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DRAGON 1 81

SPECIAL ATTRACTION 45 A plethora of paladins — Christopher Wood 16 Seven new alignment-oriented NPC classes Publisher OTHER FEATURES Mike Cook Editor-in-Chief 8 The laws of magic — Charles Olsen Everything you wanted to know about the arcane Editorial staff 14 Casting spells for cash — Fraser Sherman Magic-users are good for more than combat Roger Moore 16 The ecology of the maedar — Art, graphics, production All about the medusa — and her man! 18 Money isn’t everything — Carl Sargent Kim Lindau . . . But a few gold pieces can make a big difference Subscriptions 22 Open them, if you dare — Ed Greenwood Georgia Moore Enter an unusual magic item — enchanted doors Advertising 24 The ranger redefined — Deborah Christian Mary Parkinson More skills to help strengthen the class Contributing editors 33 More range for rangers — James A. Yates Ed Greenwood A new system for determining followers Katharine Kerr 38 The way we really play — Tom Armstrong This issue’s contributing artists Thoughts on the development of a Roger Raupp 40 Bad idea, good game? — Why some “bad” games fail and others don’t Bob Walters 62 Intruder — Russell Madden Hank Jankus Being considered alien is always in the eye of the beholder Marvel Bullpen James Holloway THE ARES™ SECTION David Trampier Ted Goff 70 Notes from the Underground — Ken Rolston Stephen Hearon How to be a better traitor in the PARANOIA game Richard Tomasic Pillsbury 76 Stellar Feedback — Roger E. Moore A look through the science-fiction gaming mail 78 The MARVEL®-Phile — ™ and Omega Flight™, part I 81 The New — David Wainwright Pure strain humans in the ® game

DEPARTMENTS

3 Letters 60 TSR Profiles 90 Wormy 4 World Gamers Guide 87 Convention calendar 92 Dragonmirth 6 The forum 88 Gamers’ Guide 94 Snarfquest 58 TSR Previews

COVER TSR staff artist Keith Parkinson enters the ranks of cover artists for DRAGON® Mag- azine with “Valshea.” According to Keith, the woman who stared back at you when you first laid eyes on her is Lady Valshea, an elven fighter/magic-user who was cap- tured in color as she, her familiar, and her trusty steed took a break during their pas- through Blue Rock Vale.

