Magazine Issue #120 Vol. XI, No. 11 SPECIAL ATTRACTIONS April 1987 9 PLAYERS HANDBOOK II: Publisher The ENRAGED GLACIERS & GHOULS game’s first volume! Mike Cook Six bizarre articles by Alan Webster, Steven P. , Rick Reid, Jonathan Edelstein, and Editor James MacDougall. Roger E. Moore 20 The 1987 ORIGINS AWARDS BALL0T: A special — but quite serious — chance to vote for the best! Just clip (or copy) and mail! Assistant editor Fiction editor Robin Jenkins Patrick L. Price OTHER FEATURES

Editorial assistants 24 Scorpion Tales — Arlan P. Walker Marilyn Favaro Barbara G. Young A few little facts that may scare characters to death. Eileen Lucas Georgia Moore 28 First Impressions are Deceiving — David A. Bellis Art director The charlatan NPC — a mountebank, a trickster, and a DM’s best friend. 33 Bazaar of the Bizarre — Bill Birdsall Three rings of command for any brave enough to try them. Production Staff 36 The Ecology of the Gas Spore — Kim Lindau Gloria Habriga It isn’t a beholder, but it isn’t cuddly, either. Subscriptions Advertising 38 Higher Aspirations — Mark L. Palmer Pat Schulz Mary Parkinson More zero-level spells for aspiring druids. 42 Plane Speaking — Creative editors Tuning in to the Outer Planes of existence. Ed Greenwood Jeff Grubb 46 Dragon Meat — Robert Don Hughes Contributing artists What does one do with a dead dragon in the front yard? Linda Medley Timothy Truman 62 Operation: Zenith — Merle M. Rasmussen David E. Martin The undercover on the High Frontier, for TOP SECRET® game fans. Jim Holloway Marvel Bullpen Brad Foster Bruce Simpson 64 Space-Age Espionage — John Dunkelberg, Jr. Joseph Pillsbury David Trampier Spies battle across the interstellar reaches of the TRAVELLER® game. Janet Aulisio Richard Tomasic 68 The Game Wizards — Dwain Meyer Espionage alert: the TOP SECRET® game revision! Tom Marnick Lori Walls Lawrence Raimonda 70 Here Comes the Cavalry! — Matt Bandy The fighting armored cavalry of the ® game. 74 Born in the Ruins — Dan Salas Social class and the second-edition ® game. 76 Welcome to the Machine — Douglas A. Lent The life and times (such as they are) of Marvel’s Machine Man™ 79 The Role of Computers — Hartley and Patricia Lesser Of bards and other tales, with hints as well as reviews. DEPARTMENTS 3 Letters 86 TSR Previews 97 Snarfquest 4 World Gamers Guide 88 TSR Profiles 100 Dragonmirth 6 Forum 92 Gamers’ Guide 102 Wormy 26 Sage Advice 94 Convention Calendar

COVER Our April cover painting has no real title as such. Linda Medley, the California artist who created it, describes it as a “generic bar scene” which she had wanted to try. We looked at the painting when it arrived, and the only trouble we had with it was in deciding how quickly we wanted to use it. There’s something for everyone here, it seems — more than first meets the eye. Happy April!

2 APRIL 1987 “Official” business

Roger Moore won’t be writing this month’s editorial; he wanted me to do it instead — to give a more for- mal introduction of myself by way of expressing a few of my thoughts. Thieves’ guild Lizard bites man I hope it’s only a coincidence that he fixes Dear Dragon: chose to do this in the April issue. Regarding the article “Adventure Trivia!” (issue Many years ago, I learned to play We received the following letter from Vince #117, pages 26-27): In question 19, it is asked how the AD&D® game in the Student Garcia, the author of “A Den of Thieves” (issue many successful hits would be necessary for a gi- Union of the University of La Crosse #115, page 14). He had a few corrections and addi- ant lizard to kill a fighter who has 57 hp. The ar- — only then it wasn’t known as the tional information for that article, but we weren’t ticle states that the answer is four, but this AD&D® or D&D® game: it was sim- able to print it earlier: The relevant parts of his amount would only be sufficient to render the ply known as “D and D.” The game letter follow. — RM poor tighter unconscious (57 - 16 x 4 = -7) was fairly crude at that point, com- According to the DMG, a character is only killed ing fresh from its genesis and di- Dear Dragon: after his hit-point total falls below -10. There- rectly from the spiral notebooks of As regards to the guild-within-a-guild, the fore, five hits would be necessary to kill the Additional Followers Table should be C rather fighter. and , than D, as in the article. The confrontation factor Brian Hindenburg among others. The game existed as a is F (see below). Sycamore, Ill. set of three, digest-sized, paper- bound rule books, all very drably Table F: Encounters within parent guild I see your point. This was an editorial mistake written, cheaply printed, and spar- (we changed that one particular question slightly) ingly illustrated. These were the Dice which made the question a tricky one, since any “official” rules in 1975. The game roll Result character at - 7 hp is probably as good as dead. itself was simplistic by comparison 01-50 No confrontations this month. Five hits it is, then. — RM 51-80 Parent guildmaster suspicious over low to today’s role-playing games, and its guild tithe, forcing PC’s group to cut rules were riddled with vagaries, back on activities; quarter indicated inconsistencies, and numerous take this month. Too much flaws. But in that crude and rather 81-85 Randomly selected thief bungles pick- basic form, the game had something pocketing attempt; 90% chance he is in- coverage that a lot of its followers lack; it was carcerated and fined 10-40 gp; 10% the first of its kind, and there was a chance he is killed. Dear Dragon: lot of room left for development. 86-90 Assassination attempt made on parent In DRAGON® issue #116, several people made Now, in 1987, the AD&D game has guildmaster’s assistant: 10% chance quite a bit of noise about how DRAGON Maga- death results, 25% chance in that event zine should expand the number of games that it become the largest and most popu- PC is asked to take his place. covers. Perhaps this is so, but by now there lar role-playing game on the market. 91-95 Parent guildmaster suspects presence must be over 750 role-playing games on the Ten (at present) books and numer- of guild-within-a-guild, spending next l- market. If DRAGON Magazine were to report on ous modules make the system com- 3 months exploring the possibility; 15% all of them — well, let’s try not to think about it. plete; they also make it extremely chance he discovers the PC’s guild un- Mr. Spivey said if you would report on the top complex. Letters arrive daily asking less all unauthorized operations 10 or 15 games, you would increase your read- the designers to resolve the flaws or stopped during the time period (quar- ership, but to me it would get quite boring. to make rulings on contradictions in ter all indicated receipts if activities My ? Keep the magazine for D&D® the system. Others write to com- continue to be pursued). and AD&D® games, and the traditional medie- 96-99 Parent guildmaster’s assistant suspects val- and ancient-setting games, and have a sister plain about having to buy ten books same as above; 10% chance he discov- magazine with a science-fiction type name for to own the AD&D game. Still others ers PC’s guild and who runs it regard- science-fiction, modern-military, and any other write to ask what rules in DRAGON less of whether or not all unauthorized RPG that doesn’t fit into the first category. Magazine are “official” and which thieving activities are halted. If he dis- Just one other thought, although I’m sure Mr. are not. To these gamers, the AD&D covers the guild’s presence, he may be- Gravel's intentions must be good: Please do not game has become a mass of come involved in a beneficial way, have articles on MONOPOLY® and RISK® games. confusion. extort a percentage to keep quiet (DM Include these in a third periodical, entitled With the second edition of the must arbitrate). "Boardome." AD&D game presently in the works, 00 PC learns his parent guildmaster will be Bob Hughes relatively unguarded and open to possi- Schenectady, N.Y. more complaints and letter express- ble assassination attempt within 1-6 ing confusion arrive each day. Some days (30% chance this information is a The chances of seeing another magazine from gamers worry that their favorite trap by guildmaster to weed out trai- TSR, Inc., covering science-fiction games alone classes will no longer be part of the tors; DM arbitrates). are very poor: We’re swamped with work on the “official” rules, hence they will no magazines we already have. Though I doubt longer be able to use them in play. The following adjustments are made to the dice we’ll cover the MONOPOLY and RlSK games Still others complain that they are here, we will leave open the possibility of cover- displeased with having to buy the + 30 if activity factor 1 is pursued; and, ing certain very popular boardgames with second edition — a purchase which +50 activity factor 2 is pursued. or science-fiction themes (the ® if will outmode their first-edition One other error: On page 22, under Extreme and ® games immediately come to and purposeful measures taken, the text should mind). We will continue to cover the most rules. These same people are fur- read x3 instead of x4. popular science-fiction, espionage, super-pow- ther annoyed that the second-edition Vince Garcia ered hero, and other such role-playing games in (continued on page 69) Fresno, Calif. this magazine. — RM

D RAGON 3 The World Gamers Guide

If you live outside the continental SF = STAR FRONTIERS® game; ST = other game-players who would be United States and Canada, you can be STAR TREK®: The Role-Playing Game; interested in corresponding about the included in the World Gamers Guide by MSH = MARVEL SUPER HEROES® activities that they enjoy. Unfortunately, sending your name and full address, game; TS = TOP SECRET® game; T = we cannot extend this service to per- plus your gaming preferences, to World TRAVELLER® game; RQ = RUNE- sons who live in remote areas of the Gamers Guide, DRAGON® Magazine, QUEST® game; VV = VILLAINS & U.S. or Canada, or to U.S. military PO. Box 110, Lake Geneva WI 53147. VIGILANTES™ game. personnel with APO or FPO addresses. Abbreviations in parentheses after a The World Gamers Guide is intended Each eligible name and address that we name indicate games in which that for the benefit of gamers who live receive will be published in three con- person is especially interested: AD = outside the continental United States secutive issues of DRAGON® Magazine; AD&D® game; DD = D&D® game; CC and Canada, in areas where nearby to be listed for more than three issues, = CALL OF CTHULHU® game; GW = gamers are small in number or nonex- you must send in another postcard or GAMMA WORLD® game; istent, as a way for them to contact letter.

Leonardo Flores (AD,TS) Ryerson Schwark Alberto Halphen (AD,TS,SF) P.0. Box 3947 Ma. Sta. #207 Ito-Pia Mansion Lomas de Chapultepec Mayaguez, Puerto Rico 00709 Minami-Azabu 3-19-28 M. Chimborazo 520/701 Minato-ku, Tokyo 106 Mexico DF C/P 11000 Lachlan Bull (AD,DD,SF,T) Japan Mexico 1 Arthur Street Kensington Rollo Paciello III Gollum Game Society Whangarei (SF,ADD,GW,MSH,TS,JAMES (AD,DD,CC,T,RZ, MERP New Zealand BOND,TMN TURTLES) PARANOIA, T2000, JUDGE PSC Box 4125 DREDD) Troy Christensen APO, San Francisco CA 96293 c/o Pederson, Storgatan 10 B (AD,VV,Swords & Glory) 64145 Katrineholm International Christian William Megill (AD,TS,SF) Sweden University Ivyholme 2nd Men’s Dormitory Dulwich College Jeff Johnson 10-2 Osawa, 3-Chome London SE 21 SPDC Ext. Nord Mitaka-shi, Tokyo England BP 328 Japan 181 Maroua Knut Palmquist (AD,T,DD) Cameroun Gary & Sharon Webb (AD) c/o S. Palmquist A.U.R.A. Inc. Filippa vagen 2E Martin Gibbs (AD,T,P,EPT) Casilla 603 22241 Lund 223 Crimea Street La Serena, Chile Sweden Noranda, 6062 Perth, Western Australia Peter E. Pormann (ADD,SF) Auf den Blocken 22 Tathuhiro Ishikawa (DD,SF) 2000 Hamburg 26 24 Chome, Kita 4 jyo West Germany Chuou-Ku, Sapporo 064

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. or Canada, $55 for 12 issues sent by surface mail to any other address, and $95 for 12 issues sent airmail to any other address. Payment in full must accompany all subscription orders. Methods of payment include checks or money orders made payable to TSR, Inc., or charges to valid MasterCard or VISA credit cards. Send subscription orders with payments to: TSR, Inc. P.O. Box 72089, Chicago IL 60690. A limited quantity of back issues are available from the TSR mail order department, P.O. Box 756, Lake Geneva WI 53147. For a copy of the catalog listing available back issues, write to the mail order department at the above address. The issue of expiration of each subscription is printed on the mailing label for each subscriber’s copy of the magazine. Changes of address for the delivery of subscription copies must be received at least six weeks prior to the effective date of the change in order to assure uninterrupted delivery. All material published in DRAGON Magazine becomes the exclusive property of the publisher, unless special arrangements to the contrary are made prior to publication. DRAGON Magazine welcomes unsolicited submissions of written material and artwork; however, no responsibility for such submissions can be assumed by the publisher in any event. Any submission accompanied by a self-addressed, stamped envelope of sufficient size will be returned if it cannot be published. DRAGON is a registered trademark for the monthly adventure role-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 ©1987 TSR, Inc. All Rights Reserved. AD&D, ADVANCED DUNGEONS & DRAGONS, ADVANCED D&D, AMAZING, D&D, , DUNGEONS & DRAGONS, , GAMMA WORLD, TOP SECRET, STAR FRONTIERS, and TSR are registered trademarks owned by TSR, Inc. is a service mark owned by TSR, Inc. , , , & DEMIGODS, DRAGONCHESS, DUNGEON, , , POLYHEDRON, RPGA, WORLD OF GREYHAWK, and the TSR logo are trademarks owned by TSR, Inc. ©1987 TSR, Inc. All Rights Reserved. Marvel and all Marvel character names and likenesses are trademarks of the Marvel Entertainment Group, Inc. and are used under license. Copyright ©1987 Marvel Entertainment Group, inc. All Rights Reserved. TRAVELLER is a registered trademark of Game Designers’ Workshop. OGRE and CAR WARS are registered trademarks of . RUNEQUEST and CALL OF CTHULHU are registered trademarks of Inc. MONOPOLY and RISK are trademarks of Parker Brothers. Second-class postage paid at Lake Geneva, WI, and additional mailing offices. Postmaster: Send address changes to TSR, Inc., P.O. Box 110, Lake Geneva WI 53147. USPS 318-790, ISSN 0279-6848.

4 APRIL 1987

pickpockets (guild-trained, of course) could do to a party that has converted their holdings into gems! David Van Domelen FORUM Waukesha WI This letter is not about cover art, although it is in response to Dan Tejes’s letter on that subject in DRAGON issue #117. As a long-time woman gamer, I was very surprised to read that “fan- tasy role-playing games . . . appeal almost exclu- sively to males.” The first time I played an James Yates’s article, “Hammer of Thor, Spear during this training period. If the cleric trains at AD&D® game (over ten years ago), the DM and of ,” (DRAGON® issue #115) is interesting, the temple of a god with the same alignment three out of the seven players were women. but it misses the point. “The different combat and outlook (or same pantheon and no more The balance remained about the same through- capabilities of the clerics of the various cults” than one place removed in alignment), he will out my college years. Interplay between charac- (page 38) would be a nice thing to illustrate, but be charged only half price, as the other god ters was enhanced by the sexual mix, and more important [than this] is the question of would have an interest in seeing views similar women brought a great deal of imagination and . to his own espoused. enthusiasm to the game. “Clerics have nearly as good a prospect of Druids are related to nature and really value As a thoroughly addicted fantasy reader, I success in melee combat as fighters,” according gold and such only for what beauty it possesses. know that such fiction is not written only “by to the Players Handbook (page 20). This concept No amount of money will help the druid get in males, for males, and usually about males,” as is radically changed by weapon specialization. better touch with the of nature; thus, the Mr. Tejes says. Even the oldest swords-and- How can a cleric even approach the skill of a cost of training is superfluous. Instead of a flat sorcery traditions include women in active dwarven axe-wielder who renders a potential of fee, it would be better to have the druid give roles. Look at the Greek goddesses, the Val- over 30 hp damage (counting maximum any excess funds to the druidic order for the kyries, Circe, Calypso, Morgan le Fay, and strength and double-specialization bonuses, purpose of buying and protecting more wood- Nimue. In our own century, examples prolifer- attacking twice) in one round? land areas. ate. Even that towering patriarch, J.R.R. Tolkien, Furthermore, James’s justification for the For the fighter, there are two alternatives to gave us the shield-maiden Eowyn. At least half cleric’s use of sharp weapons is a bit thin. He paying exorbitant fees for training. The first of the active fantasy writers whose works I uses logic, which is not a necessary foundation would only work in a campaign that isn’t rushed enjoy reading are women. Most of them write for a game. for time (campaign time, that is). The fighter about major female characters; often, the male In the first place, the idea that clerics use could enlist in His Majesty’s Army for a term of writers do, too. weapons that don’t shed blood is silly. It is an a few months, training with the rest of the The fantasy genre, both in fiction and gaming, inaccurate allusion to old Christian priesthood dogfaces. At the end of the term, the fighter is not merely a male area of interest. It never ethics. Secondly, though I have not staved in would be considered trained. Also, where there was — and while I retain my senses, it never anyone’s head lately, I can imagine what an 80- is no one to train our hero, the character should will be. pound iron mace would do to someone’s cra- be allowed to train himself. This self-training Kristin Marquardt nium (needless to say, there would be lots of costs 100 gp times the level to be attained, per Harwood Heights IL blood). Also, why should an evil cleric follow week. At the end of every two-week period, the such guidelines? Why should he care? character saves vs. intelligence on a 1d20. If I write this letter due to several comments The truth is that Mr. Gygax wanted to flavor successful, the character gains his level; if not, made by Dan Tejes in DRAGON issue #177. Mr. the game. By limiting clerics to blunt weapons, he must train another two weeks. Tejes lays stereotypes upon three of the most or by limiting any class weapon selection, the Barbarians are a different case altogether. abused subjects of role playing: females, thieves, player is forced to play a character with some Their exorbitant experience-point costs would and wizards. character; he is forced to play something that indicate that they train as they go, just as the First and foremost, Mr. Tejes attacks the doesn’t always swing a long sword. trainerless rogue ronin must pay extra experi- female perspective, "There are almost no tradi- I propose a simple modifier for clerics (and ence points to advance in . tional female swords and sorcery characters." I druids) to return the prowess once shared by The ranger class is by far the most contradic- would refer Mr. Tejes to Red Sonja, Howard's clerics and fighters: allow a single-class cleric (or tory class with regard to paying for training. Belit and Valeria, Offut and Lyon's Tiana of druid) to pick one weapon as the favored Although rangers do not hoard wealth, it is Reme, Jordan's Red Hawk, and Kitiara of weapon when the character is created. When often impossible for them to afford training DRAGONLANCE® saga fame. These are only a the PC gains a new weapon proficiency, give costs unless they do so. Also, if the ranger few of the female heroes depicted in swords him + 1 to hit and + 1 to damage with his trainer remains true to this idea, he would not and sorcery literature. Mr. Tejes goes further, favored weapon (as well as the new weapon accept an offered fee. Instead, a ranger trainee’s however, to imply that women make neither proficiency.) Since clerics gain a new proficiency training time should be doubled, to reflect the good thieves nor good wizards, lacking greasy every four levels, this would not seriously alter fact that the trainee is doing the trainer’s chores hair and long beards. The female in fact makes the game balance. (catching and cooking the meals, etc.). In this a better thief than the opposite sex, possessing Richard Wiedeman case, have the trainer assign the trainee a task higher manual dexterity and also more charm, Claremont CA to complete once training is over. This could which appeals to the sometimes blundering range from taking a letter to someone in a male race, giving her a great advantage. Since nearby city to going on a major quest. But, females are often judged as weak, why would I am writing this letter as an ultimate solution whatever it is, let the player know that choosing they not wish to indulge in sorcery, a profession to the often contradictory rule of training for not to complete the task would have the same which does not require great strength? It would levels. The first, most obvious flaw is that one effect as knowingly committing an evil act. This seem, on a proportional bases, more women has to find a “name level” character to conduct is a more reasonable approach to a ranger’s might be thieves and magic-users than men. the training. In most campaigns I have seen, training. Mr. Tejes also relates, "Thieves are weasel-like, name level personages are usually too busy Thieves and assassins belonging to a guild greasy males." My favorite character is a thief, administering baronies, commanding armies, or should pay a hefty percentage of all that they and he is far from this insidious and downgrad- doing whatever they do for a living to bother make in order to be provided with training so ing depiction. He is a charming, scheming, training some lower-level clod. Instead, level they can steal or kill even more for the guild. rogue, well kept and eagerly accepted by his training should be as with cavaliers: simply find PCs in most campaigns are not regular members compatriots for, unlike the stereotypical thief, someone of higher level than the one you are of a guild in any one city, so they should pay the he does not steal from everyone. He is no wea- training to reach [with certain modifications to usual price. sel, and his hair isn't greasy (it doesn't appeal to the training costs]. If the DM feels a need to milk the players of the ladies or add to one's social grace and ac- Clerics should have to pay for training only if their money anyway, there are better ways than ceptability). they train at the temple of another god. The assessing unreasonable training costs. These "Great wizards have equally great white cleric’s own temple would have a vested interest methods may come in the form of taxes, rotten beards." I have no idea why all great mages are in developing a cleric of higher skill; thus, he exchange rates, or through the thieving of other assumed to be bearded, but none of the ones I would only have to pay for his living expenses thieves. You would be surprised what a few (continued on page 44)

6 APRIL 1987

8 APRIL 1987

know that hoard of gold is ahead! Keep going, you guys, while I watch the rear!” The material components are usually but not always destroyed in the casting. Fly ½: This spell is best held in reserve for a time when the character is in really deep, serious trouble near a cliff or shaft. To cast this spell, take a running start, flap Spells for your arms, utter a plea to the ancient god of flight Jurronimoe (Oriental characters might well call on Bonn-zie), and jump. If you do not begin an immediate plunging descent, it worked. Everyone: Haste ½: Since haste ½ makes waste, a decision was made to exclude the descrip- tion of this spell, as characters are quite good at wasting things (like time, money, Part II monsters, and each other) without it. Mind Blank ½: This is not so much a spell as the state of mind adopted by most Incredible nonmagical spells fighters. The verbal component is a simple “Duuuuh.” Move Earth ½: The components of anyone can use! this spell are a shovel, a strong back, and a mind blank ½. This is very useful in lava flow, flash flood). I’ll just cast an (air, trench and tunnel creation. by Alan Webster fire, water) walk ½ on you. Mumble mum- Neutralize Poison ½: After success- ble — there! Off you go!” fully casting detect poison ½, it’s a good Sooner or later, all gamers are faced Alarm ½: When cast, this spell immedi- idea to follow it with this spell. The so- with the question: “Well, what the ately sensitizes all those within the area of matic component is formed by placing the @*#%&! do we do now?” For some rea- effect (hearing distance) to the probability index finger of one hand as far down the son, none of their spells work, their magi- of danger. The material component is a set throat as possible — though not someone cal items are useless, and their extra- of vocal chords, and the verbal compo- else’s throat. Let them cast their own ordinary abilities aren’t all they’re cracked nents are the words “Help! Danger! spells. up to be. In the past, in situations like this, Aaaaaaaagh!” repeated loudly and often. Smucker’s Transformation ½: Upon players were forced to think. With the Detect Life ½: The caster grasps the being faced with the threatening prospect publication of this article, however, this wrist of the creature in question and holds of imminent annihilation, the caster turns dreadful possibility may be averted. it for 15 seconds. If the spell-caster is into a quivering mass of spineless jelly. Why? Because these nonmagical spells attacked by the creature in question dur- Speak with -Plants-Stone- are now available for ready reference. ing this time, the thing is alive. If not, the Monsters-Dead ½: The spell-caster may Anyone, no matter how bad the situation, caster should turn to his companions and speak to any of the aforementioned crea- may use these spells, and it is doubtful utter the dreadful words: “He’s dead, Jim! tures or things. However, it is unlikely in that anyone would want to unless the Detect Poison ½: One of the most the extreme that he or she will receive a situation seemed hopeless anyway. So, reliable spells of the lot, this spell is per- reply — or, in the event that an answer is what have you go to lose? Clasp your formed by placing a piece of suspect food forthcoming, that the caster really wants hands, fall to your knees, and prepare or material in the mouth of an unwilling to hear what the (violently annoyed) object to cast! hireling. There is seldom any doubt has to say. Oh, but first, please note that this article whether the casting was successful or not. Spell Immunity ½: This spell is iden- is based upon “Spells for everyone,” an Dream ½: Strangely, fighters seem to tical to air-water-fire walk ½ in its uses. article by L. Creede Lambard and Jerry be the most apt to fall prey to this spell. For example: “Don’t worry about those Stoddard, from the April 1983 issue of What usually happens is this: The fighter fireballs. I’ll cast fireball immunity ½ on DRAGON® Magazine (#72), which explains has just described what he believes is a you.” the title. As noted four years ago, anything brilliant plan, in which he and his five Water ½: This spell is very dumb enough to believe in the effects of companions can fight their way through handy when the caster is suddenly sub- these spells deserves what he/she/it gets. the City of Brass, slay a death rid- merged into a large quantity of liquid. The Range, area of effect, etc., are all mostly ing a huge, ancient, red dragon, and res- somatic gestures consist of vigorous irrelevant, except as noted within the spell cue a fair maiden from the clutches of a thrashing motions, performed while voic- descriptions. These spells are called “½- demi-lich and his younger brother, a vam- ing the verbal components “Glug! Glug!” level” spells because they are less power- pire archmage. At this point, his friends The spell duration is something less than ful than first-level spells but better than no shake their heads and inform the fighter one melee round. spells at all. We now return you to your that he is under the influence of this spell. Wish ½: This is it. The Big One. THE spell. Everyone knows how to cast it, and regularly scheduled spell-casting. “In your dream ½ Bob.” Find Traps ½: This spell is almost everyone is familiar with its myriad forms: Air-Water-Fire Walk ½: These spells infallible. Its material components are such castings as “I wish ½ I’d memorized have only one purpose, which is to get rid brave adventurers blundering blindly feather fall,” or “I wish ½ I had a weapon of unwanted associates. Example of use: ahead of the caster, while the verbal com- that could hit this golem,” or even “I wish “Don’t worry about that (bottomless pit, ponents are usually along the line of “I just ½ I hadn’t let you talk me into this.”

10 APRIL 1987

Spell books A jester’s spell books may not be read by anyone other than another jester, because of the design of the book and the way the spells are inscribed therein. The books are long and narrow (typically 14” x 2”), and firmly bound at the spine. Only a very small number of spells can be kept in each book, due to the rather unique method of writing used. Four spells of first or second level, three spells of third or fourth level, two of fifth or sixth, or just one seventh or eighth level spell can be kept in each book. To read a spell, the jester holds the book with his thumb on the edge of the pages. He then bends the book, causing the pages to quickly flip by. On the pages are small The Pun drawings of a jester in the process of casting a spell. The somatic and material components are pictured very clearly, with the verbal components given in co- ded “speech balloons” When the pages are is Mightier flipped properly, a sort of animated car- toon shows how to cast the spell. After a few minutes of flipping, the jester has memorized the spell and can cast it. Jesters can’t read magic works of other classes any more than other classes can Than the read a jester’s spell books. The only way they can add to their spell books (without access to another jester’s books) is to ob- serve someone actually casting the spell in Sword question. The jester must quickly mark the movements on a scrap of paper, then transfer them in final form to his or her spell book. There is a 3% chance per level of the spell that the jester will “mis-scribe” it, causing it to backfire each time it is used. This chance is reduced by 3% for each additional casting the jester watches. The casting of a first-level spell must be studied only twice to assure an error-free Verbal repartee for the transcription, while an eighth-level spell must be observed nine times to be abso- jester NPC class lutely sure of it. However, the original article’s 1% chance per level of miscasting the spell still applies, no matter how well the jester may have managed to copy it.

Punfighting Ahh, now we come to the real crux of this article: the jester’s ability to sling The Jester grinned and pulled out a pad puns! Phil Foglio touched lightly upon the by Steven P. King and some charcoal. Quickly, he began to topic in his “What’s New” comic strip in sketch. . . . issue #72. The Jester stepped into the street to face Everybody has the ability to make puns, his opponent, bells jangling with each step. but the jester class has elevated punning Women hurried their children inside. The In DRAGON® issue #60 (and in the Best to an art form. Punning is the measure of men-folk hid behind the nominal safety of of DRAGON Magazine anthology, Volume success for jesters. The jester who can’t boxes and barrels lining the street. The 4), Roger Moore described the jester NPC pun is shunned by his peers, and he soon Jester had an unusually grim look about class. This class is, shall we say, interest- decides that he doesn’t want to be a jester him as he faced the Merryandrew at the ing. However, more than four years have after all. (Maybe he can work and become other end of the alley. The air was still. passed since this article was originally a lower type of minstrel, like a bard; sure, The challenger made the first move. printed, and it could use an update and it’s a step down, but at least it’s some- “Draw!” he shouted. revision. thing!)

12 APRIL 1987 Rules for punfighting are as follows: for jesters. In order to rise to the 9th actually battle with swords do you? But, if Every class has a base 20% chance to pun, (name) level, a Merryandrew must seek the players want to, go ahead and let them plus 1% per level of experience. Bards out a Jester of greater level and defeat him make . . . umm, fools of themselves. have a base 40% chance, plus 1% per bard in a punfight. The Merryandrew initiates level. Jesters have a base 50% chance, plus the battle and chooses the first topic. If he The Merryandrew impatiently waited 2% per level. Every point of intelligence wins the battle, he can become a full- for the Jester to finish sketching. “Come over 10 gives +1% to punfighting ability. fledged Jester. If he loses, he must seek a on! Get the lead out!” To resolve a punfight, the attacker must different high-level jester and try yet ‘Just a minute. I’m almost through.” He pick a topic. He then has the option of again. A Merryandrew may not punfight held up the portrait. “There, what do you giving either a “straight line” or making a the same Jester more than once in an ‘ink? ” pun. The defender rolls percentile dice. If attempt to gain the level. “Looks good. I guess we can chalk one this roll is equal to or less than his current I had thought of making the players act up for you.” punfighting ability, he can successfully out an actual punfight instead of simply The Jester smiled. The young one was make a pun on this topic. The attacker rolling dice. This really isn’t fair, though. good; this could turn out to be a long must make a returning pun. Each time You don’t make the players of fighters battle. someone makes a pun (except for the attacker’s optional opening pun), his pun- fighting ability is reduced by 5%. The volley continues until one opponent is “at a loss for words” (fails his ability check). That character then loses the fight. Instead of merely returning a pun, ei- ther opponent can try to change the sub- ject. This opens up a whole new realm of puns and will reset both opponents pun- fighting abilities to their initial values. This is a difficult maneuver and has cost many a punfighter the battle. To change the subject, the punslinger must declare his intentions before rolling to see if he can return the pun. Then he makes an ability roll at one half his current ability score. If he makes the roll, the subject is consid- ered changed. If he fails, he still gets a chance to return the pun, but his ability score (for this volley only) is cut by one half. If this roll is successful, the punfight continues on the same topic. If unsuccess- ful, it’s all over. At the DM’s option, the topic can play a major factor in the fight. If a punslinger is very familiar with a certain topic, the DM may give him or her a bonus ( + 5% to + 15%) to his ability score. Likewise, an unfamiliar topic can cause a penalty to the score. Suddenly, getting on a good topic is of utmost importance! Another option is the punfighting form of the “critical hit.” The “critical hit” is a pun so bad that it stops the opponent dead in his tracks and knocks him speechless. Only true jesters (not any other classes) can achieve a critical hit, and only if one’s ability score is currently 35% or higher. In these conditions, rolling an 01 on your ability check means that a jester has come up with the worst pun possible on the subject. The opponent will be unable to respond and the attacking jester will have won the battle. The “pun fallout” from a critical hit can be devastating. Everyone within earshot must save vs. paralyzation or spend the entire next round groaning at the atrocious wordplay. Note that a critical hit in a punfight can turn the of a nearby physical battle! The punfight has one prime significance

D RAGON 13 “Oh, that,” Sominyx replied, obviously displeased at the interruption. “Just your ordinary garden-variety xaren.” “A xaren!” Pustule gasped, spitting forth a once firmly attached molar. “What in the The Ecology heck is a xaren?” “As I was saying,” continued Sominyx, pointedly ignoring his battered compan- ion, “the picklebug survives in this egg of the stage, sometimes for many months, until the dill is picked for the manufacture of pickles. The eggs, being quite small, are not noticed by the picker. When the egg infested dill leaves are introduced into the Picklebug vinegar-brine pickling solution, the eggs begin to hatch into larvae. The larvae, resembling small green hair, feed on the pickling fluid and begin the first step toward becoming mature picklebugs. Avoiding a “pickle” “Picklebug, shmicklebug! Who cares!” cried Pustule angrily. “Listen! This crea- ture ate my magic shield, sneered at my with this dangerous cuke-alike ring of fire, and acted like my sword only tickled. What I gotta know is this: How can I kill these things?” A withering glance from the venerable night,” he mused. Perhaps a shawl would mage silenced the young fighter. “Once by Rick Reid be needed to protect his old bones from safely secured in a pickle barrel, the lar- the chill that was sure to invade his sanc- vae continue feeding until, after a span of tuary when the portal was opened. “Now six months, they become adult picklebugs. Sominyx sat in his favorite cushioned where did I put that silly thing?“ In color and appearance, the insects re- chair, staring dreamily into the fire. His Blam . . . blam . . . blam . . . . semble the regular pickles swimming long, ivory pipe, grown quite cold during The knocking and shouting had grown around them, while their size is that of his meditations, was still firmly clamped softer now; a few feeble raps were inter- young gherkins.” between his yellowed teeth. A long, spersed with muffled cries for help. The “That’s fascinating.” Pustule remarked. gnarled finger, ending in a curved nail, wayward shawl recovered, Sominyx bent “Totally fascinating. Look, I won’t take up lingered on the last passage Sominyx had to the task of opening the door. As usual, much of your time. Please, just tell me been reading in the ancient tome resting the door stuck. “One of these days,” he how I can kill a siren.” on his robed lap. said aloud, “I’ll have to oil these hinges.” “That’s xaren!” Sominyx spat. “As usual, BLAM! BLAM! BLAM! Finally, the stubborn mechanisms broke you weren’t paying attention. Now, once “Open up, quick! ‘Tis I, Pustule! Hurry! free, and Sominyx found himself gazing on the picklebug reaches the adult stage, it It’s trying to kill me!” came a muffled the sight of young Pustule, lying face begins to feed off the pickles themselves. shout from the front door. down on the front stoop with a hideous They say an adult picklebug can consume Sominyx’s eyelids flickered at the inter- creature towering over him. two quarts of pickles a day. But here ruption. Casting a bemused glance at the “Shoo! Shoo!” Sominyx gestured, tossing comes the good part. What happens when thick, wooden door, he shook his wizened a power word, kill spell at the monster. someone reaches into the picklebarrel and head, chuckling softly to himself. “Ah, the “Didn’t anyone ever teach these creatures accidentally grabs a picklebug instead of impatience of youth,” he sighed. any manners?” Then, gazing down at his the intended pickle? Why, nothing! Pickle- BLAM! BLAM! BLAM! bloodied visitor, he remarked, “Well, my bugs are actually quite harmless, and are, “Hey, Sominyx! I’m not kidding! It’s right impetuous friend, are you going to lie in fact, rather tasty!” behind me!” there all day or are you going to come in?” “Ah, yeah,” said Pustule, painfully rising Slowly, the wizard elevated his ancient After Pustule had settled into one of the from his seat. “Listen, isn’t that my cleric form from its comfortable resting place wizards tackier pieces of furniture and calling me? Well, gotta go.” and picked at the few specks of lint that was given a lemon to suck for his pain, Sominyx watched with a cocked eye as had accumulated on his robes. Then, Sominyx began his dissertation, the black-and-blue slowly opened noticing for the first time that his pipe was “You know, I was just reading about a the door and stepped out into the night. out, he reached for a thin taper with most remarkable creature, before you so “Hmmmph!” the wizard muttered. “These which to relight it. The pounding contin- rudely interrupted me — a curious insect youngsters; always in a hurry! Couldn’t ued in the background. called the picklebug.” even wait long enough for me to tell him BLAM! BLAM! BLAM! “Ohhh,” Pustule moaned. “Ya got any the one thing I do know about xarens — “Aaargh! It’s killing me! Help! Help! potions of healing laying around?” they usually travel in pairs.” Aaaarrrghhh!” “As I was saying, the picklebug begins its The scream lasted only a few moments, Taking a deep draw on his newly life as an egg, laid by the female of the until it was borne away on the night . sparked pipe, Sominyx turned and shuf- species on the leaves of the dill plant.” Reaching into his vest pocket, Sominyx fled toward the door. As his hand reached “Yeah, yeah, that’s great. But what I need produced a pouch of tobacco and refilled for the bronze latch, he stopped and to know is, what was that thing that his pipe. Slowly, the old mage settled back caught himself. “It was a rather chilly attacked me out there?” into his chair to continue his reading.

