn’t available in a certain area, tell with one main difference: It exists to down depending on your roll on Table 5. your players so if they try to buy that determine availability, so you must refer to Special weapons and equipment prices are item. No amount of , money, or it before making the availability roll. For left to the Admin’s discretion, but it is the like can change the activity level of a example, Agent Rollens wishes to purchase strongly suggested that you use the system market or magically cause the desired a Luger pistol on the local black market. outlined on page 10 of the TOP SECRET item to appear. This system makes your The Admin consults Table 4 and finds that game rules. Then proceed as you would agents think and forces them to work with there is a base 50% chance that this (or with other equipment (see above). As what they have. any other) item is in fact available. Before mentioned above, the resulting prices are Once the activity levels for your cam- rolling, though, the Admin must go not final. Demand, the strictness of local paign have been set, it’s time to determine through and add or subtract any and all customs laws, and other considerations the prices and availability of items on your modifiers that apply to this base 50% also affect the price of black market goods markets using Tables 4-6. Before you use chance. The resulting number is the actual (see Table 5 for details). this system in your campaign, take some chance of a particular item being available. When rolling on Table 5, remember to time to study these tables and become In our example, the actual chance was add or subtract all modifiers that apply. familiar with their uses. They might seem 80% (50 + 25 (pistol modifier) +5 The resulting roll is then located, and the cumbersome at first, but they speed things (medium-activity modifier)). This proce- result is added to or (in rare cases) sub- tracted from the black market price you determined above. The result is the actual price a contact will demand for the desired item. As Table 5 shows, prices on the black market are quite high. This is why contract agents (remember them?) get a pay raise. This is one example of how to use Table 5. Agent Rollens wishes to purchase a Luger. Consulting her records, the Admin determines that the area Rollens is in (Central America) has a medium level of market activity. She then consults the rule book and learns that a Luger costs $350. She adds $100 to this price ($450 total) and consults Table 5. The following modifier applies: -5 (Rollens is using a specific contact — an arms dealer in this case — to purchase the gun). The Admin rolls 55 on percentile dice; this is modified to 50. Consulting Table 5, she learns that the price Roilens’ contact will want for the Luger is $500 ($450 + $50). The price for information is handled differently. Table 5 is still used, but the base price depends on the type of informa- tion desired. There are, of course, many types of information available. For game purposes, the main types have been lumped into three categories: Category 1: General information. This is the most basic type. It includes general histories or locations of well-known people or objects. This could include, for exam- ple, a basic profile (background, etc.) of a world leader, the location of a public research center, and the like. Information that is classified or not common knowl- 62 MAY 1988 edge (Admins should decide what sort of information falls into this class) is not included in a general-information package. Category 2: Specific information. This is similar to the first category of information but is more detailed. Some classified details are included in a specific- information package. This could include a detailed history of a world leader, street maps and building locations to a normal military base, and the like. Highly secret information (as determined by the Admin) is not included in a specific-information package. Category 3: Secret information. Any information that doesn’t fit into either of the two previously listed categories belongs here. This includes floorplans of secret instaliations, very detailed histories of top espionage agents, and other such information. This is the rarest type of information and is the most expensive. This brings us to the cost of information. There are three base prices, one for each type of information. Consult Table 6 for the base price, then roll on Table 5 as usual to determine any increase or decrease in the base price. The final figure is what the contact will demand for the information package. As with all black- market deals, prices are not subject to discussion! Contact commissions are fig- ured into this and all black-market prices. There is one final area of the black market that must be dealt with: selling goods on the black market. This topic is skimmed over in the TOP SECRET game rules (second edition, page 38, “Fencing Purloined Goods”), but it needs to be explored further and tied to the rules herein. To sell goods on the black market, an agent must have access to any sort of contact. Once this is established, the Admin must determine if there is a buyer for the goods the agent wishes to sell in the market in question. This is a judgment call, so no charts are provided. You should take the market-activity level into account when deciding if an item will sell, though; the lower the level, the better chance an agent has of selling an item that normally isn’t available on that level. When determining the price an item will command, use the table found in the TOP SECRET game rule book (page 38) to deter- mine the base price. Next, roll on Table 5 found in this article and modify the price accordingly. The resulting figure is the price an agent will get for an item. A fig- ure of 10% of this must be subtracted for the contact’s finder’s fee. Note that it is possible for astute agents to make a fair amount of money in this fashion. If sales by agents start getting out of hand, how- ever, the Admin should feel free to modify the cost of items purchased by these agents accordingly or have no one willing to buy their goods. Selling goods on the black market is a privilege — not a right! Make sure the agents understand this, and things should move along without trouble.

D RAGON 63 Table 1 Table 2 Table 3 Contact Location Type of Contact Contact’s Specialty Area

Roll Result Roll Result Roll Result 01-30 United States, North America 01-60 General contact 01-05 Medical facilities 31-70 Western Europe (or the Far 61-00 Specific contact (roll on Table 3 06-10 Explosives East, depending on the cam- to determine type) 11-20 Drugs (medicines included) and paign setting and preference) poisons 71-80 Middle East, Africa 21-40 Arms dealing 81-94 South and Central America 41-50 Transportation 95-00 Eastern Europe, USSR 51-67 Information 68-85 Forgery and counterfeiting This must be stated in the contract, and 86-90 Hideouts the mission must be planned accordingly. 91-95 Other agents NPCs’ reactions must also be taken into 96-00 Special devices account. Contract agents in campaigns There is a difference between leading The role of contract agents in a TOP the team and planning the actions the SECRET game campaign is multifaceted. team will take. In the latter case, the con- Such agents act as independent operatives, tract agent is only given an objective. “You working as lone agents under the control must kill " is an example of an dislike doesn’t extend to the agencies of a regular agency member (usually the objective. Note that no location or other themselves; after all, they never know agent or contact who did the hiring), or data is given. The agent has to locate when they might need a contract agent for they can work with other agents (contract Agent X, determine what the agent’s vul- an important job. Agency vengeance is or regular agency) as part of a team of nerabilities are, and plan accordingly. The usually directed at the agency that hired agents. A final role contract agents can resulting plan is then forwarded to the the contract agent, not the agent person- assume is either that of team leader or as agency for approval. If this is forthcoming ally — depending on what the contract a planner for a team of agents. This role (and it usually is), the agent takes com- agent did to anger the agency, of course. should be determined by you as soon as mand of a team and proceeds to eliminate It should also be said that this feeling of you begin planning a mission for a con- Agent X. Such jobs are only given to high- resentment doesn’t extend to all regular tract agent or team of agents. This role level contract agents, and usually garner agents. In fact, there are many regular should not be given to contract agents lots of money and experience points for agents who enjoy working with contract who are below 4th level, since the role of these agents (points for a Full Investigation agents. When creating NPCs to work with planner is only given to an expert in his and an Assassination, plus some other contract agents, Admins should try to field. The role a contract agent is to play things). These are choice contracts and maintain a 50-50 balance between those in a mission must be written as clearly as shouldn’t be given out very often (and agents who like contract agents and those possible into the agent’s contract, so that then only to the best agents). who don’t. Also note that contrary agents misunderstandings regarding this role can This brings us to the subject of NPCs in a won’t try to kill the contract agent or try a be avoided. campaign containing contract agents. similar serious action. They will simply Missions for contract agents must be Special care must be taken here due to gripe, carry out orders under protest, and designed with their roles in mind. At the certain opinions held by many regular perform other minor harassments to drive same time, the agent’s role must be agents concerning contract agents. Most a contract agent to distraction. planned around the mission. For example, agencies in the world use contract agents This does not mean that contract agents you start outlining a contract mission that in one way or another. This has created a don’t have enemies. Though regular agen- calls for an assassination. Since this mis- certain amount of resentment and an cies value these agents too much to dislike sion is specifically for a contract agent, occasional degree of hatred against con- them on a personal basis, a contract you must plan the agent’s role accordingly. tract agents amongst some of the regular agent’s enemies could include other con- Since the assassin must plan the mission agents, who resent the fact that contract tract agents, disgruntled regular agents, once the team is in the field, you decide to agents are highly paid and especially dis- terrorists, and private citizens. Be creative place the agent in command of the team. like taking orders from such agents. This with these enemies. Since contract agents get around, they have plenty of opportuni- ties to meet vicious foes. Each contract agent should have at least one personal enemy before reaching 4th level. Why do these enemies hate your con- tract agents? The answer can be as simple as the foiling of a villain’s brilliant scheme or as complicated as a family vendetta. Be creative. The reason for the hatred need only be important to the NPC. It is very possible that the PC will never know why a particular NPC hated him. Whole mis- sions can be designed around an NPC’s desire to kill a contract agent. One other thing should be added in a campaign containing contract agents: a personal code of conduct. Every contract agent should have such a code in writing, created by his player. This code can amount to a refusal to work for some countries, a dislike of firearms, or some-

64 May 1988 Table 4 Table 5 Black Market Availability * Price Modifiers

Positive modifiers + Negative modifiers — Roll Result Pistols, knives, etc. 25% Automatic weapons 20% 01-10 -$50 Item legal in area 10% Military (heavy) weapons 30% 11-30 No change Common item 10% Item illegal in area 10% 31-50 +$50 Forged item (passport) 40% Explosives, rare drugs 25% 51-60 +$100 Special bonus 1% per 61-70 +$200 $1,000 Common drugs 5% 71-80 +$300 Using special contact 5% Special (modified) items 40% 81-90 +$350 High-activity market 10% Uncommon item 10% 91-00 +$400 Category 1 information Low-activity market 10% 5% Modifiers Hiring other agents 10% Category 3 information 30% -10 High activity Counterfeit money Vehicles (cars, etc.) 5% 5% -10 Low activity Medium-activity market 5% +20 Special equipment/devices +5 Using general contact * Base availability is 50%. All modifiers are cumulative. -5 Using special contact +5 Poisons and explosives -5 Common, nonweapon items +5 Specific information Additional clauses: Agent will be in charge thing similar. Both you and your players +25 Secret information should agree on the choice of a code. of a team consisting of two other con- While these codes aren’t absolutely neces- tract agents. All planning will be done by sary, they can flesh out characters and the leader agent. Any weapons needed may even serve as the basis for an exciting will be provided by the employer. Other mission. It is possible for a character to gear must be purchased by the agents. change his code before any mission, but Agent: Sabrina Hollengund never during play. Note again that this Employer: Thomas Hanson (acting for an code must be in writing, with both the unnamed agency) Table 6 player and the Admin having copies. Viola- Information Base Prices tion of a player’s code requires that player Diversified Employment Agency to come up with another code and lose Nature of agency: Provides contract agents Category Base price 100 experience points immediately! to prospective employers 1 $500 While agents normally get their jobs Governing body: Board of 10 directors, 2 $1,500 through contacts, it is possible for them to identities unknown 3 $4,500 work for what is in effect a free-lance Personnel: 100 agents agent employment agency. This makes Annual budget: Not known, estimated to getting jobs for your contract agents much be around $1,000,000 easier, but it also cuts down on the NPC HQ: Geneva, Switzerland interaction involved with contacts. For Established: 1984 Admins who wish to go this route, such an Activities: Finds jobs for contract agents, agency is included at the end of this artic- pair suitable contract agents with agen- Additional data: All the agents in this le. It is presented in the format found in cies and missions organization are for hire — the group DRAGON® issues #93 and #97-99. Agents Policies: Money talks; they will try to help has almost no staff. If an agent somehow who work for this agency can still turn their agents as much as possible betrays a contract, this agency will send down missions, so be prepared. Objectives: To provide good agents to their its best team (all 10th level) after the Very little preparation is needed to bring clients agent for a “permanent” settlement. contract agents into an existing campaign. Areas of involvement: Worldwide Bureaus: All With some simple changes and additions, Allies: None Alignment profile: 01-00/01-00/01-00 it is quite simple to add these varied and exciting agents to your campaign. What follows is a sample contract. This contract has been filled out and should give you some idea about how to fill one out. Also included is a sample employment agency for free-lance agents: the “Diversified Employment Agency."

Sample contract Mission: To locate and silence Dr. Walter Lossenstein. The Doctor is staying in one of Munich’s finer hotels with four guards. Location: Munich, West Germany Payment: $1,000 Currency, etc.: British pounds sterling Special conditions for payment: Half in advance, half upon successful comple- tion of the mission. Money will be depos- ited in a Swiss bank account.

