<<

D RAGON 1 SPECIAL ATTRACTION 43 Creature Catalog II Eighteen more new monsters for AD&D® game adventures OTHER FEATURES 8 Official changes for rangers — E. The long-awaited tracking rules, and more 10 An army travels on its stomach — Katharine Kerr Even armies must live by the laws of the land 18 Same dice, different odds — David G. Weeks Divided rolls produce more unpredictable results 22 Reptiliad Attack wins big — Dan Sample & Kim Eastland Color photos of the Masters champ from the Miniature Open 24 The ecology of the chimera — The three-headed terror and its even more horrible relative 32 Playing in the modern era — Game review by Arlen P. Walker The many virtues and few faults of the MS&PE system 41 ‘My Honor Is My Life’ — Background for ™ campaigns: The Knights of Solamnia 56 Fortunes of a Fool — Nicholas Yermakov Wherein a man and his frog are not soon enough parted 82 The Gun That Shot Too Straight — Ralph Roberts Sooner or later, this story will hit the spot 88 World Gamers Guide Our first listing of, by, and for overseas gamers Publisher Mike Cook Editor-in-Chief DEPARTMENTS Kim Mohan 3 Letters 35 Convention calendar 89 Wormy Editorial staff 6 The forum 64 Coming Attractions 93 Dragonmirth Patrick Lucien Price 3 7 The Role of Books 65 The ™ Section 94 Snarfquest Roger Moore COVER Graphics and production Roger Raupp The first painting we’ve published in more than a year is this Subscriptions striking portrait of a female ranger. The model was Jeanne Stanley of Winston- Pat Campbell Salem, N.C., who met Clyde when both of them were attending the 1984 ® Game Convention. Advertising Lee Hein Contributing editors Ed Greenwood Drop a name and make a point Ken Rolston Katharine Kerr I got a memorable phone call from the other day. Memorable because we This issue’s contributing artists only cross paths every couple of years or so, and because it’s a special pleasure to pass some Clyde Caldwell time with ’s counterpart to Gary Gygax. We got caught up a little bit on this and Bob Maurus that, and then Greg sort of tentatively changed direction. Roger Raupp “Are you looking for . . . anything on Runequest?” he asked. Dennis Kauth “Well, shore,” I shot back. “Especially if you’re offering to write it. We’d always be glad Marsha Kauth to see stuff from you guys out there,” I said, thinking back to Steve Perrin’s article for the Ernest Yates Marvel Bullpen SUPER WORLD™ game not too long ago. Jayne Hoffmann Greg said he’d think about doing that, but apparently he wasn’t just asking for himself. Peter Berryman “Some of the kids out here,” he added, “say that they haven’t sent anything to you because Dave Trampier they didn’t think you’d use it.” Denton Elliott “I guess I can understand how they get that impression,” I said. We don’t devote a lot of Robert Albanese space consistently to many popular games, including the ones Chaosium has produced. We Joseph Pillsbury do like to keep our hand in by using an occasional piece of (what we think is) top-quality (Turn to page 87)

2 FEBRUARY 1985 We always start out intending to position each By putting our special feature in the center, we Off center issue’s special feature symmetrically around the intend to make it possible for the feature to be center of the magazine, and intending to have it removed and used separately. Based on what Editor: occupy a number of pages evenly divisible by you’ve told us, we know that for every reader I would like to complain about the practice of four so that those who want to can remove the who does remove every module, there’s at least placing the modules printed in DRAGON in the module, game, or whatever and leave the rest of one other who doesn’t want to dismember the magazine in such a manner as to make it impos- the magazine intact and stapled together. Nine magazine and leaves the module stapled inside. sible to remove them without damaging other times out of ten, that’s the way it has worked ever Although we regret having to frustrate the taker- portions of the magazine. Recently this was done since we started our middle-of-the-magazine outers among you, we think that’s preferable to with “Aesirhamar” (#90) and “The Sword of features in issue #37. But sometimes they just leaving out a vital part of a module, or fluffing it Justice” (#92). I would like to know why you won’t fit nicely into four, or eight, or twelve, or out and taking up space that could be better used place modules in the magazine this way. sixteen pages. If the text and graphics can’t be by something else. If we did either of those two Robert W. Clark stretched or trimmed to hit one of those numbers, things instead, all of you would suffer the conse- Gettysburg, Pa. you get an off-center module. quences. — KM

DRAGON® Magazine (ISSN 0279-6848) is published monthly by TSR, Inc. The mailing address for all material except subscription orders is DRAGON Magazine, P.O. Box 110, Lake Geneva, WI 53147; the business telephone number is (414) 248-3625. DRAGON Magazine is available at hobby stores and bookstores throughout the United States and Canada, and through a limited number of overseas outlets. 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., $36 in Canadian funds for 1 year (12 issues) sent to an address in Canada. Payment in full must accompany all subscription orders. Methods of payment include checks or money-orders made payable to TSR, Inc., or subscriptions may be charged to valid MasterCard or VISA credit cards. Send subscription orders with payments to: TSR, Inc., P.O. Box 72089 Chicago, IL 60678. A limited quantity of certain back issues of DRAGON Magazine are available from The Mail Order Hobby Shop, P.O. Box 756, Lake Geneva, WI 53147. For a copy of its cur- rent catalog listing available back issues, write The Mail Order Hobby Shop at the address indicated above. 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 upon publication, unless special arrangements to the con- trary 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 which is accompanied by a self-addressed, stamped envelope of sufficient size will be returned if it cannot be published. DRAGON is a registered trademark for the monthly adventure playing aid published by TSR, Inc. All rights to the contents of this publication are reserved, and nothing may be reproduced from it in whole or in part without first obtaining permission in writing from the publisher. Copyright © 1985 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.

D RAGON 3 Does losing his dominant head make an ettin Ettin addenduh dumber, slower, or less coordinated? Nope. The article described what happens if one head is Dear Dragon, rendered powerless by magic: “. . . the unaf- In the article on the ettin (#92), it's stated that fected head will resume control of the body “a one-headed ettin is well able to survive its loss without pause or struggle.” It seems that the ettin and carry on a normal life.” How is this possible can throw some switches in its nervous system when the jugular vein obviously had to have been almost instantaneously, so that one head takes cut? Wouldn’t the ettin bleed to death after this over while the other lies drooping on its shoulder. has happened? This works the same regardless of which head is Sean C. Parry incapacitated. If an ettin loses his right head, Madison, Fla. that’s all he loses. The left head becomes the dominant head, more or less by default. An ettin Dear Dragon, is already born slow, dumb, and clumsy; let’s In issue #92, you emphasize the fact that the leave bad enough alone. — KM right head of an ettin is always dominant. You also said it could survive with only one head. Would the ettin have any significant loss in fighting ability, tracking, etc. if he lost his right Different dwarves head? Scott Sawson Dear Dragon, Marion, Mass. The section in the Aesirhamar module (#92) describing Dwalin says that he is a neutral evil A few words about the physiology of the ettin 7th-level fighter/l7th level magic-user. But the (Duh what?) are in order. First, let’s assume that chart on page 14 of the Players Handbook says an ettin can survive the serious injury, or even the that dwarves cannot be magic-users, even as loss, of one of its heads. Because it has a head to NPCs. Could you please explain this? spare, and that head is capable of “running” the Ricky Rushing body by itself, it can and often does survive such Killeen, Tex. an injury. Why doesn’t it bleed to death? For the same reason that a chimera or a doesn’t die We already did. The module’s companion when one of its heads is put out of action. Maybe article, “Plane facts on Gladsheim,” points out all multi-headed creatures have some sort of that dwarves native to Gladsheim (specifically, instinctive muscular or biochemical reaction that Midgard) “are not dwarves as described in the shuts off blood vessels and nerve endings and AD&D® game.” They can cast spells, but they reroutes the circulatory and nervous systems so lose a “normal” dwarf's special resistance to that blood and nerve impulses go only to the magic — and they cannot be used as player remaining head(s). (Our latest ecology article characters without breaking the rules of the proposes something like this; see p. 24.) game. — KM

4 FEBRUARY 1985

The rules of the AD&D® game state that as a character’s level increases, his skill to hit an opponent also improves, manifested by the fig- ures on page 74 of the Dungeon Masters Guide. But do not the injuries received by a player character decrease that character’s ability to hit? Surely a 4th-level fighter on the verge of death would not be able to fight an opponent as well as a perfectly healthy 2nd-level fighter. This could also apply to damage (which might be lessened by a weak blow, caused by injuries). I propose that a system be established whereby adults must weigh as [much as] children. “psychotic.” There is a world of difference be- the existing system (roll d20 “to hit”) would be Ultimately, the statistics in the article render tween a psychotic and someone with a few hang- modified by the character’s percentage of hit dwarven characters less playable because they ups that bear examination. points (# of hit points/total hit points), checked disadvantage dwarves in combat. A lighter char- Secondly, he compared the release of negative against page 74 of the Dungeon Masters Guide. acter (logically) has greater difficulty overbearing emotions in an all-evil campaign with the release As one might imagine, this system might get and using his weight against an opponent, as a of expressing such feelings in a therapy group. lengthy, so this modification might be made at the child would versus an adult. What justifies this There is another world of difference between first two 33% changes (66% of character’s origi- disadvantage? expressing negative feelings that are firmly an- nal hit points = -1 penalty “to hit”; 33% of origi- A stronger case might be made for , chored in reality under the supervision of a nal hit points = -2 penalty), and at 25% of the who are very similar to small children. But, trained therapist and dwelling on morbid fanta- original hit points, when the character’s amount again, why disadvantage such characters? They sies in the company of a couple of friends. Be- of energy and strength starts to decrease rapidly, are already disadvantaged in combat. sides, it’s possible to release all kinds of emotions the penalty “to hit” would be -3. After this, as I must reject Mr. Inniss’s system because it by playing a good-aligned character. Christopher the character is suffering extensively, the penalty interferes with playability without appreciably thus leaves himself open to another question: would be an extra point per every 5% below 25% improving the game. But I reject it again because Why are his negative feelings directed at good (-4 at 20%, -5 at 15%, etc.). it interferes with the fun. With the original sys- NPCs, not evil ones? Kurt G. Barringhaus tem in the DMG, fantastic varieties of sizes and Katharine Kerr N. Little Rock, Ark. weights can be generated, adding to the craziness San Francisco, Calif. and fantasy elements of the game. A friend of * * * * mine has an immensely obese character * * * * While I admire the detail of research and who never fails to amuse us all with his weight I would like to comment on the current debate reasoning in Stephen Inniss’s article (“Realistic problems. This in turn adds to the playability. over the most logical, realistic, and simplistic vital statistics,” #91), I think he’s made an error I respect the “realism” in this newer system, system for determining the success of actions by comparing the proportionate weight of a dwarf but it brings with it the relatively mundane attempted by characters, using the corresponding expanded to six-foot stature to that of a six-foot aspects of our real world, and that is what I wish ability score to generate a base percentage roll. It human. This is comparing apples with pears. A to escape through playing the AD&D game. seems to me that Katharine Kerr’s system ap- dwarf is not human, therefore the human equiva- Tim Nye peared in an earlier issue of DRAGON Maga- lent needn’t apply. There’s nothing intrinsically Bellingham, Wash. zine. [Editor’s note: Yes, in issue #68.] I do agree wrong with a four-foot dwarf, as in his example, that her system is much more logical than the one weighing 150 pounds, yet a six-foot dwarf of any * * * * designed by Jonathan Heiles in his letter in issue weight is absurd! #91. Additionally, he is imprecise in stating, “the I want to respond to two comments about my I have come up with a subsequent system that weight (or volume) of an object is proportionate “Forum” letter on evil PCs and all-evil cam- seems to follow a similar pattern as Katharine’s, to its linear dimensions.” He does not address a paigns. In issue #91, Scott Hicks wrote at great but which compensates for Jonathan’s complaint third factor, the density of an object. A pound of length to defend this kind of gaming, but he that Katharine’s system is too generous toward lead and a pound of feathers weigh the same but utterly avoided my basic question: Why is play- low scores and too stringent toward high ability have nowhere near the same volume. Therefore, ing evil PCs so important in the first place, and scores. It also affords a variation of percentage if the physical components of a six-foot man could why does he derive such satisfaction from this chances for scores between 15 and 18 inclusive, be compressed into the volume of a dwarf, the kind of fantasy? It’s a pity he missed the point, unlike Kim Mohan’s idea in his response to density could skyrocket while the mass remains because he seems to be in a good position to Jonathan’s letter. the same. answer those questions. The system follows Katharine’s 5% theory up Dwarves are essentially muscular creatures of In issue #92, Christopher Kopec made a to and including an ability score of 10. This is heavy build and short stature. It seems unfair to thoughtful and well-reasoned attempt to answer also the same as Kim’s suggestion, but this is limit them to the weights of small humans (chil- those questions, but I still feel that he fell a bit where my system changes. For scores between 11 dren). There are many people alive in our real short of the mark. First of all, he started with an and 17 inclusive, the adjustment should be an world, one a line actor in a well-known television argument-by-exaggeration when he misinter- additional 7%, not 10% as Kim suggested. This comedy, that disprove [the contention that] short preted me as saying that such players are would constitute a 99% chance to perform an action which is taken into account by a score of 17. Thus at 18 (or higher in the case of strength) the action being attempted would automatically be successful, as it should be with a perfect ability score. Of course, everyone likes to create their own system, but I’ve found that this system is easily adapted to any campaign and is flexible enough to be used by even the most devious DMs. Steve Pajak Schenectady, N. Y.

* * * *

A few comments on your answer to Jonathan Heiles’s letter in issue #91. The chance of rolling 5 or less on 3d6 is slightly over 4.6%, not slightly over 3%. The reason you couldn’t think of an example of a charisma check is simple: “Charisma check” is simply another name for “reaction roll.” Any (Turn to page 30)

6 FEBRUARY 1985

Official changes for rangers New rules to clear up tracking and hacking by Gary Gygax ©1985 E. Gary Gygax. All rights reserved.

For some years now, I have used a sys- tem for tracking by rangers which differs markedly from that presented in the AD&D® Players Handbook. The level of the character is considered, and the circum- stances of the trail to be followed are like- wise important. Since so many Worthy Players have requested that this system be detailed, I herein offer the following as an “official” change for the sub-class of ranger. Indoor tracking things left by a flying creature’s passage, the Tracking is principally used in outdoor Base chance is the same as that for out- sound of its passage, the trail of odor left, situations, although there are conditions door tracking. and so forth. underground (“indoors”) which will enable a ranger to track a creature. Surface condition modifiers: Light condition, outdoors or indoors Dirt floor, or unused and dusty All tracking is assumed to be done under Outdoor tracking area ...... +20% conditions of good illumination — daylight The base chance to successfully track Wooden floor, or area which or the equivalent (a continual light spell, for outdoors is 10% per level of the ranger, plus allows some occasional instance). The movement rate of a ranger an additional 10% — for example, 20% for indication of passage ...... 0% while tracking is somewhat slowed even a 1st-level ranger or 70% for a 6th-level Stone floor which prevents all under optimum conditions; in even poorer ranger. The base chance can rise as high as but the minutest traces conditions (of light, or of the quality of the 110% (for a ranger of 10th level or higher), of passage ...... -50% trail, or both), the ranger’s movement rate but can never exceed that figure. Note that, may be reduced drastically. even in such a case, the adjusted chance can Other modifiers: drop below 100% if negative modifiers are For each creature beyond the Movement rate while tracking: taken into account. An adjusted chance of first in group being tracked...... +02% Obvious tracks, good greater than 100% is treated as 100%; that For passing over an area where illumination...... 3/4 of normal is, the trail can be followed for as long as other creatures cross or Obvious tracks, poor the current conditions (terrain, number of overtrack trail ...... -50% illumination...... 2/3 of normal creatures being tracked, etc.) apply. Occasional tracks, good If intelligent efforts are made to hide the illumination...... 2/3 of normal Terrain modifiers: trail, including passing through a secret Occasional tracks, poor Soft enough to hold impressions door, consider the surface condition modi- illumination...... 1/2 of normal (footprints, pawprints, etc.) of fier to be of the next lower category. If the Faint tracks, good illumi- creature being tracked ...... +20% surface condition modifier was already of ation...... 1/2 of normal Allows occasional marks or the -50% category, then tracking is impos- Faint tracks, poor illumi- obvious signs of passage (broken sible. ation...... 1/4 of normal twigs, bent grass, etc.)...... +10% Allows only infrequent signs of Special note: Tracking indoors is impos- Definitions: passage due to rock, water, sible if the ranger desiring to do so has Obvious = 71% or better chance to track. wind, other creatures crossing never observed some distinguishing feature Occasional = 31% -70% chance to track. or overtracking, etc...... 0% about the tracks of the creature to be Faint = 30% or less chance to track. Prevents all but the minutest tracked, or if the ranger does not observe Poor illumination = anything less than traces of passage ...... -50% the quarry making the trail and then follow daylight and greater than total darkness. the tracks within a reasonable period of Tracking is not possible in total darkness Other modifiers: time (typically 10-30 minutes) thereafter. In unless some non-visual evidence is available For each creature beyond the all cases, the DM must use common sense (as referred to above). first in group being tracked...... +02% as to whether or not it will be possible to For every 12 hours elapsed since follow a creature by tracking. For instance, Identification of tracks the trail was made ...... -05% creatures which leave obvious trails can Whether tracking outdoors or indoors For each hour of precipitation almost always be tracked — worms, slimes, (underground), a ranger may be able to that has fallen on the trail jellies, and the like are obvious example of identify what sort of creature(s) made a between tracker and quarry ...... -25% this. Conversely, creatures which do not trail, what direction the quarry was going normally leave any sign of passage are in, how many creatures were in the group If intelligent efforts are made to hide the almost always impossible to track — flying being tracked, and how fast they were trav- trail, consider the terrain modifier to be of creatures, ghosts, wraiths, and spiders come eling. When the trail is outdoors, the ranger the next lower category (e.g., down from to mind. However, since tracking is a com- may also be able to determine the approxi- +20% to +10%). If the terrain modifier was bination of visual, audio, and olfactory mate time of passage — that is, how much already of the -50% category, then tracking abilities, tracking might sometimes be possi- time has elapsed since the tracks were is impossible. ble by unusual means — the disturbance of made.

8 FEBRUARY 1985 Identification of tracks can only occur if Handbook, plus other similar creatures the attempt to track is successful. The from the ® Tome and Mon- chance for successful identification is the ster Manual II. same as for tracking, with a second dice roll required to determine success. Identifica- bugbear goblin ogre mage tion abilities gained by level are cumulative; cyclopskin grimlock ogrillon i.e., a 4th-level ranger has the abilities of a dune stalker hobgoblin 3rd-level ranger, in addition to the skills ettin kobold quaggoth gained at 4th level. For the purpose of this flind meazel tasloi determination “woodland creatures” are giant norker troll those which are able to be encountered in gibberling ogre xvart faerie or sylvan settings, as per the en- gnoll counter tables in the AD&D rules. The ranger’s weapons Ranger Of the ranger’s three initial weapons of level Ability to identify: proficiency, one must be either a bow (any 1st Common woodland creatures’ sort) or a light crossbow. However, the tracks and direction of travel ranger cannot have both a bow and a light 2nd Common woodland creatures’ crossbow as weapons of proficiency until number and pace attaining 7th level (at least), when the 3rd Common woodland creatures’ weapon type not already taken could be time of passage (outdoors only) counted as the fifth weapon of proficiency. 4th As 3rd level with respect to By the time a ranger gains a fourth weapon uncommon woodland creatures proficiency at 4th level, the character’s list 5th As 3rd level with respect to of weapons must include: rare woodland creatures either a bow or a light crossbow, 6th As 3rd level with respect to a dagger or a knife, very rare woodland creatures a spear or an axe, and 7th As 3rd level with respect to all a sword (of any type). sorts of creatures (woodland The initial weapon selection for the char- and otherwise) within a 100- acter must be made so as to take these mile radius requirements into account. 8th As 7th level, plus the ability to determine the general size and Have fun tracking and fighting! weight of humans 9th As 8th level, plus the ability to determine the size and num- bers of mounted creatures (for instance, if a horse is carrying more than one rider) 10th As 9th level with respect to all creatures ever observed, prior to attaining 10th level or subse- quently

Humanoid/“giant class” opponents Following is an expanded list of those humanoid creatures that are considered “giant class,” qualifying the ranger for a damage bonus (+1 hit point per level of the ranger) when such a creature is engaged in combat. The roster includes all “giant class” creatures mentioned in the Players

Label your letter The address of DRAGON® Magazine is P.O. Box 110, Lake Geneva WI 53147, and that’s all you need to make sure your letter gets here. But you can help us serve you more quickly by adding a line at the top of the address to tell us what depart- ment should receive your letter or package. Call it a “manuscript sub- mission,” “cartoon submission,” “query letter,” or any other short phrase that tells us what’s inside, and it’ll get exactly where it’s supposed to go.

D RAGON 9 Large-scale logistics in a fantasy world by Katharine Kerr

In most fantasy role-playing games, the the other way around, for the basic reason food for themselves and their mounts. Also, basic unit for adventuring is the small party, that it’s futile to send troops into an area an army packs along a large amount of non- which can move across open country where they’ll eventually starve. In a non- edible supplies — weapons, blankets, and quickly, cheaply, and easily. Eventually, technological society, feeding itself becomes so on. On the average, there will be one however, many long-running campaigns an enormous problem for any army, be- horse or mule, or three slaves, per each six reach the point where both the players and cause of the inefficient agricultural system personnel to carry such gear. the gamemaster want to field small armies and inherent problems of food transport. or at least squads of troops. At this point To role-play wars and troop movements The minimum daily requirement certain basic problems arise, particularly properly, gamers have to take food supply Until recently, historically speaking, grain with the movement of these armies. into account. Players need to know how was the mainstay of an army for men and Although most role-playing rules point much their army will eat, how they will get animals alike. Almost all ancient or medie- out that movement rate is reduced for large what the army needs, and finally, how their val armies carried querns (handmills) to units, many gamers don’t understand the supplies will be transported. This article will grind grain fresh daily because flour spoils reasons behind the rules and thus are un- discuss these and related questions and more quickly than whole grain. able to role-play them. Army and troop show gamemasters how problems of supply, The modern role-player has to under- movement end up being a version of stan- not arbitrary movement rules, can be used stand what transporting food means in a dard wargaming and lose the special excite- to determine how far a given army can world without refrigeration and preserva- ment of role-playing. What gamers need to march on any given day. tives. For example, in summer fresh red understand is that once the moving unit First, it should be pointed out that an meat will begin to spoil in three days. grows beyond a few people and animals, the army consists of more than the actual fight- Yeasted bread either moulds (in damp air) realities behind the movement rate have ing men. Although the ratio of combatants or turns rock-hard (in dry air) in about changed drastically. To role-play a to noncombatants in a medieval or ancient three days, too. Thus the main rations of medieval-style war, both gamemaster and army was far larger than it is today, an medieval armies were porridges of various players must know something about the army would still have about one noncom- grains, dry flat bread like sea-biscuit, and logistics of the medieval-style army. batant for every five combatants. These soda breads cooked fresh nightly, supple- Logistics can be simply defined as the art noncombatants include armorers, fletchers, mented with small amounts of cheese, salt of supplying and moving troops, but the blacksmiths, a surgeon or two, a scribe, pork, and whatever pickled meats or vegeta- simplicity is deceptive. Even in a technolog- some heralds, servants for the noble-born, bles were available in their part of the ically advanced society like our own, move- and (in fantasy-world armies) magicians world. Even these rations often spoiled; let ment is always dependent upon supply, not and priests. All these personnel also need us remember that the army of Henry V

10 FEBRUARY 1985 won the battle of Agincourt while suffering need a full ration to maintain their extraor- need about 20 pounds. Carnivore-mounted from diarrhea brought on by bad food. dinary endurance. They will, however, eat cavalry thus either has to spend several No matter what the kind of food, to the same things humans will. Technically hours a day foraging for fresh meat or else determine how much of it an army requires, speaking, halflings only need half a stan- bring cattle or other herds along as a the gamer must start with the needs of each dard ration, but if they feel underfed, they messhall-on-the-hoof. Prisoners of war member of it. The following food require- will grumble badly and lower the army’s could provide another source of supply for ments are those of a 150-pound human morale. and goblins require a standard evil armies, of course. male, a decent average. Although in ordi- ration, but they will insist on having a large Let’s see how these figures translate into nary conditions women require less food part of it in meat and will spurn fruit and provisions for an example army. Our typical than men, we can assume that an army of vegetables. medieval-style army might comprise 500 Amazons will have the same energy output When adding up individual figures to mounted warriors, 500 mixed pikemen and and probably the same body-bulk as a arrive at the army’s total needs, the gamer archers, 200 noncombatant personnel, and group of men and thus will have the same should use common sense and only include 180 pack horses carrying the non-edible food needs. those non-humans who will make a differ- gear. In one single day, this army eats Each warrior needs 3,500 calories a day, ence to the averages. Among 500 humans, 10,400 pounds of grain, 6,800 pounds of including 70 grams of protein, to stay in for instance, 10 elven archers will make mixed animal fodder, and 1,200 pounds of fighting trim and good condition. In pro- little difference — but 10 giants, with their mixed human rations. We’re talking, in longed battle conditions, he requires 4,000 need for 50 standard-sized rations each a short, of over 9 tons of food every day — calories and 80 grams of protein. In medie- day, would make a drastic one. and this is only a small army. Even a squad val ration terms, this translates to three or Besides the warriors, both riding mounts of 50 mounted men, traveling without four pounds of whole grain, measured raw, and pack beasts require large amounts of noncombatants and pack animals, would and a pound of mixed cheese, meat, fruit food. Although horses and mules can sur- need 650 pounds of grain, 500 pounds of and so on a day. Without some fruit and vive on grass in the wild or in the pasture, fodder, and 25 pounds of mixed rations a vegetables, warriors will develop scurvy and they need grain every day to perform heavy day. yaws. work like carrying riders. The average Water is another basic necessity. The In a fantasy world, non-human races horse or mule needs 10 pounds of grain and average man drinks about 5 pounds of have different needs, based on average size 10 pounds of fodder — grass, hay, or (in a water a day in mild weather conditions. and food preferences, which can be figured pinch) straw — every day, or it will be (This includes the water content of ale, by referring to the standard ration above. unable to perform its job with the army. mead, milk, and so on.) Dry (desert) or Here are some examples of races common Carnivorous mounts, like the wolves used humid (jungle) conditions double this and to many game worlds. Elves need three- by orcs and goblins in many game worlds, all amounts following. A horse or mule fourths of a standard ration, which trans- present a special problem, because they needs 80 pounds a day; an , 160 pounds. lates to 2 pounds of grain and 1 pound of need fresh meat every day or they will turn Non-human needs can again be judged fruit and vegetables. Salt pork and other nasty — a situation to be avoided at all proportionally. An , for instance, needs preserved meats would be indigestible to costs. The average war-wolf will eat about 5 about 3½ pounds of water. If these figures elves. Dwarves, despite their small stature, pounds a day; beasts the size of lions will seem high, remember that we’re not talking

D RAGON 11 about people sitting around in offices or undersupplying his army, the referee should fertility of a region, at least 85% or more schools all day, but people who are march- add penalties to morale checks in games likely 90% of the population must actively ing and fighting in the warm summer. that have them, or decide when mutiny and engage in agriculture, stock raising, and Even in well-watered countryside, getting desertion will occur in games without for- gardening in order to supply the needs of enough water for a large group can present mal morale rules. As a general guide, I’d the total population. Thus we can see that problems. Armies need rivers or deep say that after five days of poor and inade- surplus food is going to be in short supply. streams, not just wells or springs. Consider quate rations, 25% of a mercenary army Furthermore, with poor tools, like the our example army, which collectively needs will desert, and 5% of a motivated one. medieval iron-tipped wooden plowshare, 26,400 pounds of water a day. Suppose that Armies led by great, awe-inspiring heroes and a limited knowledge of fertilizers, like they come to a village well with a bucket will stick things out longer, but after a manure or nothing, the yield per acre is also holding 40 pounds and that it takes two couple of weeks of real hunger, even the low. The total yield is lowered further by men one minute to raise the bucket and most loyal soldiers will begin slipping away, the three-field system in use during the pour the contents into a receptacle. It will 05% at a time. Middle Ages, in which only one-third of the take more than 5 hours to raise half a day’s arable land is growing crops at any given rations — assuming that the well hasn’t Living off the land time while the other two-thirds lies fallow to gone dry by then. Once the players figure out the amount of restore its fertility. Obviously, the yield of In desert or arid conditions, water must food that their characters’ armies need, they this system varied enormously depending be carried. The game referee should insist can turn to the far more interesting question on the fertility of a given stretch of land, the that the players figure out their armies’ of where they are going to get it. One amount of available rainfall, and so on, but water needs and make provisions for the method is to follow the example of some as a very rough average, medieval farms on necessary water. The average man or horse ancient and medieval commanders and good land produced per year about 500 deprived totally of water will die in 3 days; resort to foraging as the army marches. pounds of grain per acre, or 160 tons per on half-rations of water, an army will fight “Living off the country” produces visions of square mile. (Compare this to the modern and move at half normal efficiency. swaggering warriors with hams tied to their United States yield of 1,760 pounds per In general, the lack of adequate food of saddles and loaves of fresh bread in their acre.) Our example army of 1,200 men the right types should have a strong effect knapsacks. In a subsistence agricultural consumes about 21 acres of wheat per day, on play. A half-starved army will fight at economy, the real picture is grim. To under- or a square mile’s worth in one short below its normal capability and will stand why, we must consider what subsis- month. Thus we see why contemporary refuse to march at normal speed. Morale is tence agriculture, the economic basis of writers often compared medieval armies to another important problem with hungry most game-worlds, really means. hordes of locusts. armies. Although the player characters may Primitive agriculture is extremely labor- In a world with poor storage techniques, drive themselves on by willpower, the hum- intensive. For example, it took the medieval the food supply is also dependent on the ble NPCs who make up their armies are farmer about 148 man-hours to raise 2½ seasons. The three-field system brings in going to be preoccupied with their rations acres of wheat, as opposed to the 6½ hours two crops a year in a European or North just like real soldiers are. If a player is it takes a modern farmer. Depending on the American kind of climate — one in June, the other in October. Starting with the June harvest, grain is as plentiful as it ever is until December, when the grain stored from the October harvest begins to spoil. King and peasant alike begin to go hungry; by March, people are hunting sparrows and scavenging old cabbages from the bottom of barrels. Finally, in May, some of the harvest is milk-ripe and harvested green to tide everyone over until most of the grain ripens in June. An army, therefore, can demand grain as loudly as it likes in March, but there will simply be no grain to give it. In the late fall, farmers and villagers will fight to keep their harvest for themselves, because the alterna- tive is starving to death in the winter. Be- cause we moderns, with our vast food surplus produced by mechanized farming and protected by freezing and preservatives, forget that getting enough food to eat is a constant battle in primitive societies, I want to drive this point home: Gold coins and jewels cannot buy food that doesn’t exist. How, then, can we translate this situation into game terms? First of all, armies run by player characters can only march during the standard “war season” of the Middle Ages and the ancient world — that is, the sum- mer and fall. Although there are historical cases of wars being fought in the winter, those cases are rare and usually the result of desperate circumstances, like the civil wars during the reign of King Stephen of En- gland. Most fighting begins in May or June, and truces or retreats are declared by November.