14 APRIL 1987

by Jonathan Edelstein

“I despair, Alryk. We have been wander- ing the for weeks now and have yet Dining Out to encounter one of those foul devils. How your black sword must thirst!” “Aye, Moonbum, they always take to their wings when they hear us screaming like banshees — but we’ve worse to come, in the Hells I fear.” “What be this great challenge, Alryk?” “Ye olde iron rations are running out. A fast-food guide We’ll have to go back across the Styx for more!” to the Lower Planes Alryk’s concern is legitimate and wide- spread. Many an adventurer, in the midst of a successful campaign against the evil devils, has been faced with the problem of a declining food supply. If the character returns to the Prime Material Plane by normal means, the devils will be waiting for him upon his return to the Nine Hells. Interdimensional teleporting is dangerous, and wishes and such are rare. A cleric can create food & water only so many times. Therefore, the best solution seems to be finding food within the Nine Hells them- selves. Recently, a copy of the Hells’ gourmet magazine, For Infernal Consumption, made its way to the Prime Material Plane. Included in it is a directory of the major eateries of the Nine Hells. The only reasonably cheap place in the Hells is a chain of restaurants known as Maughdonnell’s. Run by a devil known variously as Reynaud or Ronnell, branches of this tavern can be found all over the Infernal Realms. According to the sage Westminster, it lives up to its motto of being “pseudopod-lickin’ good!” Finding such an establishment is no great problem — simply look for two sulfur-colored arches linked at the base, like two hills. Indeed, Maughdonnell’s is the most com- monly patronized restaurant in the Lower Planes. There is a convenient tieup in front of each eatery. However, it is best not leave horses here, since this is where each restaurant gets food for its most finicky eaters. Within the tavern, charac- ters are greeted by a nonservus (see the description at the end of the article). Any- one under 7’ tall is seated at a children’s table, where he is able to get a small prize such as a costume hellstone with an order of 10 gp or more. Children’s dishes are generally accompanied by a side order of kherezdal stalks and a pureed mugzhuc shake — larger beings and adults must order separately. The staples of this fast-food chain are stench kow burger and filet o’ sahuagin. If

16 APRIL 1987 a character does not specify that the Diabolic regulars at these places do not erty must not be harmed. Otherwise, two burger be from a steak, he may develop take kindly to human intrusion. Since all nonservi attack each offending character violent cramps for two days (save vs. weapons must be checked on entry, fights and throw them out into the local garbage poison for one day, with effects in either are finished using magic and food. pit. The unfortunate adventurers then case as per the spell symbol of pain). Steak Mugzhuc shakes which hit targets in a 30’ take 2-8 hp damage from sharp bones burgers cost 5 gp above and beyond the range will blind them for one round and before passing out for 3-12 hours from the base price of 8 gp for “normal” burgers. cause 2 hp damage in the same round smell (no save). Kherezdal stalks, a powerful laxative, are from violent retching (save vs. poison to Though some knowledgeable sages call available on the side for 4 gp. As drinks avoid). However, anyone between the Maughdonnell’s “Juiblex’s home away from go, cheap beer (2 gp per gallon-sized mug) attacker and the target is splattered for home,” Westminster insists that it is the is the only alternative to the 3-gp, germ- half effect, whether or not the shake hits. Nine Hells’ best choice for hungry human carrying mugzhuc shakes. Items beyond Rock-hard stench kow burgers hit as sling adventurers. Indeed, for those without the this selection are only available with a (90’ range), and the teeth in a filet means to go to fancy places like “13” it is bribe of 20 gp, and they necessitate a wait o’ sahuagin can be thrown as normal the only choice. of 1-6 hours. darts. If magic is used, restaurant prop-

RONNELL MAUGHDONNELL Count of the Hells

FREQUENCY Unique NO. APPEARING: 1 CLASS -4 MOVE: 18" HIT DICE: 116 hit points % IN LAIR: 10% TREASURE TYPE: H NO. OF ATTACKS: 2 DAMAGE/ATTACK: By weapon type or 2-9/2-9 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: 80% INTELLIGENCE: Exceptional ALIGNMENT: Lawful evil SIZE: L (13’ tall) PSIONIC ABILITY: 208 Attack/Defense Modes: All/All Ronnell, or Reynaud, known as the Hells’ answer to the Slime Lord, is the owner and director of the Hells’ only fast-food service. He desperately wants a higher status as lieutenant to an arch-devil, and NONSERVUS (lesser devil) bags, etc.). In the latter case, 4-16 of these he will do almost anything to become one. devils will be present. In their lair, trea- He customarily fights with a large +2 red FREQUENCY: Uncommon sure is in the form of a cash box contain- sausage which does 7-32 hp damage on a NO. APPEARING: 2-8 ing type B monies. Nonservi can bite, but successful hit. He can create a 10’- ARMOR CLASS: 1 they also attack by throwing boiling oil, diameter pool of slime on command that MOVE: 3” and they are immune to all forms of heat acts as oil of slipperiness, and he radiates HIT DICE: 7+2 and poison. an aura of fast-food mania that causes % IN LAIR: 65% Nonservi can use the following spell-like characters to save vs. spells to become TREASURE TYPE: Nil powers, one at a time, once per round: extremely hungry (as per a chime of hun- NO. OF ATTACKS: 1 command, produce flame, pyrotechnics, ger) and extremely silly (as per a chaos DAMAGE/ATTACK: 3-12 telekinese 3,000-gp , and summon spell, save that all attacks made are totally SPECIAL ATTACKS: See below another nonservus with a 25% chance of ineffective). SPECIAL DEFENSES: See below success, twice per day. They regenerate Ronnell can apply the following spell-like MAGIC RESISTANCE: 25% 1 hp per round. powers, one at a time and one per round: INTELLIGENCE: Low Nonservi appear to be lizard-headed pyrotechnics, fireball, dispel magic, ani- ALIGNMENT. Lawful evil humanoids wearing bright-colored uni- mate dead, jump, haste (self), blink, hold SIZE: L (7½' tall) forms. These uniforms have tags on them person or monster, tongues, teleport, and PSIONIC ABILITY: Nil stating each devils name (which are al- (fulfill another’s) limited wish. Once per ways wrong). Nonservi have the equiva- day, he can use a symbol of discord. Ron- The race of nonservi staffs the great lent of 18/00 strength and are able to fight nell can summon 1-4 nonservi with a 55% Maughdonnell fast-food chain. They are unarmed with great facility. It is rumored chance of success, and he regenerates 1 only found working there or gathering that nonservi are either the reincarnated hp every two rounds. He is totally immune supplies from the lands near each restau- spirits of evil cooks or are abishai who to poisons and acids. rant (such as from hitching posts, sleeping offended Tiamat.

D RAGON 17 sell a rod of lordly might-or-might-not as if it were a rod of lordly might will be viewed as a breach of alignment for good characters.

Pipes of the Brewers Each round that this wooden pipe is played, a character may turn a gallon of water or any other liquid into ale. The Not Found quality of the ale depends on the tune played (these tunes are jingles used by the particular breweries to sell their products). While this would seem indis- In Any pensable to a post-dungeon (or more ap- propriately, an after-bar) party, there is an unpleasant side effect to possession of the pipes of the brewers: The pipe’s owner Stores! suffers increasing dipsomania. Upon find- ing the pipe, a character has a 10% chance of succumbing to a terrible urge to drink himself into a stupor. This increases by 10% each day the pipe is kept. Thereafter, Nonstandard magical items the character begins putting on a lot of weight, and the character’s nose turns a bright shade of red. The dipsomania can to keep the DM happy only be cured by a remove curse, heal, or wish.

The Manual of Trendy and Commer- mace +2 function, the rod grows a styl- by James MacDougall ized hand with fingers bent, suitable for cially Lucrative Exercise scratching itches in hard-to-reach spots. This magical tome is of particular use to any former owner of 2. If the battle axe +4 function is called the pipes of the The manual details an exercise Today, most AD&D® game players have upon, the rod grows a flat, flexible end, brewers. their own copies of the which is +4 versus small, flying insects program created by the sage Fondah. Any ’s out-of-shape character (i.e., one with Guide, and they have the “Explanations (doing 1 hp damage at most). and Descriptions of Magic Items” section 3. If the spear +3 is activated, the rod strength and constitution scores less than 10) who follows the manual’s instructions (known affectionately as “the shopping shrinks to a length of 3” — the perfect size list”) all but memorized. Given a smart for removing things lodged between the for just three months gains one point to his strength and constitution scores. Not DM, however, players may find that not character’s teeth. every magical item performs the way it’s 4. An attempt to use the rod for a climb- only that, but the character looks good and feels great. However, failure to exer- “supposed to.” Some nonstandard items ing pole causes it to bury itself 3’ in the might find their ways into the campaign; ground, requiring some digging to extri- cise at least two hours per day causes the immediate loss of all benefits, which can- as a result, the characters must discover cate it. not then be regained. the items’ functions through traditional 5. Trying to open a door with the experimentation (such as handing the rod results in the rod dancing noisily on Onyx Ball things to an NPC and standing way back). end for a melee round. Other items may appear to be standard 6. If the rod is used to find magnetic This l’-diameter, black sphere acts just treasures,leading the players to become north, it points southwest or east (50% like a crystal ball, but is only capable of since the ball is nearly im- overconfident (the poor dears). What chance of either). clairaudience possible to see through. Ten percent of all follows is by no means comprehensive, 7. The flaming sword + 1 option, if are actually inert, but have but it is a suggested list of items that called upon, results in a flower sprouting onyx balls player characters may find in their from the handle instead. Nystul’s magic aura cast upon them any- way for effect. A closer examination of dungeons. The experience-point values for 8. If a charge is used to paralyze an such balls reveals three finger-sized holes these items (as well as gold-piece sale opponent, the rods wielder suffers a fit of in close proximity to each other. values) depend entirely upon the whims of sneezing for 1d6 rounds. the DM. 9. The rod will not cause fear in an opponent; rather, a small cloud appears over the wielder’s head and rains on him Toothpicks of Lightning The Rod of Lordly for a round. These toothpicks are usually found in Might-or-Might-Not 10. Finally, instead of draining 2d4 hp the possession of a seemingly unarmed This item looks exactly like the rod of from an opponent, the rod bestows 2d4 gp opponent. The dungeon party may en- lordly might from the DMG and will, in upon the opponent. Naturally, the gold counter a lone, big, and ugly fighter lean- fact, function the same as the standard comes from the wielder’s purse (other ing against a door, with no weapons in item, but only 50% of the time. Otherwise, coins or valuables may be substituted). sight. As the party approaches, the fighter the rod of lordly might-or-might-not per- Note that these last three undesirable arrogantly ignores them, slowly cleaning forms in the following manner: effects drain a charge from the rod just as his teeth with a wooden pick. Suddenly, 1. Should the rods wielder desire the the desired effects would. Any attempt to the fighter flips his toothpick at the PCs. In

78 APRIL 1987 flight, just before it strikes, the toothpick proletariat!” (or something similar). The worst, but can go no lower than that. is transformed into a 30’-long bolt of light- staff cannot be used until the character However, if a character is lowered to one ning, as per a javelin of lightning. Tooth- allows the staff to rest for 2-16 melee point of intelligence before discarding the picks of lightning appear otherwise to be rounds, after which the entire process gem, the gem discards the character. In 3”-long slivers of wood. There are up to may be repeated, ad infinitum. A second other words, it teleports to another loca- five such slivers in a pack, and each comes character may be needed to arbitrate the tion where a smarter character is sure to individually wrapped for safety and com- dispute between the staffs user and the find it. When this happens, a wish, limited fort. Please remember that there is a 1% staff, if the DM makes the staff intelligent wish, or a restoration spell is needed to chance per round that the toothpick “goes and verbal in the manner of intelligent return the PC’s lost intelligence points. off” if used as a tooth-cleaning implement swords. — an interesting variation on Russian Manual of Plush Golems roulette. In this event, the user gains no Gem of Not-Too-Brightness This magical tome permits a magic-user saving throw against its effects, taking As far as anyone can tell, this gem is just to create the smallest of the five varieties double damage from the bolt. like the gem of brightness we’ve all read of golem, the cute and cuddly plush golem. about, except for one small detail. Every A plush golem is an overstuffed facsimile time the gem is used, the user loses one of a furry animal (usually a bear) animated Staff on Strike-ing point of intelligence. The loss of points is, by special enchantments. Each plush go- These staves are very emotionally sensi- of course, quite painless, and the charac- lem has 5 hp, attacks as a l-HD monster, tive. They act as standard staff of strik- ter will not be aware that anything is and has an AC of 8. Plush golems attack ings, but only as long as they feel they are wrong. The rest of the party, however, with a claw-claw-bite routine, but because being treated fairly. If a character wields a begins to notice things. Spells are forgot- of their size, they only do l-2/1-2/1-3 hp staff on strike-ing in three consecutive ten, items are misplaced, boots are put on damage. Plush golems take damage from melee rounds without using another the wrong feet, and, ultimately, affected normal weapons, but since they have no weapon (to give the staff a break), the staff characters are unable to recall their bones to break, they suffer no damage protests. Leaping from the character’s names. from blunt weapons. It costs 5,000 gp to hands, the staff drops to the floor (only a All intelligence points return 2-8 days construct a plush golem, and the manual bend bars roll will keep it in the charac- after the gem is discarded. A remove curse lasts until 2-5 of them are made. After this ter’s hands). A placard then materializes is necessary to get rid of the gem. A char- point, the manual then turns yellow and on the staff, reading “[User’s name here] acter’s intelligence can be lowered to an the writing fades to illegibility. Some wags unfairly degrades and exploits the stave absolute minimum score of 1 at call plush golems “attack teddies.”

DRAGON 19

question mark, and he walks with a pro- nounced limp, leaning heavily on a cane constructed from a stuffed swordfish. Shippy is always cursing something or someone, usually in a very loud voice. He pretends to be quite deaf, berating every- one to “Speak up!” even if they haven’t spoken. In truth, his hearing is quite sharp, and he is able to overhear quite a few conversations that would not take place otherwise. This makes Shippy an Urban Blight excellent source of information, if one is prepared to pay his outrageous prices for bait and sit through several hours of ridic- ulously exaggerated sea yarns. Rumor has it that Shippy’s place is host to illegal Made Easy worm fights on Friday nights, but this allegation has never been proven.

Madame Zuzu’s Bread and Fortunes The sign in the dusty window of this little shop proclaims “Madame Zuzu — Help stamp out predictable Fortune Teller — Sees All — Knows All — Fresh Bread Baked Daily.” Inside is a small, town encounters! round table surrounded by four chairs. On the table are a crystal ball and a large incense burner which gives off an odor of burning leaves. Madame Zuzu (AC 10; MV 6”; T2; hp 7; #AT 1; Dmg 1-4 with thrown the human skeleton tied upside-down by its object, l-2 with bread loaf; S 9, I 12, W 14, by Rick Reid feet and labeled “The One that Got Away” D 7, C 14, Ch 4, Co 4; AL CN) is a skinny, that gives Shippy’s its quaint atmosphere. hook-nosed old crone with protruding But don‘t be fooled by outward appear- chin hairs and a rather prominent wart in “Okay, DM, we’re in town. What do we ances, for inside, Shippy’s is a veritable the middle of her forehead. She wears a see?” cornucopia of fishing paraphernalia. Wit- multicolored turban and a long black robe “Well, let’s see —there’s an inn . . . and a ness the shelves stacked high with jars and decorated with silver stars. Madame Zuzu tavern, and a stable, and a trader’s shop, bottles of exotic bait (some of its origins can usually be found seated at the table. A and a . . . a . . . uh, what else do you best left unknown) and a multitude of curtain at the back of the room leads to a need?” hooks (ranging from the microscopic small kitchen and fireplace where bread is “Zzzzz.” feather hook to the half-ton “Thunderbarb,” baked. whose purpose can only be guessed). Speaking in a thick accent, Madame Has this ever happened to you? Sure it And talk about worms! Shippy’s has Zuzu tells the fortune of anyone who pays has! Well, next time your players enter a every variety known to Mother Nature. her a 1 gp consultation fee. This reading is new town, throw one of these establish- Among the listed varieties are dew worms, accompanied by a great deal of mumbo- ments at them as a change of pace to the shrew worms, dead worms, red worms, jumbo and hand waving over the phony “same-old-shop blues.” head worms, green worms, bean worms, crystal ball (actually an inverted mixing in-between worms, sand worms, land bowl). Roll 1d12 for one of the following worms, hand worms, purple worms (just (faked) fortunes: Shippy’s Bait and Tackle kidding), wigglers, squigglers, squirmers, 1. You will embark upon a long journey. Who would guess that the decrepit lean- crawlers, and, of course, the rare and When you arrive, you will have reached to squatting like a bloated toad at the edge special speckled spackle worm. your destination. of the rotting wharf was in fact the resi- For those characters not been lucky 2. You are about to misplace something dence of the infamous Cap’n Shippy? Ev- enough to have already visited this estab- very precious to you. When you find it, it eryone, that’s who, which is why most lishment, their first meeting with the will be in the last place you look. decent people give the place and Cap’n proprietor is sure to be a moment to re- 3. I see a young man/woman in your Shippy (AC 10; MV 12”; F1/Tl; hp 6; #AT member. Shippy appears to be in his six- future. He/she will be wearing matching 1; Dmg l-8 with lead-weighted club; S 8, I ties, although his actual age is unknown. stockings. Celebrate with some baked 14, W 15, D 9, C 8, Ch 4, Co 5; SA caustic He has one good eye, which he fixes stead- goods. comments about characters and their ily on his customers until they either buy 4. New enterprises may bring misfor- mothers; AL N) a wide berth. something or leave. (The other is a glass tune. Remember: Initiative comes to those Perhaps it’s the four leaky rowboats tied eye, which Shippy rolls on the countertop who wait. Buy some bread soon. to the dock, their bottoms rotted from when he wishes to annoy a slow shopper.) 5. You will succeed where others have disuse, advertised for rent at 2 gp per day. His thin mouth is fixed in a perpetual failed, if you learn the meaning of success Possibly it’s the charming, hand-lettered frown, and long strands of white hair and failure. signs covering missing windowpanes, protrude from his ears and nostrils, per- 6. All is not as it seems. Trust no one proclaiming “No Wimmen Allowed,” “No haps compensation for the lack of same but yourself . . . and Madame Zuzu’s hot Gold, No Bait,” and “Closed,” Or maybe it’s upon his head. His posture resembles a muffins.

22 APRIL 1987 7. An old friend will be the bearer of crossed chicken bones above and beneath When anyone enters the shop (signaled glad tidings. Invite him in and give him the legend “Dis Gust, Dis Grace, Dis Place.” by a tinkling bell), Gristle emerges from biscuits. Lining the walls of the shack are suits of the back room and stands behind the case, 8. You will reap what you sow and sew armor in various positions and states of cleaver in hand, glaring at the customer. what you rip. disrepair. These are Woofer’s “subjects,” The meat displayed in the case is very old 9. You will live to a ripe old age, unless and he treats them as if they were alive. and not very appetizing. Gristle is not you are killed. He considers anyone who enters his do- really a good butcher; he just likes to cut 10. You will receive your greatest wish, main as a barbarian and treats him ac- up animals. He calls everything “meat” and then not want it. cordingly. King Woofer expects everyone charges the same price for all his cuts (1 11. A fool and his money are soon to bestow upon him all the respect and sp per pound). Gristle has a tendency to parted. One gold piece, please. subservience his position demands. drool a lot and punctuates his speech by 12. Beware the green monkey. He barks The coin of his realm is junk, and he waving his cleaver. at midnight. expects all visitors to bestow a small grati- The butcher offers to buy any extra After the reading, Madame Zuzu de- tude to approach his presence. All the horses or pack animals the party may clares that “the ball has gone cloudy,” and locals know of his condition and transact have. If they refuse, he, tries to sell them a tries to sell the patron a loaf of her stale all their junk business without visiting the hog’s head he has in one of the barrels, bread (5 cp). If she is asked a direct ques- throne. If they have something to unload, claiming it would make good soup. If the tion about present or future events, she they merely bring it in and dump it; if group spurns all his generous offers, he replies with either “Your question has they wish to purchase something, they reaches behind the counter and retrieves much merit. The spirits smile on your search for what they need and leave food a dented, white metal mask, which he inquisitive nature,” or “The path you travel or clothing in exchange. places over his face. He then dances may well lead to that which you seek,” If the group does not go along with the around, waving his cleaver and shouting whichever is more appropriate. If the king’s eccentric behavior or makes him unintelligible curses until the party flees. group questions her authenticity as a mad in any way, he screams for the medium, she orders them out of her shop, prince. A low growl from behind the party threatening them with the dreaded curse follows. Standing in the doorway, wearing Bobo Watson’s Chicken Emporium of the slobbering camels and a large loaf a spiked collar and a tin crown, is the The first thing most visitors notice about of French bread. biggest, meanest junkyard dog the party this establishment is the 12’-tall wooden has ever seen. Prince (AC 6; MV 15" ; HD chicken welcoming them from the roof Realm of Junk 3; hp 15; #AT 3; Dmg 2-8/1-4/; AL NE) with open wings. This giant clucker an- An 8’-high wooden fence encloses this springs to the attack, attempting to claw nounces to one and all (with a magic half-acre junkyard. The sign on the front away and lock his slavering jaws around a mouth) that they have arrived at the gate proclaims “Realm of Junk — His Royal character’s neck. He is not rabid, but his world-famous Bobo Watson Chicken Em- Highness King Woofer, Ruler of the World nails are filthy; any scratches have a 60% porium. Sprawling over a hundred acres — No Peasants Allowed.” The gate is not chance of becoming infected (as per a of prime gravel, the Chicken Emporium is locked, but a wooden board nailed across giant ’s bite) if not properly treated. home to over 33 varieties of fowl. Visitors the opening at chest level forces anyone Searching the house reveals nothing of may choose any bird for their Sunday attempting to enter to bow. Inside are value except the crown, which is made of meal, and may even watch its beheading piles of trash and junk of every descrip- actual gold. Any weapons or armor found on the premises by one of several profes- tion filling the entire half acre. There is a are in no condition to be used. If the PCs sional axemen. Local children, employed gold-painted, one-room shack to the left of choose to search the junkyard first, they as chicken chasers to catch the chosen the entrance. A line of old shields embed- are able to find almost any item they de- chick, have to be fast and must possess a ded in the ground forms a path from the sire after careful searching, though none keen eye, for over 5,000 chickens call this entrance to the house. of these items are usable. There is also a ranch their home. An examination of the shack reveals the 60% chance per round that the party The gift shop boasts such delightful paint to be cracked and peeling. There are encounters Prince, who presents himself surprises as down pillows and comforters, two suits of dented battle armor stationed in the characters’ path. If he smells fear, or hand-painted eggs, egg candles, books of on either side of the front door. The front if the party moves to attack, he springs. If delicious egg recipes, feathers for hats and window is draped in tattered velvet. the characters avoid him or try to be headbands, and, for the kiddies, Junior Above the door is a wood-burned sign friendly, he backs off but follows them Chicken Rancher badges and the amazing bearing a crown and six X marks. until they leave, growling all the while. ship-in-an-egg. Inside the shack, seated on a throne Every day at noon, there is a demonstra- made of old armor, barrels, pipes, horse Gristle’s Butcher Shop tion of raw egg juggling. Kids love to shoes, and other odds and ends, sits King This small, stone building with a stuffed watch the chick feedings at 1O:OO A.M.,

Woofer himself (AC 9; MV 12"; F3; hp 11; pig in the front window is the domain of 2:OO P.M., and 5:OO P.M. The admission price #AT 1; Dmg 1-6 with pipe; S 8, I 14, W 3, D Gristle the butcher (AC 10; MV 12" ; F4; hp is only 6 cp. Chicken dinner prices vary. 9, C 11, Ch 11, Co 12; AL CN). Woofer is 18; #AT 1; Dmg l-6 with bloody meat No one has ever seen Bobo Watson. quite mad. He actually believes that his cleaver; S 15, I 10, W 7, D 12, C 15, Ch 6, Some say he was a poor chicken farmer junkyard is the entire sum of the civilized Co 6; AL N). Links of greasy sausage are who struck it rich and now lives the life of world and that he is its ruler. He wears a draped freely about the store, and several a recluse. Others attest that he fell into a thick, patchwork robe and a crown com- unmarked barrels of disgusting animal vat of mash and was pecked to death posed of 41 gold coins welded together. parts are stationed throughout. A grimy several years ago. Still others claim that His scepter is a piece of lead pipe mounted glass display case half blocks the curtained there is no Bobo Watson — that it is a with a stuffed piglet head. His coat-of- back wall. The back of the store consists fictitious name dreamed up by a group of arms, painted on a shield hung behind the of a combination cutting room, storage merchants to help sell chickens. Who throne, shows a mangy rat emerging from room, and living quarters. The entire place knows? To this day, the mystery of Bobo a battered chamber pot with two reeks of blood and entrails. Watson remains just that: a mystery.

D RAGON 23 determining both direction and distance to a victim. Mr. Brownell’s experimental data points to a method for running encounters with giant scorpions. Up to a distance of about three times its length, the scorpion will always move to within a few feet of its target before attacking. If it makes a detec- tion roll (1-90 on percentile dice), and if it rolls a hit against an unarmored foe (AC 10) at the end of its charge, its pincers have bumped against (but not grasped) its foe, and it may attack normally. If its prey is farther than three times its length, the scorpion will move in the gen- eral direction of its prey up to that dis- tance. (Generally speaking, the farther away the prey is, the more tentative the scorpion’s movement toward it will be.) In any case, if the scorpion cannot strike at its prey after it has moved, it pauses for a segment, waiting for another vibration, and reacts to it using the above guidelines. Since the scorpion uses vibrations, rather than sight or sound, to track its prey, it is immune to most camouflaging devices. Invisibility will not even confuse a scorpion, as it attacks only if its pincers have touched its prey by the end of the charge toward the prey’s expected location. Likewise, tunneling underneath the scorpion gives no protection. The scorpion still realizes a character’s presence and can dig the character out with its large pincers. It seems obvious that a scorpion is almost impossible to surprise by any at- tacker who travels upon or under the ground. The scorpion‘s detection ability should be immune to any attacks which directly affect any of the senses except touch, as that is the sense a scorpion’s vibration sensors use. The scorpion’s attack may be slightly affected by blinding attacks (- 1 or -2 to hit, depending on the success or failure, respectively, of the initial detection roll), but sonic attacks should not affect it at all. If a scorpion is immune to all these things, then what will affect it? It should be penalized 10% on its detection roll for Scorpions use neither their visual or each leg which is missing or crippled, as by Arlen P. Walker aural senses to detect their prey. Instead, the loss of sensory data from that leg they use the vibrations of the sand under- impairs its ability to locate by vibration. “As you crest the hill, you see a giant neath them. Small sensors on their legs Also, if several adjacent legs are incapaci- scorpion ahead of you. It is facing away pick up and measure the strength of vibra- tated, the scorpion will not be able to from you, seeming to gaze off into the tions; a scorpion uses the minute differ- accurately detect the direction of prey distance.” ences in these vibrations picked up by which is at a 90° angle to its missing legs. “I’ll put on my ring of invisibility and each leg to locate its prey. When the scor- These ideas about scorpions should sneak past it.” pion has determined the distance and make for much more interesting and Is this possible? I thought so, until I direction of its prey, it charges toward it creative play. A scorpion is the crea- came across the December 1984 issue of with pincers extended. ture for demonstrating to a pesky thief or Scientific American. In that issue, Philip Mr. Brownell gives about 30 centimeters magic-user that invisibility is a vastly over- Brownell writes about the way sand scor- as the maximum distance a scorpion can rated ability. pions detect their prey. Mr. Brownell’s sense vibrations — a normal-sized scor- So, the proper response to the opening article was not aimed at fantasy gamers, pion, of course. A North American scor- situation is: so he didn’t mention giant scorpions nor pion averages about 5 centimeters in “The scorpion turns and runs directly any of the other concepts which interest length, which means the maximum detec- toward you, pincers extended and stinger referees. Still, we can glean from his ar- tion distance is about six times the scorpi- in the air, preparing to strike.” ticle some new ideas which make giant on’s length. At a distance of about twice its And the player’s response is . . . scorpions more interesting. length, the scorpion is almost perfect in “RUNAWWWAAAYYYYY!!!”

24 APRIL 1987 D RAGON 25 tection from evil cannot affect any of them, right? A protection from evil spell will work against a drolem, its immunity to first through fourth level spells not withstand- ing. See the Master Players’ Book, page 8.

I’m having difficulty reading table 1Oc on page 46 of the DMC. Read the chart as follows: leather, first column; scale or chain mail, second What is an umber hulk? It’s men- column; banded or plate mail, third by tioned as a monster with a gargan- column; shield, fourth column. The fifth tuan form. and sixth columns give the magical plus of The umber hulk is a monster from the the item and the percentage chance of a If you have any questions on the games AD&D® game. The hulker, from AC9, special ability. Table 10a provides the size, produced by TSR, Inc., write to: , page 70 (under the l0b provides the type of armor, and 10d Sage Advice heading “Hook Beast”) is similar to the determines special abilities, if any, of the TSR, Inc. umber hulk. armor or shield found. P.O. Box 509 Lake Geneva WI 53147 What happened to the will o’ wisp? How about some more information Please do not expect a personal reply, as The will o’ wisp was dropped from the on interplanar travel? For instance, we no longer have the time to make them. Companion rules due to lack of space; an can characters breathe on the Ethe- However, we will do our best to answer as oversight caused it to be retained in the real Plane? What is found there? many questions in this column as possible. monster heading on page 28 of the Also, how about some information Dungeon Masters Companion. See the on wormholes? How do wormholes Creature Catalogue, pages 80-81, “Wych- affect movement and combat? Can glow,” for the will o’ wisp’s statistics. they be spotted from the Ethereal Plane? If so, how do you break into The War Machine gives a combat the wormhole from that plane? D&D® Companion Set result modifier for a force that is The whole area of interplanar travel was immune to enemy attacks. Wouldn’t left deliberately vague so that individual There are no costs given for the such a force simply win? DMs could custom-create their own multi- new armors introduced in the Com- The modifier is + 150, enough to win in verses. The Ethereal Plane, for example, panion rules. many (if not most) cases. You still have to could be a shadow of the Prime Material Scale mail armor costs 30 gp, and go through the computation, however, in Plane, complete with ethereal buildings banded mail costs 50 gp. order to determine casualties and fatigue. and whatnot, or it could be something Also, there is usually some way for the else. Characters can breathe on the Ethe- Can player characters create holy opponents to harm the force. Lycan- real Plane; and usually do not get hungry. water? How is it done? thropes, for example, are not immune to Movement along a wormhole depends This is up to the DM. Generally, this fire. It is also possible to defeat a force on what is in it. It’s difficult to go any requires a large, specially blessed recepta- purely through positioning or maneuver- direction but “with the flow” in an earth cle and blessed containers. The actual ing. A horde of lycanthropes might not be wormhole. Otherwise, one can fly, or walk creation requires casting several spells, able to take a castle, for example. (or climb) along the sides. How easy this is including purify food and water, bless, and depends on the material in the hole, the create water. The exact cost of the imple- How do you create a gargantuan speed it is flowing, and the direction you ments and the capacity of the receptacle is manticore? wish to go. Combat in a wormhole poses up to the DM, but keep in mind holy Just apply the standard rules from page similar problems. Missile fire is usually water’s standard cost of 25 gp per vial. 32 of the DMC. Each of the gargantuan difficult, if not impossible, since the mis- manticore’s spikes inflict four times the siles get caught in the ‘hole’s flow and are Could a group of-characters share normal damage and have double range. carried away. Spell-casting and melee rulership of a dominion? might be possible if the characters have A group of characters could jointly rule What does a potion of super heal- some way to keep from being carried a dominion, but if the characters are not ing do? away with the flow of matter in the worm- all of the same alignment, the dominion’s A potion of super healing cures 6-21 hole. There is no up or down in a worm- confidence level will suffer. The confi- (3d6 +3) hp damage. hole. Exact combat penalties are up to the dence level will also decrease each time DM. Wormholes themselves are detectable the characters argue, as the subjects will If druids don’t like metal, what do only from the Ethereal Plane (the outside not be confident when they see their they do with all the coins they find of the hole is seen) or from the planes rulers bickering. The confidence level will while adventuring? with which they connect (the vortexes, or really take a plunge if the joint rulers Druids are not restricted as to the types the inside of the hole, is seen). There is a contradict each other on dominion of treasure that they can keep. A druid vortex at each connection point which matters. will, however, convert metal treasure to either sucks in or spews out matter. The “natural” forms of wealth — gems, ivory, strength and volume of the flow varies Since paladins and avengers can etc. — as soon as possible. This makes from wormhole to wormhole. A wormhole cast spells, can they also use wands sense in terms of the druids inclination can only be entered at the “ends” on the and staves? toward nature and is also logical, since this Prime Material or Elemental Planes, Magical items do not require spell- type of wealth is more portable and easier through the vortexes; one cannot break casters; they require certain character to conceal in the druid’s woodland home. into a wormhole from the Ethereal Plane. classes. A paladin or avenger is still a In general, each plane has its own uni- fighter and cannot use an item usable only Drolems are immune to first verse. How these universes interact with by a cleric, druid, or magic-user. through fourth level spells, so pro- each other is up to the DM.

26 APRIL 1987

Beware of this magical thief — the charlatan! by David A. Bellis

Since the dawn of history, there has existed a class of people who try to cheat others by selling worthless products. These people are known as charlatans, and they exist even today. In an AD&D® game setting, charlatans sell fake medi- cines and potions, and cheat gullible peo- ple out of their hard-earned gold. The charlatan as an NPC character class is an interesting being who could wreak havoc on naive PCs.

Minimum ability scores In order to qualify for the charlatan subclass of thief, a character must have the minimum ability scores listed in Table 1. If the combination of intelligence and dexterity is 32 or above, 10% is added to the character’s earned experience points.

Racial limitations Charlatans are able to cast magical spells of a limited sort. Since only humans, , half-elves, and gnomes have the ability to cast magical spells of any kind, only these races can qualify for the charlatan sub- class. To find the maximum level attainable by race, add intelligence and dexterity scores, and consult the Table 2.

Combat Charlatans are weak in physical combat potential, having 1d4 + 1 HD per level. At 11th level and above, the charlatan gains one hp per level. Level advancement for charlatans is shown on Table 3. Charlatans can only wear armor which can be concealed beneath their clothing (thus giving the charlatan the appearance of an unarmored magic-user). Acceptable armor types for this class are listed in Table 7. Weapons which a charlatan is allowed to use are also listed in Table 7. It should be noted that a charlatan will never openly carry a short sword or sap; such weapons are typically concealed in a wagon or cart.

Spell-casting Charlatans have limited magical power, being able to cast only certain . Although they eventually gain a great number of these cantrips, they never have offensive or defensive spell capability of any real power. Charlatans employ their cantrips craftily, in a manner that makes the spells appear to be mighty works of spell-casting. Remember that, to most uneducated NPCs (and many PCs), any magic will appear to be great magic. Charlatans are able to cast the following three trick potions. Real potions can be similar to the magic-user spells affect cantrips: mixed in one day, but can only be mixed normal fires and pyrotechnics. once a week, due to the amount of B. The charlatan can approximate the Useful: dampen, exterminate, and sprout. research necessary. values of magical and alchemical sub- Reversed: hairy and wilt. A charlatan can also mix poisons at half stances. Legerdemain: change, distract, hide, mute, the base chance for mixing potions (again, C. Disguises can he donned by a charla- palm, and present. rounding down). Charlatan poisons are tan of 5th level or higher. Disguises can Person-affecting: belch, blink, cough, nod, never directly fatal — they merely cause lower height by 1-2” or raise it by 3-4”. scratch, sneeze, twitch, and wink. sickness, sleep, pain, etc. These poisons Disguises can also make the charlatan Personal: bluelight, firefinger, smokepuff, have durations lasting from 1-2 hours per appear to be almost any race, any class, or and tweak. level of the charlatan. One or two doses of as either sex. Chance of discovering the Haunting-sound: groan, moan, rattle, tap, each can be made in a day. Each dose is charlatan’s disguise is the same as for the and whistle. capable of affecting 1-6 people. A charla- assassin’s disguise ability. Illusion: colored lights, haze, rainbow, and tan will often poison a whole town, then D. The charlatan can decipher magical two-d’lusion rush in selling the cure. The cure may be writings as a thief of 10th level. Scrolls a real one or merely a minor delusion with magic-user or illusionist spells of Charlatans memorize their spells The ability to create pyrotechnics is third level or less can be read, although a quickly, having merely to glance at their available to all charlatans. This ability is 25% chance of miscasting the spell exists if spell books for one round to memorize a not magical; rather, the effects are caused the charlatan attempts to cast them. single . Low-level spells can be by throwing powders or liquids onto a fire E. At this level, the charlatan gains the added to the list of usable spells at the source The effects are similar to those power of beguilement. DM's discretion keeping in mind that associated with the spells affect normal charlatans are not powerful spell-casters. fires and pyrotechnics. The effects of Followers Charlatans often use their cantrips to these powders or liquids occur instantane- Charlatans gain 4-16 followers at 10th create an undesirable effect in a possible ously. Duration, range, and so forth should level. These followers come in four groups customer Such spell usage would include be determined by the DM, based on the of 1d4 members each. Roll percentile dice belch, cough, sneeze, hairy and so forth. fire source and amount of substance used on Table 5 to determine the class and level After afflicting a person with a cantrip, to create the effect. of each group. In determining the race of the charlatan gives him a sample of one of Since charlatans often sell magical or these followers, roll 1d8 and add the fol- his potions, which “cures” the affliction. alchemical substances, they can approxi- lowing modifiers: if the charlatan is a Since the cantrips' effects are short-lived, mate the values of these substances accu- gnome, -2; , -1: human +1. Cross- it will appear as if the potion has cured rately. Given 1-4 rounds for examination, a reference the modified number on Table 6 the affliction. Few would then doubt the charlatan can guess the price within a 10% to determine the race of these groups. charlatan's claims as a master potion- deviation above or below the actual price maker and . a mage or alchemist would pay for such Status Another favorite trick employed by items. All charlatans are cheats and tricksters. (charlatans involves the use of haunting- Convincing disguises can be created by a They are never of a lawful alignment, are sound cantrips to temporarily haunt a charlatan of 5th level or higher This abil- rarely good, and are usually highly cha- house. The charlatan then enters the ity is necessary to the class, as a charlatan otic. Charlatans are always from a lower house, mumbles some vague words while often visits towns where his face may be social class, though they are hardly ever swinging his hands around, and removes recognized by angry citizens. This ability from one of the lowest classes. the "spirits" from the premises. In general, is similar to the assassin’s ability of dis- Charlatans vary in personality and man- charlatans are very creative in using their guise mentioned on page 29 of the Players nerisms, except for one common aspect: cantrips and often employ them to attract Handbook. They are all great cowards. Charlatans attention to their “great powers,” After At 10th level, charlatans may gain fol- intimidate weaker characters and talk such a performance as this, how could lowers These followers number 4-16, and tough, but if forced to back up their anyone resist buying the magical items the include fighters, thieves, charlatans, and claims, they try to stall, run away, or talk charlatan is selling? apprentice magic-users. their way out of trouble. Also at 10th level, charlatans gain their greatest ability — that of beguilement. Disadvantages With this ability, the charlatan emanates a Charlatans constantly have to deal with Charlatans have tour standard thief minor form of empathy as he speaks. Any constables and dissatisfied customers. abilities: picking pockets, moving silently, intelligent creature within hearing dis- They are always in danger of getting the hiding in shadows, and reading languages tance regards the charlatan as a trusted stuffings beat out of them by angry citi- (which eventually allows the charlatan to friend and a respected mage. People thus zens Whenever a charlatan fails to suc- read magic). See the Players Handbook, beguiled will buy as much as they can ceed in making a potion (note that the p. 27, for descriptions of these abilities. afford from the charlatan. This ability is charlatan always believes he has suc- Charlatans also can mix “potions.” Most usable once a day and lasts for one round ceeded in creating the desired potion), the of the time, these potions (or oils, salves, per level of the charlatan minus 1d4 user immediately becomes aware of the rubs, etc.) delude the imbiber into believ- rounds. After this amount of time, people charlatan’s true profession, becoming ing that the potion has created the effect apathetically drift away from the charla- enraged 85% of the time. promised. This minor delusion lasts for l-4 tan. Characters are allowed to make a Additionally, any magic-user has a turns per level of the charlatan The char- 1d20 roll against their wisdom as a saving chance to identify charlatans for what latan can, however, attempt to create throw against beguilement, with a +2 they truly are. This ability (which requires potions that actually do have the desired modifier added to the die roll. If the modi- one turn of observation) is equal to the effect. These potions can actually be magi- fied number is equal to or less than the intelligence score of the magic-user plus cal potions or merely a mixture of non- character’s wisdom, the effects of beguile- the magic-user’s level, times two (i.e., 2 x magical ingredients which create the ment are avoided. (intelligence + level)). desired effect. The chance for success in creating real potions is one-fifth the base Explanations of special abilities Miscellaneous chance for mixing potions (rounding A. The charlatan has the non-magical In all aspects not mentioned above, down). In one day, a charlatan can create ability to create pyrotechnics with effects charlatans behave as thieves. This in-

DRAGON 29 cludes, but is not limited to, saving throws, combat tables, and magical items usable. Table 2 Miscellaneous information showing vari- Level Limitations by Race ous charlatan characteristics is listed on Table 7.