D RAGON 65 GAMERS’ GUIDE

66 MAY 1988 D RAGON 67 Getting the word out by John Dunn Take time to determine how many gamers will pay to see your first effort. This will allow for a reasonable budget estimate and may give an idea as to your minimum attendance fee. Don’t be afraid of “low balling” such a figure. This writer, carried away by South Florida population statistics, thought that hundreds would attend Gold Con I; the real figure was 107. The next step toward success is organi- zation. To begin the project, you’ll need a Success by committee that will delegate the important jobs of promotion and preparation on a fair and equal basis. Never allow one indi- vidual to take on an extra-heavy work schedule (even if he wants one!), as some- Conventional thing could (and usually does) come up that leaves the con in a jam. Gold Con once faced this problem when some of our people were burned out from work by Means convention day. The committee’s primary efforts should be aimed at promotion. The cardinal rule here is: “An event can never have too much publicity!” Important sources of publicity are the convention listings found in many hobby magazines. Your show will receive national attention here, and such advertisement is usually free. [See the “convention Calendar” in this issue of DRAGON® Magazine for details.] With few exceptions, editors are happy to give you a space in their convention listings. All they require in return is lead Run a wargames convention right — time; this represents the time between the moment your information reaches the the first time magazine and the magazine’s own deadline for publication. Some magazines require up to four months advance notice before Otto von Bismark once said, “Some men most of this article is devoted to making information can be added to their listings. say that they profit from their mistakes — money. Other sources of advance publicity I prefer to profit from other’s mistakes.” Unless you have a wealthy patron in include local hobby shops. Most have While Prussia’s “Iron Chancellor” never search of a tax shelter, you have to end up bulletin boards for gamers, and owners organized a wargames convention, his in the black. First, you must prepare a usually allow you to place flyers there comment is still valid for those who budget showing the total cost of the con- which advertise the show. Do not limit would. You can run a successful conven- vention. Complementing this list of yourselves to local shops, however. Gold tion on your first attempt; however, start- expenditures should be one for expected Con took place in Fort Lauderdale, Florida, ing from scratch is not easy, and a little revenues. Promotional and rental costs, but shops as far away as Alabama put out advice is helpful. prizes, and postage represent a substantial our flyers. With that thought in mind, this article sum of money. Gold Con III had projected Three weeks before the convention is a provides a convention example I’m famil- costs of nearly $2,200 — but don’t let this good time to hit the local media sources iar with: Gold Con, South Florida’s longest figure scare you. Read on and you‘ll see for publicity. Many local newspapers and sustained effort (we’re now on number how we cut the costs to $865. magazines have a “What’s Happening?" five). By presenting both the strengths and Second, and an important ingredient if calendar. As with the hobby magazines, weaknesses of this convention, it is hoped you wish to stage a sequel to your con, is the editors may print your announcement that other organizers may enhance their customer satisfaction. Did the participants free of charge but with a lot less lead time. efforts and avoid our problems. have a good time? Was it worthwhile for Attempts should be made to convince the dealers to show up? If “yes” is the editors that your convention is a newswor- The basics answer to those questions, then a sequel thy item that will interest the general Here, it is necessary to define a “success- convention should be even more success- readership. Many people will read the ful” convention. There are three main ful than your first effort. As satisfied local-events calendar, but even more will facets involved in any convention’s suc- consumers are major factors in your be sold by a feature story on your con. cess: finances, a positive reaction from the financial equation, it is vital for the con’s Your best of last-minute publicity public, and a satisfied convention staff. growth that your patrons leave with posi- is television or radio promotion. It is, The most important issue concerns financ- tive attitudes. however, difficult to obtain expensive ing. You must break even to have a suc- Third, see if the convention staff mem- airtime. Your job is to convince the sta- cessful show! Nothing does more to bers were pleased with their efforts. tion’s management that viewers would dampen enthusiasm for a second effort These people put forth a lot of work and enjoy hearing or seeing your convention in than taking money out of your pocket to probably financed the event. If they’re progress. If coverage can be arranged for pay the bills for your first con. Because looking forward to the next show, then the first day of a two- or three-day con- money is the most crucial issue at stake, you’ve had a successful convention. vention, attendance will pick up and you 68 MAY 1988 will impress potential sponsors with your lawsuits slinking out of a well-run show, a certain number are purchased (our past organizational abilities. the committee members should be well cons started the discount at three tables). How about paid advertisements? Adver- aware of their legal obligations, in case While larger conventions may charge big tising space in national magazines or even that one-in-a-thousand accident comes up. bucks per table, excessive fees scare off local papers can be expensive. One of our Even if you have obtained a rent-free many people. Your committee must keep local papers asks $400 for a one-shot hall, some costs are unavoidable. Having the overall economic picture in mind. advertisement at a 2” x 4” space! These defined a successful convention as one Most dealers try to make a living from rates can kill the budgets of most cons. that at least breaks even from a financial the hobby and work on discount rates What can you do instead? point of view, the committee’s next task is between 30-40%. To pay for meals, accom- Well, does your area have an official fund-raising. How will you repay those modations, transportation, and a $100 group to promote tourism? Too late, we members who have put money into the table charge requires a volume of sales discovered our local Tourist Development enterprise? Two immediate sources of that most shows simply don’t generate. Council, which funds advertisements for revenue present themselves for this pur- Also, if this is your first attempt, some some events that draw out-of-town visi- pose: entry fees and dealers’ tables. people will be leery of paying a high table tors. Other local groups have obtained Entry fees vary from convention to fee; after all, they don’t know what kind of thousands of dollars from this entity, and convention and are often based on your job you’ll do in bringing in gamers with you’d better believe that Gold Con will be “nut” — how much money must be money. in line at TDC next year! obtained for the show to break even. This Past Gold Cons offered dealers the author has paid between $3 and $30 for chance to pay half of their fees in retail Money talks various two- and three-day conventions merchandise. This represented a savings While free publicity is available, other (Gold Con IV charged $7 for two days). for the merchants, who could replace the commodities are not, and here the money Most of these shows had a per-day charge, stock at wholesale prices. The deal also angle really enters the picture. Experience but it was always made advantageous to helped Gold Con by providing items that shows that the convention committee purchase a ticket for the entire event. This were needed for prizes. Of course, this members must foot the bills and hope that is a good idea, as it encourages sales and limits your cash flow. When you settle enough cash will be generated at the show gives your best friends (the customers) a your accounts, most merchants will be less for reimbursement. How can you keep break. than excited at the thought of being paid such investments small? One point to remember when involved with 25mm figures, so be careful! The largest expense will usually be the in discounts is control. If you have stand- Prizes can also be obtained at no cost to rental of a facility to house the convention. ard per-day fees, then life is simple for your convention. The Flying Buffalo, Ral I can’t quote national averages, but to rent your ticket-takers and gate guards. If, on Partha, Mike’s Models USA, and Grenadier convention space from a Fort Lauderdale the other hand, you have both per show Models all provided great prizes for past hotel runs about $800 per day. Gold Con and day rates, a degree of sophistication is Gold Cons. Grenadier Models went as far didn’t have this kind of money, but we necessary. Different tickets must be pre- as to present a special trophy for the best avoided the dilemma by affiliation with a pared for each price; in addition, day painted figure/diorama from their line. nonprofit organization — Broward Com- tickets must be distinct enough to prevent Most companies are happy to send you munity College. Such a union is highly duplication or reuse by patrons. something; all they ask in return is a little advantageous, as organizations of this kind Some shows charge an entry cost, then publicity. are more interested in community service add fees for each game entered. This Local individuals and clubs are other than in a profit-and-loss sheet. practice may generate more income, but it sources of trophies and prizes. These Gold Con received the use of the school’s can also create bad vibes. Individuals often groups often have interests in a particular 19,000 square-foot Omni Auditorium — at complain about such practices, feeling that era — colonial wargames or World War II, no charge. Without this assistance, the having paid once to get in, they should not for example — and are often willing to convention may very well have been can- be charged again. This can be countered sponsor a prize for the best player in a celled. While a college or university is by those committees wishing to reward particular event. your best source for inexpensive or rent- game masters through splitting this fee. Some final notes on finances. Remember free accommodations, churches, civic While a good intention, it would probably Napoleon’s maxim that an army travels on groups, and large corporations (if correct- be better to raise the entry fee and pur- its stomach. Food sales can help take care ly approached) have also been known to chase awards for your game masters. of your “nut.” The committee can do the help out. On the other hand, there are those selling, or you can farm out the effort for Remember that bit about “correctly patrons who come only to look. Gold Con a cut. It is probably better to try the form- approached." Even if you’ve found an offers a nonparticipant entry fee of $1 for er, as outside sources can be expensive, organization that grants free rental, it the curious family members who often causing bad vibes with your players (a probably won’t do this for everyone. Show accompany gamers to conventions. Here public relations no-no!). the people in charge that you are well you get extra revenue (they would proba- Having seen how to make money, let’s organized and that you are going to bly walk out if you asked full price), and now see how to lose it. Gamers may, like present a successful production. And keep you might even make a few converts. soldiers, march on their stomachs, but “Ralph the ” and that strange little guy Other important sources of revenue are they are not interested in uniforms. This who wears an SS uniform out of sight. The members of the hobby industry. Dealers writer did not understand this and hall manager probably doesn’t hate warga- are often among the greatest supporters thought that fancy T-shirts were a great mers, but he doesn’t want kooks in the of wargames conventions. Many conven- idea for Gold Con I. We printed 144, building and may figure the easy way out tions set up tables in a separate area priced them at $5 each — and sold six! is to just say “no." where vendors may display their wares. Here is an example of (pick one): greed, Another major advantage of affiliation Such events allow manufacturers to publi- overextension, or delusions of grandeur. with a large institution is insurance. For cize new merchandise and allow retailers Whichever one you picked, you’re right. no charge or for a vastly reduced rate, to meet new customers. Many participants We got carried away, spending money in you can gain a great benefit. If you cannot gain as much enjoyment from visiting the an area that was not vital to making our tie up with a larger group, insurance dealers’ tables as they do from playing the first convention a success. The results could be a problem. It would be wise to games. were T-shirts to last a lifetime and a profit consider all the angles here. Can you Dealers’ tables are usually rented for a for the entire show of $5. The cost of the afford to “stay the course” without such figure between $20 and $100. Sometimes a shirts would have been better invested as protection? While there is little chance of discount per table is offered if more than seed money for our next production.

D RAGON 69 Even more questions was also popular and attracted favorable games. As such, our next show will fea- At this point, you’ve established your interest from the press. Much less interest ture plenty of games, but no complicated committee, taken care of the publicity, and was seen for colonial, ancient, and Seven tournament-style elimination system. If found the money. Now that the easy work Years’ War games in 1/76th scale. Almost you decide to go the other way, spend is completed, you can prepare for the no interest was shown for skirmish and some time on a fair system that rewards hard job: the actual convention. Early aerial simulations. intelligent play rather than bravado. questions you’ll face will include: How Role-playing games were equal in popu- Even with numerous games and a many workers will be needed to set up larity to miniatures battles. The conven- detailed set of tournament rules, you must and run the show? Are refreshments tion favorites included STAR TREK®: the still combat “slack time." Some players available? Will signs be needed to help RPG, and the D&D® and RUNEQUEST® desire breaks or may not be pleased with gamers find your location? Can discount games. While there were no “official” one session’s venue. How will you enter- rates be arranged with the local hotel? board-game events, many were played; tain these people? One answer could be a And so forth. World War II and American titles large TV or, better yet, a TV with a VCR The most challenging questions involve came out on top. hook-up and movies. Another idea is to your convention “menu." What will your A serious problem that hit the last Gold contact a local military post for an equip- participants want to see? The Gold Con Con was a lack of game masters. Individ- ment display. Gold Con has been very committee was quite surprised with the uals who had promised to run some successful with the latter concept. Local popularity of some games and wargaming events failed to show. Staff members were Army units have provided weapons dis- eras, and the disinterest shown in others. often used to fill the gaps; in many cases, plays and an armored personnel carrier. In Although one show does not create entire- volunteers appeared among the gamers’ exchange, we provided a free table for ly reliable statistics, the following conclu- ranks. Unfortunately, some games had to recruiting purposes. sions may be of some value in picking be cancelled. Since your staff will already Your convention may also wish to games for your convention. be hard at work controlling the conven- present a “high-profile” game. Role-playing Modern conflicts, especially sea battles, tion, and most gamers have come to play simulations do not lend themselves to this, were by far the most popular wargames rather than work, it would be wise to have but miniatures competitions serve well. category. A 1/2400th-scale Argentinian- a pool of back-up game masters. Ingredients for such a production include: British naval wargame and numerous Now that you have game masters, what easy-to-learn rules, detailed terrain, and 1/285th-scale World War II and modern about a points system to evaluate the best nicely painted miniatures. Examples of armored battles drew the largest numbers players? This is a very difficult question. such can be seen at all the big conven- of players. Right behind these were 1/ The Gold Con committee feels that tourna- tions. (Remember the Alamo game at the 1200-scale and World War II ment play and intensive competition are ORIGINS™ ‘85 convention?) Gold Cons of naval battles using SEEKRIEG rules. A great for showing weak points in human the past have also featured this type of 15mm Napoleonics battle (EMPIRE rules) character but are not conducive to good activity. We try to have historic and fantasy/science-fiction games of this type. Such efforts appeal not only to gamers but also to newsmen. Your monster game might sell some editor on a photo spread or a news director on some precious min- utes of airtime. What about a miniatures-painting com- petition? You may be wise to limit cover- age here on your first event, as judging and finding room for entries can be diffi- cult. Help may be obtained from people in groups like the International Plastic Model Society. These people run their own shows and should be able to get good judges. Whatever you do, make sure the minia- tures area is secure. A rather nice 90mm figure was destroyed at our last conven- tion; to avoid bad feelings, the committee coughed up $50 for the figure’s owner. Protect yourself from similar problems!

Final words Despite such slip-ups, our Gold Cons have been successful. We went from 107 entrants our first year to 400 at the third. While our shows have never made a lot of money, we have never had a loss. As such, Gold Con is victorious, and there is no reason why your efforts cannot produce a convention as good or better. Wargames conventions, if properly run, assist the growth of our hobby. Gold Con brought gamers together from as far away as Arizona and Great Britain. Although the hobby has made significant gains in the last 10 years, we’re still a fairly small community. A convention in your area is not only fun but also helps the hobby grow. Think about it!

70 MAY 1988

but it can’t remove a racial class or level restriction entirely. Thus, an made into a human can rise as high as a human can SAGE ADVICE in levels, but an elf (as itself) can at best only slightly exceed racial restrictions on maximum levels using a wish spell. A wish can duplicate other spells. One Lake Geneva campaign allows wishes to duplicate any other spells; another limits this to first- to seventh-level spells. Wishes can usually negate or change bad means (e.g., teleportation) except by events. This can range from the previous by Skip Williams attacking or serving the caster. Demons hour to the previous week, depending on are extremely difficult to hold with this how many creatures are involved, the If you have any questions on the games spell due to their telekinesis abilities. Any creatures’ relative power, and how specific produced by TSR, Inc., write to: spell-caster who fails to guard against such the change is. A bad adventure involving a Sage Advice powers will most likely be dragged into few adventurers could be wiped out com- c/o DRAGON® Magazine the diagram and suffer accordingly. pletely after as much as a week, but a TSR, Inc. wish that negated the bad effects of the P.O. Box 110 How about some guidelines on the same adventure while preserving every- Lake Geneva WI 53147 wish spell? thing gained would have to be made with- This month, the magical spells for spell- In one Lake Geneva campaign, wishes in a day. The results of a minor battle casters in the AD&D® game are put to the were sometimes used to gain treasure. A involving normal troops could be changed sage’s test. random amount of 5,000-40,000 gp (5d8 x after as much as a day. If the fate of a 1,000) was the usual range. Experience whole empire hinged on the battle, how- Magic-user spells was never awarded for this treasure, and ever, and there were powerful demons a few local campaigns now actually deduct present, the wish would have to be made Can a creature such as a demon experience (½-l xp per 1 gp gained). A within the hour and be limited to changing that is captured by an ensnarement wish may never be used to gain experi- the result a single key melee (which might spell use its innate teleportation ence or levels. or might not change the outcome of the abilities to escape? Can it use gate to A wish will produce a magical item (not battle). summon help? Can it do anything to of artifact quality) of up to +5 enchant- A wish which shows excessive greed or escape? ment, lasting for one hour. The item is not promises to be a campaign-buster should The ensnarement spell neither strips the actually created; it is just “borrowed" from be twisted so that the exact wording is victim of attack abilities nor protects the somewhere. When the duration is up, the met, but the intent is not served. For caster from them. An ensnared creature item disappears, returning “home." (Such example: “I wish to know everything there could launch missiles or attempt ranged an absence might anger the item’s owner, is to know about this dungeon,” would magical attacks, but such attacks will of course.) result in the character getting deluged never damage the diagram that holds the The Dungeon Masters Guide says that a with information which is quickly forgot- creature. The creature could charm the wish can be used to permanently gain one ten. If the party is being lazy and trying to caster into letting it go. The caster, how- ability score point as long as the score is avoid a piece of campaign business with ever, is free to employ other protective not raised above 16. If the score is 16 or which it ought to be concerned, it is spells which will work normally with higher, it takes 10 wishes to raise it one incumbent upon the DM to see to it that regard to the ensnared creature. An anti- point. Thus, it would take 20 wishes to the wish winds up costing the party more magic shell is most effective for this pur- raise an ability score from 16 to 18. than it gains. If a wish is to be used in a pose. The ensnared creature is trapped by A wish can temporarily raise an ability tricky situation, players should limit the the spell until the caster chooses to let it to 18. In some Lake Geneva campaigns, the number of words in the wish. go, or some other creature releases it — duration for this effect is anywhere from This list could go on. Ultimately, the DM either on purpose or by accident. The 1d6 turns to 1d6 hours (6-36 turns), must decide on his own guidelines for creature is totally cut off from its own depending on how low the original score using wishes. A useful article on this topic plane, and it cannot summon aid (e.g., was to begin with. appeared in the Best of DRAGON Maga- gate) or escape from the diagram by any A wish can change a character’s race, zine Anthology, volume 5: “Best wishes!”

Can a ring of spell turning turn a wish spell? This depends upon how the wish is used. If the wish is used so as to have a personal effect (one not involving a broad area) on the ring’s wearer, and the effect is not delivered by touch, then the wish is subject to turning, and the wearer and wisher each get saves (unless the turning fails or is total). See the ring’s description in the DMG, page 131.

Can a magic-user who is already at his maximum spell level remove a spell from his book in order to research a new spell? I assume you mean maximum at that spell level due to his intelligence. Dropping a spell from a spell book is allowable.

72 MAY 1988 Some campaigns even allow the magic- hold and use tools and weapons only if his user to exceed the intelligence limit as long new “hands” have digits. Items carried by as the character is spending all that time a character when polymorphed become and money on spell research, though this part of the creature when the change should be used only in campaigns in which takes place, and cannot be recovered until money is scarce. the creature reassumes its normal form. A polymorphed character can earn experi- Are there any limits on the poly- ence as long as he keeps his own mind. morph other spell? It seems that In the example you have provided this spell is easily abused. For exam- (assuming that the recipient of the spell is ple, a magic-user could turn himself another magic-user), the caster of the spell into a gold dragon. Since the spell would have to decide how big a gold grants all the abilities of the new dragon the recipient magic-user will form, the magic-user could assume become. When the spell takes effect, the human form again whenever it recipient must make a constitution check. wasn’t convenient to be a dragon As you suggest, the adult magic-user and still be able to , use breath would become an adult dragon with weapons, etc. Would such a charac- appropriate hit points (if he makes his ter lose his character class abilities? constitution check). When determining the Can he still earn experience? Would character’s chance to assume a gold an adult magic-user be turned into dragon’s mentality, divide the dragon’s an adult dragon by this spell? Would total hit points by 4 to determine its effec- the character then age as his origi- tive hit dice (see the Monster Manual, page nal race, or would he age as a 31, Dragon’s Saving Throws). There should dragon? Could he reproduce with be at least a 1% chance per day that the other gold dragons? What would recipient will assume the creature’s men- happen if a fire lizard or other unin- tality, regardless of adjustments. telligent creature were poly- This magic-user would be able to speak morphed into a gold dragon? (in the magic-user’s languages only), fly To start, polymorph other means just (and carry passengers), and use the that; a caster may not use the spell on dragon’s breath weapons. The magic-user himself. A polymorph other spell can turn could use his spells provided that material any creature into any other creature type components were still at hand, and he that is not unique. Remember the system could still read his books and renew spells. shock survival roll; the DM must assign He does not gain the ability to speak a gold the polymorphed creature a constitution dragon’s native tongue, nor use any of an score if one isn’t listed. Even if the system- adult dragon’s spells, and he cannot poly- shock check is successful, the poly- morph himself as a gold dragon can. A fire morphed creature retains its own mind lizard cannot be polymorphed into a gold and tends to act like the original. Exceed- dragon because it is not as intelligent as a ingly stupid creatures might not even gold dragon (see the second sentence of notice the change. the spells description in the Players Hand- This fourth-level spell is not powerful book); the spell would fail. In the example enough to establish a connection between involving the magic-user above, the recipi- a recipient creature and another plane, ent is assumed to be at least as intelligent nor can it bestow magical abilities (a char- as an average gold dragon (intelligence 17 acter turned into a vampire, for example, or better). could not drain energy levels). It cannot If a polymorphed creature assumes the give the recipient any skill or ability that mentality of his new form, however, all of must be learned — such as spells, psionic the originals abilities and memories are abilities, or languages. The recipient, how- lost, and the creature gains the full spec- ever, physically becomes the creature into trum of its new form’s abilities. You may which he has been polymorphed, and he rule that the acquisition of these abilities could breed with others of his new ilk. will take time and perhaps instruction, but Furthermore, the recipient can think like you can assume that the creature will the type of creature into which he has eventually learn them. If the new gold been polymorphed, and has certain dragon in the above example ever learned instinctive knowledge such as what he to use a gold dragon’s polymorph self should eat, how to use the new body’s ability, however, any change of form will locomotion and physical attack capabili- dispel the polymorph other spell. The ties, and how to interpret what his new creature will return to normal and must senses tell him. This is not the same as make a system shock survival roll. Shape- actually becoming the creature in mind, changing creatures who are the unwilling which happens with a failed intelligence recipients of polymorph other spells can check as noted in the spell description on negate the spell in a similar manner (see page 78 of the Players Handbook. the DMG, page 45). As long as the recipient keeps his mind, The polymorphed gold dragon in our he can use his character class abilities example would grow as a gold dragon (provided that this is physically possible) would, but he would age as a human as and may draw upon his own knowledge. long as he kept his mind. Aging in the The Players Handbook indicates that a AD&D game is sometimes a function of polymorphed player character can the mind, not the body.