2 FEBRUARY 1986 More for your money

DRAGON® Magazine now costs more than ever before. That’s not exactly hot news to those of you who read this column a couple of issues ago, when we an- a natural armor class of 7; however, high dexter- nounced the upcoming price increase. It Missing maps ity and magic devices such as rings of protection may improve this figure considerably — RM shouldn’t be bad news to subscribers, Dear Dragon, since the subscription rate didn’t go up, I am ecstatic about the module in #104, since I and I hope the higher price didn’t come as play the MARVEL SUPER HEROES™ game a shock to anyone who bought the maga- and am always interested in new plots. But there One or the other zine at a store. was one problem: I didn’t have any of the maps What we didn’t tell you in December, listed in the adventure, so I couldn’t use it. Dear Dragon: but what we can tell you now, is that Another problem: The article on in I have a question regarding the spell-casting you’re going to get more for your money. #101 contained little signs that indicated kender abilities of the new bard class in the Best of Beginning with issue #107 (March 1986), would make great thieves, but when I looked for DRAGON Vol. III. It states that “the effective- bonuses to their abilities all I could find was a ness of a druid spell cast by a bard is the same as the magazine’s page count will go up from high dexterity. What bonuses do kender get? that of a druid one level lower than the bard.” 96 to 104. Because we don’t expect our Final question: A while back Mr. Gygax said Under the new rules, it is now advertising lineage to go up, that means something about some new character classes like possible for elves to be druids of unlimited levels we’ll be able to devote those eight pages to the savant, the mystic, the mountebank, and the (except for wild elves). Elves can also be bards of more articles. . Are these going to be published and if so, unlimited advancement, according to the article. I won’t try to claim that an extra eight when? My question is this: If an elven druid/bard (of pages is worth an extra 50 cents. As I Mark Baxter perhaps 5th/5th level) casts a druid spell acquired pointed out two issues ago, the price in- , Fla. by his bard class, would the spell be cast at 4th crease is intended to help us cover our level efficiency (as in the rules), or would the Of the four maps required to play the Sudden cast it at his normal druid level? After all, the costs, and the costs of the distributors and Dawn adventure, the one for Chapter 1 in spell effect is no different for both classes (except retailers who sell the magazine on our the MARVEL SUPER HEROES boxed game for the special few outlined in the article). behalf. Approximately half of that 50 cents set, and the one for Chapter 2 is provided in the Richard Hudson will go directly to distributors and store adventure. Because of space limitations, we were Jackson, Miss. owners; out of the 25 cents that we’ll unable to reproduce the maps for Chapters 3 and receive, we’ve decided that we can afford 4, but they are both contained in MHAC6, New What we have here is an excellent example of to pay the cost of producing and printing York, New York. If you don’t want to buy that what happens when you combine official rules more pages and still end up with enough accessory or can’t find it for sale, you can make with unofficial material from a magazine article, bucks to pay the bills. your own maps. The Barcley Research Center is and toss in a pinch of personal preference to boot I don’t expect Ralph Nader to give us a similar to the city map in the boxed set, but with The ingredients don‘t mix very well. Sometimes the addition of a riverfront section. The 35th you can use one or the other (the rules or the medal for caring about the consumer, but floor of the Empire State Hotel has 4 large suites, article), but not both. I am rather proud of the fact that the a storage room accessed by a stairwell, and three In the first place, the rules in Unearthed Ar- company I work for has decided to use elevators, with a central hallway connected to cana were not designed to be compatible with the some of that extra revenue to directly each of them — 10 areas in all, counting the unofficial bard class, which was written and first benefit the people who are giving us the stairwell. published several years ago. In the second place, money. Kender have the same bonuses for thieving neither the rules nor the article specifically per- In the next few months, we’re going to skills as do. This was implied in the mits the existence of a multi-classed druid/bard. be looking into ways to use our page space article (on p. 13), but should have been more Obviously, problems can (and often do) arise as effectively as possible — also in the clearly stated. Kender, like all other thieves, also when someone tries to make an “illegal” multi- receive bonuses for high dexterity class combination work with the existing rules. interest of giving you more for your In issue #103, mentioned the But if you want to assume that a druid/bard money. We’ve already “saved” one page, mystic, the savant, and the jester (but not the character is possible, Richard’s question does starting with this issue, by combining the mountebank) as new character classes (subclasses, have an answer. If the spell was “acquired by his table of contents page in the ARES™ actually) that will be included in the Second bard class,” the character would cast it as a druid Section with the contents page for the rest Edition of the AD&D® game rules. To the best of of one level lower —just like the article specifies. of the magazine. (That’s why the page at our knowledge, he has no plans at present to The fact that the character is a druid in addition the left looks a lot more crowded than it preview these classes through articles in the to being a bard should have no effect on the used to.) As other ideas come to us, or are magazine. If that situation changes, we’ll let you character’s ability to cast a druid spell that he suggested to us, we’ll try them out. We know. — KM receives by virtue of being a bard. You have to keep the character’s “dual identities” separate, want to do whatever we can to encourage and moderate his spell-casting as a bard as you to keep thinking that the magazine though he were only a bard. — KM you buy is worth every penny of the price Armor class answer you pay for it. As always, if you have any ideas on how we can accomplish this, we’ll Dear Dragon, be glad to hear about them. I have a question pertaining to the thendar A question of size (issue #101, Creature Catalog, p. 54). Under armor class it says “see below,” but nothing is Dear Dragon, mentioned in the text about armor class. What is I have a question about the size and population it supposed to be? of Ansalon in the world of Krynn. In the article David Korson about the gnomes of Krynn (#103), Roger Moore Louisville, Ky. said there were about 59,000 gnomes on Sancrist Isle. How do you make room for all the other and We neglected to note that because of their more numerous races on Ansalon (which could be magical and extraplanar nature, thendar have (Concluded on page 4)