Combined Racial type Table 1 int. & dex. Gnome Elf Half-elf Human Minimum Ability Scores 25-28 5 5 7 U 29-30 5 7 10 U Ability Min. score 31-34 7 10 U U Strength — 35-36 10 13 U U Intelligence 12 37 and up U U U U Wisdom 9 Dexterity 13 Constitution — Charisma 14 U indicates level advancement is unlimited up to the class level limit of 15th level.

Table 3 Table 5 Experience Levels and Hit Dice Class and Level of Followers

Experience Hit dice Level Die roll Level and class * points Level (1d4) title * 01-10 1st-level fighters (1d4) O-1,700 1 1+1 Apprentice 1l-20 1st-level thieves (ld4) 1,701-3,400 2 2 + 2 Hoaxer 21-30 1st-level assassins (Id4) 3,4001-6,800 3 3 + 3 Cheat 31-40 1st-level charlatans (ld4) 6,801-13,500 4 4 + 4 Con man 41-45 1st-level magic-users (ld4) 13,501-28,000 5 5 + 5 Defrauder 46-50 1st-level illusionists (Id4) 28,001-58,000 6 6 + 6 Deluder 51-60 2nd-level fighters (ld4) 58,001-95,500 7 7 + 7 Deceiver 61-70 2nd-level thieves (ld4) 95,501-150,000 8 8 + 8 Sharper 71-80 2nd-level charlatans (Id4) 150,001-205,500 9 9 + 9 Grifter 81-90 3rd-level charlatans (Id4) 205,501-300,000 10 10+10 Swindler 91-95 4th-level charlatans (Id4) 300,001-525,000 11 10+11 Quack 96-00 Extra l-2 followers, plus 525,001-750,000 12 10+12 Charlatan two more rolls 750,001-975,000 13 10+13 Master Charlatan 975,001-1,200,000 14 10+14 Grand Charlatan * For each group of four fighter fol- 1,200,001 and up 15 10+15 Grand Master Charlatan lowers, a leader of 4th-level fighting * Charlatans often use the level title appropriate to the level title of a magic-user ability is also gained as a follower. one: to two levels higher than the charlatan. They only reveal their true title to those who know they are charlatans.

Cantrips Pick Move Hide in Read Potion Special Level usable pockets silently shadows languages mixing* abilities 1 3 40% 10% 10% — 46% A,B 2 4 45% 15% 15% — 50% — 3 5 50% 21% 20% — 53% — 4 7 55% 27% 25% 20% 56% — 5 8 60% 33% 31% 25% 59% C 6 9 65% 40% 37% 30% 62% — 7 11 70% 47% 43% 35% 65% — 8 12 80% 55% 49% 40% 69% D 9 13 90% 62% 56% 45% 73% — 10 15 100% 70% 63% 50% 77% E 11 17 105% 78% 70% 55% 81% — 12 19 110% 86% 77% 60% 85% — 13 21 115% 94% 85% 65% 90% — 14 23 120% 97% 93% 70% 95% — 15 25 125% 99% 99% 75% 99% — * Base chance for trick potions. The chance to create real potions is one-fifth of the base; the percentage chance to create non- lethal poisons is one-half the base chance (round down in both cases).

30 APRIL 1987 lllustratlon by Gustave Dore, courtesy of Dover Publications, Inc.

Table 6 Table 7 Race of Followers Combined Information

Die roll Race Racial stock: gnome, elf, half-elf, and Weapons allowable: dagger, knife, dart, 1 Gnome human. sap, sling, staff, short sword, and 2-3 Elf Hit dice: 4 + 1. garrote. 4-5 Half-elf Spell capability: limited to cantrips. Flaming oil allowable: yes. 6-7 Human Class level limit: 15th (Grand Master Poison allowable: only self-manufactured 8 Other (DM’s discretion) Charlatan). poisons (used by neutral or evil NPCs). Armor permissible: leather and elfin Weapon proficiency: chainmail. Initial number of weapons: 2. Shield: none. Non-proficiency penalty: - 3. Added proficiencies/level: 1/4. Alignment: any nonlawful.

32 APRIL 1987 to the wearer. Note that the Dungeon Master is free to create any new para-elementals for the relevant planes as desired. 4. In addition, the possessor of a ring of para-elemental command suffers a saving throw penalty as shown in Table 1. 5. Only one power (whether major or minor) of a ring of para-elemental com- mand can be used at one time. Smoke: At will, the wearer produces the following magical effects: wall of fog (once per hour), fog cloud (twice per day), solid fog (once per week), or free . The ring appears to be nothing more than a ring of free action until a certain condition is met (such as having the ring blessed, slaying a smoke para-elemental, or what- ever is determined necessary to activate its full potential). Ice: At will, the wearer produces the following magical effects: ice storm (twice per day), wall of ice (twice per day), Oti- luke’s freezing sphere (once per week), or warmth. The ring appears to be nothing more than a ring of warmth until the condition established is met. Ooze: At will, the wearer produces the by Bill Birdsall hit” dice. The ring wearer takes damage at following magical effects: grease (once per -1 on each hit die and makes applicable turn), melt (once per hour), rock to mud Bill Birdsall is an occasional contributor saving throws from the creatures’ attacks (twice per day), or water walking. The to our magical-item files, and we ran two at +2. In addition, all attacks are made by ring appears to be nothing more than a of his magical rings in DRAGON® issue the wearer of the ring at +4 “to hit” (or - ring of water walking until the condition #l17, in the “Bazaar of the Bizarre” 4 to the para-elemental creature’s saving established is met. column. Three of his rings for the AD&D® throw), and the wearer does +6 damage Magma: At will, the wearer produces the game were withheld due to space limita- (total, not per die) adjusted by any other following magical effects: burning hands tions, and we present them now. — RM applicable bonuses and/or penalties. Any (once per turn), affect normal fires (once weapon used by the ring wearer can hit per turn), flaming sphere (twice per day), Ring of Rapid Regeneration para-elementals or quasi-elementals, even or fire resistance. The ring appears to be This ring acts as a normal ring of regen- if the weapon is not magical. nothing more than a ring of fire resistance eration with one major difference — it 3. The wearer of the ring is able to con- until the condition established is met. regenerates 1 hp per round rather than verse with the para-elemental creatures of Rings operate at the 12th-level of experi- one per turn. This ring is created by com- the plane to which the ring is attuned. ence or the minimum level needed to bining a ring of regeneration with a rare Recognizing that the character wears the perform the equivalent magic spell (if distillation of troll’s blood and potions of ring, the creatures show a healthy respect greater), with respect to range, duration, speed during the enchantment process. One percent of the rings of regeneration found will be rings of rapid regeneration. Table 1 XP Value: 5,000 Ring of Para-Elemental Command GP Value: 50,000 Ring type Penalty Ring of Para-Elemental Command Smoke -2 vs. breath weapons or wind-based attacks. The four types of rings of para- Ice -2 vs. fire or steam. elemental command are lesser versions of Ooze -2 vs. petrification or polymorph. the rings of elemental command. Each Magma -2 vs. cold or water. appears to be nothing more than a normal ring, but each has certain other powers as well as the following common properties: 1. Para-elementals of the plane to which the ring is attuned cannot approach within Table 2 5’ of the wearer or attack the wearer. If Ring of Quasi-Elemental Command the wearer desires, he may forgo this protection and instead attempt to charm Ring type Penalty the para-elemental (saving throw applica- Lightning -2 vs. water, steam, or cold. ble at -2 on the die). If the latter fails, Steam -2 vs. lightning or electricity. however, total protection is lost, and no Radiance -2 vs. paralyzation or darkness. further attempt at charming can be made. Mineral -2 vs. petrification. The properties below still function with Vacuum -2 vs. death magic. respect to the para-elemental. Salts -2 vs. poison. 2. Creatures, other than normal para- Ash -2 vs. water or cold. elementals, from the plane to which the Dust -2 vs. disintegration. ring is attuned attack at -1 on their “to

DRAGON 33 or area of effect determinations which (total, not per die) adjusted by any other Radiance: At will, the wearer produces might apply. The additional powers each applicable bonuses and/or penalties. Any the following magical effects: rainbow take only five segments to bring forth. weapon used by the ring wearer can hit pattern (once per hour) or sunray (twice XP Value: 4,000 quasi-elementals, even if the weapon is not per week). GP Value: 20,000 magical. Mineral: At will, the wearer produces 3. The wearer of the ring is able to con- the following magical effects: transmute Ring of Quasi-Elemental Command verse with the quasi-elemental creatures metal to wood (once per day) or wall of The eight types of quasi-elemental com- of the plane to which the ring is attuned. stone (once per day). mand rings are lesser versions of the para- Recognizing that the character wears the Vacuum: At will, the wearer produces elemental command rings. Each has ring, the creatures show a healthy respect the following magical effects: unseen certain powers (detailed below), as well as to the ring wearer. servant (once per day) or negative plane the following common properties: Note that the Dungeon Master is free to protection (four times per week). 1. Quasi-elementals of the plane to create any new quasi-elementals for the Salts: At will, the wearer produces the which the ring is attuned cannot approach relevant planes as desired. following magical effects: irritation (twice within 5’ of the wearer or attack the 4. In addition, the possessor of a ring of per day) or preserve (twice per day). wearer. If the wearer desires, he or she quasi-elemental command suffers a saving Ash: At will, the wearer produces the may forgo this protection and instead throw penalty as shown on Table 2. following magical effects: pass without attempt to charm the quasi-elemental 5. Only one power of a ring of quasi- trace (once per hour) or detect invisibility (saving throw applicable at -2 on the die). elemental command can be used at one (once per hour). The ring appears to be If the latter fails, however, total protection time. nothing more than a magic ring until the is lost, and no further attempt at charming 6. All rings of quasi-elemental command condition established is met. can be made. The secondary properties detect as magic, but do not identify pre- Dust: At will, the wearer produces the given below then function with respect to cisely until a certain condition is met (such following magical effects: dust devil (once the quasi-elemental. as having the ring blessed, slaying a quasi- per day) or transmute water to dust (once 2. Creatures, other than normal quasi- elemental of the type to which the ring is per day). elementals, from the plane to which the attuned, or whatever is determined neces- Rings operate at the 12th-level of experi- ring is attuned attack at -1 on their “to sary to activate its full potential). ence or the minimum level needed to hit” dice. Also, the ring wearer takes dam- Lightning: At will, the wearer produces perform the equivalent magic spell or age at -1 on each hit die and makes appli- the following magical effects: shocking wand effect (if greater), with respect to cable saving throws from the creatures grasp (once per turn) or lightning bolt range, duration, or area of effect determi- attacks at +2. All attacks are made by the (four times per week). nations which might apply. The powers wearer of the ring at +4 “to hit” (or -4 Steam: At will, the wearer produces the take only five segments to bring forth. to the quasi-elemental creature’s saving following magical effects: melt (once per XP Value: 2,000 throw) and the wearer does +6 damage turn) or fog cloud (twice per day). GP Value: 10,000

34 APRIL 1987

by Ed Greenwood

From the journals of Shulheddin, Master Thief, founder of the “Soft Hands” Brotherhood: "… Kedulkin, who was always the eager one, claimed the right to descend first, since it was he who had discovered the shaft. If it was indeed a way into the Lost City, there would soon be treasure enough for us all, and so we agreed. Taking a deep breath of fresh air, Kedulkin drew one of his throwing blades and a dropline, and vanished through the opening without fanfare. The fighting-men crowded close around, trying to peer down into the gloom, but Mairclyn and I were too cynical to stay that close, and too old to be taken by surprise from behind in such lawless country. We were eyeing the tumbled rocks all about with ready weapons when there came the muffled thud of an explo- sion beneath our feet, followed by startled cries from the warriors. Kedulkin made no sound as his body, tangled with the rope, was flung high into the air like a child’s doll, coming down to sprawl torn and lifeless on a high rock. Mairclyn and I were well away on the next rise when the fighters began stumbling about in a spreading yellow cloud of spores, cough- ing and crying out. Some were blinded, some shivered uncontrollably, and all seemed dazed and witless. We decided to leave that place ere a breeze came up to carry the spores our way. . . "

From the Bestiary of Creatures Strange and Wonderful, a tome of unknown au- thorship presently in the library of Pier- geiron’s Palace, : “One of the deadliest deceivers in nature is the aniatha, or gas spore, a creature which precisely resembles the dreaded beholder. If an aniatha is struck and pierced, it explodes violently, injuring all within seven paces or so. Here follows all that is presently known of the true nature of this odd and hazardous creature. “An aniatha is a large, mobile, fungoid The Ecology plant of unusual sophistication. It derives energy from visible light, particularly sunlight, and feeds on other plants to gain of the chlorophyll (necessary for this process) and cellulose (which it uses for structural growth and repair). In this, it is no differ- from the luminescent “crawling night- moss” and other ambulatory fungus Gas Spore growths found in the forests and thickets, and it is just as unintelligent. But an ania- tha has the unusual natural ability of levitation and floats slowly about, turning so as to absorb the maximum amount of light in the vicinity — sunlight, if above ground, or torchlight or phosphorescence if in subterranean regions. Areas of con- Not a beholder, but bad nonetheless tinual light radiance often serve as under- ground lairs for gas spores. The false eye

36 APRIL 1987 of an aniatha (so-called because of its tissue material, leaving only the empty any vector or angle), and is a strong force, external resemblance to the central visual husk of the host. capable of resisting normal breezes (al- organ of a beholder, whose magical “If the tough, fibrous epidermis of a gas though a gust of wind can often hold one powers the aniatha does not share) is spore is ruptured and its gaseous interior at bay), and is thus unaffected by dispel indeed an eye, which is sensitive to all contents are mixed with air, it will ex- magic or reverse gravity. A push or repul- light and enables the creature to orient plode, as mentioned earlier. Accidental sion spell is effective in fending off a spore itself so as to gain the maximum possible contact with branches, rock, flesh, and in most situations. available light, identify food, and navigate other obstructions rarely splits an ania- 3. A gas spore’s eye has 12” infravision through its surroundings. tha’s skin — it must be pierced by a thorn, and is sensitive to all forms of light and “The gas spore also has 10 tentacle-like spike of rock, or the cutting edge of a heat energy. Presumably, it can also detect arms which resemble a beholder’s eye- weapon or similar object in order to rup- vibratory and -fluctuation distur- stalks. These arms, sometimes called rhi- ture. It is the violent reaction of the gas bances, for a gas spore can detect noise zome growths, are actually the feeding spore’s internal gas with air — “a mere and movement within 6” (although how it organs of the gas spore. With them, an accident of nature,” as the eminent natu- does this is unknown). It should be noted aniatha sucks molds and lichens from rock ralist, Gessage of Neverwinter, puts it — that a gas spore’s eye cannot be blinded or walls, leaves from treetops and aerial that makes the gas spore infamous and dazzled by sudden or intense bursts of plants, and duckweed or pond scum from dangerous. It is thought that the tiny jet of light, such as those produced by explo- the surface of pools of standing water. The gas exposed to the air when rhizomes are sions and some creature and spell effects; arms also help the aniatha “walk” deli- ejected at an intended host does not ex- these are merely absorbed by the gas cately along rock walls, tree trunks, and plode because it is chemically altered by spore. the like, keeping the central body of the cells within the tentacle, so as not to react 4. A cure disease spell cast upon any gas spore from injury against such ob- with air. There is certainly no truth to the rhizome-infested creature within 24 hours structions. Under certain conditions, the belief that a gas spore must die (that is, automatically destroys all the rhizomes. arms also discharge rhizomes. Gas spores explode) to reproduce. Note that from 20 hours of infestation often group together where food and light “Any aniatha that lacks sufficient food until death (when the rhizomes hatch), a are plentiful, but they have no apparent and energy to remain fully active will host body is being eaten away from within intercommunication, and never attack or hibernate, floating motionless or drifting (see below). feed on each other. aimlessly in air currents with its bodily 5. Rhizome-infested creatures are feeble- “The danger to adventurers lies in the processes halted, eye closed, and tentacles minded within two rounds of initial infes- aniatha’s asexual means of reproduction. curled in upon itself. Such suspended tation and cannot grasp objects, perform The interior of a gas spore is a hollow hibernation can last for centuries, until tasks, or even move without aid. This can cavity filled with gas, in which a cloud of nearby light, heat, noise, or movement only be cured by the application of cure rhizomes is suspended (in whirling mo- revives the gas spore. Truly, it is a curios- disease as noted above. An affected person tion), nourished, and protected. These ity of our world, if not a sentient creature could stand, for example, but could not reproductive spores are produced on the proper in the sense that others in this fight, defend himself, climb stairs, walk, or interior surface of the gas spore and re- bestiary are.” even push open a door unaided. If the leased into the gas storage bladder when character fell, he would lie unmoving until fully developed. Here, they whirl at a helped up. After 4-7 turns (3 + 1d4), the constant and pressure, until a Notes victim slips into a coma and remains tentacle of the gas spore touches the flesh 1. The explosion of a gas spore does 6-36 therein until cured or killed by the hatch- of a warm-blooded mammal of gnomish or hp damage to all beings within a 20’ radius ing spores, regardless of external stimuli. greater size (for such are the aniatha’s (half damage if a saving throw vs. wands is (Application of a temporal stasis spell minimum needs for a reproductive host made). Warm-blooded mammals within affects both victim and rhizomes normally, creature). Upon such contact, the flexible this range must also save vs. poison at +3 effectively freezing their activity.) After 18 tentacle exudes moisture to create a tem- to avoid being infested with rhizomes (see hours of infestation, a victim ravaged by porary airtight suction-seal with the flesh note 5 for effects). Any creature in direct the spreading rhizomes must make a of the mammal, and a jet of rhizomes is contact with an exploding aniatha (i.e., successful system-shock survival roll to expelled through the hollow tentacle, touching the aniatha physically or with a avoid death. At 20 hours of infestation where they stick to the hapless victim’s held weapon) takes full blast damage with (and every hour thereafter), a host victim skin, thus infesting the mammal. The no saving throw, but saves normally ver- loses l-4 hp. These losses accumulate until tentacle constricts to pinch itself shut at its sus rhizome infestation due to the force of death occurs, whereupon 2-8 spores erupt base (within the spherical body). The the blast, which tends to drive most rhi- from the corpse. These effects occur un- creature then withdraws from the mam- zomes past the victim. This saving throw less curative spells are used to halt the mal. Adventurers report that severing versus rhizomes represents the possibility growth of the proto-aniathas. A cure dis- tentacles does not cause the central body of being infested at any time while a char- ease will destroy the rhizomes at this to leak or explode. acter is within the spreading, dissipating point, but will not cure any internal dam- “Warm-blooded creatures of sufficient spore cloud — creatures remaining in the age. By attaching themselves to such hosts, size are located by a gas spore’s infravis- vicinity need not roll for a saving throw the proto-aniathas provide themselves ion. The aniatha will pursue such a pro- each round. with protein substances not found in plant spective host until the creature is 2. A gas spore’s levitation is a natural, life — substances which are essential to contacted or until pursuit is ended by the spell-like ability, and is not, as is popularly their growth and survival. disappearance of the creature, by a bar- believed, linked to buoyant internal gases. Expelled, fledgling spores hatched from rier, or by the availability of other food. Instead, this ability is the result of an a host are of small size (4’ diameter), do (Being unintelligent, an aniatha will break independent power which is not fully only 2-16 hp damage if ruptured, and are off pursuit immediately to ingest plant understood at present. In this way, the gas otherwise identical to a mature spore. material.) spore‘s levitation is akin to that of the They grow to full size at whatever rate “Unless the rhizomes are destroyed by beholder, and it is perhaps magical in available food and light energy permit magical means, an infested host creature nature. Such levitation is an ability held (usually within the first one to five years dies, sprouting 2-8 gas spores from its only by the living plant and not by dead or of life). body. In the last few hours before their severed portions thereof. It enables the emergence, the growing spores eat away aniatha to move 3” per round in any di- and absorb surrounding bodily fluids and rection (horizontal, vertical, lateral, and at

DRAGON 37 by Mark L. Palmer convinced to move one step closer to 1. The ability to cast one zero-level spell, neutral with respect to Law and Chaos. or orison (as per DRAGON® issue #l08 Thus, an inquirer becomes either neutral “Cantrips for Clerics”). Zero-level characters who desire to good, neutral, or neutral evil. If an in- 2. Save vs. fire-based attacks at +1. enter the druidic priesthood in the quirer makes his saving throw, he finds 3. Use any druidic magic items (except AD&D® game go through two preparatory the teachings confusing and eventually for scrolls) at half power. levels: the inquirer and the petitioner. An leaves the lectures. He may return at a A petitioner is responsible for the clean- inquirer is simply one who is interested in later date if he so desires and repeat the liness of the grove and is expected to help entry to the druidic priesthood. The in- lectures. This saving throw is not required keep order at all meetings. When the quirer attends various ceremonies and by PCs who desire to become druids, petitioner is ready to advance to the aspi- lectures held by a 3rd-level or higher though it is useful for NPCs. rant level, he is given another interview as druid. The inquirer gains no special Once this change takes place, the in- described earlier. If found worthy, the powers or abilities, has no responsibilities, quirer may ask to be granted petitioner petitioner is advanced through a special and usually brings an offering to the meet- status. The druid in charge performs an ceremony to the 1st or aspirant level. The ings even though no donations are re- interview which includes the casting of a druid is now able to receive two first-level quired. The lectures are given in the form detect balance, detect magic, and know spells, or more, depending on his wisdom. of parables or stories with hidden mean- alignment spell, to insure that the candi- Table 1 shows the progression we have ings and symbols; this keeps the sacred date is worthy. A simple ordination cere- just discussed. knowledge safe from the unworthy and mony is then conducted, and the The following is a list of orisons that a the uninitiated. candidate becomes a petitioner. druid may through prayer. As Inquirers may be of any alignment. An During the course of his training, a with most druid spells, the material com- inquirer must make a saving throw vs. petitioner becomes true neutral in align- ponent is the druids mistletoe (unless death magic after attending a lecture or be ment. He also gains the following powers: otherwise stated).

Table 1 Table 2 Experience Levels for Aspirants Druidic Orisons

Experience Experience Accumulated Level 1. Animal 11. Judgment points level hit points title Orisons 2. Animal command 12. Liven -1,500 to -501 0 2* Inquirer none 3. Bless meal 13. Pet -500 to -1 04Petitioner 1 4. Consecrate 14. Preserve 0 to 2,000 1 ld4+4 Aspirant 2** 5. Elemental shield 15. Prod 6. Find water 16. Remove pain * At this time, the druid gains his constitution bonus if he is zero level. If the in- 7. Flame finger 17. Restful sleep quirer is seeking to leave a previous class for this one, he receives the constitution 8. Haze 18. Smokeball bonus at 1st-level aspirant. 9. Holly dart 19. Temperature * * At 1st level, a druid gains two first-level spells. He may choose to take two ori- 10. Humidity 20. Watch sons in place of one first-level spell. The following abbreviations are used: AE is Area of Effect, CT is Casting Time, and Perm. is Permanent.

38 APRIL 1987 Animal (Conjuration/Summoning) otherwise, within 100 yards. The druid The druid may cause all objects in the Range: ½ mile Components: V,S,M requires a consecrated branch of wood area of effect to become damp and slip Duration: 2 turns CT. 1 round cut in the form of a “Y”. The water must pery. This remains in effect until the area AE: Special Saving Throw: Neg. be of at least 10 gallons in volume and is naturally dries out. The reverse is also not guaranteed to be fresh or drinkable. possible, with the druid drying an area This orison allows the druid to summon that remains dry until naturally becoming up to 2 HD of mammals, birds, or reptiles Flame finger (Alteration) wet. to his area. The animals are not under the Range: 0 Components: S druid’s control. They may, however, be Duration: 1 round CT: 1/3 segment Judgment (Divination) subjected to further spells cast by the AE: The caster Saving Throw: ½ Range: Touch Component: V,S,M druid after they arrive. The components Duration: 1 turn CT: 1 segment of this spell are an oak leaf and a small bit This orison has two applications. The AE: 10’ radius Saving Throw: Neg. of food. first creates a small flame on the end of the caster’s forefinger. This flame cannot This orison allows the druid to hear a Animal command (Enchantment/ be extinguished while the druid holds it. dispute and render what he would con- Charm) The druid has one round to transfer the sider a fair judgment. The disputers are Range: 1” Components: V flame to any combustible material or the allowed a saving throw vs. magic; other- Duration: 1 round CT: l/3 segment flame dies. Once transferred, the flame wise, they agree to the druids settlement. AE: 1 Animal Saving Throw: None becomes nonmagical and is subject to If the disputers make their saving throws, wind, water, and other means of being they may ask for another judgment or This orison (except as noted) is the same extinguished. The second application is may seek another judge. Both participants as the clerical spell command. It effects very rarely used because of the great must willingly submit themselves to the only animals of low intelligence or less. danger involved. The druid may imbue the judgment, or the orison has no effect. flame with some of his own lifeforce. This Bless meal (Alteration) causes the flame to become magical, mak- Liven (Alteration) Range: 1” Components: V,S,M ing it capable of striking any creature as Range: Touch Component: V,S,M Duration: Perm. CT: 1 round though the target was AC 10. The druid Duration: 1 turn CT: 1 round AE: 1” sq. area Saving Throw: None can then hurl the flame up to 3’, and must AE: 1 plant Saving Throw: None successfully hit the creature. Magic resist- This allows the caster to bless a meal, ance applies, and a successful saving By means of this orison, the druid may including drink, so as to give those that eat throw vs. magic negates half the damage. restore life to any one plant; if applicable, it a +1 saving throw vs. any poison or The amount of damage done varies with he may also cause that plant to bring forth diseases it may contain, even if one is not the amount of lifeforce transferred. The fruit. After one turn, the plant returns to normally allowed. druid takes 1 hp of damage for every hp its original state, and any fruit not con- of effect he wishes the flame to have. sumed turns to dust. Consecrate (Invocation) Furthermore, the druid must make an Range: 1" Components: V,S unmodified saving throw vs. death or Pet (Enchantment/Charm) Duration: Perm. CT: 1 round permanently lose ¼ of all hit points given Range: 1’ Component: V AE: 1” sq. area Saving Throw: None to the flame. These lost hit points can only Duration: 1 turn CT: 1 segment be regained by level advancement; no AE: Special Saving Throw: Neg. This orison is used to consecrate any magic of any type will restore the lost hit material component that may be needed points. This application of the orison may This orison allows the druid to calm one for use in spell-casting (such as mistletoe, only be cast once per day. Both applica- animal of up to 2 HD, domesticating the holly, and oak leaves). It is also cast before tions of this orison require only somatic animal for one turn. The animal must have offering any special sacrifices or before components, as the flame is drawn from a low intelligence or less. Any attacks on beginning any special quests. It offers no the lifeforce of the caster. the animal break the orison. benefits per se, but all affected items radiate a faint dweomer, as will any who Haze (Alteration) Preserve (Alteration) have embarked on a special mission. Range: 0 Components: V,S Range: Touch Components: V,S Druids will recognize the dweomer if a AE: 3” radius Saving Throw: None Duration: Perm. CT: 1 round detect balance spell is cast, and will offer AE: 1’ square Saving Throw: None any aid to those so marked. A druid may cause a haze to envelop his person for two rounds by means of this This orison is used to preserve those Elemental shield (Abjuration) orison. This haze gives the druid the bene- material components of an animal or Range: 0 Components: V,S,M fit of +1 to AC and +1 to saving throws. vegetable nature for future use. Under Duration: 1 round CT: 1 segment this orison, these items are not subject to AE: The caster Saving Throw: None Holy dart (Alteration) decay. Other forces, such as elemental Range: Touch Components: V,S,M attacks, may destroy the item, however. This orison gives the caster 8 hp of Duration: 1 round CT: ½ segment protection from all types of attacks based AE: One dart Saving Throw: None Prod (Evocation) upon any of the elements (air, earth, fire, Range: 1’ Components: V,S,M and water). The attack may be from a By means of this orison, the druid may Duration: Instant CT: 1 segment magical or nonmagical source. enchant a special consecrated holy dart to AE: 1 creature Saving Throw: Neg. become a magical dart +1 for one round. Find water (Divination) If not used before the expiration of the This orison produces an electrical spark Range: 100 yards Components: V,S,M orison, the dart reverts to its normal state. springing forth from the caster’s hand to Duration: 1 turn CT: 4 segments strike any one creature. This spark does 4 AE: 100 sq. yards Saving Throw: None Humidity (Alteration) hp of subdual damage and 1 hp of actual Range: 1” Components: V,S damage. (For information on subdual By means of this orison, the druid can Duration: Perm. CT!: 1 segment damage, refer to p. 109 of Unearthed locate large amounts of water, fresh or AE: 1” rad. sphere Saving Throw: None Arcana.)

DRAGON 39 Remove pain (Necromantic) that the caster desires. Those within the Range: Touch Components: V,S,M smoke cannot see or breathe, and must Duration: 1 hour CT. 2 segments leave the smoke immediately. AE: 1 creature Saving Throw: None Temperature (Alteration) This orison negates the effects of pain, Range: 0 Components: V,S,M allowing the recipient to gain 1 hp, but Duration: 1 turn CT. 3 segments only for the duration of the spell (if the AE: 1 person Saving Throw: None one who receives the orison is currently wounded). This orison cannot help a An individual protected by a tempera- healthy character. ture orison is protected from adverse temperature as though he was wearing a Restful sleep (Necromantic) ring of warmth. Range: Touch Components: V,S Duration: 4 hours CT. 3 segments Watch (Conjuration/Summoning) AE: 1 creature Saving Throw: None Range: 0 Components: V,S,M Duration: 4 hours CT! 2 segments This orison allows the willing recipient AE: 1 animal Saving Throw: Neg. to gain twice the benefits from half the rest; thus, the creature touched gains the The druid is able, by means of this ori- benefits of eight hours of rest from only son, to charge an animal to watch over four hours of actual sleep. The individual him while he sleeps (the animal may, how- may be awakened at any time, and may ever, make its saving throw and ignore the wake-up of his own volition in an emer- spell). If the animal accepts the charge, it gency. Upon the recipient’s awakening, the remains alert and awake to the best of its orison terminates. ability. If anyone approaches within 20’ of the caster, the creature will attempt to Smokeball (Alteration) awaken the druid. The animal will not Range: 2’ Components: V,S fight for the druid unless it is also at- Duration: 1 round CT. 3 segments tacked. The material component is a small AE: 1’ radius sphere Saving Throw: None amount of animal food.

This orison brings into being a sphere of dense smoke anywhere within the range

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forks of different materials, all set to the Pitch A and the notes adjacent to it. The pitches and materials required are shown in Tables 1-4. A tuning fork set to the note B and made of quartz crystal is used to reach the As- tral Plane. There is a 50% chance per use that the quartz will crack and be unusa- ble. Planar travelers entering the Astral Plane in this fashion are physically moved deep into the plane, far from any color pools. A single fork of the correct material and pitch will take the caster of the plane shift (and other items) to the top-most layer of any . The major chord will take the traveler to the second layer (if) any). the minor chord of that note will take the traveler to the third layer (if any). Other chords may take the traveler to deeper layers, fail entirely, or take the traveler to another area (see Experiment- ing, below). Reaching the Prime Material Plane re- quires a steel C-fork. The spell will take the travelers to the Prime Material Plane to which the metal is native. If the metal came from an alternative Prime Material Plane, then the fork will take the traveler to that plane. Such forks are normally used by those interplanar travelers who wish to return to their native plane. The plane shift spell also notes that by Jeff Grubb spell plane shift. “The material component travelers using these forks may be re- of this spell is a small, forked metal rod — turned to their starting plane. They may the exact size and metal type dictating to only be so returned under the following Hello, and welcome to the first of a which plane of existence the spell will circumstances: series of articles on bits and pieces and send the affected creature(s) to. (Your 1. The individuals are still alive on the other neat things involving the care and referee will determine specifics regarding other plane. feeding of the known planes of existence. bow and what planes are reached.)” (The 2. The individuals are still on that plane The purpose of this series is to supplement italics are mine.) OK, how many of you or planar layer (if they travel to another the material that will be presented in the DMs have determined such a thing? Let’s plane or planar layer they may not be upcoming , the new- see some hands. Uh-huh. Right. A couple returned); and, est hardback for the AD&D® game system. of devoted folk, but the majority have let it 3. The same fork is used to return them. Note what I said — the material here is a go by the wayside, either ignoring the This means in all cases of the glass fork supplement to the hardback. It’s not rough material components or just hoping that for the ethereal and 50% of the time with information in summarized form, a pre- the PCs don’t head out for the planes. the crystal fork for the astral, the trip to view, nor any of that. This is news you Let’s take care of that right now. Using the other plane is one-way. can use. the proper fork is preferred at formal The reason is simple. In Manual of the dinner parties, but it is an absolute re- Planes, we (editor Mike Breault and my quirement when traveling between the Experimenting with forks self, aided and abetted by a number of planes. Many of the forks required to reach friends and fellow gamers) are faced with other planar layers are listed as “un- about 40 infinite planes of existence, many Planar forks known.” Chords do exist for these layers, with their own multiple layers or demi- Planar forks are devices used in plane- but they differ from Prime Material Plane planes. Certain things are not fully ex- spanning spells to determine the final to Prime Material Plane (that is, from game plained, being left for another forum to destination of people using those spells. campaign to game campaign). Further, cover in detail. Two factors determine the final destina- they do not follow the standard rules for This series hopes to be that forum. We’ll tion using one of these forks: material and reaching the other layers. Just because the talk about some the nicer details and pitch. Material is the substance of which first three Hells use F-sharp and its major tricks of adventuring in the various planes the fork is made — usually, but not always, and minor chords in iron doesn’t mean where the physical laws do not conform to metal. Pitch is the note struck that guides that the fourth layer of the Hells will need the standard campaign. Monsters, such as the spell to a particular plane. an iron fork or that it will be related to F- the astral dreadnaught, the archons, and The Ethereal Plane may be reached by a sharp in the least. In part, this is because the quasi-elementals, more magic items plane shift using a B-fork made of glass. the natives of these lower layers take a that are usable in the planes, and the very The body is transformed into the ethereal dim view of interplanar trespassers, and business of being a world-shattering state in making the transfer into the plane. they deliberately alter the required power like Odin or Zeus. The glass fork is broken in the use of the chords. We’ll start with something simple and spell. Those cast into the Ethereal Plane If the travelers uses the plane shift spell indicative of the problems faced when are placed deep into that plane, away from with different forks or other types of dealing with the planes in general: Players any curtains that lead to other planes. chords, the DM may either choose a result Handbook, page 50, the fifth-level clerical The Inner Planes may be reached by or may roll on Table 6 to send them

42 APRIL 1987 whither he will. Layer 3 Gold E minor Nine Hells Iron F-sharp The DM is not committed to these com- Layer 4 Unknown Layer 2 Iron F-sharp major binations and is free to modify them to fit Happy Hunting Layer 3 Iron F-sharp minor his own campaign, For example, a DM not Ground (also Other layers Unknown wanting easy access to the Inner Planes known as the Acheron Iron G may change the notes to combinations of a Beastlands) Gold F Layer 2 Iron G major G as opposed to combinations of an A, and Layer 2 Gold F major Layer 3 Iron G minor not tell the players (until a few of them Layer 3 Gold F minor Layer 4 Unknown have stumbled into Lolth’s lair by mistake). Olympus/Arvandor Gold F-sharp Concordant These rules are the general heading for Layer 2 Gold F-sharp major Opposition Platinum C helping the DM get players into the planes, Layer 3 Gold F-sharp minor and into further adventures — and that’s a Gladsheim Gold G ¹ ’s layers tend to overlap and ooze plane fact. Layer 2 Gold G major between each other, so that precise deter- Layer 3 Gold G minor mination of the destination layer is Limbo¹ random. Layers 1-5 Nickel C ² The lower layers of the Abyss may be Table 1 Pandemonium Iron C-sharp reached by random chords (see Experi- Major Inner Planes Layer 2 Iron C-sharp major menting, below). Layer 3 Iron C-sharp minor Fire Copper A Layer 4 Unknown Earth Zinc A Abyss² Water Lead A Layer 1 Iron D Table 6 Air TinA Other layers Unknown Random Planar Destinations Tarterus Iron E-flat Layer 2 Iron E-flat major 1d100 Destination Iron E-flat minor 01 Transported to intended destina- Table 2 Layer 3 Unknown tion. . Para-Elemental Planes Other layers Iron E 02-50 Nothing happens. Iron E major 51-80 Transported to random layer of Smoke Bronze A Layer 2 Iron E minor the Abyss. Magma Brass A Layer 3 Iron F 81-90 Transported to demi-plane of Ooze Zinc/lead mix A Iron F major DM’s choice. Ice Pewter A Layer 2 Layer 3 Iron F minor 91-00 Transported to Alternate Layer 4 Unknown Material Plane.