D RAGON 73 in their favor “and not a 50% better by Leigh L. Krehmeyer chance." Table 1 lists a matrix of surprise condi- tions. Since monks (from either the Play- ers Handbook or ) lower their chances of being surprised for every level above 1st level, they should use Surprise! the normal 2-in-6 line and subtract their surprise bonus from this value. Also, since the application of silence (as per the second-level cleric spell silence 15’ or a magical item) or invisibility (by what- ever means) adds an additional 1-in-6 chance of surprising each (as per the Determining who gets the drop on whom Players Handbook, page 103), characters using such powers should increase the Balin, the fearless svirfneblin, moved “normal” surprise roll is 2 in 6, or approxi- values shown in Table 1 by 17% apiece. quietly down the corridor. Somewhere mately 33%. The value for a party that is If the player rolls less than or equal to the ahead lurked his foe, a drow elf. Balin surprised on a 1 in 6 is approximately listed percentage value, his character is carefully edged around a corner and was 17%. A reduction value of 17% is constant surprised. If both or neither party is sur- suddenly face-to-face with his foe. . . . in all surprise conditions not using 1d6 prised, then the encounter progresses nor- Player 1: “Okay, Balin surprises on 9 in rolls; the DMG (page 62) illustrates this by mally. However, if one of the parties is 10. Is he surprised?” showing that a 5-in-6 chance to surprise is surprised, the number of surprise segments Player 2: “Hey, wait a minute! I’ve got a reduced to 4 in 6 when the party being lost to this party must be determined. This is drow elf who’s only surprised on 1 in 8. surprised is normally surprised only on a done by cross-referencing the same roll used How can Balin surprise my drow on 9 in 1 in 6 (4 in 6 = 67%, 3 in 6 = 50%; there- to determine surprise for each party and its 10?” fore, 67 - 17 = 50%). surprise factor using Table 2. The surprised DM: “Well, uh, um. . . ." So, if the character who is surprised on party subtracts its factor from the surprising a 1 in 6 has a constant reduction of 17%, party’s factor. Treat all negative results as With the expansion of player characters then a character who is surprised on a 1 zero. into new racial types and character classes in 8 should have a constant reduction of Consider the following example: Balin with unusual surprise values, the time- 21%. If the svirfneblin surprises normally the svirfneblin encounters the drow elf. honored method of determining surprise on a 9 in 10 (90%), then he would surprise Balin is normally surprised on a 1 in 12. can quickly become a headache for many the drow elf 90 - 21 = 69% of the time. However, the drow, being an elf and not in DMs. A scan of the Dungeon Masters For those who claim that this number is metal armor, surprises on a 3 in 6. Accord- Guide (pages 61-62) or the Players Hand- too low (after all, Unearthed Arcana does ing to Table 1, the drow elf has only a 25% book (pages 102-103) reveals what to do in say that the deep gnomes surprise 90% of chance of surprising Balin. Likewise, the those cases where both the surprised the time), counter with the position that elf, who is “normally” surprised on a 1 in value (How often am I surprised?) and the the drow elf picks up 21% more clues 8, has a 70% chance of being surprised by surprising value (How often do I surprise (sounds, odors, that little prickly feeling on Balin. The drow rolls 15 and Balin rolls 37. the other guy?) can be expressed using a the back of your neck when someone is This means that the drow is surprised. six-sided die. However helpful this discus- watching, etc.) than the average individ- Checking Table 2, we find that a roll of 15 sion may be when a ranger encounters a ual. For those who say it is too high (since yields a surprise factor of 1 and a roll of wererat, it doesn’t answer the question of drow are surprised only on a 1 in 8), 37 gives a surprise factor of 3. Therefore, what happens when you have an encount- repeat that a svirfneblin normally surpris- the drow is surprised for 2 (3 - 1) seg- er between a drow elf and a svirfneblin. es 90% of the time and that the DMG (page ments. Of course, this result may be modi- The solution lies in converting die rolls 62) firmly states that a party surprised on fied by the PCs’ dexterity reaction scores, into decimal percentages. For example, a a 1 in 6 has only an additional 17% (1 in 6) as per page 11 of the Players Handbook. Changing surprise values from straight fractions of die rolls to percentages does cost a little in terms of complete accuracy. Table 1 However, it also allows the DM to handle Chances of Being Surprised better those surprise conditions which cannot be translated into fractions of 1d6 Surprises on a without compromising game play. This 2/6 3/6 4/6 6/8 8/10 5/6 7/8 9/10 enables a DM to tailor surprise conditions (33%) (50%) (67%) (75%) (80%) (83%) (88%) (90%) and encounters to the circumstances, and Surprised on a not fudge the surprise factors. 1 in 20 (5%) 5% 22% 39% 47% 52% 55% 60% 62% 1 in 12(8%) 8% 25% 42% 50% 55% 58% 63% 65% 1 in 10(10%) 10% 27% 44% 52% 57% 60% 65% 67% 1 in 8 (13%) 13% 30% 47% 55% 60% 63% 68% 70% Table 2 1 in 6 (17%) 17% 33% 50% 59% 64% 67% 72% 74% Surprise Factors 2 in 6 (33%) 33% 50% 67% 75% 80% 83% 88% 90% Surprise roll Surprise factor Notes 1-17 1 Monks use the 2-in-6 (33%) row. Subtract 1% if the monk is 2nd level or ((2% x 18-33 2 (level - 2)) + 1) if 3rd level or greater. 34-50 3 If the encountered creature is silent, add 17% (1 in 6) to the value in Table 1. 51-67 4 If the encountered creature is invisible, add 17% (1 in 6) to the value in Table 1. 68-83 5 84-00 6

74 MAY 1988 updating and expansion so players and comics fans can maintain complete character records. MU1 covers characters from to TSR PREVIEWS Dreadnaught in 256 pages. Suggested Retail Price: $13.95 Product No.: 6878

THE HUNT FOR RED OCTOBER™ Game Boxed board game by Douglas Niles The Americans and the Soviets struggle on the brink of World War III in the North Atlantic in this fast-playing, dramatic board game, based NEW PRODUCTS FOR APRIL whose stories have appeared in all three vol- on the best-selling novel by Tom Clancy. Colorful umes of DRAGONLANCE® Tales. stand-up pieces on plastic bases are the ships OP1 Tales of the Outer Planes Suggested Retail Price: $3.95 and submarines that meet in deadly combat AD&D® game adventure anthology Product No.: 8323 from Florida to Norway. Multiple scenarios by TSR Staff allow for every sort of naval battle imaginable. When you walk in the door of the World The Hollow Earth Affair/The Royal Pain And coming in 1989 — the RED STORM Serpent Inn, you could walk out in Olympus, DOUBLE AGENT™ Book RISING™ Game! the Nine Hells, or the Abyss! This 96-page by Warren Spector/Rick Merwin Suggested Retail Price: $19.95 adventure anthology is the first game product TSR’s all-new DOUBLE AGENT™ books give Product No.: 3025 based upon the , and readers two action-packed spy thrillers under player characters of all levels can travel to one cover. In The Hollow Earth Affair, secret GAZ The Dwarves of Rockhome worlds beyond imagination, starting from the agent Sebastian Cord sets off on a dangerous D&D® Gazetteer most bizarre tavern on any plane. (Beware of chase to the far corners of the Earth and by Aaron Allston the bouncers.) beyond. In The Royal Pain, the Fortune Agency All the secrets of the dwarven clerics, clans, Suggested Retail Price: $8.95 is commissioned to find out why a European laws, customs, heroes, and Clan Wars of the Product No.: 9225 prince’s wife is suddenly traveling so much. The D&D® game’s Known World are at last revealed Agents of Fortune may find more than they in this 96-page Gazetteer, useable by characters High Stakes Gamble bargained for. of all levels. Don’t leave your caverns without it! TOP SECRET/S.I.™ boxed accessory set Suggested Retail Price: $3.95 Suggested Retail Price: $8.95 by Bob Kern and Douglas Niles Product No.: 8285 Product No.: 9227 Imagine yourself in the middle of the Grand Prix racing season in Monte Carlo — the excite- Web of Danger/Acolytes of Darkness H4 The Throne of Bloodstone ment, the thrills, the danger! This TOP SECRET/ DOUBLE AGENT™ Book AD&D® module S.I.™ expansion set gives you expanded rules for by Aaron Allston/Flint Dille and David by Douglas Niles and Michael Dobson car chases, encounters with the bad and the Marconi Is your 30th-level Arch-Mage/Lord just gather- beautiful, and the maps and information you’ll This double-feature thriller has TOP SECRET/ ing on the shelf? Do you want to stir up need to role-play in this world of intrigue and S.I™ and AGENT 13™ novels. In Web of Danger, trouble in Orcus’s own back yard? TSR, Inc., espionage. This set even includes 36 full-color super-spy Sebastian Cord must stop Web, the presents the most dangerous AD&D® game vehicle cards for secret agents. nefarious crime syndicate, and its seemingly adventure ever published, for characters of Suggested Retail Price: $12.00 unstoppable crime wave. In Acolytes of Dark- levels 18 and up, with 96 pages of the most Product No.: 7628 ness, only Agent 13, The Midnight Avenger, intense gaming excitement imaginable. Bring stands between Sinister and his goal only your best, and bring all of your friends, too Special Forces of achieving immortality. — you’ll need them. ‘Nuff said. SPI™ SNIPER!™ Companion Game II Suggested Retail Price: $3.95 Suggested Retail Price: $8.95 by Rick Swan Product No.: 8284 Product No.: 9228 Part of the SNIPER!™ line of realistic, one-on- one, military-combat games and , ULTRA Deadly Black Wizards Special Forces is a complete wargame in itself. SNIPER!™ Adventure #5 FORGOTTEN REALMS™ novel Included are maps, counters, and rules neces- by Neil Randall by Douglas Niles sary to play out scenarios of international ter- In this multiple-plot gamebook, you are taken The prince of Corwell and his companion rorism, third-world brush-fire wars, and local back to World War II, to the days preceding the Daryth depart on a blood quest, but their jour- insurgency movements. Normandy invasion. You must retrieve General ney is interrupted by the vision of a long-dead Suggested Retail Price: $9.95 Patton’s briefing on the ULTRA project from the queen. What does her prophecy mean for the Product No.: 3024 Nazis who stole it, before the enemy cracks the prince’s destiny? This is the second in a series of code and learns about the upcoming invasion. best-selling FORGOTTEN REALMS™ novels from ME1 Cosmos Cubed The future is in your hands! the author of Darkwalker on Moonshae. MARVEL SUPER HEROES® Module Suggested Retail Price: $2.95 Suggested Retail Price: $3.95 by Troy Denning Product No.: 8086 Product No.: 8412 Here’s part one of a three-part MARVEL SUPER HEROES® game saga, featuring the most The Final powerful super heroes in existence battling the TOP SECRET/S.I™ Operations almighty Elders of the Universe! Also included Casebook with this adventure is a special sourcebook on NEW PRODUCTS FOR MAY by Jean Blashfield outer space in the and, as An impossible murder with thousands of clues requested by fans, information on running the MU1 Gamer’s Handbook of the Marvel and directions — a solo adventure to challenge mightiest, most cosmic-powered heroes of all! Universe #1 any intelligence agent! Suggested Retail Price: $5.95 MARVEL SUPER HEROES® game Suggested Retail Price: $9.95 Product No.: 6879 accessory Product No.: 8230 by David Martin, Chris Mortika, and The Legend of Huma Scott Bennie DRAGONLANCE® Saga Heroes novel Just the thing to get your MARVEL SUPER Unless otherwise noted: by Richard Knaak HEROES® campaign in order, this accessory ® and ™ denote trademarks owned by TSR, Inc. The time is the Age of Might, and the legend- contains full-color, ready-to-use character ©1988 TSR, Inc. All Rights Reserved record sheets outlining the history and capabili- ary warrior Huma, first wielder of the ©1988 Marvel Entertainment Group, Inc. All Rights Dragonlance, must battle the Dark Queen for ties of each Marvel Super Hero and Villain. The Reserved. Marvel, Marvel Universe, Marvel Super the soul of Krynn. This newest novel in the best- three-hole-punched sheets can easily be organ- Heroes, and all Marvel character names and likeness- selling DRAGONLANCE® saga is by an author ized in a three-ring binder, which allows for es are trademarks of Marvel Entertainment Group, Inc.

D RAGON 75

Berserkers as NPCs by Tom Griffith In AD&D game terms, the berserker is a subclass of fighter based on the Viking berserkers of the Middle Ages. This sub- class, which is related to the barbarian subclass and is unable to wear heavy armor or cast spells, has special abilities that compensate for its restrictions. The berserker is adept at direct combat to the The Wild extent of suffering in defensive and plan- ning capabilities, and shares few of the barbarian’s talents for survival. It is not unusual to find berserkers living among barbarian communities or (more rarely) Warriors among humanoid tribes, and they are occasionally seen in large groups, roving the countryside in search of battle. They are very rarely encountered elsewhere. The berserker must have strength and constitution scores of no less than 15 each. His wisdom, charisma, and comeliness scores cannot be greater than 9. Ber- The ultimate hack-n-slashers: berserker NPCs serkers receive no bonuses on earned experience, as they have no principal attributes. They cannot have more than The berserker was a prominent figure in assault and murder at will kept most peo- one class. Table 1 has information on level Scandinavian culture in the Middle Ages. ple terrified of these “-men.” Even the progression for berserkers. In DRAGON® issue #3, a short article was bravest warrior would give way, if his Humans and half-orcs are the only races written to place this figure into the and status would allow it. which may become berserkers, and they DUNGEONS & DRAGONS® game as an Many Norwegian kings were fond of are limited in level advancement only as NPC. That article, while containing many having a few berserkers among their per the fighter class in this respect. All worthwhile ideas, approached the ber- followers as bodyguards and shock troops, berserkers must be of chaotic alignment, serker from the idea that the name came and at times the kings gave berserkers to whether good, neutral, or evil. Like bar- from the idea of “bear sarking,” a state of one another as gifts. As is frequently men- barians, berserkers speak only their tribal madness induced from wearing shirts tioned in Icelandic sagas, berserkers decid- tongues and the common language of the made of bear fur. (This state was similar to ed the outcome of many a battle. area in which they live. Berserkers refuse lycanthropy.) This article attempts to The characteristic that set these people to learn other languages, and disdain the include these fascinating people in AD&D® apart from the other warriors of their arts of reading and writing. games as NPCs from a more historical time was their famous berserker fury, the Like barbarians, berserkers use 12-sided perspective. Their use as player characters berserkergang. This state was induced by hit dice, have a base movement rate of is limited because berserkers would not the berserker when he worked himself 15”, and use the combat and saving-throw adapt well to cooperative adventuring, and into a terrible frenzy by biting the rim of tables of fighters. They have the same their chances of survival may be low his shield (much as a dog worries a stick ability to attack creatures struck only by despite their extraordinary combat skills. or rag), stomping his feet, and growling magical weapons, much as barbarians are like a bear. A medieval chess piece found able to do. From 1st to 5th level, ber- The Norse berserker in the Hebrides (a common site of Viking serkers attack once per round; from 6th to The berserker was a fascinating figure raids) depicts such a warrior biting the 10th level, they attack three times every in Norse history up through medieval edge of his shield. Once in this self- two rounds; at 11th level and above, they times. The name “berserker” was derived induced state, the berserker’s eyes seemed attack twice per round. Berserkers have from a hero in Scandinavian mythology. to blaze with unnatural light, his body the same saving-throw bonuses that bar- Berserker, the grandson of the great eight- trembled, and his mouth worked up a barians have (i.e., + 4 vs. poison; +3 vs. handed Starkadder and the beautiful terrible frothing. His face became swollen paralyzation, death magic, petrification, Alfhilde, was known for his fierce battle and purple. Once the berserkergang was and polymorph; +2 vs. wands, rods, madness and his habit of charging into upon him, he would rush forward, howl- staves, and breath weapons; and, +1 per battle with no armor but a shield. It was ing and making other animal noises. four levels attained vs. spells). They are this habit of fighting in his bare sark, or While under the berserkergang, the additionally immune to magical fear, such tunic, that earned him the name Berserker berserker was reputed to gain superhu- as cause fear, scare, fear, etc. (Baresarker). He had 12 sons by the daugh- man strength and immunity to fire and Berserkers refuse to wear any armor ter of King Swafurlam (whom he had slain pain, ignoring all but the deadliest other than nonbulky furs or leather, and in battle); all of his offspring inherited his wounds. The mere appearance of a ber- they use the normal defensive adjustments temperament as well as the name Ber- serker in this state would often drive his for high dexterity as opposed to the adjust- serker. From these warriors came the enemies away in terror. Personal safety ments used by barbarians. Shield use is wild, -worshiping berserkers of histo- was all but forgotten in the to kill; the permitted. Berserkers absolutely hate ry and legend. berserkers would not stop until all ene- magic other than that practiced and used In appearance and attitude, the ber- mies were dead or driven away. The by the clerics of their tribe, and they serkers were a menacing group of people. orders of their leaders were either refuse to utilize magical items of any sort Typically, they were huge and strong but unheard or ignored. In this battle- — particularly magical armor, shields, quite ugly. Considering cleanliness unman- madness, friends were sometimes forgot- weapons, and protective devices. Ber- ly, they were proud of their unwashed and ten or even mistaken as enemies. The serkers have no use for rings, bracers, and unkempt state. Surly and bullying, they price paid after the battle was that the similar “fine” decorations, and they avoid were thought by many to be victims of berserker would be exhausted and help- using well-kept weapons, selecting ones mental imbalance. Their tendency to less until well rested. which appear to be “obviously” nonmagi-