12 FEBRUARY 1985 TABLE OF FOOD PRODUCTION other inherent problems, the biggest of Land type Grain Fodder Meat Vegetables1 Other which is that it dramatically slows the move- Rich arable 4,500 tons 600 tons 2 tons 2 tons 500 lbs. each of ale, ment rate of the army. Foraged food must cheese, butter be located, then either bought or extorted Poor arable 2,225 tons 300 tons 1 ton 1 ton Small amounts of from the peasants and townsfolk who own above it. If a hostile army is taking food by force, Forest none 1 ton 2 tons2 none A few berries, nuts, the peasants will flee, leaving the army to roots do its own harvesting and its own chasing Wild scrubland none 100 tons 2 tons2 none Berries, nuts after cows. Once the food is obtained, it Wild grassland none unlimited 3 tons2 none none must be distributed and packed. Even an Pastoral none 1,000 tons3 120 tons none What few provisions army of 1,200, like our example, needs the herders have several hours to strip a farm, and what they get may only last them a single day. Food is (Remember that this is not the total year’s production, but what will be available during likely to lie off the direct line of march, thus the summer or directly after the fall crop comes in.) slowing the army’s forward movement even 1. Includes fruit. further. 2. Wild game, including deer, rabbits, fish, etc., but hunting takes much time. Consider our example army with its grain 3. The army will be competing with the herds for fodder and water. need of just over 5 tons per day. At the beginning of a summer’s campaign, the soldiers march through rich arable land Second, if armies are going to forage, the surplus.) In rich arable land, the surplus having a surplus of several hundred tons. gamemaster needs to know how much food will be 15% of the total; in poor arable, Farmers gladly sell them what they need, is available for the army to acquire, either 10%; and in pastoral, 20%. If the army and several days’ provisions at a time are by force or by coin. Here we have a very needs more food than the available surplus, theirs for the time spent loading it. But the complex situation indeed, because the it will have to extort it out of the peasantry war rages all summer with that area becom- amount of food will depend on the kind of or fight for it. ing an important tactical location. By the terrain, its fertility, its degree of settlement, The referee also has to keep firmly in time two different armies have each the year’s weather, and myriad other factors mind that this food supply doesn’t magi- marched back and forth across it, the fright- that make a precise and realistic determina- cally restore itself. If one army strips a ened farmers have taken to the hills. Our tion too time-consuming to be worth the territory of food in early summer, there will army is lucky to find a few vegetables rot- effort. For simplified gaming purposes, the be no more food for a second army until the ting in gardens, much less tons of grain. system summarized in the table above is fall harvest. In fact, if the first army has Most of each game-day will be spent fan- playable, but I offer it only as a suggestion. stripped every bit of available grain, there ning out on each side of the road and Any referee who wishes can vary the table won’t be a fall crop, because there won’t be searching desperately for food. The army to make it more precise, historically accu- any seed grain left for planting. There are will move only about 5 miles per day for- rate, or suitable for special conditions in a no convenient feed-and-grain stores in a ward and will also be demoralized and particular game world. medieval world. vulnerable to sneak attacks. The referee should first map out the war Once armies strip an area down to the zones and march routes in ten-mile hexes, seed-grain, the area becomes depopulated. Taking it with you mark in the streams and rivers, and then Those peasants who can will abandon their To avoid such desperate situations, most decide what type of terrain each hex con- farms and flee; those who can’t will starve historical commanders preferred to take tains. Pastoral land is open meadows, often to death. When armies march back and supply trains with them, and the wise player hilly, given over exclusively to large flocks forth over small territories, depopulation or character will do the same. Since a riding or herds of cattle, sheep, and horses. Wild at least a major reduction in population is horse or an infantryman can’t carry more grassland is basically pastoral land that no inevitable. During the Viking raids, the than a rider and a few pounds of gear (in sentient races are using; it supports many northern coast of France became a waste- the case of the horse), or his weapons and a wild animals. Wild scrubland is semi-grassy, land not so much because of the deaths few pounds of gear (in the case of the infan- but dry and covered in part with bushes and caused by the raids but because of the dep- tryman), the commander must resort to chapparal. Forest is of course obvious; redations of the armies sent to chase the either large carts or pack animals to carry desert is not included because it offers so Vikings. When an area has been depopu- supplies. Since in our motorized society little food that it might as well offer none. lated, it will produce no food at all the next carts are usually the first thing gamers think When it comes to arable land, the referee year because there won’t be anyone there to of, let us consider them in some detail. should keep in mind that in medieval condi- grow it. A medieval-style cart or wagon is made of tions, a much lower percentage of the land In the Middle Ages, the decent rulers heavy wood and has wooden iron-rimmed will actually be in crops than is the case in tried their best to spare the peasantry out of wheels, which are extremely vulnerable to the big mechanized family farms of modern enlightened self-interest — empty farms ruts and rocks. In any group of five carts, times or in huge agribusinesses. Much of it don’t pay taxes and support castles — but one will break down each day to the tune of will be rough pasturage for dairy animals, in desperate conditions, the armies took two hours of travel time lost while the cart is stands of woodlands for firewood, and space what they needed first and worried about repaired. Heavy mud renders carts immo- for roads, villages, and dwellings. Thus the farmers later. Many commanders also de- bile; light mud or hills reduces their move- yield per hex on the table is lower than the stroyed crops to keep them out of enemy ment rate to 1 mile per hour. On steep per-acre figures given in the text above hands. In any game where alignment or uphill roads, men have to shove a laden cart would indicate. some form of “honor points” are involved, from behind in order for it to move at the 1 Once the referee has established the total the referee should judge player characters’ mile per hour rate. food capacity of each ten-mile hex from the actions carefully in this regard. Medieval Each cart requires a team of either oxen table, he can figure the available surplus. knights considered that starving peasants or heavy draft horses, plus a carter. In good Although in reality the surplus would vary was dishonorable and a bad thing; in one of conditions, oxen pull at 2 miles per hour, at different times during the summer and the old French chansons de geste, for exam- but oxen can only pull for 5 hours a day fall, to keep things playable we can set ple, the knight Rainouart gains great honor because of their sensitive (and unshoeable) constant percentages. (Remember that from by killing men who are stripping a peasant’s hooves. A horse team pulls at 3 miles per January to May there will be very little bean fields. hour for 8 hours a day, but because of grain or vegetables available at all, and no As a system of food supply, foraging has breakdowns, it’s unlikely that any line of

D RAGON 13 carts will be moving for a full 8-hour day. carry food for more than 19-21 days on can see that the average army has to resort Oxen require 25 pounds of fodder and grain pack animals alone. to a combination of carrying food and for- per day apiece, while the draft horses re- Donald Engels (see the bibliography at aging if it’s going to travel long distances, quire only 13 pounds of each foodstuff. the end of this article) gives a useful formula or else resign itself to using carts and travel- What oxen can do, of course, is pull for finding the total number of pack animals ing slowly. Making this choice should much more weight than horses can. As a needed for a given march. Divide the total present players (and their characters) with very rough average estimate, with a weight of food by the carrying ability of an interesting decision that could well influ- medieval-style cart on medieval-style roads, each animal minus that animal’s share of ence the outcome of the war. a pair of oxen can pull 6½ tons plus the the food it carries. For example, our army weight of the cart and carter, while horses wants to march for 5 days through country Horse care: a matter of life and death can only pull 3 tons. In any case, even in with ample fodder and water, meaning that Whether the army commanders decide to optimum conditions, an army with horse- they only have to carry grain. They thus use cart horses or pack animals, finding the carts can make no more than 20 miles a require 58,000 pounds of grain and mixed necessary animals for the supply train — to day, while one with oxcarts can do a maxi- human rations. Each mule can carry 220 say nothing of cavalry horses — should mum of 10 miles a day. pounds, minus the 50 pounds it will eat present a further problem in a medieval- By now it should be obvious why so during the march. Thus: 58,000 divided by style game world. Since supporting a horse many ancient and medieval commanders (220-50) = 341.2, meaning that 342 mules or a mule takes about 20 acres, and an ox preferred a baggage train of pack animals to are needed — an enormously long baggage 40 acres (both for fodder and for grain), few any kind of cart. The difficulty with a pack train, to say nothing of an expensive one. farmers will keep anything but a plow team. train is simply that it takes a great many Historically, armies did travel with as many Specialized horsebreeders, like any other head of stock to carry a large amount of or even more animals than this. kind of specialist, will also be rare. supplies. The average horse can pack 180 We can also reverse Engels’s formula to In the Middle Ages, lords set aside part pounds beyond the weight of the pack sad- see how long an army can march if we know of their holdings to raise the horses and dle; the average mule, 220 pounds. Even a the length of its pack train. Let’s say our mules so necessary to war. The ancient two-mule team can pull much more weight example army with a daily grain and mixed empires, both Roman and Chinese, bought than the 440 pounds they can pack. A pack ration need of 11,600 pounds has acquired their horses from the nomads of the Central train also runs into an interesting law of 200 mules, to bring their need up to 13,600 Asian steppes — as did the much later diminishing returns because pack animals pounds of food a day. The total carrying British Empire in India. Gamemasters will need food of their own. A mule carrying capacity of these mules is 44,000 pounds. have to decide if such nomads exist in their 220 pounds of grain, for instance, on an 8- Thus, dividing the daily food need into the world, of course, and players may well have day march is packing food for itself, a cav- total carrying capacity (44,000 divided by to have their warlike PCs breed stock of alry horse, and several men. On a 22-day 13,600 = roughly 3.2), we realize that the their own to supply their armies. march, however, the mule will eat the entire army can only carry food for a little over 3 What happens, however, if the PCs lose a load by itself. Thus, no matter how many days at a time. large portion of their baggage train when pack animals it has, an army can never Given the limitations of pack trains, we far from home base? Determining just how

14 F EBRUARY 1985 many horses and mules will be available in march, or if one is absolutely necessary, his The first thing that the gamemaster has any given part of the game world is a near- stock will pay for it. A forced march is to consider is any limitations imposed by impossible task to do accurately and histori- defined as moving more than 8 hours in a traveling with carts. As we’ve seen, oxcarts cally, just as was determining the food day at normal speed or moving 8 hours a can only travel 5 hours a day, period. Al- supply. As rough and playable estimates day at faster than normal speed, that is, at though horses can keep pulling for 8 hours, only, I offer the following. In arable land, faster than a walk-trot-walk for laden ani- cart breakdowns will cause delays, so that there will be only 15 horses suitable for war mals or gallop-trot-walk-gallop for cavalry. horsecarts will be on the road only 6 hours a and 40 pack mules per 10-mile hex. If an- Well-fed stock can make a forced march of 2 day. other army has already marched through days without harm, provided that they can If the army is traveling with a pack train, that hex, it’s a good bet that there won’t be rest for a full day afterward. If not, and food will be the main limiting factor. In any left at all. especially if the forced march continues, the summer, with sufficient food, the army can On a military campaign, then, horses and army will lose 10% of its horses and 05% of indeed move a full 8 hours per day. In the mules are worth their weight in gold. Too its mules on that third day, as it will also do short days of spring and fall, taking time to many gamers persist in treating horses and on the fourth day. If a forced march con- let the horses graze reduces movement to 6 mules like trucks — inexhaustible as long as tinues without a day of rest past that point, hours per day. If the army needs supplies, they’re refueled. By doing so, they are not the army will lose 20% (of the beginning the referee has to determine how many only going contrary to reality but also ig- total) of all stock every day the march con- hours it will take to provision the army. noring one of the primary logistical influ- tinues. These penalties are cumulative. Specific figures for all situations are impos- ences on movement rates — that is, the Stock fed only on grass or watered inade- sible to give here, but I suggest that buying need for time to take care of the stock. This quately as well as being force-marched will food takes at least 2 hours and extorting it 4 kind of ignorance gives rise to rules that founder at a doubled rate. hours, for 1 day’s worth of food. This time state that cavalry may always move faster should be doubled for 2-3 days’ worth and than infantry over long distances (on the Moving it along tripled for 4-5 days’ worth. It’s thus possible basis that horses can run faster than men, Now we can turn to the daily movement for a large army to spend several days ac- probably) — when the reverse is often rate of an army and see that the crucial quiring provisions. actually the case. Well-trained infantry can point is not how many miles an hour an There are a number of optional factors often out-march cavalry over the long term army can march, but how many hours a that the gamemaster might wish to take into simply because they don’t have to tend and day it can stay on the march. The hourly account when determining available march- feed their horses. Let’s see why this is so in movement rate for an army will be much ing time. Since a grumbling, disorganized some detail. the same as for an individual foot soldier, army takes a long time to get moving, the For all their appearance of strength and that is, 3 miles per hour. (This rate has to referee could penalize demoralized troops nobility, horses are physically delicate and be modified for terrain, of course, using the for an hour of march time. If water is emotionally moody as well as quite stupid. referee’s own system.) What the referee has scarce, there could be penalties for the time While his willpower spurs a warrior to feats to determine is how many hours a day will spent searching for it. Finally, if an army is of endurance, a horse or mule has no such be available for moving at this rate. marching into unknown territory, the game- resource. Commanders who force animals beyond their natural limits are going to lose a lot of valuable stock to laming, saddle sores, foundering, and broken wind. While saddle sores can be treated by rest, the other conditions do not automatically go away even with the best care in the world. The only thing an army can do with a wind- broken or foundered horse is to eat it. What kind of care does stock require on the march? The most important thing is always having grain to eat. An army that tries to feed its stock on grass alone loses 05% of its horses and 03% of its mules on the fourth day of such treatment (this means 05% or 03% of the beginning total, not the steadily decreasing current number) and on every day thereafter. An animal marched with inadequate water will founder in 5 days. Rest is almost as crucial. No fully loaded animal should be marched more than 8 hours per day at a walking pace if the ani- mal is laboring under a pack-saddle and full load. (Well-fed cavalry horses can travel for 8 hours at a walk-trot-walk pace; they can never gallop for more than about twenty minutes straight without injury.) One day out of every 6, all animals must rest un- loaded for a full day. What’s more, since animals won’t graze in the dark in unfamil- iar territory, the army must wait each morn- ing and camp early enough each night to allow the stock at least an hour of grazing, depending on how lush the available fodder is. If a commander insists on a forced

D RAGON 15 master could decide that it must spend To begin with, player characters can’t as much as the besieged do. By keeping several hours a day waiting for advance raise large armies and march off to war at track of the food taken from the surround- scouts to rejoin the group. the drop of a helmet. While the would-be ing countryside, the gamemaster may well By taking account of logistics and using commanders are scouring the countryside find that the besiegers have eaten the terri- this system of determining available march for necessary animals and supplies, the tory bare. In that case, they will either have time, daily movement will range from 10 referee has opportunities for diplomacy, to negotiate with the besieged or else bring miles per day for an army using oxcarts to negotiation, and downright treachery. Play- in supplies from a distant area. Such long 24 miles per day for a well-provisioned ers will also have to send out spies or scouts supply lines will be in danger from attacks army with a pack train. Since these rates to find the logistical information they’ll by allies of the besieged, as well as draining are much lower than those in most game need while on the march. Even more to the men from the siege itself. systems, let’s look at a couple of historical point, planning march routes on the basis of Logistics are so important to a medieval examples to see if the system is accurate. available supplies and securing supply lines campaign that the historian H.J. Hewitt Alexander the Great’s army, the speed of become essential parts of strategy, as in the wrote: “Medieval warfare is not solely, nor which absolutely dazzled the ancient world, reality of war. A player character who can even largely, battles and sieges. For weeks averaged 20 miles a day. During the Nor- feed his army while forcing an opponent and even months on end, it is military man Conquest, King Harold, desperate into barren territory has won a victory pressure exerted by the destruction of life, though he was to engage William, took a worth ten battles. property, and the means by which life is full week to march the 135 miles from York Logistics also evens the odds between maintained” — that is, fields, farms, and to London. Charlemagne’s army, which large armies with stupid commanders and livestock. A player character who neglects used oxcarts, averaged 8 to 10 miles a day. small ones with brilliant commanders. In this important truth should learn his mis- Any player, therefore, who wants to non-technological armies, movement and takes the hard way, just as Napoleon did march 60 miles in two days — just because position mean as much as total shock during the invasion of Russia. It was then the rules in his system allow it — is delud- strength or firepower. Rather than forcing that the great general forgot his own good ing himself, as the gamemaster is now in a costly pitched battles, the outnumbered advice: “An army marches on its stomach.” position to point out. can attempt to control grain-rich areas and well-stocked towns and thus Bibliography Logistics and the game dictate his larger opponent’s movements. Beeler, John, Warfare in Feudal Europe, Including logistics in a campaign does The smaller army also has the opportunity Cornell University Press. more than add a certain sour note of real- to use “scorched earth” strategies to starve Grigg, D. B., The Agricultural Systems ism to play. Gamers forced to operate the enemy or to wage a guerrilla war of the World, Cambridge University Press. within the limits of their armies will have to against enemy foraging squads without ever Engels, Donald, Alexander the Great and make fascinating strategic decisions, while engaging the main body of troops. the Logistics of the Macedonian Army, gamemasters can add those extra touches When it comes to sieges, logistics takes University of California Press. that keep campaigns dangerous to the over- the center of the stage. The referee should Tellen, Maurice, The Draft Horse bold and rewarding to the clever. remember that the besiegers need to eat just Primer, Rodale Press.

16 FEBRUARY 1985

Same dice, different odds Divided rolls add variety and uncertainty by David G. Weeks

In a gaming campaign or even just a great damage, and overcoming the chal- that renders a small probability for abnor- single adventure, many occasions arise lenge then proves to be more satisfying. mally high damage, yet that has a reasona- when a referee must devise a method for And, giving player characters the chance to bly low average damage level, must be rolling damage, or for generating a random do extraordinary damage encourages them found. number in some non-standard fashion. The to keep trying when they otherwise might A divided die roll is created by dividing rules of the game provide figures for all the not do so, and helps to build a legacy of the result of one roll by another roll. For standard monsters, weapons, magical at- memorable events in the campaign. instance, for a d20/d4 divided die roll, tacks, or whatnot. But often a new creature, The extraordinary event must be, by simply roll a d20 and a d4, divide the num- trap, hazard, or other device will be created definition, rare. Low-probability events can ber on the d20 by the number on the d4, in order to surprise and amuse the players. be found in Figures 1b and 1c, where the and round the result to the nearest integer. If a new weapon or attack form is intro- height of the curve is low: the long tails on (For certain purposes, you may want to duced, this may require some different rule both sides of the bell curve, and the long tail round all fractions up, to avoid a result of for calculating damage or some other ran- on the high (right) end of the asymmetric 0.) The distribution of d20/d4 is plotted in domly determined result. In most cases, this curve. Both curves have a long right tail; in Figure 2. This diagram is an asymmetric result is arrived at by the roll of a die, or by game terms, this means high damage with a distribution just like the one in Figure 1c. calculating the sum of several rolls of the low probability. The sum of several rolls of The most common number produced will same type of die. This article delineates identical dice gives a distribution like that of be between 1 and 6 inclusive, but there is a some of the limitations of this standard Figure 1b, the bell curve. Why, then, use slight chance that the damage could go as approach, and suggests some of the possible anything else? The problem with the bell high as 20. (Specifically, there is a 1-in-80 alternatives. curve is that its average result is a higher chance of this happening.) The average Plotting the distribution of the roll of a number than the average result on an asym- result is approximately 5.6, which is almost particular die or group of dice yields a metric curve with the same maximum the same as the average for a roll of 1d10. graphic illustration which indicates the value. For example, the distribution of a So, substituting a d20/d4 die roll for a 1d10 frequency of occurrence of that specific roll. 4d4 dice roll does not have very long tails, roll leaves the average result essentially the In other words, this type of graphing charts but the average is 10. In a certain case, the same, but adds the chance of rolling values the chance of a specific number (say, 3 on referee may want the maximum result to be from 11 to 20. 1d6) appearing when considering all the relatively high, but not at the expense of a A few examples will help to illustrate the possible results (1 through 6 on 1d6) that high average result. Therefore, a method possible uses of divided rolls. Some low- could be obtained. Figure 1a plots the roll level monsters in the AD&D® game (e.g., a of a single die. This is a flat, or linear, large spider) do 1 hit point of damage with distribution: each result has the same a successful hit. A similar creature, how- chance of occurring. Figure 1b, on the other ever, could do d4/d6 of damage. Some of hand, represents a bell-curve distribution: the time, no damage will be done -2/5 when several dice are rolled, each result no and 1/3, for example, are less than 1/2, so longer has the same chance of occurring. the result would be rounded down to 0. (With 2d6, results of 2 or 12 occur less Figure 1a (The attack was enough to be felt, but it frequently than any results between those proved to be little more than a scratch. two extremes.) The top of the curve indi- Occasionally, though, the damage could be cates the number that occurs most often. as high as 4 points. The d4/d6 method (For 2d6, this number is 7.) Traveling from produces an average roll of about 1. A d10/ that high point down both sides of the d20 roll is another alternative here. A much curve, the frequency of each possible result greater chance of no damage exists, but the decreases symmetrically; the numbers that maximum possible damage is 10 (when the correspond to each end of the curve have d10 roll is 10 and the d20 roll is 1). the same frequency, but that frequency is Generally, a hit from a bare fist does 1-2 much less than that of the number at the hit points of damage. This is an average of top of the curve. 1.5. Two divided rolls that can be used Figure 1a and Figure 1b have one ele- Figure 1b ment in common: symmetry. In contrast, Figure 1c diagrams an asymmetric distribu- tion. If a dice roll using an asymmetric distribution were used for damage calcula- tions, the long tail at the right of the figure would represent a small chance for damage far beyond the typical (average) amount. The chance of an extraordinary event — in this case, abnormally high damage — is usually beneficial to the enjoyment of the game. Player characters become more wary of an adversary who can occasionally inflict Figure 1c Figure 2

18 FEBRUARY 1985 instead are d4/d4 and d8/d8. Which system nary result on a roll of 20 on the attempt to weapons that can (according to the rules) you should choose depends on how high you hit. Applying this sort of rule to the AD&D cause instant death become less special, want the maximum damage to be; this game combat system, we can see that it because lesser creatures or weapons can do figure is always the maximum of the first leads to some odd results. For instance, an the same thing, just less often. die (the one before the slash). The higher orc that attacks a human who has an armor Determining the number of creatures maximum damage of a d8/d8 roll is bal- class of -1 will always score a critical hit if it appearing in an encounter is another good anced, however, by a greater chance of a hits at all (because the orc needs a 20 to hit use of the divided die roll. For example, result of 0. Similarly, a dart does 1-2 points AC -1). A frost giant attacking that same d100/d4 could be used for creatures that of damage against large opponents. This is human will achieve a critical hit only one- tend to lair in large numbers, but that hunt commonly determined by ½d4. Replacing tenth of the time that the giant scores a hit or patrol in smaller groups. A d100/d4 roll the ½d4 roll with d8/d8 could result in the (because it hits on 11 or better, and 20 is has an average result of about 26, and dart merely scratching the monster’s hide just one of ten numbers that indicate a hit). about half of the time, it will be 20 or less. (no damage). Once in a while, however, a Overall, both monsters have the same Some monsters appear singly or in pairs. dart strike can be as vicious as a good sword chance for a critical hit — a 1-in-20 chance. Beholders, for example, are listed in the blow. Those reluctant to change the rules But the “to hit” roll already reflects the as appearing singly only. for all darts could introduce a new type of defender’s armor class, the attacker’s level, The logic behind this fact is that they are dart — perhaps one with a longer, thinner any magic defenses and weapons, dexterity too voracious for two to share a territory point. Often the point bends or breaks — adjustments, and so on. It should not be (see DRAGON® Magazine, issue #76, p.6). but if it hits solid, watch out. routinely burdened by carrying any more Yet since the monsters are intelligent and A dagger does d4 (1-4) points of damage information. For all these reasons, the rare lawful, there seems to be no reason why a against small or medium opponents. It chance of exceptional damage — if this is to small group of beholders cannot be occa- seems that a dagger-like weapon could be be a part of the combat system — should be sionally encountered. When a d4/d6 roll is more deadly than this. Any of three divided carried within the damage roll itself. substituted for the number appearing, a rolls could be used instead of d4: the rolls of Critical-hit systems also commonly have high-level party might come to regret its d8/d4, d12/d6, and d20/dl2 would be ap- a provision for automatic death, but divided casually considered frontal assault on a propriate. These three choices provide a die rolls include no such provision. If death beholder’s lair when the party discovers that good selection for potential damage. With a is a desired possibility for every blow, re- the resident beholder has invited two or d8/d4 roll, 8 points of damage is the maxi- gardless of the attacker’s power or the de- three of its friends over for a game of “zap mum — enough to kill any zero-level type, fender’s hit points, then another system the humans.” A result of 0 could be treated as well as many first-level characters. How- must be used. This point should also be in three ways: it could mean no encounter, ever, there is but a 1-in-32 chance of rolling noted: critical-hit systems diminish the the 0 could be changed to 1 (though this this result. The d20/d12 roll, on the other value of gaining experience levels, since the raises the average), or it could mean that hand, has a much greater maximum of 20 chance of dying from a critical hit is not the party does not (yet) encounter the be- — enough to fell the average third-level reduced at all as a character gains levels; holder, but acquires evidence that the mon- lighter in one blow. But there is also about however, monsters, spells, and magical ster is nearby. a 13% chance that the blow will do no damage. (In contrast, the chance of no damage with d8/d4 is only 6%.) Divided die rolls can be useful in many situations not covered by the rules. For instance, consider the problem of determin- ing damage caused by a rockslide that has struck a group of adventurers. Rolling a separate amount of damage for each party member would be a logical procedure. Some characters might get hit with really big rocks, whereas others would suffer only a hail of pebbles. The maximum damage from a rockslide should be very high, while the average damage should be moderate. Perhaps it would wipe out a first-level party, but in a fifth- to seventh-level party, only the really unlucky would die. Let’s try a divided roll of d100/d10: in the long run, 5% of the rolls will generate damage of 50 hit points or more. The average damage is around 15, and over half of the time dam- age will be less than 10. This sort of dice roll would also be well suited to a monster with a powerful breath weapon or other magical attack form. Braving such a crea- ture would be an acceptable risk for even a moderately low-level party — yet the attack has the potential to slay all but the strongest characters. This is a situation guaranteed to generate excitement. Some game systems allow for the possibil- ity of a “critical hit” — that is, an extraor- dinarily rare blow that does an extremely high amount of damage. Many of the critical-hit systems (both official and unoffi- cial) used by referees call for an extraordi-

D RAGON 19 Treasure, either the number of coins of a the average should be, then select a divided particular type or the value of a particular roll with an average close to the desired item, can be generated with divided rolls. figure. If several are close, then the one Suppose a referee plans to have 1-20 gems with the range that seems the most appro- in a particular hoard. The average of priate should be used. If a roll with an 6d6/d4 is almost the same as a roll of 1d20, average larger than any of those listed is but the range is from 1-36. Alternatively, a needed, one method should be selected and d100/d20 roll could be used; it has a lower its results multiplied. For example, the average result than 1d20 (about 9 instead of referee wants an average result of around 10.5) but a higher maximum one. The 100. In the table, 6d6/d4 has an average of principle is the same as that for damage: 10.9, so [6d6/d4 x 9] has an average of 98.1 excitement is enhanced when there is a (which is probably close enough to the chance for treasure much greater than the target average of 100). The maximum is average. calculated in similar fashion: the highest Sometimes, a roll that goes the other way result of 6d6/d4 is 36, and 36 x 9 = 324. is desired — a large chance of getting a The examples described in this article result near the maximum, with a long tail illustrate how divided rolls can be used and on the low end. To get this effect, make the how their use might improve a campaign. divided roll as usual, then subtract the Obviously, the bite of a large spider cannot result from the maximum roll possible. For always be replaced with a damage roll of example, there is a pool of water into which d4/d6, nor can the depth of every pool be the party might suddenly need to dive in determined by [20 minus d20/d4]. It is up order to escape some monster. The pool is to the referee to decide when a divided roll as deep as 20 feet in some places, averages might be useful, and which combination of 15 feet, and has occasional shallow spots. dice to use. It may take a little time to find Characters who dive into shallow spots will the appropriate divided roll for a specific take damage. A d20/d4 roll has an average purpose, but this can be done before play of 5.5 and a maximum of 20. So, 20 minus begins, when time matters a little less. The d20/d4 has an average of 14.5 (20 minus rolls take a little longer to read, but the 5.5), with results that also (like the extra time can be reduced by using a calcu- “straight” divided roll) range from 0 to 20. lator. Though the examples were derived To help the referee select the right divided from the AD&D® game system, the uses of roll for a particular purpose, a number of divided rolls can extend to just about any possibilities are listed in Table 1. The best role-playing game system. way to use the table is to decide first what TABLE 1 Selected divided rolls Divided Avg. Near P(0) 95% roll d10/d20 1.0 1 .45 3 d4/d6 1.1 1 .25 2 d4/d4 1.4 1-2 .13 3 d8/d8 1.6 1-2 .19 4 d6/d4 1.9 1-3 .08 4 d10/d8 1.9 1-3 .15 6 d20/d20 1.9 1-3 .23 6 d8/d4 2.4 d4 .06 6 d12/d6 2.7 d4 .08 8 d20/d12 2.8 d4 .13 9 d12/d4 3.5 d6 .04 9 d20/d8 3.6 d6 .08 12 d20/d6 4.4 d8 .05 14 d30/d10 4.6 d8 .07 15 d30/d8 5.3 d10 .05 18 d20/d4 5.6 d10 .03 16 3d8/d6 5.6 d10 0 15 3d8/d4 7.1 2d6 0 16 d100/d20 9.1 2d8 .05 33 4d8/d4 9.5 2d8 0 21 6d6/d4 11.0 d20 0 24 d100/d12 13.1 3d8 .03 46 5d10/d4 14.4 4d6 0 32 d100/d10 14.8 6d4 .02 50 d100/d8 17.2 5d6 .02 60 d100/d6 20.7 6d6 .01 70 d100/d4 26.4 6d8 .01 80 Avg. is the average result of the roll. Near is a conventional roll with an aver- age near that of the divided roll. P(0) is the probability of a result of zero. 9.5% lists the number that 95% of the rolls are at or below.

20 FEBRUARY 1985

22 FEBRUARY 1985 This long shot of the entire diorama shows the realism appearance and placement of the foliage, which conceals most of the activity within until you look more closely. The small patch of red in the upper right corner of the scene is the crest on the top of the reptiliad leader’s helmet, visible because the figure is standing on a log, spurring his troops on to victory.

Reptiliad Attack wins big

Text by Photos by Kim Eastland Dan Sample

The last two issues of DRAGON® Maga- ters competition. The scene includes dozens surrounding foliage, even scratch-built zine have contained photographs of some of of figures from RAFM’s Reptiliad line — snakes — in short, enough features to keep the prize-winning entries from the Minia- regular infantry, Gilla-Worm Infantry, someone looking at the diorama for several ture Open contest at the 1984 GEN CON® Gilla-Worm Cavalry mounted on War minutes just to take in everything that’s Convention — but we saved the best for Newts, and War Turtles that lead the army’s there to see. Every element of the composi- last. Pictured on these two pages is Repti- push through this patch of swampland. tion works together to produce a realistic liad Attack by Eric Heaps of Milwaukee, There are spotters in the trees and many scene that stands as a goal for next year’s the diorama that won the prestigious Mas- figures that are all but obscured by the contestants to shoot for.

If you were hidden in a thicket just off the beaten path, this is what you would see as the reptiliad army advanced past your position. The War Newt Light Cavalry and the Reptiliad Infantry figures show up well, and we get a good close-up glimpse of the trees, ground cover, and foliage that Eric constructed.

This striking aerial photograph gives some indi- cation of the complexity and detail throughout the diorama. As the War Turtles advance through a clearing, the dart throwers on the back of the turtle in the center stand ready to assault any- thing that moves.

D RAGON 23 The ecology of the chimera

by Ed Greenwood

Elminster sighed. “Well, it’s one of the as a foe, and they could not be more wrong. ‘classical’ monsters, sung of by every bard I’ve found only one report in my library and written of by every sage and too many that is correct — and you will note that it is others pretending to sagacity, so I’m not correct only because it is so vague and surprised you asked about it.” He waved his incomplete.” pipe at me. “Now mind, there’s the chi- then read me the following mera proper, and its crossbreeds, of which report. The added footnotes represent the many types are rumored, but only two conclusions drawn by the author from confirmed: the gorgimera and the thes- Elminster’s detailed additions, comments, salmera.” and explanations, for the study of chimerae “Thessalmera?” I repeated, astonished. was a hobby of his in the days when he “There is such a thing as the offspring of a worked with the late Laelun of Teshendale. A chimera is a stupid , but it needs chimera and a thessalhydra?” little finesse to survive with the powers it “Aye. And a more ugly, ungainly, and From the De Naturis Rerum (“About the possesses. It seldom cooperates with other deadly creature you cannot imagine. Things of Nature”) of Alaphondar, Sage creatures, but only rarely does one chimera Thankfully, they cannot breed.” The sage Most Learned of the Royal Court of King fight with another. A chimera ranges widely sucked on his pipe and considered. “You’ll Cormyr: while hunting, trusting to its powers to keep be wanting a story, of course, and all that I Of the weird and misbegotten creatures it safe from harm, avoiding only large cities can recall are untrue.” At my questioning of nature, most repellent and infamous to or the lairs of creatures that have bested it eyebrow he continued: “All of the ballads men, one of the most ungainly and terrible before. It is a clumsy flier,1 able to use its and folktales concerning chimerae are al- is the thankfully rare chimera. fiery breath, or only one of its heads, or its ways either simple, bloody fights with them, Chimeras (or “chimerae”) have three claws, in aerial combat. It prefers to pounce and this or that hero prevailing — or they heads: a goat head well equipped for crop- from flight or high ground onto prey, using involve heroes and heroines too weak to ping grass and the eating of all manner of its bulk to drive its victim to the ground, fight a chimera, who overcame it and slew rotting vegetables and the like; a lion head where it can rake with its lionlike foreclaws it, stole from it, or escaped from it by set- admirably suited for battling and devouring and bite unhampered.2 ting its various heads to arguing among game — and a dragon head that can roast Chimeras are omnivorous, but prefer to themselves. flesh and subdue even the strongest prey: dine on raw flesh. They kill their prey “This is pure piffle. Chimerae are too man himself. It is an old and cruel joke that themselves, rather than scavenging or hunt- stupid to argue. They know only when to the chimera is the only beast that cooks its ing with other creatures. They are largely attack and eat weak opponents or withdraw repast to the desired degree before partak- solitary, banding together with others of when badly hurt. Instinct tells them what is ing — old men roasted well done, but their own kind only for short periods to good to eat, what is too hot or too cold for young ones only toasted medium rare. undertake specific hunts or to mate. Chime- comfort, and when to mate. Most sages Much else is said, often wrongly, about this ras take no permanent companions, but think of chimerae as somewhat less cunning monster most foul, so herein I do set down often mate with another of their own kind than dragons, but otherwise about the same the record straight. upon first encounter.3