Table 3 Quasi-Elemental Planes

Lightning Tin A-sharp Radiance Copper A-sharp Minerals Zinc A-sharp Steam Lead A-sharp Dust Zinc A-flat Vacuum Tin A-flat Ash Copper A-flat Salt Lead A-flat

Table 4 Energy Planes

Positive Material Plane None known Negative Material Plane None known

Table 6 The Outer Planes

Nirvana Silver C Arcadia Gold C-sharp Layer 2 Gold C-sharp major Layer 3 Gold C-sharp minor Seven Heavens Gold D Layer 2 Gold D major Layer 3 Gold D minor Other layers Unknown Twin Paradises Gold E-flat Layer 2 Gold E-flat major Elysium Gold E Layer 2 Gold E major

D RAGON 43 games because few of their friends do. Worse sique and endurance - 3, charisma - 2, social yet, the girls who are free enough from peer class - 3, bravery - 2. They will be excluded pressure to try out novel ideas are outsiders, from combat, from all parts of the Church save FORUM seen as “weird,” and are the least likely ones to the nunnery, and expected in most cases to incite a trend; the very fact that these girls adopt a domestic position as wife, housekeeper, engage in an activity, whether club or and servant. These factors are invariable.” In a (continued from page 6) D&D games, can often label the activity as game with magic, miracles, and dragons, was something only for nerds. In addition, most the idea of a female adventurer so unthinkable? play are. Beards tend to get in one’s way when “mundane“ girls are simply not interested in Needless to say, I doubt if the game in question working with chemicals and that sort of thing. gaming and have no desire to change. attracted many female players, and certainly no The foremost bearded wizard which comes to A second major reason for the shortage of female characters. Judging by its brief period of my mind is Tolkien’s Gandalf. Do all wizards female players is the attitude of the existing existence, I suspect it attracted very few players look like him? I think not, but it seems that most male players and gamemasters. Throughout the at all! I have found that games tend to either players think so. years I have been playing FRPGs, without excep ignore all differences between male and female By laying these accusations on females, tion, I have been treated as a novice in any characters, which is dull, or severely restrict the thieves, and magic-users, Mr. Tejes is being left game I joined — even by new players entering female characters, which is worse. Vive la out of three of the most stimulating roles to games in which I was already a participant. As difference! One option is to apply a - 1 to the play. I often hear skeptical and lewd remarks far as I can tell, the prevailing attitude among strength of female characters and a + 1 to when I suggest other males play female charac- the less-enlightened male gamers (this includes dexterity or constitution, player’s choice. In ters, but my best fighter and only assassin are most of those in the adolescent age range) is addition, in my campaign, the character class of females, and they are a force to be reckoned that all females are novices at best and incapa- ranger is restricted to male characters only, as a with. Thieves and magic-users require a differ- ble of learning. It can get very frustrating at sort of fraternal society, and witches are exclu- ent mentality to be played. These folk cannot times to be treated as a total and permanent sively female. barge into a room in full plate armor, armed incompetent. If a person is only tentatively The easiest thing to do is to leave your stereo- with their mighty blades, and hack everything interested in gaming in the first place, this kind types behind when you go to a game and treat to bits. That is the noble fighter’s job; the thief of subliminal insult will turn them off very female players as just what they are: people. and magic-user must live by stealth, luck, and quickly. One final thought. How many girls have never spell-casting. No sex, race, or class should be Isolating a broad group of people as a special tried role-playing for the simplest reason there slighted, because the best adventuring party has case and giving them special consideration in is: “Nobody ever asked me”? a variety of each. the guise of helping them often harms more Jeanne McGuire Randy A. Donahue than it helps. Such a group will have a difficult State College PA Hot Springs AR time, at best, being accepted by the majority. The unvoiced, often even unrecognized, attitude I would like to comment on Mr. Dorman’s I have one quick issue regarding women in is “if they were really equal to us, they wouldn’t article in issue #117. His ideas on how to use the D&D® games. It is hard to be a woman DM. I’ve need special privileges.” This is the case, feudal system for AD&D games were excellent, given up. It’s hard enough to find men who whether it is hiring quotas or seminars on but some problems may arise. don’t mind campaigning with a woman (espe- “Women in D&D Gaming.” I do not want to be One problem is chaotic characters. The feudal cially when she runs a male character). I’ve treated as a “female gamer;” I am an ordinary, system relies on strict adherence to law and heard every excuse from “Well, then we have to normal gamer whose plumbing just happens to knightly standards in which one obeys his lord’s watch our language” to “You might take our be different from most of my companions. commands without question. Chaotic characters ‘rape and plunder’ campaigns too seriously and I am involved in three weekly AD&D games, may rebel against such a system. This could be offended.” Come on, guys. At 27, with a one of which I DM, all with at least two female provide for interesting confrontations. A second library of well over 200 science-fiction and participants. My advice on how to obtain and problem is shifting loyalties. The feudal system fantasy books, don’t you think I can handle it? If retain female players is fairly simple. First, depends on knights and serfs giving their loy I couldn’t, I’d get out of the group. After all, remember one fundamental thing: Females are alty to their feudal lord, and during the fall of nobody forces me to play. individuals, too! We are no more all alike than this system, many shifted their loyalties to their Sometimes I feel like I’m beating a dead horse, males are. So, you’ve seen a few incompetent king and nation. Finally, a third problem is the but there are women who like all the hack and female players or DMs? If they had been male, control the feudal lords have over towns. Many slash as much as you guys out there. I feel that would you refuse to play with males after that? merchants and tradesmen lost the opportunity if a letter like this gets printed, maybe it’ll start We are people, same as you. We have good days to make money because they had to obey their some more guys thinking about including and bad days: we start as beginners and learn. I lord. Under this system, the commerce of many women players in their campaigns. have run into many (usually young) males who towns in Europe was weakened. P.S. Can anyone suggest easy ways to find said “but I wouldn’t know what to do with a This does not mean one should discard the players? My husband is in the Navy, and we female player.” The answer is simple: deal with system. The system does provide law and order move a lot. It seems to take forever to find other the player, ignore gender. I’m not much differ- in a local area. You could modify the system so players. I know they are out there; I just don’t ent from the guys I play with. My characters, of as to encompass the chaotic ideas of individuals. have a good way to find out who they are in a either sex, do not want to be protected. They Another modification could be that the king short amount of time (within a month or two). are quite capable of committing adequate may only deals with other nations and keeps an eye Any suggestions would be helpful! hem on their own. on all the feudal lords, thus avoiding the possi- Candace Miesen The one change to gaming style that I would bility of shifting loyalties. A third possibility is to Millington TN suggest is one that will make the game more allow tradesmen or merchants to make money attractive, not just to female players, but to from side endeavors, thus avoiding the problem Every so often, I read a fresh crop of letters anyone besides adolescent males. I have seen far of a weakened town commerce. There are, of or articles on the fundamental topic “we should too many games run by young, inexperienced course, other ways to modify the feudal system be nice to the poor girls/women and help them males which are endless streams of mayhem, so that it does not seem as harsh, but then learn to play the D&D game!” While I under- often with crude pornography injected. I have again, you may choose not to, thus giving player stand the authors’ good intentions, I cannot even played in a few of these (with male charac- characters something to fight against. Who agree with their premises or suggested courses ters, out of self-preservation). I suppose if you could be a better foe than an evil feudal lord? of action. are a 14-year-old boy, this sort of thing is fun, Drew Martin As a female player and DM for over nine but not many people of other ages or either Rockville MD years, I have seen a number of reasons for the gender enjoy it. Interestingly enough, I (and all dearth of females in gaming. One, and I suspect of the female players I know) run characters of this is the primary one, is a combination of lack either gender; so do the male members of our of interest and peer pressure. The age at which regular gaming group. many players begin their interest in FRP games Severe sex discrimination is often institutional- Please remember to enclose a also happens to be a period in a child’s life when ized, as it were, in game rules. In the case of a both boys and girls are under extreme peer game mercifully forgotten by history, the follow- self-addressed, stamped envelope influence. In both cases, but particularly for the ing rule was stated: “Players wishing to play a with all of your submissions to girls, the urge is to “go with the crowd.” This is a female character must . . . make the following speed our response. repressive cycle; not many girls play in D&D adjustments to die-rolled characteristics: phy-

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46 APRIL 1987 HIS JERK KILLED A DRAGON AND left it at my doorstep. Sir Percival Flaubert, first son of the local baron Dragon — blond, always smiling, arrogant. You know the type. His father bought him the fastest horses, the flashiest armor — like I said, a jerk. And he had to slay this four-ton monster in front of my hovel. Meat Why didn’t I see it coming? My wife had told me the day before that the neighborhood serpent had seized a virgin and carried her off to his mountain lair. I was mildly surprised that there were any virgins left — Sir Percy wasn’t particular. In fact, I’ve always wondered if that didn’t set the dumb lizard up just to get Percy to notice her. I didn’t take it too seriously. It was late fall, I had a crop to get in, and my cow had died two weeks earlier with the flu. Yes, the flu. But I figured everybody has his by Robert Don Hughes problems, right? I would manage. When Sir Percy got the word about the virgin, he charged up the mountain and offered the beast a chal- lenge. Oh, not to fight him there, of course. No, they needed an audience so that young Flaubert could build his knightly reputation. He invited the poor serpent to meet him at the edge of the village. My edge. The dragon didn’t catch on what the meeting was for, and the girl, playing the damsel in distress to the hilt, evidently didn’t clarify matters. Dumb lizard never knew what hit him. I’d strapped myself into my ox harness and was pulling my wagon in from the field when I saw the crowd around my hovel. Rather easy to guess what happened: over here laid a mountain of dead dragon, and over there stood Sir Percy, beaming at the halfhearted cheers of my fellow peasants and ogling the virgin. I went straight to him. “I say, my lord, you’ve slain a dragon.” Sir Percy looked my up and down, as if I were what stunk instead of the foul serpent behind me. Then he turned back to the girl. I tried again. “When do you plan to pick it up?” His eyes jerked back to mine, his expression of faint disdain blossoming into a proper sneer. “Pick it up?” he demanded, with that irritating drop and rise on the last word of his sentence that blue bloods must start teaching their children prenatally. “That is a dead beast, peasant. I do not touch dead beasts.” I’ve never been a crusader, but the fact that this carcass loomed in front of my cottage stimulated within me a sud- den zeal for the proper disposal of hazardous wastes. “Well, somebody’s got to get rid of it! It’ll stink up the whole region!” Young Flaubert smiled superciliously. “Of course, someone will. You shall.” “Me!” “I’ve done you a favor, varlet!” Sir Percy snarled. “Now you must do the rest!” I hated him calling me a varlet. I wasn’t certain what the word itself meant, but I knew exactly what he meant by it. “Now wait —” I began, but the knight had no more time to chat with a common peasant. He tossed the swooning girl onto his charger and mounted up behind her. Illustrations by Brad W. Foster

D RAGON 47 “What have you ever done for me?” I shouted at his the company of two of the old goat’s men-at-arms. He back, but the racket of iron-shod hooves drowned out my kept his distance as he unrolled a long scroll and read a words. He ignored me. proclamation. Whereas I had willfully neglected my duty I looked at my wife. She rolled her eyes. I looked at my to king, country, and lord of the manor, I was to be fined neighbors —or tried. They were all scampering back to some exorbitant sum, to be extracted daily until such a the village, or else back to the fields, but not one scam- time as the fetid hulk should be removed, and so on and pered anywhere near me. The task of dragon removal had so on. All this to a man whose cow was dead. I shrugged, been placed squarely upon my capable shoulders. They and the steward tamped at his nose with a handkerchief believed in me. and started to ride off. How do you move a dead dragon? What do you do with That’s when this other contingent of riders arrived, it once you get it to wherever you’ve moved it? I’d never dressed in the livery of the king no less. A strange little given such questions any thought before. If asked, I might man whose eyes didn’t focus got off his horse and walked have suggested that a dead dragon would simply disap- over to me. He had an odd smile, as if half-embarrassed pear, being a magical beast. At the very least I figured at what he was about to do and half-thrilled at being the that other dragons would come to collect the remains of one permitted to do it. “Is this your dragon?” he asked. their own and bear him off to some burial ground in the “He is now.” The words were out of my mouth and hills. That prompted my next thought: “I’ll wait,” I told gone before I could stop them, and the little man’s eyes my wife. She rolled her eyes again, and went into our glowed wickedly. I’d known it from the moment he’d hovel holding her nose. gotten off his horse, and it was my own fault for not be- Two days later no dragons had come, and the stench having accordingly: this was a tax man. He scribbled was awful. Worse than that, everyone seemed to hold me something on a scrap of parchment and handed it to me. responsible. Friends of a lifetime cursed me as I walked “What’s this,” I asked flatly, but I already knew. the mud roads of the village. Some kid threw a dirt clod “Property taxes,”the little fellow grinned, and he got and knocked off my cap. I stomped into my cottage to back onto his horse. recount these injustices to my loyal wife. “How can this be property when the baron has ruled it “Sluggard!”she railed. “Lazy oaf! It’s been three days, a public nuisance!” and you’ve not lifted one finger to dispose of that thing!” “We’ve had no conversations with your baron on this “That thing, dear wife, will not be moved by my lifting matter. He can rule it whatever he likes. You ought to be one finger!” I replied, with all the logic of the truly defen- grateful the beast isn’t moving.” sive. “Why,” I asked, not really caring. “Well, it certainly won’t move itself!” she snarled back. “Transportation tax,”the gleeful mouseling cackled, “I know that!” I barked. “I’m working on it.” then he and his entourage departed, leaving me and the “Work! What work? All you’ve done is sit on the stink- steward to stare after him. ing beast’s head and bite your lip!” The steward’s last words to me were brief: “Whatever “I’m thinking!” you do,” he warned, “pay us first.” “Yes, well, it’s stinking. Perhaps you haven’t noticed?” Then he, too, was gone, leaving me to pay my dragon’s she added more sweetly. head in shock and murmur, “Fat chance . . .” Indeed I had. I’d even slept in the doorway the night You see, few things terrify me so much as taxes. The before in hopes that I’d catch a cold. No luck. Why can’t baron’s fines I could ignore. I was already so deeply in- you ever catch one when you need it? debted to Flaubert I’d die before I could even pay off the “If you don’t do something soon, we’re going to have interest. But tax evasion was another matter. That could to leave this village. No one will talk to us. We’re outcasts! get me arrested, hauled off to the king’s court, and im- We might as well burn this hovel to the ground! And what paled on a stake! I got a little desperate then; and wild about our children, how would you like it if —?” ideas filled my head. My inner turmoil was evidently not She went on, I think, but I didn’t hear the rest. Her particularly noticeable on the outside, however. My wife words had inspired a splendid plan. I’d burn it! Make an stalked out of the house, propped her hands on her hips, awful stink, of course, but how much worse could it be and stared at me. I struggled to be polite. “Yes?” I in- than what we already smelled? I raced to the fire pit, got a quired. really good flame burning on the end of a stick, and ran “Do you realize we don’t have a scrap of food in this out to the side of the dragon. There, I paused trium- house? While you perch there like a plump vulture, the phantly, then put the thing to the torch. rest of your family is starving! Other men in this village It didn’t burn. My wife strolled out the door with a would have —” smirk on her face.“Dragons breathe fire,” she reminded I’m certain she continued, but I didn’t hear. I was off me. “Think they could do that if their hides could burn?” for the cutting board to fetch a cleaver, then back out the I shrugged, then sat down on the dead creature’s head door with it clutched in my fist. My wife’s eyes suddenly and thought some more. That night I didn’t even go in- grew very wide and round, and she backed up against our side. I slept on the ground, and woke with a wonderful stinking guest and stood there; quivering. “What’s the covering of frost on my back. I inhaled with great excite- matter with you?” I asked with exaggerated kindness. ment — but no luck. My sense of smell was marvelously “Don’t you point that thing at me!” she gasped, gestur- acute. ing toward the cleaver. It was a bad day. First, the baron’s steward arrived in I looked down at it. “It doesn’t have a point,” I ob-

46 APRIL 1987 served snidely. We’re very accurate when we quarrel. air . . . the view. . . .” I patted the dead beast’s head. I When I looked back up, she’d disappeared. Odd, I think I was actually growing fond of it. thought, but really preferable. I was about to experiment My wife stared back toward the cottage, a puzzled upon the dragon, and she tended to be squeamish. frown on her face. “Mmmm.” That was all she said. Going to the far side of the mound of flesh, I pulled Then she went inside and left me to my butchering. back the cleaver and chopped downward. I nearly cut my It was dark work. I’d gotten my fill of hacking on those hand off. The blade bounced off the scales and landed two nasty scales the first day, so I used the area I’d cleaned as feet behind me, while I grabbed my vibrating arm and an entry point and just cut my way into the dragon. By sought to still its shaking. “Scales,” I reminded myself. now there was room to squeeze inside, and I was coming “Under the scales,” I suggested as I picked up the cleaver to understand the life of a miner. While I didn’t enjoy the and tried again. It took a couple of hours, and the wife’s work exactly, I didn’t mind it much either. As far as I was cleaver would never be the same, but I did manage at last concerned, I mined a vein of pure gold. It netted me a to pry five of the wicked scales aside and cut myself a slice healthy profit the next day, when the market rotated to of dragon. I glanced around guiltily to see if anyone was another town. And the day after that, you might say my watching, then tiptoed to the hovel door to see if my mate fortune was made. That same pushy neighbor who had was back. She wasn’t. I danced to the firepit, stirred the spotted me before saw me again and had gone up onto coals to action and added a log, then found a flat, black someone’s cart to announce that the lavender stuff I was pan and started frying the lavender meat. selling was dragon meat. He’d intended to warn people I won’t describe the smell it made while cooking, except away. As it happened, I learned that day that advertizing to note that hungry dogs would gag at it. I persevered, — even negative advertizing — sells meat. nose firmly clasped between thumb and forefinger of my Now, I’d never been a merchant, but I’d never been a free hand. Obviously, the stuff did cook. I had to assume fool either. The sudden run on my ox cart stimulated my that only the scales were fireproof. economic imagination. I raised my price. Not without How can you tell when dragon is done? The meat still some hesitation, of course: would they laugh in my face? looked purple when I took it off the fire. I let it cool a Not so. They just paid through the nose in coin or bar- minute, then steeled myself and took a bite. All of my ter, then ran off to brag to other peasants about how much worst fears were confirmed. Dragon tasted exactly like they’d had to pay to get their chunk of dragon. liver. When I toted up my takings at the end of the day, two I ate what I could stomach, reminding myself with a things were evident. First, I wouldn’t have to drag my ox desperate optimism that there are many in this life who cart around by my own strength anymore, for I’d made actually like liver. I didn’t realize it, but that moment was enough cash to buy a new cow. And second, I needed to the turning point in my life. I was no longer a peasant. hire my neighbor. Henceforth I would be a salesman. Actually, I didn’t hire him. Instead, I told him I’d spon- One thing saved me: my wife liked it. Oh, I didn’t tell sor him. He could climb into the dragon with me, cut as her what she was eating, of course. I only lured her back much meat as he could carry, and sell it for whatever he to the hovel on the promise that I’d go to market in the could get. All he had to give me was half of his daily take. next village and buy some meat. I kept my promise too — He jumped at the offer. There are lots of idiots in the I just bought it from myself. I sold a dozen other chunks world, aren’t there? as well — none to anybody from our village, of course. In Within three days I no longer visited the market myself. fact, I had to leave rather hurriedly when one of my I was sponsoring fourteen distributors, and they were former friends got wind of a scent that had grown familiar, doing all the selling. All the butchering, too. About all I and started spreading nasty rumors. I beat a hasty path did anymore was to find new peasants I could tell about home, enjoying the unusual jingle of coins in my pants. “the business.” Incredible as it seemed, I soon had the When I got to the hovel, I cut a few more strips off the gold to pay my taxes, and the baron’s fines as well. I carcass and told my dear wife that it was parrot. When didn’t, of course. I just had the funds available. And I sold she told me she liked it, I told her what it really was, and my new cow to one of my distributors. After all, why did I spent that night back outside on the ground again. need it? If I kept it, the baron would just seize it for non- The next day the steward showed up with a new procla- payment of fines. Let him come take my hovel, instead. mation. I didn’t pay much attention, but my dear lady I suppose it was inevitable. About the time the dragon’s did. She burst into tears and ran over to grab my arm. carcass was half-empty and my distributors had started “They’re going to seize our home!” she wailed. “Non- sponsoring distributors of their own, Sir Percy showed up payment of fines!” looking grim. “Trouble! ” my distributors murmured, and I stood there with a cleaver in my hand, purple blood they scuttled away into the twilight. I stepped out to face all the way up to my shoulder, gazing over the head of my the man who had ruined me — and thereby made me wife at our humble hovel. “Let them,” I grunted. rich. “What?” she snapped, all tears vanished. He looked at me scornfully for several minutes, as if “What would they do with it?” I asked her. expecting me to talk first. I could wait. Sure enough, the “Sell it!” stench at last got to him. “Varlet! I hear you grow wealthy I nodded knowingly, then took a long, meaningful whiff from my dragon!” of that pungent aroma we’d grown to know so well. “With due respect, my lord, it’s not your dragon.” “Right. Must be hundreds of people who’d love the fresh “It is mine! I killed it!”

DRAGON 49 “Now that I’ll grant,” I responed, “but of course, you This was true enough, and it made Sir Percival scream declared it a public nuisance and bade me remove it. I’m with rage. It also gave him a new idea. doing that, my lord.” “We’ll burn you out!” “It’s my property!” Flaubert roared. I had to chuckle. “I tried that. The scales won’t burn.” I paused thoughtfully, then said, “Actually, it’s not. You “We’ll . . . we’ll . . . starve you out!” see, the king’s tax man has declared it my property, and I glanced around. “Plenty of food in here,” I said non- I’m paying taxes on it. Thus legally —” chalantly, not bothering to mention how I loathed the Flaubert did what any sensible knight would do. He stuff. I figured I could learn to like it. tried to chop my head off. “I’ll . . . I’ll —” I did what any sensible peasant would do. I ran and It was evident poor Percy’s imagination had run dry. dived into the carcass. Flaubert started in after me, actu- Before he pieced together the fact that I had, indeed, ally getting so far as to push his helmeted head inside. pierced the dragon’s hide and that in all probability he “Ah, my lord?” I said quietly. “I thought you didn’t could, too, I figured I’d better suggest some ideas of my touch dead beasts?” Then I gave a little sniff — just a own. little one. Enough, however, to remind him of the smell. “Sir Percival, there’s no reason why we can’t all have a Sir Percy threw himself backward with a lordly slice of this dragon. Now let me just tell you a little about “Aurgh!” A cry no peasant could even imitate. Then he a business that just can’t miss. It’s all based on the single, whined, “How can you do that?” inviolable principle that anyone can get rich if he doesn’t I smiled, but I doubt if he could see it through the mind taking advantage of his friends. And Sir Percy, I gloom. “Somebody’s got to,” I reminded him. need a distributor like you. The way I figure it, this skin “I’ll get you, peasant! I’ll be back in an hour with my will be empty within another two weeks. But there are guards!” hosts of dragons out there just waiting for an ambitious, “Bring them,” I yawned. shrewd knight like yourself to . . .” “We’ll seize your possessions!” And Percival bought it. He now has a hundred and six “I’ll move anything of value inside here.” distributorships in a dozen feudal kingdoms. And I spon- “I’ll imprison your wife!” sor him! “I’ll move her in here, too.” I hoped he wouldn’t ask We’ve diversified. I took the scales and started making how I intended to accomplish that. Given her choice, I flameproof armor and selling it to knights going out after figured my dear lady would opt for his dungeon instead of new meat. The wife and I have built a little mansion near my dragon carcass. the hovel, but we’ve kept the old place. Sentimental rea- Fortunately, he didn’t press that point, but went on to sons, you understand. other threats: “We’ll attack!” We still have our problems. Some noisy group of picket- “Go ahead, if you think you can penetrate this old ers keeps campaigning to shut our business down, saying hide!” there won’t be any dragons left for posterity. As if poster- “You forget yourself, varlet. I killed this beast!” ity should need any! But it’s all just talk. Why should the “A lucky blow. You got him in the eye. And if the liz- king close me down when he’s one of my best distributors? ard had happened to blink at the proper moment, your We’ve done well. I can’t complain. And the king and blow would have bounced off, and he’d have roasted you some of the other boys are dropping by this afternoon for for supper.” a chat. We’re talking about going into unicorns.

50 APRIL 1987

Spies in space in the TOP SECRET® game

by Merle M. Rasmussen

Three years ago, DRAGON® Magazine ran a series of articles which depicted the future history of lunar exploration and civilization, according to a number of popular science-fiction role-playing games. At the time, I was making a list of games which might be worth covering in this series when Merle Rasmussen suggested writing up the TOP SECRET® game’s ver- sion of space and lunar adventuring. Espionage on the High Frontier? Well, after all, there was James Bonds Moon- raker movie, and several other novels and films have been made about adventures in space which involved astronaut-spies and cosmonaut-spies. What was there to lose? Merle went to work. Many months later, he produced a three-part series of articles describing possible near-future adventur- ing in space with TOP SECRET game agents, which we present now. It ain’t Kansas, Toto. — RM The idea of conducting espionage mis- sions in outer space is not a new one. Spy satellites and space weapons tests have occurred for many years, particularly by the United States and the Soviet Union. Manned espionage and military missions are also not new, as both of the above nations have conducted purely military missions using the Space Shuttle and Sa- lyut space station, respectively. It is not difficult to conceive of manned space missions in which espionage, whether on a very detached or very personal level, could become quite important — impor— tant enough to send highly trained agents into space. This article presents the basic rules necessary for TOP SECRET game missions into this last and deadliest fron- tier of them all.

New personal traits Two new personal traits important to characters adventuring in space are pre- sented in this article. These traits are additions which are designed for this space article and are not part of the “offi- cial” TOP SECRET game system. Adminis- trators may use these new personal traits in Earth-bound situations where they seem appropriate. Balance: To determine a particular char- acter’s Balance Value, add the character’s Willpower and Coordination values to- gether and divide the total by two. The equation for this secondary personal trait pleting the Pilot Training Course of the there was no need (or no time) for a cover is as follows: Espionage College (found on page 70 of the to be manufactured. Such a flight would Companion) have flying experience, as do have to be launched in secret, probably Willpower + Coordination Balance Value = any agents with Transportation and Aero- from Vandenberg AFB in California. Train- 2 nautical Engineering AOK scores over 75. ing for guest astronauts is equivalent to Table 1 shows the Areas of Knowledge that for payload specialists. The Wellness Value is calcu- Wellness: currently required for Space Shuttle Characters might be qualified in more lated by adding a character’s Physical pilots, mission specialists, and payload than one specialty, but are assigned to only Strength and Willpower values together specialists. one per flight. For example, Guion Blu- and dividing the total by two. The equa- ford, Jr., was equally qualified as pilot and tion for this secondary personal trait is as Crew positions mission specialist, but served as a mission follows: Pilots: Pilots spend most of their work specialist. Physical Strength + Willpower time involved in launch, ascent, insertion, All astronaut candidates must pass psy- WeIIness Value = 2 orbit, deorbit, re-entry, and landing proce- chological testing and an interview con- dures. Agents wanting to fly a Space Shut- cerning their education, health, character, Astronaut requirements tle need a college degree (B.A. minimum) performance in front of a group, and Agents operating as astronauts have to in Engineering, Biology, Physics, or Mathe- interest in the program. Before the final meet both general and specific require- matics. An advanced degree (M.A. or selection, the astronaut-trainees are put ments, none of which are waived on their Ph.D.) and working experience in the through intense physical fitness tests. If behalf. The United States space program is aeronautical field is also preferred. A pilot selected, it is up to the astronaut-trainee to too valuable to risk on the weaknesses of must have a college degree in at least one maintain or improve that level of fitness. an unqualified astronaut. It is assumed Area of Knowledge listed on Table 1. In Since there is no regular daily exercise that the Soviets (and any future space- addition to the college degree, pilot candi- routine for astronauts, they must manage faring nations) have equivalent require- dates must have at least 1,000 hours of to work this routine into their busy sched- ments. General astronaut requirements experience in command of a jet aircraft. ules. Working out in a gym, jogging, or include the following: Experienced test pilots have an even bet- playing a sport are recommended for Acceptable citizenship. This applies to ter chance of becoming an astronaut-pilot, staying in shape. anyone who takes passage aboard any though such would happen only in ex- American spacecraft, whether crewman traordinary circumstances, as experienced or payload specialist or visitor. So far, shuttle pilots would be preferred. Payload specialist training astronauts from West Germany, Saudi Mission specialists: Mission specialists Agents posing as technical experts or Arabia, Canada, France, and Mexico have are professional astronauts who spend satellite specialists receive most of their flown aboard the Space Shuttle, as well as most of their work time in space or in training from the foreign government, American private citizens and military preparation for spaceflight. Mission spe- private business, private organization, or officers. Numerous cosmonauts from cialists operate various systems aboard the private citizen supplying the experiment, Soviet-bloc nations have traveled into shuttle. Agents acting as mission specialists equipment, or satellite, and paying the space aboard Soyuz spacecraft. France is need at least one of the same college de- necessary fee. Payload specialists receive the only nation to have sent crewmen on grees as pilots have. In addition, they must about 150 hours training at the Johnson both Soviet and American space flights. have some background in biological sci- Space Center. This training includes learn- Age. There is no real age limit for be- ence and at least three years working ing about the shuttle and the equipment coming an astronaut, though the oldest experience within their field of specializa- used to support the payload, housekeep- astronauts are in their mid-50s. Astronaut tion. A mission specialist must have a ing, and various other shuttle duties, as candidates must be mentally and physi- college degree in at least one of the Areas well as learning what to do in case of an cally fit. Mentally fit candidates have of Knowledge listed for pilots on Table 1 emergency. Course time and costs are Charm, Courage, and Knowledge trait and a superior Area of Knowledge rating modified by the amounts listed under the values all above 40. Physically fit charac- score in a field required for mission Espionage College Course Handbook on ters have a Movement Value greater than specialists. page 67 of the Companion. 120, with vision corrected to 20/20 and Payload specialists: Payload specialists normal hearing. are experts in operating the sophisticated Course: Payload Specialist ‘Raining Sex and race. Qualified individuals of equipment carried into space in the shut- Cost: $40,000. either sex are allowed in the program. tle’s cargo bay. This has included Spacelab Time: 4 weeks. Shuttle pilots and commanders, who are and all its related materials, and has also Prerequisite: General astronaut require- usually pulled from the military, have included both the conducting of experi- ments listed above, including Movement invariably been male. Racial barriers have ments to take place inside the shuttle itself Value above 120. also eased considerably since the early or the care of satellites to be placed into Areas of specialization: None (American days of the space program. orbit. Payload specialists tend to be one- Space Shuttle only)* . Height. Acceptable heights for astro- shot passengers, depending on the equip- Ability acquired: The agent can perform nauts range from 60-74” (150-185 cm). ment involved. The training for these each duty of a payload specialist with a This is the height of the individual as part-time, nonprofessional astronauts is 90% chance of success. Duties are those measured under Earth gravity situations, brief when compared to the time involved learned in training, including payload not under weightless conditions. for regular astronauts, but it is quite stren- operation, normal flight procedures, emer- Education. A college degree in science or uous and intensive. gency flight procedures, and general engineering is required. Some flying and Guest astronauts: Several of the astro- housekeeping. Increase Courage +(l-10). skydiving experience is also preferred. To nauts sent into space aboard the shuttle Area of Knowledge increases: determine an agent’s college degree, refer had specialized missions or were simply Astronomy/Space Science +(l-10) x 2. to Education on page 5 of the TOP SECRET “guests” placed aboard the ship for politi- Computer Science, Aeronautical Engineer- Companion. If the Companion is not availa- cal reasons. Two U.S. Congressmen went ing, Electrical Engineering, Mechanical ble, the agent must have a college degree aloft in the shuttles Discovery and Colum- Engineering, Transportation Engineering, in his Area of Knowledge (AOK) with the bia; Sharon Christa McAuliffe was sched- Home Economics, Medicine/Physiology, highest rating score above 70. If none of uled to teach from space. Any agent added Military Science, Naval Science, and Physi- the agent’s scores are above 70, the agent to a shuttle roster in an emergency might cal Education — all +(l-10). cannot become an astronaut. Agents com- be placed aboard as a “guest,” provided Credit: 200 Experience Points.