Illustrations by Roger Raupp D RAGON 77 Table 1 Berserkers Table

Experience Experience Level 12-sided dice for Armor level points title accum. hit points class 1 0-3,000 Shieldbearer 1 10 2 3,001-6,000 2 9 3 6,001-12,000 Shieldbiter 3 8 4 12,001-24,000 Howler 4 7 5 24,001-48,000 Feyman 5 6 6 48,001-96,000 Rager 65 7 96,001-200,000 Hewer 7 4 8 200,001-400,000 Battlelord 8 3 9 400,001-800,000 Berserker 8+4 2 10 800,001-1,600,000 Berserker, 10th level 8+8 1 11 1,600,000-2,000,000 Berserker, 11th level 8+12 0 12 2,000,001-2,400,000 Berserker, 12th level 8+16 - 1 400,000 experience points per level are required for each additional level above 12th. Berserkers gain 4 hp per level after 12th.

poison or flaming oil for the same reason. Berserkers initially learn six weapons of Table 2 proficiency, have a -1 nonproficiency Berserkergang Bonuses and Penalties penalty, and may learn a new weapon at every odd-numbered level (3rd, 5th, etc.). Condition Bonus/penalty They are unable to gain specialization with For gnawing on shield or weapon +20% any weapon, as this requires a level of skill For being cornered +20% and finesse that berserkers cannot grasp. For each melee round after the first +10% Berserkers, unlike barbarians, have no For each friend or follower killed +10% required weapons. If the berserker is alone +10% Berserkers have some of the abilities of For each level of experience +l% barbarians, as outlined in Unearthed Arca- For each hit point lost +l% na, pages 19-21. They are able to use the For each previous berserk that day -10% following primary skills: climb cliffs and trees, back protection, leaping and spring- ing, and detect magic (the latter ability sometimes being sufficient to trigger the cal. For protection in battle, berserkers The arms usable by a berserker are: berserkergang in tense situations). No depend on their gods and their personal battle axe (two-handed), hand axe, club, other primary skills are used, and ber- prowess, and this strength of will affects dagger, hammer, knife, mace, morning serkers have none of the barbarian’s sec- their armor class. star, scimitar, spear, spiked buckler, bas- ondary or tertiary skills, as they care only A 1st-level berserker has a natural tard sword, broad sword, falchion, kho- for battle. Berserkers are often supported armor class of 10, but his armor class pesh, long sword, short sword, and by their tribe to keep them in shape (and drops one point for each level gained two-handed sword. The battle axe and pacify them) when no battles are being thereafter. This armor class may be low- two-handed sword are used without a fought. Though they cannot summon ered by using a shield and by dexterity shield because they require two hands. A hordes as barbarians can, they gladly bonuses. Leather armor becomes useless berserker will never use any sort of mis- respond to such a summons. at 3rd level and after, when the berserker sile or thrown weapon, these being too gains AC 8 or better. cowardly to consider; they never use Special abilities As the berserker rises in levels, he gains special abilities. These are: 1. At 1st level, the berserker can go berserk (as described herein). He also has a +2 bonus to save against fire-based attacks of any sort (in addition to any

Table 3 Berserker Followers Table

Dice score Result 01-60 See Table 4 61-80 See Table 5 81-90 See Table 6 91-95 See Table 7 96-00 See Table 8

78 MAY 1988 other bonuses) and takes one-half damage NPC goes berserk when the DM deems the from normal fires. conditions are suitable for the arousal of Additionally, the berserker has a 5% battle-lust. Typical causes for this are: a chance per level to detect hidden and direct threat to the personal safety of the invisible beings within a 30’ radius around berserker or his henchman, patron, or him. Berserkers usually attack such beings companion; a feeling of extreme helpless- at once. Nonliving objects which are hid- ness; or a sensation of being strongly den or invisible cannot be so detected. ridiculed. Additionally, any magical situa- 2. At 3rd level, the berserker’s chance of tion or effect meant to produce fear auto- being surprised is reduced to 1 on 1d6. matically calls for a die roll to see if the 3. At 4th level, berserkers can attack berserker enters the berserkergang. It creatures struck only by +1 or better takes only one melee round to go berserk, magical weapons. during which time the berserker calls 4. At 5th level, the berserker is able to upon his inner rage, bites on his shield, continue fighting while berserk (as and so on. If a berserker lacks a shield, he described in the following section) until he may bite other objects, such as his weap- reaches -10 hp, at which point he dies ons. If the berserkergang is not summon- immediately. If his berserk state ends ed, the berserker fights as a normal while he is at negative hit points, he col- fighter. A surprised berserker has no time lapses and loses 1 hp per round until he to summon his battle fury, though he may dies at -10 hp, unless he is given aid. willingly step back (risking a free attack 5. At 6th level, berserkers can attack from opponents for that round) and creatures struck only by +2 or better attempt to call upon the berserkergang. magical weapons. Though a berserker is not obligated to 6. At 7th level, the berserker becomes call upon the berserkergang in every fight immune to nonmagical fire. His saving in which he is involved, he will have a throw against magical fire-based attacks strong tendency to do so. Numerous gains a +4 bonus. 7. At 8th level, berserkers can attack creatures struck only by +3 or better magical weapons. Table 5 8. At 9th level, the berserker gains 2-12 Berserker’s Demi-human Henchmen special henchmen, as determined by the DM from the table in this article. A ber- Dice Character Level Number serker can never employ hirelings, as no score class and race range one will follow such a person willingly, 01-15 Dwarven fighter/thief 1-4 2 even for large sums of money. Berserkers, 16-31 Dwarven fighter 1-4 2 however, are often hired as mercenaries 32-37 Dwarven fighter/cleric 11 or bodyguards. 38-42 Gnome fighter/thief 11 9. At 10th level, berserkers can attack 43-47 Half-elven bard* 1-3 1 creatures struck only by +4 or better 48-52 Half-elven fighter/cleric 11 magical weapons. 53-58 Half-elven fighter/thief 11 10. At 12th level, berserkers can attack 59-63 Half-elven fighter 11 creatures struck only by +5 or better 64-79 Half-orc berserker 1-4 2 magical weapons. 80-84 Half-orc fighter/cleric 11 85-95 Half-orc fighter 1-4 2 The berserkergang 96-00 Half-orc fighter/thief 11 Going berserk is not an automatic ability for berserkers. A base 10% chance (modi- * If bards are not used in a campaign, then a cleric or is received. fied as per Table 2) exists that a berserker

Table 4 Berserker’s Human Henchmen

Dice Character Level score class range 01-05 Bard* 1-3 06-30 Barbarian 1-3 31-55 Berserker 2-5 56-69 Cleric/shaman** 1-4 70-00 Fighter 1-6

* If bards are not used in a campaign, then a cleric or shaman is received. * * Humanoid shamans are received only if the berserker is a half-orc.

D RAGON 79 Table 6 Table 7 Berserker Mounts Berserker’s Minor Creature Allies

Dice Berserker’s alignment score Mount Number Dice Chaotic Chaotic Chaotic 01-35 Centaur 1-3 score good neutral evil 36-71 Hippogriff 1 01-50 War dog Wolf Huge ravens (2) 72-87 Griffon 1 51-75 Black bear Gorilla bear Worg 88-00 Pegasus/wyvern/ 76-80 Giant Giant otter dragonnel* 1 81-90 Pseudo-dragon Al-mi’raj Galltrit 91-00 Faerie dragon Firedrake Ice lizard * Applies to WORLD OF GREYHAWK® fantasy setting only; also depends on the berserker’s alignment

Table 8 Berserker’s Major Creature Allies advantages and disadvantages come with the berserkergang. The advantages Berserker’s alignment include: Dice Chaotic Chaotic Chaotic 1. The berserker gains a +2 “to hit” score good neutral evil bonus on all hand-to-hand combat attacks. 01-05 Brass dragon* Shen lung* * 2. The berserker is immune to psionic 06-10 Storm giant Mountain giant Ettin attacks and to all forms of charm, fear, 11-30 Werebear Wereboar Werewolf and similar will-force attacks. These magi- 31-75 Moon dog Verbeeg Hill giant cal attack forms are listed in the wisdom 76-00 Weretiger Korred Giant troll table on page 7 of Legends & Lore. 3. The berserker gains a +2 bonus to * Roll 1d4 +1 to determine the age category of the dragon. It will, of course, possess initiative rolls. no treasure. 4. Subtract 1 hp from all damage a ber- serker takes from each single attack made against him. This represents the ber- serker’s ability to ignore his wounds and continue fighting. berserker attacks the nearest living being plete rest and another constitution check 5. Due to the horrible aspect of this on a 10% chance. Otherwise, he continues bring the berserker to full power. Consti- ability and the berserker’s appearance to attack fallen enemies until the rage tution checks are made using the modified while berserk, all opponents of zero level passes. constitution scores for the NPC. and those having less than one hit die 2. The berserker is immediately exhaust- 3. Because of the noise they make and must immediately check morale when ed (as per rules in the Dungeoneers Sur- their mental condition during the ber- viewing an enraged berserker, or else flee. vival Guide, pages 21-22) after going serkergang, berserkers cannot hear any 6. The berserker feels no pain or berserk, and cannot go berserk again until orders, suggestions, or warnings from exhaustion while berserk, becoming completely recovered. He thus suffers a their companions while in this state. immune to spells such as symbol of pain. -4 penalty to all attributes, saving The berserkergang includes these disad- throws, and combat abilities (“to hit” and Berserker henchmen vantages as well: damage rolls); his movement is reduced to Use Tables 3-8, along with the ranger 1. The berserker cannot withdraw from 11", slightly slower than a normal walking followers tables (see the Dungeon Masters melee or parry blows while berserk, and man. Recovery can only be made after an Guide, pages 16-17) to determine a ber- he remains berserk for as many rounds as hour of complete rest and a successful serker’s special henchmen. Use Table 3 to he has constitution points — even if the constitution check; this reduces the penal- substitute for the ranger followers table at opponents are slain, at which point the ty to -2 until another two hours of com- the top of the first column of page 17 of the DMG. Roll only once on Tables 6-8.

Bibliography American Council and Learned Societies. Dictionary of the Middle Ages, Volume 2. Ed. by R. Strayer. New York: Charles Scribner’s Sons, 1983. Anderson, Poul. The Broken Sword. New York: , 1981. Anderson, Poul. Hrolf Kraki’s Saga. New York: Ballantine Books, 1973. New Encyclopedia Brittanica. 15th ed., s.v. “Berserker." Njals Saga. Trans. by Magnus Magnusson and Hermann Palsson. New York: Penguin Books, Inc., 1960. Pickens, Jon. “Berserker." DRAGON issue #3, October, 1976, p. 27 (reprinted in the Best of DRAGON Magazine Anthology, vol. 2). 80 MAY 1988

In the course of world affairs, worms by Kent Colbath get short shrift. Generally ignored (if referred to at all), worms are described in the most derogatory terms. Bartlett’s Familiar Quotations lists at least 50 refer- ences to worms, not a single one of them complimentary. Worms are at best hum- ble; at worst, vile. The This antiworm bias extends even into the world of the AD&D® game. If a dungeon adventurer turns to his comrade and spouts, “Ygrane, ye have the soul of a veritable worm!” he’s probably not extend- ing a warm compliment. Even the dreaded Dragon’s purple worm is an unhappy sort of crea- ture — a mere earthworm writ large, with a sting arbitrarily stuck on its tail. Aside from the medieval description of dragons as “great worms” or “wyrms," worms just don’t get no respect! Bestiary All worms are not alike, however, and there’s no reason giant worms should be, either. Described herein is a set of crea- tures that the enterprising DM can use to keep even the most jaded characters on their toes. All of these creatures are bristle worms (or polychaetes, if you prefer good medieval Latin) that live in the sea, a habi- tat which is rather neglected in published monster texts. For game purposes, the DM may adapt these giant worms to under- ground habitats as desired. All bristle worms are segmented (much like earthworms) and have bristles on some part of their bodies. In addition, however, they may have elaborate tenta- cles, well-developed eyes, or hard, sharp jaws. Some are

colored shimmering iridescent green or brilliant blood red. Several types have perfected the use of toxins. These exotic creatures can be brought into your campaign in a variety of ways. As DM, you may simply declare that the seas are inhabited by giant bristle worms, just as purple worms are found wandering in caves. This is fantasy, after all, and giant man-eating polychaetes are no less likely than the man-eating giant gar featured in The Nereis is not just another pretty face, as this view from above shows. The bristle worm’s the Monster Manual. jaws are partially extended. Photographs are courtesy of Kent Colbath. For those who are sticklers for accuracy, the alternatives are to shrink the player characters or enlarge the worms. The spells involved may not need to be particu- larly powerful. The largest specimen of Eunice (q.v.) on record is almost 20’ long All giant worms are not alike and 2’ in diameter. Enlarging such a crea- ture or shrinking the characters by a factor of from three to five would defin-