24 FEBRUARY 1985 These beasts have awesome powers of positional advantage over a ground-based fire 4 times per day. At 4 months of age they vitality and regeneration.4 In a month, one opponent. A chimera will almost never strike out on their own, and 2 months later can grow a new head to replace one that is voluntarily engage in aerial combat with they reach full adult size (9 HD) and lost or badly damaged. The creature can, of another flying creature, not even one as powers. Thereafter they may slowly gain its own will, cut off the blood supply to a ungainly as itself. weight with age and heavy eating. Chime- damaged head. Then it will ram and rub ras sometimes mate with gorgons (see Mon- against rocks to remove the wounded ap- 2. The fiery breath of a chimera does as ster Manual II, “Gorgimera”) or pendage, or sometimes bargain with an- much as 3-24 points of damage to a target thessalhydrae (see below). other creature to devour or remove the within a 5” distance from its dragon head, useless flesh. If a chimera loses its dragon in a cone-shaped area 2” in diameter at the THESSALMERA head, it will hide in its lair until the head farthest point. Against a formidable foe, it grows back and the creature regains its will use this attack as frequently as possible FREQUENCY: Very rare (as often as once per round, up to 6 times NO. APPEARING: 1 per day). In a less challenging situation, the ARMOR CLASS: 5/2/0 creature will rely on its claw, hoof, and bite MOVE: 12”/18” attacks and only use its breath weapon on a HIT DICE: 10 50% chance (roll separately for each round % IN LAIR: 40% of combat). A target within the area of TREASURE TYPE: All possible, lair only effect can take only half damage by making NO. OF ATTACKS: See below a successful saving throw vs. breath DAMAGE/ATTACK: 1-6 (x6 to x8)/ weapon. 1-12 (tail)/2-8/3-12 A chimera’s lion head bites for 3-12 SPECIAL ATTACKS: Breath weapon; points of damage, the slash of its goat poison head’s horns can do 1-2 points of damage if SPECIAL DEFENSES: Immune to petri- a target presents itself, and its dragon head fication and acid does 2-8 points of damage on every bite that MAGIC RESISTANCE: Standard hits. The lion foreclaws do 1-4 damage INTELLIGENCE: Animal each, and the hooves on its rear goat-legs do ALIGNMENT: Neutral evil 1-3 points of damage each from kicking SIZE: L (12’ tall, 20’ long) (only possible against targets behind or PSIONIC ABILITY: Nil below the chimera). The creature’s tail and Attack/Defense Modes: Nil wings do no damage, but can buffet, trip, distract, and sometimes even knock over The very rare thessalmera lairs in opponents. A chimera is capable of wielding swamps, jungles, or caverns, and can en- all of its various appendages against sepa- dure extremes of climate with impunity. A rate foes simultaneously. Its scaled, sinuous sterile crossbreed of thessalhydra and chi- power to breathe fire (a gas-producing dragon head is armor class 2, its leathery mera, the cunning thessalmera is often internal organ is involved). This entire wings AC 5, and its vast, bulky body (in- found close to civilization (where it can feed process takes between two and three cluding the lion and goat heads) is AC 6. upon isolated bands of travelers or upon months. A gorgimera’s body is entirely AC 2 livestock, hunting in stealth by night). It Chimeras speak a grunting, crude form except for the gorgonlike hindquarters and preys chiefly on the choicest of red-blooded of red dragon language, and sometimes bull-head, which are AC 5. A thessalmera’s creatures: man. bargain with red dragons for prey and aid, body is AC 0, except for the -head The thessalmera has the scaled, lizardlike in return for treasure or spell scrolls. A (AC 5) and the wings and dragon-head body and pincer-clawed tail of the thes- chimera hides such treasure (gained from (both AC 2). salhydra, six to eight snakelike heads, a prey) in its lair, usually under a concealing central lion’s head, and a red dragonlike layer of boulders. Chimera lairs are typi- 3. The mating of two chimerae will pro- head. The dragon head can bite for 2-8 cally in caverns, disused mines, or ruined duce offspring only 30% of the time. When points of damage or (up to 6 times a day) castles, particularly if the latter structures it is successful, the mother will give birth to breathe fire in a cone up to 5“ distant, ½” rise high to command a view of the sur- 1-3 small, mewling, helpless young 6-9 wide at its jaws and widening to 2” across at rounding terrain. months afterward. (The gestation period is maximum range. This breath weapon does The origin of the chimera is unknown; longer when multiple births are involved.) 3-24 points of damage, or half damage if the some believe it was human experimentation For a month after giving birth, the mother target makes a save vs. breath weapon that initially caused the interbreeding of a hunts for the young, dragging her kills back (objects save vs. normal fire). The lion jaws red dragon, a lion, and a goat. The truth is to the lair, and then leaves them to fend for bite and rend prey for 3-12 damage. The lost in the mists of time; it is only certain themselves. By this time the young can pincerlike tail does 1-12 damage on a hit, that chimeras are now a stable, if rare, breathe fire (3” range, 2-12 damage, save and can grasp one M-sized or smaller oppo- species, and can breed with their own kind for half damage, same frequency limits as nent, holding that victim immobile (roll less (to produce chimeras), with red dragons (to an adult). A young chimera does 1-6 dam- than Str on d20 to escape, one attempt produce more chimeras), with lions (to age with its lion bite, 1-4 with its dragon allowed per round). The snakelike heads do produce lions), with gorgons (to produce the bite, and 1 point of damage apiece with any 1-6 damage per bite, plus an extra 1-6 on sterile gorgimera), or with thessalhydrae (to of its claw or hoof attacks. Immature chime- each hit from the creature’s acidic venom produce the sterile thessalmera). ras are size S (2’ at shoulder), can move 9” (unless the victim saves vs. poison). The Notes on land but only fly at 12” (for a maximum thessalmera cannot spit its acidic venom like 1. A chimera is of maneuverability class of 2 rounds at a time before needing to rest a thessalhydra can. E, as are its cousins the gorgimera and for 1 round). They have 3 HD and have thessalmera. The creature’s body is very AC figures of 8/7/4. 4. Chimerae, gorgimerae, and thessalme- bulky, so even its powerful dragon-wings For 3 months after being left alone, the rae can all regenerate 2 hit points of damage can do little more than keep the chimera young will hunt together out of mutual every 24 hours, regardless of activities aloft; high speed and abrupt sharp turns are necessity. At the end of this time they will engaged in during that time. They are also out of the question, which is why the beast have grown to 7 HD and acquired full adult all resistant to fire (+3 on saving throws vs. only uses flight as a means to gain a powers, except that they can only breathe all types of heat and fire) and immune to

D RAGON 25 petrification, and the thessalmera (like its never falls into a complete, deep sleep; thessalhydra parent) is also immune to the rather, one or two of its heads will nap at Write on! effects of any sort of acid. The natural one time while the third remains watchful, lifespans of these three creatures are un- able to bring the whole beast awake and Got a question about an article? A known, but are thought to be more than 30 alert in an instant. subject you’d like us to cover — or years in every case. The hit dice of a mature gorgimera are not cover? What do you think of the A mature chimera has 9 hit dice, distrib- distributed identically to those of a chimera, magazine you’re reading? Drop us a uted as follows: dragon head 2, lion head 2, except that the gorgon head has 2 hit dice, line at “Out on a Limb,” P.O. Box goat head 1, wings ½ each, and body 3. Its whereas the chimera’s goat head has only 1, 110; Lake Geneva WI 53147. We’ll read every letter we get, and we’ll dragon head can swivel 360 degrees about and the creature sleeps in a like manner. select certain letters of general in- to attack creatures behind, above, or below A thessalmera (see above) has hit dice as terest for publication — maybe even the chimera, and its long, scaled neck can follows: dragon head 2, lion head 2, tail 1, yours! dart with great speed (in 1 segment) up to body 5. The snakelike heads can be severed 1” outward, or around corners, etc., to by dealing them 12 points of damage each, breathe fire at opponents. The chimera but harming or severing one or more of them does not diminish the HP total of the rest of the creature. The venom of the thes- salmera loses its efficacy upon the death of the creature, and has not yet been success- fully duplicated or preserved by alchemists. Chimerae and gorgimerae are too stupid for their heads to argue among themselves, and are in any case immune to their own breath weapons. A thessalmera is always controlled by its lion head unless it is de- stroyed or damaged, whereupon the dragon head takes over; if that is also destroyed, a thessalmera will become a semi-intelligent, frenzied killing machine, fearlessly and recklessly attacking all living creatures it can perceive and reach. When all such creatures are slain and eaten, it will seek a lair and remain hidden therein until its lion and dragon heads have regenerated.

26 FEBRUARY 1985 D RAGON 27

On page 125 of Daniel Grotta-Kurska’s biogra- of this is the squelching of rumors concerning phy J. R. R. Tolkien: Architect of Middle Earth, animals who have a poor reputation with the it says: “The names of the dwarfs in The Hobbit, general public, such as snakes, bats, and spiders. for example, were not invented by Tolkien, but In truth, bats can see very well. But since most lifted intact from The Elder Edda. In that work, hunt at night, they have developed a superb the dwarfs’ names were Durin, Dwalin, Dain, echolocation system to allow them to locate prey. (From page 6) Bifur, Bofur, Bombur, Nori, Thrain, Thorin, Other bats are fruit eaters, and these bats are situation that can be handled by either one could Thror, Fili, Kili, Fundin, Gloin, Dori, and Ori active during the day and “hunt” fruit using only be handled by the other equally well. The rules (there was even a Gandalf).” their eyesight. The saying “blind as a bat” is specify the reaction roll table; so be it. The same book quotes Tolkien as saying, “I simply an old wives’ tale. You and Mr. Heiles both missed the main point gave the dwarfs actual Norse names which are in It is one thing to argue about whether or not a of multiplying by 5 and using d100, namely that Norse books.” chimera is “realistic,” but another to perpetuate there’s nothing sacred about the number 5. For Since the name of Dwalin was invented centu- myths about animals that really do exist in our easy tasks where even low-attribute characters ries before Tolkien ever used it, how can there be world. Bats are not blind, they do not all carry have a good chance, you can multiply the attrib- anything wrong or illegal about using it? rabies, and they do not get entangled in women’s ute score by, say, 8, 10, 15, or 20 (with 00 still an Roy Cozier hair. Please bring these facts to the attention of automatic miss — even a dexterity 18 character Rupert, Idaho your readers. can plant his foot on something that slips as he In the meantime, keep up the good work in makes his leap). For hard tasks you can multiply * * * * bringing us the fantastic monsters that are only by 3, 1, or ½. Dexterity times ½ on d100 is a meant to exist in an AD&D game universe. real test, yet even the clumsiest cleric has a In a letter in issue #92, Tim Evenson states Gary A. Nelson chance (unlike the reaction roll table, I might that it is a “fact” that bats are blind and therefore New Lenox. Ill. add, where charisma 3 has no chance of a friendly wonders how they can have infravision in the reaction). article “Bats that do more than bite.” This is By the way, some other FRP games (Bushido simply not true. and Runequest, for example) make quite exten- I normally have no problem accepting any of Guidelines sive use of attribute checks. It is even possible to the monsters in the AD&D game system, either If you’re interested in contributing an ® base the mechanics of a system on attribute in the official books or those presented in your article to DRAGON Magazine, the checks alone (see The Fantasy Trip). magazine. After all, there are no real dragons, first thing you need is a copy of our Ralph Sizer orcs, dwarves, or, for that matter, most of the guidelines for writers. Send a self- Providence, R. I. monsters found in the game. But for some rea- addressed, stamped envelope to son, certain readers always are writing to say that “Writer’s guidelines,” c/o DRAGON * * * * this or that monster is not “realistic,” when in Magazine, P.O. Box 110, Lake fact it doesn’t even exist. They are mythical to Geneva WI 53147; and we’ll send A reader wrote to you in issue #92 about your begin with, so why try and make them fit into the you back a sheet with all the basic using the name “Dwalin” in your Norse real world in the first place? information you need to make sure mythology-based module “Aesirhamar” when My profession is that of naturalist, and a lot of your manuscript has the best possi- the name was also used in J. R. R. Tolkien’s my time is spent trying to educate people about ble chance of being accepted. work. the plants and animals around them. A large part

30 FEBRUARY 1985

Game review Playing in the modern era MS&PE package provides both fun and freedom

After finishing a book by Fleming or who knows everything about electronics but Chandler, don’t you sometimes wish that can’t change a light bulb without getting you could take a character into that world electrocuted in the process. and follow along with Bond or Marlowe, And the skill list is astoundingly com- encountering the “monsters” lurking in the plete. I couldn’t come up with a single skill dark alleys or dingy brownstones of today? a modern character could be expected to Sometimes we get carried away with all of have which wasn’t allowed by the rules, due the fantasy role-playing adventure games on in main to the catch-all categories of Occu- the market and forget that there are other pational and Recreational skills. While times and places where we can adventure. these are quite general categories, enough Cinema and television offer us many differ- information is given about the philosophy of ent possibilities for adventure right here in the skill-level system here to enable any the modern world. There’s the super-spy referee to accurately gauge the level of skill world of James Bond or Napoleon Solo, the of a character in these areas. dirty-grey world of Philip Marlowe or Mike The background a player invents for his Hammer, even the explosive arena of the character is important in setting up the A-Team. All of these worlds are rich in character, and MS&PE is one of the few adventure. To complete the package, we games that acknowledges this. If the back- need a set of rules that enable players to ground created for a character calls for a explore the potential for adventure in the specific skill, but the player doesn’t have modern world. enough points to buy that skill when gener- The MERCENARIES, SPIES, & ating the character, the referee may use his PRIVATE EYES™ game, by Michael Stack- ments (e.g., a gain in any of his characteris- discretion to allow the player to purchase pole, is just such a set of rules for role- tics). the skill anyway. I’ve always granted a playing in the modern era. Released two Skill rolls in this hybrid system are made character those abilities his background years ago by Blade (the game division of by using the level rating of the skill in addi- would normally have given him, regardless Flying Buffalo), the game consists of a tion to the applicable characteristic when of how poorly the player rolled dice in an single 112-page rule book and sells for the character is attempting to use that skill. evening. I don’t believe the character $9.95. As might be guessed from its title, For example, if a character has the skill Clip should be penalized simply because the MS&PE permits you to play almost every Pistol at a level 4 rating, the level (4, in this player is unable to come up with a decent type of modern adventuring character. case) is added to the character’s DEX when dice roll. Others have claimed that this Characters are created for this game by he attempts to shoot something. If the gun attitude destroys play balance, but the rolling three six-sided dice, once for each of should jam while fired, the character adds object of the game is to role-play, not to roll- six characteristics; if any roll comes up the skill level (once again, 4) to his IQ in play, and it’s easier to role-play a reasonably triples, two more dice are rolled and added order to determine his chance of clearing designed character than some strange ran- to the total. This makes the usual character the jam. dom construction. It’s good to have a de- fall into the 4-18 range, while an excep- The entire skills system is based on the signer on my side this time. tional character (1 in 1296) can have a saving-roll philosophy found in the Tunnels Being able to adjust a character’s skill is a characteristic as high as 30. & Trolls™ game system. A level of difficulty minor point, I realize, but it serves as an There are two major categories of role- for the skill use is determined by the ref- indication of the great flexibility found in playing systems on the market today: level- eree. This difficulty level yields a success these rules. They are intended to help play- based systems and skill-based systems. The number, and the character’s relevant char- ers build characters which they can comfort- DUNGEONS & DRAGONS® game is an acteristic (Strength, Dexterity, etc.), plus ably role-play, and isn’t that what every example of the first category, in which a skill level and the number rolled on two six- rules system aims for (but so few hit)? single number representing the character’s sided dice, must meet or exceed that num- An excellent gauge for the realism of any level determines how well the character ber for the character to succeed. An modern role-playing system is how well it performs any particular task, and as that extremely high success number does not handles combat. In this enlightened era, we number increases, so does the performance necessarily make a skill roll impossible have invented many ways of killing quickly in all of the character’s skills. The second because every time doubles are rolled on the and efficiently, and modern combat rules category includes products such as the six-sided dice, you roll again and add this should reflect this fact. Combat is short and RuneQuest® and Lands of Adventure™ number to the previous total. Therefore, bloody in this system, with very few guns games, in which a character has a set of there is no theoretical maximum to the (which cannot kill with a single bullet) listed ratings that govern the use of the character’s number rolled. in the tables. This might be considered a specific skills, and these ratings can be The application of different characteris- handicap if what you’re trying to do is role- improved separately. tics to the same skill modifier, depending on play the A-Team, but it serves as a definite MS&PE belongs to an increasingly popu- the context of the skill use, is something I advantage if you’re trying to get your play- lar third category: the hybrid system. A hadn’t seen in a game before, and it makes ers to do something besides shoot anything character will improve in those skills he a great deal of sense. This is the only skill that moves (and many things that don’t). uses, but as he adventures, he will also gain system I’ve run across which allows for the The area where most game systems fall in levels, which can lead to other improve- existence of the “book genius,” the fellow down is in the handling of the martial artist.

32 FEBRUARY 1985 I have yet to play a game which could cap- mechanics of either abovementioned game, ture the real flavor of a martial-arts duel (as then you won’t need the practice that I did, in Enter the Dragon, for example). Most so the teaching aspect of this adventure will games merely give the martial artist some probably not apply for you. For the rest of gimmick or special power, and this game is us, though, the solo scenario will come in no different. The gimmick here is that the handy. martial artist is the only character able to attack, in hand-to-hand combat, more than STORMHAVEN, written by Michael one opponent in the same round, an aver- Stackpole, comes in a folder containing two age martial-artist being able to take on 3 or books — one an 8-page booklet of maps and 4 people. But every type of martial artist is the other a 56-page book containing the played the same way, with no real difference scenarios and character descriptions. There in game terms between, for instance, karate are also illustrations on the inside cover of and judo. As written, the martial arts rules the folder, showing a cutaway view of the do play quickly, with the resulting damage manor house, as well as diagrams of the figures a trifle high for my taste, but proba- caves and control points around the island. bly reasonable. If Blade had provided a In addition, there are 23 cardboard heroes gaming difference between the different for use with this gaming aid. I use the styles of fighting, it would probably have phrase gaming aid rather than scenario resulted in a much more complicated and because there are many different scenarios slow system. As it is, the system is hardly presented here. less realistic than any other attempt I have If you’re a big fan of oblique references seen at gaming martial artists, and plays to outside material, this package may be faster and easier than most. which allows a great deal of freedom of worth the $9.95 price, even if you never In fact, the only real fault I can find in action, both for referee and player, this is by play it. Stormhaven Manor is owned by one this game is in the implementation of the far the best. Kenneth Allard (wake up, Shadow fans) skill system. The number required for and is located on Savage Island. And how saving rolls goes up by five points per level THE ADVENTURE OF THE JADE could Savage Island exist without a Ren- of saving-roll difficulty, while you only get JAGUAR is a small solo adventure released wick nearby (this one’s called Jennifer)? to add one point per level of skill. This along with MS&PE. The original intention There’s even a reference to “an upstate doesn’t quite feel right in action. An im- was to include this adventure in the box New York hospital” along one of the neigh- provement of one level in a skill doesn’t feel with MS&PE, but when the decision was boring shore lines. Other familiar names as if it gives noticeable improvement in the made to release MS&PE as a single book, are to be found here as well. For example, possibility of making the next higher level unboxed, it was also decided to issue this without reading the text of the description, I saving roll. But this feeling is sometimes adventure as the first solo adventure for the could warn you not to trifle with a Ruma- incorrect, as a single level of skill improve- MS&PE system. nian nobleman named Count Vlad Tepescu. ment occasionally raises the percentage Because The Adventure of the Jade Jag- The acknowledgement in the opening of chance of success by a significant amount. uar was originally intended as a teaching the book thanks Allard Technologies for its The rules for this game take up about the tool as well as an adventure, and because it assistance, as well as Fred Saberhagen for first 50 of the book’s 112 pages. The rest of was intended as a throw-in to be sold with introducing the author to “an old friend of the book contains the expected tables, such the game, it isn’t that absorbing of an ad- the family,” and includes a dedication to as weapons statistics, plus some guidelines venture. As a teaching tool, it succeeds Walter Gibson and Lester Dent. If you’ve for writing scenarios for each of the genres because it demonstrates the use of many of been on another planet for the last 30 years, mentioned in the title. The most complete the rules and also allows you to try both you'll probably need it explained that Wal- set of guidelines are for the mystery genre, violent and problem-solving approaches to ter Gibson (a.k.a. Maxwell Grant) is the but they contain much information which the game. author of the Shadow, and that Lester Dent can usefully be applied to the other genres. But as an adventure, it is too short to be is the man behind the Kenneth Robeson The guidelines are well done and should very enjoyable. The first time I played this pseudonym for most of the Doc Savage assist any referee in designing an enjoyable adventure, I was in and out successfully in a adventures. adventure for the players. matter of ten minutes or less. While some Small details scattered lightly throughout The release of this game from Blade subsequent runs lasted much longer, ten roughly coincided with the release of Hero minutes proved to be about the average Games’s Espionage™ game, and the two time for any adventure. Still, it is possible companies struck an unprecedented bargain to play this adventure through several times which bodes well for those who game in this without losing any suspense because there is genre. All of the MS&PE aids that Blade a great deal of variety in the storyline. The publishes will also have the game statistics story may take many different courses, with necessary for use with the Espionage game, the same character being sometimes a vil- while all of the Espionage and Justice Inc. lain and sometimes a hero, depending on game aids from will contain the choices you make during the adventure. conversions for use with MS&PE. This But while the variety makes it an excellent ensures that a much wider variety of sce- teaching tool for the game mechanics, the narios will be published for both games. An extremely short duration of most adventures agreement between two competing compan- leaves much to be desired from the enter- ies to essentially supply scenarios for each tainment point of view. other’s games in order to better serve the I wouldn’t recommend this adventure if gamer is a development I heartily applaud. you’ve already been playing MS&PE for a If you’re planning on role-playing in the while (or, if you play the Tunnels & Trolls modern era, whether you’re interested in game regularly); however, if you’re just James Bond or George Smiley — or even now buying the game, the extra $4.95 to Nero Wolfe — this would be an excellent acquire this teaching tool would be well system to choose. If you’re after a system spent. If you’re already familiar with the DRAGON 33 the text, such as artwork resembling news- The MS&PE game system is meant for back — perhaps as an opportunity to take paper stories about the people of many different styles of play. To which does on another job, or as a reward for bringing Stormhaven, help establish the NPCs and Stormhaven belong? All of them. As I the last job to a successful conclusion. Stormhaven itself as real. pointed out earlier, this is not so much a This package won the 1983 Origins As is usual for Blade, quality control is scenario as a scene, a backdrop against award for the Best Role-Playing Adventure above average. There was only one real which many different adventures may be of the Year, and, looking at the detail and problem in the books I had: part of a para- played out. There are scenario ideas pro- quality of both the NPCs and the manor, graph on page 13 (describing Count Vlad) vided in the package for all of the different it’s not hard to see why. Stormhaven gets was missing. The books are printed in a styles of play. my vote not only as the best of 1983 but blue ink that’s somewhat troublesome to For example, if you are using MS&PE as also as one of the half-dozen best of all time. read. The blue ink was originally intended the basis of a horror campaign (along the If you role-play in the modern era, regard- for the maps only, in order to give you the lines of Lovecraft and Saberhagen), then less of the system, this one’s a must! feel of actually reading blueprints, but for scenario #l, “Crom’s Sacrifice,” is the one reasons of economy both books were printed you’ll want to play. On the other hand, if The MS&PE CHARACTER FOLDERS at the same time, and with the same ink. If you’re playing a spy- or action-oriented are 8½” by 11“ sheets of paper, with spaces you find the blue ink bothersome, turning game, then scenario #2, “Tiger Trap,” is in which to write information about your the light down a little may help. Also, as the one for your tastes. Scenario #3, “Quar- characters. For a folder with a group of 20 usual for Blade, the artwork by itself is antine Death,” is more oriented toward sheets, the price is $4.95. almost worth the price of the book. Some of mystery and problem-solving. Those three If these are 8½” by 11” sheets, why are the drawings in here would make excellent are the most completely described scenarios they called folders? Because you can fold the posters. presented here, but there are also ideas for bottom third up and staple it to the rest of The maps and floor plans for Stormhaven other scenarios dealing with information the paper. This does two things: first, it and the surrounding grounds are found in a leaks, lost treasure, revenge, even political allows you to fold the top third down, pro- separate book, allowing you to page back intrigue — all organically hooked into the ducing a character sheet narrow enough to and forth between the different room de- background of the manor, the guests, and fit it in most shirt pockets; second, it pro- scriptions without ever losing sight of the the island. vides a carrying pouch for all those little map — it’s amazing how many game com- And these are not all of the adventures notes you write to yourself (or at least, I panies overlook this simple convenience. possible here. There is enough substance in write to myself) about the people your The major characters in this book are all the description of the manor, family, staff, character meets, the things he does, and completely fleshed out. They come and guests to fuel several more adventures. what he owes to whom. equipped not only with complete descrip- It is quite possible for Allard Technologies There are also 24 small character por- tions and statistics, but each also has a and Kenneth Allard to remain in the play- traits (beautifully crafted by Liz Danforth), reason for being on the island and a person- ers’ minds for years. Stormhaven may even which can be photocopied and fastened in a ality which will guide the character’s inter- take on the status of a welcome vacation block on the character sheet reserved for action with the player characters. spot for your players as they are invited. just that purpose. While you may not find a portrait here which exactly fits your mental image of the character, chances are you’ll find one which is close enough to be ex- cused as a bad photograph. If you aren’t satisfied by any of them, get a picture from somewhere else, and use it. The block on the character sheet is neither too small nor too odd-sized that pictures from magazine ads or newspapers wouldn’t fit there as well. I rarely use a commercially available character sheet for my characters, since no sheet available has enough spaces for the kind of information I write down; these sheets are no exception. They have no space provided for background histories or per- sonality profiles. These things can be writ- ten on additional sheets and carried in the pouch, true; however, you end up carrying two character sheets for every character. If you don’t work out detailed backgrounds or profiles for your character, however, these sheets will do nicely. For the $4.95 price, you get 20 of these sheets, making them about 25 cents per sheet — not a bad price at all. In addition, you get the 24 Danforth character portraits. While these character sheets include some blocks not found on the character sheet contained in the rule book, the sheets are by no means necessary to the game. But if you make a lot of small notes about your charac- ters and are looking for a way to carry them to the game neatly, they might be worth the quarter apiece. — Reviewed by Arlen P. Walker

34 FEBRUARY 1985 further details about convention events and admission fees, contact: I-Con IV, P.O. Box 550, Stony Brook NY 11790.

POINTCON VIII, Mar. 30-31 Sponsored by the Military Affairs Wargames Committee, this convention will be staged at the U.S. Military Academy in West Point, N.Y. Board and role-playing games, tournaments, and demonstrations DUN DRA CON IX, Feb. 15-18 TRI-CON III, Mar. 15-17 will be some of the activities featured at the To be staged at the Oakland Airport This gaming and science-fiction conven- convention. Note that admission to this Hyatt hotel, this gaming convention will in- tion will be staged at the event is free. For more information about clude games, seminars, a painting contest, State University campus. Guests of honor Pointcon VIII, contact: Cadet John Surdu, and a flea market. Admission fees are $15 include Karl Edward Wagner and Orson P.O. Box 3206, West Point NY 10997. until February 10, $20 at the door, or $10 for Scott Card. A variety of tournaments will be a special one-day membership. For more in- offered. Admission is free. For details, send TIPPY-CON IV, Mar. 30 formation about this convention, contact: a self-addressed, stamped envelope to: This convention will take place in the T. O. Green, 386 Alcatraz Ave., Oakland Tri-Con III, P.O. Box 50201, Raleigh NC Economics Building of the Tippecanoe CA 94618. 27650. County Fairgrounds in Lafayette, Ind. For further agenda information, contact: WAMCON ’85, Feb. 15-17 FRONTIER WAR, Mar. 16-17 Tippy-Con IV, P.O. Box 5596, Lafayette This convention will be held at the Sponsored by Dungeon Masters’ Associa- IN 47904. Chamberlain Hotel near Hampton, Va. tion South, this gaming event will be held at Events will include a writer’s seminar, panel the Scottish Rite Temple in Bloomington, CAROLINA CON IV, Apr. 19-21 discussions, and NASA displays. A. C. Ill. Among featured activities will be a To be held at the Tremont Motor Inn in Crispin will be guest of honor. Admission Traveller® tournament coordinated by Marc Cayce, S.C., this convention will offer an fees are $15 until December 31, and $20 at W. Miller, the game’s creator. Registration assortment of role-playing, board, and the door. A special gaming fee of $10 exists fees are $5 until February 1, and $6 at the miniatures tournaments. For more informa- for those participating in gaming only. Con- door; in addition, each event costs $1. For tion, contact: Ed Vincent, 1851 Windover tact: WamCon, P.O. Box 2223, Poquoson further information, contact: DMA South, Road, Columbia SC 29204; or, Robert VA 23662. c/o Catherine Brennan, 1305 Heritage Chenoweth, 133 Casbel Court, Hopkins SC Road, East Normal IL 61761. 29061. ORCCON 1985, Feb. 16-18 This gaming convention will be staged at MIDSOUTHCON 4, Mar. 22-24 WIZARDCON ’85, Apr. 20 the Pasadena Hilton hotel at Grosvenor This event will take place at the Airport This gaming convention will be held in Plaza in Pasadena, Cal. All sorts of gaming Quality Inn in Memphis, Tenn. Fred Pohl Ferris Booth Hall at Columbia University In activities are being planned for the event, as will be guest of honor, and Keith Bardek will New York, N.Y. Events will include is an exhibitor area. For more details, con- be artist guest of honor; other guests will in- demonstrations, panels, and role-playing tact: Orccon 1985, P.O. Box 758, Bellflower clude Sharon Webb and Suzette Haden and board game tournaments. Although CA 90706, or telephone (213)867-4140. Elgin. Admission fees are $15. For more in- there will be no admission charge, a nominal formation, contact: Midsouthcon 4, c/o entry fee will be required for each tourna- WISCON 9, Feb. 22-24 Richard Moore, 1229 Pallwood, Memphis ment. For more information, send a self- This annual science-fiction convention TN 38122. addressed, stamped envelope to: Columbia will be staged at the Concourse Hotel in Games Club, 301 Ferris Booth Hall, Colum- Madison, Wis. Guests of honor will be NEO CON IV, Mar 22-24 bia University, New Ork NY 10027. writer Lisa Tuttle and artist Alicia Austin. This gaming convention will be staged at Admission fees are $18. Contact: SF3, P.O. the Gardner Student Center at the Universi- ALTI-EGOS, Apr. 26-28 Box 1624, Madison WI 53701, or call ty of Akron. For more details about this This science-fiction and fantasy conven- (608)251-6226 (days) or (608)233-0326 event, contact: Neo Con IV, P.O. Box 7411, tion will be staged at the Sheraton Denver (evenings). Akron OH 44306. Tech Center in Denver, Col. Guest of honor will be acclaimed author Anne McCaffrey. CONFLIX ’85, Mar. 1-3 STELLARCON 10, Mar. 22-24 Featured events will include a writer’s panel, This event will be held on the campus of For more details about this gaming con- an art show, a variety of gaming activities, the University of South Carolina in Sumter, vention, contact: Stellarcon 10, Box 4, science-fiction and fantasy films, and a S. C. Events will include a variety of role- Elliott University Center, UNC- model contest. Registration fees are $25 un- playing and board games. For more infor- Greensboro, Greensboro NC 27412. til March 1, and $35 at the door. For more mation, contact: Conflix ’85, USC-Sumter information about this convention, contact: Wargamers Club, USC-Sumter, 200 Miller CONTEST II, Mar. 29-31 Alti-Egos, P.O. Box 261000, Lakewood CO Road, Sumter SC 29150. This gaming convention will occur in 80226. Tulsa, Okla. Features will include science- COASTCON ’85, Mar. 8-10 fiction and fantasy role-playing games, war GAME FAIRE ’85, Apr. 26-28 This annual convention will be staged at games, and miniatures tournaments. For ad- To be held at Spokane Falls Community the Royal d’Iberville Hotel in Biloxi, Miss. ditional information, send a self-addressed, College in Spokane, Wash., this convention Toastmaster for the convention will be stamped envelope to: Contest II, Tactical will offer a large variety of role-playing tour- Vonda McIntyre, and Alan Dean Foster will Simulation Society, P.O. Box 4726, Tulsa naments and board games. Preregistration be among the guests of honor. Gaming ac- OK 74159. fees are $7; registration fees are $5 for a tivities, an art show, a costume party, and an single day and $9 for a weekend pass. For auction will be some of the features available I-CON IV, Mar. 29-31 more details, contact: Paul Wilson, c/o at the convention. For more details about This annual convention of science fact, Merlyn’s Science Fiction/Fantasy Store, this event, contact: Coastcon, P.O. Box fiction, and fantasy will be staged at the cam- West 621 Mallon, Spokane WA 99201, or 1423, Biloxi MS 39535. pus of SUNY in Stony Brook, NY. For telephone (509) 325-9114.

DRAGON 35 GOLD CON III, Apr. 27-28 MADNESS ’85, May 11 M.I.G.S. VI, May 26 To be held at Omni Auditorium in Pom- Sponsored by the RECAP Truancy Sponsored by the Military Interests and pano Beach, Fla., events for this convention Prevention Program, this gaming conven- Games Society, this event will be held at the will include historical, fantasy, and science- tion will be held at Middletown High School Kitchener-Waterloo Regional Police fiction games, various movies, and a dealers’ in Middletown, N.Y. Registration fees are Association Recreation Centre in Cam- area. Participants of U.S. Armed Forces are $3. For more information, send a self- bridge, Ontario. Featured activities include welcome. Registration fees are $6. For fur- addressed, stamped envelope to: Madness wargaming tournaments and a painting ther details about this convention, contact: ’85, 34 South Street, Middletown NY competition. Registration fees are only $1. John Dunn, Omni Box Office, B.C.C.- 10940. For additional information, contact: George North, 1000 Coconut Creek Blvd., Pom- M. Bawdfen, 11 Veevers Drive, Hamilton, pano Beach FL 33066, or telephone TALLY CON 4, May 24-26 Ontario, Canada L8K 5P6. (305)973-2249. This gaming convention will be held at the Hilton in Tallahassee, Fla. Guests of honor HATCON 3, June 6-7 MILCON, Apr. 27-28 will be L. Sprague and Catherine Crook de To be held at the Ramada Inn, this con- To be held at the Ramada Inn in Camp. Activities will include an art show vention will include a hat masquerade, a Milwaukee, Wis., this science-fiction and and sale, panel discussions, a game room, pool party, a champagne Sunday brunch, fantasy convention will feature Car Wars™, and “filksinging.” Registration fees are $12 and various games. Guests of honor will be Chill™, and AD&D® tournaments. Registra- until March $1, and $15 thereafter. For Ian and Betty Ballantine and Fred Haskell. tion fees are $10 until March 20, and $15 more information concerning this conven- Registration fees are $25 until April 1, $30 thereafter. For more information about con- tion, contact: The Grinning Gremlin, 824-C until June 1, and $35 at the door. For addi- vention offerings or about judging events, W. Tharpe St., Tallahassee FL 32303, or tional information, contact: Kennedy send a self-addressed, stamped envelope to: telephone (904) 385-1518. Poyser, CT SF Society, 108 Park Ave., Dan- Metropolitan Gaming Association, c/o Louis bury CT 06810, or telephone (203) 743-1872. B. Mengsol III, 5616 W. Cairdel Lane, Me- V-CON 13, May 24-26 quon WI 53092, or telephone (414)242-2304 This science-fiction convention has a WINDSOR GAMEFEST III, July 13-14 after 3:00 P.M. theme which focuses on the bizarre, the This convention will take place at Am- macabre, and the supernatural. Featured bassador Hall at the University of Windsor. CONJURATION 2, May 10-12 events will include role-playing and board Fantasy, science-fiction, and miniatures This event will be held at the Camelot games, an art show, and a dealers’ room. tournaments will be featured. Preregistra- Hotel in Tulsa, Okla. Toastmaster will be Registration fees are $15 (in Canadian funds tion fees are $10 (in Canadian funds); Ed Bryant, and guest of honor will be Mike only) until March 31, $18 until May 23, and registration fees are $12. For details, in Resnick. For more details about this gaming $20 at the door. For more details about this Canada, contact: WRPA Head Office, 584 convention, contact: ConJuration 2, P.O. event, contact: V-Con 13, P.O. Box 48478, Brighton, Windsor, Ontario, Canada N8N Box 690064, Tulsa OK 74169, or telephone Bentall Centre, Vancouver, British Colum- 2L6; or, in the U.S.: U.S. Office, 8675 (918)438-3336. bia, Canada V7X lA2. South Lane, Grosse Isle MI 48138.