D RAGON 53 * The Soviet Space Shuttle program may Ability gained: The agent can perform ties themselves may not exist. Only be operational by 1990. Additionally, the each duty of a pilot or mission specialist advanced-design Atlas and Titan missiles French/ESA spaceplane and with a 95% chance of success. Duties are are currently able to carry American British/ESA HOTOL spaceplane programs those learned in mission training, includ- nonshuttle manned spacecraft into orbit. may be operational by the year 2000, thus ing working in a pressurized space suit, * * * The Soyuz spacecraft has under- expanding career possibilities here. escaping from the spacecraft in case of gone numerous modifications over the emergency, surviving on land and water, years, and some types are now obsolete. performing certain types of experiments, The exterior and interior appearance of Regular astronaut training and operating the shuttle. Increase Physi- the Soyuz craft has been considerably Once selected, the regular pilot and cal Strength, Willpower, and Courage altered, as have various incarnations of mission specialist astronaut-trainees must +(1-10) x 2. the Salyut space station, of which the take two to three years of training. Train- Area of Knowledge increases: space station appears to be a variant. ing includes classes in basic science, basic Astronomy/Space Science + (1d10) X 3. math, meteorology, guidance, navigation, Computer Science, Ecology/Earth Science, Crew complement astronomy, physics, and computers. They Aeronautical Engineering, Electrical Engi- Usually seven, but occasionally up to study manuals and attend lectures by neering, Hydraulic Engineering, Industrial eight, astronauts can be selected for an experienced astronauts. Nearly weightless Engineering, Mechanical Engineering, American Space Shuttle flight. The basic (or microgravity environment) training Transportation Engineering, Geography, crew consists of the shuttle commander, takes place in a water immersion facility Home Economics, Mathematics/ pilot, and necessary mission specialists. and aboard aircraft flying parabolic flight Accounting, Medicine/Physiology, Military Overall crew safety and flight execution is paths. Additional mission training takes Science/Weaponry, Naval Science, Photog- the commander’s responsibility. The com- place inside flight simulators. Course time raphy, Physical Education, Physics, Psy mander is qualified as a pilot. The pilot, and costs are modified by the amounts chology, and Social Science/Sociology — all second in command, assists the com- listed under the Espionage College Course +(1-10) x 2. mander. Sometimes the commander is Handbook on page 67 of the Companion. Credit: 7,500 Experience Points. called the “pilot” and the pilot, “co-pilot! * French space crewmen have been The mission specialists coordinate payload Course: Astronaut/Cosmonaut Training* called spacionautes. See also the footnote operations and carry out mission scientific Cost: $1,500,000. regarding the Soviet Space Shuttle and the objectives. One or more payload specialists Time: 150 weeks. two ESA spaceplane projects in the section (scientists, engineers, or physicians) are Prerequisite: General astronaut require- on the Payload Specialist paining course. selected by the organizations that built the ments listed above including Movement * * Though facilities, equipment, and payloads to be operated. Payload special- Value above 120. texts exist for training astronauts and ists may be trained to operate other pay Areas of specialization: Mercury Pilot**, cosmonauts to operate these spacecraft, loads, and are trained in Space Shuttle Vostok Pilot** , Gemini Pilot* * , Voskhod no operational spacecraft of these obsolete housekeeping, plus normal and emergency Pilot **, Command Module Pilot** , types are known to exist. Note that a flight procedures. A mission specialist Apollo Lunar Module Pilot* *, Soyuz Voskhod spacecraft was merely a stripped- operates the remote manipulator arm Pilot* * * , American Space Shuttle Pilot, down Vostok. It is possible (but not likely) when necessary. Skylab Mission Specialist**, Salyut/Mir that a museum piece could be made opera- Each crewman receives cross-training so Mission Specialist, American Space Shuttle tional or that an unused spare craft exists, at least one person can handle the duties Mission Specialist. but the launch vehicles and launch facili- of all the others. All flights have a backup

54 APRIL 1987 National Aeronautics and Space Administration crew, In case of accident or illness, any spaceflights are always performed in The chance a character does not experi- crew member can easily be replaced by an secrecy. After the debriefings and press ence space sickness is equal to the charac- identically-trained substitute without conferences are completed, the astronauts ter’s Balance Value. If the character’s having to cancel the mission. Each crew go on a short vacation before returning to Balance Value is 100 or greater, there is no takes part in spacecraft reviews and test their jobs, when studies and training begin chance the character suffers space sick- programs so as to maintain their familiar- again for the next flight. ness. Roll percentile dice; if the value ity with the shuttle and its systems. Crew It is suggested that agents assigned to rolled is less than or equal to the charac- replacement has been performed on many espionage missions in space be placed on ter’s Balance Value, no space sickness past space missions, including once when board the shuttle during secret military- occurs. If the value rolled is greater than the entire primary crew was killed in a sponsored flights. The press can be kept at the character’s Balance Value, the charac- plane crash (Gemini 9, 1966). a distance during the entire mission due to ter becomes space sick for a number of a mandatory news blackout in the name of hours equal to 100 less the character’s Before and after flights national security. If a military-sponsored Balance Value. Characters suffering from Twenty-four hours prior to a flight, the secret flight is not available, the mission/ space sickness have a temporary loss of crew members are given a physical payload specialist cover allows the greatest Coordination of l-100% for the sickness’s checkup. The chance of passing the pre- possible access to space with the least duration, whether medicated or not. flight physical is equal to the character’s amount of training. Non-agency crew When the duration of the sickness is over, Wellness Value. A character with a Well- members could be sworn to secrecy about the affected character recovers all low- ness Value of 100 or greater has no chance secret payload testing operated by agents ered characteristics. of falling the preflight physical. Roll per- on board. Rarely would an entire shuttle For example, Yuri has a Coordination centile dice to determine this; if the value crew be made up of agents, and only then Value of 53 and a Willpower Value of 69. rolled is less than or equal to the charac- in the gravest and most unusual circum- His Balance Value is 61 (53 + 69 = 122; ter’s Wellness Value, the character is al- stances. 122/2 = 61). Yuri’s chance of not becom- lowed on the flight. If the value rolled is ing space sick is 61%. Percentile dice are greater than the character’s Wellness Space sickness rolled, getting a score of 74. Since 74 is Value, the character may not go on the Weightlessness disturbs the vestibular greater than 61, Yuri becomes space sick flight, and his alternate goes instead. system, causing vertigo, nausea, and vom- for 39 hours (100 - 61 = 39). Percentile Following a flight, crew members are iting when the subject moves around. This dice are rolled again. An 85 is rolled. Yuri’s given a physical and spend several days discomfort, affecting many subjects on Coordination Value is temporarily reduced debriefing. These post-flight reports in- their first day of weightlessness, is dubbed to 8 (53 X .85 = 45; 53 - 45 = 8). form future crews of what worked and “space sickness.” The resultant nausea When a character moves from a weight- what didn’t. They also help flight planners reduces the subjects appetite for several less to an environment with gravity, determine whether spacecraft systems, days. Time-release motion-sickness medi- whether by landing on the Earth or Moon, payload handling, or training procedures cation absorbed through the skin is ap or experiencing acceleration aboard a need to be improved. The press is always plied by placing an adhesive strip behind spacecraft, the chance for space sickness anxious to talk to astronauts after the one’s right ear. medication should be rolled again. If the character is completion of a flight. The press crunch is only effective if administered before space sick when the change in gravity can be avoided if a news blackout is an- space sickness occurs. There is no guaran- occurs, use the character’s temporarily nounced at the start of a mission on the tee that this medication will combat all reduced Coordination Value in the calcula- grounds of national security. Soviet space sickness effects. tion of Balance Value to determine if the

D RAGON 55 sickness continues and, if so, for how loss of Life Level points in this manner; a or have their feet in restraints. At other much longer. minimum Life Level score of 1 is always times, astronauts are also hoisted and left to the character. moved around by the shuttle’s remote Physiological effects For flights lasting less than seven days, manipulator arm. Last, but not least, an After 7-10 days in a weightless environ- 15 minutes of strenuous exercise per day astronaut may don a Manned Maneuver- ment, the following effects reach their reduces the number of Life Level points ing Unit (MMU) and jet around with peak. Body fluids become more evenly lost for that mission by ½ point per day. enough propellant for a total velocity distributed throughout the body. Legs On longer missions, increase the exercise change of 66’ per second. Thus, an astro- become 5% thinner in circumference. The period to 30 minutes. Daily exercise can naut could use a MMU to gain a 6’/second, feet and waist appear thinner. Upper body include running on a treadmill, riding a with enough propellant left to come to a blood pressure rises and may cause blood- bicycle (ergometer), wearing an elastic dead stop and repeat the process four shot eyes, a red and puffy face, nose- “penguin suit,” or performing heavy calis- more times, leaving enough left for one bleeds, nasal congestion, and headaches. thenics. Soviet cosmonauts, long accus- last 6’/second spurt (hopefully, the astro- The senses of smell and taste are de- tomed to prolonged spaceflight, have naut will aim at a solid object that he can pressed. Lung capacity decreases as more worked out careful routines of exercise to grasp, stopping his forward motion at that blood circulates in the chest. Chests and help in such circumstances. time). shoulders become slightly larger. Bodies For example, George is on a seven-day change in size as well as in shape. Spongy Space Shuttle flight. Without any exercise, Extravehicular activity (EVA) discs between the vertebrae absorb more he loses 4 Life Level points when he re- There are three modes of EVA or “space- fluid from the surrounding tissues, caus- turns to Earth. If George exercises strenu- walking:” surface, tethered, and un- ing an increase in height of 2%. Returning ously on three days of the flight, he loses tethered. During a surface EVA, the to a gravity situation causes these effects only 2 Life Level points (1½, rounded up) astronaut remains on the surface of the to be reversed in 2-20 hours. Deceleration when he returns to Earth. spacecraft. Hand-held electro-adhesive during re-entry causes blood to pool in the pads, handholds, and Dutch-shoe foot body away from the brain and may lead to Zero-gee movement restraints are designed for surface work. grayout (a “graying” of vision) or blackout. A character moves inside a spacecraft by During a tethered EVA, the astronaut Inflatable bladders inside antigravity-suit using handholds or by connecting and maneuvers in space, but remains attached trousers place pressure on the lower body, disconnecting footholds (such as suction to the spacecraft and its life-support sys- literally squeezing blood into the upper cups or locking mechanisms on footwear). tem. A variable flexibility tether consisting body and preventing pooling. The most popular form of locomotion is of a 3-meter-long series of ball-and-socket Additionally, a character’s thirst is de- pushing oneself away from a solid object links encased in an outer soft covering is pressed, loss of body fluids is increased, and floating toward one’s destination. This used for tethered work. A ratchet on the potassium and calcium salts are lost, blood form of motion, similar to swimming and astronaut’s belt enables the astronaut to plasma falls, red-blood cell (RBC) produc- popularized by the Skylab astronauts, is apply tension to the links and lock them in tion ceases, and T-lymphocytes (which dubbed soaring The trickiest parts of any position. This type of tether is more fight against infection) are lost. Add the soaring are takeoff, which determines the difficult to cut than the wire, hose, and effect of a closed environment where direction and speed the astronaut is travel- cable combination tether or various belt bacteria can remain suspended indefi- ing, and landing, If ill-timed or neglected, and tether waist restraints. nitely in weightless water drops, and you these actions could result in painful colli- During an untethered EVA, the astro- have a breeding ground for disease. The sions with solid surfaces or other astro- naut must use an independent propulsion chance of not contracting a head cold nauts. To conform these actions to game system and a portable life-support system. under these conditions is equal to the functions such as movement speed and The MMU and the Portable Life-Support character’s Wellness Value. A character combat, treat soaring as wading. System (PLSS) were designed for un- with a Wellness Value of 100 or greater A character may choose to dart (push off tethered EVAs. Hand-held, high-pressure, has no chance of contracting a head cold. quickly) inside a spacecraft, but there is a cold-gas propulsion units are also used. A Roll percentile dice; if the value rolled is 5% chance per landing of suffering W-type common error in using these devices less than or equal to the character’s Well- damage from the HTH Combat Results involves the overcorrection of a tumble ness Value, the character is healthy. If the Table (rule book, page 28). A character that increases the problem. Riding the value rolled is greater than the character’s injured from such a collision is stunned shuttle’s remote manipulator arm with Wellness Value, the character contracts a and unable to perform any action for a one’s feet secured has become a new mode cold. A character contracting a head cold number of phases equal to the number of of untethered EVA, but the rider must rely temporarily loses a Life Level point for a injury points received. Luckily, important on the abilities of the arm’s operator. Pay period of time in hours equal to the char- onboard equipment switches are usually, load and mission specialists are usually acter’s Wellness Value subtracted from protected by safety covers in spacecraft, trained in the arm’s operation. Satellite 100. It has happened at least once that an to prevent accidental triggering. For game recovery has been performed using an entire spacecraft crew has fallen ill with purposes, treat darting as running. astronaut set on the arm. head colds (Apollo 7, 1968). Self-styled acrobats may wish to perform EVA is very exhausting due to the bulki- The need for RBCs is also reduced by daring athletic feats which cause them to ness of the spacesuit and is especially the reduction in muscular usage and by tumble, spin, and pivot. Accidentally, after pronounced without zero-reaction tools. the higher content of spacecraft an unintentional collision or when at- This fatigue is simulated for game pur- atmosphere. Characters are at their lowest tempting to avoid damage in combat, a poses by subtracting 1 point from the level of physical well-being just before character might tumble uncontrollably astronaut’s Willpower rating for every 10 bone-marrow production of RBCs recurs. against his will. For game purposes, treat minutes of EVA. When the character’s For game purposes, this weakness is con- such motion as running and dodging, Willpower score reaches 10 or less, the sidered damage. The production of RBCs whether the tumbling is voluntarily per- astronaut becomes drowsy and has diffi- recurs after a period of 30 to 60 days. The formed or not. culty working; he will likely be sweating number of Life Levels lost after a specific Most of these same forms of locomotion profusely, and his helmet visor may be number of days without gravity and exer- —hand-over-hand, soaring, darting, and fogged over. If the character’s Willpower cise are given on Table 2. Refer to this tumbling —can also be performed in a score reaches zero, he falls asleep or sim- table when a character is subjected to spacesuit, both inside and outside a space- ply drifts, exhausted. This is not a perma- gravity after a period of weightlessness. craft. The difference is that outside the nent Willpower loss — it is merely an Note that no character can be killed by the spacecraft, astronauts are usually tethered accounting method. The affected charac-

56 APRIL 1987 ter’s Willpower is not affected for any other purpose. Bending at the waist, whether crawling through a narrow, bent tunnel or working outside the spacecraft, is very difficult in space, as gravity cannot pull the upper torso over. A spacewalking cosmonaut (Voskhod 2, 1965) once had grave difficulty re-entering his spacecraft after his walk, as the tunnel required him to bend at the waist. Only by letting air out of his suit (enough to let him and his suit become more flexible) was he able to enter again. To further emphasize the extreme dangers involved in spacewalking (which are much overlooked by naive observers), a Soviet cosmonaut on the Soyuz 26 mission (1977- 78) accidentally drifted free from his spacecraft without a tether. Were it not for the quick actions of his fellow cosmo- naut, who was spacewalking at the time and caught the other cosmonaut by the foot, the cosmonaut would have been lost in orbit.

Combat in zero-gee A character performing the action of firing a projectile weapon, swinging a hand-held mass, or throwing a hand-to- hand (HTH) weapon experiences an equal and opposite reaction. Performing any of these actions in a weightless or micrograv- ity environment causes part of a charac- ter’s body to spin, lean, or twist; naturally, the rest of the character’s body follows. Tumbling is prevented in several differ- their trigger guards enlarged or removed These motions are divided into three sorts: ent ways. The most common method so they can be used with gloved hands. roll, pitch, and yaw. involves mounting a weapon to a solid Because of extreme temperature varia- One phase (1 second) of projectile object before it is fired. This action does tions, most used outside of spacecraft weapon firing, no matter how many bul- not include monopods, bipods, or tripods misfire during a Hit Determination roll of lets are fired, causes a character to change unless they are bolted in place. Simply 92-93 and jam on a roll of 94-00. Revolvers facing by 90°. One action in Untrained bracing a weapon against a solid object misfire on a roll of 97-00, but won’t jam. Fighting, Knife Fighting, Boxing, Sword- won’t prevent tumbling. The Weapon at Ammunition is combustible; the oxygen play, Judo, or Martial Arts HTH Combat Rest on Solid Object Hit Determination within the shell reacts with the powder, causes a character to change facing by Modifier (rule book, page 24) does not allowing the to fire. Blowguns and 90°. The character continues to pivot (roll, apply to projectile combat in space. Once flamethrowers can only be used in an pitch, or yaw) at a rate of 90° per phase mounted, it is often too difficult or too atmosphere, and so are useless except until another force stops the spinning. time consuming to move the weapon to a within a spacecraft (but the use of open Usually, this means the character strikes a new location. flame on spacecraft is extremely danger- more massive object, such as a spacecraft A second method of preventing tumbling ous, due to the high oxygen content of the wall, and bounces off in a different involves securing the character’s body air and possible presence of free-floating direction. before combat begins. This includes using flammable material). Aerosol Spray De- The chance for a character to stop the handholds, foot restraints, securing straps, vices may explode in vacuum conditions. tumbling is equal to the character’s Bal- suction cups, and other characters to hold The spray from an Aerosol Spray Device ance Value. Characters with a Balance the combatant in place. ‘A character can or the liquid inside a dart may freeze or Value of 100 or greater stop the tumbling also position himself against a solid object, vaporize in space, Contained breathing motion the following phase. Roll percentile such as a wall, so that the reaction presses apparatuses on spacesuits prevent gases dice; if the value rolled is less than or his body against the obstruction, but does and sprays from being effective weapons equal to the character’s Balance Value, the not cause him to tumble. except within shirtsleeve environments character stops the tumbling in the follow- The third method for preventing tum- aboard ships. Sprays are useful for obscur- ing phase by acrobatically counteracting bling involves the use of weapons with no ing vision. Air (pellet) guns may be fired the motion or by catching hold of any recoil. These recoilless weapons include once in a vacuum, but can only be filled solid object in reach. The character cannot the 13mm Gyrojet/Microjet Launcher, with compressed air in the presence of air. perform any activity other than attempt- 80mm Missile Launcher, High-Intensity In a weightless environment, nearly all ing to stop the tumbling. If the value rolled Light Device, High-Intensity Sound Device, projectile weapons have no range modi- is greater than the character’s Balance and the Electrical Shock Device (Compan- fiers beyond point blank range and have Value, the character continues to spin, ion, page 62). no maximum range. In space, a or bouncing off solid objects or drifting off thrown weapon continues in a straight into the vastness of space. An additional line at the velocity it left the gun or throw- attempt to stop the tumbling may be made Space and weapons er’s hand until another force acts upon it. each phase until the tumbling is stopped. Standard weapons used aboard space- This means all targets are treated as if See the combat example below for more craft (which incidentally violate Article IV they had an unlimited upper limit for information. of the Outer Space Treaty) should have short ranges (i.e., no medium- or long-

D RAGON 57 range modifiers apply). Note that, without damage is calculated on result W (rule is 75 and the knife’s PWV is -10; the training, a gunner is likely to aim in such a book, page 28). There is also a 5% chance enemy’s base accuracy is 65. The only way as to account for gravity’s effect on per point of damage done by striking a range modifier which applies is the -42 the bullet —meaning that until the gunner sharp or pointed surface of tearing open a for the short-range distance. After throw- learns to aim directly at the target, he will spacesuit; this includes being struck with ing the knife, the enemy agent tumbles always miss what he aims at beyond short HTH weapons such as knives, swords, backward in a pitching motion (a 33% range. Very small targets at extreme foils, and spears. Whenever a character is chance was given for him to either roll, ranges may cause the application of other injured in a tumble and is not wearing a pitch, or yaw, with a 1% chance that he to-hit penalties, since normal hand and helmet, the character is stunned. A did none of them). body movements and the difficulty in stunned character is unable to perform As Daniel aims the .45 revolver at his aiming at very small targets may cause the any function for a number of phases equal opponent, the knife strikes him. Roll per- gunner to miss. to the number of injury points he re- centile dice and refer to the General Injury Projectile weapons which disperse parti- ceived. If an attacker and a victim are Determination Table in the rule book (page cles or fire recoilless ammunition have tumbling together, each of them suffers 25) or the Accelerated Specific Injury medium- and long-range modifiers in result W damage. Determination Table in the Companion weightless (microgravity) environments as (page 50). We’ll assume the blade harm- shown on Table 3. Example of space combat lessly glances off Daniel’s visor, startling Whether slug, buckshot, or birdshot is While on a double spacewalk outside a him but not knocking him backward. If it loaded in a shotgun, only one projectile military-mission Space Shuttle, an enemy had struck anywhere else, there would can hit a target beyond 300’ when fired agent posing as a mission specialist is have been a 5% chance per point of dam- from a shotgun with full choke, modified caught trying to cut the tether of a pay age done of a suit tear. The first combat choke, or improved cylinder. Only one load specialist, Daniel Walker — who is phase ends. projectile can hit a target beyond 50’ when himself a special agent assigned to locate a Taking careful aim at the tumbling en- fired from a sawed-off shotgun. suspected saboteur among the shuttle’s emy agent, Daniel fires. Subtract 20 from Conventional telescopic sights are worth- crew (mission now accomplished). The the from Daniel’s base accuracy for a less to helmeted astronauts since they two agents are 25’ apart. Suspecting trou- tumbling (running and dodging) target. cannot get their eye near the eyepiece. ble, Daniel thought to bring along an ille- The short-range modifier for the .45 hand- Silencers are unnecessary in space since gal (but helpful) .45 U.S. Government-issue gun is -45. Its PWV of 45 and Daniel’s there is no atmosphere to conduct sound. revolver. The enemy agent cuts the tether Offense Value of 60 gives a Base Accuracy Monopods, bipods, and tripods are worth- and throws an Air Force survival knife at of 105. Daniel’s chance to hit is 89 (105 - less unless bolted to a solid surface. Heavy Daniel; treat the weapon as a thrown 45 = 60;60 - 20 = 40). A 38 is rolled on artillery is not necessary to incapacitate hunting knife. The enemy’s Offense Value percentile dice, indicating a hit. Daniel someone in space. A simple sharp object which punctures a suit is enough to keep an astronaut busy trying to save himself from the effects of space. Obscuring an Table 1 astronaut’s faceplate (such as with paint or Required of Knowledge dust) also reduces his possible actions. Characters have one less action available Area of Knowledge Required to them while fighting in a weightless for environment. Inside a spacecraft, this lack Agriculture MS, PS of action is due to slippage and the oppo- Animal Science MS, PS nents drifting apart because of swinging, Architecture PS striking, and being struck. Outside a Astronomy/Space Science MS, PS spacecraft, this lack of action is due to Biology/Biochemistry P, MS, PS slippage, driftage, and spacesuit bulkiness. Botany MS, PS If opponents are in a confined space, tied Business/Industry PS in place, or tied together, they cannot drift Chemistry PS apart but retreat is more difficult. Swing- Computer Science P, MS, PS ing at or striking an opponent causes a Ecology/Earth Sciences MS, PS character to tumble, as described in the Engineering, Aeronautical P, MS, PS sections on “Zero-gee movement” and Engineering, Construction/Civil P, MS, PS “Combat in zero-gee! Engineering, Electrical P, MS, PS When a character is hit by a projectile Engineering, Hydraulic P, MS, PS or struck by a a solidly-landed hand or Engineering, Industrial P, MS, PS foot, the victim also tumbles (roll, pitch, or Engineering, Mechanical P, MS, PS yaw) at a rate of 90° per phase. The Engineering, Transportation P, MS, PS chance for a victim to stop the tumbling Geography PS action is equal to the victim’s Balance Geology PS Value, as noted in the section “Combat in Mathematics/Accounting P, MS zero-gee.” If the attack is a successful hold Medicine/Physiology MS, PS or a projectile such as a lasso which ties Metallurgy PS the victim to the attacker, both individuals Military Science/Weaponry PS begin to tumble. A victim tied in place or Naval Science PS forced against a solid object will not tum- Photography PS ble. Light, hurled objects (such as knives) Physical Education MS may not cause a target to tumble, depend- Physics P, MS, PS ing upon the force of impact and the mass Psychology MS of the victim and striking weapon. Social Sciences/Sociology MS If a tumbling character strikes a solid object, there is a 5% chance of receiving P = Pilot; MS = Mission Specialist; PS = Payload Specialist damage from the impact. The amount of

58 APRIL 1987 yaws wildly to the right from the .45’s equipment may be added for special mis- which allow an astronaut to put it on and recoil. The enemy agent tries to regain his sions, as the Administrator desires. take it off unassisted. Donning the suit balance this phase and rolls a 17 — suc- takes five minutes. Removing it takes one cess! —just as the .45 standard ammuni- Tools minute. tion slug slams into his chest-mounted Ratchet/torque wrench with sockets Because of the EMU’s increased padding Display and Control Module (DCM), which Crescent wrench combination and the underlying cooling and ventilation was positioned where the slug would have Screwdriver garment, all projectile and HTH combat hit him otherwise. Making an incredible Hammer damage is reduced by half. Any attack roll of 00, he remains stable and quickly Vise grip and other pliers with a sharp object or projectile which attempts to flee toward the airlock before Swiss Army knife causes one or more points of damage to his system fails. (Roll percentile dice and Scissors the suit’s wearer has a 5% chance per refer to the section on the DCM to deter- point of damage done of tearing the suit. mine the exact malfunction.) The second Any attack which causes damage toward combat phase ends. Equipment the death (not unconsciousness) of the Rolling a 99, Daniel fails to regain his Exercisor wearer also damages the suit first. The balance, smashing into the remote manip Food Warmer helmet is considered proof against all ulator arm and causing 4 points of dam- Water dispenser attacks save against projectile (bullet) age. The bulky spacesuit reduces the Vacuum cleaner attacks which hit the faceplate; these have damage by half to 2 points of damage; Mirrors a 10% chance per point of damage done of since Daniel is wearing a helmet, he is not Flashlight cracking the plate — leading to certain stunned by the impact for two phases. The Stereo tape recorder with cassettes death in a vacuum situation. One disadvan- remote manipulator arm has no sharp Head sets tage of using the EMU is that astronauts surfaces, sparing Daniel the horrors of a Binoculars cannot raise their arms above their suit rip and exposure to vacuum. Grabbing Window filters shoulders. the arm, Daniel stabilizes himself, filled Trash containers Portable Life-Support System (PLSS): The with terror at his loss of control — and Lines, straps, and cables PLSS is contained in a backpack perma- with thoughts of vengeance against the nently attached to the EMU’s upper torso. saboteur. . . . Environment/medical instrumentation All connections between the life-support Sound-level meter with octave analyzer unit and the EMU are inside the suit, elimi- Typical hardware High-rate, low-rate, and passive-radiation nating the hoses and connections seen on Below are samples hardware typical of dosimeters past spacesuits. The unit contains enough that flown on many shuttle missions. Extra Blood pressure cuff oxygen and electric power for seven Stethoscope hours. This allows 15 minutes to check the Thermometers EMU after donning it, six hours of EVA, 15 Otoscope minutes to take off the EMU, and 30 min- Table 2 Opthalmoscope utes for reserve. In addition, an emer- Damage Due to Weightlessness Bioinstrumentation system (EKG device) gency 30-minute oxygen supply is contained in the secondary oxygen pack. Number of Life level Supplies The PLSS is recharged between space- weightless days points lost Tape walks using the shuttle’s onboard systems. 1-2 1 Dry wipes A chest-mounted Display and Control 3-4 2 Packing material Module (DCM) contains the electrical and 5-6 3 mechanical controls required to operate 7-8 4 Television system the EMU as well as a microcomputer. The 9-10 5 Two portable TV cameras with monitor- microcomputer’s LED display provides 11-12 6 viewfinders constant status checks of oxygen and 13-14 7 One color lens battery power. Additionally, if there is an 15-16 8 One wide-angle lens EMU malfunction, the microcomputer 17-18 9 Cassette recorder and cassettes provides a warning and specifies the ap 19-20 10 propriate corrective action. 21-22 11 Photography gear Each time a PLSS is struck by a shot, 23-24 12 16mm Data Acquisition Camera blow, or collision, roll percentile dice and 25-26 13 Time-coded, slow, fast, and normal refer to Table 4. Note that if the radio is 27-28 14 speed film damaged, person-to-person communica- 29-30 15 5mm, l0mm, 18mm, and zoom lens with tion can still occur by conduction if two 31-33 14 film magazines helmets are pressed together. 34-36 13 Hasselblad 70mm reflex camera Manned Maneuvering Unit (MMU): The 37-39 12 Standard and 250mm lens with film MMU is essentially a miniature spacecraft. 40-42 11 magazines The unit is flown very much like a space- 43-45 10 Nikon 35mm single-lens reflex, f/1.4 lens, craft, and pilots and mission specialists 46-48 9 and 35mm film cassettes need no additional training. This personal- 49-51 8 35mm self-developing CRT camera (pho- ized propulsion system can be used inside 52-54 7 tographs orbiter operational data on and outside a spacecraft because nitrogen 55-57 6 CRT screen) with film cassettes gas is used as the propellant. The MMU 58-60 5 Portable light operates up to six hours with normal use 61-90 4 Flash gun and has enough propellant for a total 91-120 3 Filters velocity change of 66’ per second. Twenty 121-150 2 Mounting brackets four nozzles arranged around its exterior 151+ 1 allow fine-control maneuvering and allow Special hardware an astronaut to hover in one spot. The Extravehicular Mobility Unit (EMU): The right hand control governs orientation — EMU, or spacesuit, consists of seven parts pitch, roll, and yaw. The left hand control

DRAGON 59 governs straight line motion along the X, Y, unshielded astronaut is 10 rems. Radiation ments give astronauts a few minutes and Z axes. shielding is necessary all the time an astro- warning to find cover before the danger- The MMU is a self-contained backpack naut is in space, and temporary shields ous proton flux strikes. See DRAGON issue that latches onto the EMU. To use the must be available for solar flares. Solar #l08 for the effects of atomic radiation on MMU, first unfold the control arms. Next, flares are violent solar disturbances which agents. back into the MMU while wearing the blast high-energy protons into space with- For game purposes, the timing of solar EMU. Two latches connect the MMU to the out warning. The dangerous rain of parti- flares and the length of the disturbance EMU’s PLSS backpack. The latches allow cles can last for days after a solar flare. are random. Roll percentile dice once each an astronaut to put the MMU on and take Manned telescopes and scientific instru- day. On a roll of 00, a solar flare occurs. it off without assistance. Fifteen seconds are required to put the MMU on, and five seconds are needed to take it off. A fiber- Table 3 optics cable links the MMU to the EMU’s Projectile Weapons with Range Modifiers in Space Display and Control Module (DCM). This allows the astronaut to monitor the MMU’s Range Modifier operation the same way the EMU is moni- QRC Weapon Medium Long tored. Readouts show propellant quantity, Z 10-gauge variable-choke pump: battery power level, and malfunctions, full choke -67* -201 along with the necessary corrective action. modified choke -50* -150 One MMU is carried per shuttle flight, improved cylinder -44* -132 but another can be carried for rescue aa 12-gauge variable-choke pump: missions or when flight plans require two. full choke -80* -240 When not in use, the MMU is stored in the modified choke -72* -216 front of the cargo bay. improved cylinder -65* -195 Each time a MMU is struck by a single bb 16-gauge variable-choke pump: shot, blow, or collision, roll percentile dice full choke -107* -321 and refer to Table 5. Each time both the modified choke -96* -288 PLSS and MMU are being worn and the improved cylinder -86* -258 chest-mounted DCM is struck by a single cc 20-gauge variable-choke pump: shot, blow, or collision, roll percentile dice full choke -133* -399 and refer to Table 6. modified choke -120* -360 improved cylinder -108* -324 Survival limits dd 28-gauge variable-choke pump: Survival limits depend on a character’s full choke -187* -561 Willpower value. If a character exceeds modified choke -168* -504 any environmental survival limit, the improved cylinder -151* -453 character suffers unconsciousness. If a ee 410 caliber variable-choke pump: character exceeds his survival limit on any full choke -450 -900 entry, he loses 1 Life Level per minute he modified choke -405 -810 remains in that environment. See Table 7. improved cylinder -365 -730 Damage from exposure to space due to a ai 12-gauge Winchester pump-action puncture in an EMU is cumulative. An Ml200 (U.S.A.) -120* -360 average character survives a slow expo- aj 12-gauge High Standard Ml0A (U.S.A.) -120* -216 sure to vacuum a bit longer by holding his al 13mm Gyrojet/Microjet Launcher 0 0 breath, but sudden literally ap 80mm Missile Launcher -10 -55 blasts the wind from one’s lungs, regard- aw Aerosol Spray Device -260 -520 less of attempts to hold it in. Any charac- ter passes out after only a few seconds of * The range modifier for all indicated shotguns at medium range is as follows: at complete exposure to vacuum, and brain 5l-300’, the listed subtraction is halved; at 301-600’ the subtraction is as shown. death from oxygen starvation begins mo- Double-barreled shotguns have an ammunition capacity of 2 and each barrel may ments later. (People do not explode within have a separate choke setting. The second consecutive shot from a side-by-side (not seconds from blood boiling in the veins. over-and-under) shotgun has a -5 Hit Determination modifier. Sawed-off-shotguns Skin exerts an elastic counterpressure to are usable at all ranges. Add +10 to the RM at point-blank range. Add -5 to the prevent swelling and distortion caused by RM at short range. Add -100 to the RM at medium range. Add -300 to the RM at gas bubbles forming in the tissues. The long range. human body can be exposed to vacuum for around three minutes without suffer- ing irreparable harm.) In sunlight, an exposed agent with oxygen can stand about 213° Fahrenheit before passing out. Table 4 In darkness, he can stand about ll° Fahr- PLSS Damage Table enheit. Atomic radiation and light have little Percentile System immediate effect on the character. Radia- dice roll damaged Effect tion doses are measured in rems, the 01-25 None None amount of ionizing radiation required to 26-50 Oxygen Purge Wearer has nothing to breathe in l-10 produce the same biological effect as one minutes roentgen of high-penetration X-rays. Most 51-63 Radio Transmission Wearer can receive, but not send. places on Earth have a background of 0.1 64-75 Radio Reception Wearer can send, but not receive. rem per year, and U.S. standards for the 76-00 Temperature Regulation Suit becomes outside environmental general population are 0.5 rem per year. temperature in l-10 minutes. The annual dose of cosmic rays on an

60 APRIL 1987

Roll percentile dice to find how many book invaluable, as nothing else imparts lenger disaster, describes death in space; hours the storm lasts. The risk of meteor- the true feel of taking part in a shuttle the information is quite valuable, though it oid collision is negligible, though the in- mission the way this book does. Lots of is ironic that a notice of the Challenge& creasing amounts of space debris (flecks of clear illustrations and diagrams. launch appears on the same page. paint, bits of metal from booster explo- McConnell, Malcolm. Challenger: A Ritchie, David. Space War. New York: sions, etc.) may make large space stations Major Malfunction. New York: Doubleday New American Library, 1982. Another prone to be damaged on a regular basis. & Co., Inc., 1987. Though written specifi- excellent source for military/espionage Characters can hold their breath volun- cally about the Challenger disaster, this mission ideas; useful background material tarily for a number of seconds equal to book describes in detail the inner work- as well, when taken with the book by their Willpower value, no matter what ings of NASA and the Space Shuttle pro- Canan. they are doing. If the character cannot gram prior to Challenger’s loss. Another Sheffield, Charles, and Carol Rosin. take a full breath after the last breath good reference book for setting mood in Space Careers. New York: Quill Books, runs out, the character becomes uncon- an adventure. 1984. Superb text covering the overall set- scious. One full breath of air (with oxygen) Oberg, James. Bed Star in Orbit. New up of worldwide space programs, particu- revives the character with no damage York Random House, 1981. The most larly those of the West. The section on the within a few minutes. Once the character informative and readable study of the development of the Air Force’s Space passes out, no appreciable brain damage Soviet space program and its future in Command division are especially interest- occurs for (Willpower x 5) seconds. After print. ing to Administrators. that, the character loses 1 Life Level and Oberg, James and Alcestis. “Last Flights.” 10% Knowledge immediately, and every Omni, vol. 8, no. 4 (January 1986): 22. This Next month: Operation Zodiac — 12 (Willpower x 1) seconds afterward. This brief article, written prior to the Chal- scenario ideas for shuttle-board agents. situation applies only to exposure to air which has no oxygen whatsoever in it, not to vacuum exposure. A slow exposure to Table 5 vacuum extends the agent’s life for only MMU Damage Table l-10 seconds beyond the limits of Table 7, after which the agent goes unconscious, as Percentile System noted above, and brain death begins. dice roll damaged Effect 01-25 None None Further reading 26-38 Propulsion MMU leaks all propellant in l-10 minutes. An Administrator willing to do some 39-50 Propulsion MMU leaks all propellant in l-10 seconds, research before starting a space-based causing random tumbling. adventure for his agents would do well to 51-57 Orientation Control MMU loses all ability to control pitch, roll, read through the following books as back- and yaw. ground. 58-63 Pitch Control MMU loses ability to pitch. Benford, Timothy B., and Brian Wilkes. 64-69 Roll Control MMU loses ability to roll. The Space Program Quiz & Fact Book. 70-75 Yaw Control MMU loses ability to yaw. New York: Harper & Row, 1985. This book 76-82 Straight Motion Control MMU loses all ability to move along X, Y, has a great amount of information on or Z axes. specific space launches, including a com- 83-88 X-axis Control MMU loses ability to move along X axis. plete table of space shots through mid- 89-94 Y-axis Control MMU loses ability to move along Y axis. 1984. Lots of useful space trivia. 95-00 Z-axis Control MMU loses ability to move along Z axis. Canan, James. War in Space. New York: Berkley Books, 1982. Covers the history and future of the military uses of the space program; excellent source for scenario ideas. Table 6 Cooper, Henry SF., Jr. A House in Space. DCM Damage Table New York: Bantam Books, 1978. Describes the Skylab missions in a readable style, Percentile System giving an excellent idea of what it’s like to dice roll damaged Effect live in space for long periods of time. Good 01-13 None None source of “mood” information to make 14-38 PLSS Refer to PLSS Damage Table game missions seem real. 39-63 MMU Refer to MMU Damage Table Gatland, Kenneth. The Illustrated Ency- 64-00 PLSS and MMU Refer to both PLSS and MMU Damage clopedia of Space Technology. London: Tables Salamander Books Ltd., 1981. Beautiful full-color illustrations of all major space- craft up to the publication date. Especially useful for figuring scale sizes, showing the players “what, things look like,” and so Table 7 forth. Environmental Limits Table Joels, Kerry, and Gregory Kennedy. The 100+ Space Shuttle Operator’s Manual. New Willpower Value: 0-40 41-73 74-100 York, Ballantine Books, 1982. Though the Perseverance Rating: Weak Average Strong Super other books listed here are especially Temperature, dry 75 F. 213 F. 325 F. 438 F. useful for creating background material Freezing, unprotected 32 F. 11 F. 7 F. 5F. for space missions, this book is required Acceleration 1g 4g 7g 10 g reading, as it describes in great detail Atomic radiation, annual 15 rem 27 rem 38 rem 46 rem how Space Shuttle missions are per- Light, foot-candles 10,000 18,250 25,000 30,500 formed. Any Administrator running sce- Vacuum, exposure to 3 sec. 5.5 sec. 7.5 sec. 9.2 sec. narios in space will find this reference

62 APRIL 1987

A new career for TRAVELLER® game characters

by John Dunkelberg, Jr.