82 MAY 1988 itely get people’s attention. regeneration are followed. DAMAGE/ATTACK: 1-8 or 1-4, then 1-6 per Giant bristle worms are likely to be Finally, those worms that live in tubes or round encountered guarding the undersea burrows have a giant nerve cell which SPECIAL ATTACKS: Grasping; surprise on entrances to castles staffed by magicians runs the length of their bodies. This cell 1-4 from tunnel powerful enough to sustain a permanent triggers the escape response, enabling the SPECIAL DEFENSES: Nil enlargement spell. The DM may also wish worm to withdraw in a at the first MAGIC RESISTANCE: Standard to establish a cult of island inhabitants hint of danger. In general, worms are INTELLIGENCE: Non- who guard their realm by the same alarmed by looming shapes that are larger ALIGNMENT: Neutral means. The enlargement spell might be than they are. SIZE: L (2-4’ diameter; 12-25’ long) focused through an icon, and may require There are literally thousands of different PSIONIC ABILITY: Nil annual replenishment through a sacrifice kinds of bristle worms. Representatives of crushed pearls mixed with elven hair from a number of different habitats are The Diopatra has a much more complex (preferably that of some stray adventurer). described in the following section. jaw apparatus than does the Nereis, hav- Otherwise, giant bristle worms are rare ing both upper and lower sets of jaws. The in inhabited areas, having been killed off upper jaws consist of a pair of pincers by the local fishermen. (Titans and various NEREIS with subsidiary shearing jaws. The upper demi-gods use them for bait!) They are jaws work as a single unit: If the upper most likely encountered on deserted FREQUENCY: Common jaws make a successful roll to hit prey, beaches or lonely stretches of ocean far NO. APPEARING: 2-12 they hold the prey steady while the shear- from civilization. ARMOR CLASS: 9 ing jaws rip into it to hold the prey in MOVE: //9” (3”) place for the lower jaws to work. The Bristle worms (polychaetes) HIT DICE: 1-4 upper jaws cannot chew. The initial attack The bristle worms considered here % IN LAIR: 95% by the upper jaws is made at +4 against share characteristics which can be dealt TREASURE TYPE: Nil all armor types rated as bulky or fairly with collectively. First, all of them live in NO. OF ATTACKS: 1 bite bulky because of the speed of the worm. the sea and are largely confined to salt DAMAGE/ATTACK: 1-4 or 1-6 Damage is only 1-4 hp against such heavily water (although some of them can stand SPECIAL ATTACKS: Nil armored prey, however, compared to 1-8 several hours exposure to air). SPECIAL DEFENSES: Withdraw into lair hp against characters wearing nonbulky Second, all of them have two sexes, MAGIC RESISTANCE: Standard or no armor. unlike earthworms. Consequently, the mad INTELLIGENCE: Non- The lower jaws consist of two large, mage who would establish a breeding ALIGNMENT: Neutral fused, chisel-shaped mandibles which population in his coastal moat has to bring SIZE: L (1-2’ diameter; 5-10’long) move forward and backward independent- back more than one giant worm. And how PSIONIC ABILITY: Nil ly of the upper jaws. After the first attack, does said mage tell what sex of worm he the lower jaws are used once per round in has? Easily: By waiting until the breeding The Nereis constructs mucous tubes in an attempt to chop off a bite-sized piece of season, cutting open one segment from debris or loose sand and mud, from which the prey; this piece is then swallowed the middle region of the worm, and seeing it moves to capture prey. If threatened, whole. Attacks by the lower jaws do 1-6 what sort of reproductive organs are the Nereis attempts to withdraw deep into hp damage, and are made at +3 due to inside (perhaps a good job for the local its tube, becoming impossible to hit; other- the immobilization of the prey by the druid). wise, it attempts to swim away. The Nereis upper jaws. Third, all of these worms are capable of only fights if cornered, using its pair of In addition to the jaws, the Diopatra has regenerating lost hit points if they retain jaws to do 1-4 hp damage for 1-2 HD four sets of hooked bristles under its first at least 50% of their original hit points (in worms and 1-6 hp damage for 3-4 HD two pairs of fleshly lobes (called parapo- the real world, regeneration takes several worms. This worm prefers plant material dia). These hooks are used to position the weeks; for AD&D game purposes, how- for food, but it does attack animals small captured prey and are automatically con- ever, it is far more rapid). One-half of the enough to swallow in one gulp (1’ or less sidered to score a hit on the round after a lost hit points will be recovered the first in size). It avoids attacking adventurers successful attack is made by the upper night, and 1d6 hp are recovered per day unless disturbed. The Nereis also eats jaws. No damage is done by this initial thereafter. As a result, the DM might rule carrion, if available. grasping. that a 32-hp Diopatra (q.v.) which takes 15 The bristles on the Nereis are primarily To escape, a captured creature must hp damage in one round suddenly flees used to gain purchase while the worm is either kill or severely damage the worm combat, withdrawing deep into its dwell- moving. These bristles may cause minor (reducing it below 50% hit points), or ing tube to emerge the next morning (to damage to an attacker, however, doing 1-2 break free of the pincers and hooked the surprise of the characters) at nearly hp damage to anyone who touches the bristles simultaneously. The pincers are full power. worm. The Nereis is among the most AC 1 and have 4 hp, although blunt weap- If a sword of sharpness or vorpal weap- widespread of the bristle worms, and is ons may strike at the pincers at +2 to hit; on neatly cuts a worm into two parts, both found on muddy or sandy bottoms from reducing the pincers to zero hit points parts flee (each having half the hit points deep water into estuaries, and also lurking destroys them, though this does not the worm formerly did, counting the about the bases of giant kelp. reduce the worm’s normal hit points. A damage it took from previous attacks and strength check on 1d20 will allow a PC to from the attack that cut it in two). They pull free of the hooks, which do 0-2 (1d3 each then regenerate into two separate DIOPATRA -1) hp damage in the process. Pulling worms, but each new worm recovers only free of the pincers requires a bend bars/ one-half the total hit points the original FREQUENCY: Rare lift gates strength roll, which may be made worm possessed after one night, and no NO. APPEARING: 5-50 once per round and causes 1-6 hp damage new hit points are gained thereafter. Thus, ARMOR CLASS: 8 if successful. Pulling free of both pincers a 40-hp worm might be cut into two parts MOVE: //9” (3”) and hooks may be done in the same round after taking other damage as well; each HIT DICE: 2-10 if no other actions are taken. half is assumed here to have 12 hp. Each % IN LAIR: 98% The Diopatra lives in vertical tubes in half regenerates after one night into a TREASURE TYPE: Jaws (see below) soft sand, generally in shallow water or new, smaller worm with 32 hp. If either NO. OF ATTACKS: 1 grasp, then 1 bite per lower tidal flats. While feeding, it lurks new worm is wounded, the usual rules for round near the top of its tube, using its long

D RAGON 83 antennae to sense for vibrations and to for lunch. Consequently, it is possible for a Eunice “smell” chemicals emitted by possible food. character to be attacked by two worms The Eunice is essentially identical to the The worm can distinguish the presence or simultaneously if he is midway between Diopatra, except that it has shorter anten- absence of light, but is otherwise essential- two tubes. nae, and may reach a larger size (up to 16 ly blind. The jaws of the Diopatra are hardened HD). Unlike the Diopatra, however, the The Diopatra eats anything (plant or by thick deposits of aragonite (mother-of- Eunice lives in tunnels bored into coral animal, living or dead) that doesn’t appear pearl) and are of some value to knowledge- reefs, and is likely to be encountered too big and menacing. These worms lunge able jewelers. The upper jaws generally under ledges on the flanks of the reef. Its forward from their tube at a distance bring 5-10 gp per lb. depending upon their jaws are of equal value to those of the equal to one-third of their length to cap- quality, with the whole set weighing 5-8 Diopatra. ture prey. The Diopatra are generally lbs. The lower jaws are highly prized, and found in colonies rather than in isolation, may bring as much as 15 gp per pound, Lumbrineris with tubes spaced far enough apart so that weighing 3-6 lbs. This worm is another type with complex the larger worms can’t have the smaller jaws similar to those of the Diopatra, but is longer and thinner per hit point (1-3’ diameter and 20-30’ long). Because the Lumbrineris burrows actively through mud or sand, it lacks the elaborate anten- nae and parapodia of the Diopatra, and Below is the head of Diopatra, viewed from above. The unusual jaw structures of this bristle looks rather like an earthworm. The Lum- worm are not visible, but the sensory antennae are clearly shown. brineris feeds by snapping up whatever morsels of organic material are to be found. The jaws of the Lumbrineris are hard- ened with calcite (limestone) rather than aragonite, and are worth no more than a few silver pieces — except, perhaps, to a magician who needs them for a spell.

VANADIS

FREQUENCY: Rare NO. APPEARING: 1-12 ARMOR CLASS: 6 MOVE: //12-15” HIT DICE: 2-8 % IN LAIR: 0% TREASURE TYPE: Nil NO. OF ATTACKS: 1 DAMAGE/ATTACK: Special SPECIAL ATTACKS: Swallowing whole, continuous damage SPECIAL DEFENSES: Bristles MAGIC RESISTANCE: Standard INTELLIGENCE: Non- ALIGNMENT: Neutral SIZE: L (1½-3’ diameter; 10-20' long) PSIONIC ABILITY: Nil

The Vanadis is a bristle worm that does not build a burrow. It is a good swimmer (it is AC 8 if motionless) and has large eyes with lenses in them, which afford this worm excellent vision. The Vanadis feeds by everting its probos- cis and swallowing its prey whole. It is not equipped with jaws, and thus the success of an attack depends only on the size of the prey (not the armor class). A Vanadis with 5 HD swallows a halfling on a roll of 14, an elf or on a roll of 15, a human on a roll of 17, and an ogre on a roll of 20. For each hit die which the worm has above five, subtract one from these values; add one for each die less than five. Creatures which require a roll above 20 are too large to swallow and will not be attacked. On the third round after swallowing, the prey is digested at a rate of 1-2 hp per round. Note that the prey is held tightly within the stomach, and is able to cut its way out from the inside only with great difficulty; only the use of a dagger is permitted.

EURYTHOE

FREQUENCY: Uncommon NO. APPEARING: 1-6 ARMOR CLASS: 9 MOVE: //3” HIT DICE: 2-8 % IN LAIR: 0% TREASURE TYPE: Nil NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-2 SPECIAL ATTACKS: Poison SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Standard INTELLIGENCE: Non- ALIGNMENT: Neutral SIZE: L (2-4’ diameter; 5-7’ long) PSIONIC ABILITY: Nil

The Eurythoe lives in shallow, tropical waters where it feeds on corals. This Diopatra’s upper jaws are shown here, viewed from above. The large pincers extend out and worm is also called the “fire worm," snap together to capture prey. See the complete description on page 83. because it has hollow bristles filled with an irritating . If attacked at close range, the Eurythoe automatically coun- terattacks. A hit does 1-2 hp damage, plus causing unbearable pain in the victim as through the tips of the jaws. The venom is per a symbol of pain for 2-12 turns. A similar to that of the black widow spider, TEREBELLA successful saving throw vs. poison reduces and causes paralysis within two rounds FREQUENCY: Uncommon the agony to 2-12 rounds. unless a saving throw vs. poison is made NO. APPEARING: 1-10 The Eurythoe is a slow-moving worm at +2. ARMOR CLASS: 8 that generally ignores other creatures, The Glycera is exclusively carnivorous, MOVE: Nil rarely attacking unless it is provoked. feeding primarily on crustaceans and HIT DICE: 3-10 other worms (and the odd adventurer, of % IN LAIR: 100% course). It is found on shallow sea floors TREASURE TYPE: See below GLYCERA from the tropics to the poles, but never in NO. OF ATTACKS: Nil large numbers. DAMAGE/ATTACK: Nil FREQUENCY: Rare SPECIAL ATTACKS: Nil NO. APPEARING: 1-3 SPECIAL DEFENSES: Nil ARMOR CLASS: 6 MAGIC RESISTANCE: Standard MOVE: //9” (3”) SABELLA INTELLIGENCE: Non- HIT DICE: 2-8 ALIGNMENT: Neutral % IN LAIR: 95% FREQUENCY: Common SIZE: L (see below) TREASURE TYPE: Nil NO. APPEARING: 2-20 PSIONIC ABILITY: Nil NO. OF ATTACKS: 1 ARMOR CLASS: 8 DAMAGE/ATTACK: 1-3 hp MOVE: Nil The Terebella is a fat, short worm with a SPECIAL ATTACKS: Poison HIT DICE: 2-4 jumble of stringy tentacles extending out SPECIAL DEFENSES: Nil % IN LAIR: 100% of its head. The 5’ body is concealed in a MAGIC RESISTANCE: Standard TREASURE TYPE: Nil tube, while the tentacles may extend up to INTELLIGENCE: Non- NO. OF ATTACKS: Nil 40’ in all directions. These tentacles feel ALIGNMENT: Neutral DAMAGE/ATTACK: Nil for small objects, which are then trans- SIZE: L (2-3’ diameter; 10-20’ long) SPECIAL ATTACKS: Nil ported back to the mouth along a ciliated PSIONIC ABILITY: Nil SPECIAL DEFENSES: Nil groove in the tentacle. At the mouth, the MAGIC RESISTANCE: Standard objects are sorted; edible items are ingest- Also known as the “blood worm," the INTELLIGENCE: Non- ed, and the others are dumped in a pile Glycera lurks within a system of galleries ALIGNMENT: Neutral near the tube. When prodded, this worm with multiple openings which it digs in SIZE: M (1-3’ diameter; 5-7’ long) withdraws into its tube, while slowly sandy areas on the sea floor. Although PSIONIC ABILITY: Nil retracting its tentacles. blind, the Glycera ran sense even small Worms of this type are relatively harm- pressure differences or vibrations near The Sabella feeds by filtering small parti- less, although a character might become the gallery openings. When possible prey cles out of the water with its fanlike tenta- entangled within the tentacles for 1-4 is detected, the Glycera sticks the end of cles. This worm is harmless; its only rounds. Coins are occasionally found in its snout out of the burrow and squeezes defense is to withdraw into its tube. When the pile of discarded rubble near the out its long pharynx. The tip of the phar- the worm has withdrawn, the tube might mouth of the tube (8% chance of 1d20 gp). ynx is armed with four small, sharp jaws be mistaken for one of the Diopatra. These A large concentration of coins might indi- which clasp onto the prey. As the worm worms are common on the bottom in all cate the presence of a buried shipwreck pulls in the prey, venom is squeezed habitats. nearby.

D RAGON 85 PECTINARIA

FREQUENCY: Uncommon NO. APPEARING: 2-20 ARMOR CLASS: 2 MOVE: //1” HIT DICE: 2-6 % IN LAIR: 0% TREASURE TYPE: See below NO. OF ATTACKS: Nil DAMAGE/ATTACK: Nil SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Standard INTELLIGENCE: Non- ALIGNMENT: Neutral SIZE: M (see below) PSIONIC ABILITY: Nil

This peculiar worm is sometimes called the “ice-cream-cone worm.” It constructs a portable, conical tube by cementing small pebbles together into one all-encompassing layer. The cone may be up to 5’ long and 2-2½' wide at the mouth. The worm lives head-down in the sand, with only the upper 1’ of the cone protruding from the surface. The Pectinaria sorts through the sand with golden, fan-shaped bristles, ingesting organic debris as it does so. There is a 5% chance that the Pectinaria will have cemented 1d6 precious or semi- precious stones into its cone. The golden bristles are also of value to magic-users and to some primitive tribes, although the value of these items varies widely. The Pectinaria is found only in shallow water, buried in loose sand.

Index to Advertisers

Acropolis* ...... 63 Grenadier Models UK Ltd* . . . . . 49 Alley Bookshop* ...... 70 Guardroom* ...... 73 AMAZING® Stories ...... back cover, Hobbygames Ltd* ...... 59 Making insert card KJC Games* ...... 41 Armory ...... 71 Leading Edge Games ...... 18, 79 Your Move? Bard Games ...... 86 Legend* ...... 63 Berkley Publishing Group ...... 58 Leisure Games* ...... 80 Crazy Dwarf* ...... 64 Mayfair Games, Inc...... 19 Delphi ...... 62 Otherworld Artifacts* ...... 72 If you plan to move soon, please let Dixon Miniatures* ...... 56 Palladium Books ...... 39, 51 us know at least six weeks Doubleday SF Book Club ...... 5 Prince August Ltd.* ...... 45 beforehand. Just send your old DRAGON® Magazine . . . . .insert cards Rafm Co., Inc...... 60 DUNGEON® Adventures ...... 81, , Inc...... 93 address, your new address, and insert card Sage Products ...... 96 your most recent mailing label to: Esdevium Games* ...... 61 Spirit Games* ...... 24 TSR Subscriptions Department, Fantasy World* ...... 14 Steve Jackson Games ...... 92 DRAGON® Magazine, P.O. Box Final Frontier* ...... 11 Toppers* ...... 38 110, Lake Geneva WI 53147. The Game Designers' Workshop ...... 7, 21 TSR, Inc. . . . .1, 15, 36, 44, 57, 90, 104 more quickly you let us know about Game Systems, Inc...... 78 inside back cover your move, the easier it is for us to Games People Play* ...... 14 21st Century Games ...... 20 keep your subscription going. We Games Store* ...... 11 U.S. General Services might not be able to replace copies US . . . .25, 87, 103, Administration ...... 91 inside front cover Virgin Games Centre* ...... 43 of the magazine that you miss. Plan Games World* ...... 53 Warlord Games Shop* ...... 22 ahead and stay with DRAGON Gameskeeper* ...... 65 ...... 23 Magazine! GEN CON®/ORIGINS™ Game Fair . . . . .center insert, 97, card DRAGON is a trademark of TSR, Inc. ©1988 TSR, Inc. All Rights Reserved. * United Kingdom

86 MAY 1988

This month marks the fourth anniversa- by Jeff Grubb and David Martin ry of the release of the original MARVEL SUPER HEROES® role-playing game. Since that time, we’ve chronicled the changes in the ever-evolving Marvel Universe, with the demise and rebirth of heroes and villains alike. Some villains have become The forces for good (), and some heroes have fallen from grace (Quicksil- ver). Longstanding heroes such as , , the Thing, and Marvel-Phile have all gone through a number of basic changes during our stewardship. It’s been two years since our last update on everyone we’ve covered in magazine articles, adventure modules, and supple- ments. Therefore, we’re kicking off our fifth year with a complete list of all the heroes and villains we’ve covered so far. This index notes each character from the Marvel Universe that was described in one or more MARVEL SUPER HEROES Four years later game products. The abbreviations used herein follow. A single number indicates that the character was mentioned in that issue of DRAGON® Magazine (issues #88 to present). The letter P, followed by a num- ber, indicates the given issue number of POLYHEDRON™ Newszine in which a character was mentioned (issues #27 to present). Some products listed did not mention specific heroes or villains, but are included here to show the complete line of MARVEL SUPER HEROES game products.