36 FEBRUARY 1985 The role of books Literature that’s laced with gaming ideas Reviews by John Bunnell

SECRET OF THE SIXTH MAGIC and one is left with the unsettling suspicion Lyndon Hardy that all dungeons or all quest novels are the Ballantine/Del Rey 0-345-30309-1 $2.95 same. The initial sense of wonder wears off Lyndon Hardy’s first novel obviously all too quickly. made a lasting impression on readers of By rights, Lloyd Arthur Eshbach should fantasy. Four years later, its somewhat be even more jaded than are most of us: his unexpected sequel is fighting for positions experiences with fantasy date back to the on various best-seller lists. (The week I 1920s, when the genre was just beginning checked, the New York Times placed it one its major upsurge. But The Land Beyond slot above the latest Piers Anthony paper- the Gate not only possesses a tangible sense back. That’s popular.) of wonder but also does so while recounting Strickly speaking, Secret of the Sixth a thoroughly traditional tale of a modern Magic is a sequel only in the general sense. scientist thrust headlong into an ancient Though it shares a world and several cast magical intrigue. members with its predecessor, Master of the Part of Eshbach’s secret lies in good, solid Five Magics, Hardy’s new novel is really an writing that manages to be colorful and entirely separate story. The protagonist is understated at the same time. While there is Jemidon, a would-be master mage who has a wealth of detail and a light touch of Scot- found it difficult to apply himself to any of tish dialect in the author’s descriptions, the the specialized forms of magic which oper- atmosphere doesn’t call undue attention to ate in Arcadia and in the surrounding king- itself. Instead, the descriptive material doms. Jemidon’s quest for power and simply flavors Eshbach’s smoothly paced recognition takes up most of the tale. adventure yarn without getting in the way On the surface, such a plot summary or seeming overdone. suggests that Hardy has merely rewritten The Land Beyond the Gate also takes his first book with renamed characters — care to keep itself firmly focused on Alan and in fact, that conclusion isn’t entirely MacDougall, whose search for a brother lost wrong. Like Alodar in the earlier novel, on a walking tour of Scotland leads him Jemidon is seeking a niche in the magical through a portal into another world. Infor- hierarchy of society; and, also like Alodar, mation about that world is revealed only as he finds intrigue and romance along the DRAGONLANCE™ milieu. Likewise, Alan uncovers it, a narrative approach that way. The quests at the cores of both novels Hardy’s books could themselves serve as the puts the reader on equal terms with the are cast in precisely the same pattern, vary- basis for an entirely new game system in the character rather than several steps ahead, as ing only in details. same fashion that Robert Asprin’s Thieves’ can happen when an author takes the omni- But Secret of the Sixth Magic is also the World anthologies inspired the game of the scient viewpoint. opposite of its predecessor. Where the ear- same name. Once Alan arrives on the other side of the lier novel discussed the concept of magical Whatever one thinks of metamagic, portal, his adventures follow a long- unity (or proficiency in several mutually though, Secret of the Sixth Magic clearly standing pattern. He encounters a variety of exclusive subfields of magic), Secret of the reveals Lyndon Hardy’s strengths and races and beings ranging from Celtic to Sixth Magic examines the workings of weaknesses as a writer. His characters and Oriental to literally diabolical, discovers magical chaos, the power to manipulate the atmosphere are average at best, but his that his appearance is the subject of an old laws through which magic functions without plotting and theoretical speculations are prophecy overdue for fulfillment, and finds being able to make use of the laws of magic original and fascinating — for example, a himself an object of considerable interest to individually. trading center in which the economy is several different gods. It’s an intriguing idea, both for its story- based on a unique form of magic. Hardy’s Through all of this, Eshbach’s ability to telling possibilities and as a potential gam- career is off to a promising start; its future maintain a sense of wonder in the tale pre- ing device. Unfortunately, Hardy seems depends on his ability to continue to break vents it from seeming uninteresting or content merely to postulate his “metama- new ground rather than simply revisiting repetitive. In addition, the cosmology be- gic” without really explaining it. The un- the old. hind the novel seems carefully thought out, derlying theory behind the premise isn’t and the plot takes an occasional offbeat treated in depth until near the end of the THE LAND BEYOND THE GATE twist. The result is that, despite its tradi- book, and by then Jemidon is less interested Lloyd Arthur Eshbach tional roots, The Land Beyond the Gate in exploring metamagic’s possible uses than Ballantine/Del Rey 0-345-31647-9 $2.75 makes enjoyable reading. While it may not in shutting it down and not using it. A player taking his first character be possible to identify precisely the qualities Readers are likewise on their own should through a dungeon and a reader settling that make that statement true, Eshbach’s they decide to develop the principles of down with a fantasy novel for the first time success at making the old quest story come metamagic for use in a game environment. are comparative innocents. After a dozen or alive should prove to even the most jaded With considerable fine tuning and adapta- so dungeon campaigns have been experi- role-player that the familiar need not neces- tion, the concept might well be used in enced, or after a quantity of paperbacks sarily be dull or void of pleasant surprises. variant AD&D® game settings akin to the have been read, a jaded feeling settles in, One final point worth mentioning: the

DRAGON 37 book’s biographical note reveals that The a true epic, though even the most exotic and Land Beyond the Gate is the first in a four- spectacular situations never quite lose an volume sequence. Eshbach, however, has element of down-to-earth common sense. made the novel entirely self-sustaining — a There is an ancient prophecy, as well as a welcome change from the recent flood of quest; there are magical bags, spindles, and multi-volume sequences of which the stories blades; and finally, there are characters of are left maddeningly incomplete at the end all shapes, dispositions, and origins. This of each book. last group includes a duarough (best de- scribed as the best parts of a hobbit, , RAPHAEL troll, and dwarf put together), thirteen R. A. MacAvoy wraithlike women whose souls have been Bantam 0-553-24370-5 $2.75 stolen by the vampire, and Aeriel, the Since the first volume of R. A. MacA- former servant to one of the wraiths whose voy’s trilogy appeared about a year and a capture and enslavement by the vampire half ago, reviewers have been of two minds form the heart of the story. about the tales of Damiano Delstrego, a Pierce’s vampire is by no means the same protagonist of the trilogy. Some reviewers creature as the one in the Dracula stories or believe that the books are positively bril- the being described in the AD&D Monster liant, while others are of the opinion that Manual. But The Darkangel is worth read- MacAvoy has spent too much effort devel- ing, however. This novel demonstrates what oping lackluster, weak-willed characters. such beings can become if given half a For game-playing readers, the debate is chance. And all those who finish Pierce’s largely irrelevant. Raphael, which con- tale will find that no vampire, of whatever cludes the trilogy, is valuable reading be- sort, will never seem quite as predictable as cause of its deft handling of an earthly it has in the past. conflict between powers greater than mortal beings. Referees intimidated by the pros- THE SONG OF THE AXE pect of introducing demigods and their ilk Paul O. Williams into role-playing campaigns would do well Ballantine/Del Rey 0-345-31658-4 $2.95 to study MacAvoy’s treatment of the prob- Forget for a moment that The Song of the lem. That difference is the source of the criti- Axe is the sixth volume in a loosely knit The novel’s title character is the angel of cal debate over the trilogy, and it ultimately series called the Pelbar Cycle. Forget that Biblical legend, whose outlook on life is so boils down to a matter of taste. Some read- its author picked up the 1983 John W. benign as to border on the naive. And that’s ers will welcome Raphael and its compan- Campbell Award in the Best New Writer the crux of the story. Satan, also in all his ion volumes as a refreshing break from the category. And, forget that the book is ex- scriptural splendor, lures the naive Raphael fantasy mainstream, a river overflowing actly the type to show up in high-school into a situation in which the angel’s trust with confident heroes and swarms of elves English classes next to The Catcher in the costs him his freedom of action. Satan uses and fairies. Others will be less comfortable Rye. The important point is that Paul O. the opportunity to deprive Raphael of his with MacAvoy’s deliberate, often philosoph- Williams has proven once and for all that angelic powers and of his contact with ical pace and mood and her refusal to pro- civilization will survive after The Bomb Heaven, leaving Raphael to walk the Earth vide stock answers to characters’ questions. goes off. alone, with only a part of his memory in- Raphael is an unusual novel, though; even Putting that last claim in perspective tact. those who don’t expect to like it can expect involves realizing that the GAMMA What follows is the tale of Raphael’s to find something worthwhile when they WORLD® science-fantasy game, which redemption, as attempted by a reluctant read it. shares a post-holocaust setting with Wil- minstrel, a pagan sorceress, Damiano’s liams’s books, really doesn’t offer a com- ghost, and a magnificent black dragon THE DARKANGEL plete portrait of civilization. (I should which may or may not be related to the one Meredith Ann Pierce caution readers that I haven’t played the in MacAvoy’s otherwise unconnected first Tor Books 0-812-54900-7 $2.95 game using the revised rules; I’m judging novel. Like deities in an AD&D® game There is a tendency on the part of many from earlier experience and recently pub- milieu, the opposing immortals tend to game players to dehumanize the vampire. lished articles in DRAGON® Magazine.) avoid direct confrontations on earthly terri- Vampires are so difficult to kill that the What the GAMMA WORLD game pro- tory; there are, however, several superbly average DM simply doesn’t bother taking vides is simply adventure in a setting some- conceived aerial combat sequences that may the time to develop his vampires as adver- what less improbable — though not much help players and DMs understand the com- saries with character. So, the potential for less — than that of the D&D® and AD&D® plications inherent in fighting while air- human feelings and ingenuity on the part of games. Mutations replace spells, while old borne. And the novel’s climax illustrates the vampire is ignored. technological relics substitute for magic what happens when the inadvisable can no Meredith Ann Pierce, however, has taken items and artifacts. Any background culture longer be avoided, and so Satan and the time. And the result is a very unusual is more or less assumed rather than created Raphael meet face to face. and thoughtful vampire tale that has a ring or explained. Despite the periodic fireworks, however, of reality about it, yet the story bears little By itself, that flaw doesn’t ruin the Raphael isn’t meant as a tale of hack-and- resemblance to the usual Dracula yarns. game’s entertainment value, and more slash action, nor is it seriously intended as a The Darkangel does not have the narra- enterprising referees can design their own guidebook for role-players interacting with tive quality of a genuine folk tale which has background civilizations. But in practice, the gods (though its usefulness in the latter been handed down and retold for genera- GAMMA WORLD game adventures may capacity is clear). Rather, Raphael is a tions in the same Eastern European coun- often seem disjointed by comparison to their deeply introspective novel about a quest for trysides where the Dracula legends were AD&D game counterparts. A certain tex- identity, and the combination of that quest born. Pierce’s writing is both matter-of-fact ture and depth are missing from the setting. and the story’s religious context produces a and richly detailed, providing vivid images The Song of the Axe, on the other hand, texture in MacAvoy’s writing that is unlike of character and scene without seeming possesses those qualities in excellent mea- virtually anything else in the spectrum of heavy-handed or pretentious. sure. The future North America that Wil- contemporary fantasy. The story also has the power and depth of liams develops is a consistent and

38 FEBRUARY 1985 fascinating world, whether or not his char- how acquired magical powers along the acters are on the scene; a society that views way, presumably through a romantic link hang-gliding as a religious experience and with Irissa. Irissa, on the other hand, per- another culture situated next door to a sists in getting herself into trouble, as no glacier are especially memorable examples. less than two different unsavory local bar- Appropriately enough, certain central char- ons capture her in the course of the novel. acters are not unlike typical RPG charac- But just as Kendric and Irissa seem to be ters: Tor is a confirmed wanderer despite making a place for themselves in their new- the fact that his tribe has been substantially found society, who should call for help but absorbed by a more agrarian, settled group, Irissa’s relatives. Apparently, they now need while Tristal, his nephew, is less inclined to help badly enough that they’ll withdraw independence. their objections to Kendric’s presence. The story of Tor and Tristal’s journey The number of convenient allies and across a generous slice of the continent is lucky breaks that pop up in Exiles of the noteworthy in another respect: it can be Rynth is substantial: there are always riding read and appreciated without having Wil- animals at need, creatures rumored to be liams’s previous books at hand. Though all man-eating menaces turn out to be helpful, six are uniformly well written and the char- and the conclusion finds our heroes with acters and events overlap, each volume is more magic rings than they know what to an independent story capable of standing on do with. its own merit. In some ways, The Song of In a way, the book is a serious disappoint- the Axe is a better introduction to the series ment. Six of Swords, which introduced than most of the others of the cycle, since it Kendric and Irissa, was interesting if not dips only lightly into the complex Heart memorable reading, and the clearly forth- River society for which the cycle is named. coming third book in the series might easily It’s possible to regard The Song of the be a worthwhile yarn, picking up on the Axe as a classic quest story, as a “growing- original story’s themes. But Exiles of the up” novel (thus, the comparison to The Rynth comes across as an irrelevant middle Catcher in the Rye; Williams handles char- volume that does nothing for the trilogy acterization well indeed), or as a more except provide filler material. Like literary look at such abstract things as loy- the author’s Argonian tales. Scarborough Dungeon Masters entranced by their own alty and courage. But those with more than also gives her female characters more life brilliantly intricate plots, Douglas needs to a passing interest in the GAMMA WORLD than is usual for women in this genre, with- learn that her characters are at their best game system will get something uniquely out sacrificing a reasonably authentic Is- when given free rein to shape their own valuable from the book: a genuine feel for lamic background. destinies. life after World War III that can add the No gamer should neglect buying The needed detail and texture to the average Harem of Aman Akbar. Too few fantasy GAMMA WORLD campaign. novels give as much good game-playing advice wrapped up in such a solidly enter- THE HAREM OF AMAN AKBAR taining package; this one does just that, and Elizabeth Scarborough advances Elizabeth Scarborough firmly into Bantam 0-553-24441-8 $2.95 place as one of the field’s leading writers. Innumerable fantasy novels have been written about dragons and the problems EXILES OF THE RYNTH inherent in their care and feeding. Now, Carole Nelson Douglas Elizabeth Scarborough has assembled what Ballantine/Del Rey 0-345-30836-0 $2.95 may well be the definitive book on dealing Every has experienced with a rather neglected and even more the frustration of watching a party of adven- challenging servant: the djinni. turers open the wrong door, miss a pivotal The Harem of Aman Akbar (subtitled clue, or otherwise manage to get completely The Djinn Decanted) offers vast quantities sidetracked chasing something totally unre- of practical advice on managing and getting lated to the mission or quest supposedly at along with those elusive folk from the outer hand. There are two ways to deal with such planes. The reader learns, for example, that groups of characters: the referee can either the AD&D® Monster Manual wasn’t kid- cater to the party’s whims and instincts, ding about the differences between good following the wishes and priorities of the and evil masters — Aman’s djinn- players, or deliberately channel the group constructed palace is a magical marvel that back toward the right goal by means of testifies to the axiom’s truth. And, there is careful stage management. practical advice on what to do if someone But problems arise when, as in Exiles of tries to steal a djinni’s bottle — be sure the the Rynth, the characters stubbornly resist thief doesn’t get the stopper as well. all efforts at redirection while the “referee” Besides being a superb manual of djinni persists in pushing them along toward the management, the novel is also a rousing next book. As the story begins, Irissa and adventure straight from the Arabian Kendric are halfway through a gate between Nights. Included along with the benevolent, worlds that is guarded by Irissa’s mystical if sometimes exasperating, djinn are a capti- Torloc relatives. The family, it seems, won’t vating harem, a despicable emir, a practical let Kendric through the gate because he’s holy seer, and a trained elephant. It all only a , so the two are cast out makes for an exciting, danger-filled quest into an unfamiliar world. through the mysterious East, spiced with Kendric adapts fairly easily despite mak- the cheerfully sly humor that has marked ing the unsettling discovery that he’s some-

D RAGON 39

‘My Honor Is My Life’

All about the Knights of Solamnia by Tracy Hickman

Much of the background on the world of that the rebel leaders came willingly to his exacting; only a brief summary of its laws Krynn is presented in the AD&D® game camp and detailed their grievances. Solam- concerning organization can be given here. module DL 5, Dragons of Mystery. How- nus’s investigations soon proved the stories A complete set of the tomes of The Measure ever, several important aspects of the world to be true. The knight was appalled at the was known to exist in the great library of of the DRAGONLANCE™ saga still remain corruption and deprivation he witnessed. Astinas of Palanthas. to be revealed. This article deals with one of What was worse was that Vinas knew he The Knights were led by the Grand those aspects — the history, development, had unwittingly been a part of this evil, by Master, who sat in judgement on matters of and organization of the Knights of Solam- his failure to see what was happening before importance to the Knights and, subse- nia. Players who are using the character his own eyes. quently, the nation of Solamnia as a whole. Sturm in the DRAGONLANCE™ adven- Solamnus called his knights together and Below him were three posts: the High War- ture series will need to know much of this presented the case of the people. Any rior, the High Clerist, and the High Justice, material in order to role-play that character knights who believed in the cause of the representing the three major Orders of the in greater depth. Other player characters rebels were entreated to stay. Those who did Knights. They were, according to The directly associated with the Knights will not were given leave to return to Daltigoth. Measure, the embodiments of Honor, Wis- appear in later modules. Even though his men knew that doing so dom, and Loyalty. All three ruled the entire meant exile and possibly death, most chose knighthood jointly, though they governed The origin of the Knights to stay with Solamnus. Only a few returned the three Orders separately. The Knights of Solamnia came into being to Daltigoth, bearing a message from So- The three Orders of the Knights of So- nearly two thousand years before the War of lamnus for the emperor. Either redress the lamnia were named the Rose (honor), the the Lance, rising like a phoenix from the wrongs of the people, the message read, or Sword (wisdom), and the Crown (loyalty). ashes of the empire of Ergoth. The isles of prepare for war. Thal Palik denounced Squires accepted into the Knights of Solam- Ergoth were, in those days, one with the Solamnus as a traitor, and stripped him of nia entered under the Order of the Crown, continent and not separated from Ansalon his lands and title. The people of Daltigoth learning the laws and codes of loyalty first. by any waterway. From that region, during prepared for war. They then had to demonstrate their accept- the Age of Dreams, arose Ergoth. But as Thus began the War of Ice Tears. Al- ance of the codes of that Order before pro- the years passed, Ergoth grew into such a though Ergoth was in the grip of the most gressing to the Order of the Sword. The vast. and sprawling empire that it could no terrible winter ever chronicled, Solamnus testing was rigorous, requiring great deeds longer be governed effectively. The em- and his dedicated army of knights and of bravery in battle as well as strict adher- peror, Thal Palik, was the worst of a long frontier nobles marched on Daltigoth and ence to The Measure in all aspects of life. line of rulers, impractical and inept; the laid siege to it. Solamnus personally led Entry into the Order of the Rose, the only way he knew to keep his subjects in daring raids into the city itself. These raids highest-ranked order, could be attained only line was to govern with an iron hand. His had a twofold purpose. First, they reduced by those of noble blood; thus was the great army of knights was of prime importance to the city’s food supplies; second, the raiders Huma excluded from that order, though he him. He lavished the treasury’s money on spread the news of the emperor’s corruption was considered by many to be the greatest it, depleting the empire’s finances and among the people of the capital, showing of the Knights in all aspects of honor, wis- bleeding the peasants dry with taxes. how they were being made to suffer while dom, and loyalty. The people of the eastern plains of Ergoth the emperor remained hidden away safely The military power of the Knights was were a proud, noble, and independent folk, in his palace. Within two months the capital carefully structured. As set forth in The and soon rebelled against the emperor’s fell. A revolt of the people, led by some of Measure, the three Orders of the Knights treatment of them. Having feared rebellion the knights Solamnus had allowed to return were to maintain seven armies apiece. Each all along, Thal Palik was prepared. He to Daltigoth, forced the emperor to sue for of these twenty-one armies was jointly ruled called for the captain of the guard, Vinas peace. by three Lord Knights, one from each of the Solamnus, and ordered his knights forth to As a result, the northernmost part of three different Orders. This arrangement crush the rebellion. Ergoth gained its independence. The grate- apparently helped to temper the leaders’ Vinas Solamnus, commander of the ful people supported Vinas as their king and judgment in battle, and kept the knighthood palace guard in the capital city of Daltigoth, named their new country Solamnia in his unified. was a pious man, a gallant warrior, and honor. Although it never attained any great Each knight wore a clasp bearing the much beloved by his men. Noted for his power during the rest of the Age, Solamnia symbol of his Order (a rose, a sword, or a honor, his greatest fault may have been that became synonymous with honesty, integrity, crown) which was used to fasten his cloak to he was too loyal to his emperor and was, and fierce determination. his armor. All knights carried a shield bear- consequently, blind to what was happening ing the symbol of the Knights of Solamnia: in the empire. Although he started out The organization of the Knights a kingfisher with wings half extended, a firmly determined to destroy the rebels as Vinas Solamnus organized the Knights of sword grasped by both its claws; a rose his emperor commanded, Solamnus was Solamnia during the Age of Dreams, and it centered on the sword between the claws; soon repelled by the terrible conditions and has changed little over the subsequent cen- and a crown held over the bird’s head in its oppression under which the people lived turies. The Knights subscribed to two beak. By these signs the Knights were outside the capital. codes: The Oath and The Measure. The known wherever they went. When he reached the northern plains, Oath was Est Sularus oth Mithas — “My Vinas let it be known that he would meet Honor is My Life.” The Measure was an The Cataclysm and the present with the rebel leaders under a banner of extensive set of codes, many volumes in The Kingpriest of Istar brought down the truce to hear their side of the story. So length, the purpose of which was to define wrath of the gods upon Krynn, and the widely respected and trusted was Solamnus “honor.” The Measure was complicated and gods punished the people for their pride by

D RAGON 41 casting a fiery mountain down on the land. years. Yet during that time, the world would take the place of the Grand Master. The destruction and desolation caused by changed in many ways which the writers of However, no one strong enough to be a the disaster disrupted the world for months. The Measure could not have foreseen. The publicly acclaimed leader has come forth, Although their land had been spared the code of laws by which the knights measured and the contention for high rank among the worst of the blow, the people of Solamnia their every action was outdated and ponder- knights continues. still suffered greatly during that time. Evil ous. It gave no practical answers to the creatures, long banished, returned to the questions that time and change had brought Additional notes on Solamnia land. Many of the Knights perished fighting about. The Measure was law, but it was an Solamnia is on the silver standard; the the unknown and unspeakable horrors that unbending law, not tempered with a sense most valuable coin of the realm is a silver ravaged the countryside. of justice. Many of the newer knights se- monarch, equivalent to 506 sp in the In the end, it was the common people of cretly questioned how much longer it would “world” outside Krynn. Silver castles Solamnia who cast the Knights into dis- be before justice demanded that the ironclad (worth 10 sp) and silver tharns (worth 1 sp, grace. For centuries, the Knights had kept rules of The Measure be broken. the lowest-valued silver coin) are used. the peace and safety of the realm. Now, in The knights who remained found them- Copper equivalents of these coins exist, and the hour of their most desperate need, it selves forced to roam the countryside in are respectively worth 50 sp, 1 sp, and seemed that the Knights were powerless. secret and under false names, lest they be 1/10 sp. If a gold coin is minted, its value is Rumors began to spread that the Knights discovered. Still, they kept their ideals and always given in silver pieces. had foreseen the coming of the Cataclysm their honor, and did what they could to fight Several legends are common to all of and had done nothing to stop it. Some the growing evil in the world. A few knights Solamnia and may have particular rele- knights, it was said, actually intended to who found their loss of status intolerable left vance to the Knights (and thus to players profit by the disaster and increase their land their homeland and settled across the waters who have characters that are members of holdings. on Sancrist Isle. To this day, a strong group the Knights). Two of these legends are Before long, knights were jeered in public of knights exists there, while only covert briefly described below. and openly reviled. Darker acts were also organizations survive within Solamnia. Bedal Brightblade was a hero said to, have committed: knights were foully murdered, At the time of the War of the Lance, all fought the desert nomads to a standstill, their castles and homes invaded, and their the high ruling posts (Grand Master, High holding a pass into Solamnia singlehandedly families slain or driven into exile. So it was Warrior, High Clerist, and High Justice) until help came. His sword, Brightblade, that the Knights silently disappeared from are vacant. Sixty-three warriors of various was said to be of dwarven make and never the knowledge of most common men. Orders remain in the world (that are known rusted or dulled despite vigorous use. His Of far greater consequence to the knight- of), and all are vying for the high posts by tomb is somewhere in the far southern hood, more damaging than the Cataclysm their performance of great deeds in the mountains in an unknown location. It is and more relentless than the hate of the world. Tension is running high as rivalries rumored that Bedal will return to aid So- common people, was time itself. The Oath develop between the different orders as well lamnia in its time of need. Sturm and The Measure had held up, in the as among the knights themselves. Tradition- Brightblade might be a distant descendant knights’ eyes, for more than a thousand ally, one of the Lord Knights of the Rose of this legendary figure. Huma Dragonbane, known as the most perfect of the knights, gathered together a group of heroes to destroy the dragons and drive them from the lands of Solamnia. Huma’s legend, compiled by the great elven bard Quivalen Soth, is fragmented now. Many doubt that Huma ever really existed (the same people who now doubt the exist- ence of dragons). But the story of the last battle between Huma and the leader of the dragons is still told, along with the tragic love Huma bore for the Silver Dragon. (See the “Song of Huma,” in the book Dragons of Autumn Twilight, the first volume of the Dragonlance Chronicles.) Huma managed to slay, the evil dragon- leader with the Silver Dragon’s help, but in doing so he sustained a mortal wound. By some accounts, Huma died on the field of battle; others, however, say that he lingered for days in such pain that the gods themsel- ves suffered in sympathy, inflicting terrible thunderstorms upon the land. To this day, you will find people who say that when lightning and thunder strike the land, it is in memory of Huma’s agony. Huma was buried with great reverence, and for many years those who aspired to join the Knights made a pilgrimage to the tomb of Huma, which — so legend had it — was carved in the shape of a Silver Dragon. As the world descended into evil, the road to Huma’s tomb became dark and dangerous to travel. Soon afterward, people began to question Huma’s very existence, and now the location of his tomb and his body are not known.

42 FEBRUARY 1985

C REATURE C ATALOG II

Contents

Belabra...... 45 Lightning Bug, Giant ...... 49 Betta, Giant ...... 45 Lillend ...... 50 Bhaergala ...... 46 Orgautha ...... 51 Dragon, Phase ...... 46 Rekeihs...... 51 Ekrat...... 47 Rummele ...... 52 Fireball Fly ...... 47 Urisk...... 52 Firestar ...... 48 Viltch...... 53 Flamewing ...... 48 Wyrm, Great ...... 53 Hurgeon ...... 49 Xaver...... 54 Credits

Designers Ed Greenwood: Belabra; Bhaergala; Firestar; Flamewing; Orgautha; Xaver. Matthew Quinn: Betta, Giant. Samuel Offutt: Dragon, Phase. Gregg Sharp: Ekrat. Lenard Lakofka: Fireball Fly; Lightning Bug, Giant. Roger Moore: Hurgeon; Urisk; Wyrm, Great. Stephen Inniss: Lillend; Rummele; Viltch. Kris Marquardt: Rekeihs.

Artists Dennis Rauth: Belabra; Orgautha; Rekeihs. Marsha Kauth: Bhaergala; Ekrat; Firestar. Bob Maurus: Betta, Giant; Dragon, Phase; Fireball Fly; Flamewing; Lightning Bug, Giant. Roger Raupp: Hurgeon; Lillend; Rummele; Urisk; Viltch; Wyrm, Great; Xaver.

Note: Experience-point values for the monsters in Creature Catalog II were calculated using the guidelines from the article “What is a monster worth?” in DRAGON® Magazine issue #89, pages 48-50.

44 FEBRUARY 1985 BELABRA the belabra springs or glides forcibly into an opponent, striking with its armored head. FREQUENCY: Rare This does a jarring 2-8 points of damage if NO. APPEARING: 1 it hits. ARMOR CLASS: -2 (“head”); The belabra hunts by scent and sight. Its 6 (tentacles) four eyes are mounted on retractile stalks MOVE: 4”/7” (hop) (MC: E) projecting from its armored head, and its HIT DICE: 4 + 4 olfactory organs are located under the rim % IN LAIR: 10% of the armor. Both sets of organs and the TREASURE TYPE: Nil armored head are AC -2; the white, rub- NO. OF ATTACKS: 1 bite or 1 ram bery tentacles are AC 6, and they may only DAMAGE/ATTACK: 3-12 or 2-8 be attacked when the belabra has entangled SPECIAL ATTACKS: Entangling; a victim. However, injured tentacles spray barbed tentacles whitish blood that blinds and causes sneez- SPECIAL DEFENSES: Blood spray ing in humans, halflings, and elves (all MAGIC RESISTANCE: Standard within 1” must save vs. poison at -3 to INTELLIGENCE: Low avoid effects). Victims so affected make all ALIGNMENT: Neutral attacks at -4 “to hit” and have their armor SIZE: M (tentacles 5’ long) class reduced by 2 ranks for 3-24 rounds. PSIONIC ABILITY: Nil The belabra is surprisingly light for its size, Attack/Defense Modes: Nil weighing from 60-80 gp (6-8 pounds) when LEVEL/X.P. VALUE: V/250 + 5/hp ground with its tentacles or by bounding its stomach is empty. into the air, beating its tentacles once with a A belabra can be trained to obey the The belabra, or “tangler,” is as valued sharp clap and snapping them out behind it verbal commands of a master, hunting and among merchants and other travelers as it is to serve as a rudder. By the latter method it immobilizing or killing like a trained dog or feared in the wild. Though it is a carnivore, can glide up to 7” in still air (more if de- . It can also aid its master in battle it can be trained to entangle and hold crea- scending from a height or riding strong air- (95% loyalty in dangerous situations, 100% tures captive at its master’s command with- currents). otherwise). Such training is a skill, and out harming its victims. At any point in its glide, the belabra can good trainers require 4-16 weeks to train a The belabra earns its nickname for its whip its tentacles about a target and plum- captured belabra, given a secluded training twelve tentacles, which it uses to capture its met earthward. Falls do only 1 hp of dam- area, a large supply of live animals to serve meals. Each tentacle grips and holds se- age for every 10 feet fallen to the rubbery as training kills and food, and access to the curely but does no damage unless the victim belabra, so this attack method is often used. person the belabra is being trained by (for 4 tries to pull free. (Escape requires the victim A belabra in combat bounds about, seek- consecutive hours per day). Poor trainers, to roll his chances to bend bars or lift gates; ing to keep its armored head between its unfavorable conditions, or constant inter- one such attempt may be made per round.) opponent and the vulnerable tentacles, until ruptions will lengthen the training period. Barbs on the tentacles holding the strug- all twelve can lash out at once to entangle Belabra young, if raised for 2 years, will gling victim will then do 3-6 points of dam- the opponent. Entangling occurs if the obey many commands and will pause before age. In the wild, a belabra pounces upon belabra successfully hits against an oppo- devouring entangled prey as a matter of victims, holds them doggedly, and can then nent as a 9 HD monster. The victim then course. bite repeatedly until only the victim’s skele- loses all dexterity bonuses for armor class Belabra young gestate for 6-10 months in ton is left. A belabra’s bite does 3-12 points and the belabra may bite at the victim with a sack formed within the stomach of the of damage, and its white stomach expands a +4 bonus to hit. The tentacles are quite parent. It seems that belabras have only one to take in what is eaten. A belabra can dextrous; belabras have been known to sex, so any belabra can carry an offspring. easily devour creatures much larger than open doors, delve into cages or sacks, and Belabras are otherwise solitary. Captured itself. saw through nets with their barbed tenta- belabra young may bring as much as 4,500 A belabra moves by crawling along the cles. A favored attack is the ram, in which gp on the open market.

BETTA, Giant colored, coming in red, blue, and green versions; females are always a drab green. FREQUENCY: Uncommon Males have longer fins than females. NO. APPEARING: 1 male, 1-8 females Male giant bettas are extremely hostile ARMOR CLASS: 8 toward other males of their kind. If a male MOVE: //18” betta sees its own reflection in a mirrorlike HIT DICE: males 3 + 3, females 3 + 6 surface, it will attack the reflection immedi- % IN LAIR: 55% ately, to the exclusion of any other enemy. TREASURE TYPE: Q in nest The same applies to illusions the betta sees NO. OF ATTACKS: 1 bite of other males. (Bettas receive no saving DAMAGE/ATTACK: 1-8 throw against illusions of this sort.) Male SPECIAL ATTACKS: Bonus “to hit” bettas will attack other brightly colored SPECIAL DEFENSES: Nil objects they see in the water, gaining a +2 MAGIC RESISTANCE: Standard bonus “to hit” against them; this includes INTELLIGENCE: Animal characters wearing flashy clothes, bright ALIGNMENT: Neutral silvery armor that will reflect the betta’s SIZE: M (5’-6’ long) coloration, and so forth. This does not PSIONIC ABILITY: Nil apply to female bettas. Attack/Defense Modes: Nil smaller cousins. They inhabit fresh, tropical Male bettas will create a bubble nest LEVEL/X.P. VALUE: III/85 + 4/hp waters that are warm all year around. Giant when they desire to breed. A bubble nest is bettas are encountered in schools which an underwater air pocket at least one cubic Giant bettas, also known as giant Sia- invariably contain one male fish and one or foot in volume, set under an overhanging mese fish, are somewhat similar to their more female followers. Males are brightly rock, a collection of interlocked branches, or

D RAGON 45 other’ suitable object. The male betta will then chase the female away before she has a creatures when they are three months old, inhale a large quantity of air at the surface, chance to eat the eggs. The male will guard doing 1-4 points damage. When they are six swim down to the place where the nest is the nest for two days, after which time the months old they do 1-6 hp damage, and being built, and exhale, forming the air eggs hatch. After a short period of time, the finally they reach adulthood (and normal pocket. Any leakage will be stoppered by male betta will eat whatever young remain bite damage) at nine months of age. scooping mud onto the leaking spot. The in the area; the rest must scatter and hide. Bettas live in shallow waters not over male might also collect a few small shiny Young males soon start attacking each other 100’ deep. They have to come to the sur- objects to enhance the nest’s attractiveness and separate to go their own ways. face and gulp air to breathe. Though males (hence the presence of gems). Young bettas are born with 1 hp and gain can be dangerous to underwater adventur- Upon finding a female, the male will a full hit die every three months. Their bite ers in the tropics, female bettas will attack. have her lay eggs in the bubble nest and will damage becomes effective against other only if hungry or if attacked themselves.