DRAGON 3 compared to the size of Arkansas), which has west and about 1,000 miles from north to south. many of our world’s baseball and football stadi- many barren and uninhabitable areas? This is a lot larger than Arkansas. ums. Arkansas has about 2,000,000 people, and Wesley Marshall It occurs to me that you might have been it is not considered a densely populated state. In Cane Hill, Ark. referring to Sancrist Isle alone, not to the whole addition, there are as many people living in Little of Ansalon, when you were wondering how all Rock as there are gnomes on Sancrist Isle, and According to the map in DL5, the continent of those gnomes would fit into that space. Consider the gnomes live largely underground. Sure, Ansalon measures about 1,320 miles from east to that 59,000 people (or gnomes) will not even fill everyone has enough room. — RM The World Gamers Guide

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

Daniel Folatelli (DD,AD) Russel Davidoff (AD,TS) Robert Ashwin (AD) Matthew Strickler (AD, TS, SF) Casilla de Correo 181 110 Greenlands Crescent 16 Hovea St. Impasse de Mon Idee 3 6600 Mercedes Sunningdale Blackwood 5051 1226 Thonex Provincia Buenos Aires Johannesburg 2192 Adelaide, S.A. Switzerland Argentina South Africa Australia Matthew Temple (AD) Matthew Cults (AD,DD,SF) Eric Cooper (DD,AD) Nachi Ugarte (MSH,AD,GW) 42 Seaview Ave. 49 Grange St. Sq DU Solbosch 28 204 University Dr. Northcote, Auckland 9 Christchurch 2 1050 Brussels New Alabang Vill. New Zealand New Zealand Belgium Muntinlupa, Metro Manila Philippines Neil Schunke (CC,T) William Vernon (AD,CC) Steven McKeown (DD,SF) Diamond Heights Apt. 301 Avenida Sojo 21 Beach Street Shane Huang I 1-108, Ogino Residencias El Escorial Whakatane P.O. Box 36-158 Itami, Hyogo, Japan T664 Urbanizacion El Rosal New Zealand Taipei, Taiwan Caracas 1060 Republic of China Peter Kay (DD) Venezuela David Mar (AD) Hebel str. 65 P.O. Box 65 Daniel Folatelli (DD,AD) 4056 Basel Guy Girardi (AD,ST,GW) Fairfield 2165 Casilla de Correo 181 Switzerland Place des mines 46, New South Wales 6600 Mercedes L-4244 Esch/Alzette Australia Provincia Buenos Aires Cameron Lind (AD,DD,RQ) Luxembourg Argentina 36 Hawthorne St. John Maravilla (VV,GW,DD) Woody Point, Queensland, Masayuki Kitano (AD,DD,GW) 73 Bacolod St. Nigel Cherk (AD,RQ,T) Australia 190-28 Yakuoji Alabang Hills Vill. 8 Bengal Cres. Tawaramoto-Cho Muntinlupa, Metro Manila, Mt. Waverley, Dr Bruce Ross (AD) Shiki-Gun, 636-03 Nara Philippines Victoria 3149 7 Apollo Place Japan Australia Rotorna Frank J. Romeo III (AD) Bay of Plenty Bryan Bernstein (AD,GW,DD) 63 Drive Jonathan Cary (AD,DD) New Zealand Aconcagua 5073 Belmont, Vic. Carrera 11A #113-14 Montevideo, Uruguay Australia 3216 Apt. 501 Bogota, Colombia

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 60678. A limited quantity of back issues are available from the TSR mail order department, P.O. Box 756, Lake Geneva WI 53147. For a copy of the current catalog listing available back issues, write to the mail order department at the above address. The issue of expiration of each subscription is printed on the mailing label for each subscriber’s copy of the magazine. Changes of address for the delivery of subscription copies must be received a t 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 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 ©1986 TSR, Inc. All Rights Reserved. AD&D, D&D, TOP SECRET, GAMMA WORLD, and STAR FRONTIERS are registered trademarks owned by TSR, Inc. ARES is a trademark owned b y TSR, Inc. All Marvel characters and the distinctive likenesses thereof are trademarks of the Group. MARVEL SUPER HEROES and MARVEL SUPER VILLAINS are trade- marks of the Marvel Comics Group, a of Cadence Industries Corporation. TRAVELLER is a registered trademark owned by Game Designers' Workshop. CHAMPIONS is a trademark of Games. VILLAINS & VIGILANTES is a trademark of Games Unlimited. Other trademarks are the property of TSR. Inc., unless otherwise indicated. Second-class postage paid at Lake Geneva, Wis., and additional mailing offices. Postmaster: Send address changes to TSR, Inc., P.O. Box 110, Lake Geneva WI 53147. USPS 318-790, ISSN 0279-6848.