MSH ...... MARVEL SUPER HEROES® Original Set (yellow box)

BB ...... MH-1 The Breeder Bombs TT ...... MH-2 MW ...... MH-3 Murder-world! LW ...... MH-4 Lone Wolves CP ...... MH-5 Cat’s-Paw TJ ...... MH-6 Thunder over Jotenheim LR ...... MH-7 The Last Resort FL ...... MH-8 Faultline WI ...... MH-9 Gates of

- ...... MHAC-1 Referee’s Screen AA ...... MHAC-2 ™ Assembled! - . . . MHAC-3 Adventure Fold-Up™ Figures PV ...... MHAC-4 Pit of the ™ PW ...... MHAC-5 Project: Wideawake™ NY ...... MHAC-6 New York, New York CJ ...... MHAC-7 Concrete Jungle WL ...... MHAC-8 Weapons Locker RM ...... MHAC-9 Realms of Magic

SW ...... MHSP-1 ™ SW2 ...... MHSP-2 Secret Wars II

MA ...... MARVEL SUPER HEROES Advanced Set (blue box)

CA ...... MA-1 Children of the AC ...... MA-2 Avengers Coast-to-Coast - ...... MA-3 The Ultimate Powers Book FF ...... MA-4 The Fantastic Four™ Compendium

NFP . . . . . MX-1 Nightmares of Futures Past - ...... MX-2 The X-Potential

Illustration by Jeff Butler RW ...... MX-3 Reap the I ...... AC,104 Cottonmouth...... 105 FD ...... MX-4 BaronZemoII...... AC,CJ ...... 103 Flames of Doom Basilisk ...... FF, 129 Courtney, Delphine (Dark Guardian)...... 106 Batroc’s Brigade (group)...... NY Credit Card Soldiers...... WL CC ...... ME-1 Cosmos, Cubed Beast ...... AA, AC, CA, MA, PW, SW2 Crimson Commando...... P39 RR...... ME-2 and Roll Beautiful Dreamer ...... CA ...... BB, CJ, MA, WL — ...... ME-3 ...... CJ, MA, MSH, WL, P39 Cromwell, Elspeth ...... FF Left Hand of ...... CC, SW2,l01 Crossfire...... 116 ...... SW2 (Marvel Boy)...... FF Some entries are different races of crea- Binary...... CA Crystal ...... CC, FF, 114 tures from the Marvel Universe, and oth- Bird-Man II ...... 130 Crystal (du)...... WI ers are groups of heroes or villains. Brief Black ...... CA ...... NY, 130 ...... CC, FF, 114 ...... CA, MA, PW, SW, SW2 clarifications are given for characters with BlackCat...... CJ ...... CA, PW, SW2 the same names or with multiple names to Black King ...... CA help tell which entry is for which charac- II...... AC Dagger ...... CJ, MA, SW2,91 ter. Additionally, some characters present- Black Knight III ...... AA, AC, FL, MA, SW2 Daredevil ...... CJ, LW, MA, SW2, WL BlackMamba...... CJ Daredevil (du) ...... WI ed here are variants that are either wholly Black Panther...... AA, AC Darkoth...... FF original or are drawn from alternate Black Queen ...... CA ...... CA worlds and divergent futures. These are Black Rook...... CA ...... CA, PW, SW2 noted using the abbreviations here: Black Talon ...... AC Deadly Ernest...... 107 Black Tom Cassidy ...... CA, PW Death ...... MA, RR, SW2 BlackWidow...... AA,AC,CJ,LW, WL Death Adder...... SW2,129 (af): Alternate-future character. Blacklash ...... MA, NY, WL ...... CA (du): Divergent-universe character. ...... AC Death-Throws (group)...... 116 (oc): Original character created by TSR. Blake, Becky...... CJ Deathurge...... AC ...... FF, MW, SW2 Demolition Man (D-Man)...... 128 ...... CR LR, WL, P39 Denizens of the Dark Dimension (race) ...... MA Marvel, Marvel Universe, Marvel Super ...... CA,PW Destiny...... CA, PW Heroes, and all Marvel character names Blockbuster ...... 117 ...... FF,123 and likenesses are trademarks of Marvel ...... 104 Deviants (race) ...... MA ...... 129 ...... CA Entertainment Group, Inc. ©1988 Marvel ...... MA, NY, WL ...... RM,FF Entertainment Group, Inc. All Rights Box (Bochs) ...... MA, WL, 97 Diamond Lil...... CA Reserved. Brainchild ...... CA Diamondback...... 105 (race) ...... CA, PW Dire Wraiths (race)...... 112 Brother Voodoo ...... RM DocSamson...... 125 Marvel character...... Source Brutacus...... FF ...... FF MA, MW, RM, SW, SW2 Abomination ...... 125, P25 (Barnes) ...... 104 Doctor Doom II ...... FF ...... AA, AC, SW, SW2, P39 Bucky (now Battlestar) ...... 128 Doctor Druid ...... RM (race)...... CA ...... AC, SW, P39 ...... CJ, MA, MSH, SW, SW2, WL Adams,Cindy...... 112 Bullseye...... CJ Doctor Spectrum ...... AC Agent Axis ...... l04 Burner...... CA ...... CC, MA, RM Aguila, El ...... CA Bushmaster ...... l05 Doctor Sun ...... FF Air-Walker...... FF, 123 Dominus (oc) ...... P27 Air-Walker automaton...... FF, 123 Calhoun, Joseph ...... CA Doomsman...... FF Alliance of Evil (group)...... CA Caliban...... CA , Lady ...... FF Alpha Primitives (race)...... CC,FF Caliber...... WL ...... RM Amphibus ...... CA ...... CA ...... 126 Anaconda ...... CJ Cannonball...... CA, PW, SW2 ...... FF,TT Ancient ...... 120 Cannonball (af) ...... FD Drax the Destroyer ...... AC,TT Andromeda...... SW2 Captain America (Rogers) .. .AA, AC, FL, MA, MSH, Dreadnought ...... MA ...... CA, MA, PW, SW2 SW2, TT, WI, WL D’Spayre ...... RM Angel, Julie ...... FF Captain America (Walker)...... 128 Annalee ...... CA Captain America (du) ...... WI ...... AC Annihilus...... FF,MA Captain Mar-Vell ...... AA, AC Ego, the Living Planet...... CC, FF Ant-Man (Pym) ...... AA, AC Captain Marvel (Rambeau)...... AA, MA, MSH, Elders of the Universe ...... CC Ant-Man (Lang) ...... AC SW, SW2, TT Electra...... MA, NY, SW2 Anti-hero Squad (oc, group) ...... AC Cascade(oc)...... CF ...... CJ Anvil ...... 129 ...... CA Eliminator...... FF Ape...... CA Celestials (race)...... MA ...... CA ...... CA Century, Turner D...... 130 Enchantress ...... AC, SW Aquarian...... FF Cerberus ...... RR (group)...... AC Arcade...... CA,MW Chambers, Mr...... CA,MW ...... 129 ...... 117 Champion ...... CC (group) ...... NY Ares ...... AC, RR Chance...... CA Equilibrius ...... CA Ariel (Pryde, see Shadowcat)...... BB Changeling...... CA Erg ...... CA Ariel (alien) ...... CA Cheetah...... 130 (race)...... MA ...... AC, SW2,103 Cheney, Lila ...... CA,SW2 Eternity ...... MA,SW2 ...... AC, CJ Cheney, Lila (af)...... FD Evans, Dorrie ...... FF Arsenal...... AA Chimaera...... RR Evans, Willie Jr...... CA Asgardians (race)...... MA, RR Chosen, The (race)...... FF ...... AC, TJ Asp...... 105 ...... RM Astronomer ...... CC Cloak ...... CJ, MA, SW2,91 ...... AA, AC Cloud...... 100 ...... CA Atlanteans (race)...... FF MA ...... CJ ...... 131 ...... AA, AC, FF Cody, Gary ...... CP (battlesuit) ...... WL Attuma (du) ...... WI ...... AA, AC, CC Fenris (group) ...... CA ...... CA,CP,MA Collins, Rusty...... CA Fenris Wolf...... RR ...... CA, PW ...... BB, CA, MA, PW, SW, SW2 Firebird ...... AC Axe...... l...... CA Commander Kraken ...... 130 Firebrand ...... 130 Commander Salamander (oc)...... MA Firelord...... CC, FF, SW2,123 ...... RR ...... CP,WL ...... CA Bamfs (du, race)...... 108 Contemplator ...... CC ...... AC, MSH, WL (S. Cassidy) ...... CA,PW Controller ...... AC Flag- ...... 128 Barbarus ...... CA Cooper, Valerie ...... CA, PW Flare (du) ...... WI BaronBlood...... l04 Corbeau, Peter ...... CA ...... CA Baron Mordo ...... MA, RM ...... CA Fly () ...... CJ, 129 BaronStrucker...... l04 Corsi, Thomas ...... CA Flying Tiger ...... NY

D RAGON 89 Flynn, Alexander ...... CA ...... AA, AC, FL ...... 96 Forge...... CA,PW,WL Grimm, Drs. Jacob and Penny...... FF Hudson, Heather (see ) ...... CP Frankenstein’s Monster...... 126 Gronk ...... AC ...... AA, AC, MA, SW, 124, P25 Frenzy ...... CA Guardian (J. Hudson, Weapon Alpha, Hulk (du) ...... WI Friedlander, Sharon ...... CA and Vindicator) ...... WL, 97 Hulkbusters ...... 124 ...... FF ...... FF, WL (android) ...... FF Frog-Man...... 96 (group) ...... 100 Human Torch (J. Storm) ...... FF, MA, MSH, Fury, Nick ...... AA, MA, 94 Gunthar of Rigel...... AC MW, SW2, WI Fury, Nick (du)...... WI Gypsy ...... CA, NY Human Torch (du)...... WI F/X (oc) ...... P39 Gyrich, Henry Peter ...... CA, PW Hunter, Stevie ...... CA, PW ...... 112 Gaea...... RR Hammer ...... 129 (monster) ...... RR ...... FF,MA,RR,SW Hammer, Justin...... CP HYDRA (group) ...... NY, 94 Galactus’s Cat ...... FE SW ...... CJ Hydro-Man...... CJ ...... 118 Hand ...... NY ...... AC, 103 Gardener ...... CC Harkness, Agatha...... FF ...... SW2,100 ...... 117 ...... CA, MA, PW, SW2 Gaza...... CA Hate-Monger I ...... FF Immortus...... AC Geirrodur...... RR, TJ Hate-Monger III...... FF, SW2, WL, 129 Imperial Guard...... CA Rider (C. Slade) ...... ll0 ...... CA,PW Impossible Man/Woman/Kids...... FF, 102 (L. Slade) ...... ll0 ...... AA, MA, SW, SW2, WL (race) ...... CC, FE MA, 114 Ghost Rider (H. Slade) ...... AC, 110 Hawkeye (du)...... WI Investigators (oc, group)...... P39 Ghost Rider (Blaze) ...... l10 Healer ...... CA Invisible Girl/Woman . .FF, MA, MSH, MW, SW2, WI Giant-Man (Pym) ...... AA, AC Heartbreak Hotel ...... CA IronCross...... l04 Giants, Norse (race)...... RR ...... MA, RR ...... CJ, LW, SW2 (Behemoth) ...... FF, MA Helio ...... AC Iron Man (various suits) ...... AA, AC, MA, LR, (villain) ...... CJ Hellcat ...... AC SW, SW2, WL, 95, 96 Gladiator (Shi’ar)...... CA, CC (group)...... CA, PW armor...... WL Gladiators (group)...... CA Hell Hounds ...... 112 Ivich ...... C A (Pym) ...... AA, AC Hellions (group)...... CA, PW Goliath(Barton) ...... AA, AC Hellrazor...... 130 Goliath (Josten) ...... AC Her (Paragon)...... AC, FF, 118 JackFrost...... l04 ...... CC, FF, 114 H.E.R.B.I.E...... FF JackO’Lantern ...... NY Gorm ...... RR Hercules ...... AA, MA, RR, SW2, P25 Jaguar...... 130 Gormuu ...... FF Hercules (du) ...... WI Jameson, JJ...... CJ Grandmaster ...... AC, CC ...... FF, 122 Jarvis, Edwin...... AA, AC Grappler ...... 130 ...... 130 Jeffries, Madison ...... 106 ...... AA, AC Hobgoblin...... CJ, MA, 94 ...... CJ Graylord (oc) ...... P39 Hodge, Cameron ...... CA ...... CA ...... CJ ...... 131 ...... AA, AC ...... CA Horns ...... CA Jones, Rick...... AA, LR, AC Grey Gargoyle ...... AA, AC, TT Horton, Phineas...... FF ...... CA, FL, PW, SW2

90 MAY 1988 ...... AA, AC, SW, TT Lubensky, Nathan ...... CJ ...... CP, WL, P39, P40 ...... CA, PW, SW2 Lucky Penny (oc)...... P27 ...... CC, FF, 114 ...... CC,FF, 114 Lumpkin, Willy ...... 96 Maya...... FF Kehl of Tauran...... AC Luna ...... FF Mean (du, ) ...... 108 ...... NY Lupo...... CA ...... CC, FF, 114 Kimara the Cloudstalker (oc) ...... CP Megatak ...... 129 ...... CJ, LW, MA, NY, SW2, 94 MacTaggert, Moira ...... CA,PW ...... AC, CP, WL, 129, P40 ...... AA, MA, SW Machete ...... NY Melton, Laurie ...... FF Klaw (du) ...... WI Machians (race) ...... P27 ...... BB Knight, Misty...... CA, CJ MachineMan...... 120 Mentor...... AC ...... AC ...... AA, AC, FF ...... FF, MA, SW2 , Warlord ...... FF Mad Thinker (du) ...... WI Mephisto (du)...... WI ...... CJ, LW, MA, SW2 Mad Thinker’s ...... AC, FF ...... CA (race)...... AA, CC, MA Madame ...... CJ Midnight Wreckers (group) ...... 120 Kurse...... SW2 Madcap...... MA ...... CA,PW,TT Maddicks, Arthur ...... CA Mimic (oc) ...... P39 ...... CA Madrox...... CA Mind-Wave ...... 130 Lava Men (race)...... AC, FF ...... AC ...... FF, 129 Leader...... CP,MA ...... NY (Charne) ...... 130 ...... CA ...... CA, PW, SW2, RM Mirage (Moonstar) ...... CA, PW, SW2 ...... CA ...... CA, PW, SW2 Mirage (af) ...... FD Lemurians (race) ...... MA Magma (af) ...... FD Miss America ...... 104, P40 Leopard(oc) ...... MA Magneto ...... BB, CA, MA, PW, SW, SW2 Mister Fantastic...... FF, MA, MSH, MW, SW2, WI Letha...... 130 Magus...... CA Mister Fear ...... CJ, WL LevanofSark...... AC Malice...... :...... 117 ...... AC, CJ Lexi...... CA Malus, Dr. Karl ...... 128 Mockingbird...... MA, SW2, WL, 93 Lifter...... CA Man-Ape...... AC Modok...... LW ...... WL ...... AA,LR,MA Modred the Mystic ...... AC Link ...... CA ...... CA Mole (oc) ...... P39 Living Computers of Xandar ...... FF Mandroid armor ...... MA, WL MoleMan...... FF ...... AA, AC, FL Man-Elephant armor...... WL ...... FF, SW, SW2 ...... CA ...... AA, AC, CC Moloids (race)...... FF Living Mummy...... 126 (group)...... 117 ...... CJ Lizard ...... CJ, MA, SW Marinna ...... CP Moon-Boy...... CA Locke, Miss ...... CA, MW Marvel Girl...... CA, MA, PW ...... CJ the Dragon ...... BB, CA, PW, SW Masque...... CA ...... AA, AC Lockheed the (BIG) Dragon (du)...... 108 Master...... MA Moonstone...... AC, CJ ...... CC, FF Master Man...... 104 Morbius, Dr. Michael...... CJ Lodestone (oc) ...... MA Master Pandemonium ...... AC MorganLeFey...... RM ...... AA,MA,RR,88 Mastermind...... CA, MA, PW (group)...... CA, PW ...... 111 Masters, Alicia (see Storm, Alicia) Ms. Marvel (Danvers)...... AA, AC ...... CA I-IV (groups) ...... AC Ms. Marvel (Ventura) ...... FF, 121