BHAERGALA

FREQUENCY: Rare NO. APPEARING: 1 ARMOR CLASS: 6 MOVE: 16” HIT DICE: 4 + 4 % IN LAIR: 20% TREASURE TYPE: Nil NO. OF ATTACKS: 2 claws and 1 bite DAMAGE/ATTACK: 1-6/1-6/1-8 SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Poison resistance; spell turning MAGIC RESISTANCE: Standard INTELLIGENCE: Average ALIGNMENT: Neutral SIZE: L (up to 9’ long) PSIONIC ABILITY: Nil Attack/Defense Modes: Nil This chance drops to 0% if the bhaergala will flee or break off combat only when it LEVEL/X.P VALUE: III/130 + 5/hp feels threatened, has been attacked or in- feels further battle will be useless or danger- jured recently, or is hungry. A bhaergala ous. The great constitution of a bhaergala The bhaergala, or “gunniwolf,” is a large naps for 1-10 rounds, never sleeping for allows it to regenerate 2 hp of damage suf- predator encountered in heavily wooded long. If it finds a singer gone upon awaken- fered per day, and allows it +3 on saving areas from tropical to temperate climes. It is ing, it will usually give chase. throws versus poison and a 99% system most common in jungles where the under- A bhaergala is solitary, seeking others shock score. Further, a bhaergala can con- growth is dense, for it uses the heavy cover only to mate. It is a savage fighter, raking sciously turn spells directed against it (as a to conceal itself from prey. Its food is known with powerful foreclaws and biting mouth- ring of spell turning) up to 4 times per day. to include sylvan elves, satyrs, and man. fuls of flesh from opponents with its jaws, This is a power under its control and not an A bhaergala can accurately the dropping these to be consumed later. A involuntary or automatic reaction. A speech and song of men and elves, and will bhaergala tends to bite continuously until bhaergala has standard magic resistance to often use this faculty to lure prey. Most its prey is dead. spells that are not turned. bhaergalas can speak Common, and all of A bhaergala stalks prey from downwind; Young bhaergalas have the speed and them love song. A bhaergala can be lulled its fur has a faint but unmistakable odor, powers of their parents, but have only 2+2 to sleep by good singing. If one feels safe often described by adventurers as akin to HD and do only half damage. Beasts of from attack, it may request a song from any that of fresh-baked bread or biscuits. It is both sexes are externally identical, and a men or elves it meets. Stories are told of the agile and can spring or fall up to 7” verti- mated pair remains together only until the bard Mintiper, who befriended a bhaergala cally without harm, landing upright as a cat young have made their own first kills. that became his traveling companion, but does. In greater falls, a bhaergala will sus- Bhaergalas usually sleep on tree boughs or some say these tales are pure fancy. tain 1d6 damage for every 1“ over 7” fallen, in thickets; their lairs are seldom-visited Anyone encountering a bhaergala has a but it will often pounce on fleet prey from places of refuge and also act as storehouses 25% chance of singing the beast into slum- great heights, hoping to stun or cripple it. of treasure (musical instruments and noise- ber, +5% if alone, +5% per point of cha- Upon impact, a leaping bhaergala’s claws makers taken from corpses or in raids on risma over 16, and +15% if a trained or both do maximum damage if they strike. caravans or villages). Such lairs are always practicing singer (all bonuses cumulative). A bhaergala feels little pain or fear, and well hidden, usually in caves or ruins.

DRAGON, PHASE SPECIAL ATTACKS: Breath weapon; The phase dragon can be found almost possible spell use anywhere, although it prefers sparsely SPECIAL DEFENSES: Phasing ability; inhabited areas in and around forests. Its FREQUENCY: Very rare see hidden/invisible objects lair can be found in caves and in stout, NO. APPEARING: 1-2 MAGIC RESISTANCE: 30% hollow trees. Though of small size, a phase ARMOR CLASS: 2 INTELLIGENCE: Average to very dragon is as greedy as any other dragon and MOVE: 6”/24” (MC: C) ALIGNMENT: Chaotic (neutral or good) covets precious metals, gems, and magic HIT DICE: 3-5 SIZE: S (3’ long) items. % IN LAIR: 10% PSIONIC ABILITY: Nil This dragon’s phasing ability allows it to TREASURE TYPE: F Attack/Defense Modes: Nil shift out of phase with its surroundings as a NO. OF ATTACKS: 1 bite LEVEL/X.P. VALUE: IV to V/175 + 3/hp phase spider can; it uses this power when DAMAGE/ATTACK: 1-4 to 360 + 5/hp attacking or being attacked. The dragon

46 FEBRUARY 1985 will bring itself back into phase when it is A phase dragon is able to use magic, and ready to deliver a bite or breath weapon (it if taught to do so (as 40% of them have can see its surroundings even when out of been), it can learn a 1st-level magic-user phase). When out of phase, the dragon spell for each of its first four ages and a 2nd- cannot be struck by normal weapons, but it level magic-user spell every age after that, can be seen and attacked by someone wear- to a maximum of four 1st-level and four ing armor of etherealness or using oil of 2nd-level magic-user spells at ancient age. etherealness; other ethereal beings can also Phase dragons have the same age catego- attack it. A phase door spell will cause the ries and abilities to detect hidden or invisi- dragon to remain in phase for seven rounds. ble beings that regular dragons have, but Because a phase dragon hates to fight, it they lack any fear aura abilities. They can will prefer to use its breath weapon first in be subdued. Phase dragons are a glossy an unfriendly encounter and then try to light blue-gray in color, and their scales escape. The phase dragon can attack once have a mother-of-pearl sheen to them. They per round with either a bite or by breathing speak their own tongue and their alignment a 10’ diameter cloud of white gas that language, and 75% of them know the com- causes all within it who fail a saving throw mon tongue as well. Phase dragons are 40% vs. breath weapon to become confused, as likely to be found sleeping. They make per the druid spell confusion. saving throws like regular dragons.

EKRAT

FREQUENCY: Very rare NO. APPEARING: 1 ARMOR CLASS: 6 MOVE: 12” HIT DICE: 1 + 1 eaten in this manner, and the same applies % IN LAIR: 90% to explosive runes (though these will imme- TREASURE TYPE: L, M, Qx3, plus diately detonate if the attempt to eat them magical writings (see below) fails). NO. OF ATTACKS: 1 weapon Even a powerful magical tome such as a DAMAGE/ATTACK: By weapon type libram of gainful conjuration or a vacuous SPECIAL ATTACKS: Consumes magical grimoire can be so destroyed, though the writing ekrat must make four successful erase at- SPECIAL DEFENSES: Surprised only on tacks in a row in order to destroy the work, roll of 1 on a d12 and the book must fail a saving throw vs. MAGIC RESISTANCE: Standard disintegration each time (roll of 20 required INTELLIGENCE: Very not to fail). Little wonder, then, that ekrats ALIGNMENT: Chaotic neutral are often referred to as “folio fiends” or SIZE: S (1’ tail) “manual monsters.” PSIONIC ABILITY: Nil An ekrat will keep a lair and is very likely Attack/Defense Modes: Nil to be found there, casually stuffing itself LEVEL/X.P. VALUE: II/44 + 2/hp with paper, drinking ink, or otherwise amusing itself when it isn’t hungry. These wily beings are similar in appear- Though ekrats eat magical writings, they ance to leathery-skinned leprechauns, day, an ekrat can cast a special form of erase do keep other treasures, particularly gems though they are thinner and have dull yel- spell with a range of 12”. This spell will and jewels. A chance exists of finding some low eyes. Ekrats have exceptional hearing affect one spell from a magical scroll, tome, magical writings being kept in an ekrat’s and are difficult to surprise. They usually or spell book, and has a 60% chance of lair as late-night snacks. Roll the following carry a dagger with them for self-defense successfully erasing the magical writings chances for magical writings cumulatively: but are not known to waylay or harm any- involved. The ekrat will continue to seek 50% chance of 1-4 scrolls, 50% chance of a one without cause. out as many other magical writings to “eat” map (with magical writings upon it), 20% Ekrats are most often found in the neigh- as possible. chance of a spellbook, and a 5% chance of a borhood of a poorly guarded library or An ekrat may safely erase cursed scrolls, magical tome or manual. A spellbook is museum, though a few enterprising speci- and a protection or cursed scroll counts as 80% likely to have belonged to a magic-user mens have made their ways into major one “spell” for eating purposes. Magical (of level 1-8) and 20% to be that of an magical libraries. Ekrats feed upon the glyphs, runes, and symbols may also be illusionist (of level 1 - 10). magical power contained within enchanted writings of any sort. Ekrats also eat paper and drink ink, though no one has figured FIREBALL FLY NO. OF ATTACKS: 1 bite out how they can get nourishment from DAMAGE/ATTACK: 1-2 them. Any other vegetable matter can be FREQUENCY: Very rare SPECIAL ATTACKS: Fireball burst consumed, such as corn, rice, wheat, or NO. APPEARING: 2-12 (6-36 in lair) SPECIAL DEF.: Immune to fire, heat even grass and tree bark, but ekrats prefer ARMOR CLASS: 7 MAGIC RESISTANCE: Standard paper products over all other foods. MOVE: 1”/15” (MC: B) INTELLIGENCE: Animal The average ekrat will eat as much as 30 HIT DICE: 1 hp ALIGNMENT: Neutral sheets of paper per day, preferably with ink % IN LAIR: 35% SIZE: S (3 in. long) writing upon them, if such can be found. TREASURE TYPE: 50% each of treasure PSIONIC ABILITY: Nil Magical tomes, scrolls, spellbooks, and the types J, K, L, M, and N; 5% chance of Attack/Defense Modes: Nil like are consumed differently. Four times a magical weapon, armor, or shield LEVEL/X.P. VALUE: II/33

D RAGON 47 Fireball flies travel in small groups in walking or guarded victim and will leave to warm wilderness areas. They initially attack find easier prey. victims by biting, doing 1-2 hp damage A fireball fly is immune to fire of all sorts, each. If a victim falls, the fireball flies will even red dragon breath or the heat from back away and wait to feed upon the body molten lava. If struck by any form of magi- when it is left alone by any nearby com- cal frost, including a cone of cold, ice rades. They will only attack one person in a storm, or even being touched by a group at a time. frostbrand sword, the fireball fly will die If one or more of an attacking swarm of instantly. If struck by a normal weapon fireball flies is slain, there is a 50% chance (excluding hands or feet), there is a 25% on each round thereafter that 1-2 fireball chance that the fireball fly will explode at flies will dive on the victim in suicide at- once; for this reason, missiles and hurled tacks. Diving fireball flies will have a +3 weapons are preferred means of dealing bonus “to hit” and will explode on impact with them. with a solid surface. The dying fireball fly Fireball flies lair in rocky areas, and will burst into a 3’ diameter ball of flame incidental treasure from previous victims similar to a miniature fireball; the victim stroyed; clothing is included, of course. might be found nearby; only rarely will struck will suffer 3-12 hp damage per explo- When a fireball fly dives on a victim, the expensive or magical items be found. Fire- sion unless he saves vs. spells (saving will other fireball flies will move out of range of ball flies are sometimes released in only yield half damage). A victim who fails the fireball and will hover nearby to see if dungeons, tombs, or other places that need to save must have all of his equipment save the explosion has disabled the victim. If this guardians, though capturing them is very vs. magical fire to keep it from being de- tactic fails, the fireball flies will not pursue a difficult.

FIRESTAR electrical jolt similar to a miniature light- ning bolt of 2-12 hp damage to an enemy, FREQUENCY: Uncommon up to five times per day. No saving throw is NO. APPEARING: 1-12 given against this attack. Such a discharge ARMOR CLASS: 2 has a 30’ range, and can be conducted MOVE.: 16” through metal armor or weapons. HIT DICE: 2 + 2 Firestars are intelligent and can under- % IN LAIR: Nil stand movements, gestures, and even some TREASURE TYPE: Nil words of Common or the predominant local NO. OF ATTACKS: See below tongue. They can communicate only if DAMAGE/ATTACK: See below another creature employs a speak with SPECIAL ATTACKS: Electrical spark monsters spell or telepathy to converse with SPECIAL DEF.: Immune to magic; them. They have their own intricate lan- heat/electrical absorption; in visibility guage, a series of dancing patterns accom- MAGIC RESISTANCE: Standard panied by fluctuations in their glow. INTELLIGENCE: High Firestars can control the intensity of their ALIGNMENT: Neutral glow and even blank it out entirely for 2-8 SIZE: S (3”-6” diameter) rounds (during which times they are effec- PSIONIC ABILITY: Nil tively invisible). Attack/Defense Modes: Nil/Immune A firestar’s light fails if it is slain, reveal- to attack ing an egg-shaped, 2” long body covered LEVEL/X.P. VALUE: III/110 + 3/hp with a black spiderweb of nerves intersect- gaining them as additional body hit points, ing at many nodes. At each node is an eye. This eerily beautiful creature is usually up to a maximum hit point total of four Within the body are several distinct organs, mistaken for the feared will-o-wisp. A fire- times its original score. For example, a 12 one of which is valued as an alternative star appears to be a silent, floating, fist- hp firestar could absorb up to 36 hp of component for the dancing lights spell, and sized mote of light. It is usually seen danc- damage and keep them as its own hit all of which may serve as ingredients in ing in intricate patterns in secluded, points. The hit points will be lost after 2-5 magical inks for the spells affect normal moonlit hilltops or forest glades (hence the hours. Any additional hit points of fire or fires, dancing lights, and detect magic. A nickname “moondancer”). It tends to electrical damage that are not absorbed are firestar itself is immune to psionic attack ignore other creatures unless disturbed, but lost. A firestar is otherwise immune to the and to all spells except detection or com- is attracted to firelight within a two-mile effects of flame and electricity. Note that munication spells, magic missile, and cold- range and by spell use within a 20” range. fiery damage from a flame tongue sword can related spells (all of which have normal A firestar can absorb energy from normal also be absorbed, at a rate of +1 hp absorbed effects). A firestar can be hit by normal and magical flames and from electrical per sword strike (thus reducing the weap- weapons, but any flaming weapon which discharges, taking as many hit points as on’s effectiveness against firestars). strikes a firestar will both physically wound would normally be given out in damage and If attacked, a firestar can transmit an and strengthen it as noted above.

FLAMEWING NO. OF ATTACKS: 2 claws and 1 bite Attack/Defense Modes: Nil DAMAGE/ATTACK: 1-6/1-6/1-6 LEVEL/X.P. VALUE: III/65 + 3/hp FREQUENCY: Rare SPECIAL ATTACKS: Flaming wings NO. APPEARING: 1-3 SPECIAL DEFENSES: Immune to fire Flamewings are omnivorous, batlike ARMOR CLASS: 7 MAGIC RESISTANCE: Standard creatures encountered in temperate climes. MOVE: 22” INTELLIGENCE: Low They prefer areas with trees or rocky spires HIT DICE: 2 + 2 ALIGNMENT: Neutral where they may perch safe from sudden % IN LAIR: Nil SIZE: M (up to 5’ long, wingspan to 9’) attacks. Flamewings have keen eyesight and TREASURE TYPE: Nil PSIONIC ABILITY: Nil good olfactory and vibratory senses.

48 FEBRUARY 1985 Though they never sleep, they often rest by Against lesser opponents, flamewings use perching in complete immobility. In this their claws and powerful bite. The hind state, their body processes are slowed and claws have been known to strike through they may be mistaken as lifeless. But, they armor and do 1-6 hp damage each. may instantly burst into flight or attack at Amongst themselves, flamewings communi- any provocation. cate the most basic of emotions and inten- Flamewings hunt like hawks, winging tions with rattling, throaty calls. silently down to snatch up prey with their Flamewings are immune to all heat- and hind claws. But when fighting, they scream, fire-based attacks, but suffer +2 on all dice swoop, and wheel about in ceaseless flight, of cold damage, and they will not survive diving repeatedly to buffet opponents with chilling temperatures for long. They are their flaming wings. fearless and ruthless in battle. A flamewing has a saclike organ con- Flamewings are marsupials, and one can nected to its stomach that collects methane carry 1-4 “flamelings” — tiny offspring gas, which aids in flight by adding lift and with 1-3 hp, doing 1-4 hp fire damage, 1-3 balance to the flamewing’s tissue layer. The hp with hind claws, and no damage from gas also accumulates in expandable cham- buffeting and their immature wing claws. bers located behind the massive bony lead- Only one flamewing in twenty will be so ing edges of the wings. The powerful wing encumbered by young. The flamelings will muscles can expel jets of the gas from vents detach themselves and flee to safety if the in the leading edge of the wing at will. By 1 hp of impact damage, 2-8 hp of fiery mother is endangered. Young flamewings means of its unique body chemistry, a damage, and 1-2 hp from the wing claws have been captured and tamed successfully, flamewing may choose to ignite (or douse) (unless the target has AC 5 or better, in but they always turn wild again when they gas leaving the vents. A wing strike does which case no damage is taken). reach adulthood.

HURGEON ouflaged with flowers and leaves that only spells or devices that detect invisible objects FREQUENCY: Rare will locate them. Hurgeons gather local NO. APPEARING: 8-32 nuts, fruits, and berries, and several types ARMOR CLASS: 5 of edible roots for their meals. Their vege- MOVE: 6” tarian and inoffensive natures allow them to HIT DICE: 2-5 hp make friends with local woodland creatures %. IN LAIR: 40% and make arrangements for mutual assis- TREASURE TYPE: M (x10) tance with them in times of need. and X (in lair) Hurgeons are tool-users and construct NO. OF ATTACKS: 1 or 2 (weapons) elaborate underground dwellings with nu- DAMAGE/ATTACK: By weapon type merous rooms branching off from the main SPECIAL ATTACKS: Missiles; spell use tunnel. Work aprons and belts made from SPECIAL DEFENSES: Spell use; invisibe leaves or softened bark are often worn. If in natural terrain attacked, hurgeons use tiny daggers (1-2 hp MAGIC RESISTANCE: 50% damage) to defend themselves. Many carry INTELLIGENCE: Average to exceptional slingshots that have an 80-yard range (with ALIGNMENT: Neutral good no range penalties) and inflict 1 hp of dam- SIZE: S (1’ tall) age per shot; two shots may be fired per PSIONIC ABILITY: Nil round. They may use animal friendship, (who love and respect the “hedgehog folk”) Attack/Defense Modes: Nil invisibility to animals, faerie fire, locate or humans lost in the woods. Some wander- LEVEL/X.P. VALUE: II/38 + 1/hp animals and plants, and pass without trace ers in deep forests claim to have witnessed as often as they desire, one spell per melee hurgeons performing a springtime dancing Hurgeons are small creatures that resem- round, at the 6th level of effect. They may ritual in woodland clearings, forming circu- ble hedgehogs, though they walk erect on also cast an entangle spell once per day at lar paths that are called “fairie rings.” their hind feet and have hands for forepaws. the 6th level of effect. If a druid of 12th level or above encoun- They are dark brown in color and have Half of the hurgeons encountered in their ters a hurgeon colony and performs a great bright brown eyes. These creatures speak lair will be male and half will be female. To service for the members, one of the hur- their own language and can speak with any the casual observer, both sexes are exactly geons may follow the druid and become a animal naturally. About 20% of them know alike; only druids can tell them apart. There companion to him. Though the hurgeon the elven or Common languages, and 5% will be 4-10 children in the community as will not have a telepathic link to the druid, know the secret tongue of the druids. well, though they are usually kept indoors it will help the druid in whatever way it can Hurgeons live deep in woodland areas far or in the immediate vicinity of the burrow. and act as a guide in unfamiliar territory. from civilized places, and they make their The only contact that hurgeons have with The possibility that this will occur in a burrows in the soil beneath the largest trees. other humans or demi-humans is nearly given situation is left to the Dungeon Mas- The burrow entrances are so skillfully cam- always through sylvan elves and druids ter’s discretion.

LIGHTNING BUG, Giant TREASURE TYPE: Nil ALIGNMENT: Neutral NO. OF ATTACKS: 1 (see below) SIZE: S (2” long) FREQUENCY: Common DAMAGE/ATTACK: See below PSIONIC ABILITY: Nil NO. APPEARING: 1-12 SPECIAL ATTACKS: Lightning spark Attack/Defense Modes: Nil ARMOR CLASS: 9 SPECIAL DEFENSES: Immune to LEVEL/X.P. VALUE: II/34 MOVE: 1”/20” (MC: B) electrical attacks HIT DICE: 2 hp MAGIC RESISTANCE: Standard Giant lightning bugs tend to swarm % IN LAIR: Nil INTELLIGENCE: Non- harmlessly in temperate forests unless a

D RAGON 49 piece of metal larger than 30 gp in weight is Any magical metal object struck by this brought within 60’ of them. The bugs will electrical spark must save vs. lightning at sense the presence of the metal and will +4, or all magical properties it has will be move toward it. When they get within lost forever. Giant lightning bugs are them- range, they will each discharge a 10’ long selves immune to all electrical attacks, spark of lightning at the metal; this attack including natural lightning and blue dragon can be made only once per turn. No “to breath. Nonmagical or nonmetallic items hit” roll is required, though persons wear- are unaffected by this spark. ing metallic armor or carrying metallic These magical insects give off a blink of weapons or tools of sufficient size must light from their abdomens at night, one make saving throws vs. spells to sustain half flash per segment, that can be seen up to of the total damage taken from the lightning 60’ away. A dead giant lightning bug will in each round. Note that being properly radiate this light continuously for up to an insulated, such as holding a metal weapon hour, and they have been used as temporary in rubber or thick leather gloves, will pre- trail markers in this manner. A pile of 20 vent any electrical damage from being dead bugs will produce enough light to taken. However, victims who are standing equal a clerical light spell. in water have a -4 penalty on their saving Giant lightning bugs have no lairs and habit of “sparking” metal appears to be throws. keep no treasure, even incidentally. Their related to their mating rituals.

LILLEND day), pass plant, polymorph self (into hu- manlike form only), speak with plants, FREQUENCY Rare speak with animals, and transport via plants NO. APPEARING: 3-12 (once per day). A lillend can understand ARMOR CLASS: 3 any sort of intelligent communication, MOVE: 9”/27”//15” (MC: C) including writing or sign language. All HIT DICE: 7 + 14 lillendi have normal ultravision, and each % IN LAIR: 20% has two major and three minor random TREASURE TYPE: A psionic disciplines. NO. OF ATTACKS: 1 tail constriction and These creatures can breathe water and 1 weapon can move swiftly on or under the surface DAMAGE/ATTACK: 2-12 and by (their features are water-resistant). They are weapon type immune to poisons, noxious gases, normal SPECIAL ATTACKS: Dropping in flight; fire, the effects of the Positive or Negative spells; continual damage Material Planes (including life-level drain- SPECIAL DEFENSES: Spells; various ing), and to any magical effect which has a immunities musical base, such as harpy song or satyr MAGIC RESISTANCE: 25% piping. They are unaffected by all INTELLIGENCE: High enchantment/charm spells, and only +1 or ALIGNMENT: Chaotic neutral or better magical weapons will harm them. chaotic good Both male and female lillendi have 17 SIZE: L (human torso with 20’ long body), strength and 16 dexterity ratings for their PSIONIC ABILITY: 190 human torsos, with attendant bonuses in Attack/Defense Modes: All/all combat. Their weapons, sometimes magical LEVEL/X.P. VALUE: VII/1900 + 10/hp in nature, are usually longswords, spears, or powerful longbows. If a lillend catches its Lillendi are natives of Gladsheim (see opponent in its coils, it inflicts 2-12 hp DRAGON® Magazine, issue #90), though damage that round, and does 2-12 hp auto- they may travel astrally to the Prime Mate- matically each round thereafter. Those held rial Plane and may also be found on the in a lillend’s coils save, do damage, and planes of Olympus or Limbo. On the mate- attack at a penalty of -1. Attacks made by rial plane, they prefer to dwell in temperate the lillend on held persons are at +1 “to hit” or tropical woodlands. They are peaceful and damage. Particularly unpleasant ene- and delight in song and conversation, but mies can be carried into the air and they are by no means harmless. Those who dropped from a height. Lillendi can carry offend lillendi may receive harsh treatment up to 2500 g.p. (250 pounds) in flight for up at their hands, and even blameless individ- to 1 turn, though they cannot do constrict- uals are subject to their pranks. Lillendi are ing damage while flying. particularly hostile toward those who seek to A lillend has the torso and head of a impose civilized order on the wilderlands. comely man or woman, but is provided Lillendi can cast spells, charm with mu- with broad, powerful, feathered wings and sic, affect morale, and use legend lore as has a stout serpentine body from the waist 7th-level bards, and they may use any downwards. Though the humanlike por- magical items that bards can use. In addi- tions of a lillend are of unremarkable hue, tion (three times per day), fire charm (once the feathered and scaled parts of its anat- per day), hallucinatory terrain (three times omy are brightly colored and strikingly per day), knock, light or darkness (as a patterned. Each individual has its own cleric), Otto’s irresistible dance (once per unique color combination and is quite per day), hallucinatory terrain (three times proud of it. A lillend wears no clothing but per day), knock, light or darkness (as a sometimes wears jewelry. It always carries cleric), Otto’s irresistible dance (once per weapons and musical instruments.

50 FEBRUARY 1985 ORGAUTHA

FREQUENCY: Very rare NO. APPEARING: 1 (5% chance of 2-4) ARMOR CLASS: 8 MOVE: 11” HITDICE: 4+8 to 6+8 % IN LAIR: Nil TREASURE TYPE: Nil NO. OF ATTACKS: 1 bite DAMAGE/ATTACK: See below SPECIAL ATTACKS: Blood drain, slow SPECIAL DEFENSES: Silence MAGIC RESISTANCE: Standard INTELLIGENCE: Animal ALIGNMENT: Neutral SIZE: L (12’ long or more) PSIONIC ABILITY: Nil the victim and sucks the blood from its tures must make a saving throw for each Attack/Defense Modes: Nil victim’s body. The initial contact does no round that they are within 10’ of an orgau- LEVEL/X.P. VALUE: IV to VI/210 + 5/hp damage, but cannot be broken unless the tha to determine if they are slowed that to 600 + 8/hp victim successfully rolls his chances to bend round or not. bars or lift gates, or the orgautha breaks it Orgautha wander tirelessly in search of The orgautha, or “land leech,” is a crea- to attack another foe, or it recoils in pain food, instinctively avoiding cities and large ture encountered so seldomly that it is only (which it will do on any round in which it settlements. They have been known to wipe a legend to most rangers, wanderers, and receives more than 16 points of damage). Its out isolated steadings and villages, haunt hunters. Few who encounter it live to tell teeth do 1-4 hp damage on the round after battlefields when the fighting is done, and the tale, so many human disappearances it first catches a victim, and 1-4 hp per even track and ambush trappers along trap- could well be the results of orgautha attacks. round thereafter until there is nothing left. lines. Orgautha inhabit forests, rocky scrub- The favorite food of the orgautha is man- One end of an orgautha can feed while land, caverns, and subterranean realms. kind, but any warm-blooded mammal of the other fights, or both ends can drain two Usually solitary, they seem to gather in as human size or smaller will serve as food. creatures at once. The orgautha is very yet undiscovered places to reproduce every The orgautha gets its nickname from its flexible and has been known to attack a ten seasons or so, females laying large (1’ appearance and method of feeding. It is a victim with both mouths. diameter) eggs which in texture and hue dark brown, wormlike monster of giant The relatively soft body of an orgautha resemble dark blue grapes. Orgauthas avoid proportions — some have been known to would seem to make it easy prey in a fight, each other rather than fight, but may team reach 20’ in length, although most are but it has two offsetting natural powers: it up for short periods if they encounter each about 12’) and have a 5'-diameter girth. continually radiates silence 15’ radius, other while hunting. An orgautha presses its snout, of which it concealing its approach and hampering any Orgauthas have no eyes, but can sense has one at either end of its body, against a teamwork among multiple victims, and all vibrations and large sources of heat within victim and exerts bone-crushing suction to within 10’ of the beast are slowed unless 7”. They can also smell keenly, within a 6” hold its prey. The orgautha then bites into they save vs. paralyzation at -2. All crea- range.

REKEIHS They are also used in combat and can drag slain prey toward the rekeihs. When attack- FREQUENCY: Very rare ing, the tentacles lash out and grasp a vic- NO. APPEARING: 1 (20% chance of 2-5) tim, wrapping partially around it; then the ARMOR CLASS: 7 (body), 2 (tentacles) tentacles suddenly jerk free and the suction MOVE: 3” pads underneath each tentacle rip away at HIT DICE: 4-6 the victim’s skin. If the victim is using a % IN LAIR: Nil shield, there’s a 25% chance that the shield TREASURE TYPE: Nil will be pulled away by any one tentacle NO. OF ATTACKS: 4 tentacles unless the shield bearer can roll his chance DAMAGE/ATTACK: 1-10/1-10/1-10/1-10 to open doors (based upon his strength). SPECIAL ATTACKS: Multiple attacks Victims wearing armor of AC 5 or better SPECIAL DEFENSES: Cold resistance will only suffer 1-4 hp damage per tentacle MAGIC RESISTANCE: Standard attack. INTELLIGENCE: Semi- A rekeihs is able to attack four opponents ALIGNMENT: Neutral at once and can direct up to three of its SIZE: M (5’-6’ tall) tentacles against any one single opponent. PSIONIC ABILITY: Nil The main body and legs of a rekeihs are AC Attack/Defense Modes: Nil 7; the tentacles are AC 2. LEVEL/X. P. VAL.: 4 HD, III/110 + 4/hp; A rekeihs has four powerful legs that Growing from the top of the rekeihs’s 5HD, XV/170 + 5/hp; 6 HD, 300 + 6/hp form its major root systems; these are used head are vibration and auditory sensors, to draw nourishment from slain animal which can pick up any loud sounds within a The rekeihs (pronounced ree-KAYZ; the victims and, when necessary, from muddy 25’ radius of the creature. Each of the name is the same in singular or plural soil. Although it is powerful, the rekeihs is a rekeihs’s four eyes have infravision out to forms) is a carnivorous plant found in tropi- slow-moving creature with no jumping 30’ and regular out to 120’. (Re- cal swamps and other warm, damp areas, ability. keihs are nearsighted.) Rekeihs are drawn including some dungeons. It preys largely The four upper tentacles of the rekeihs toward moving light sources and will often upon live animals, including adventurers are secondary roots that anchor themselves attack illuminated beings at night. They who wander into its territory. in mud when the creature isn’t moving. take half damage from all cold-based

D RAGON 51 attacks, but fire-based attacks do +2 hp per tentacles during a fight). Within 3-18 turns month afterward until full adult size (6 HD) dice of damage to them. after attaching itself to a body, the rekeihs is gained. Once a year, a rekeihs will reproduce will explode violently, causing 6-24 points The rekeihs has a bulbous shape with using a slain animal or human victim. It damage to all within 30’ of it. This kills the four stout legs and four tentacles-spaced will attach its four “legs” to the victim, rekeihs, but within 2-12 turns after this even around the body. Above each tentacle though it will fend off attackers during this explosion, from 3-6 young rekeihs (each 1’ is a single unblinking eye, and a wavy time with its tentacles if necessary. Within tall) will grow and separate from the body growth of filaments extend from the top of one turn, the rekeihs will have sent rootlets of the slain victim. its head. The main body of the rekeihs is a throughout the body of the victim; raising The young rekeihs will grow at an as- dull, mottled green; the legs and tentacles the victim from the dead is then impossible tounding rate; within a month, the (1 HD are darker, turning to purple or even blue in without use of a wish. The rekeihs will at birth) youth will have grown to adult size older specimens. The eyes are dull black become immobile (except for its flailing (4 HD). A new hit die is gained every with green pupils.

RUMMELE spells as if it had a 20 wisdom (see the DEITIES & DEMIGODS™ Cyclopedia). FREQUENCY: Rare Its magic resistance is of the uniform sort, NO. APPEARING: 1 (10% chance of 4-16) equally effective regardless of the level of ARMOR CLASS: 4 the spell or its caster; there is always a 30% MOVE: 18’//15”@15” chance that a spell will fail against it. HIT DICE: 5 + 10 These agile creatures can dodge ordinary % IN LAIR: 20% missiles or knock them out of the air on a TREASURE TYPE: F roll of 8 or better on 1d20. They have pre- NO. OF ATTACKS: 1 bite hensile paws and flexible joints, and may DAMAGE/ATTACK: 2-12 climb walls as 10th-level thieves. If they fall, SPECIAL ATTACKS: Spells they take no damage for the first 30’ of the SPECIAL DEFENSES: Various immuni- descent, taking normal damage afterwards ties; never surprised (4d6 for 40’) etc.). Rummeles cannot be MAGIC RESISTANCE: 30% surprised because of their keen senses and INTELLIGENCE: Average to very high dexterity. ALIGNMENT: Chaotic neutral or A rummele looks somewhat like a long- chaotic good limbed, shaggy dog with pendant ears and a SIZE: M (3’ at shoulder) the 6th level of ability: detect evil/good, long, slender muzzle. Its woolly coat may PSIONIC ABILITY: Nil diminution (as per the potion), enemy be of almost any color, and it has shiny Attack/Defense Modes: Nil detection (as the wand), find the path (or its black eyes. A rummele’s charisma is 19 with LEVEL/X.P. VALUE: VI/550 + 6/hp reverse), haste (once per day), invisibility, respect to other canids (dogs, wolves, etc.), polymorph other (once per day), and poly- including intelligent or magical beasts like Rummeles are from the planes of Glad- morph self (to humanlike form only). A winter wolves, and it can communicate with sheim (see DRAGON® Magazine, issue rummele may also create food and drink any dog, wolf, jackal, or fox. Though it is #90), though they are also found on Limbo, and other non-metallic items as a djinni voiceless in its natural form, the rummele Olympus, and the Prime Material Plane. does. A rummele has infravision and ul- has telepathy (as per the psionic discipline). These canids are good-natured and are travision out to 90’, and can regenerate 1 Because of its fondness for humans and particularly friendly toward humans and hp per turn. This regenerative power can be demi-humans, a rummele sometimes travels demi-humans. Though they are somewhat transferred to one other being, by touch, for polymorphed as them. The astute and unreliable, rummeles generally mean well. as long as physical contact is maintained. informed may recognize a polymorphed A rummele can blink as a blink dog does, The rummele is immune to diseases, rummele by its prominent nose and bright with the same chance of attacking from poisons, effects of the Positive and Negative black eyes, which are retained even in poly- behind and the same ability to teleport away Material Planes (including life-level drain- morphed form. If it learns that it has been entirely. It may also activate the following ing), and to petrification and polymorph identified, however, a rummele will almost spell-like powers at will, one per round, at effects. It is immune to certain will-force always leave the area.