In the futuristic TRAVELLER® game, there will always be a place for the spy, whether stealing technological break- throughs, eliminating political opponents, or keeping tabs on the opposition. After such a career, this person could well be- come an adventurer — but entering and surviving an espionage career must come first. A person looking for a job as an inter- stellar espionage agent has a choice of three types of organizations: Government. Both “good” and “bad” governments usually have a secret service, and unpopular governments will always have one to combat resistance movements. Underground. Where an unpopular goverment has come into power, espionage/terrorist organizations are likely to combat that government. Commercial. The rare commercial espio- nage agency uses it's agents to do "jobs" for groups or individuals. This may range from keeping an eye on a dishonest hus- band to performing corporate espiongage to carrying out assassinations. Once the character has decided which type of agency he wants to join, he must decide what kind of work he is going to do. In so doing, he must decide whether he will work for the Control Department (which is involved in “direct action” jobs such as bombings, muggings, and assassi- nations) or the Intelligence Department (which is involved in the “softer” fields of spying, surveillance, and courier duty). Using normal TRAVELLER game dice rolls (involving 2d6), the player resolves enlistment into either of these fields using Tables 1 or 2. Re-enlistment is handled with these tables in the usual manner as well. Die rolls must be equalled or ex- ceeded with the 2d6 roll, with applicable die modifiers (DMs) added to the roll. A character always enlists at age 18. Espionage agencies place a lot of trust in their agents and in their agents’ abilities. Consequently, agents are trained for four years before being assigned to actual missions. Control agents must roll 3+ per skill (using 1d6) to gain each of the follow- ing skills at level one: Stealth, Brawling, Gun Combat (as per Book 1), and Poison. Intelligence Department agents learn one level of skill on a roll of 3+ on 1d6 for each of the following skills: Disguise, Stealth, Surveillance, and Gun Combat. After the four-year training period, all terms of service in the espionage corps are two years long. The second term (i.e., first active term) requires no re-enlistment roll. into revealing information, sometimes tremely secure outposts may place nega- During a term, the character takes one without realizing the information was tive DMs on this roll. assignment. Thus, when an individual given away. A roll vs. the person’s Intelli- As an example, Harji Krone, an agent for signs up for an agency, he is dedicating six gence (using 2d6 to equal or exceed the a foreign government with Double-Talk-2, years to the service: four years in training score, indicating success) is suggested. See needs access to a governmental building to plus two years on active duty. The assign- TRAVELLER game Book 4, Mercenary. procure some secret documents. A guard ment is rolled on 2d6 in the appropriate Double-Talk: The individual can twist hisis posted outside. Harji hails the guard and column on Table 3. The character must words so as to confuse those with whom proceeds in. The guard stops him and tells then roll to see if he survives the assign- he deals. The use of this skill is handy to him only security personnel are allowed ment, using Table 4. Take note of the DMs the agency; one could use it, for example, inside. Harji flips a piece of paper in front for survival; if the character survives, roll to convince guards that he really is al- of the guards face, bombarding him with 7+ on 2d6 to gain a skill while the assign lowed into a restricted area. A roll of 2d6 basically meaningless talk about security ment is prepared for and completed (see against the Intelligence of the person to be clearances. The guards Intelligence is 8. “Training and skills” below). Note that confused is recommended. Certain ex- Harji rolls a 7, +2 for skill, for a total of 9. skills gained on an assignment do not affect survival DMs for the assignment on which the skill was gained. The assignments an agent undertakes Table 1 should be recorded for later use in estab- Control Department Enlistment/Re-enlistment lishing the character’s personal back- ground. Cross-training means the agent Government Underground Commercial takes a temporary assignment from the Enlist 10+ 11+ 9+ other department on a special mission. DM +l if Dexterity 9+ If an agent fails a survival roll, he must DM +2 if Strength 9+ then roll on Table 5. No skills are gained Re-enlist 7+ 7+ 6+ from failed missions. Note that capture may affect re-enlistment for a new term of service, as noted on the table. Table 2 Intelligence Department Enlistment/Re-enlistment

Training and skills Government Underground Commercial Each assignment allows for the chance Enlist 9+ l0+ 8+ of acquiring skills. If a 2d6 roll of 7 + is DM +l if Dexterity 9+ made on an assignment from Table 3, then DM +2 if Intelligence 9+ a skill has been earned for that assign- Re-enlist 7+ 7+ 6+ ment. The player then refers to the appro- priate assignment skills table — Tables 6 through 18 — which deal with the various types of training and skills available to a TRAVELLER game agent. New skills are Table 3 described below. Espionage Assignments Lock-Picking: The ability to spring locks with simple tools. With a lock-pick set, an 2d6 Control Department Intelligence Department individual with this skill can open simple 2 Assassination Local Undercover locks on a 2d6 roll of 5+, with a DM +l 3 Bombing Confiscation for a Dexterity of 9+. More complex locks 4 Arson Misinformation should be shown as negative DMs. 5 Raid Surveillance Stealth: The ability to move quietly with- 6 Mugging Courier out attracting attention. It also allows an 7 Training Training individual to perform acts requiring high 8 Mugging Courier Dexterity. For more information, see Igor 9 Raid Surveillance Greenwald’s article, “Rogues of the Galaxy; 10 Advanced Training Advanced Training in DRAGON® issue #97. 11 Kidnapping Deep Undercover Concealment: The ability to conceal 12 Cross-training Cross-training objects from a search. For more informa- tion, see DRAGON issue #97, as noted above. Disguise: The ability to alter one’s ap- pearance with the help of a disguise kit. Table 4 See DRAGON issue #97. Survival and Demolitions: The ability to place and set off demolitions, or to defuse them. For Mission Survival Promotion more information, see TRAVELLER game Assassination/Deep Undercover 7+ 6+ Book 4, Mercenary Bombing/Arson/Confiscation 5+ 8+ Pyrotechnics: The ability to use flame- Raid/Local Undercover/Kidnapping 6+ 7+ throwers, chemically ignited , and Surveillance/Mugging 5+ 8+ flammable fuels. See DRAGON issue #97. Misinformation/Courier 4+ l0+ Surveillance: The ability to observe someone’s actions in detail without being DMs on survival: noticed and to detect observation. See + 1 per level of Stealth (max. DM +2) DRAGON issue #97. Control — +1 if Dexterity 9+; +1 if Strength 9+ Interrogation: The individual can query Intelligence — +1 if Intelligence 9+; +1 if Dexterity 9+ a person and thereby coerce that person

DRAGON 65 The guard is convinced this person has clearance and that bothering the person Table 6 Table 10 further could produce a demotion. Advanced Training Skills Arson Skills Poison: The individual knows of the different poisons and nonlethal drugs 1d6 Skill ld6 Skill available on the open and black markets. 1 Jack-o-Trades 1 +l Strength Poison skill enables an individual to iden- 2 Vacc Suit 2 Pyrotechnics tify poisons, apply poisons and antidotes, 3 Double-Talk 3 Concealment and make poisons and antidotes. An indi- 4 Pilot 4 Stealth vidual with a skill level of 1 can apply and 5 Electronics 5 Pyrotechnics identify poisons and illegal drugs. An 6 Medical 6 Demolitions example of a nonlethal poison is used in blackout grenades (250 grams; Cr 900; TL Table 7 Table 11 9). These grenades cause all beings within Training Skills Raid Skills 10 meters to go blind for 20 minutes. The gas itself is invisible. 1d6 Skill 1d6 Skill 1 Vehicle 1 +1 Dexterity 2 Concealment 2 +l Strength Espionage officers 3 Stealth 3 + 1 Endurance The agency’s officers are commissioned 4 Disguise 4 Gun Combat upon reaching age 50 (the 14th active 5 Gun Combat 5 Demolitions term). Upon finishing the 14th term, an 6 Blade Combat 6 Lock-Picking agency serviceman must roll to be com- missioned. If the roll is a 9+, the service- Table 8 Table 12 man can become an officer. If the roll is a Assassin Skills Mugging Skills 12, the serviceman must become an offi- cer. If not commissioned, the serviceman 1d6 Skill 1d6 Skill receives his mustering-out benefits at that 1 +1 Strength 1 +l Strength time and summarily leaves the service. 2 +1 Dexterity 2 +1 Endurance The duties of an officer (lst-5th) involve 3 Stealth 3 Brawling coordinating missions of small groups and 4 Gun Combat 4 Brawling handling logistics for them. The rank of 5 Gun Combat 5 Blade Combat Chief involves overseeing the officers and 6 Poison 6 Stealth planning the larger missions, especially assassinations and deep-undercover mis- Table 9 Table 13 sions. The Controllers handle the service’s Bombing Skills Kidnapping Skills major policies and oversee any missions which deal with high-risk threats to the 1d6 Skill 1d6 Skill agency or which are carried out against 1 + 1 Strength 1 +1 Intelligence very skilled enemy agencies. An agency 2 Demolitions 2 + 1 Dexterity officer takes on one mission to adminis- 3 Concealment 3 Gun Combat trate every term. Upon completion of a 4 Stealth 4 Lock-Picking successful mission, an officer rolls 9+ to 5 Demolitions 5 Demolitions gain his skills on Table 19. 6 Pyrotechnics 6 Stealth Officers can be promoted upon the success of missions they have adminis-

trated. An officer must roll the number Table 5 listed on Table 20 or higher to be pro- Mission Failure moted. An officer can only be promoted once per term. A Chief can be promoted 1d6 to Controller only if the promotion roll is Failure result made with a DM of -2, as a Controller 1 Killed in attempt position is a major step into another level 2 Captured and imprisoned for (10 x law level) years of the agency’s . Junior Control- 3 Captured and imprisoned for (8 x law level) years lers similarly roll with a DM of -3. Most 4 Captured and imprisoned for (5 x law level) years upper-level officers are assumed to be 5 Captured and imprisoned for (2 x law level) years NPCs using anagathics. 6 Captured but not enough evidence to convict. Espionage officers must roll 10+ every two-year term or be relieved of duty. Each successful mission completed during that term acts as a DM of +1. Roll to choose an assignment just as you would for a non- Effects of, imprisonment on re-enlistment: com. An officer may refuse one mission All prison years are cumulative for the effects of imprisonment on re-enlistment. assigned to him a year, thus receiving If an agent is imprisoned for more than 20 years, he cannot re-enlist afterwards. (rolling for) one of a different nature. If an agent is imprisoned for 10-20 years, he can re-enlist if he rolls double the Upon retirement, an officer’s security normal re-enlistment score needed to re-enlist. If successful, he will be at half his clearance rating goes down two levels. For former rank. example, a Section Chief’s security clear- If an agent is imprisoned for 0-9 years, he can re-enlist if he rolls half the normal ance rating will be six upon retirement. re-enlistment score needed to re-enlist. If successful, he will be at his former rank. When mustering out of the spy service, espionage servicemen roll twice for every

66 APRIL 1987 Table 14 Table 18 Table 19 Undercover (any) Skills Courier Skills Officer Skills

1d6 Skill 1d6 Skill 1d6 Skill 1 +1 Intelligence 1 +1 Dexterity 1 Carousing 2 +1 Dexterity 2 +1 Strength 2 Recruiting 3 Stealth 3 +1 Intelligence 3 Leadership 4 Disguise 4 Stealth 4 Computer 5 Double-Talk 5 Gun Combat 5 Tactics 6 Concealment 6 Brawling 6 Admin

Table 15 Confiscation Skills

1d6 Skill Table 20 1 +1 Dexterity Success and Promotion 2 +1 Intelligence 3 Lock-Picking Mission Success Promotion 4 Concealment Assassination/Deep Undercover 7+ 6+ 5 Stealth Bombing/Arson/Confiscation 5+ 8+ 6 Double-Talk Raid/Local Undercover/Kidnapping 6+ 7+ Surveillance/Mugging 5+ 8+ Table 16 Misinformation/Courier 4+ l0+ Misinformation Skills Training/Advanced Training 4+ 12+

1d6 Skill DMs to mission success: 1 +1 Intelligence +1 each time officer undertook such a mission while a noncommmissioned offi- 2 Double-Talk cer (noncom) or administered as an officer, up to +2. 3 Double-Talk +1 per level of Tactics, up to +2. 4 Stealth 5 Disguise 6 Disguise Table 21 Table 17 Espionage Officers’ Ranks and Security Clearance Surveillance Skills Title Security clearance Rank 1d6 Skill Noncom SC-10 (extremely limited) — +1 Intelligence 1 Rank 1 SC-7 5th Officer 2 +1 Dexterity Rank 2 SC-6 (top secret) 4th Officer 3 Stealth Rank 3 SC-6 3rd Officer 4 Interrogation Rank 4 SC-5 2nd Officer 5 Disguise Rank 5 SC-5 1st Officer 6 Surveillance Rank 6 SC-4 (ultra secret) Station Chief Rank 7 SC-4 Section Chief Rank 8 SC-3 Division Chief Rank 9 SC-2 Junior Controller rank level on Table 22. Officers roll seven Rank 10 SC-1 (unlimited) Senior Controller times on Table 22 and once for every officer’s rank level on Table 23.

Benefits for retired noncoms Table 22 Table 23 and officers Mustering-Out Benefits for Mustering-Out Benefits for SC-A (Agent) — 2,000 cr pension. Noncoms Officers SC-9 to SC-7 (Officer) — 5,000 cr pension. SC-6 to SC-5 (Chief) — 9,000 cr pension. 1d6* Benefits 1d6* Benefits SC-4 (Junior Controller) — 12,000 pension 1 Low Passage 1 Medium Passage + two-man personal bodyguard until 2 Blade 2 Blade 15 years after retirement. 3 Gun 3 Gun SC-3 (Senior Controller) — 15,000 cr 4 +1 Intelligence 5 Travellers pension + four-man personal 5 Travellers 6 High Passage bodyguard until 25 years 6 High Passage 7 Free Trader after retirement. 7 +l Social * DM +l for Chiefs * DM +1 for over 10 terms and Controllers. service in the agency.

D RAGON 67 by Douglas Niles Players determine the outcome of acts by ratings to match this scale, so incorporat- rolling ldl00, trying for a result lower ing vehicle and pedestrian activity into the than their relevant Attribute scores. Modi- same encounter is no problem. The new TOP SECRET® game has some fiers can shift Attribute scores up or down The combat system is fully designed and major factors in common with the original in specific situations. undergoing playtesting. It incorporates a version, It is a game about spies and espio- The bulk of the rules for player charac- single ldl00 roll to determine whether or nage, with all the special equipment, ters relate to creating the characters them- not you hit a target and where the wound weapons, and gimmicks that make the selves. Rules for the game are grouped is located. The same roll, in hand-to-hand secret agent such a popular hero of into two categories: Standard Rules (gov- combat, also tells how much damage the fiction, film, and television. erning the play of the game) and attack has inflicted! In ranged combat, a However, those of you expecting modifi- Rules. The reality rules are placed second roll determines damage. cations and streamlining of the original throughout the book, separated by distinc- The combat system is very lethal, al- rules will be in for a surprise. From the tive graphic elements. These are optional though the Luck Points enhance PC sur- ground up, the new TOP SECRET game is and advanced rules that offer a greater vival. Thus, it is not impossible for a PC to an original role-playing game system. level of detail (‘reality”) to the game me- dash through a mob of enemy agents, Systems for character generation, combat, chanics. Players may start a campaign dropping them right and left with the skills, and everything else have been with the standard rules, and add the real- deadly use of his Browning Hi-power, freshly created. A conversion for original ity rules as the game progresses and they while evading some of the bursts of auto- TOP SECRET game characters will proba- become more involved. matic weapon fire that are directed at bly be incorporated as a feature of the One of the major points of debate in the him. Bursts, by the way, are handled as a game, allowing you to convert your old game design is the role of player choice in single attack instead of as a series of indi- characters to the new system. the character generation process. Warren vidual bullets. This has provided a major The game is currently between the and I agree that skills, backgrounds, and increase in the speed of play. design and development portions of the general characteristics of specific agents Loving care and attention have gone into process, but a number of sections have should be decided by the players. How- the development of vehicle rules. These emerged as clearly different from the ever, I feel that Basic Attributes are best are considerably more extensive than in original. Other sections are still up in the generated through dice-rolling, with a the original system, and include protection air, as playtesters are consulted and vari- balancing system to protect PCs against and handling factors as well as accelera- ous of the designer’s cherished ideas are particularly bad rolls. Warren maintains tion. Skilled drivers will be tempted to try mercilessly trashed. that players should be allowed to spend a special maneuvers, such as ramming, Speaking of merciless trashing, I’d like to pool of points upon attributes, selecting power turns, braking skids, and bootleg welcome to TSR, Inc. His strengths in those areas that the players turns. first project was the editing of TOP desire. This one is still up in the air; we Other significant differences between SECRET game material, and he wasted no might present you with a couple of op- the two versions of the game concern the time in firing up his chain saw and getting tions, and let each Admin choose the amount and nature of campaign back- to work. Between us, we will give you a procedure he likes for his campaign. ground. I can’t go into a lot of detail, be- product that offers all of the flavor of the A major feature of character creation cause much of this will be subject to the original system, with game mechanics that and the use of characters during play is desires of the individual Admin, but we are much smoother and faster in play. the area of skills. The game includes exten- are taking a different tack from the The new TOP SECRET game begins with sive skill lists and descriptions, and a char- original game system. a slightly different approach to its theme. acter is often defined by the types of skills The new game presents a campaign While the detail needed for a realistic he has. Skills are handled in levels; most environment with a “good guy” and a “bad espionage game is included, the game’s characters have a level 1 skill at driving guy” spy agency. Obviously, these two emphasis is much more focused on the automobiles, while only the pros might agencies are arch-rivals. In many cam- secret agent of movies and TV Action and take such a skill to 4th or 5th level. Addi- paigns, the PCs will be able to find ready adventure are primary features of the tional levels of skill provide modifiers to employment with the good guys. However, game. Attribute checks. this “official” campaign is presented only In line with this, the PCs and major However, your character is much more in a portion of the Admin book, so it is in villains have enhanced abilities, as well as than the sum of what he or she can do. A no way required for use. Several other the opportunity to spend Luck Points to number of game features are designed to campaign genres, such as private eye, law- avoid campaign-ending disasters. The encourage role-playing and to help players enforcement, mercenary, and counter- minor NPCs have to suffer through the visualize and play their characters. Your terrorist settings, lend themselves easily to rolls of the dice. character can be as well rounded and the game. On to the game systems themselves: broad based — or as narrow — as you The game includes a 2-4 page rules The game is built around a single game want. summary for experienced role-players that mechanic — the Attribute Check. Each The action scenes in the game occur in should get you up and playing with little character has five attributes, each gener- two-second turns, with most PCs able to preparation time. It will also include a ated by a “d60” roll, giving a range of take one careful shot or two quick shots in player’s book, Admin’s book, Admin’s 20-79 for PCs and l0-69 for most NPCs. a turn. Vehicles are given acceleration screen, and several other little accessories

66 APRIL 1987 that speed play and enhance enjoyment. ated. There is still time to hear from you if consideration. (In fact, one of my simple The comments and feedback from the you have points that you think need to be pleasures of the last few weeks, occupying TOP SECRET game players we met at the addressed — but hurry! The game will be an office next to Zeb Cook as I do, has GEN CON® Games Fair last summer, and out late this summer. I’m afraid we don’t been listening to him discuss all those from those of you who have taken the have time to answer each letter personally, ideas sent to him concerning the AD&D® time to write, have been greatly appreci- but we read them and take your ideas into game Second Edition. Keep it up!)

tables, simply note them in pencil.” This many revisions the rules themselves go “Official” business note was carried through in the Players through, the game itself remains, in Handbook (p. 6): “the most important spite of all its varying, personalized (continued from page 3) material herein can be altered and bent forms. No matter how complex or to suit the needs of individual cam- revised the “official” AD&D game be- rules won’t mesh with the first edition, paigns. Where possible, true guidelines comes, the game itself is only as good thereby “forcing” them to purchase the have been laid down to provide the as the players who play it. second edition. In the end, it all leads barest frameworks for those areas of And although the original game and up to one thing: a lot of needless worry the campaign which should be the most its first edition were flawed and some- and unnecessary complaints. unusual and unique.” I have no doubt times vague, it seems like much more When the second edition arrives, it that this attitude will be carried fun in retrospect — at least to a bunch will replace the first-edition rules, through the second edition AD&D of guys who once sat around a table in which essentially replaced the original game rules as well. the La Crosse Student union playing D&D game I spoke of earlier. This does What it all comes down to is that the with a handful of dice, a set of tattered not mean it will make the first edition ultimate choice of what is important note-riddled digests, and a ream of obsolete. In the case of the original and essential to each campaign is up to maps and plot outlines. paperbound rules, the hardbounds the individual. If the DM likes assassins, cleared up a lot of the inconsistencies but they are no longer part of the in the earlier rules. By this time, a lot of “official” rules in the second edition, gamers had invested their money in the what’s stopping the first-edition rules paperbacks. They had also taken it from being used? If a DM has grown upon themselves to fill in most of the accustomed to using the first-edition gaps in the rules. In 1975, there rules, finding only a few items from the weren’t many role-playing games avail- second edition useful, what’s to stop able to choose from. As a result, filling him from using the second edition as the gaps and providing alternatives to an accessory to the first edition? The the present system was up to the indi- choice of what is and isn’t necessary to vidual. Many of these rules were never a campaign is, as it has always been, up published; they weren’t developed with to the individual DM. No matter how that goal in mind. Rather, they were created to help personalize a game system whose very beauty lay in its open-endedness. There were never any arguments about “official” rules then; each DM Index to Advertisers had his own guidelines which he fol- lowed, the majority of which existed Adventurer Publication ...... 7 beyond the sight and inquiry of the AMAZING® Stories ...... 21 (with card) players. The beauty of the game was Bard Games ...... 61 that it differed from campaign to cam- Chaosium Inc...... 5 paign — that DMs weren’t afraid to Doubleday SF Book Club ...... 11 fudge the rules, to make decisions DRAGON® Magazine ...... 8 themselves, or to alter rules they dis- DUNGEON™ Adventures ...... 19, 84 (with card) agreed with or which did not fit the Fantasy Games Unlimited ...... 43, 75 milieu of their campaign. It didn’t mat- FASA Corporation ...... 15 ter that the rules varied from world to Friedland Games ...... 40 world; this was simply an aspect of Game Designers' Workshop ...... 51, inside back cover personalization that went along with Game Systems Inc...... 80 the game. It was this aspect that made ...... 27, inside front cover the game unique. Guild of Adventure Gaming ...... 50 There never were “official” rules in Holoubek, Inc...... 87 the earliest edition of the game; there Iron Crown Enterprises, Inc...... 1, back cover were only “guidelines to follow in de- K Society ...... 25 signing your own fantastic-medieval Mayfair Games ...... 41 campaign” (Men and Magic, p. 4). These Mite-Y Minions ...... 81 rules were meant to “provide the Palladium Books ...... 31, 63 framework around which you will ...... 35 build a game of simplicity or tremen- Skyrealms ...... 34 dous complexity.” Rule changes were Steve Jackson Games ...... 45 acknowledged as a part of the system Task Force Games ...... 83 in this early edition: “If your referee TSR, Inc...... 78,89 has made changes in the rules and/or U.S. General Services Administration ...... 40

DRAGON 69 Here Comes the Cavalry!

Conventional warfare in the STAR FRONTIERS® game

by Matt Bandy cavalry, artillery, and command. This examples of bumping seem pretty unlikely, article deals with cavalry — that branch of such as a hovercycle running an explorer Some gamers (myself included) are at- an army organized and equipped for mis- off the road. To correct this situation and tracted to the idea of combining role- sions requiring great mobility. Statistics for to integrate cavalry vehicles into the game, playing with wargaming. For the most particularly important cavalry vehicles are each vehicle has been assigned a “bump part, however, we are given only tantaliz- listed in Table 1. Airborne vehicles are also number.” These numbers are listed in ing bits of such a combination that leave considered cavalry. Particularly important Table 4. us hungry for more. “The Battle of airborne vehicles are shown on Table 2. When a bumping situation occurs, the Volturnus” in STAR FRONTIERS® module The effects that different types of ter- referee finds the difference between the SF2 is a good example. The module is great rain have on cavalry vehicles is important two vehicles’ Bump Numbers and multi- fun, but it ends too quickly. There’s Alex in the calculation of realistic rates of plies that number by five. The result is Curylo’s article, “Tanks a lot!” which ap- movement. These effects are shown in added to the modified reaction speed peared in DRAGON® issue #199 which deals Table 3. Detailed explanations of terrain score of the driver of the higher-valued with modifying civilian vehicles for com- types are given in the Alpha Dawn vehicle, then subtracted from that of the bat. But would there not exist vehicles expanded game rules. driver of the lower-valued vehicle. A designed solely for combat purposes? This percentile-die roll is made for each driver article presents just such vehicles, based to resolve the success or failure of the on Alex’s article noted above. Bumping maneuvers bump. Rolls of 01-05 always indicate suc- The vehicles dealt with in this article cess, just as rolls of 96-00 always indicate may take any action, such as bumping and failure. Cavalry slipping, that normal vehicles can. The For example, a hovercycle is trying to Four basic divisions exist in any well- battlewagon is an exception to this rule, as run a ground car off the road. A quick balanced military organization: infantry, its actions may be limited by its size. Some look at Table 4 shows the difference be-

70 APRIL 1987 from radar or infrared sensors. Holo screens use three SEU per. Minute. Armaments are shown according to which turret they occupy in each type of ground vehicle on Table 6. The same is done for airborne vehicles on Table 7. The following section regarding bombs is the only part of this article that deviates from the rules set forth in “Tanks a lot!” That section of Mr. Curylo’s article over- simplified the topic. Bombs do damage of varying severity according to the distance an object is from them when they explode. This is illus- trated on Table 8. The chance of a bomb hitting its target is equal to one-half of the bomber’s dexterity score, modified. In the event of a miss, use the Grenade Bounce Diagrams on page 24 of the Alpha Dawn expanded rules book. The asterisk repre- sents the target and the arrow represents the direction the bomber is travelling. The distance by which the bomb misses its target is dependent upon the altitude of the bomber, as shown on Table 9. The bomb explodes one turn after being dropped, giving the bomber that amount of time to vacate the blast radius. Failure to vacate the blast area results in damage to the bomber. Due to the increased sophistication involved in the engineering, Manufacture, and application of futuristic vehicles, a great degree of skill will be required to operate these machines. Skill require- ments for operating the vehicles dealt with in this article are shown on Table 10.

Targeting systems Numerous targeting systems are in use throughout the Frontier Sector. The most common are the eye-weapon coordination (EWC), manual, and cyberlink systems. The cyberlink system is explained in Yanks a lot!” The remaining two are de- scribed in the paragraphs that follow. “Eye-weapon coordination” means that the gunner’s eyes and weapons are linked in such a way that they move in tandem. tween the two vehicles’ Bump Numbers to Armaments, defenses, and sensors This is accomplished through the use of a be four. The hovercycle driver’s score of Defenses and sensors, instrumental in special helmet fitted with a low-power 63 minus 20 (4 x 5 = 20) is 43, and the locating and dealing with the enemy, are laser. The laser follows the movements of ground car driver’s score of 81 plus 20 (for shown according to vehicular type on the wearer’s eyes and, through a complex being the driver of the higher-valued Table 5. Power screens may be of any type circuitry link, brings the weapons to bear vehicle) and minus 30 (for being the vehi- covered in the Alpha Dawn rules, the most along the wearer’s line of sight. When the cle bumped) is 71. The hovercycle driver common being albedo, inertia, and holo- weapons are aimed at the target, the gun- makes a 1d100 roll of 26, meaning he graphic screens. Albedo and inertia ner has only to push a button, flip a maintained control of his vehicle. The screens are detailed in “Tanks a lot!” Holo- switch, or pull a trigger to fire any combi- ground car driver, however, is not so graphic screens are described in the fol- nation of weapons. The helmet can be fortunate: a roll of 95 indicates loss of lowing paragraph. switched from infrared to normal vision control. The referee now consults the For use in sneak attacks, vehicles are and can be turned on or off. The gunner Control Table in the Alpha Dawn ex- commonly fitted with holo screens need not expose himself to enemy fire, for panded rules (page 31) and continues play. equipped with camouflage feedback loops. each helmet is also linked to a set of infra- When a driver loses control of his vehi- In certain terrains, however, this tactic is red and video cameras. The images these cle, standard procedures governing this not effective. In passage over sand dunes, cameras receive are projected onto the situation apply. The exceptions to this rule vehicles tend to raise a cloud of dust that inside of the helmet visor. are the tank (ground) and the battlewagon. the holo screen cannot hide, creating On all the vehicles detailed in this article, Due to their low centers of gravity and suspicion among observers. In these in- the weapons are controlled by EWC. The width, these two vehicles do not roll over. stances, it is best to disguise the vehicle as vehicles have one gunner operating each Treat a result of either “roll” or “roll and something More regionally appropriate, turret who may fire any combination of burn” as a spin. such as a thundering herd of camels. Holo the weapons mounted on the turret in any screens cannot disguise or hide a vehicle one direction on a given turn. Of course,

DRAGON 71 Table 1 Land Vehicles

Top Turn Vehicle speed speed AC/DC Crew Parabattery Mileage Hover vehicles Hovertank 200 70 60/40 3 4 4 SEU/km APC 230 80 70/60 2 (20) 3 2 SEU/km Battlewagon 150 50 40/30 55*8 SEU/km Ground vehicles Tank 130 100 70/60 3 44 SEU/km APC 130 100 60/50 2 (20) 3 2 SEU/km

* A parabattery type 5 costs 8,700 credits, weighs 400 kg, and produces 8,000 SEU.

Key to Table 1 AC/DC: Acceleration/Deceleration Crew: Minimum number of crew members required for the vehicle to operate at maximum efficiency. Value in parentheses shows passenger capacity. Speeds: Given in meters per turn. Turn speeds: Because of their low centers of gravity, most vehicles shown here have high turn speeds. Mileage: The mileage properties of the vehicles are given because all the systems of said vehicles (i.e. weapons, defenses, sensors, and targeting systems) as well as the engine draw power from the vehicle’s parabattery. A tally of SEU used should be kept by the players or referee. Hovertank: A large, armored vehicle that floats 50 cm above the ground on a cushion of air. It resembles the tanks of today sans treads. APC: Armored Personnel Carrier. Both ground and hover APCs look like large, armored transports and can carry 18 passengers. These passengers can all vacate the APC in two turns via the 10 hatches in the ceiling of the passenger compartment. These hatches may be opened to serve as firing ports. Battlewagon: A huge, armored vehicle wide enough to take up two lanes of a highway, and designed to carry out extremely haz- ardous missions individually. Tank: A large, armored vehicle much like modern-day tanks in appearance and locomotion.

Table 2 Airborne Vehicles

Top Cruise Vehicle speed speed AC/DC Turns Crew Parabattery Mileage Attack helicopter 600 100 120/l20 8258 SEU/km VTOL fighter-bomber 1500 650 120/120 6 258 SEU/km

Key to Table 2 Turns: The number of 45° turns the vehicle can make in one game turn. Attack helicopter: An armed and armored jetcopter designed to combat enemy ground forces. VTOL fighter-bomber: An armored aircar with exterior weapon mounts that is designed for high-speed bombing runs. However, it is versatile enough to hold its own in a dogfight.

Table 3 Effects of Terrain

Vehicle Clear Broken Rugged Bog Water Highway Hover vehicles Hovertank 1.0 0.8 - 1.0 0.9 1.2 0.8 APC 1.0 0.7 - 0.9 0.9 1.3 0.8 Battlewagon 1.0 0.8 - 1.0 0.9 1.2 0.8 Ground vehicles Tank 1.0 0.9 0.8 0.7 - 1.1 - APC 0.9 0.7 0.3 0.6 - 1.2 - Airborne Attack helicopter* 1.0 0.9 0.6 1.0 1.0 1.0 0.6 VTOL fighter-bomber* 1.0 0.9 0.5 1.0 1.0 1.0 0.4

* Modifiers apply only if the vehicle is within 100 meters of the surface. Above that altitude, movement is at 1.0.

72 APRIL 1987 Table 4 Table 6 Vehicle Bump Numbers Defenses, Sensors, and Turrets

Vehicle Bump number Vehicle Sensors Defenses Turrets Hovercycle 1 Hover Ground cycle 2 Hovertank IR,V,SL IRJ,S,A20 2 (L) Hovercar 4 APC IR,V,SL IRJ,S,A15 1(M) Ground car 5 Battlewagon IR,V,SL IRJ,S,A25 3(L) Hover transport 6 Ground Ground transport 7 APC IR,V,SL IRJ,S,A20 1(M) APC (hover) 9 Tank IR,V,SL IRJ,S,A25 2(L) APC (ground) 10 Airborne Hovertank 12 Attack helicopter IR,V,SL,R IRJ,S,ES,A20 1(M), 4 (Pods) Explorer 13 VTOL fighter-bomber IR,V,SL,R IRJ,S,ES,A20 1(M), 4 (Pods) Tank 14 Battlewagon 16 Key to Table 5 IR: Infrared cameras V: Video cameras SL: Searchlight R: Radar IRJ: Infrared jammer A: Armor (# of coats) S: Power screen(s) ES: Ejection seat weapons firing once every two or four turns must respect their limitations. EWC gives the user a +30 modifier to hit. The gunner receives no additional bonuses due to weapons skills. “Manual” operation means the gunner Table 6 operates the weapon by hand. This is by Armaments for Ground Vehicles far the most common targeting system in civilian use. The gunner using this system Turret must expose himself to enemy fire but will Vehicle One Two Three have hard cover if the weapon is mounted Hover on a vehicle. Skill bonuses apply when Hovertank VMG,VHL GMx6 - using this system. APC VMG - - Battlewagon VMG,VHL C,FT GMx6 UPF and Sathar use Ground The UPF and Sathar war machines have Tank VMG,VHL,FT GMx8 - little use for cavalry vehicles, as they are APC VMG,FT - - expensive and easily destroyed by plane- tary defenses in any attempted landing. Key to Table 6 Nevertheless, each faction does maintain a VMG: Vehicle VHL: Vehicle heavy laser GM: Guided missile (Type 2) small complement of cavalry vehicles C: Cannon FT: Flamethrower B: Bomb (Heavy) aboard assault transports, in case the attackers happen to cripple the enemy’s planetary defenses. Planetary governments, however, are a different matter entirely. Being fast and Table 7 durable, cavalry is an important factor in Armaments for Airborne Vehicles any planetary engagement and constitutes a large part of all planetary governmental Pod number armies in the Frontier. For what it’s worth, Vehicle Turret One Two Three Four Pylons large Sathar biogenetic constructs are also Attack helicopter VHL GMx4 VMG GMx4 VMG Bx2 considered cavalry. VTOL fighter- On a final note, EWC systems, all weap- bomber VHL GMx2 VMG GMx2 VMG Bx6 ons, and all defenses presented in this article are banned from civilian use (ex- Key to Table 7 cept by UPF Grant #739) by the Arms VMG: Vehicle machine gun VHL: Vehicle heavy laser GM: Guided missile (Type 2) Proliferation Act. C: Cannon FT: Flamethrower B: Bomb (Heavy)

Table 8 Table 9 Table 10 Bombs Distance of Miss Skill Requirements

Distance Damage Altitude of Driver skill from bomb Light Heavy bomber Miss distance Vehicle requirement 0-20 m 25d10 50dl0 Point blank 20m APC Technician 1 21-50 m 20dl0 40dl0 Short 50m Hovertank Technician 2 51-100 m 15dl0 30d10 Medium 150m Tank Technician 2 101-200 m l0d10 20d10 Long 250m Battlewagon Technician 4 201-300 m 5dl0 l0dl0 Extreme 350m Attack helicopter Technician 4 301-400 m — 5dl0 VTOL ftr./bmbr. Technician 5 401+ m — —

DRAGON 73 by Dan Salas munity’s view of a character’s wealth, soldiers, and priests. power, authority, and importance. High. This level includes rich merchants, When families hold tightly to their own important officials, judges, tribal shamans, The social systems of the second-edition class levels, the system closes and becomes and knights (high-ranking soldiers and GAMMA WORLD® game are briefly de- unchangeable. Referees would be wise to heroes). scribed in the Basic Rules Booklet and keep the system open so that PCs can Very high. This level includes the com- Adventure Book, giving a rough idea of the strive to advance in the community. munity’s ruling family, royalty, and nobles world in which the player characters live. Social levels are completely different from wealthy and powerful families. Yet how do the PCs and NPCs fit into these from status-rank levels, though both can These examples are general ones, not cultures? Loners and wandering adventur- complement or contradict each other to reflecting the specifics of any single com- ers seem to be the most common types of provide interesting situations. For in- munity. Most tribes have no important PCs, but many characters may not have stance, a low-ranking king might be dis- officials or royalty, while a city-state might begun their careers in this way. For this trusted because of his lack of experience have no shamans. The exact background reason, a PC’s Base is much more than a (in other words, status points), while a of a PC must be chosen by the player and place to buy starting equipment. It is the high-ranking farmer is respected for his given approval by the referee. Since Part character’s home of origin — and in this experience and proven ability. PCs can VII of the second-edition Adventure Book home, social classes can be an important struggle to increase in both social and explains that player characters should aspect of every person’s life. rank levels, and referees are free to give begin in Tech Level I Bases in wilderness Each player must decide if his or her awards in both areas to successful areas, many of the more civilized back- character has been raised in a particular characters. grounds, such as technician and royalty, social level. Some communities have no To determine the level of a character, are not available to starting PCs. class system. A good example is a small roll 1dl00 on the Social Level Table pro- The following notes apply to the table. egalitarian tribe in which all people share vided with this article. The social system is Starting money. Beginning characters the same tasks, all contribute to the pro- divided into five levels: use this die roll to determine the number duction and gathering of food, and none Very low. This level includes ex-slaves, of gold pieces which they can spend to have more wealth or possessions than the beggars, criminals, and outcasts. arm and equip themselves. This rule re- others. In such a tribe, the leader is the Low. This level includes laborers, flects the economic considerations of wisest (and sometimes strongest) person, farmers, fishermen, herdsmen, peddlers, social rank, where wealth brings respect and he or she rules in cooperation with a and craftsmen. and positions of power. tribal council. Yet the leader is no weal- Medium. This level includes technicians, Research modifier. This modifier is used thier than the other hunter-warriors of doctors, government officials, merchants, when a character does research at a Base the community. Most larger groups have a class system which develops when there is a division of labor among the people. In simple terms, Social Level Table the food-producers (herdsmen, farmers, etc.) give food and taxes to the non-food Social Starting NPC producers, in exchange for services such level money Research Charisma reaction as military support from soldiers, spiritual 1-5 Very low 2d4 X 10 - 0% - 4 0 leadership from priests, medicine and 6-55 Low 3d4 X 10 -5% -2 1 healing from doctors, material goods from 56-85 Medium 4d4 X 10 - 10% +0 2 craftsmen and merchants, and govern- 86-95 High 5d4 X 10 -15% +2 3 mental leadership from officials, judges, 96-00 Very high 6d4 X 10 -20% +4 4 and royalty. Social rank becomes the com-

74 APRIL 1987 in a community in which the character is a member. The researcher is using authority and contacts to gain access to information. Charisma modifier. This modifier is added to or subtracted from the charac- ter’s ability score when determining the maximum followers and Morale adjust- ment on the Charisma Table, found in the second-edition Adventure Book. NPC reaction modifier. This modifier is similar to the one used in Oriental Adven- tures. When two characters meet and know each others’ levels, subtract the smaller modifier from the larger. The character of lesser social level uses the final number as a penalty when rolling for the other’s reaction, and the character of higher level uses the number as a bonus when rolling for the other’s reaction. This modifier is also used when a character is attempting to hire or recruit an NPC. If a group in the community (such as the ruling family or the merchants) is on bad terms with another group (such as the farmers, the soldiers, or the entire low social class), then ignore this NPC reaction modifier. Instead, use -2 if the group is disliked, or -4 if the group is hated. This penalty applies only with reactions be- tween the opposing groups. The penalty is doubled if the reacting NPCs are armed and prone to violence. All modifiers listed on the table are subject to change when a character pub- licly changes in social level. To do this, the character must enter the profession of another level, either willingly or not. Thus a farmer can increase in level by becoming a soldier, and a royal prince can decrease in level by becoming an outlaw. If the royal prince’s criminal acts are never known to the community, then he remains in the very high social level, even if he is secretly banished by his own family. When a character holds professions of varying levels, he or she is still considered to be a member of a single level. If all the professions are good, then the person is known by the highest social level of the given professions. Thus, a noble-doctor is of very high level. If one or more profes- sions are “bad,” then the character is treated as being in the lowest of the bad- profession social levels. Thus, a noble- doctor-criminal is treated as if he were in the very low social level. The referee must decide any other con- siderations of a system of social levels. Will a corrupt politician be executed, par- doned, or demoted to a lower social level? Will an ex-slave be allowed to become a priest? Can a knight freely seize the ruler- ship of his community, or will the commu-- nity resent his attempts to increase his social level? These questions are left to the judgment of the referee, who knows his campaign world better than a series of reaction charts. But, from the starting point given here, the referee is welcome to expand social levels into a complex and fascinating part of his game world.