D RAGON 91 Force (group) ...... CA Phobius ...... AC ...... AC, MSH, LR, WL ...... CJ Phoenix (Grey)...... CA,PW,111 Raiderarmor...... CP ...... CA, PW Phoenix (Summers)...... CA, MA, PW, SW2 Rama-Tut ...... AC Mystique (af) ...... FD ...... AC,SW,P39 Rapier...... 130 Pip...... 118 Rassendyll, Judith...... CA ...... FF Piper (Mutate) ...... CA ...... 105 ...... AC, SW2 Piper (Morlock) ...... CA ...... FF, MA ...... AC,CA Pirate Kitty (du, ) ...... 108 RedRaven...... l04 Nelson, Franklin “Foggy” ...... CJ Plague...... CA ...... WL ...... 107 ...... LR ...... CJ, MA, WL Nermani, Lilandra...... CA, PW Pluto ...... RR RedWolf...... AC (race)...... FF, MA ...... CA, PW ...... NY, SW2 (group) ...... CA, PW Poltergeist ...... CA Richards, Franklin (Tattletale)...... FF, MW, SW2 Nifleheim Demons (race) ...... RR Porcupine...... CJ, WL ...... 130 ...... BB, CA, MA, PW, SW, SW2 Possessor ...... CC ...... AA, WL Nighthawk...... AC PowerMan...... CJ,FF,LW,SW2 ...... 117 Nightmare ...... (group)...... NY, SW2 Robertson, Joe ...... CJ Nihilist agents (group)...... PV, 98 ...... 117 Rock Trolls (race) ...... TJ ...... CA, NFP Professor Power ...... CJ Rocker, Max...... CA ...... CJ ...... BB, CA, MA, PW, SW, SW2 RocketRacoon...... 132 ...... CJ Project Pegasus...... FF Racketeers (group) ...... 112 Nomad (du) ...... WI Project: Wideawake ...... CA Rogue ...... CA, MA, NY, SW2 ...... CA,CP,MA Proteus...... CA Rom...... ll2 (Raye)...... CC, FF, MA, 92 ...... NY ...... AC Nowlan, Michael ...... CA Psycho-Man...... FF,SW2 ...... NY Nuklo ...... CA ...... 119 Rosenthal, Bernie...... CJ ...... CP, MA Rossi, Michael ...... CA Obliterator ...... CC ...... SW2 Roulette ...... CA Octodroid robot (oc) ...... MSH (robot)...... FF Runner ...... CC Odin ...... MA Punisher (Castle)...... CJ, LW Olympians (race) ...... MA, RR Puppet Master ...... FF Sabertooth ...... CA, CP, LW, 117, P39 Oracle (oc)...... P39 Pym, Dr. Henry (see also Ant-Man, Giant-Man, Salem’s Seven (group) ...... FF Osprey...... MA Goliath, and Yellow-jacket) ...... AC Sandman...... CJ,FF Omega Flight (group)...... 107 Pym, Dr. Henry (du) ...... WI ...... CP Owl ...... NY ...... CA,LR,PW ...... CA Mutates (race) ...... CA Paladin...... AC,CJ Scalphunter ...... 117 Parker,May...... CJ (Vaughn)...... FF Scarecrow...... CJ Patriot...... 104 Quicksilver ...... AA, AC, CA Scarlet Centurion ...... AC Peeper...... CA Quicksilver (du) ...... WI ...... AC, CA Pene, Marco (oc) ...... FD Quon (race)...... FF Scarlet Witch (du) ...... WI ...... CJ, MA, MSH, P39 Scourge ...... AC,l30 ...... 117 Scratch, Nicholas ...... FF Screaming Mimi ...... AC Secbots ...... WL Sefton, Amanda ...... CA, PW Selleck, Sharon ...... FF Sentinels (group)...... BB, CA, PW, SW2 Sentinels (af) ...... FD, NFP, RW ...... AC Shade(oc)...... P39 Shadowcat (Pryde)...... CA, MA, PW, SW2 Shagreen...... l08 Shaman ...... CP, MA, RM Shaper of Worlds...... MA She-Hulk ...... AA, FF, MA, MW, SW, SW2, WI, P27 Shellshock ...... 130 Shi’ar(race)...... MA SHIELD (group)...... AA, WL, 94 ...... AC, CJ Shocker (mutant) ...... CA ...... AC ...... 93 Sidewinder ...... CJ Sidri (race) ...... CA ...... RR, 101 SilverDagger...... RM ...... CA, PW ...... CC, FF, MA, 92 ...... NY Siryn...... CA ...... CA (race) ...... CC, FF, MA, MW, SW2, TT Skrulls (du)...... WI -X...... FF Skunge the Laxidazian Troll ...... AC Slither...... CA ...... CP Southern, Candy ...... CA, PW Soviet Super-Troopers (group) ...... BB, WL Soviet Super-Soldiers (group) ...... CA, 99 Space Knights...... 112 Space ...... AC ...... AC, NY Spider-Man . . . .CJ, FL, MA, MSH, NY, SW2, WI, WL Spider-Man’s alien suit ...... 94 Spider-Woman II ...... CA, SW, P27 Spinnerette ...... FF

92 May1988 Spiral...... CA Vindicator (H. Hudson) ...... MA, 106 ...... CJ Spirit of ‘76...... 104 Viper...... CA,PV ...... 104 Squadron Sinister (group) ...... AC Vision ...... AA, AC, TT Will O’ The Wisp...... CJ Stankowicz, Fabian...... AC ...... SW, SW2, P39 Wing, Colleen...... CJ ...... AA, AC, SW2, TT ...... 131 Wingfoot, Wyatt...... FF (group)...... CA ...... MA, NY, SW2 Wizard...... FF, MW, SW2 I and II ...... 112 Vulturions (group) ...... NY Wolfsbane...... CA, PW, SW2 Steeplejack II ...... 130 Wolverine ...... CA, MA, MSH, PW, SW2 Stick...... CJ (alien) ...... CA, PW, SW2 ...... AA, MA, SW2 Stilt-Man ...... NY, WL Warlock, Adam ...... AC, FF, 118 ...... 129 Stinger ...... CA Warrior Woman...... 104 Wrecker ...... AC, SW, P39 ...... FF, WL (group)...... 131 (group) ...... AC, SW, P39 Stonewall...... P39 ...... AA, FL, MA, SW, SW2, TT, WI Storm ...... BB, CA, MA, PW, SW Wasp (du) ...... WI Yashida, Mariko...... CA, PW Storm, Alicia Masters ...... FF, MW ...... FF, MA, SW2, Yellowjacket (Pym) ...... AA, AC Storm Giants (race) ...... TJ Watson, Mary Jane...... CJ Yellowjacket (DeMara) ...... AC Sub-Mariner...... FF, MA, SWZ, WI, 89 Wendy’s Friends (group)...... FF ...... RR Sub-Mariner (du) ...... WI Werewolf (Russell)...... 126 Subterraneans (races) ...... FF Whirlwind ...... AA, AC, CA, LR, P39 Zaran ...... NY Sunder...... CA White Bishop...... CA Zeus...... RR ...... CA, PW White Dragon ...... NY Zorba...... FF ...... CA, PW, SW2 White Queen ...... CA, PW Zsaji...... SW Sunspot (af) ...... FD ...... NY ZZZax...... 125 Sunturion...... WL White Rook ...... CA Super-Adaptoid ...... AA, MW, WI Super-Apes ...... FF SuperSabre...... P39 Super Skrull ...... AC, TT, FF Super Skrull (du)...... WI Postscript of Kree ...... AA, AC Okay, that was the past. What do you guys want to see in future issues of ...... CJ DRAGON Magazine? Send your suggestions and comments to: ...... AA, AC, FL Swordsman (du) ...... WI The Marvel-Phile Talisman ...... RM, 97 DRAGON Magazine TarBaby...... CA P.O. Box 110 Tarianna...... FF Lake Geneva WI 53147 Tarot...... CA ...... AA, AC, CA, CJ, LW Tattletale (Richards) ...... CA, FF, MW, SW2 Until later — Excelsior! Terminus ...... FF, 115 ...... FF, 92 Tessa...... CA ...... AC ...... AC ThinMan...... l04 Thing ...... FF, MA, MSH, MW, SW2, WI Thing (du) ...... WI, 127 Thor ...... AA, AC, CC, MA, SW, SW2, TJ, TT, 88 ...... AC, FL, SW, SW2, P39 Thunderbird I...... CA Thunderbird II ...... CA Thundersword ...... SW2 ...... FF, P27 Tiger Shark ...... AC, 89 ...... AA, MA, SW2, P27 Time Bomb (Boom Boom) ...... CA, SW2 Timeshadow ...... CA ...... AC, SW, SW2,129, P25 Titanium Man armor...... CJ, MA, WL Titans, Greek (race)...... RR Toad...... CA,PW Topedo armor ...... WL Tower...... CA Trader...... CC (Paste Pot Pete) ...... FF, MW, WL Trask, Larry...... CA Triton ...... CC, FF, 114 Trolls, Norse (race) ...... RR Tyrranoids (race) ...... FF

U-Man...... 104 ...... TJ,88 (group) ...... 128 (various ones) ...... AA, AC, MA, SW, SW2 ...... CJ,WL ...... CJ,WL UnionJack...... CJ Unus...... CA,PW Urich,Ben...... CJ ...... CA

Vaikyrie ...... SW2,100, P27 Valor (du, Vaieria Von Doom) ...... WI Vamp (and alter-ego Animus)...... 130 Vanguard...... CA ...... CA, PW ...... LW Vertigo ...... CA, 117 Victor (du, Victor Von Doom) ...... WI

D RAGON 93 Winnipeg, Manitoba, Canada. Gene Wolfe will be the guest of honor, Charles de Lint will be honored guest, Fran Skene will be fan guest, and Kevin Davies will be artist guest. In addition to all regular events (art show and auction, dealers’ room, movies, etc.), a selection of CAN- VENTION programming will also be presented, including French and bilingual programming as well as the presentation of the Canadian Science Fiction and Fantasy Awards (the CASPAR Awards). Convention rates are $25 Canadian at the door ($22 U.S.). CANVENTION 8 voter supporting fees are $5 U.S. for nonmembers. Convention Calendar Policies indicates a Canadian convention. Write to: KEYCON 5-CANVENTION 8, P.O. Box indicates a European convention. 3178, Winnipeg, Manitoba, CANADA, R3C 4E6. This column is offered as a service to our readers around the world. Anyone may MISCON III, May 13-15 KUBLA KAHN ‘88, May 20-22 place a free listing for a game convention This science-fiction, fantasy, and gaming Held at the Rodeway Inn in Nashville, Tenn., here, but the following guidelines must be convention will be held at the Quality Inn in this annual science-fiction convention will host observed. Missoula, Mont. Guests include TSR designer many gaming tournaments, including RPGA™ In order to ensure that all convention David “Zeb” Cook, author Greg Bear, and artist Network AD&D® and MARVEL SUPER listings contain accurate and timely infor- David Cherry. Special events include a masquer- HEROES® game events. Also featured will be mation, all material should be either typed ade dance, a hucksters’ room, gaming, and an company-sponsored tournaments for CYBORG double-spaced or printed legibly on 8½” x SCA demonstration. Registration is $18 at the COMMANDO*, DC* HEROES, and STAR FLEET 11” paper. The contents of each listing door. One-day memberships will be available for BATTLES* games. A local game store will spon- should be short, succinct, and under 150 $10. Write to: MISCON III, P.O. Box 9363, Mis- sor the following events: PARANOIA* and words long. soula MT 59807. TOON* games (run by former Steve Jackson The information given in the listing must Games member, Gerald Swick), ROLEMASTER* include the following information, in the CONQUEST VIII, May 14-15 (see below) games (run by Randell Doty, MERP* module following order: Circumstances have forced the postponement designer), microarmor games (run by Bob 1. Convention title and dates held; of CONQUEST VIII. For further information, Duncan), and BATTLETECH* games (run by 2. Site and location; please contact: CONQUEST, c/o Janice Gamalski, Doug Cobb). A special gaming panel or seminar 3. Guests of honor (if applicable); 126 Woodmere, East Lansing MI 48823. is also planned. Guests of honor include Karl 4. Special events offered; Edward Wagner, Andrew J. Offutt, and Ron 5. Registration fees or attendance VALLEYCON ‘88, May 14th Miller. Registration fees are $22. Write to: Wil- requirements; and, Sponsored by the Game Players Association of liam Tracy, c/o KUBLA KAHN, 647 Devon Drive, 6. Address(es) and telephone number(s) Northeast Wisconsin, this gaming convention Nashville TN 37220. where additional information and confirma- will be held at the University of Wisconsin- Green Bay from 10 to 10 Events include tion can be obtained. A.M. P.M. LINCON 5, May 21-23 Convention flyers, brochures, newslet- role-playing tournaments, strategic board One of the oldest and largest conventions in ters, and other mass-mailed announce- games, miniatures events, science-fiction and Sweden, LINCON will take place at the Institute ments will not be considered for use in this fantasy films, a costume contest, and an 11th- of Technology in Linkoping, Sweden, a city 700 column; we prefer to see a cover letter with anniversary celebration and presentation for years old. Featured role-playing game tourna- the announcement as well. No call-in Star Wars. Events for the celebration include ments include the largest AD&D® game tourna- listings are accepted. Domestic and foreign STAR WARS* role-playing and board-gaming ment in Sweden, with CALL OF CTHULHU*, conventions are welcome. Unless stated events, a Star Wars poster and art gallery, TRAVELLER*, CIVILIZATION*, DIPLOMACY*, otherwise, all dollar values given for U.S. memorabilia booths and displays, free feature and BATTLETECH* games. Prizes will be award- and Canadian conventions are in U.S. films, costume contests, poster competitions, ed in all events. There will also be a fantasy art currency. and a raffle featuring loads of games as prizes; exposition, fantasy miniatures-painting contest, WARNING: We are not responsible for entrants may win a free year’s subscription to and dealers’ room. Registration fees are $10 at incorrect information sent to us by conven- DRAGON® Magazine. Prizes will be awarded for the door. Write to: The Dragon’s Den, ATT: Tess tion staff members. Please check your every event at the convention. Printzen, Box 10031, 58010 Linkoping, SWEDEN. convention listing carefully! Our wide If you wish to submit a game campaign, circulation ensures that over a quarter of a contact the VALLEYCON ‘88 headquarters as NI-CON II, May 21-22 million readers see each issue. Accurate soon as possible. There is a $1 charge for each This two-day gaming convention will be held information is your responsibility. event, but judges will be paid by each player once again at the College of DuPage SRC Build- Convention listings should be mailed by attending that gaming session. Display booths ing at 22nd and Lambert in Glen Ellyn, Ill. the copy deadline date to: Convention are available for $1. Admission is $1.50 for the Tournaments will include a three-round RPGA™ Calendar, DRAGON® Magazine, P.O. Box entire day. Write to: VALLEYCON ‘88 Headquar- Network AD&D® game, a two-round AD&D® 110, Lake Geneva WI 53147. Copy dead- ters, 1211 Morris Avenue, Green Bay WI 54304; game Master’s tournament, a two-round TOP line dates are the last Monday of each or call: (414) 494-7313. SECRET® game, and: historical, fantasy, and month, two months prior to the on-sale science-fiction miniatures battles; board games; date of an issue. For example, the copy CANGAMES ‘88, May 20-23 AD&D® game events; BATTLETECH*, TITAN*, deadline for the December 1988 issue is Canada’s oldest and largest gaming convention TALISMAN*, and SHOGUN* competitions; and the last Monday of October 1988. Plan will be held at the Carleton University Com- other events. Other features include a dealers’ ahead; early listings pay off! mons in Ottawa, Ont., Canada. RPG, miniatures, room, our famous silent auction, and more. If a convention listing must be changed and board-game tournaments will be offered, Special guests will be announced later. Entry because the convention has been can- along with an auction, a dealers’ room, and a fees are $8 for the weekend, or $5 per day. celled, the dates have changed, or incor- miniatures-painting contest. Tournament play is Write to: NI-CON II, c/o Eric Ortega, 306 Bel- rect information has been printed, please free; trophies will be awarded for best players. mont Drive, Romeoville IL 60441; or call: Eric at The convention starts at 4 Friday and ends contact us immediately! For any ques- P.M. (815) 886-5940, or Randy at (312) 894-3435. For at 4 Monday. Registration fees are $16 at the tions or changes related to this column, P.M. RPGA™ Network tournament information, call: please call either Robin Jenkins or Roger door. Write to: CANGAMES ‘88, P.O. Box 3358, Keith Polster at (414) 338-8498. E. Moore at TSR, Inc., (414) 248-3625. Station D, Ottawa, Ontario, CANADA K1P 6H8. ADVENTURE GAMEFEST ‘88, May 27-29 KEYCON B-CANVENTION 8 * indicates a product produced by a company other SKIRMISHES presents this role-playing and than TSR, Inc. Most product names are trademarks May 20-22 war-gaming convention at the Holiday Inn- owned by the companies publishing those products. Sponsored by WINSFA, the Winnipeg Science Ashley Plaza at 111 West Fortune Street in The use of the name of any product without mention of Fiction Society, this science-fiction convention Tampa, Fla. Room rates are $50 for single or its trademark status should not be construed as a will be held at the Holiday Inn Downtown in challenge to such status. 94 MAY 1988 double occupancy. Events will include AD&D®, CONGREGATE 88, 25 Cavendish Street, Peter- building, look-alike, sound-alike, costume, and TRAVELLER*, STAR FLEET BATTLES*, CAR borough, PE1 SEQ, UNITED KINGDOM. trivia contests, with discussions on role-playing WARS*, and SEEKRIEG* game events, board games, figure painting, and more. Dealers will gaming, a KILLER* tournament, dealers, a HOSTIGOS, June 10-12 display their wares, and various science-fiction miniatures-painting contest, demonstrations by This science-fiction convention, which is and fantasy models and dioramas will be on the SCA, and other role-playing and historical sponsored by the Penn State Science Fiction exhibit. Dealers’ tables are $40 and registrations game events. Reservations may be made by Society, will be held in the Hetzel Union Building are $8 at the door. Send an SASE to: DAGA calling (813) 223-1351. Registration fees are $18 on the University Park campus of Pennsylvania Conventions, Daniel A. Aunspach, 105 Alison for the entire weekend. Write to: SKIRMISHES, State University in State College, Pa. Hotel Lane D-15, Horsham PA 19044. P.O. Box 2097, Winter Haven FL 33883; or call: accommodations are available at the Sheraton (813) 299-6784 or (813)293-7983. Penn State located at 240 S. Pugh Street in State BOREAL 10, June 16-19 College, Pa. will be the author The 10th-annual Francophone science-fiction GAMEX ‘88, May 27-30 guest of honor and John Carr will be the editor and fantasy convention will be held in Chi- This gaming convention will be held at the guest of honor. This convention will be held in coutimi, Quebec, Canada. Guests include Wil- Pasadena Hilton Hotel. Role-playing, wargame, honor of Pennsylvania’s most famous SF writer, liam Gibson, Judith Merril, Gerard Klein, Daniel computer game, and family board-game tourna- H. Beam Piper. There will be numerous panels Sernine, Wojtech Siudmak, and many others. ments are offered, as well as seminars and concerning Piper’s life and works, as well as Feature events include a two-day seminar on demonstrations, a flea market, a game auction, several gaming events, an art show, a dealers’ Francophone science fiction and fantasy, work- and an exhibitors’ area. Write to: GAMEX ‘88, room, and more. Registration is $22. Write to: shops, computer demonstrations, three differ- c/o Jeff Albanese, DTI, P.O. Box 8399, Long HOSTIGOS, 400 S. Gill Street, State College PA ent art shows, and four showings of Le theatre Beach CA 90808; or call: (213)420-3675. 16801; or call: (814) 237-5333. sans fil’s production of The Lord of the Rings, done with giant puppets and laser effects. Usual V-CON 16, May 27-29 MICHICON GAMEFEST ‘88, June 10-12 activities include: panels, movies, a masquerade, Hosted by the British Columbia Science Fiction This gaming convention will be held at the a few cocktail parties, the Boreal Awards cere- Association, this convention will be held in Gage Southfield Civic Center in Southfield, Mich. mony, a brunch, a dealers’ room, and much Residence on the University of British Columbia Events include 60 board games, 25 role-playing more. For gamers, a role-playing tournament campus in Vancouver, B.C., Canada. This event games, and 60 miniatures events, as well as a and game demonstrations are included. Low- will host Hal Clement, James P. Hogan, and John BATTLE FOR MOSCOW* tournament, 35 deal- priced accomodations are available. Registration G. Cramer as guests of honor. Events include ers’ booths, three used-games auctions, and fees are $50 for the two days of seminars, $35 panels on this year’s theme: “The science in open gaming. Advance admission is $12 for all for the convention, and $70 for both. Write to: science fiction." Other events will include D&D® three days, or $7 for one day. Write to: Mike BOREAL, 10,266 Belleau Street, Chicoutimi, games and other role-playing games, a masquer- Bartnikowski, Metro Detroit Gamers, Box 656, Quebec, CANADA G7H-2Y8. ade and dance, an art show and auction, a Wyandotte MI 48192; or call: Barry Jensen at dealers’ room, movies, authors’ readings, and a (313) 591-2300, ext. 325 (days) or Mike Bartni- THE INTERNATIONAL SUPERMAN * EXPO- writer‘s workshop. Weekend memberships are kowski at (313) 928-7744 (evenings). SITION, NEOVENTION VII, and 1988 $20 Canadian ($16 U.S.), and may be paid by STARFLEET* NATIONAL CONFERENCE mailing a check or money order to: V-CON 16, ROSECON ‘88, June 10-12 June 16-19 P.O. Box 48478, Bentall Centre, Vancouver, B.C., This science-fiction and gaming convention Ohio’s largest gaming convention proudly CANADA, V7X 1A2. Children under 12 get in for will be held at the Holiday Inn Portland Airport sponsors a once-in-a-lifetime event: The Interna- half-price and those under six get in for free. in Portland, Ore. Special guests will include tional Superman* Exposition at the Cleveland For more, leave a message at: (604) 738-8356. (author of Ringworld), George Takei Convention Center. This once-only exposition (Mr. Sulu of Star Trek), D.C. Fontana (Star Trek will take place at the annual NEOVENTION INTERDIMENSIONS ‘88, June 3-5 writer and producer), Rick Sternbach (illustra- normally held at Kent State University. This Sponsored by the SouthEastern Indiana tor for Star Trek: The Next Generation), and major summer happening will also include the Gamers’ Association, this gaming convention will Richard Arnold (Star Trek archivist at Para- STARFLEET* National Conference. Special be held at the Batesville Middle School in Bates- mount). Special events include an afternoon attractions include: an RPGA™ Network AD&D® ville, Ind. Events include an RPGA™ Network masquerade, two live-music dances, a western game Open Masters tournament; BOOT HILL®, AD&D® game tournament, an RPGA™ Network buffet banquet, an art show, all-night casino MARVEL SUPER HEROES®, *, and TOP SECRET/S.I.™ game tournament, a Hack-N- games, movie previews, open gaming, panel CAR WARS* tournaments; over 100 AD&D® Slash tournament, open gaming, a miniatures- discussions, a dealers’ room, and free transpor- game and other role-playing game events; over painting contest, an art show, and much more. tation to Portland’s Rose Festival. Membership 50 miniatures competitions, including Ancients, Guests include Shawn McKee (co-creator of rates are $30 until June 1, and $35 at the door. Napoleonics, and Civil War events; a games Hack-N-Slash), Gary Williams (artist guest), and Hotel rates are $62 a night, and may be auction; a figure-painting contest; a masquerade others. Registration is $10 in advance and $12 at arranged by calling (800) HOLIDAY or (503) 256- ball; a city-wide parade; television and movie the door. Special reduced fees will be offered to 5000. Write to: ROSECON ‘88, P.O. Box 69373, presentations; major Star Trek and other senior citizens. Tickets for the Sunday brunch Portland OR 97201; or call: (503) 777-2377. science-fiction movie displays and floats; and are $5. Send an SASE to: INTERDIMENSIONS much more. Dozens of science-fiction and ‘88, P.O. Box 266, Batesville IN 47006-0266. X-CON 12, June 10-12 fantasy authors and a score of television and This science-fiction and fantasy convention movie personalities will be in attendance. In FRON II, June 4 will be held at the Red Carpet Inn, 4747 S. addition, design workshops, panel discussions, This second-annual role-playing gaming con- Howell Avenue in Milwaukee, Wis. Special and several other events will be featured. Lim- vention will be held at the Gaertnerweg in guests include: Somtow Sucharitkul as author ited preregistration pass prices are $6 per day Frankfurt, Germany (near Alte Oper, St. Ignatius guest, Bruce Pelz as fan guest, Dell Harris as and $15 for the weekend. Write to: NEOVEN- community). The convention will run from 10 artist guest, and Wilson “Bob“ Tucker as first TION VII, c/o Neverending Battle, Inc., Suite 852,