URISK (Lubin) SIZE: S (3’ tall) goats, bears, sheep, rams, deer, or the like. PSIONIC ABILITY: Nil It can cast up to four charm mammal spells FREQUENCY: Very rare Attack/Defense Modes: Nil per day (save at -4) and may speak to any NO. APPEARING: 1 (10% chance of 2-5) LEVEL/X.P. VALUE: III/95 + 3/hp animal as often as desired. The charm ARMOR CLASS: 6 mammal spell will only affect normal or MOVE: 15” The urisk is very much like a 3’ tall, giant mammals, and not humans, human- HIT DICE: 2 + 1 goat-headed satyr, having goatlike legs, a oids, or demi-humans. The mammals so % IN LAIR: Nil human torso, arms, and hands, and a small charmed will obey the urisk completely, TREASURE TYPE: M (x100), Q bushy tail wagging behind. A urisk is cov- even unto death. NO. OF ATTACKS: 1 butt or 1 weapon ered in shaggy brown fur. The urisk is A urisk may also cast warp wood at the DAMAGE/ATTACK: 1-4 or by solitary in nature and wanders through 12th level of ability three times per day, and weapon type mountainous and forested terrain with no may pass without trace for up to one hour a SPECIAL ATTACKS: Minor spell use; established lair, though it may have small day in any terrain. A urisk will attack by +1 with weapons caches of buried gold or gold jewelry. Inti- butting most of the time, but some prefer to SPECIAL DEFENSES: Hiding in natural mately familiar with the terrain it inhabits, use small weapons like daggers, hand axes, terrain a urisk can hide well enough to become clubs, and short swords. Any weapon being MAGIC RESISTANCE: Standard invisible to the casual observer. held by a urisk will function as a +1 weapon INTELLIGENCE: Very If encountered, a urisk is 25% likely to be for hit-determination purposes if it is non- ALIGNMENT: Neutral (lubins are alone and 75% likely to have 1-4 mamma- magical; magical weapons are treated nor- chaotic neutral) lian companions with it, such as giant mally. This bonus to hit is temporary only,

52 FEBRUARY 1985 and is removed as soon as the urisk lets go language of sylvan elves, gnomes, and of the weapon. common. All other spells, powers, and Urisks are particularly friendly with habits are as for urisks. Lubins and urisks gnomes and druids, neutral towards hu- speak to each other in the language of ani- mans, elves, halflings, and dwarves, and mals rather than in each other’s languages. hate all humanoids such as orcs and gob- Both urisks and lubins are quite rare, and lins. They speak their own language, their not frequently encountered. alignment tongue (neutral), common, and For random determination of a given the languages of gnomes, dwarves, elves, urisk’s companion when encountered, use and orcs. Appendix L: Conjured Animals in the A variant species very much like the Dungeon Masters Guide, rolling a d6 to see urisk, called the lubin, averages 2½’ in which hit-dice category each of the 1-4 height and is black-furred; but otherwise companions is and rolling percentile dice to similar to the urisk. Lubins inhabit forests determine exactly which animal is present. and fields and cast charm person spells up All companions of a urisk will be completely to three times a day, rather than charm at ease with one another and can work in mammal. Lubins may also speak with complete harmony, even if this is not nor- animals as they please, but do not have neutral alignments, and speak their own mally likely (due to the powerful charm companions as urisks do. Lubins are chaotic tongue, their alignment tongue, and the upon them).

VILTCH They seek out weak prey and avoid direct confrontation with powerful creatures. FREQUENCY: Rare The following powers are available to a NO. APPEARING: 1-20 viltch, usable one at a time, once per round: ARMOR CLASS: -4 detect traps, dimension door, shatter (three MOVE: 21” times per day), teleport (once per day), trip HIT DICE: 5 + 2 (three times per day), warp wood (three % IN LAIR: Nil times per day), and gate (30% chance of TREASURE TYPE: Nil 1-20 more viltches from Pandemonium). A NO. OF ATTACKS: 2 claws and 1 bite viltch is immune to electrical damage, DAMAGE/ATTACK: 2-5/2-5/2-8 psionic attacks and powers, and poisons or SPECIAL ATTACKS: Minor poison; spells gases of any sort. It takes half damage from SPECIAL DEFENSES: Spells; never sur- cold or fire. Viltches have both infravision prised; various immunities & resistances and ultravision out to 90’. MAGIC RESISTANCE: 40% Viltches are never surprised and always INTELLIGENCE: Average gain +2 on initiative rolls because of their ALIGNMENT: Chaotic neutral or speed. They have the abilities of 12th-level chaotic evil thieves in picking pockets, opening locks, SIZE: M (5’ tall,) removing traps, and climbing walls. A PSIONIC ABILITY: Nil viltch can dodge non-magical missiles if it Attack/Defense Modes: Nil saves vs. petrification. The venomous bite LEVEL/X.P. VALUE: VI/575 + 6/hp of a viltch causes pain in a live victim (-3 “to hit” and no chance of casting spells or Vitches are hateful creatures from the attacking psionically) for 1-6 turns. plane of Pandemonium, inclined to malign A viltch resembles a mandrill with matted destruction and disorder. They are skilled and disheveled fur, and is a dirty gray color. vandals, ripping open wineskins, spoiling or an arrangement is, the greater their Its muzzle is blue-gray. It has a mane of food, biting through ropes and straps, tor- determination to destroy it. Though they darker color, and its eyes burn a baleful menting domestic animals, smashing wood, can inflict fatal wounds, viltches prefer to yellow. A viltch has only three legs: a single and generally creating havoc wherever they cause mere scratches and nicks, concentrat- leg in back, and two in front. It seems not go. The more beautiful or orderly an object ing on various random acts of hooliganism. to be handicapped by this arrangement.

WYRM, Great Attack/Defense Modes: Nil and no other, though they apparently un- LEVEL/X.P. VALUE: 13-14 HD, IX/9200 derstand many languages and will answer FREQUENCY: Very rare + 18/hp; 15 HD, X/12,200 + 20/hp questions put to them in a variety of dialects NO. APPEARING: 1 and tongues. ARMOR CLASS: -1 Great wyrms are distant relatives of Malign, crafty, and indirect in speech and MOVE: 15” dragons and dragonkind, a dying breed that thought, some great wyrms are also senile, HIT DICE: 13-15 has become more rare with each passing and a few are said to be insane. No new % IN LAIR: 45% year. Wingless, six-legged intelligent rep- wyrms have been born for centuries, and it TREASURE TYPE: H, Z tiles, great wyrms lair far from civilized is generally believed that these monsters are NO. OF ATTACKS: 2 claws and 1 bite areas. aware that their species is headed for extinc- DAMAGE/ATTACK: 4-24/4-24/4-40 These gray-green beasts are so rarely tion. Certainly the wyrms say little about SPECIAL ATTACKS: Breath weapon seen that encountering one is considered a this, and tend to eat those who are bold SPECIAL DEFENSES: Regeneration; lucky (or unlucky) omen. Great wyrms are enough to ask them about it. detect invisible beings so old that some are said to remember the A great wyrm is capable of breathing out MAGIC RESISTANCE: 5% early days of their world, and a few king- a cloud of poisonous gas four times a day; INTELLIGENCE: Very doms protect and defend their wyrms for such a cloud is 60 yards long, 30 yards wide ALIGNMENT: Neutral evil the information they possess (though the and 26 yards high, and all who are caught SIZE: L (60’ long) wyrms charge steep prices for such knowl- within it must save vs. breath weapon or PSIONIC ABILITY: Nil edge). Great wyrms speak their own tongue suffer the poison’s effects. Victims who

D RAGON 53 breathe the fumes will be immediately bonuses to the victims’ saving throws. incapacitated by choking and nausea, col- Great wyrms, because of their innate ego- lapsing at once without defending them- tism and strength of will, cannot ever be selves or attacking in any way. The victims subdued; attacking one in this manner is a will then die in 1-4 rounds. Saving against grave mistake. Wyrms cannot cast magic. the breath weapon will reduce the victim to Because great wyrms are so old, each one half of his former hit points (round fractions has at least one especially vulnerable spot up) and will leave him choking and gasping; upon its body. The dragon’s scaly hide will he will, however, be able to attack at -2 “to have been damaged by disease, combat, or hit” odds, and can defend himself, though by general wear and tear at these points, without armor class bonuses for dexterity. and nervous ganglia tend to gather there. These latter effects will last 4-16 rounds. During physical combat, a person striking In addition, great wyrms are able to at a great wyrm with a sharp-edged weapon regenerate their wounds to a limited extent. (including arrows and hurled hand axes and While they cannot rebond severed limbs, daggers) has a 1% chance of accidentally they can heal wounds at a rate of 1 hp every hitting such a vulnerable spot. The blow two rounds. Although this does not greatly will strike the dragon as if against AC 4, affect combat, it allows the wyrm to recover and the blow will do double damage to the quickly from serious injuries if given a wyrm. The wyrm will immediately retreat if chance to rest. Wounds caused by fire can- struck in such a spot, and will attempt to not be rehealed, though those caused by within a 1” range per age level. They live find safety and recover from the wound. acid can be healed normally. about ten times as long as regular dragons, Magical attacks, even magic missiles, will Great wyrms pass through the same life so an old wyrm is probably between 1000 not affect the wyrm in this way. If a vulner- stages that dragons do, but no wyrms youn- and 2000 years old. able spot is located and recognized, attack- ger than “old” are known to exist. They All wyrms possess the fear aura of ers may strike at the spot further unless the also come in the same size categories, and dragons, but regardless of their age, the wyrm covers the spot or moves it out of can detect hidden or invisible creatures wyrms have the aura effect operate without reach of weapons.

XAVER through a xaver’s body as if the latter did not exist, and metallic weapons used against FREQUENCY: Very rare the xaver will do no damage. Weapons of NO. APPEARING: 1-4 wood, stone, and other materials do normal ARMOR CLASS: 2 damage. Heat and electrical attacks do no MOVE: 9” damage, but the xaver will conduct these HIT DICE: 2 + 4 through its body and pass the damage on to % IN LAIR: See below anyone in contact with it. A xaver suffers +1 TREASURE TYPE: See below hp per HD of damage from all cold attacks. NO. OF ATTACKS: 1 slash Poison has no effect upon them. DAMAGE/ATTACK: 2-5 Any ferrous metal that contacts a xaver SPECIAL ATTACKS: Metal corrosion will crack and fall into shards within 1 SPECIAL DEFENSES: Immune to metals, segment. The xaver will have caused the poisons, heat, and electricity metal to corrode (though the corrosion does MAGIC RESISTANCE: 45% not resemble rust) and will then attempt to INTELLIGENCE: Average to high eat the metallic shards for nourishment. As ALIGNMENT: Neutral a xaver eats metal it grows slightly; several SIZE: S to M (3’ to 6’ tall) suits of armor or about ten weapons might PSIONIC ABILITY: Nil make one grow 1” or so. Attack/Defense Modes: Nil Though xavers cannot control their cor- LEVEL/X.P. VALUE: IV/175 + 3/hp rosive powers, they can choose not to touch metallic items in order to lure victims wear- Xavers are curious creatures of unknown ing lots of armor to come closer to them. origin and thankful rarity which, like rust Non-ferrous metals will not be corroded and monsters, have a diet consisting entirely of destroyed, though they can be consumed for ferrous metals and alloys (such as iron, nourishment if necessary. steel, and mithral or adamantite alloys). Xavers scuttle about on their legs, re- Unlike rust monsters, xavers are intelligent tracting them with blinding speed if they see and will not be “bought off” with a meal of danger approaching. They can cut victims a few spikes or nails when they see an easily bulbous base at one end. They resemble with the razor-sharp edges of their “blades” won suit of armor or much weaponry. short swords or long swords. The ring of the like wielded swords, doing 2-5 hp damage. Xavers normally inhabit rocky lairs, but base of a xaver is studded with six green, Usually they swing their bodies in wild, are sometimes found in treasure hoards in hard, faceted eyes that resemble gems. An circular slashes as they go into their “battle which they have concealed themselves. 8-inch-long leg is set between each eye. A dancing.” Xavers do not rust or corrode, (Such hoards will have no ferrous materials xaver lies motionless at the approach of and rust monsters cannot harm or eat them. in them, of course.) There is a 1% chance creatures and radiates no body heat (thus A xaver about to give birth goes on an that any hoard initially determined to con- being invisible to infravision) or sound. eating spree, building its body size to the tain magical ferrous armor, shields, or Instead of breathing, it absorbs solar heat maximum in order to provide sufficient weapons will also contain one or more and needed gases through the long “blade” nourishment for its offspring. Young are xavers; then eliminate the metallic items of its body. It has no senses of hearing or born live and singly, and have full powers at from the hoard. smell, but has 9” infravision as well as birth; young have 1 + 2 HD and are about Xavers have silvery, smooth metallic normal vision. 3’ long, growing rapidly if the food supply bodies, and are flat and tapered with a Metal of any sort will pass harmlessly allows.

54 FEBRUARY 1985 DRAGON 55 Illustrations by Ernest Yates 56 FEBRUARY 1985 VAN THE SIMPLETON HAD NEVER spoken with a frog before. But it did not seem strange to him that a frog Fortunes knew how to speak; Ivan believed that any animal would talk, if given provo- cation. The way they sometimes looked at you, it seemed to Ivan that they were just about to speak, only for some reason chose not to at of a the last minute. He had shared this insight with his Un- cle Vanya in the tavern one night, and Uncle Vanya had agreed with him. “Just so, Ivanushka,” he said. “Why, only just this morning, I went into the barn to milk the cow, and I was Fool in a hurry so I forgot to warm my hands before the milk- ing. The moment that I touched her teats, she turned a reproachful look upon me and said, ‘Vanya, your hands are cold.’ And I said, ‘So they are. I’m sorry, I forgot to by Nicholas Yermakov warm them first.’ At which the cow nodded understand- ingly and said, ‘I forgive you, Vanya, but see that you do not forget again.’ And, just to remind me not to for- get, she gave less milk than she does usually.” And the men in the tavern had laughed uproariously, and Ivan had laughed with them, though he did not quite see why the story was so funny. But ever since then, he always made sure to warm his hands before helping Uncle Vanya with the milking. And it seemed to him that the cows always looked at him with gratitude. Yet, they never spoke to him. But this did not surprise Ivan. After all, he was a simpleton. Everybody said so, even Uncle Vanya. And if animals only speak to people when it is important, why should they speak to him? He was not important. Everybody said so. Whenever he wanted to discuss something with someone, they smiled at him and said, “Ivanushka, that’s not important.” So Ivan had taken to discussing matters with himself. Not too far behind the little farm where he lived with Uncle Vanya and Aunt Sonya, there was a stream fed by the snow that melted from the mountains. A large willow tree grew on the bank of the little stream, and its roots were thick and protruded from the ground. The way the roots protruded and the tree trunk angled away slightly from the stream, it made a nice place to sit, almost like a comfortable chair, and Ivan would go there every day when his chores were done to nibble on some stale bread, toss pebbles in the water, and discuss things with himself. He always paid very close attention when he spoke, even if the things he said were not important. During a pause in his conversation with himself, Ivan noticed a little frog sitting on a rock in the middle of the stream. The frog was watching him intently. “Are you hungry?” asked Ivan. The little green frog seemed to nod. “I can offer you some bread,” Ivan said, breaking off a frog-sized piece and tossing it carefully so that it landed on the large flat rock. “I’m sorry that it’s a little stale, but it’s all I have.” The frog didn’t seem to mind. It greedily gobbled up the little piece of bread, and Ivan tossed it another. “Now there’s the life,” Ivan said. “Nothing to do but lie upon a rock all day and sun yourself. You can take a swim anytime you want, you don’t have chores to do, Copyright ©1985 Nicholas Yermakov

Illustrations by Ernest Yates D RAGON 57 and if you’re hungry, all you need to do is lie very still “You’d do that for me?” the frog asked. and wait for a nice big juicy fly to happen by. And at “Why not?” replied Ivan. “It would cost me nothing, night you can sing to your heart’s content, and no one and with you around, I’d have someone to talk to. I’d yells at you to be quiet. Oh, to be a frog!” like that, wouldn’t you?” “You wouldn’t like it very much,” the frog said qui- So Ivan took the little frog and placed it gently in his etly. pocket. And that night they slept together in the barn on Ivan sat up. “What did you say?” a mattress of warm straw. “I said, you wouldn’t like it very much, being a frog,” The next day, the frog said, “Ivan, I think we should the frog said, more distinctly. get married.” “Oh? Why not?” “Married?” said Ivan, astonished. “Being a frog is vastly overrated,” said the frog with a “Yes, married,” said the frog. “After all, it’s only sigh. “It’s not as easy as you think. You always have to right. I am a female, and we slept together on the same be on guard against a hungry fox or a ravenous raccoon. straw mattress. What will people say?” If you lie down upon a rock to close your eyes and sun “I didn’t know you were a female,” said Ivan. yourself, some sadistic child tries to smash you with a “That changes nothing,” said the frog. “People will stick. The water’s very cold, and flies taste awful. Try talk.” eating one and find out for yourself. And as for the sing- “Why should they?” asked Ivan. “No one knows you ing, all frogs ever sing about is how tough life is when spent the night with me.” you’re a frog. I just can’t stand it.” “I know,” said the frog. “After all, I have my princi- “But you’re a frog,” Ivan said. “It’s what your lot in ples. What sort of frog do you think I am?” life is. My lot in life is to get up at dawn and work ‘til “But . . . I don’t want to get married,” Ivan pro- dusk, doing my chores.” tested. “And to sleep in a warm bed—” “Why not?” “I sleep on a straw mattress in the barn,” Ivan said. Ivan thought hard. “I can’t afford a wife,” he replied “Whatever. It’s a vast improvement over a cold rock.” triumphantly. “That’s true,” Ivan admitted. “What’s to afford?” said the frog. “You yourself said “And you get to eat warm, fresh baked bread —” that having me live with you would cost you nothing. I “Aunt Sonya sells the bread,” said Ivan. “I only get eat only crumbs of stale bread and the occasional icky fly, the stale stuff that’s left over.” and I don’t take up much room on your straw mattress. The frog shot out its long tongue and scored a direct Besides, you don’t have to buy me clothes, and I don’t hit on a passing fly. wear any jewelry. It would weigh me down. And you do “There you are,” the frog said. “A nice big juicy fly. admit that it’s nice to have someone to talk to who And it’s freshly killed, not stale. Which would you rather doesn’t dismiss everything you say as being unimport- have, the fly or your stale bread?” ant.” “I’ll take the bread, I think,” Ivan said. Ivan pursed his lips and grudgingly conceded that the “There, you see? Just as I expected. You’re not quite frog had a point. Then he brightened. “Suppose you ready to trade places with me yet, whereas I would trade give birth to tadpoles?” places with you in an instant. A warm straw mattress “That takes two, you know,” the frog answered wryly. and a loaf of stale bread — now there’s the stuff of para- “I can hardly do that without your cooperation, and dise!” under the circumstances, I’m not too excited by the idea. “I never thought of it that way,” Ivan said. “I suppose Sleeping with you is challenging enough. I have to watch that’s because I’m simple. I never realized that I was so out in case you should roll over, and besides, you snore.” well off.” Ivan was having a hard time trying to follow the frog’s “That’s just the trouble with most people,” said the logic, but then Ivan had a hard time trying to follow any frog. “They don’t know when they’ve got it good.” kind of logic at all. He frowned, thinking hard and try- Ivan thought about it for a moment, and he decided ing to come up with a convenient excuse to maintain his that the frog was right. He really had the best of it. And, bachelor status. realizing that, Ivan felt sorry for the frog. “I would marry you,” he said at last, “only no priest “I’ll tell you what,” he said. “Why don’t you come would marry us. What priest in his right mind would home with me?” marry a human to a frog?” “And get eaten by your dog?” the frog said. “No, “If I can find a priest to marry us,” said the frog, thank you.” “then will you do it?” “We don’t have a dog,” Ivan said. “Aunt Sonya has a “If you can find a priest willing to perform the cere- cat, but he’s old and fat and lazy. He never leaves the mony, then I’ll marry you,” said Ivan, confident that no house, and if he sees a mouse, all he does is look at it. priest would ever be so hare-brained as to marry a per- You would be in no danger.” son to a frog. I might be simple, Ivan thought, but I’m “Where would I sleep?” the frog asked, not stupid. “In the barn with me. You don’t take up much room. Unfortunately, the frog did find such a priest. Father And I could share my meals with you, since you don’t Dmitri was very old and very deaf. He was also blind. eat very much. After all, it’s only fair, since I’m so much But he was not dumb, and he could say the words. The more fortunate than you.” ceremony was tasteful and, well, simple.

58 FEBRUARY 1985 When Uncle Vanya and Aunt Sonya found out what him about another hour to break the chest open, but Ivan had done, they were so shocked and outraged that when he did he saw that it was filled with treasure. Ru- they turned him out of the house. Actually, they turned bies as large as his fists, diamonds the size of his eyes, him out of the barn, but it amounted to the same thing. emeralds the size of meadow muffins, and pearls so large Ivan was driven out of town and forced to flee into the that they would trip swine if they were cast before them. forest. It all took Ivan’s breath away. “Now what am I going to do?” Ivan said miserably. “As soon as you’re able to breathe again,” said the “I have no home and I have no money and no one will frog, “we’ll go pawn some of those jewels, and then I’ll even take me on to work for my room and board. And tell you how to make some smart investments. And then it’s all your fault.” we can see about shopping for a house.” “It is not my fault,” said the frog, “but the fault of the It wasn’t long before Ivan was settled in a palatial ignorant and prejudiced peasants of your town. Can I home in St. Petersburg. He had a whole closet full of help it if they’re racists?” richly embroidered clothes and fancy leather boots, he Ivan did not know what a racist was, but he was not had a staff of servants and a silver coach with liveried up to arguing with his little green wife. He only knew coachmen, and no one thought the things he said were that he was homeless and he had no place to go. And all not important any more. He was still a simpleton, but, because he had taken pity on a frog. while being simple is a disadvantage to a hard-working “Don’t fret, Ivan,” his gangly-legged wife said. “I peasant, it’s considered a virtue in an aristocrat. The won’t leave you in the lurch. You did the right thing by frog had her own room with a built-in swimming pond me, and I’ll do the right thing by you. I know where you and a very fancy rock. can get your hands on lots of money, and it’ll only take a With the money from his investments, Ivan had a little elbow grease.” comfortable income, and he started a profitable loan And the frog directed Ivan to a special place deep in sharking operation that simply raked in dough. Uncle the impenetrable forest (which they only just barely Vanya had come to Ivan with hat in hand, humbly beg- managed to penetrate), and she showed Ivan a giant oak ging forgiveness and a loan. Ivan gave him the loan, but tree that was hundreds of years old. when he didn’t pay it back on time, Ivan had his enforc- “Just dig at the base of that oak tree there,” she said, ers beat the living daylights out of Uncle Vanya, tar and indicating the spot with her froggy digit, “and you’ll be feather him, and send him home. Aunt Sonya was so rich beyond your wildest dreams”. upset at seeing her husband return in such a state Ivan did as he was told, and after about an hour’s she hit him with an iron ladle, cracked his skull, and worth of vigorous digging, he unearthed a chest. It took killed him. Ivan then gave her a job washing floors in his

DRAGON 59 palatial mansion. seek out the ancient oak tree where I buried it, and I “Never let it be said,” he told her, “that Ivan does not expect to find my treasure still intact, just the way I left look after his own.” He gave her a warm straw mattress it.” on which to sleep, and he made sure that she got plenty “Uh, suppose it isn’t there?” Ivan said, trembling of stale bread every day. mightily. One night, while he was sitting in his room, drinking “Well, let’s not be pessimistic,” said the sorcerer. “I the finest wine from Italy and munching on dates im- always like to look on the bright side. The next time I ported from Arabia, Ivan noticed a roiling blackness check, I fully expect my treasure to be right where I left hovering just below the very ornately painted ceiling. At it. If, however, by some chance, some poor simpleton first, there was a dimness in his room, a seemingly mo- was fool enough to dig it up, why, that would make me mentary failing of the light as though a cloud had passed very angry. I don’t like being angry. I fear I do not pos- across the sun — only it was night outside and it was sess the temperament to handle being angry very well. I dark. All of a sudden, the atmosphere inside his room devastate the countryside, turn people to stone, call forth became even darker than the night outside. Ivan looked plagues of demons, take people’s souls away, and make to his candles, which were burning, but for some reason them burn in eternal torment. Things can get quite out weren’t producing any light. Gradually, the blackening of hand. No, let’s just hope I find my treasure where I effect grew worse, and Ivan couldn’t even see across the left it. Then I’d be happy, you’d be happy, and there room. Then the thunder started. It was then that Ivan would be no need for me to run amok with all sorts of started to become nervous, for the thunder was coming nasty necromancy. That would be much more pleasant, from inside his room. Following the thunder were jagged don’t you think?” bolts of lightning that lanced across his bed, and then the “Just swell,” Ivan said, all the color draining from his whole house began to shake. Truly frightened now, Ivan face. crawled beneath the covers of his bed and pulled the “Somehow I thought you would agree,” Kastchei said. blankets over his head. And with another clap of thunder and an impressive The blackness seemed to throb and pulse, like a giant display of pyrotechnics, Kastchei the Immortal disap- heart, until it gathered itself at the foot of Ivan’s bed peared, leaving a wide fissure in the floor of Ivan’s bed- and, with a deafening clap of thunder, resolved into the chamber and a tang of brimstone in the air. Ivan lay terrifying form of Kastchei the Immortal, the most absolutely still for a long time, waiting for his heart to feared and evil sorcerer in all the land. Kastchei the start again. When he finally stopped shivering and found Immortal stood at the foot of Ivan’s bed, dressed from his voice, he took a long, deep breath and called his wife. head to toe in blackest black, his long beard buffeted by “Honey, would you come in here for a minute?” the howling wind that suddenly shrieked through Ivan’s His wife came hopping into the bedroom. bedchamber. Ivan shivered underneath his covers, mes- “Yes, Ivan? What is it?” merized by the unholy fire of the two red glowing eyes “You didn’t notice anything just now? Like a thunder- that seemed to pierce him to his very soul. storm, a mild earthquake, perhaps?” “I am not in a good mood,,’ said Kastchei the Immor- “No, Ivan. What are you talking about?” asked the tal. frog. Ivan knew who was addressing him, of course. Every “Guess who just paid me a visit?” mother’s son in Russia, at one time or another, was “I don’t know, dear. Who?” threatened with the name of the greatest bogeyman that “Kastchei the Immortal.” ever lived, the evil wizard who could never die, Kastchei “Ooops,” the frog said. the Immortal. This amused Kastchei. He liked making “Ooops? What do you mean, ooops? Is that all you an impression. have to say, ooops?” “What. . . what did I do, Your Fearsomeness?” Ivan “Now, Ivan, don’t get excited,” said the frog. stammered, quaking underneath his bedclothes. “Don’t get excited? Don’t get excited? You get me to “Have you seen my treasure?” Kastchei asked in a steal the treasure cache of the most feared sorcerer in all tone of ominous foreboding. the world, and all you have to say is don’t get excited?” “Your . . . treasure?” said Ivan. “Now, don’t exaggerate, Ivan,” the frog said. “He’s “That’s right, my treasure,” said Kastchei. “You not that feared. I’ll admit he can be pretty nasty, but the know, rubies as large as your fists, diamonds the size of most feared sorcerer in all the world? I’d say that point your eyes, emeralds the size of meadow muffins, and was open to debate.” pearls so large that they would trip swine if they were “Well, he scares me plenty!” shouted Ivan. “What in cast before them.” God’s name were you thinking of?” “Oh. That treasure,” said Ivan. “Look, don’t go blaming it all on me,” said the frog. “I don’t suppose you know anything about it,” said “I didn’t hear you asking where the treasure came from Kastchei, to an accompanying clap of thunder. The wiz- or whose it was when you dug it up. I must admit that I ard loved dramatic sound effects. knew there was some risk involved, but I didn’t know “Well . . . uh, suppose I do?” said Ivan, trying to Father would miss it quite so soon.” disappear beneath his bedclothes. Ivan wasn’t sure he had heard that right. “Father?” “It seems to be missing,” said Kastchei, glowering at he said, weakly. Ivan. “When next the moon is full, I will once again “Well, you may as well know the truth,” the frog said.

60 FEBRUARY 1985 “I’m no ordinary frog. My name is Vasilissa the Wise, “Suit yourself,” she said. “I’m only trying to help.” and I’m Kastchei’s daughter. Father turned me into a Help? She got me into this mess to begin with, frog because I was born smarter than he is. If there’s one thought Ivan. It was bad enough that he had stolen a thing he can’t stand, it’s losing an argument at the din- treasure cache belonging to Kastchei the Immortal, but ner table. He has a very nasty temper, and he turned me now she meant to have him seek out Baba Yaga, an age- into a frog one night. My curse is that I must remain a less witch who, it was said, was so frighteningly hideous frog until I can get a man to fall in love with me. And that just one look at her was enough to put you off your what man in his right mind could love a frog? I had just feed. It was claimed that she lived in a hut surrounded about resigned myself to being a frog forever when you by a fence of human bones and that she traveled the came along. You were simple and no great catch, but countryside by flying seated in a giant mortar, steering it you were a man and that was close enough. I thought with her witch’s broom. And all I ever wanted, thought that I could trick you into marrying me and then make Ivan, was to do my chores and eat my stale bread and sit you feel gratitude. In time, I thought that you would by the stream, throwing pebbles into the water. And now grow to love me and the curse would then be broken. I’m all mixed up with sorcerers and witches. And all But I didn’t think Kastchei would miss his treasure quite because I took pity on a frog! so soon. I really should have known he’d check his Nevertheless, having no other choice, he did as Vasi- hoard. He’s so possessive.” lissa had instructed, and soon they were once more deep “Well, that’s just great,” Ivan said miserably. “Now within the impenetrable forest, having penetrated it with what am I supposed to do? How can I return his treasure a great deal of difficulty. It was almost the time of the full when I’ve already spent it? I’m doomed. It serves me moon when they reached the clearing where Baba Yaga’s right for being simple.” hut hobbled incessantly about in a circle. Inside a fence “If you weren’t so simple, you’d know that you’re not made of human bones, the wooden hut swayed about on doomed. Not yet,” said Vasilissa. “How long did he give chicken feet, turning in a constant circle, giving the you to return the treasure?” entire clearing an air of magical foreboding. There were “Until the next full moon,” Ivan said. no doors or windows in the hut, and Ivan did not see “We’ve got time,” she said. “The first thing you must how they would manage to gain entrance even if the hut do is liquefy your assets. Sell the house, sell all the serfs, stood still long enough. With a whimper of resignation, sell your coach and clothes and all the furniture. Tell your to make sure that all outstanding debts are paid in full. Take all the money that you’ve made from your investments and everything you’ll get from disposing of the house and all your worldly goods, and convert it into gold. Then sell the loan sharking opera- tion.” “But that will leave me with nothing!” cried Ivan. “You’d rather face my father’s wrath?” “I’ll sell, I’ll sell,” Ivan said hastily. And he did just as she said. Amazingly enough, by the time that he was finished with all of his transactions, he found that he had quite a bit more money than the origi- nal treasure had been worth. But then there wasn’t enough time to track down all the jewels that he had sold so he could buy them back. And Kastchei the Immortal said that he wanted to find his treasure just as he had left it. “What am I going to do?” Ivan cried. “There isn’t enough time!” “Control yourself,” the frog said, “They don’t call me Vasilissa the Wise for nothing. We still have just one chance to restore my father’s treasure, but it isn’t going to be easy.” “I’ll do anything you say,” Ivan said, feeling desper- ate. “Fine,” said Vasilissa. “Pack all the gold into a sack and pack some provisions, too. Put it all into a wheelbar- row and then put on your peasant clothes, if that’s all you have left.” “Where are we going?” asked Ivan. “To see Baba Yaga.” “On second thought, being turned to stone doesn’t sound so bad,” Ivan said.