4 FEBRUARY 1986 DRAGON 5 may be different than those between the players, if the characters are different from their players. Generally, a group of players are friends who have known each other for some time. Their relationships, good or bad, are usually straight- forward and known. Why should this be so for the characters? In the campaign I just mentioned, two of the characters were for all appearances the best of friends, yet they were plotting against each other behind each other’s back. There were distrustful relationships, as well as amorous ones, I’d like to comment on two statements in What Mr. Gygax seemed to be saying is that that did not exist in real life. This threw a lot of DRAGON® issue #102. role- playing (i.e., assuming a character different spice into the game and made it a lot more fun. First, I applaud Mr. Gygax on his choice of from yourself and then playing it accurately) has Sometimes playing a character who is not only words in “Realms of role playing.” For a long become too much of a priority in role-playing different from the player but different from the time I’ve tried to convince people that “role games, that it bogs down the action of the game adventuring type in general can be fun. Ever play playing” is not saying archaic words in a funny and blurs a distinct line between role-playing and a character who was totally averse to adventures voice or mouthing stereotypical attitudes to let acting, which is for some reason bad. Instead of but was drawn into one by circumstance? That everyone know from your first breath what class playing a role different from oneself, one should can lead to a very interesting and entertaining and alignment you are, but is rather using actions play oneself, assuming the role of a fighter, wiz- campaign, as I’ sure Bilbo Baggins would and words to play the character in an internally ard, or whatever. agree. Maybe Mr. Gygax prefers to play adven- consistent manner. The phrase “role assump- Mr. Gygax is wrong, and here’s why. turing machines, Herculean characters who know tion” says it all. The rest of the process — vary- To begin with, how can a character who has all the tricks, even at 1st level. To my way of ing language and actions to fit the situation, etc. grown up in a fantasy society (and is perhaps not thinking, that is not a character; that is an auto- — falls into line once the role is assumed. even ) have the same personality as a mated chesspiece. But to each his own — that’s Second, I’d like to comment on Mr. Sheldon’s person who has lived his life in the twentieth what this game is all about. Still, characters who comment in the Forum. Yes, it is difficult to role century on Earth? Human nature is a constant, are a little different from the player are generally play with one character and a GM. But it can but the environment has a significant effect on a more realistic and have so much more “fun also be rewarding. The joy of gaming is that person’s character. Besides, what if your charac- potential” that I don’t feel that Mr. Gygax should game systems are flexible — you don’t always ter is a nonhuman? Is it possible to play a nonhu- attempt to sway other people’s opinions away have to be part of a large group going to a spe- man character with your own personality? It from them. cific place to find a specific object and fight seems to me that one cannot take a personality Charles Ryan masses of creature just to have fun. A good GM out of the Eighties and assign it to a person in a Blacksburg, Va. can tailor an adventure to fit the number and totally different environment. level of the available characters. Playing a 1st- Secondly, role playing is not acting. In many * * ** level character lost in the woods and encountering respects it is similar, but in the most important minor beasts can be as enjoyable (and dangerous) one, it is not. The main difference is that an actor In issue #99, on page 38, David Godwin brings as running a party of mid-levels through a jungle plays the role of a pre-invented character. The up a good point about player characters being full of lions, tigers, and bears. script writer is responsible for the creation and allowed to kill deities. In my opinion, the answer The adventures available to the single charac- development of the character; the actor’s job is to to this isn’t to let the gods escape, but to make ter are many. A robbery attempt by a single thief, convincingly change the character from a written them more powerful. To say that a certain god wandering through the city, and going to an inn format to a visual format. The closest thing to has 300 hit points and does 7-70 points of damage to meet a potential employer all offer the chance that in role