D RAGON 75 the less strength he has in them. When his The Marvelous limbs are extended one area, his Strength is normal, two areas away, his Strength Machine Man™ becomes Excellent, and at full extension (three areas), it is only Good. and the ENVIRONMENTAL INDEPENDENCE: Machine Man does not need to eat, drink, Midnight breathe, or sleep. He could easily survive in outer space or other vacuum Wreckers™ environment. HEATING/COOLING SYSTEMS: Machine Man is able to use his internal by Douglas A. Lent temperature control system to radiate great amounts of heat or cold through his Jeff Grubb has been busy with the hands. He can do this with Remarkable FORGOTTEN REALMS™ boxed campaign ability (causing Remarkable damage), and setting lately, but he promises to return can affect a maximum radius of three with his (one month late) Marvel®-Phile on areas around his hands. the Unlimited Class Wrestling Federation™ and all the strange and unusual folks PISTOL HANDS: Machine Man has a pair therein. Meanwhile, let’s get mechanical of modified .357 Magnums installed in his with MARVEL SUPER HEROES™ Original index fingers They have a three-area Set statistics for the Indestructible range and do Good damage. Machine Man™ — RM POWER SOURCE: Machine Man is powered by a network of solar receptors MACHINE MAN™ positioned at various points on his body. X-51, Aaron Stack™ Because of this, if he is kept in total Fugitive robot darkness for more than 40 hours, he will lose three Endurance ranks each hour Fighting EXCELLENT (20) thereafter. If he is not exposed to light Agility EXCELLENT (20) before his Endurance drops to Feeble, he Strength REMARKABLE (30) will shut down (i.e., go unconscious) from Endurance UNEARTHLY (100) a lack of power, He will remain in this Reason REMARKABLE (30) state until he is exposed to light once Intuition INCREDIBLE (40) more, whereupon he regains Endurance Psyche REMARKABLE (30) ranks at a rate of one rank per round.

Health 170 Machine Man’s story: Machine Man Karma 100 was created by a top-secret U.S. military Resources FEEBLE (TYPICAL)* project, whose goal was to create a robot Popularity 0 (20)* soldier capable of independent thought One of 51 original prototypes, he was * Parenthetical terms apply to Machine placed in the custody of Dr. Abel Stack, a Man in the 1980s; other terms are for his brilliant computer specialist who believed futuristic form. that man and robot could co-exist in harmony. Stack taught the robot, whom Known powers: he named Aaron, as if it were his own son. Under Stacks guidance, Aaron developed ANTIGRAVITY GENERATORS: Machine his own individual personality. Man has several built-in antigravity At this same time, the other 50 robots generators, allowing him to render himself began to develop serious malfunctions in weightless and giving him the ability to fly their programming. An executive decision at Feeble speed (two areas/round). was made to terminate the project and destroy the robots before they could BODY ARMOR: Machine Man’s skin is become dangerous. The destruct order made of a titanium alloy that gives him allowed no exceptions, within hours, Amazing protection from cold, heat, and Aaron would be destroyed by an explosive physical damage. device built into him when he was assembled. EXTENDABLE LIMBS: Machine Man can Fortunately, Stack was able to remove extend his arms and legs out to a the bomb although he could not deactivate maximum of three areas away. Within this it. Knowing this, Stack said a brief farewell radius, he can engage in close combat and to his “son” and sent Aaron away. Minutes handle objects without a FEAT roll. He can later, the device detonated, killing Stack step over structures up to three stories tall instantly. and, by extending both arms and legs, can Now on his own, Aaron began a climb surfaces at a rate of five crimefighting career as Machine Man in an areas/round. It should be noted that the attempt to find his place in the world of farther Machine Man extends his limbs, humanity. During this time, he was befriended by several humans, most powerful corporations in America. realized what must have happened and notably psychologist Peter Spaulding and During this 40-year period, Machine tried to stop her, but soon found that he “Gears” Garvin, a mechanic. Machine Man Man’s components remained crated and was powerless to do so through legal tangled with many foes as well, including stored away in the warehouse where means. In frustration, he organized the the opportunistic Senator Miles Brickman Bain’s technicians had left them. Then, a Midnight Wreckers as his way of striking and Madam Menace™ (alias Sunset Bain), computer error mistakenly identified the back at Bain. an arms merchant who wanted to parts as obsolete, and the crate was Meanwhile, Bain had located Sanctuary mass-produce robots copied from Aaron’s removed to a Baintronics dumping ground and organized a strike force under the circuitry. just outside New York City. command of Arno Stark, the Iron Man™ of Then Machine Man met Jocasta™, a The crate was found by a pack of 2020. Bain’s soldiers struck with surprise, former Avenger” and fellow robot. During Midnight Wreckers”, young people whose and it was only after a bloody battle that their brief time together, they discovered a livelihood came from selling black-market the Wreckers were able to drive them off. mutual attraction that might have led to robots made from castoff Baintronics Sickened by the needless violence and something much more for them both had components. Intrigued by the crate’s tired of running, Machine Man decided to she not been destroyed in a battle with contents, they eluded a Baintronics patrol confront Bain face to face. After breaking her creator, Ultron™. and brought the crate back to their lair, through her defenses and barely surviving A few months later, Garvin, Machine where they succeeded in reassembling a duel with Stark, he at last stood before Man, and Spaulding were at Garvin’s Machine Man. his persecutor, only to be stopped by a garage, trying to find a way to revive Soon after Machine Man’s reactivation, reconstructed Jocasta, who had been Jocasta’s robotic brain. While Garvin was both he and the Wreckers were forced to acting as Bain’s aide for the last 40 years. away, buying some necessary parts, Bain’s flee when Baintronics security forces Jocasta persuaded Machine Man to spare agents attacked the garage. Garvin found the hideout. Following several close Bain, but only after securing her promise returned to find Spaulding dead and his calls, they eventually made their way to to leave him and the Wreckers alone, on garage in ruins. There was no sign of Sanctuary, a flying city that served as the threat of his return to claim his either Machine Man or Jocasta. home base for the packs of Wreckers and rightful vengeance if she did not. During A few years later, Bain began selling their leader, the Ancient Wrecker”. this exchange, Machine Man realized that robots based on designs stolen from Upon his arrival, Machine Man was his feelings for Jocasta were gone. Thus Machine Man, eventually gaining a surprised to learn that the Ancient freed From his past, Machine Man monopoly on the entire robotics industry Wrecker was none other than Gears departed with his friends, once again by the turn of the century. By the year A.D. Garvin. When Bain first began selling trying to find a life for himself in a strange 2020, Baintronics, Inc. was one of the most robots on the open market, Garvin new world.

MIDNIGHT WRECKERS™ pistols have Excellent range (five areas), do BRAIN™ SLICK™ Remarkable damage, and can fire 10 times per charge. Fighting TYPICAL (6) Fighting EXCELLENT (20) In addition to her laser pistol, Hassle Agility GOOD (10) Agility EXCELLENT (20) carries a special grenade-launching pistol Strength TYPICAL (6) Strength GOOD (10) that fires an explosive projectile that does Endurance GOOD (10) Endurance REMARKABLE (30) Amazing damage and has Excellent range. Reason REMARKABLE (30) Reason GOOD (10) After firing one shot, the user must spend Intuition EXCELLENT (20) Intuition GOOD (10) two rounds reloading (four rounds if Psyche GOOD (10) Psyche TYPICAL (6) dodging or attempting to dodge).

Health 32 Health 80 Talents: All the Wreckers have piloting Karma 60 Karma 26 skills. In addition Swift is trained in Resources GOOD Resources GOOD martial arts, and Brain in electronics and Popularity 7 Popularity 9 robotics. Hassle’s agility is Amazing when firing handguns. HASSLE™ SWIFT™

Fighting GOOD (10) Fighting EXCELLENT (20) THE ANCIENT WRECKER™ Agility EXCELLENT (20) Agility REMARKABLE (30) “Gears” Garvin; mechanic Strength TYPICAL (6) Strength TYPICAL (6) Endurance EXCELLENT (20) Endurance EXCELLENT (20) Fighting GOOD (10) Reason TYPICAL (6) Reason TYPICAL (6) Agility GOOD (10) Intuition EXCELLENT (20) Intuition GOOD (10) Strength TYPICAL (6) Psyche EXCELLENT (20) Psyche TYPICAL (6) Endurance GOOD (10) Reason EXCELLENT (20) Health 56 Health 76 Intuition GOOD (10) Karma 46 Karma 22 Psyche GOOD (10) Resources GOOD Resources GOOD Popularity 6 Popularity 8 Health 36 Karma 40 WEAPONS: All the Wreckers have access Resources REMARKABLE to laser pistols, the standard handgun of Popularity 10 A.D. 2020, though Slick and Swift prefer to use their close-combat skills instead. Laser Talents: Gears is skilled in aeronautics.

D RAGON 77

within the Castle. This places your party behind the once-impassible gates. Accord- ing to Mike, when the party is ready to take on and (hopefully) defeat Mangar, you must find the stairs hidden deep in the sewers and follow them to the surface. With the aid of Kylearan’s present, you’ll be able to enter Mangar’s Tower for the final confrontation! Mike has some additional hints that might be of use to The Bard’s Tale adven- turers — hints that we have also tried and found to be most amenable to game suc- cess. First, make certain that all of your characters start with a very high constitu- tion score. Constitution is rarely given as a bonus when individual characters reach higher levels. Second, launch your party with one magician and one conjurer. After your magic-users have learned all seven of their individual spell levels, immediately change them to the Sorcerer class. When they have become successful Sorcerers, adjust them to the Wizard orientation. Their final conversion should have each becoming a Conjurer or Magician — whichever class they have not previously completed. Third, during your area pe- rusals, look for three silver shapes. With- out these shapes, you cannot succeed in your quest. When you manage to enter Kylearan’s Tower, make certain that you by Hartley and to write to us regarding some of these always carry a Crystal Sword. Remember, Patricia Lesser oversights. And, as The Bard’s Tale is such the only sure way to win this game is to a complex adventure, we felt a few of map every square of the dungeon. As Mike Mike’s hints and tips would be most appro- so aptly stated, the real key to winning The number of computer-managed priate to further your play with this fan- The Bard’s Tale is persistence. Thanks, adventure and fantasy games entering the tasy role-playing adventure game. We have Mike, for your help. marketplace seems to be on the rise once used his clues quite effectively to further If The Bard’s Tale on the Apple II and the again. For awhile, during the fall of last our play of The Bard’s Tale. Commodore 64/128 computer was to your year, the number of new offerings First of all, Mike indicated that the char- liking, wait until you experience the game dropped off. However, with the holiday acters we were using in the game lacked on a Commodore Amiga computer. The season of 1986 and the birth of 1987, far potential. He recommends a group com- graphics, the animation, and the sound are more games are being introduced to the prised of one hunter or paladin, two absolutely stunning! We had the opportu- consumer. monks, one bard, and two spell-casters. nity to talk with Brian Fargo, the president Though fortunate for the consumer, this Michael prefers the hunter character to of Interplay Productions — the folks who is most unfortunate for us. We are finding other fighter types, as this individual has a produced this series of adventures. We it difficult to allocate the review time number of special weapons available to also played both the new Amiga release of necessary for a thorough examination of him that can be found during the game. the game as well as The Bard’s Tale II: The each new product, especially when the The paladin is certainly a wise choice; she Destiny Knight for the Commodore 64/ offerings include the new breed of mas- starts out as an excellent fighter with a lot 128. Both products are from Electronic sively coded adventures. Where before we of hit points. The monks, after they reach Arts, 1820 Gateway Drive, San Mateo CA had weeks to thoroughly investigate a the sixth level, become incredibly effective 94404; (415) 571-7171. program, now we have a few days to in combat when you throw away their The Amiga version is two disks full of complete our task. Such has also occurred weapons and armor. And don’t fret if you highly compacted code that brings new with this column, which must, in this don’t have a rogue. Mike says that the life to what has been called onscreen issue, focus more on the new fantasy, Trap Zap spell disarms any odious snares animation. The opening scene for The adventure, and role-playing games being better than the rogue could disarm them Bard’s Tale II now shows the inside of the introduced, rather than the actual review in the first place. inn where all congregate. The fire roars in of two or three offerings. Mike also identified two additional the background, casting shadows on the We also mentioned in one of our earlier dungeons that we missed, due to our haste implements on the mantlepiece. All of the columns that gaming tips were not some- to complete the game in time for the re- encountered creatures are fully animated, thing we would afford to cover. Some view deadline. These additional dungeons and some of the more outstanding images rules are created simply to make those are The Tower of Kylearan and The lower include the magic-users, whose gestures who instigate such policies appear as total of Mangar, and are accessed through the animate flying objects onscreen. There are cretins. This may be the case now, for we Castle itself. In order to enter Kylearan’s some hideous monsters that give the game must violate our own rule! Tower, Mike says you’ll first have to re- a new threatening feel when combat is To be perfectly frank, we overlooked cover the eyeball from King Aildrek, who announced. Some of the onscreen repre- some major points when we reviewed The dwells in the Catacombs (a most un- sentations will, indeed, cause one to seri- Bard’s Tale in our last column (DRAGON® friendly place to visit). Then, while holding ously consider running away from the issue #116). And we thank Michael Busta, this eyeball, your party must visit the conflict. The mazes themselves are very of Richfield, Ohio, who was kind enough Statue of the Mad God that is located well done, with a true three-dimensional

D RAGON 79 then — to make the wand whole again. Once this is accomplished, great power will be given to the bearer. There are six cities (Tangramayne, Ephe- sus, Philippi, Colosee, Corinth, and Thessa- lonica) and 25 dungeon levels, plus a vast wilderness area that also requires as much of a thorough search as the mazes them- selves. There’s also a sage out in the wil- derness who can be of invaluable assistance to your adventuring party. Plus, the archmage has been introduced, an extremely powerful conjurer class that is attainable by your magic-users once they have learned at least three levels for each of the previous four magic-user classes. Like the bard, the archmage is one of the most important and most powerful charac- ters in The Bard’s Tale II. There are also 79 different magic spells to aid in your play. One of the most intriguing new facets of the game is the fact that distance now plays an important role in combat. For example, in The Bard’s Tale I, all combat occurred within 10' of your character. Remember the red dragon from DRAGON® issue #116, page 72? Here it is again, Now, combat can occur within a range of on the Amiga version of The Bard’s Tale. from 10-90'! This means that in addition to handheld weapon proficiency, you might effect created using the walls, ceiling, and a conversion of The Bard’s Tale for Atari want some of your characters to become floor. The town itself, with its streets and ST computers as well. adept with missile weapons, such as buildings, are all effectively drawn in But that’s not all, folks. If The Bard’s Tale spears and arrows, or edged weapons that brilliant color. was to your liking, then you’re going to can be thrown, such as axes and knives. Additionally, the sound for the Amiga absolutely go crazy for The Bard’s Tale II: Unfortunately, unless these weapons are version of The Bard’s Tale is awesome. For The Destiny Knight. Released initially for of the magical variety, they’re not recover- example, when entering a Temple for the the Commodore 64/128 computer family, able once thrown. But let’s not forget that all-crucial healing of an injured party this is an awesome offering from Interplay spells may also be cast over distances. member, the monks gather together, and and Electronic Arts that is 50% larger in Spells in The Bard’s Tale II all have an you hear a marvelous Gregorian chant code size than The Bard’s Tale I. The game effective range, so if some hostiles sud- issue from the computer’s stereo speakers features an expanded domain for explora- denly appear 60’ in front of the party, and as the holy brothers work their curative tion and adventure, and incorporates one of your Wizards happens to possess powers. The music played by the bard is advanced combat and magic systems. The the fifth-level spell Storal’s soul whip, the now dictated by the kind of instrument he theme for this exciting quest centers enemy would be within the effective range or she selects. If the flute is the instrument around your party’s search for seven for the psionic attack, taking from 50-200 of choice, then you hear a flute when the separate pieces of The Destiny Wand. This points of damage. However, most of the bard’s song has been selected, not a device was forged by the Archmage Turin spells are effective within the 10-30’ computer-generated instrument that al- and had maintained peace and prosperity range, which means you and your friends most sounds like a flute, but an actual within the Realm for 700 years. But the had best be on your toes at all times! flute! This version has to be seen and Realm was invaded by mercenaries from Of extreme challenge are the real-time played to be believed. We highly recom- the neighboring kingdom of Lestradae, puzzles that confront your band of ques- mend this offering to those of you gamers and The Destiny Wand was stolen, tors. Called Snares of Death, these loca- who have access to the Amiga computer. smashed into seven pieces, and scattered tions are the hiding places of pieces of The Brian also told us that he will be managing throughout the Realm. This is your quest, Destiny Wand. You’ll always be alerted when your party has entered this area. Once you’re inside, you have a limited amount of time to successfully complete all of the various tasks, puzzles, and rid- dles within the room in order to retrieve the segment. Sometimes, the order in which the tasks must be completed is very important; in other Snares, the order has no effect on your success. There is only one penalty for failure — instant death for your entire party. Other game features include a pregener- ated team of characters known as the ATEAM, designed to get your feet wet in the game, plus the ability to import char- acters from The Bard’s Tale I and Ultima III into The Bard’s Tale II (when the Apple II version debuts, you’ll also be able to import Wizardry characters). There are several castles that require exploration

8 0 A PRIL 1987 (Fanskar’s Castle, Dargoth’s Tower, and Oscon’s Fortress). Within the forests of the Realm, there are some crypts that can prove quite challenging — especially the Grey Crypt dungeon! As was the case with The Bard’s Tale I, you’ll also find temples, taverns, and Roscoe’s Energy Emporium, plus two new edifices — for you gamblers, there are casinos for wagering and the Bedder’s Bank for depositing or withdraw- ing your gold. Of course, the Review Board continues to serve as the final au- thority as to when your individual charac- ters can attain the next level. The Commodore 64/128 version of The Bard’s Tale II is exciting, sports extremely well-programmed, three-dimensional graphics, continues to capture the flavor of a true fantasy role-playing game, and has better sound quality than the first offering. The scope is mammoth in nature, and this is another highly recommended offering for all fantasy role-players. Inter- play Productions also expects to produce an Apple II version and has hopes of also converting the game to the Atari ST and Commodore Amiga machines. Interplay is to be highly commended for their current product line. A typical (?) character from The Bard’s Tale II. There’s good news for Steve Jackson boardgame fans! Released by Electronic of armor (heavy tanks, howitzers, etc.). creatures, extraordinary sights, and mes- Arts are computerized versions of his But the Ogre has missiles, main and sec- merizing puzzles were diabolically cre- most popular games: the AUTODUEL® and ondary batteries, and antipersonnel guns. ated. Zork I was soon followed by Zork II, OGRE® games. The Autoduel computer All of the battle action takes place in the then by Zork III, becoming one of the most game is set in the year 2030 and combines nuclear wastelands of the future, with the popular computer game trilogy adventures the feel of the Road Warrior movies with battlefield also player-designable as well. ever written. Now Infocom has released the fantasy role-playing action of the Ul- Ogre is now available for the Commodore this trilogy in one package for the Apple II tima adventure games. The computerized 64/128 and Atari 800 systems for $39.95, and Apple Macintosh, Atari S-bit systems version of the classic boardgame still finds the Atari ST and Commodore Amiga at and the Atari ST, Commodore 64/128 and the highways controlled by marauding $39.95, and will soon be available for IBM Commodore Amiga, and IBM micros and outlaws. Likewise, several locales have micros and their compatibles. compatibles. Included in this package is a their arenas awaiting your participation in Several years ago, one of the first adven- specially minted Zorkmid coin, a history of motorized combat. A player earns prestige ture games we played was called Zork. the Great Underground Empire, two semi- and money i money in those arenas, on the high- The company who produced this fine luxury resort brochures, a Frobozzco ways, and in the cities. Should you sur- fantasy adventure was Infocom, Inc. (125 International stock certificate (named after vive, fame and fortune will naturally Cambridge Park Drive, Cambridge MA the frivolous Wizard of Frobozz), an offi- grow. Players purchase and build custom- 02140; (617) 492-6000). Shortly thereafter, cial letter, and a rather strange, old map. ized vehicles, and try to rid the land of the game became a hit. The adventure You can look forward to exciting encount- road outlaws and cycle gangs. If a charac- takes place in a vast, underground laby- ers with the likes of Dimwit Flathead and ter rates a high enough status, the FBI rinth, among the remnants of a fantastic the Dungeon Master in Zork III — if you tries to enlist him in order to destroy the civilization known as the Great Under- survive Zork I and Zork II, that is. This ultimate evil force! Autoduel can be found ground Empire. Within this setting, exotic trilogy is highly enjoyable and is certainly in Commodore 64/128 and Apple II for- mats ($49.951, and will soon be released in Macintosh, Amiga, Atari ST, and Atari 800 computer formats. The second computerized Steve Jackson game is one of our favorites: Ogre. This is a game for one or two players that pits an incredible, lone cybertank, named the Ogre, against more conventional forces of infantry, armored units, and command posts. In one-player mode, you can wither control the Ogre or manage the forces that oppose the Ogre. In the two-player mode, one participant becomes the Ogre player and the other player manages the conven- tional forces. It then comes down to a question of who can outblast and outma- neuver the other player. The defenses that the Ogre tries to eliminate contain as many as 20 units of infantry and 12 units

D RAGON 81 in this interactive text adventure decide the fate of your friends and crew. The Enterprise comes under sudden attack while exploring an unmapped sector of space near the border of the Great Tran- stellar Rift. As a result, the ship’s entire stock of raw protein substance is contami- nated. To replenish the food supply, you must beam down to the surface of Pro- metheus Four, the only Class M (oxygen- nitrogen atmosphere) planet within range, on an exploratory mission. You’ll discover a bizarre and alien planet full of mysteries and puzzles. To win the game, you must solve a series of puzzles — the to which unravel the planets secret proph- ecy — and save the Enterprise crew from starvation. Simon and Schuster has re- leased the game for IBM micros and com- patibles, the Apple II family ($39.95), and for the Commodore 64/128 computer ($32.95). Of final note, we recommend to Atari ST owners that they consider Phantasie as a me well-worth their attention. Phantasie Garth’s Weapons Shop (the armory) appears before you in a setting is a product of (1046 from The Bard’s Tale. North Rengstorff Ave., Mountain View CA 94043; (415) 964-1200). We initially played one of the first classic computer adventure through castles and dungeons — all in the Apple II version several months ago games ever released. The price for the three-dimensional perspective. In full and were favorably impressed with its complete package is $59.95 for the C64/ color, all graphics are flicker-free, which is detail and adventure. The Atari ST version 128 and Atari S-bit systems, and $69.95 for quite an accomplishment on an Apple II incorporates far more sophisticated graph- all other computer systems. That’s a $60 computer. There is an elaborate combat ics and sound, and has almost become a savings over the total price of $129.85, if system and hundreds of special events and new game because of the ST’s environ- you had to buy each Zork adventure encounters. The game has 94 different ment. Windows now accomplish a great separately. spells and more than 250 magic items. All many of the keyboard commands, such as A second new text adventure game from are quite necessary, as there are over 200 combat, spell-casting, and earning levels. Infocom is Hollywood Hijinx, wherein the monsters of various descriptions and For example, in every town there is a player has inherited the entire estate of abilities. Guild. Through the Guild, parties may add his uncle, Hollywood mogul Buddy Bur- The game packs 500 K of assembly code new members, purge unwanted adventur- bank. There are 10 treasures hidden on two, double-sided disks. There is a 54- ers, learn new spells, or obtain additional throughout his home; in order for you to page reference manual, a color fold-out training for each member of your brave keep the estate, you’ve got to find these map of the Land of Varn (measuring 18” band. In the ST version, you simply click treasures in but a single night. There’s an x 12”), and a very handy, quick-reference on the Guilds doors with the mouse, and a enormous hedge maze that’ll drive you spell chart. As fantasy role-players are pull-down menu at the top of the screen bonkers as you try to navigate through it. well aware, mapping skills are most cru- displays your choices. You click on one of You also get to control a special effects cial to your campaign success. Subterra- the choices, and additional dialog boxes creature from one of your uncle’s science- nean towns that contain all manners of are presented onscreen that require you fiction film classics. This game is packed inns and shops and training grounds can to respond with another mouse click. with a variety of puzzles, and has been all assist in your quest to discover the This same convenience is found released for the Apple II and Apple Macin- Secret — but first, you’ve got to locate the throughout Phantasie, no matter where tosh, Atari S-bit and ST series, Commodore Inner Sanctum itself. Don’t think, not for a you are adventuring. The dungeons are 64/128 and Amiga computers, and IBM second, that the Inner Sanctum is revealed automatically mapped for you as you micros and compatibles. The price is on the map. This is one area you’re going explore them, and the map can be saved $34.95 for the S-bit machines and $39.95 to really have to search for in order to after you exit the dungeon — something for all other systems. locate. Might and Magic is from New you will be doing often; to complete a Of final note is a brand new (and most World Computing, Inc., PO. Box 491415, dungeon in one foray is rather rare. You impressive), fantasy adventure game enti- Los Angeles CA 90049; (213) 659-1888. If can also reset all of the dungeons back to tled Might and Magic, Book One: Secret of first experiences are any indication of their original levels. This is one of the the Inner Sanctum. Released for Apple II what is to come, Might and Magic is bound most enjoyable fantasy adventure games computers, this program is a four disk to be a real winner! we’ve been involved in, and the Atari ST adventure that is absolutely astounding in For Star Trek aficionados, Simon and version presents us with a far more graph- its total scope! We hope to have an in- Schuster Software (One Gulf & Western ically enjoyable and aurally pleasing for- depth review of this offering for you in Plaza, New York NY 10023) has released a mat than previous releases of this game. our next column. Our initial foray into sequel to their last year’s successful Star Please don’t forget to write to us with Might and Magic leaves us with the im- Trek fantasy, The Kobayahi Alternative. your adventuring tips and other com- pression that the creator has been a fan- The second program, which is entitled ments regarding computer games that tasy role-player extraordinaire. The Promethean Prophecy, challenges you would be of interest to fantasy role- With Might and Magic, you assemble a to unravel the mystery of a complex cul- players. Next column, look for our review party of six adventurers to explore a com- ture and discover an adequate food source of Might and Magic, and who knows what plete world in which your party crosses before the Enterprise crew starves. You other surprises! Take care, and game on! oceans, climbs mountains, searches become Captain Kirk, and your decisions

82 APRIL 1987

NEW PRODUCTS FOR MAY 1987 MX1 Nightmares of Futures Past The Art of the DRAGONLANCE® Saga A MARVEL SUPER HEROES”” Edited by Adventure The splendid fantasy work of Larry CM8 by and Elmore, , , D&D® Game Adventure The future is now, and it brings death , and other artists is by Ed Greenwood and despair. The nightmare of Mutant collected in this exquisite, full-color volume The investigation of a wizard’s death Internment Camps, patrolled by that shows the evolution and settings of the leads the adventurers to the ancient tomb mutant-hunting robots empowered to DRAGONLANCE® world. of a mighty archmage. They must defeat detect, hunt down, and destroy those with Suggested Retail Price: $16.95 enemy wizards who possess great power exceptional abilities, is grim reality. It is the Product No.: 8447 and survive the tomb’s perilous traps to day after tomorrow, and worst of all, it is climb the Endless Stair. Only then can they YOUR home town. learn the hidden secrets of the powerful Suggested Retail Price: $8.00 Faerie Mound of Dragonkind archmage. Product No: 6873 CATACOMBS” Adventure #1 Suggested Retail Price: $8.00 by Jean Blashfield and James M. Product No.: 9192 Marvel, Marvel Universe, and all Marvel characters Ward and character likenesses are trademarks of Marvel Entertainment Group. Inc. Copyright A new concept in adventure gamebooks, ©1987 Marvel Entertainment Group, Inc. All this book introduces a technique that GAZ1 The Grand Duchy Rights Resewed. enables the whole adventure to change at of Karameikos any moment! In the closest thing yet to any A D&D® Gazetteer role-playing game, the hero must bravely by GW8 Gamma Base venture into a magical mazelike Celtic This is the first in a series of gazetteers A GAMMA WORLD® Game faerie mound and overcome the traps and which expand the players’ knowledge of Adventure tricks of the strange, mystical, and the D&D® game world. This special module by Kim Eastland sometimes evil inhabitants of the realm of offers highly detailed descriptions of the A new GAMMA WORLD® game the Faerie. Will he ever return, or will his, cities, people, governments, and customs adventure using the revised rules! The fate remain unknown? The action is based of the area, in addition to short, brave heroes discover an ancient military upon 32 full-page illustrations by Valerie ready-to-play adventures, and a large, base filled with useful and valuable Valusek. full-color map. artifacts. When they try to claim the base Suggested Retail Price: $7.9S Suggested Retail Price: $10.00 for themselves, a desperate struggle Product No.: 8420 Product No.: 9193 ensues. Suggested Retail Price: $8.00 Product No.: 7511 ONE-ON-ONE™ Adventure Gamebook REF4 Book of Lairs #9 An AD&D® game anthology Daredevil” and Kingpin”, in The by the TSR Staff AMAZING” Anthology King Takes a Dare This anthology of one- and two-page lair The War Years: 1936-1945 by James M. Ward adventures for all characters can be Edited by Martin H. Greenberg Daredevil”” and Kingpin” have been inserted into existing campaigns and used This anthology of classic science fiction fighting each other for a long time, much to to introduce new players to the game — a from the 1936-1945 issues of AMAZING® the chagrin of New York residents who must for all Dungeon Masters who design Stories includes works by Ray Bradbury, would like a little peace and quiet in their their own adventures. Isaac Asimov, Edmond Hamilton, and John city. Now Daredevil” and Kingpin” have Suggested Retail Price: $12.00 Wyndham. Asimov discusses the era in his each decided that the feuding must stop — Product No.: 9198 introduction. with the demise of the other! Suggested Retail Price: $3.95 Suggested Retail Price: $5.95 Product No.: 8116 Product No.: 8469

Marvel. Marvel Universe, and all Marvel characters and character likenesses are trademarks of Marvel Entertainment Group. Inc. Copyright ©1987 Marvel Entertainment Group. Inc. All Rights Resewed. NEW PRODUCTS FOR 1987 ONSLAUGHT™ Game Trail of the Seahawks An SPI™ lightning Strategy Game A WINDWALKER™ Book by Douglas Niles by Ardath Mayhar and Ron Fortier M4 Five Coins for a Kingdom The greatest campaign in the U.S. Readers will fight alongside the heroine D&D® Game Adventure Army’s history is now playable in four of this novel as she trains to become a by hours. The Western allied campaigns in warrior so she can rescue her son, who has The adventurers must locate and obtain Europe, from D-Day to the invasion of been captured by the Seahawks, a five magical coins and use their incredible Germany, are included. The ONSLAUGHT” bloodthirsty band of pirate brigands intent powers to travel to a far-off, unknown Game is the first of the exciting new SPI on ruining the new city of Portland. Set in a plane. Once there, they must use these lightning Strategy game line — highly futuristic, fragmented America, it is pure coins to resurrect a mysterious vanished realistic and fast-moving games, playable adventure in a world of new creatures. new city and rescue the ancient wizard who in a single evening! towns, and fresh heroes. made the magical coins, ending in a Suggested Retail Price: $19.95 Suggested Retail Price: $2.95 colossal battle in the very heart of the sun! Prod. No.: 3021 Prod. No.: 8723 Suggested Retail Price: $8.00 Prod. No.: 9204 The Gates of Death Rogue Pirate AD&D® Adventure Gamebook #13 A WINDWALKER™ Book 13-5 The Desert of Desolation by Terry Phillips by John Gregory Betancourt AD&D® Game Adventure As Wyn the Younger, you must prove your The piratical hero of this story thumbs by Hickman, et. al. paladinhood by crossing beyond the very his nose at legalities and other pirates as A revision of these extremely popular and Gates of Death to save the life of a doomed well. He conquers the kingdom of an best-selling modules, this module also . And time is of the essence, or the attractive but scheming , and rules it includes expansions for further play. From Gates will close on you! for 24 hours merely to humiliate her, then the ancient tomb of Amun-Re to the lost Suggested Retail Price: $2.95 gives her a soul-stirring kiss and sails away tomb of Martek, the adventurers pit their Prod. No.: 8963 — setting the scene for her revenge and his survival skills against the most dangerous counter-revenge. of desert foes. Suggested Retail Price: $2.95 Suggested Retail Price: $15.00 Darkwalker on Prod. No. 8722 Prod. No.: 9199 A FORGOTTEN REALMS™ Novel by Douglas Niles Travel back to a time unknown, a place Danger, Second Hand I 13 Adventure Pack I unknown. Experience the breathtaking, LAZER TAG™ Adventure #2 AD&D® Game Adventures exciting adventures of whole new realms. by Bruce Algozin by TSR Staff This epic Celtic saga pits Tristan, a young As a key member of the Olympic LAZER This indispensable anthology of short prince, against the shape-shifting beast TAG” sharpshooting team, you find it adventures is for use with the AD&D® Kazgoroth. Can he defeat the dreaded puzzling when your team begins to lose game, the Oriental Adventures book, monster to prevent a blanket of evil from repeatedly to a team you’ve beaten easily in BATTLESYSTEM™ rules, Dungeoneer’s covering the land? the past. Survival Guide, and the Wilderness Survival Suggested Retail Price: $3.95 Suggested Retail Price: $2.95 Guide. The adventures can be inserted into Prod. No.: 8410 Prod. No.: 8281 existing campaigns or used as short game sessions for beginning players. Lazer Tag is a trademark of Worlds of Wonder, Inc. Suggested Retail Price: $12.00 High Spy ©1987 Worlds of Wonder, Inc. All Rights Reserved. Prod. No.: 9202 LAZER TAG™ Adventure #I by Robert Coulson Unless otherwise noted: A new series of books featuring the ® denotes registered trademarks owned by TSR, Inc. LAZER TAG” equipment from Worlds of ™ denotes other trademarks owned by TSR, Inc. Wonder, Inc. While trying out for the crack Olympic LAZER TAG” team, you find ©1987 TSR, Inc. All Rights Reserved. yourself embroiled in the dangerous, fast-paced world of interstellar espionage! Suggested Retail Price: $2.95 Prod. No.: 8280

KAREN MARTIN

Karen Martin made her appear- ance on January 20, 1958. in the midst of a blizzard in northern Illi- nois. From the Deaconess Hospital (now a home for mentally disturbed children), she was taken to live in the old family home in German Valley. Karen had a fairly quiet childhood — “After all,” she says, “how much trouble can you get into, living on farm in the middle of nowhere?” After graduation from Forrestville Valley High School in 1975. Karen decided to attend Rockford College in Illinois, and in 1979 she graduated with a de- gree in English and a secondary teach- ing certificate.