D RAGON 61 Ivan trundled his wheelbarrow containing his gold, his effort to dislodge the cat. But the cat was not dislodged, provisions, and his wife through the gate of human and all Baba Yaga succeeded in doing was stunning her- bones and up to the shiftless hut. self. She sat upon the floor, waiting for her eyes to focus “Baba Yaga, you have some visitors,” croaked Vasi- and breathing heavily. lissa. “Let us in so we can show you all the gold we’ve “She doesn’t look so mean to me,” whispered Ivan. brought!” “She does put me off my feed, though.” It was well known that Baba Yaga was fond of gold, “Sssh!” said Vasilissa. “You want her to hear?” both because she liked its color and because it was very “I heard, I heard,” said Baba Yaga. “That’s the trou- magical, to one who knew how to use it properly. ble with young people today, no respect for their elders. “What’s to prevent her from taking all our gold and Well, I’ll teach you some respect!” turning us into toadstools?” asked Ivan. And with that, she raised her palsied hand in a threat- “There is that possibility,” said Vasilissa. ening gesture of wizardry. “That wasn’t what I wanted to hear,” he said. “No, wait, Baba Yaga!” the frog cried. “He’s just a Even as he spoke, the hut stopped turning and a door simpleton. He didn’t mean it.” appeared inside what had been a solid wall moments Baba Yaga squinted at the frog. “Vasilissa? Is that before. The hut settled on the ground, folding its chicken you?” feet beneath it, and from within they heard a wheezing “It’s me, Baba Yaga.” sound, an emphysemic cackling that made Ivan’s blood “Been fresh with your father, I see,” said Baba Yaga, run cold. cackling gleefully. “You’re lucky I’m more even- “Come in, my children, do come in,” said Baba Yaga. tempered than that oaf. And speaking of second-rate “Come in and show me all the lovely gold you’ve sorcerers, how is the old charlatan?” brought.” “As mean and nasty as he ever was,” said Vasilissa. “Yes, being turned to stone definitely doesn’t sound so “Pah! Kastchei isn’t mean, he’s simply arrogant,” said bad,” Ivan said. Baba Yaga with a sneer. “Well, what do you want from “Oh, come on, Ivan,” said Vasilissa. “Be a man! me? To change you back? Can’t do that, dearie. Mind Besides, it’s much too late to turn back now.” you now, I could, if I had a mind to, but I don’t believe With a sinking feeling, Ivan pushed the wheelbarrow in interfering when a father disciplines his child.” through the door. “No, that’s not it, Baba Yaga.” And the frog told the It was dark inside the hut, but there was some light old witch all about how they had dug up Kastchei’s trea- coming from a giant cauldron — an eerie, hellish glow sure and how they had until the next full moon to put it that seemed to shift from red to blue to green. The hut back exactly as it was, or else. was filled with the sickening sound of burbling as the “Or else?” asked Baba Yaga. “Or else what?” cauldron bubbled, filling the tiny single chamber with a “He didn’t specify,” said Vasilissa. smell unlike anything Ivan had ever known. It smelled “He spoke of devastating the countryside, turning even worse than Uncle Vanya. people into stone, calling forth plagues of demons, and Hunched over the cauldron was the most vile creature taking people’s souls away to make them burn in eternal Ivan had ever seen. Baba Yaga was old and withered, an torment,” said Ivan, trying hard to keep from trembling. evil-smelling crone with wrinkles in her wrinkles and “Tsk, tsk,” said Baba Yaga. “It all sounds quite dra- with ugly, disgusting warts. Her nose was hooked and so matic, but an apprentice sorcerer could weave those gargantuan that Ivan first thought it was the weight of it spells without a bit of trouble. So what am I supposed to that made her assume her bent-over posture, but then he do? Restore the treasure? For this you brought gold?” saw that Baba Yaga was hunchbacked. Perched upon her “That’s more or less what we had in mind,” Ivan said hump was a cat as black as pitch and with eyes that hesitantly. shone a brilliant emerald green. The cat arched its back “Hmmm, I could use a little gold,” said Baba Yaga. as Ivan and Vasilissa entered, and spat at them, digging “I think I’ll just relieve you of that wheelbarrow and its claws into Baba Yaga’s hump. turn you into a toadstool.” “Stop that!” cried Baba Yaga, flailing at the cat with Ivan was on the verge of tears. her spindly arms and hopping about. Ivan saw that one “Now, don’t be hasty, Baba Yaga,” said Vasilissa. of her legs was paralyzed. He also saw why the cat chose “What? You’re worried about him? He’s just a sim- her hump to perch upon. No matter how she moved, it pleton. Any fool can see that. He’d make a better - was the one place Baba Yaga could not reach. “You mis- stool.” erable cat!” she shouted. “If I get my hands on you, I’ll “Oh, I wasn’t all that worried about him,” said Vasi- boil you for supper!” lissa, “but I was only thinking that Father would be very But the cat paid her no mind. Instead, it decided to much annoyed if he found the treasure just the way he make itself comfortable. It sat down on her hump and left it. Then he’d have no excuse to run amok with nasty did that thing that all cats do when they decide to make necromancy. And he’d have to know where the treasure themselves comfortable: alternately raising one paw and came from. He’d know I went to you. It would be a then the other, digging its claws into her hump and purr- small way of getting back at him for making me a frog, ing all the while. and it would be yet another opportunity to show who is “Aaah! Oooh! Ouch!” cried Baba Yaga, and then, in the greater sorcerer.” desperation, she threw herself against the wall in an “Kastchei would be annoyed, eh?” said Baba Yaga,

62 FEBRUARY 1985 scratching her giant nose. “I wouldn’t mind tweaking azure blue. Her legs were long and slender, shaped to Kastchei’s nose for him. All those claps of thunder and sheer perfection. She was the kind of woman men would jagged bolts of lightning — no finesse, none whatsoever. kill for, the kind that caused poets to be at a loss for All right, I’ll do it. I won’t need all the gold to restore words. She was incredibly desirable and Ivan, overcome the treasure, but I will keep whatever is left over.” with love, reached out for her. “That’s only fair,” the frog said. “Just what do you think you’re doing?” asked Vasi- “All right, then. Let’s get to it. I’m a busy woman.” lissa, placing a restraining hand upon his chest. And with a few spare gestures, Baba Yaga turned “But . . . but you’re my wife!” Ivan protested, slightly less than half of the gold inside the wheelbarrow amazed that she should ask. back into the treasure. Everything was there, just as it “Don’t be silly, darling. You were married to a frog.” had been originally. Rubies as big as Ivan’s fists, dia- “But . . . but . . .” monds the size of his eyes, emeralds the size of meadow “Now that my father’s spell is broken, all my powers muffins, and pearls so large that they would trip swine if have returned,” she said. “What do I need with a hus- they were cast before them. band?” “Child’s play,” said Baba Yaga. Then she made an- And with that, she turned into a graceful swan and other pass with her wrinkled hands and the treasure flew away. Ivan burst into tears. Not only had he lost the disappeared, to reappear buried at the base of the an- most beautiful woman he had ever seen, but he had cient oak deep in the impenetrable forest, and in a chest nothing left. No treasure, no gold, no house, no coach, just like the one Kastchei had buried it in. Only this no serfs, not even his loan sharking operation. Once chest had Baba Yaga’s initials on it, just to rub it in. again, he was just plain Ivan the Simpleton. “The rest of the gold is mine,” she said. “Now I have He returned in shame to his little village and moved work to do’ so the two of you can disappear.” back in with his Aunt Sonya, who paid him back for Ivan and Vasilissa disappeared in a puff of smoke, to making her wash floors by making him work ten times as reappear on the edge of the impenetrable forest, by a hard as he ever had before and by making his life miser- road that led to the settlement from which Ivan had able beyond belief. Ivan was so broken-hearted, he no come. When he realized that he had escaped with his longer bothered having discussions with himself, so now skin and soul intact, Ivan was overjoyed. there was truly no one for him to talk to. Late in the “You did it, Vasilissa! You saved my life! I love you!” evening, when his chores were finally done, he would go And no sooner had he said those final words than the back to his favorite place beside the stream, where he frog disappeared, and in its place stood the most stun- would sit, resting his weary bones and throwing pebbles ningly beautiful woman Ivan had ever seen. Her hair morosely into the water. One evening, as he was sitting was the color of spun gold and it reached down to her by the stream and eating a few crumbs of stale bread, he waist, which was slim and saucily curvaceous. Her skin noticed a little green frog watching him intently. was soft and flawless, and her eyes were a sparkling Ivan smashed it with a stick.

D RAGON 63 TSR, Inc. PRODUCTS OF YOUR IMAGINATION™

BLADE OF VENGEANCE FACE OF THE ENEMY D&D® Expert Set Module O2 TO FIND A KING ® Knight Hawks A Duel the Referee adventure for AD&D® game Module C4 Module SFKH3 use with the D&D® Expert Set, for a An adventure for characters of The second adventure in a trilogy character of 4th to 14th level. A single levels 4-7, based on the scenario used that began with Mutiny on the Eleanor elf confronted with the mysterious for the 1984 GEN CON® Convention Moraes, this module features interstel- destruction of his home must find AD&D Open Tournament. In this lar combat in the grand tradition of those responsible. mission, the first of the two-part science fiction. In a Duel the Referee adventure, a Prophecy of Brie series, a band of single player matches his skill against adventurers must try to bring together the problems posed by the Dungeon the vital elements necessary to restore CONAN® THE OUTLAW Master and the plot of the scenario. Good King Llewellyn to his people — EQ #25 by Roger E. Moore Each adventure has several alternative while the forces of darkness threaten ® plots, so that the player can switch to enslave the adventurers along with This book, the roles and see which character best the king. third to feature one of the greatest achieves the goal of the adventure. warriors of all, takes you (in the role of Conan) deep into a dangerous, bar- BOOK OF MARVELOUS MAGIC baric world where only your great ® D&D® game accessory AC4 fighting ability and wits can keep you TARZAN and the Well of Slaves alive. Vammatar the Deathless, an evil EQ #26 by More than 200 new magic scrolls, potions, and other fantastic objects Hyborean wizardess, is trying to recap- In this book in the ENDLESS ture you after your escape from her QUEST® series, the reader takes the are featured in this book, written for use with the DUNGEONS & slave camp. Forced to survive as a part of Tarzan. While on the trail of ® DRAGONS game rules. A truly mar- warrior turned outlaw, you are hunted jungle kidnappers, you stumble upon by Vammatar’s fiendish undead fol- the remains of a long-lost civilization. velous addition to the magic-item lists given in the rule books, with enough lowers and face nightmarish dangers The decisions you make when con- wherever you turn. fronted with threats and opportunities quantity and variety to make every adventure distinctly different from along the way will determine the CONAN ©1985 Conan Properties, Inc. outcome of the adventure. every other one.

TARZAN is a trademark owned by Edgar Rice Burroughs, Inc. Used with permission.

COBRA™ Game NAPOLEON’S LAST BATTLES™ The Breakout from Normandy Game This new SPI™ game takes players Quadrigame of Waterloo from the beaches of Normandy This four-in-one SPI™ game presen- through the hedgerows of France tation features the separate games of during the summer of 1944, including Quatre Bras, Ligny Wavre, and La the assaults on St. Lo and Caen. Spe- Belle Alliance. They can be played cial expanded rules enable players to individually or combined to create a begin the game with the D-Day inva- single campaign game that covers the sion and then follow through the entire Battle of Waterloo. For two breakout from the beaches, leading up players of novice to intermediate to the time when the Allies hoped to experience, low complexity. establish a firm foothold in France for the assault on the German homeland. For two players, medium complexity.

LOG

You may consider this our MARVEL SUPER HEROES™ CONTENTS Special Issue of the ARES™ Section. Readers asked for more on S.H.I.E.L.D.™, the super-agency responsible for the defense of the world in the Marvel® Universe, and we have ARES Log ...... 66 the latest information in William Tracy’s article. Many of you also wanted to know more about the worst S.H.I.E.L.D.™ criminals in the Marvel Universe. Curiously enough, the William Tracy ...... 67 three most-wanted men are all deadly enemies of the Defenders of the world! Amazing Spider-Man™. tells more about them. Dave Cook, one of the creators of the STAR FRONTIERS® THE MARVEL®-PHILE game, also makes an appearance here with some thoughts on Jeff Grubb ...... 72 setting up interstellar governments in new star sectors. Any- Unfriendly neighborhood Spider-foes one care for a Dralasite anarchy? You might want to read Jeff Grubb’s introductory remarks FROM ANARCHY TO about the MARVEL SUPER HEROES game in his article. Some EMPIRE interesting ideas have been tossed around here at TSR, Inc., and you have the chance to tell us what you think of them. David Cook ...... 78 What was the WORST science-fiction game you’ve ever Interstellar governments in the STAR FRONTIERS® game. played? Out of sheer curiosity, I’d like the readers (you) to drop me a postcard or index card with the name of the all- time worst science-fiction game (boardgame, role-playing game, etc) that you ever played, with a few remarks about why you thought it was the worst. Be specific; point out the flaws in the game that kept it from being enjoyable or that made it silly. Send your vote to the ARES Department, DRAGON® Maga- zine, TSR Publishing, P.O. Box 110, Lake Geneva, WI 53147. In return, I’ll pick three winners at random and will send each of them a special prize. Only one entry per person, please, and remember to print your name and address CLEARLY on the postcard or index card. This contest will be open until 1 April 1985. See you next month.

ARES™ Section 94 THE SCIENCE-FICTION GAMING SECTION

Editor: Roger E. Moore Design: John Meyers Editorial assistance: Patrick Lucien Price, Eileen Lucas Graphics and production: Kim Lindau, Roger Raupp All materials published in the ARES Section become the exclusive property of the publisher upon publication, unless special arrangements to the con- trary are made prior to publication. Unsolicited manuscripts are welcome, but the publisher assumes no responsibility for them and they will not be returned unless accompanied by a stamped, self-addressed envelope of sufficient size and volume. ARES is a trademark of TSR, Inc!s science-fiction gaming section in ® ON THE COVER DRAGON Magazine, All rights on the contents of this section are reserved, Nick ™ has come a long way from his and nothing may be reproduced from it without prior permission in writing from the publisher. Copyright © 1985 TSR, Inc. days with the ™. Now DRAGON and STAR FRONTIERS are trademarks of TSR, Inc. All Marvel the director of S.H.I.E.L.D.™, he fights on characters and the distinctive likenesses thereof are trademarks of the land, sea, and in space for the security of Group. MARVEL SUPER HEROES and MARVEL SUPER VIL- Earth. For more on the man and the orga- LAINS are trademarks of the Marvel Comics Group. Copyright © 1985 Marvel nization, see p. 67. Cover art by Steranko Comics Group, a division of Cadence Industries Corporation. All Rights Reserved. (Marvel Comics Group).

66 FEBRUARY 1985 S.H.I.E.L.D.™

A MARVEL SUPER HEROES™ game supplement by William Tracy

S.H.I.E.L.D. (Supreme Headquarters created A.I.M (Advanced Idea was then that S.H.I.E.L.D. and International Espionage Law-Enforce- Mechanics), which created the scientific came on the scene. Baron von Strucker ment Division) is an international organi- weaponry for HYDRA, and THEM, and Fury were bitter enemies from the zation independent of all governments. which supervised the efforts of HYDRA Second World War, though Fury was not Its job is to seek out and destroy those and other subversive organizations. aware at first that von Strucker was threats which endanger mankind and By the early 1960s, HYDRA had agents HYDRA’s leader. the Earth itself — be they terrestrial or all over the world and an arsenal that After Fury became S.H.I.E.L.D.’s direc- from other worlds. S.H.I.E.L.D. was was larger than that of most nations. It tor, HYDRA tried to blackmail the world formed in the early 1960s to oppose the with its orbiting Betatron Bomb. While growing power of the organization Tony Stark de-activated the Bomb, Fury known as HYDRA™. Nick Fury™, a CIA and his men captured HYDRA’s New agent and hero of World War II, was York office. After that defeat, A.I.M., made the agency’s public director. Since THEM, and the Secret Empire attacked its beginning, SH.I.E.L.D. has played a S.H.I.E.L.D., while HYDRA quietly major role in the world’s defense, fight- rebuilt. Von Strucker had stayed out of ing villains and criminal forces, with and the picture and assumed many false without the help of the other Marvel identities, including that of John Bron- Super Heroes™. ston, an agent of S.H.I.E.L.D. Once again he took control of HYDRA and threat- Casebook and history ened to use the Overkill Horn, which S.H.I.E.L.D. has fought many opponents would have set off every nuclear device over the last two decades. Some of the in the world. He was again defeated by most challenging cases are briefly Fury and his men. described below — though not in Von Strucker then planted a Death- chronological order. Spore Bomb aboard the ™, HYDRA: HYDRA was a secret, highly- but his plans were again stopped by organized group that planned to con- Fury. Fury invaded HYDRA’s new dome- quer the world using advanced covered island fortress and placed the technology. HYDRA was created by a Bomb there. While fighting with Fury, group of Japanese subversives, but it von Strucker accidentally ran into a was taken over by the ex-Nazi Baron nuclear reactor chamber and was incin- Wolfgang von Strucker at the end of erated. Fury escaped as HYDRA’s island World War II. Though von Strucker had sank into the Pacific forever. been one of Hitler’s top men, he soon Since then, various splinter groups of had a falling out with the Fuehrer and HYDRA and its sister organizations have had to flee Germany before the war’s surfaced, but none have achieved any end. real success. The villainess named Von Strucker came to Japan and ™ took control of the New York became the secret leader of HYDRA by section of HYDRA for a time, but she assassinating the former one. He built a accomplished little. small island in the Pacific, and soon : Just after S.H.I.E.L.D. was HYDRA scientists were learning how to established, Nick Fury was attacked make nuclear weapons. A band of Amer- several times by a man known only as ican commandos called the “Leatherneck Scorpio. Their confrontations always Raiders” and a group of Japanese com- ended in victory for Fury but escape for mandos known as the Seven Samurai Scorpio. It wasn’t until many years later joined forces and destroyed the island, that Fury discovered that Scorpio was but von Strucker escaped. actually his brother, Jake, who had Over the next fifteen years, von become mentally unbalanced and has Strucker slowly rebuilt HYDRA and set since died (see Defender’s #50). up his headquarters in America. During this time, two branches of HYDRA were NICK FURY™ Mockingbird™: One of S.H.I.E.L.D.‘s

D RAGON 67 best agents, Barbara Morse, has since ™, and other Marvel Super tion at times. (Black Widow is detailed in resigned from the agency to undertake a Heroes™, the Dire Wraiths were Module MH-4, Lone Wolves.) full-time career an adventuress: repulsed from Earth. S.H.I.E.L.D. has its share of internal Mockingbird™, of the West Coast S.H.I.E.L.D. has been involved directly problems, to which some of the cases ™. Her struggle against traitors and indirectly with many other adven- above allude. S.H.I.E.L.D. once within S.H.I.E.L.D. was documented in tures, most of them unknown to the attempted to train super agents, but the the MARVEL®-Phile of DRAGON® Maga- general public. Nick Fury™ and his men project was discontinued when two zine issue #93. have worked closely with Captain agents turned traitor. At one point, a Dire Wraiths™: Recently S.H.I.E.L.D. America™ and the Avengers™ in their telepath named Marvin Flumm worked undertook to fight against the sorcerous, battles for justice. Another of with the organization’s ESP unit; he later shape-changing aliens known as the Dire S.H.I.E.L.D.’s former agents, the Black became known as the villain ™. Wraiths. Along with the Avengers™, the Widow™, also works with the organiza-

S.H.I.E.L.D. AGENTS* 1. NICHOLAS FURY 8. VALENTINA ALLEGRO DE FONTAINE Executive Director (Level 1) Special Field Officer (L-4) 2. TIMOTHY “DUM DUM” DUGAN 9. SIDNEY E. LEVINE “THE GAFFER” Special Director (L-2) Technician (L-8) 3. GABRIEL JONES 10. JAMES “JIMMY” WOO Special Field officer (L-4) Special Field Officer (L-4) 4. ERIC KOENIG 11. CLAY QUARTERMAIN Regional Director, Born (L-3) Special Field Officer (L-4) 5. (Deceased) 12. JERRY HUNT Special Field Officer (L-4) Regional Field Officer, London (L-5) 6. LAURA BROWN 13. BARTH BUKOWSKI Field Agent (L-6) Regional Director, Los Angeles (L-3) 7. 14. GAIL RUNCITER Special Field Officer (L-4) Field Agent (L-5)

* Better known members

68 FEBRUARY 1985 Organization The Helicarrier™ the Helicarrier; and, * four mini-Sea King anti-submarine The S.H.I.E.L.D. organization is based on S.H.I.E.L.D.'s headquarters are based in a helicopters (Control: Good, Speed: Excel- eight different command/security levels. gigantic, flying aircraft carrier known as lent, Body: Good); Weapons: 2 air-to-sea Only one man is on Level 1, Colonel the Helicarrier. The HeIicarrier is an torpedoes (Body: Remarkable, Control: Nicholas Fury™, the Executive Director important part of the World-Wide Mili- Excellent, Speed: Good, Damage: of S.H.I.E.L.D. The duties of the other tary Command and Control System Amazing), 2 depth charges (Range: Good, levels are given below. (WWMCCS), which maintains communi- Damage: Incredible), 2 machine guns (as Level 2: Special Directors make com- cations in times of world crises. It is also above); used for submarine patrol, cargo mand decisions when Fury is not availa- a major link in the Defense Communica- hauling, and rescue missions. ble. They also coordinate efforts to tions System (DCS). The Helicarrier’s The deck of the Helicarrier houses a follow Fury’s special orders. Currently, main function is the surveillance of land vibration-isolated missile silo which Timothy “Dum Dum” Dugan, Fury’s best and space, and it houses a number of contains an intermediate-range ballistic friend, is the only person on this level. highly trained electronic intelligence missile (Body: Remarkable, Speed: Level 3: Regional Directors head up the personnel. Field Agents are also tested Remarkable, Control: Incredible, Dam- S.H.I.E.L.D. regional offices across the and trained aboard the Helicarrier. age: up to Class 1000). It has a range of world, co-ordinating all S.H.I.E.L.D. activi- The Helicarrier has three layers of 3500 miles and can achieve low earth ties in their area unless they receive armor: two layers of 5-inch hardened orbit. It can be used as a weapon or for special orders from Fury or Dugan. alloy with a 12-inch layer of fragment a variety of special missions, such as Level 4: Special Field Officers are supressor sandwiched between them. placing a satellite into orbit. agents who usually work alone under- This gives the Helicarrier an Excellent The Helicarrier is usually crewed by cover, taking orders directly from Fury Body and Monstrous Armor. 450 men, but in emergencies it can hold and Dugan. Their task is to gather infor- The Helicarrier is powered by a small up to a thousand people. It carries mation for S.H.I.E.L.D. thermonuclear plant and flies by means enough food and water to last a regular Level 5: Regional Officers help the of an anti-gravity generator augmented crew for 30 days. The Helicarrier itself Regional Directors co-ordinate activities, by six large twin-bladed helicopter can maintain flight indefinitely. and provide leadership in their region rotors. The Helicarrier has Good Control when their Regional Directors are not and Excellent Speed. The Helicarrier is Weapons and special available. rigid enough so that it may land on the equipment Level 6: Field Agents make up the ground or in water, but its radar “ball” main fighting force of the organization. deck must be jettisoned beforehand. S.H.I.E.L.D. will always be equipped Sometimes Field Agents will work The Helicarrier is armed with the with the most modern weapons and undercover, reporting to their Regional following weapons: special equipment. This section details Directors. They are the backbone of * ten 70mm radar-guided anti-missile the items that S.H.I.E.L.D. agents regu- most para-military operations. electric cannons (Range: Excellent, Dam- larly employ. The agents themselves are Level 7: Administrators make sure age: Amazing; can be used as anti-missile described in the Avengers Assembled! that S.H.I.E.L.D.‘s activities are done defense), module. according to law. They take care of the *six 40mm radar-guided anti-missile S.H.I.E.L.D. regulation uniforms are red tape and paperwork that are a part electric cannons (Range: Good; Damage: made of nine-ply kelvar, providing Typi- of any bureaucracy. Incredible; can be used as anti-missile cal protection from physical attacks. The Level 8: Technicians keep S.H.I.E.L.D.‘s defense), uniforms are also made of beta-cloth machinery in good repair and constantly * four armored boxed missile launchers (type C), which can withstand tempera- update the agency’s old equipment while (eight missiles each, Body: Remarkable, tures up to 1700°F, providing Excellent they create new equipment. Control: Incredible, Speed: Remarkable, resistance to fire. The Helicarrier™ also houses a small Damage: Amazing), Each S.H.I.E.L.D. agent is provided group of people who have no designated * cruise missile launch deck (30 cruise with two types of handguns. One is a level. These are the ESPers, who are missiles, Body: Remarkable, Control: plasma beam handgun (Damage: Excel- employed in special research projects and Incredible, Speed: Amazing, Damage: lent, Range: 5 areas), with a powerpack assist the organization when it is facing Unearthly); and, that enables it to fire 19 times before psychic foes. The ESPers are hooked into * an anti-missile teravolt charged parti- running out of power. The other regula- a Psionic Amplifying Machine, which gives cle projector (Range: Amazing, Damage: tion handgun is a .30 caliber rapid fire them a group Psyche rank of Amazing. Amazing). automatic machine pistol (Range: Good, When hooked into the PAM, ESPers are Not only is the Helicarrier heavily Good Damage from single shots, capable of performing any of the mental armed, but it also serves as an aircraft Remarkable Damage from bursts). The powers listed in the MARVEL SUPER carrier by the following military aircraft: bullets are armor-piercing, with cores of HEROES Campaign Book. * thirty-two F/A-18 planes (Body: Typi- high-density spent uranium. Each ammo As mentioned above, S.H.I.E.L.D. main- cal, Speed: Incredible, Control: Excel- clip holds 60 rounds (600 bullets), and tains offices all over the world, including lent); Weapons: 4 guided missiles the gun has a variable rate of fire, en- New York, Los Angeles, London, and (regular types) and 2 machine guns abling it to shoot 1-100 bullets/round. Bonn. Some hidden bases exist in Com- (Range: Good, Damage: Remarkable), When S.H.I.E.L.D. agents go on para- munist countries. S.H.I.E.L.D.‘s head- * two E-2C early warning military operations, they each carry the quarters are in the gigantic Helicarrier. planes (Control: Good, Speed: Excellent, following weapons and special equip- Though their operations are secret, the Body: Typical); Weapons: 2 guided mis- ment: organization’s existence is known to the siles and 2 machine guns (as above); they * 1 smoke bomb (see smoke grenade on general public, and S.H.I.E.L.D. main- also have a radar range of 300 miles and p. 17 of the Campaign Book), tains a few public offices. constantly patrol the airspace around * 1 flare (does Typical damage if used as

D RAGON 69 a weapon, burns for 5 rounds), Master Matrix. Androids will have the Army. Fury took basic training at Fort * 1 thermite bomb (as explosive gre- same physical attributes as the originals, Dix, New Jersey. nade, p. 17 of Campaign Book, except it but their mental attributes are only After basic training, Fury was quickly does Incredible Damage and will do Typical since they have no real mind. promoted to the rank of sergeant and Excellent Damage every round to any- They are either pre-programmed or put in charge of an elite group of sol- one hit due to clinging flames until the voice/radio controlled. diers who were known as the “Howling flames are extinguished), S.H.I.E.L.D. agents have also used jet Commandos™.” This special unit became * 1 fragmentation bomb (as explosive cycles, an Entrope Phase Barrier Guard famous throughout the European the- grenade on p. 17, Campaign Book, System (Remarkable-strength force atre of operations, performing many except it does Incredible Damage), field), an image scanner (discerns real important missions for the Allies. The * 1 throwing knife (Excellent Damage form of items and people), mold cocoon group was first organized in 1942 by when thrown), pellets, and two-way wrist communica- Captain Samuel “Happy Sam” Sawyer, * 1 gas bomb (knockout gas with Incred- tors. Assume that any weapon or gadget the force’s commanding officer. British ible potency), that can be invented has already been Prime Minister Winston Churchill made * 1 radio link pocket computer (10 mile designed by S.H.I.E.L.D. technicians and the “Howling Commandos” the first radio range, Remarkable complexity), has probably been built and used. American Ranger squadron to gain the rank of Commandos in His Majesty’s * 1 flexible saw (able to saw through 1 Nick Fury™ inch of Good material in 5 rounds); and, Army. The “Howling Commandos” were * 1 garrote reel (must surprise opponent No article on S.H.I.E.L.D. would be com- made up of Nick Fury, Timothy “Dum from behind to be used; does Excellent plete without mentioning Nick Fury, the Dum” Dugan, Gabriel Jones, Robert Damage each round; use Grappling director of the organization. Though “Rebel” Ralston, Percival “Pinky” Pinker- Battle Effects Table to determine if vic- Fury is no costumed crusader, he is a ton, Isadore “Izzy” Cohen, Dino Minelli, tim can free himself; escape requires a tough, die-hard fighter, especially with Eric Koenig, Jonathan “Junior” Juniper roll in a Red area). the man-power and technological (killed in action in the war) and Fred The main transportation for resources of S.H.I.E.L.D. to back him up. Jones (disabled in combat). S.H.I.E.L.D. agents is the Flying Car, a NICK FURY™ During a special mission in France, Fury came under the medical care of modified Ferrari 330/P4 Berlinetta. The Director of S.H.I.E.L.D. car is armored with 1” foamed alloy, Professor Berthold Sternburg, who inoculated Fury with the “Infinity For- and its windows are made of 1” bullet- Fighting: EXCELLENT (20) mula” serum. Fury takes this serum proof Lexan, giving it Excellent protec- Agility: EXCELLENT (20) annually, and it has slowed down Fury’s tion with an Excellent Body. Strength: GOOD (10) aging process enormously. The car is electrically powered by Endurance: EXCELLENT (20) The “Howlers” were disbanded after turbines. While on land the car has Reason: EXCELLENT (20) the war, but Fury remained on active Remarkable Control (computer-aided Intuition: EXCELLENT (20) duty during the Korean War. During this steering) and Remarkable Speed. The Psyche: GOOD (10) car’s four wheels are also mini-jet tur- conflict, the “Howlers” were reunited for a special mission in which they bines enabling the car to fly with Health: 70 secretly crossed the 38th Parallel and Remarkable Control and Incredible Karma: 50 destroyed an enemy MIG base. During Speed. The car is also totally submers- Resources: AMAZING the mission, Samuel Sawyer was killed ible with a 5-hour air supply, although it Popularity: 75 only has Typical Speed and Excellent and Fury was given a battlefield commis- sion of Second Lieutenant. During the Control underwater. Talents: Fury has trained as a para- mid-1950s, Fury was on loan to the The car is armed with a 20mm electric trooper, a ranger, a demolitions expert French government and served as an cannon (Range: Excellent, Damage: (including underwater demolitions), and espionage agent for France during the Excellent, ammo supply of 1000 rounds), a pilot. He can operate any vehicle made early part of the Viet Nam War. This a 30mm radar-guided anti-missile elec- on Earth, including spacecraft and lunar work earned him a promotion to tric cannon (Range: Excellent, Damage: landing modules. Colonel. Excellent, ammo supply of 50 rounds), A master of martial arts and wrestling After his Viet Nam work, Fury became and a missile launcher (4 air-to-air mis- Fury is also a marksman and weapons an agent for the Central Intelligence siles, Body: Excellent, Control: Excellent, master. He knows much about law and Agency for a few years. In the early Speed: Excellent, Damage: Incredible). law enforcement, engineering, history, 1960s, he was offered the directorship The 20mm cannon is in the front of the first aid, and military science. of S.H.I.E.L.D., which he has retained car; the 30mm cannon and the missile Nick Fury has access to all S.H.I.E.L.D. ever since. launcher are in the rear. weapons and equipment. His personal The car also has a variety of special weapon is a .15 caliber gun with equipment, including self -sealing tires, a range of 4 areas (it does Good Dam- Anytime the player characters dis- radar, a computer and communications age). An ammo clip holds 300 rounds. cover an international conspiracy or an console/scrambler, a S-band communica- Nicholas Joseph Fury was the elder of organization that threatens mankind tions satellite antenna, 20 cm of radar two children born to an American pilot. itself, there is a good chance that at least chaff to disrupt radar signals, ejection His father died in action during World one S.H.I.E.L.D. agent will be encoun- seats, and a car parachute. War I, and Nick grew up in the toughest tered on the scene as well. If S.H.I.E.L.D. Over the years, S.H.I.E.L.D. has used section of New York City, Hell’s Kitchen. agents are involved, heroes such as the Life Module Decoy Matrix several In December, 1941, when America ™ may soon be on the times. This machine creates android entered World War II, Fury was unem- scene, and more heroes will be coming doubles of the person placed in the ployed and decided to enlist in the U.S. as things get tougher.

D RAGON 71 The MARVEL™-Phile

Unfriendly neighborhood Spider-foes by Jeff Grubb

Last month, we revealed the first-place here is the correct one — Editor.] Would you like to see an “Advanced winner of the “Overwhelming Readers’ Before pressing on, there’s a debate MARVEL SUPER HEROES” book? If so, Response Survey” by publishing the going on here regarding the future of what would you like to see in it? Drop abilities and history of the mysterious the MARVEL SUPER HEROES™ game. us a line (and mention which heroes Mockingbird™. Now it’s the bad guys’ We’ve gotten a lot of positive mail con- you’d like to see in future editions of the turn, and the three most-requested pests cerning the game, and many gamers MARVEL-Phile, while you’re at it). Roger are all enemies of your friendly neigh- want to see a more intense treatment of Moore forwards all the Marvel Mail to borhood Spider-Man™: Hobgoblin™, the game in terms of subjects (other my cubicle (usually cackling gleefully ™, and Spider-Man’s own mali- dimensions, time travel, and new while he’s at it). cious (former) Suit. [Kingpin is described worlds) and rules (an advanced magic Without any further editorializing, briefly in Bruce Nesmith’s module, MH-4 system, a more complicated combat let’s bring on the bad guys: Hobgoblin, Lone Wolves; the Karma score given table, and individual Karma awards). Kingpin, and Spidey’s Suit!

HOBGOBLIN™ Real name as yet unrevealed

Fighting: EXCELLENT (20) Agility: REMARKABLE (30) Strength: INCREDIBLE (40) Endurance: INCREDIBLE (40) Reason: EXCELLENT (20) Intuition: GOOD (10) Psyche: EXCELLENT (20)

Health: 130 Karma: 50 Resources: EXCELLENT Popularity: -20

Powers:

BODY ARMOR. Hobgoblin’s outfit con- sists of small-weave, insulated chain mail that provides Excellent protection from physical attacks and Remarkable protec- tion from electrical attacks.

ELECTRICAL BLASTERS. Hobgoblin’s gloves are equipped with power-conducting microfilaments that enable him to project Incredible electri- cal damage up to one area away.

GLIDER. One of Norman (original ™) Osborn’s inventions, this one- man, turbo-powered glider has the fol- lowing stats: Incredible Control, Good Speed, and Excellent Body (but offers no protection to the rider). The Glider can HOBGOBLIN™ carry up to 400 pounds, but it is DOWN TWO on Speed and Control if carrying more than the Hobgoblin’s own weight.