playing would be to have a player use is to say that he’s tough, but also that he can be for role playing and role assumption that can be an NPC created by the DM, but that would still beaten. If deities are expressed in human terms, challenging and enjoyable. Single-character have nothing to do with actually getting up and then there is no reason why humans cannot deal adventures also offer the GM who likes role acting. No, if you must compare role playing to with them, and I see no reason why characters playing the chance to run multiple NPCs. This any other art form, it should be with writing, in who can beat a god should not be allowed to do type of adventure can be difficult, but this is which the author creates his character, then so. balanced by increased player involvement. guides it through a series of events, having it In my campaign, I don’t give gods hit points In fact, some games seem to be made for one- behave as befits its personality. and armor classes; I just let it be known that they on-one playing. The TOP SECRET® game is a This, however, is trivial when placed next to cannot be bested by mortals. Because a god can good example, with a subject suited more to lone Mr. Gygax’s assertion that role-playing is difficult bestow spells on the clerics who worship him, agents than to groups of the same. The super- and is done at the expense of action. This is not then he must automatically be powerful enough powered hero games also provide single-character necessarily true; in fact, if it is, then someone is to cast all these spells himself, as many times (and quests as close as your favorite comic book. doing something wrong. Role playing is very as many at a time) as he desires. In order for a Admittedly, my gaming group (which has been simple, once you define your character. It has being to be called a god, he should be of a power together for eight years now) tends to go on been my experience that if you really enjoy your unreachable by player characters; if he’s not, I group adventures more often than not, with 4-6 character, playing it will become almost second see no reason why characters should not be players being the norm. But it is very common nature. Furthermore, role playing actually en- allowed to destroy him. for one or two of us to get together with our GM hances the action in a game, in that the charac- Adam Griffith for adventures between or instead of the group’s ters tend to take new approaches in handling Seattle, Wash. meetings. After all, if one assumes the character situations. If I were playing myself as a fighter in properly, there will be things that the character a fantasy world, as Mr. Gygax suggests, then I * * ** wants and needs to do that don’t involve the can hardly help but to draw on my years of other characters. Thus, single-player adventures experience in fantasy RPGs to help me in a In light of the recent discussion of the so-called can grow logically out of character assumption. difficult situation. However, if I play a character “Monty Haul” campaign, I suggest that DMs Bob Kindel different from myself, I find the character takes turn to page 7 of Guide for Cuyahoga Falls, Ohio novel approaches to various situations, almost as a few inspiring words from E. Gary Gygax. Then if it had a mind of its own. Granted, sometimes start at the top with money and power. * * ** the character makes mistakes that get it into To deal with the surplus gold pieces acquired trouble, but then, what fun would the game be if from oversized hoards, try reading the explana- Gary Gygax’s article in issue #102 really both- everything went right all the time? tory notes on page 5 of the Manual. ered me. I guess that it would be really silly to Furthermore, a campaign can be tailored Under the section on treasure type is a set of rules contend that Mr. Gygax misses the point of around certain characters. I have run several fun for giving out reasonably sized treasures. adventure role-playing, as he is in large part games in which the adventures were specifically Power in fantasy role playing lies in religion responsible for creating the point, but perhaps I designed around the personalities of the charac- and magic. In the & Lore volume, on can say that fantasy role-playing games have ters involved. These games had more page 8, are guidelines for controlling divine evolved a long way from the D&D® game’s early and atmosphere than any others I’ve ever seen, beings as a DM. Here it is explained that the days, that maybe Mr. Gygax is missing the full as well as action that rivaled the best. Also, the deities are jealous gods and won’t allow a mere potential of the point. relationships between the characters in the party (Turn to page 87)