During her freshman year at Rockford, she met David Martin, who would eventu- ally become her husband. They began dat- ing after David saw her in a college and Scott, and sold draperies for a few production of Blithe Spirit. “I played a crazy months.” medium named Madame Arcati,” she ex- Karen and her husband moved to West plains. “After a tempestuous, on-again-off- Bend, Wisconsin in 1984. Until this time, again relationship, we finally got married in Karen had been a regular player of AD&D April 1980. At the time, I was teaching En- games, but this changed when she moved glish to seventh and eighth graders at to Wisconsin. “The gaming groups in West Stillman Valley Junior High — getting mar- Bend were too strange for my tastes. I ried provided a similar challenge!” heard things like, ‘I’m invulnerable to eve- The following year, Karen began working rything, so don’t even bother rolling a sav- for ASI (Advanced Systems Incorporated, ing throw!'” In 1985, Greenfield (a where David also worked) as an editor for Milwaukee suburb) welcomed the Martins data-processing manuals, so she and her as they moved once again in July. “I started husband moved to Schaumburg to be work as an assistant manager at the Lane closer to their jobs. It was here that Karen Bryant store in Brookfield [another Milwau- had her first taste of adventure gaming. “To kee suburb].” tions Department. The job relieve occasional boredom we would play In December of that year, Karen finally requires that she coordinate games on the computers. I liked one in par- got a call she had been long awaiting. TSR many projects at once, in addi- ticular — Adventure.” A fellow employee wanted her to come for an interview. “I had tion to some editing of her own. noticed Karen’s interest in the game, and applied back in August of 1984 and came projects. “It’s tough to juggle 10 invited her to play in an AD&D® game with in for a couple of interviews, but that was things at once, but I really like my job his group. “I loved it and played often. Mar- the last I heard anything until Steve Winter and the people I work with.” athon games were not uncommon.” called. I went in for another interview and Still footloose, Karen and her husband After about two years at ASI, Karen was hired before the end of the week. What moved to Williams Bay in October 1986. moved on to Glenview, Illinois, and into a a Yule gift!” And yes, they are thinking of moving again. job with Scott, Foresman and Company as In January 1986, Karen began her new “We’re looking for a more permanent an editor in the Electronic Publishing de- job as game editor. “One of the first things I place.” In addition to her hobby of trans- partment. “I edited manuals for microcom- worked on when I came was the MARVEL porting entire households, Karen enjoys puter software for schools, but since then, I SUPER HEROES™ Advanced Game. What reading about ancient religions and culture, think the department no longer exists,” she an introduction to the company! No mercy especially Celtic and Arthurian legends. said. “About this time I was offered a job as for the new kid!” In July 1986, Karen be- She also likes reading . managing editor for a small publication. came the freelance editing coordinator for Any advice for the readers, Karen? “Keep The day before I was to start, they called TSR. “I now work closely with telling yourself, ‘It’s only a game. It’s only a and said the position no longer existed. So, who handles the acquisitions. I wish I had game. It’s only a . . .’” to preserve my existence, I began a job as paid more attention to my college French sales associate for Lee Wards in Schaum- classes.” Karen’s job is to find people to edit REF4 was one of the projects which Karen helped burg. From there, I went to Carson, Pirie, the material that comes from the Acquisi- produce.

MARGARET WEIS

Interviewed by .

“We can write this book,” Margaret said. “It’s our story. Nobody knows it the way we do. Nobody else can tell it right.” It was January 1983. I was sitting in the 10’-wide cubicle that passed then for the office of Margaret Weis. I was the design coordinator for Project Overlord (the cover name for what would later be known as the DRAGONLANCE® saga), and she was the Coordinator for Books Division. We were part of a committee to select who should write the DRAGONLANCE novel which Margaret, Michael Williams, and I had already outlined. And there she was, on the edge of her chair, her eyes full of determination and en- ergy. “We’ve got to prove to them that we can do it. We’ll submit our own sample chapters and show ‘em.” Two days later, we were ready with the prologue and first five a book editor at that same time. She hap- chapters of the first DRAGONLANCE novel. pened to be talking to Ray Puechner, Mar- There was never any question after that as garet’s literary agent, and asked Ray if he to who would write the series. knew anyone looking for work. Margaret Weis was born in 1948, in Inde- “Ray told Jean where to find my applica- pendence, Missouri, and later attended the tion. Jean walked over to the games division University of Missouri. It was here that she and picked it up.” Margaret was offered the had her first brush with heroic fantasy. “I job on the same day as her interview. One of read Tolkien when it made its first big her first assignments was to help coordinate sweep in the colleges back in 1966. A the new DRAGONLANCE project. girlfriend of mine gave me copy of the There’s been no rest since then. Margaret books while I was in summer school at MU. loves to write — lives to write, in fact. What I literally couldn’t put them down! I never has her interest now? found any other fantasy I liked, and just “We have several new projects based on never read any fantasy after Tolkien.” Ulti- the DRAGONLANCE saga. One is Leaves mately, she earned what her mother called from the Inn of the last Home, the Com- “a worthless degree in creating writing.” plete Krynn Source Book. It has legends, Her mother’s dream of a Librarian Daugh- original music, and gnome prov- ter was at an end. Margaret went to work for erbs, recipes, and a lot more. It’s just a fun and must deal with the ‘leg a small publishing company in Indepen- book. We are also working on The Art of acy’ of his uncle. It’s going to dence and became an editor there. DRAGONLANCE Saga, which contains the surprise a lot of people! The Soon fate seemed to take a rather firm full-color art from the first two first anthology also includes the hand in Margaret’s life. “I did see the begin- DRAGONLANCE calendars, the book cov- ‘Test of the Twins,’ the short story I nings of the D&D® game — all of the little ers, and some of the art from the third wrote for DRAGON® Magazine [issue books — but was pretty much occupied by DRAGONLANCE calendar that the artists #83]. It has the original ending to the marriage, kids, and a career, and just didn’t are producing now. In addition, it has art- story, which I had to rewrite because the ed- pursue it.” That changed after a few games work never before published. itor of DRAGON Magazine wanted some- with friends, and soon Margaret was follow- “Finally, in response to the hundreds of thing more ‘upbeat.’ We’re also repub- ing the fortunes of TSR, Inc. When she saw letters we received begging for more about lishing the short story by Roger E. Moore an advertisement for an editorial position in Krynn. we are producing three anthologies about Tasslehoff and the teleporting ring. Publisher’s Weekly she sent in her resume. of short stories called DRAGONLANCE And there are several new original stories “TSR was looking for a games editor at Tales. The first one is the Magic of Krynn, by some very talented new writers. We’ve the time. I sent in my application and took the second Kender Gnomes, and Gully enjoyed working with them, and we’ve their test, but was told that I wasn’t quite Dwarves, and the third Love and War: Tracy made a lot of new friends — but the new what they had in mind for that position.” and I are doing a novella for each one. The project Tracy and I are working on will hope- Coincidentally, Jean Black, manager of first novella is called ‘The Legacy.’ It’s about fully make the DRAGONLANCE saga a fond TSR’s book division, was looking around for Caramon’s third son, who is a-magic-user memory. It’s going to be fabulous!” of him, and beats his head upon the table. disaster struck. Tracy went into business “I am Tracy Hickman!” he moans. with an associate who went bad, leaving Yes, Tracy Raye Hickman is a he. Not only Tracy and Laura with $30,000 in bad that, but he is married to his childhood checks to cover. Driven into bankruptcy, sweetheart, Laura (the pretty Hickman sis- Tracy sent their modules to TSR, Inc., “liter- ter, who was also the inspiration for Laur- ally so that I could buy shoes for my chil- ana), and he has two children. I can hear dren,” Tracy adds, shaking his head. hearts breaking all over the world. But disaster was actually the door open- Tracy was born on November 26, 1955, ing to Tracy’s career. TSR not only wanted in Salt Lake City, Utah. He grew up in Salt the modules but wanted Tracy as well. Lake and eventually attended Brigham “They said it would be easier to publish my Young University. Did he always want to be- adventures if I was part of the company. So, come a role-playing game designer? we made the move from Utah to Wisconsin. Not exactly. Tracy has held various jobs, It was a terrifying experience. We had no sometimes several at one time. His first money. My parents begged us not to ven- brush with DUNGEON & DRAGONS® ture into such foreign territory to pursue games came when his wife, Laura, failed to such a bizarre career. My father wrote that pick him up after work one day. Under- there was a secure job as a fry cook in Flag standably upset, Tracy rode his bike across staff (where my parents were living), and he town, where he found his wife at the house pleaded with me to come take it.” of a friend, so totally engrossed in a game Shortly after Tracy came to TSR, Inc., in that she had forgotten about him. 1982. management announced the inten- Tracy somewhat grumpily asked her what tion to develop a series of role-playing ad- the board looked like. ventures based on dragons. Tracy just “It doesn’t have a board,” Laura told him. happened to have this proposal. . . . “All right,” Tracy said patiently. “Explain Code-named Project Overlord, the the rules.” DRAGONLANCE Chronicles was the first “They're ... well ... kind of flex- project TSR, Inc.. had undertaken that ible,” Laura admitted. would include adult novels as well as

‘games, calendars, and other spin-off products. The original DRAGONLANCE team was formed under Tracy’s leadership, bringing together some, of the most crea- tive minds in the company. Two million books and a half million modules later, the DRAGONLANCE project has proven to be one of the most successful the company has undertaken — a credit to the many peo- ple who put so much time and effort into it. Tracy’s current project is DRAGONLANCE Adventures, a role-playing game supple- ment produced as a deluxe hardbound book. Set for release in August, the hard- bound will include history and background for both Pre- and Post-Cataclysm Krynn, character class descriptions and statistics, TRACY “I was not im- and rules and histories covering the other HICKMAN pressed,” Tracy recalls grimly. races, such as elves, dwarves, and kender. Laura was impressed, however. She bought The Orders of High Sorcery are detailed, as Tracy the blue Basic Set for his birthday and well as how magic works in Krynn. The Interviewed by Margaret Weis. gave it to him a month early. Gods of Krynn and rules for clerics are “For three weeks after that, I didn’t see given here. New spells for both clerics and The setting is an autograph party at a him,” Laura says with a sigh. Completely magic-users are included, as well as an- Waldenbooks in Milwaukee. Tracy and I are fascinated, Tracy immersed himself in the cient artifacts and character descriptions of sitting at a table, pens in our hands. A young rules; within a month, he and Laura wrote both player and nonplayer characters from man comes up and asks me to sign his copy and designed their first role-playing adven- both contemporary and historical times. of the DRAGONLANCE Chronicles. As I do ture — . What else are Tracy and I working on? so, he looks around sadly. Eventually, the two decided to privately Well, there’s the new, top-secret Project X. “Where’s Miss Hickman?” he asks in wist- publish the adventures they had designed “All I can say about that,” comments Tracy, ful tones. “Couldn’t she be here today?” — Rahasia and . Tracy and Laura “is that we’ve been earthbound too long. Tracy groans, flings his arms out in front gained a reputation on a local level. Then We’re setting out for the stars!” 92 APRIL 1987 DRAGON 93 LAF-CON II, April 25 Sponsored by the Lafayette Area Gamers, this convention will be held at the Family Inn in West Lafayette, Ind. Events include an RPGA™ CONVENTION Network AD&D® game tournament (open to nonmembers as well), a variety of fantasy role- playing games, , miniatures events, CALENDAR and special guest Penny Petticord. For further details, write to: LAF-CON II, c/o L.A.G., Box 51, Lafayette IN 47902, or call Stan Mitchell at (317) 523-2551.

movies, seminars, and a hucksters’ room. For SCRYCON ‘87, April 25 Convention Calendar Policies more information, contact: Mary Sheffer, MUN- This is the fifth year able adventurers have CHCON VI Public Relations, c/o Marshall Univer- sallied forth to find the remaining pieces of the This column is offered as a service to our sity Science Fiction Society, Memorial Student fabled Crystal Monolith in this annual AD&D® readers around the world. Anyone may Center, Marshall University, Huntington WV game tournament. Presented by the Seekers of place a free listing for a game convention 25701. the Crystal Monolith Gaming Club, this conven- here, but the following guidelines must be tion will offer a variety of events ranging from observed. TALISMAN to TOON® games. Also featured will in order to ensure that all convention be a miniatures-painting contest, an art show, listings contain accurate and timely infor- GAME FAIRE ‘87, April l0-12 and the Clubs popular used games sales table. mation, ail material should be either typed This will be held at the This one-day event will be held in scenic Red double-spaced or printed legibly on 8½” X Spokane Falls Community College in Spokane Hook, N.Y. (60 miles south of Albany). For more 11” paper. The contents of each listing Falls, Wash. Sponsored events include AD&D® information, send a SASE to: J. Kesselman, should be short, succinct, and under 150 game tournaments, chess matches, CAR WARS® SCRYCON ‘87, 7E Baldwin Lane, Lake Katrine words in length. games, microarmor, boardgames, and role- NY 12449. The information given in the listing must playing competitions, as well as miniatures include the following information, in the painting, diorama, and costume contests. Other WERECON IX, April 26-26 following order: events include live SCA fighting demonstrations, This role-playing game convention, sponsored 1. Convention title and dates held; panel discussions, dealers’ tables, and a huge by the Detroit Gaming Center and the City of 2. Site and location; game auction. Registration for GAME FAIRE ‘87 Detroit Recreation Department, will be held at 3. Guests of honor (if applicable); is $10 for a pre-paid weekend pass, $12 for a the Lighthouse Center in Detroit, Mich. Erick 4. Special events offered; weekend pass at the door, $5 for Friday or Wujcik (TEENAGE MUTANT NINJA TURTLES® 5. Registration fees or attendance re- Sunday only, and $6 for Saturday only. All and Revised RECON® games) is the featured quirements; profits go to the Wishing Star Foundation. For game master. A variety of role-playing games, 6. Address(s) and telephone number(s) more details, contact: Paul Wilson, Merlyn’s, tournaments, and naval miniatures events will where additional information and confirma- West 621 Mallon, Spokane WA 99201, or call be featured. There is no charge for admission to tion can be obtained. (509) 325-9114. this event (although tournament fees range Convention flyers, brochures, newslet- from $1 to $2). For further details, contact: ters, and other mass-mailed announce- CAPCON X, April 17-19 , PO. Box 1623, Detroit MI 48231, ments run the risk of not being considered The Ohio State University Miniatures and or call (313) 833-3016. for use in this column; we prefer to see a Gaming Association (OSUMGA) is proud to cover letter with the announcement as well. announce the 10th annual CAPCON, which will AMIGOCON II, May 1-3 No call-in listings are accepted. Domestic be held in both ballrooms of the Ohio Union, This science-fiction and fantasy convention and foreign conventions are welcome. 1739 N. High Street, Columbus, Ohio. CAPCON will be held at the Holiday Inn Sunland Park in WARNING: We are not responsible for X needs referees, game masters, and judges for El Paso, Tex. Stephen R. Donaldson will be the incorrect information sent to us by conven- a number of events; contact us as soon as possi- guest of honor, with Real Musgrave as artist tion staff members. Please check your ble. Admission for CAPCON X is $3 for each day. guest of honor. Events include all forms of convention listing carefully! Our wide The convention is open from 5 P.M. to 11:30 P.M. gaming, an art show, a masquerade, and a circulation ensures that up to a quarter of a Friday, from 9 A.M. to 11:30 P.M. Saturday, and dealer’s room. Registration is $12 for the week-

million readers see each issue. Accurate from 12:30 A.M. to 10:30 PM. on Sunday. Events end if paid prior to April 15, or $15 thereafter; information is your responsibility! sponsored include a variety of board-, role- single-day registration is $7.50. For more infor- Convention listings should be mailed by playing, and miniatures games, a number of mation, contact: AMIGOCON II, c/o EPSFFA, PO. the copy deadline date to Convention tournament events, and a miniatures-painting Box 3177, El Paso TX 79923. Calendar, DRAGON® Magazine, P.O. Box contest. For more information, write to: 110, Lake Geneva WI 53147. Copy dead- OSUMGA/CAPCON, Box 21, The Ohio Union, THE WIZARD’S CHALLENGE ‘87 line dates are the last Monday of each 1739 N. High Street, Columbus OH 43210, or call May 8-10 month, two months prior to the on-sale Mark Loughman at (614) 263-9057. This fifth annual gaming convention takes date of an issue. For example, the copy place at the Holiday Inn in Saskatoon, Saskatche- deadline for the August 1987 issue is the GAME-A-THON 4, April 24-26 wan. Scheduled activities include an AD&D® last Monday of June 1987. Plan ahead; This 24-hour gaming event will be held at the game tournament, Star Fleet Battles tourna- early listings pay off! Town Center Hall in Santa Fe Springs, Calif. All ment, game demonstrations, and miniatures If a convention listing must be changed types of role-playing, board-, computer, and displays. The registration fee is $5 for the week- because the convention has been can- miniatures games are offered, as well as a end. For details, contact: The Wizards Corner, celled, the dates have changed, or incor- dealer’s area and movie room. Preregistration is 801C Broadway Avenue, Saskatoon, Saskatche- rect information has been printed, please $4 until April 10. For details and dealer’s infor- wan, CANADA, S7N lB5. contact us immediately! For any ques- mation, contact: GAME-A-THON 4, Santa Fe tions or changes related to this column, Springs Gamers’ Association, PO. Box 2434, KEYCON ‘87, May 15-17 please call either Robin Jenkins or Roger Santa Fe Springs CA 90670. This science-fiction and fantasy convention E. Moore at (414) 248-3625. will be held at the Delta Winnipeg at 288 Por- LITTLE WARS, April 24-26 tage Avenue in Winnipeg, Manitoba. Guests of indicates a Canadian convention. This gaming convention will be held at the honor will be Keith Laumer, Ken Macklin, and Mike Glicksohn. Events include filksinging, MUNCHCON VI, April 10-11 Triton College Student Building in River Grove, The Marshall University Science Fiction Soci- Ill. Focusing on miniatures events only, this videos, an ice-cream social, an art show, an ety is planning its sixth science-fiction conven- gaming convention offers hundreds of histori- auction, a dealer’s room, gaming, parties, and tion, MUNCHCON VI, which will be held in cal, fantasy, and science-fiction miniatures much more. Membership rates are $18 until Corbly Hall on the Marshall University campus competitions. Registration fees are $6. For more April 26 and $24 at the door. For more informa- in Huntington, W.Va. This year’s events include information, send a SASE to: Todd Fisher, 6010 tion, write to: KEYCON ‘87, PO. Box 3178, role-playing and boardgaming, an art show, N. Marmora Avenue, Chicago IL 60646. Winnipeg, Manitoba, CANADA, R3C 4E6.

94 APRIL 1987 MISCON II, May 15-17 DALLAS FANTASY FAIR, June 5-7 include an RPGA™ Network AD&D® game This science-fiction, fantasy, and gaming con- Sponsored by Bulldog Productions, this comic- tournament, an AD&D® game open tournament, vention will be held at the Quality Inn in Mis- book, science-fiction, and film supershow takes a TOP SECRET® game tournament, and many soula, Mont. Guests of honor are Steve Jackson, place at the Dallas Hyatt Regency, 300 Reunion other gaming contests. Also, there will be a Bob Eggleton, Mike and Beth Finkbiner, and at I-35. This event includes appearances by miniatures-painting contest and a schedule of Marion Zimmer Bradley. Events include an dozens of comic-book artists, writers, editors, films. Shawn McKee, designer of Hack-n-Slash, RPGA™ Network tournament, other role-playing and publishers, as well as a number of film will be this year’s guest of honor. For more games and boardgames, videos, a masquerade, a personalities. Other features include a huge details and registration information, write to: dance, an art show, panels, and a writers’ work- dealer’s room, a professional art show, an art SEIGA, PO. Box 266, Batesville IN 47006-0266; shop. Registration is $15 until April 15 and $18 contest, an art auction, video rooms, a masquer- Robert Washburn, 1025 Locust Avenue, Bates- thereafter. For further details, contact: MISCON ade, numerous workshops, previews of upcom- ville IN 47006; or, call Robert Westerman at II, c/o WMSFC, PO. Box 9363, Missoula MT ing motion pictures, and a variety of gaming (812)852-4542. 59807. events and open gaming competition. Tickets for this three-day event are $20 through May 15 ORIGINS ‘87, July 2-5 TECHNICON 4, May 15-17 and $25 thereafter. For more information, This national gaming convention and trade Sponsored by the Virginia Tech Science Fiction contact: Bulldog Productions, PO. Box 820488, show will be held at the Baltimore Convention and Fantasy Club, this special gaming Dallas TX 75382, or call (214) 349-3367. Center and Hyatt Regency Inner Harbor in convention will be held at the Blacksburg Baltimore, Md. The convention is sponsored by Econo-Travel in Blacksburg, Va. Guests of honor NEO-VENTION VI, June 5-7 GAMA, the Game Manufacturer’s Association. include Margaret Weis, Terry Adams, and Lisa This gaming convention will be held at the For more information on registration rates and Cantrell. The convention features other guest Student Union of Kent State University in Kent, scheduled events, contact: Atlanticon, Dept. speakers, an extensive gaming tournament, Ohio. Sponsored events include RPGA™ Network C.A., PO. Box 15405, Baltimore MD 21220, or video rooms, an art show, computer games, a events, miniatures displays and gaming, an art call (301) 298-3135. masquerade, and a dealer’s room. Membership show, and numerous other attractions, includ- is $10 before May 1 ($6 for students) and $13 ing special guests Penny Petticord and Frank AUSTIN FANTASY FAIR, July 3-5 thereafter ($9 for students). For more Mentzer. For more information, send a SASE to: Sponsored by Bulldog Productions, this comic information, contact: TECHNICON 4, PO. Box NEO-GS, PO. Box 412, Cuyahoga Falls OH 44322- book, science-fiction, and film supershow takes 256, Blacksburg VA 24060. 0412, or call (216) 666-1866. place at the Austin Marriott, 6121 I-35 at U.S. 290. This event includes appearances by dozens BAYCON ‘87, May 22-25 DALLASCON, June 12-14 of comic-book artists, writers, editors, and This science-fiction and fantasy convention will This gaming convention will be held at the publishers, as well as a number of film personal- be held at the Red Inn in San Jose, Calif., Regent Hotel in Dallas, Texas. Over 100 events ities. Other features include a huge dealer’s over Memorial Day weekend. Guests of honor are scheduled, including an RPGA™ Network room, a professional art show, an art contest, an include Barry Longyear, Mike Glyer, Marta Ran- AD&D® tournament, along with a variety of art auction, video rooms, a masquerade, numer- dall, and one to be announced. Advance four-day role-playing games, board games, and minia- ous workshops, previews of upcoming motion memberships are $25 until April 30. Thereafter tures games. For more information, including a pictures, and a variety of gaming events and memberships are $35 for the weekend. Single- preregistration form, send a SASE to: DALLAS- open gaming competition. Tickets for this three- day memberships are available at the door for CON, PO. Box 867623, Plano TX 75086. day event are $20 through June 15 and $25 $15 per day. For more information, send a SASE thereafter. For more information, contact: to: BAYCON ‘87, PO. Box 70393, Sunnyvale CA GLATHRICON ‘87, June 19-21 Bulldog Productions, PO. Box 820488, Dallas TX 94086, or call (408) 446-5141. This gaming extravaganza will be held at the 75382, or call (214)349-3367. Executive Inn in Evansville, Ind. Guest of honor is GAMEX ‘87, May 22-25 E. Gary Gygax, with and Penny DOVERCON III, July 18-19 Brought to you by STRATEGICON, the people Petticord as additional guests of honor, Ray This year, DOVERCON will be staged at the who also brought you ORIGINS ‘86, this gaming VanTilburg is the artist guest of honor, and Jay University of New Hampshire’s Memorial Union convention will be held at the Pasadena Hilton Tummelson is the game master guest of honor. Building (MUB) in Durham, N.H. Featured games Hotel. Role-playing, , computer game, RPGA™ Network tournaments include the will include the AD&D®, CALL OF CTHULHU®, and family boardgame tournaments will be AD&D® Grand Masters (a national first), the CAR WARS®, DIPLOMACY®, GURPS, D&D®, offered, as well as an RPGA™ Network AD&D® AD&D® Masters, the Joe Martin AD&D® Tourna- MERP PARANOIA™, Star Fleet Battles, tournament and various seminars and demon- ment to Benefit the American Cancer Society STAR TREK®, and TOP SECRET® games, and a strations, a flea market, a game auction, and an (another national first), a variety of AD&D®, host of others. Registration for events will be on exhibitor’s area. Pre-registration is $16 until MARVEL SUPER HEROES™ Masters and regular, a first-come basis. A flea market, film festival, May 9; thereafter, registration is $20. For more TOP SECRET®, and GAMMA WORLD® game miniatures painting competition, art contest, information, contact: GAMEX ‘87, c/o DTI, PO. events. Other features will include a miniatures- and open-gaming area will also be provided. Box 8399, Long Beach CA 90808, or call (213) painting competition, a banquet, and masquer- Preregistration rates (must be received by July 420-3675. ade. Membership is $12 until April 30 and $15 1) are $7 for both days; at-the-door rates are $8 thereafter. Memberships may be limited, so early for both days and $5 for one day. There will be NOT *A * CON, May 22-25 registration is advised. For more information, a $1 entry fee for each event. Vendor and game This is the first eat-in, sleep-in, gamers’ holi- contact: The Evansville Gaming Guild, PO. Box master inquiries are welcome. For further day. Role-playing gaming, miniatures competi- 15414, Evansville IN 47716, or call (812)474-0461. information, write to: Information, DOVERCON tions, and a host of other events are scheduled III, PO. Box 622, Dover NH 03820. to be run by the best game referees in the HAYSCON III, June 26-27 Indiana tri-state area. For more details, write to: The Pegasus Extension invites all fantasy and KINGCON III, July 25 NOT *A *CON, 3328 Broadway Boulevard, Fort science-fiction gamers to participate in their This one-day convention will be held in the Wayne IN 46807. third annual convention to be held at the Memo- Lewis Building at the City Park in Mount rial Union of the Fort Hays State University Vernon, Ill. This gaming event will run from 8 RAGGCON, May 24-25 campus in Hays, Kans. Featured activities in- A.M. to 8 P.M., and features a two-round AD&D® Sponsored by the Rockford Area Gamers’ clude all types of role-playing games, a minia- tournament, a miniatures painting contest, Guild, this gaming convention will be held on tures competition, a game auction, and dealers’ continuous movies, a dealer’s room, and a the Rockford College campus. Events include a booths. Preregistration fees are $10. For inqui- variety of role-playing and board games. Pre- game auction, a Masters and a regular RPGA™ ries on registration or on game mastering for registration is $5 until July 1; thereafter, regis- Network AD&D® tournament, and a number of HAYSCON III, send a SASE to: HAYSCON III, The tration is $6.50 for the day. For more other tournaments. Prizes will be offered in a Pegasus Extension, 1718 Felten Drive, Hays KS information, send a SASE to KINGCON III, Rt. 1, number of these tournaments. Registration 67601. Box 202, Kell IL 62853. costs are $5 for the day and $8 for the entire weekend; a $35 fee will cover all accommoda- BATCON VI, June 26-28 WINDSOR GAMEFEST V, July 25-26 tions, meals, and registration costs. For more Sponsored by the Southeastern Indiana This gaming convention takes place at the information, send a SASE to: RAGG, 2736 City Gamers’ Association and Role-Players’ Work- Ambassador Auditorium in the University View Court, #301, Rockford IL 61103, or call shop, this gaming convention will be held at the Centre at the University of Windsor. Featured (815) 282-1278. Sherman House Inn in Batesville, Ind. Events events include role-playing, miniatures, and

D RAGON 95 boardgaming, free movies, and a dealer’s area. sored events will include an AD&D® tourna- NECRONOMICON ‘87, October 16-18 Registration for this event is $10 for preregis- ment, a dealer’s room, a miniatures painting The Stone Hill Science Fiction Association will tered admission, $12 for regular registration, contest, a game auction, and a variety of other hold its sixth annual science-fiction convention and $7 for a daily pass. For further information, gaming programs. Registration is $5 for the day, at the Holiday Inn-Sabal Park in Tampa, Fla. This contact: W.R.P.A., PO. Box 2055, Walkerville with no additional fees for separate events. For year’s guests of honor are , Station, Windsor, Ontario, CANADA, N8Y 4R5. more details, contact: MIRACLECON ‘87, Frederik Pohl, and Elizabeth Anne Hull. In Telephone inquiries can be made by contacting c/o Timothy A. Riley, 308 West Church addition to panel discussions with these authors, Kristine Sheffiel at (519) 734-1150 or John Street, Urbana OH 43078, or call there will be a pageant, a costume Schippers, Jr. at (519) 735-5233. (513) 653-7848. contest, trivia games, a general auction, and a host of other events. Registration rates are $10 HOUSTON FANTASY FAIR, August 7-9 SAN ANTONIO FANTASY FAIR until September 15. For more information, Sponsored by Bulldog Productions, this comic- September 18-20 contact: NECRONOMICON, c/o Stone Hill SF book, science-fiction, and film supershow takes Sponsored by Bulldog Productions, this comic- Association, PO. Box 2076, Riverview FL 33569, place at the Houston Marriott Astrodome. This book, science-fiction, and film supershow takes or call (813) 677-6347. event includes appearances by dozens of comic- place at a location which has yet to be an- book artists, writers, editors, and publishers, as nounced. This event includes appearances by RUDICON 3, October 16-18 well as a number of film personalities. Other dozens of comic-book artists, writers, editors, This wargaming and role-playing convention features include a huge dealer’s room, a profes- and publishers, as well as a number of film takes place at the Rochester Institute of Technol- sional art show, an art contest, an art auction, personalities. Other features include a huge ogy in Rochester, N.Y. Events will include tour- video rooms, a masquerade, numerous work- dealer’s room, a professional art show, an art naments, a dealer’s room, movies, and much shops, previews of upcoming motion pictures, contest, an art auction, video rooms, a masquer- more. For pre-registration or dealer’s informa- and a variety of gaming events and open gaming ade, numerous workshops, previews of upcom- tion, contact: Steve Ritzau, RUDICON/Rochester competition. Tickets for this three-day event are ing motion pictures, and a variety of gaming Wargamer’s Association and Guild (RWAG), c/o $20 through July 15 and $25 thereafter. For events and open gaming competition. Tickets Student Directorate, One Lomb Memorial Drive, more information, contact: Bulldog Productions, for this three-day event are $15 through Sep- Rochester NY 14623. PO. Box 820488, Dallas TX 75382, or call (214) tember 1 and $20 thereafter. For more informa- 349-3367. tion, contact: Bulldog Productions, PO. Box FANFARE ‘87, October 30-November 1 820488, Dallas TX 75382, or call Brought to you by STRATEGICON, the people GEN CON® 20 GAME FAIR/TRADE SHOW (214) 349-3367. who also brought you ORIGINS ‘86, this science- August 20-23 fiction and fantasy convention will be held at This year’s original gaming convention will be CONTRADICTION SEVEN, October 2-4 the Los Angeles Airport Hyatt Hotel. Role- held once at the MECCA Arena in Milwaukee, This science-fiction and fantasy convention playing, wargame, computer game, and family Wis. Additional information will appear in will be held at the Ramada Inn, 401 Buffalo boardgame tournaments will be offered, as well future issues of DRAGON® Magazine. For pre- Avenue, Niagara Falls, N.Y. Anne McCaffrey is as various seminars and demonstrations, a flea registration materials or for judging forms, the pro guest of honor, with Mike Glicksohn as market, a game auction, and an exhibitors’ area. write to: GEN CON® Game Fair, PO. Box 756, fan guest. Other guests include Joan Vinge, For more information, contact: FANFARE ‘87, c/o Lake Geneva WI 53147. Please indicate on the Nancy Kress, Jim Frenkel, and T.S. Huff. Events DTI, PO. Box 8399, Long Beach CA 90808, or envelope which information you are requesting offered include a costume contest ($25 for best call (213)420-3675. (i.e., “Pre-reg info” or “Judging info”). For infor- costume), an art auction, videos, parties, a mation on assisting the RPGA™ Network Tourna- people and thing auction, panels, wargaming, DALLAS FANTASY FAIR, November 13-15 ment Headquarters, write: RPGA Network HQ, filksinging, and other fannish activities. Regis- Sponsored by Bulldog Productions, this comic- PO. Box 509, Lake Geneva WI 53147. tration is $13 until July 11, $16 until Sept. 12, book, science-fiction, and film supershow takes and $20 thereafter. For more details, contact: place at a location which has yet to be an- GATEWAY 7, September 4-7 CONTRADICTION, PO. Box 2043, Newmarket nounced. This event includes appearances by The seventh running of this Labor Day conven- Station, Niagara Falls NY 14301. Please send a dozens of comic-book artists, writers, editors, tion will be held at the LAX Hyatt Hotel. Featured SASE if you require confirmation. and publishers, as well as a number of film events include role-playing games, wargames, personalities. Other features include a huge family games, and computer games tournaments. ‘87, October 2-4 dealer’s room, a professional art show, an art Other events include seminars, demonstrations, The Southeast Fantasy and Gaming contest, an art auction, video rooms, a masquer- auctions, flea markets, and an exhibitor’s area. Convention will be held at the Pierremont Plaza ade, numerous workshops, previews of upcom- Preregistration is $16 until August 21, and $20 at Hotel and Conference Center in Atlanta, Ga. ing motion pictures, and a variety of gaming the door. For more information, contact: GATE Fantasy role-playing, strategic, and computer events and open gaming competition, Tickets WAY ‘87, c/o DTI, PO. Box 8399, Long Beach CA gaming will be featured in over 75 tournaments. for this three-day event are $20 through Novem- 90808, or call (213)420-3675. Panels, video rooms, a dealer’s room, a masquer- ber 1 and $25 thereafter. For more information, ade party, a game auction, and much more will contact: Bulldog Productions, PO. Box 820488, NANCON-88 IX, September 4-7 be offered. Featured guests will include E. Gary Dallas TX 75382, or call (214) 349-3367. This annual, four-day gaming convention will Gygax, Michael Moorcock, Richard “Lord Brit- be held at the Ramada Northwest Crossing in ish” Garriott, Robert Asprin, , Brian ORCCON 11, February 12-15,1988 Houston, Texas. Tournament events will include Herbert, and Steve Jackson. Pre-registration is Brought to you by STRATEGICON, the people AD&D®, Squad Leader, Star Fleet Battles, PARA- $20 for Fans and $25 for Gamers through April who brought you ORIGINS ‘86, this gaming NOIA™, and Nuclear War games, and a variety 15, and $25 for Fans and $30 for Gamers convention will be held at the Los Angeles Air- of others. A large dealer’s room and open- through August 15. (Gamer registrations include port Hyatt Hotel. Role-playing, wargame, com- gaming room will also be provided. For more four tournament entries.) For more information, puter game, and family boardgame tournaments details, send a SASE to: NAN’S GAME HQ, 2011 send a SASE to: DRAGON CON ‘87, Box 148, will be offered, as well as various seminars and Southwest Freeway, Houston TX 77098 (Attn: Clarkston GA 30021. Registrants can use their demonstrations, a flea market, a game auction, NANCON). Visa or Master Card to charge advance member- and an exhibitors’ area. For more information, ships by calling (800) 554-1162 (toll-free), or contact: ORCCON 11, c/o DTI, PO. Box 8399, GOLD CON ‘87, September 5-6 (404) 441-3045 in Georgia. Long Beach CA 90808, or call (213)420-3675. This gaming convention will be held at the OMNI Auditorium in Coconut Creek, Fla. For ICON XII, October 16-18 GATEWAY 8, September 2-5,1988 more details on scheduled events and registra- This science-fiction convention will be held at Brought to you by STRATEGICON, the people tion rates, write to: GOLD CON ‘87, OMNI the Rodeway Inn, Hwy 965 and I-80, in Coralville, who also brought you ORIGINS ‘86, this gaming Auditorium, B.C.C. North, 1000 Coconut Creek Iowa (call 1(809)228-2900 for reservations). convention will be held at the Los Angeles Air- Parkway, Coconut Creek FL 33066, or call (305) Scheduled events include science-fiction readings port Hyatt Hotel. Role-playing, wargame, com- 973-2249. and panels, an art show, a large dealer’s room, puter game, and family boardgame tournaments and open gaming. Memberships are $12 until will be offered, as well as various seminars and MIRACLECON ‘87, September 12 September 15 and $17 thereafter; special one-day demonstrations, a flea market, a game auction, This one-day gaming convention will be held registration is available at the door for $10. For and an exhibitors’ area. For more information, from 9 A.M. to midnight at the Ramada Inn (I-70 further details, contact: ICON XII, Dept. M, PO. contact: GATEWAY 8, c/o DTI, PO. Box 8399, Long and State Road 72) in Springfield, Ohio. Spon- Box 525, Iowa City IA 52244-0525. Beach CA 90808, or call (213)420-3675.

96 APRIL 1987 DRAGON 97 98 APRIL 1987

100 APRIL 1987 DRAGON 101 102 APRIL 1987 DRAGON 103 104 APRIL 1987