A.M. to 10 P.M. on Saturday. Admission is 2,50 fandom guest. Scheduled events include an art Hanna Building, Cleveland OH 44115. Deutsche Marks (see exchange rate for U.S. show, ice-cream social, a huckster‘s room, equivalent). Game masters and club members masquerade party, and blood drive. Registration POLYGON VI, June 17-19 are admitted free of charge. For enrollment as a is $15 until May 10, or $20 at the door. Terry This science-fiction and fantasy gaming con- GM, write to: Role-playing and Simulation Game Carr Memorial Memberships are also available vention will be held at the Santa Lucia Dormito- Club “252” r.a., c/o Martin Kliehm, In der at $18 (this includes a $2 donation to the Ameri- ry on the California Polytechnic State University Roemerstadt 164, D-6000 Frankfurt am Main 50, can Diabetes Association and a listing of your in San Luis Obispo, Calif. Featured events will WEST GERMANY; or call: 01149/69-574 579. name in the program book). Write to: X-CON, include fantasy role-playing and war gaming, a Ltd., P.O. Box 7, Milwaukee WI 53201. games auction, seminars, a miniatures-painting CONGREGATE 88, June 10-12 contest, game demonstrations, and a dealers’ This science-fiction, fantasy, and gaming DAGA, June 12 room. Registration rates for the weekend are convention will be held at the Moat House Hotel This science-fiction and fantasy convention $18 before May 15, and $24 at the door. One-

in Longthorpe, Peterborough, U.K. Terry Prat- will be held from 10 A.M. to 5 P.M. at the Fiesta day registration fees are $12 at the door. Write chett is the guest of honor. Supporting member- Motor Inn Ballroom, less than one mile south of to: POLYCON VI, Box 168, Julien A. McPhee ship fees are £5 and attending membership fees exit 27 on the Pennsylvania Turnpike, in Willow University Union, California Polytechnic State are £11. Write to: A.D. Smith, P.R. Officer, Grove, Penn. Scheduled events include model- University, San Luis Obispo CA 93407.

D RAGON 95 SL RALLY ‘88, June 25 games. Other events include a miniatures- $10 for one (no free entry to events provided). For the third year in a row, On All Fronts painting contest, a costume contest, and more. Each event costs $2. Vendor and game master holds its annual SL RALLY with tournaments in Send an SASE to: Nan’s Game HQ, 2011 S.W. enquiries are welcome. Write to: Information, SQUAD LEADER* and ADVANCED SQUAD Freeway, Houston TX 77098. DOVERCON IV, P.O. Box 753, Dover NH 03820. LEADER* games. Held at the Holiday Inn in Conway, Ark., this year’s convention will feature CAPITOL-CON IV, July 9 MEMPHIS FANTASY CONVENTION $100 cash prizes to be awarded in the ASL This gaming convention will be held at the July 22-24 tournament. Other prizes will include terrific Prairie Capital Convention Center in Springfield, Sponsored by the Memphis Fantasy Conven- discounts on wargames at the Game Booth. Ill. Board, miniatures, and role-playing gaming tion Association, Inc., this fifth-annual event will Preregistration fees are $15. Write to: On All will be featured at this one-day event. Write to: be held at the Garden Plaza Hotel in Memphis, Fronts, P.O. Box 265, Marshall AZ 72650. Bill Wilson, 3320 Gaines Mill Road, Apt. 4, Tenn. Scheduled guests include John Ostrander, Springfield IL 62704; or call: (217) 787-7092. Tom Yeates, Gary Spiegel, and Allen Hammack. SCIENCE FICTION ART EXHIBITION Activities will include extensive gaming, an art June 27-August 22 COLONIAL CITY GAMEFEST VI show and sale, dealer exhibitions, panel discus- The Orlando Science Center in Orlando, Fla., July 9-10 sions, a costume contest, and a banquet. Daily will feature a collection of art and artifacts from GAMEFEST will again be held in the Memorial admission is $10; the entire weekend costs $21. Michael Whelan, Vincent Di Fate, Kelly Freas, Building in Mt. Vernon, Ohio. Role-playing and Send an SASE to: MEMPHIS FANTASY CONVEN- and other artists. The show will also have wargaming events will be sponsored. Admission TION, Box 11081, Memphis TN 38111. motion-picture artifacts, a film lecture series, is $2 per day or $3.50 for both days. Write to: and a film festival. Admission is $4 for adults, $3 Mt. Vernon Gamers Association, 205 W. Gambier KINGCON IV, July 30 for children, and $10 for entire families. The Street, Mt. Vernon OH 43050. KINGCON IV will be held at the Best Western Orlando Science Center is located in Orlando Inn in Mt. Vernon, Ill. Sponsored by the Knights Loch Haven Park, just off Interstate 4 in down- EMPEROR’S BIRTHDAY CONVENTION of the Griffon, this gaming convention will town Orlando. Write to: Orlando Science Center, July 9 feature a two-round RPGA™ Network AD&D® 810 East Rollins Street, Orlando FL 32803-1291; This gaming convention will be held at the game tournament, a three-round ILLUMlNATI* or call: (407) 896-7151. Brookdale Country Club in Elkhart, Ind. Fea- tournament, a miniatures contest, and lots of tured events include and RPGA™ Network gaming. Preregistration is $3 until July 20 and DALLAS FANTASY FAIR, July 1-3 tournaments (including AD&D® game and $5 thereafter. Send an SASE to: KINGCON IV, Bulldog Productions presents its largest show MARVEL SUPER HEROES® game events), BAT- 501 S. 19th Street #3, Mt. Vernon IL 62864; or of the year. This comic-book, science-fiction, and TLETECH*, and miniatures competitions. Write call: (618) 242-7920. film convention will be held at the Sheraton to: Bob Hagerty, 227 North 2nd Street, Apt. G, Park Central, 12720 Merit Drive, LBJ at Coit, in Elkhart IN 46516. PROJECT... III, July 31 Dallas, Texas. This event will feature more than The people from PATCO bring yet another 200 dealers’ tables, 100 guests of honor, an art WINDSOR GAMEFEST VI, July 16-17 fantasy gaming convention your way, this time show and auction, a masquerade, 24-hour This gaming convention takes place at the to Chiminello’s Hall, 2221 N. Webber in Fresno, gaming sessions, 24-hour Japanimation and Ambassador Auditorium in the University Calif. This one-day event will run from 9 A.M. to video rooms, artists and writers workshops, Centre at the University of Windsor in Windsor, 11 P.M. Featured events include BATTLETECH*, readings, a dance, an open convention suite, and Ontario, Canada. Special guest of honor is AD&D®, STAR FLEET BATTLES*, and CHAMPI- much more. The anticipated attendance for this science-fiction and fantasy artist . Fea- ONS* games. Both tournament and open games convention is 3,000. Tables are available, but tured events include role-playing, miniatures, will be available to all, along with dealers’ tables write for prices. Admission fees are $20 for all and board games, a dealers’ room, free movies, and a swap meet for those wishing to buy, sell, three days if paid in advance or $25 at the door. an art exhibit, and several door prizes. Preregis- or trade old games and books (table space is Write to: Bulldog Productions, P.O. Box 820488, tration fees are $10 Canadian for the weekend required). Preregistration for this event is $3 for Dallas TX 75382; or call: (214) 349-3367. and $7 Canadian per day. Write to: Windsor the day if paid before July 20, and $5 afterward. Gaming Society, P.O. Box 2055, Walkerville Swap meet tables are $5 for the whole table and NANCON-88 X, July 1-3 Station, Windsor, Ontario, CANADA, N8Y 4R5. $3.50 for half. Dealers should call or write for The 10th anniversary of this gaming conven- details. Judges are still needed for several tion will be held at the Ramada Inn N.W. Cross- DOVERCON IV, July 16-17 events; those accepted receive a refund on their ing in Houston, Tex. There will be a large This year’s DOVERCON will be held at the convention registration fees. Write to: PATCO, dealers’ room and an open gaming room availa- University of New Hampshire’s Memorial Union c/o Phillip S. Pittz, 5415 E. Washington, Fresno ble to registrants. Events include AD&D®, Building (MUB) in Durham, N.H. Features CA 93727; or call: (209)255-4682. BATTLETECH*, SQUAD LEADER*, STAR FLEET include an RPGA™ Network AD&D® game Open BATTLES*, TRAVELLER*, and TWILIGHT: Tournament, along with many other events. A OMACON 8, August 5-7 2000* tournaments, naval and 15mm Napoleon- film festival, miniatures contest, and art compe- This major Midwest science-fiction, pro-space, ics miniatures competitions, and CIVILIZA- tition will also be held. Registration is $15 for and gaming convention is sponsored by Nebras- TION*, PARANOIA*, NUCLEAR WAR*, CALL OF both days and must be received no later than kans for the Advancement of Space Develop- CTHULHU*, CAR WARS*, FEDERATION AND July 1 (this includes entry into three events). ment (NASD), and will be held at the Holiday Inn EMPIRE*, and team head-to-head AD&D® Registration at the door is $15 for both days and Central, 3321 S. 72nd Street, in Omaha, Nebr. Write to: OMACON 8, P.O. Box 37851, Omaha NE 68137; or call: (402)476-7176.

EASTERN N.C. TOY AND HOBBY SHOW August 6-7 This show will be held at the New Cum- berland County Agro-Expo Center, just off Highway 301 South, in Fayetteville, N.C. This event includes a swap meet for collectors of comic books and antique and collectible toys, games, model kits, and baseball cards. Daily admission fees are $3. Write to: Carolina Hobby Expo, 3452 Odell School Road, Concord NC 28025; or call: (704) 786-8373.

96 MAY 1988

98 MAY 1988 DRAGON 99 100 MAY 1988 DRAGON 101 102 May 1988