6 FEBRUARY 1986

The laws of magic How the AD&D universe works, and why by Charles Olsen

In the physical world, we are bound by some characters the ability to utilize and Some of the ancients who considered the certain laws. The law of gravity says that manipulate its energy? Why must spell- elements to be air, earth, fire, and water what goes up will sooner or later come casters have exceptional intelligence or also believed in a fifth element they called down. The second law of thermodynamics wisdom — what is it that gives these charac- akasa. In The Sorcerer’s Handbook, by dictates that in a closed system, the quantity ters the ability to invoke arcane energy? In Wade Baskin, akasa is defined thus: “In of disorder (or entropy) will increase with order to explain these points, we must Pythagorean thought, the fifth element. It is each spontaneous event. consider some of the findings of present-day a celestial ether or astral light that occupies In a fantasy world where magic exists, biology and physics. Clearly, characters will all space. In certain Buddhist teachings, it is there must also be laws governing the use of have no knowledge of this, but players and the cosmic spirit-substance, the vast reser- that magic. An understanding of those laws DMs can know and understand. voir of being.” This fifth element could be is necessary to develop and use spells. Yet, The human mind is a powerful tool, and taken as the energy field which permeates in the AD&D® game rules, these laws are it is generally accepted that the average the multiverse. ignored in favor of a “black box” approach person uses only a fraction of the full poten- The akasa is everywhere — it is every- to magic. tial of his mind. Even so, some people in an thing. Its energy reacts with the electrical “Black box” is modern electronics jargon AD&D game world manage to develop and energy in living things, influencing lives for a device with known performance char- use a fair degree of this power. It typically and events in ways that are not completely acteristics but unknown means of operation. manifests in one of three ways: magic-user understood. Because of its pervasive nature, A well-known example is the telephone: spells, cleric spells, and psionics. it forms a bond among all things present in most people have no idea how or why this The use of any of these abilities obviously the multiverse. Just as air is a medium to little marvel operates. They have no con- requires some source of energy. The human transmit sound, akasa could be the medium cept of electrons rushing-along their preor- body (and, presumably, the body of an elf, of all arcane powers — spell-casting abilities dained paths, kicking relays and caressing dwarf, or other being) is in fact full of elec- (magic-user and illusionist, cleric and transistors, or of the vast computer network trical energy, carried along nerve paths by druid, and the power of the gods) and psio- involved in connecting two telephones. In neurons, but this energy is not sufficient to nic powers. truth, the average person has no need for account for these arcane abilities. Also, the DEITIES & DEMIGODS™ such knowledge. All he or she needs to To understand these powers, it is neces- Cyclopedia (now titled Legends & Lore) know is how to lift the receiver and push the sary to have a basic understanding of the notes that “The source of a deity’s godheads buttons (or, on older systems, how to turn structure of the multiverse. Long ago, men is in some way connected to his or her the dial). believed that all matter consisted of four earthly worshipers, though in what manner This is the same approach used for magic elements: air, earth, fire, and water. This the gods derive this power is a mystery in the AD&D game. The player whose was the prevailing notion for centuries. totally beyond mortal (or immortal) com- character is a magic-user selects a spell from Eventually, it was discovered that there are prehension. However, it is true that a god’s a list and casts it, having no idea what a hundred or so natural elements, composed power often increases or decreases as the words are being spoken to invoke the magi- of tiny particles called atoms. The word number of his worshipers varies. Thus cal energy. (That is, the player doesn’t “atom” is derived from the Greek atomos, deities, and clerics as their agents, con- know what words are being spoken; of which means “indivisible,” and indeed stantly try to increase the quantity and course, the magic-user character knows, for these particles were thought to be the small- quality of their worshipers.” he or she has spent quite a bit of time mem- est units of matter. When the akasa is taken into account, orizing the spell.) Each spell has a specific Then atoms were found to consist of still this is no longer a mystery. As the akasa effect (or range of effects) and will perform smaller particles — negatively charged flows through living creatures, it is influ- exactly as defined. electrons circling a nucleus, that is com- enced slightly by their thoughts, attitudes, Of course, this system of spell definition posed of protons, positively charged, and and beliefs. On an individual level, this is necessary to make the game playable. neutrons, which possess no charge at all. influence is too small to be noticeable, but Players and DMs alike must know exactly Recently, even smaller particles have been the effect is cumulative. As more people what each spell is going to do, or the entire hypothesized — tiny quarks are thought to worship a deity; more akasic energy is fo- system quickly breaks down. Yet, there make up protons and neutrons. Other cused on that being, and its power increases must be a set of laws governing this system particles, such as neutrinos, are so small proportionately. [See “Deities and their of magic. Since the rules allow the possibil- and energetic that they freely pass through faithful,” DRAGON® issue #97. — Editor] ity of magical research to discover new solid matter, even substances as dense as spells, it would be helpful to both Dungeon lead. Collectively, these particles (and oth- Manipulating magic Masters and players to have these principles ers, some of which may yet be discovered) The akasa can be consciously manipu- of magic explicity defined. This definition constitute a pervasive energy field which lated, but a person’s ability to manipulate it would give everyone a better idea of what is permeates every part of the multiverse. depends on his mental strength; those with possible within the game’s system of sorcery, A cohesive energy field that flows through strong minds can do much more than peo- and would indicate the proper approach to every point in the multiverse, penetrating ple who are weak-minded. This is what achieve a desired effect. all matter, would naturally have an effect on Legends & Lore refers to in the statement the events transpiring within the multiverse. that deities try to increase the quality of The source of magic This energy forms a link between all people their worshipers. A hundred strong- To begin with, what is the source of and things, all events and places. Can this minded, highly dedicated worshipers will magic? Why does it exist, and what gives principle be used in magical universes? increase a god’s power more than a thou-