BATTLE VAN. A complete mobile weap- All Marvel characters and the distinctive likenesses thereof are the trademarks of the Marvel Comics Group, ons system devised by Osborn but never MARVEL SUPER HEROES is a trademark of the Marvel Comics Group. © 1985 Marvel Comics Group, a division of Cadence Industries. All Rights Reserved. used in his career as the Green Goblin,

72 FEBRUARY 1985

the Battle Van has Incredible Control, and took control of the business. Among in a bomb explosion, but Harry has since Remarkable Speed, and Incredible Body. his former partner’s notes, Osborn dis- made a full recovery and is now presi- It has a full communications and com- covered a formula to increase the user’s dent of Osborn Industries, Inc. puter setup and can be operated by intelligence and strength. Osborn began Neither nor Dr. Hamil- remote control or on its own auto-pilot to experiment with the formula but was ton found the large number of weapons (which has Remarkable Control). The caught in a chemical explosion. Expo- caches and secret hideouts that the Battle Van possesses a top-mounted sure to the formula made Osborn original Green Goblin maintained concussion gun turrent doing Remark- stronger, but the chemical drove him throughout the city, usually in secret able Damage with a range of 7 areas. insane as well. Taking the identity of the rooms in Osborn Industries plants and The van was partially destroyed in a Green Goblin, set about warehouses. A bank robber named high-speed chase that left it in the East to slay Spider-Man and establish himself George Hill found one of these hideouts River, but Hobgoblin has reclaimed the as a New York crime-lord. while fleeing from Spider-Man. Hill van and is rebuilding it. His genius boosted by the formula, brought his discovery to the attention of Osborn built most of the devices that the another as yet unidentified man, who THROWING BLADES. Hobgoblin packs a Hobgoblin would later use, though as promptly killed Hill and used the recov- set of throwing knives carved in bat- the Green Goblin he was continually ered equipment and Osborn’s notes to wing shapes. Each razor-sharp blade defeated by Spider-Man. On several become the Hobgoblin. does Good Damage on the Hack 'n Slash occasions, Osborn was believed to have At first, Hobgoblin had the technology table. Hobgoblin throws 1-5 of these been cured of his madness, but he of his namesake, but not the increased blades at a time, usually to prevent pur- would soon have a relapse and adopt his strength, endurance, or intelligence. He suit. Shift DOWN ONE to hit for every criminal ways. During his final relapse, refined Osborn’s formula and, after blade cast beyond the first. Hobgoblin the Green Goblin killed , using a hireling as a guinea pig, placed carries 6-15 of these blades. Peter Parker’s girlfriend, and was killed himself under the drug’s influence. He himself by being impaled on his own jet remained too long affected by the chem- PUMPKIN BOMBS. Hobgoblin’s explosive glider. ical, and this may have had a serious bombs are shaped charges having the Since Norman Osborn’s demise, two affect on his mental stability. form of jack-o’lanterns. He can throw others have taken up the identity of the Hobgoblin is using all of Osborn’s them out to a range of 3 areas, and the Green Goblin. Norman’s son Harry, under hidden lairs and diaries to firmly estab- bombs can have a timed-delay burst of the influence of drugs, stole his father’s lish his power where the original Goblin up to two rounds. When exploded, the old costume and sought revenge on Spi- failed. Hobgoblin, with the aid of a bombs cause 20 points of damage and der-Man for his father’s death. Harry was crime-lord named the Rose™, wishes to force a victim to make an Endurance defeated and placed under psychiatric build a crime syndicate rivaling that of FEAT to avoid being knocked out by the treatment. Unfortunately, his psychia- the Kingpin. Like the Goblin, Hobgoblin concussion. Hobgoblin carries 1-10 of trist, Dr. Barton Hamilton, took up the desires the death of Spider-Man, who these devices. Goblin’s persona. Hamilton was killed has foiled several of his plots.

WRAITH BOMBS. Hobgoblin’s smoke THE KINGPIN OF CRIME™ wrestler who works out daily, Kingpin and gas grenades have clear plastic cases Wilson Fisk, “Humble Dealer in receives an UP ONE shift to the right resembling wraiths. Their usual effects Spices” when Grappling. are as per the smoke and gas grenades on page 17 of the Campaign Book, but Fighting: REMARKABLE (30) WALKING STICK. Kingpin’s walking stick both operate at Incredible potency. In Agility: GOOD (10) conceals a three-shot, high-energy laser. addition, Hobgoblin has rediscovered Strength: EXCELLENT (20) This laser has a range of two areas and Osborn’s formula for a gas that weakens Endurance: INCREDIBLE (40) does Excellent Damage. The stick also Spider-Man’s Spider-sense if he is Reason: GOOD (10) carries two doses of Amazing-potency exposed to it (and fails to make a FEAT Intuition: EXCELLENT (20) sleep gas that requires a yellow Endur- roll). He makes use of this chemical Psyche: GOOD (10) ance FEAT roll or else the victim falls whenever he anticipates meeting his asleep for 1-10 hours. The stick is made wall-crawling foe. This gas deprives Health: 100 of Remarkable material. Spider-Man of his Spider-sense and Karma: 40 reduces his Intuition to Typical. Resources: INCREDIBLE STICKPIN. Kingpin also packs a dose of Hobgoblin’s satchel carries up to ten Popularity: 31 his sleep gas in his diamond stickpin. He bombs, and any that are not explosive may only use it in a slugfest against jack-o’lanterns will be wraith bombs. Powers: opponents who are in front of him.

Hobgoblin’s story: The Hobgoblin’s BODY ARMOR. Through his fighting THUGS. Kingpin rarely travels alone, true identity has not been revealed, yet disciplines, Fisk has developed Poor and although his daily fighting regimen certain parts of his history are known. Body Armor. makes him the superior of most “body- His story begins with that of his prede- guards” in his employ, he maintains a cessor, the Green Goblin. MARTIAL ARTS. Fisk is a master of judo small private army of goons to protect Norman Osborn was co-owner of a and oriental boxing. He may Stun and his headquarters and prevent unneces- chemical company with subsidiaries Slam opponents of higher Endurance sary interruptions. Kingpin will always involved in robotics and electronics than his strength would normally allow. have 4-13 thugs no more than a door Osborn, ever greedy for more power, away to deal with intruders and test the had his partner arrested for embezzling WRESTLING. An experienced sumo mettle of his opponents.

74 FEBRUARY 1985 The Kingpin’s story: Wilson Fisk through his son Richard, of the Las to remove Vanessa permanently, to force claims to make his living as a “humble Vegas branch of HYDRA™ and planned his former employer to regain his posi- dealer of spices,” and is the wealthy to take control of America and the tion in the underworld. owner of several companies. He is less world through that group. However, the Vanessa disappeared in an explosion, publicly known as the Kingpin of Crime Kingpin turned against HYDRA upon but she was rescued from the New York and is the leader of the largest non- learning that the ™ was the sewers by the hero Daredevil™, her criminal organization in actual leader of the Las Vegas organiza- physical and mental health destroyed. America. tion. He has since had nothing to do Fisk, anguished first by the loss of his Little is known of Kingpin’s back- with HYDRA or its new incarnations. beloved Vanessa and later by her shat- ground, save that he became interested Kingpin’s one weak spot is his family. tered state, has retaken control of his in body-building early in his life. He now His son Richard took on the costumed old organization and eliminated those maintains a physical training schedule identity of the Schemer™ in order to who threaten his criminal empire. that makes him a superior fighter ruin his father. His wife Vanessa, a lovely Kingpin has battled both Spider-Man despite his apparent bulk. His other lady of New York society who supported and Daredevil over the years, but he keen interest was political science, and Fisk through years of power struggles, sometimes maintains a standing truce he used these theories in forming his finally convinced the Kingpin to give up with them, providing aid to both when it own criminal empire. He has been care- his criminal activities. Fisk retired to the is in his best interests to do so. (He res- ful not to be directly involved with the Orient until Vanessa persuaded him to cued Spider-Man from Hobgoblin at one criminal activities he promotes, so he testify against his former criminal com- point because he was concerned about has no criminal record. rades. Upon his return to the states, one the latter’s motives.) Fisk has hired At one time, Fisk was the leader, of Kingpin’s old “soldiers” sought to super-powered agents as agents and bodyguards, and the respectable posi- tion of Kingpin’s assassin has gone to the best in the field, including Bullseye™ and Electra™. Kingpin controls a criminal empire made up of East Coast gangs that, while not in the Maggia’s class, is more power- ful than any single Maggia family in New York. His limitations are few in regards to morals. He only rarely deals in drugs, nor does he encourage his associates to do so. He is a man of his word and will honor it, letting foes go free when they have done him a great service. Finally, he is so fiercely devoted to his family, in particular to bed-ridden Vanessa, that he had one of his henchmen turn down the office of the Mayor of New York City in order to insure his wife’s safe return.

SPIDER-MAN™’S SUIT Alien symbiote

Fighting: REMARKABLE (30) Agility: AMAZING (50) Strength: INCREDIBLE (40) Endurance: INCREDIBLE (40) Reason: GOOD (10) Intuition: EXCELLENT (20) Psyche: MONSTROUS (75)

Health: 160 Karma: 105 Resources: None Popularity: Not applicable

Powers:

SYMBIOTIC NATURE. The Suit survives KINGPIN™ by feeding off a host creature’s power. In its most recent incarnation, the Suit has acted as the costume of Peter

D RAGON 75 Parker, the Amazing Spider-Man™. This has no effect on the Body Armor of any- Ed], the Suit quickly began to feed off its symbiosis has several effects: one wearing it. Its structure is such that it host’s energy. It took command of Parker’s 1) The Suit may be commanded to transmits the force of a physical blow to sleeping body during the night, forcing change shape or color by its host to a its host. him to sleep-walk (or, more correctly, variety of forms, and can create holding sleep-websling) through the city in order pouches or similar adornments. WEB SHOOTERS. In duplicating Spider- to get its sustenance. Peter Parker got no 2) The Suit, with long use, can duplicate Man’s original costume, the Suit also dupli- real rest, and a general deterioration of the physical powers of its wearer. The cated his web-shooters. The Suit can fire Spidey’s Health set in. above stats are duplicates of the physical Monstrously strong webbing up to 2 areas After several weeks of increasingly abilities of its last host, Spider-Man. away and can use it for swing-lines, nets, strange problems and effects, Spider-Man 3) The Suit can control its host, forcing and entrapment devices. contacted of the Fantastic him to conduct actions against his will. Its Four™ to analyse the Suit. Richards discov- ability to control the bodies of others is at The Suit’s story: The creature known as ered the organic and symbiotic nature of a Monstrous level, and it shifts DOWN Spider-Man’s Suit is a parasitic symbiote, a the Suit, but the Suit itself resisted any ONE for each level of Psyche of its target. being that feeds off the mental and physi- attempt to be removed from its host. Unaware or sleeping targets are easier to cal energy of its host. It was a native of a Richards finally separated the Suit from control, such that the shift is only DOWN world used by the Beyonder™ to construct Parker by subjecting it to ultra-sonic TWO at most. his battleplanet in the Secret Wars™. The waves. The Suit was then placed in a 4) The Suit feeds off energy from its creature took refuge in the complex com- glassed-in environment for study. host, leaving him weak and sluggish. The mandeered by ™ and his The Suit displayed its animal craftiness referee should secretly halve the Health bench-villains. in its many attempts to escape, but it was rating of any hero under the influence of Spider-Man found the creature’s lair finally released by a exploration probe the Suit for as long as he wears it. while trying to locate a machine to repair under the control of an unseen foe of the 5) The Suit does not wish to be sepa- his own badly-damaged costume. Using a Fantastic Four. The Suit escaped into New rated from its host and will, therefore, likely looking device, Spider-Man “sum- York City, and, after possessing a number tighten over the host’s body, crushing it in moned” the Suit from its hiding space. The of bodies, sought out its former host once an unescapable grappling attack, if an Suit spread over Spider-Man’s body, subtly again. attempt is made to remove it. In this case contacting his mind and reading his In the battle with Spider-Man that fol- any damage taken from an outside attack thoughts, and became Spider-Man’s new lowed, the Suit was apparently destroyed. is absorbed by the Suit first, then by the costume. It should be noted, however, that no trace hero wearing it (see below). Returning to Earth with Spider-Man [the of the alien symbiote was found after the 6) Other than as noted above, the Suit Invasion of the Body Stocking? -Texan final battle.

SPIDER-MAN's™ SUIT

76 FEBRUARY 1985

From Anarchy to Empire Interstellar governments in the STAR FRONTIERS® game by David Cook [Editor’s note: David “Zeb” Cook was one there be, and what will they be like? ment, each member planet rules itself of the original designers of the STAR How will the different governments get and has its own laws, but all the planets FRONTIERS® game system. This article along? These are just a few of the con- will have signed a trade agreement. This is “‘official” STAR FRONTIERS game cerns that a referee must consider when agreement promises free trade between material, though its principles may be devising interstellar governments. all the member planets and also serves applied to many science-fiction games.] as a mutual peace treaty. The different What lies beyond the Frontier? Even- Interstellar governments planets will try not to interfere with tually, the characters in a STAR each other’s business. If one planet is FRONTIERS game campaign will start Interstellar governments ruling planets attacked, the other planets will join with probing the reaches beyond the known in several different systems (as the UPF it to fight the enemy. star systems, and the referee should does) may or may not exist in a sector, as Trade federations are delicate and keep up with them by designing new the referee desires. Some basic types of easily upset, since each member is in the sectors of space for the group to interstellar governments that may be federation for a profit. If a planet or a explore. used in the referee’s sector are group of planets decides it can do better When preparing a new sector map, described briefly, with notes on how on its own or with another group, it the referee should think about the gov- they work and what their aims or goals may pull out of the federation. An exam- ernments that will control the planets in might be. ple of a trade federation today is the the sector. How many governments will Trade federation: Under this govern- European Common Market.

78 FEBRUARY 1985 Galactic empire: All of the member Socialist state: The state owns and The race of the inhabitants affects the planets are controlled by one govern- controls most activities for the equal society with its particular needs, likes, ment, usually based on one planet which good of all people. Such states are often and dislikes; these, then, play a part in is considered the heart of the empire. used by Humans and Dralasites. any planetary society of that race. If the All other planets may be treated as colo- Stratocracy: Rule by a nation’s military referee creates a new race, he should nies, provinces, or states of the empire. leaders. Yazirians will often form this write down what that race considers Because an empire tries to control type of government, using the military important and consider how that affects everything from one place, it is often leaders from each clan. the culture. corrupt or loaded with layers of Syndicracy: Rule by an organization of The physical conditions on a planet bureaucracy. the most powerful corporations on the affect how people live and what they An empire stays in power by keeping planet. Vrusk favor these governments. consider important for their survival. If its subjects (the people) happy and by Theocracy: Government by religious a planet has very little water, water the liberal use of military force. Since leaders, sometimes seen among Humans becomes very important. People who empires have a way of getting in trouble and Yazirians. waste water would be “bad,” and bath- if they stand still, they are often trying ing would be a luxury saved for special to expand their frontiers by colonization events. Swimming and boating might be or by military control. The ancient terrifying for the average dry-lander. If Roman Empire is an example after a planet has a great deal of water, people which interstellar empires may be A who couldn’t swim might become social modelled. n empire stays misfits. The referee should think about Political federation: Each member in power by keep- the planetary conditions that might planet rules itself; however, all planets affect the society. belong to one loose governmental body, ing its subjects The government of a planet also and all must follow certain standards of affects the society’s customs. A plane- conduct. The United States of America happy and by the tary dictatorship is rarely likely to toler- and the UPF are political federations. ate free speech; people of such a planet More possibilities exist, of course. The liberal use of mili- may be unwilling to speak their minds. referee should feel free to create any Under an anarchy, those citizens sup- other interstellar government he wants. tary force. porting an organized government may be considered dangerous or “strange.” Planetary governments Many variations and combinations of Atheists in a theocracy are bound to When designing a planet, the referee these basic governmental structures are have difficulties with the focal govern- needs to think about the government possible. A little research into Human ment. The laws of the planet also make a controlling the world. Even though the history will turn up many more ways to difference. A theocracy has more laws planet may be part of an interstellar rule a planet (or portion thereof). dealing with religious crimes, while a dictatorship has laws to control free union, it may have its own laws and Human and alien societies elected officials. Many sorts of govern- speech, and a plutocracy has laws to ments operate among human worlds, A society is the way a group of people protect the very rich. and alien races may have governments lives together — how members deal with When creating a society for a STAR that humans have never been able to each other, what they believe in, what FRONTIERS planet, it helps to start by make work. Some of the possible plane- they consider important, and how they listing a few notable customs of the tary governments are given below. work. Societies do not have specific planet’s citizens. These customs should Anarchy: No organized government at natural laws to follow and seldom have be interesting and obvious to the player all. Some Dralasite worlds do very well written laws or regulations. People in a characters. The Dralasites of Inner with this type (or lack) of government. society generally know what is correct Reach in the Frontier Sector dye their Company-owned world: A planet con- or incorrect; they learn this by experi- skin every day, for example. As the char- trolled by a company or corporation and ence as they grow up. This section gives acters become more involved in the life run for profit. This system is common general guidelines and suggestions on on the planet, they will probably want on Vrusk worlds. how to create interesting societies in a to know why the Dralasites do this. By Confederacy: A number of smaller STAR FRONTIERS game. having the players ask such questions areas banded together under one loose To gain specific ideas on creating plan- (and by giving them answers), the ref- planetary government. Yazirian clans etary societies, the game referee should eree will slowly build a description of often form confederations. check out some books on Earth-Human the society on the planet. Democracy/republic: A government history and present societies. Human The referee should remember that it run by elected representatives. Humans civilization is filled with examples of is not necessary to have every detail of a and Dralasites favor this option. many different societies and cultures society worked out in advance. Signifi- Dictatorship: Absolute rule by one that may provide ideas for gaming. cant customs and laws should be pre- leader. Humans sometimes have this Societies are formed from several pared, but playing the game and having government. different forces — the planet’s races, the player characters get involved with Monarchy: Rule by a king or queen, governments, current laws, religions, life on the planet often helps the referee usually of one family. Only Humans use climate, landforms, history, etc. To ask a focus on the social elements he needs to this type of government. referee to think out all these areas is far evolve. The referee should make each Plutocracy: A government run by too time consuming. Instead, the referee planet distinctive and unique whenever those with the most wealth — another should work with what he already possible, to enhance the enjoyment popular government used by the Vrusk. knows about the planet. gained in playing the game.

D RAGON 79 80 FEBRUARY 1985 D RAGON 81 82 FEBRUARY 1985 NCLE NIRED’S VOICE CAME close to sputtering as he stood in the driveway berating his nephew. The Gun “I haf better things to do than with my dumb brother’s dumber son waste time. Already I lose half day to drive down here from Connecticut. Then I stand here thinking no one home for five minutes That before you show up to tell me doorbell broken. I already know that because push button is gone!” “Relax, Uncle Nired,” Henry said with a smile, know- ing his uncle to be much more tolerant toward his only Shot Too nephew than his present manner might indicate. “Here is the answer to the doubling of your gun factory’s busi- ness.” He extended the hand weapon he held, offering it to his uncle for inspection. Uncle Nired shrugged, causing a tidal-wave effect to Straight ripple across the plump belly of his obviously tailored three-piece suit. He slammed the door of his huge black by Ralph Roberts Mercedes, brushed one ring-bedecked hand over his full white mustachios, and glared at Henry. “Hah! With this president we got not increasing defense spending like there’s no tomorrow, I should worry about more business? Three shifts I work already,” Uncle Nired protested but eagerly took hold of his nephew’s new invention. His eyes glinted with intelligent interest. “Bullets you don’t put in, hah?” “Exactly right, Uncle Nired. A completely new concept in a personal weapon. See, the money you loaned Father for sending me to MIT is paying off.” “Umpf,” Uncle Nired grunted while closely looking over the weapon. “Money I haf not yet seen again and money you wasted reading the science-fiction books instead of the engineering books studying. I’ve spoken to your profes- sors. Bright you are, they say, but unlikely to finish the course. You win awards but not the old sheepskin, eh?” “That doesn’t matter now,” Henry said confidently. “This little beauty is gonna make us millionaires. The military, local law enforcement, foreign governments, all kinds of people will be breaking our doors down to buy the gun of the future from us.” “Hah!” replied Uncle Nired. “Already I am the mil- lionaire several times over and the doors to be broken down already belong to me.” He paused momentarily, hefted the weapon thoughtfully in his hand, and shrugged. “But . . . The cost of business, keeps going up — and doors can be replaced. . . . How does this thing work? Some kinda laser, hah?” A pained look crossed Henry’s face. “No, no. Lasers are for kids. This is a truly powerful device. Come out back and I’ll demonstrate.” They went through the neatly kept little house and out the back door, while Uncle Nired continued to study the weapon he carried. It was not much to see, he quickly decided. The gun was just a thin metal tube with a barely discernible pinhole on the firing end; the tube was mounted on a thick power pack that served as the pistol grip. It was heavy, maybe five pounds, very hefty for a hand weapon. The workmanship was very amateurish but then, Uncle Nired chided himself, the boy was better with brains than hands. And the trigger looked like the Illustrations by Peter Berryman

D RAGON 83 push button from a . . . Uncle Nired nodded sagely, maybe?” remembering the broken doorbell. “Sorry, shoulda mentioned that. It’s just a prototype; “Over here, Uncle Nired,” Henry said and stopped in we’ll refine it later.” the center of the small back yard. Uncle Nired grunted irritably but angled the gun at the Uncle Nired looked first at the board fence only ten feet tree-mounted target and gingerly pressed the ex-doorbell away, and then to his nephew. “Not the greatest or most button. A tiny but searingly bright ball of light flashed safe firing range you have here, Henry.” He sighed in from the muzzle end of the gun to the target, making a resignation, knowing from prior visits that the area behind small, neat hole next to the others. his brother’s house was uninhabited. “Tell me how to “You got two more shots, Uncle, then we need a new shoot this thing.” power pack.” “Simple,” Henry said. “You aim and press the button. Uncle Nired shrugged and quickly fired twice more into I tested it this morning just before calling you.” A slightly the tree, this time shielding his eyes from the glare with perplexed expression crossed Henry’s face. “Maybe I his other hand. “About the light also I shoulda been better show you something first.” warned.” Henry motioned his uncle over to the yard’s lone tree, a Henry ignored this. “Great, isn’t it? I’ll help you refine diseased-looking elm. He tapped a paper target hanging the gun by getting the bugs out, and we can go into pro- on the tree, in a spot where many other targets had been duction as soon as you can get the plant retooled.” nailed. “See where I test-fired?” “Not so fast,” Uncle Nired said, walking around the Uncle Nired nodded, meanwhile wondering if the tree tree again and gazing thoughtfully at the six little holes in looked sickly because it had lead poisoning. His nephew the ground, three of them still sprouting thin tendrils of had given this tree a hard time over the years. wispy smoke. “Let us go inside and chew the fat about “So? You hit it three times. Lousy shot group. You were this thing of yours. All I know is the holes it makes in the maybe at arm’s length?” dirt. I’m just an old ignorant gunsmith; the new stuff Henry ignored his uncle’s condemnation of his marks- leaves me in the dark.” manship and reflectively stroked his not-clean-shaven “Don’t play games with me, Uncle. You have more face. mechanical engineering degrees than hairs on your head.” “You can only do so much design work on paper or Uncle Nired ran a gnarled hand through his thin-on-top with computer simulations,” he said. “Sometimes the white hair. “Maybe a few degrees from the top I am los- results are greater than you predict.” ing, hah?” “I see,” said Uncle Nired, whom no one had ever “Come inside,” Henry said to quickly change the sub- accused of being slow on the uptake. He gazed at the ject. “I’ll pour us a splash of brandy and we’ll firm up our weapon, then strolled behind the tree. plans.” “Low,” Henry told him. “I purposely angled it down “And does your father know how liberal you are with just in case.” his good brandy?” “Hah! It shoots all the way through a three-foot tree!” “Do you want some or not, Uncle?” Henry asked as said Uncle Nired, a hint of excitement creeping into his they re-entered the living room. voice as he examined the three clean exit holes. “Be generous,” replied Uncle Nired as he sank into the “I checked with Dad’s calipers. Slightly larger going best easy chair. He still was cradling Henry’s invention. out. And check the ground.” Again he examined it as Henry poured the brandy into “Umpf,” grunted Uncle Nired, bending over with no snifters. “No laser, hah?” small difficulty and looking at the three small holes in the Henry handed Uncle Nired his drink. “No, nothing at ground. “And how deep are these?” all like lasers, Buck-Roger rayguns, or any of that ilk. I Henry shrugged and gestured at a three-foot wire rod call it a disrupter-ball generator. The small fireball you leaning against the back fence. “More then three feet.” saw projected from the weapon is an energy reaction of a “They look deeper, eh?” commented Uncle Nired, rather unusual type. Anything hit by this energy is molec- squinting as he tried to look down the small holes. “We ularly disrupted; a hole the size of the diameter of the have to check these out later.” energy ball gets punched through it.” Straightening and walking back to the front of the tree, “Disrupted?” asked Uncle Nired, looking up at Henry. Uncle Nired nodded to himself. “Well,” Henry said. “It’s the closest term I can think of “Uh hah. Through a three-foot tree and to unknown to describe my theory of just how the gun works.” He depth in ground. Not bad this is.” He felt mounting sipped at his brandy as if gathering his thoughts, then excitement. continued. But there was still a trace of worry on his nephew’s face. “You see, the gun generates a small but intense field “The holes in the ground,” he said, “were just slightly from its firing end that actually breaks down the molec- larger than the exit holes from the tree.” ular bonds of whatever substances are there. Free oxygen “How can you accurately measure the crumbling sides in our atmosphere, for example, is bonded into a two-atom of a hole in the dirt?” questioned Uncle Nired. “Let me molecule.” try three shots also into the target.” “A chemist, I do not want to be. Get on with it.” “Yeah,” Henry replied, still thinking. “Just point and “Anyway, the breaking down of these molecules releases press the button.” an energy which is used like a shaped charge in explosives “No safety, hah! You want I should shoot my foot off, to affect the adjacent area along the target path. And the

84 FEBRUARY 1985 energy from that area disrupts the next one and so on.” another surprise they got coming!” Henry waved his now empty brandy glass to emphasize “Huh?” his point. “Through air, wood, and dirt!” “Not important, Henry. I don’t think we’ll shoot this Uncle Nired nodded, gazing with some awe at the gun again just now.” weapon. “All the way through and out the other side,” Henry “And how many different materials will this affect? muttered. “Oh, migawd.” Like plate steel, maybe?” “Pull yourself together, my boy. To Hartford and the “Maybe,” replied Henry. “I need a lot more computer plant we must go.” time to calculate all the different materials the field will Henry looked incredulously at his uncle. “Uncle Nired, disrupt.” we can’t build this weapon now. It’s far too powerful.” Henry put down his glass and grabbed a sheet of paper. “You’re not just the Dixie whistling,” Uncle Nired said. “The mathematics of it is rather elegant,” he said. He “A gun that shoots through planets is of no use to anyone; yanked the gnawed stub of a pencil from his pocket and the order of magnitude is too great. But” — Uncle Nired covered the page with esoteric symbols accompanied by waved the gun and his eyes seemed to gleam — “the prin- obtuse explanations. ciple can be greatly toned down and used. And as a gun, I Uncle Nired listened with eroding patience for a few do not mean. A self-sustaining energy reaction powerful minutes. enough to travel through thousands of miles of rock and “Is good, Henry,” he said finally, breaking off his neph- pressure has many uses. We shall hire great physicists to ew’s excited flow of jargon. “But tell me, what is the find these uses. Come!” range? What is the muzzle velocity? How far before this They went out to Uncle Nired’s Mercedes, but he energy reaction dies out? These things we must know to paused by the door and looked up into the starry night- further test and evaluate this weapon.” time sky. “I don’t know, Uncle Nired,” Henry answered with a “What is it, Uncle Nired?” sheepish grin on his face. “My theory’s not that exact yet. “I was wondering, if the energy balls continue travel- It’s only been fired these six times. My three this morning ing, how big will they get and what will they hit?” and yours.” “I don’t know.” With a disgruntled grunt, Uncle Nired glanced at his Uncle Nired shook his head as they got into the car. watch and took a sip of his drink. “On this I must think. “Also, who the shooting back will do?” Meanwhile, turn on the television so that we may see the evening news. I must hear if the new defense appropria- tions passed Congress.” He settled back into his chair and continued to idly examine Henry’s prototype disrupter gun and drink his brandy. The sound came up on the TV. “. . . in the South Pacific today, a Royal Australian Air Force jet was downed by a yet unexplained fireball rising directly out of the Pacific . . .” “What!” Henry exclaimed. “Be silent!” Uncle Nired roared. “. . . parachuted to safety. Captain Smythe reported that the mysterious fireball was the size of a large beach ball and completely sheared off one wing of his Hawker as he flared out of a dive. He immediately ejected and . . .” “Oh, migawd. What have I done?” Henry said and put his head into his hands. “Ssssh!” hissed Uncle Nired, leaning forward and watching the TV screen intently. “. . . the second fireball was reported three hundred miles southeast by an American naval vessel; the third, some fifty miles west, was seen by the crew of an Air France jumbo jet. No other damage by or occurrence of these weird phenomena has so far . . .” “Hmmmm,” Uncle Nired said. “Not a bad shot group for that far away.” He turned to a stricken Henry. “What time did you test-fire this morning?” “About eight-thirty,” Henry said, removing his head from his hands. He looked extremely miserable and frightened. “Umpf, ten hours. Now we know how to calculate the muzzle velocity of your weapon. In ten hours, hoo boy,

DRAGON 85 86 FEBRUARY 1985 Drop a name . . .

(From page 2) material on one of those “other” games. And since we don’t use very many “other” articles, we’re even pickier than usual about what we’ll accept. Considering both of those facts, I can’t blame anyone for thinking it’s no use to send that kind of stuff to us. The odds are awful high against you (unless your name happens to be Greg Stafford or somesuch), but it ain’t impossible. And that, in a nutshell, is what I told Greg. “A few times, we’ve addressed this sub- ject in print when someone writes in to ask why we don’t cover this game or that game,” I said to him. “But I guess it’s been a while since we covered it. One of these days I’ll have to figure out a way to sneak in some mention of it.” “Good idea,” he said. “It might help.” I hope so, Greg. And thanks for calling.

Index to advertisers

Name of firm of product Page(s) Adventure Systems ...... 9 AMAZING® Science Fiction Stories . . . . . 88 Armory, The ...... 80-81 Compleat Strategist, The ...... 20 Draco Digitalis ...... 30 Dunken Co., The ...... 76 Entertainment Concepts, Inc...... 42 Fantasy Games Unlimited ...... 9, 26, 34, 41 Game Designer's Workshop ...... 31 Game Systems Inc...... 26 Game Towne ...... 6 Gamers' Guide ...... 86-87 Ltd...... inside front cover Graaf Simulations ...... 4 Hawaii Con ...... 36 Iron Crown Enterprises, Inc. . . . 1, back cover Mayfair Games Inc...... 16 Nichols Service ...... 39, 76 Nova Game Designs, Inc...... 4 Pacesetter, Ltd...... 15 RAFM Co., Inc...... 27 , Inc...... 40 Reality Simulations, Inc...... 12 RPG, Inc...... 19 Sky Realms Publishing, Inc...... 14 Time-Life Books ...... 17 TSR, Inc...... 5, 7, 21, 28-29, 55, 73, 77 West End Games . . . . . Inside back cover

D RAGON 87 RQ= RUNEQUEST® game; CC = CALL OF CTHULHU™ game; TS = TOP The World Gamers Guide SECRET™ game; RW = RINGWORLD™ game. These preferences, when stated by the sender, are given after his or her name, We’re proud of the fact that many of the notice, the addresses do not appear in any and should NOT be used as part of the people who read DRAGON® Magazine live particular order. For the sake of simplicity mailing address. in countries around the world. But we and to save a little space, we will not list And now, without further ado, the first know, from letters we receive from some of multiple names for a single address; only World Gamers Guide: them, that a lot of our readers in foreign one name (the first one mentioned) will countries are frustrated because few, if any, accompany any address. If you want to, Mark Kemperman (AD) other players live close enough to them to you can also list up to three role-playing Ironstone Road meet them. games that you enjoy, so that anyone who Forreston 5233 Our solution is the DRAGON Magazine writes to you will know something about South Australia, Australia World Gamers Guide, a feature that makes what you like. We will publish each name its in this space. Below are and address for three consecutive issues; if Wayne Percival (AD, SF, RQ listed the names and addresses we’ve re- you want to be listed for more than three 3 Enoch Street ceived since we announced several issues issues, you’ll have to send us another post- Clontarf 4019 ago that this service would begin. Here’s card when your first listing expires. Queensland, Australia how the system works: Sorry, but we can’t extend this offer to If you live outside the continental United U.S. servicemen who live overseas, or to Patrick Hogan (AD, SF, MSH) States and Canada, you are eligible to have people who live in sparsely populated areas P.O. Box 54 your name and address printed in the of the United States or Canada, because Agana, Guam 96910, U. S. A. guide, free of charge. Put your name and there are still more gamers per square mile full address on a postcard or in a short letter in places like Utah or Alberta than there are Gary G. Aguiar (AD, DD) and send it to World Gamers Guide, c/o in countries like Japan and India. We can P.O. Box 10322 DRAGON Magazine, P.O. Box 110, Lake only afford to use a limited amount of space Hilo, Hawaii 96721, U. S. A. Geneva WI 53147, USA. for the World Gamers Guide, and we would Your address must be complete (including run into a severe problem if we tried to Russel Davidoff (AD, MSH, GW) the country you live in) and legible; we expand it any further. 110 Greenlands Crescent won’t publish something we can’t decipher. Gaming preferences are abbreviated as Sunningdale (And we can’t be responsible for a mistake follows: AD = AD&D® game; DD = D&D® Johannesburg 2192, South Africa or inaccuracy in someone’s address — game; SF = STAR FRONTIERS® game; unbeknownst to us — that prevents a letter MSH = MARVEL SUPER HEROES™ Elrik Schwartz (DD) from reaching its destination.) As you’ll game; GW = GAMMA WORLD® game; P.O. Box 39-244 Taipei, Taiwan

William Vernon (AD, CC) Calle Sojo, Residencias El Escorial, Urbanization El Rosal, 1er Piso, No. 12 Caracas 1060, Venezuela

Phil Caughley (DD, TS) c/o Woodstock School Mussoorie, U.P. 248179, India

Alfred Shook Bradford Am Raestruper Bahnhof 32 4404 Telgte, West Germany

Robert Stockdale (AD) Innerkoflerstr. 16 8000 Munich 70, West Germany

Michiel Krohne 6 Chemin de Bacounis 1245 Collonge Bellrive, Switzerland

Soren Petersen (AD, RQ RW) Gefionsparken 4 3000 Helsingor, Denmark

Selauk Gozubuyuk (AD) Cumhuriyet cad. Duygu apt. No. 13 Kat: L Kucukyali Istanbul, Turkey

Samantha Hayman (AD) 17 Kainui Road Hataitai Wellington 3, New Zealand

88 FEBRUARY 1985 DRAGON 89 90 FEBRUARY 1985 DRAGON 91 92 FEBRUARY 1985 DRAGON 93 94 FEBRUARY 1985 D RAGON 95 96 FEBRUARY 1985