8 FEBRUARY 1986 sand weak-minded worshipers of marginal be useless. Bind requires any ropelike object Similarly, the AD&D game’s psionic dedication. of nonliving material, and the spell causes strength is recovered slowly (3 points/hour) In the AD&D game, mental strength is this object to behave as the mage com- by walking and like activity, 6 points/hour reflected in the character abilities of intelli- mands. Again, destruction of the material by sitting and talking or reading, 12 points/ gence and wisdom. Not coincidentally, these would render the spell pointless. hour by resting and meditating, and most are the primary abilities of spell-casters — Clearly, there are two types of material rapidly (at 24 points/hour) by sleeping. magic-users and clerics, respectively. Psio- components for magic spells. One type of nic characters must have high scores in both component is needed to cast a spell, and is Magic-users and clerics intelligence and wisdom. Why are the destroyed in the process. The other type of Now, why are the prime abilities different prime abilities different for each class of component merely receives the magic. for clerics and magic-users? The answer lies spell-caster? This will be answered later, Cleric spells require a third type of spell in their respective methods of manipulating after each class’s relationship with the akasa component: religious items such as holy the akasa. In AD&D gaming, intelligence has been discussed. symbols and prayer beads. This is a re- “is quite similar to what is currently known Of course, mental strength alone is not quirement imposed by the deities, perhaps as intelligence quotient, but it also includes sufficient to manipulate the akasa. One to remind the cleric where the power to cast mnemonic ability, reasoning, and learning must also know how to perform the manip- these spells is coming from. While the holy ability. . . . [magic-users] must be perspica- ulations. Use of the akasa is sometimes symbol is essential to gain the deity’s coop- cious in order to correctly understand magic referred to as “magic,” but this is a label eration, it is not necessary for implementing and memorize spells.” Because magic-users born of ignorance. There are at least three the spell, and is not consumed when a spell- invoke the akasa directly, they must have distinct systems by which the akasa can be is cast. the intellect to understand what they are influenced, and magic is but one way. Now, For magic-users, no matter what spell is doing, and the memory acuity to memorize if there is but one source of , being cast, the power to manipulate the spells. why does it manifest in three different akasa originates in the magic-user’s mind. Conversely, wisdom “is a composite term ways? What is it that makes magic-users, This might give a clue as to why a magic- for the character’s enlightenment, judge- clerics, and psionics three different classes? user forgets the spell after it has been cast. ment, wile, will power, and (to a certain The difference lies in the manner in The memory of a spell (or, for that matter, extent) intuitiveness.” Clerics don’t need which the akasa is invoked. Ultimately, it is any memory) is actually a set of neural intelligence to manipulate the akasa them- the strength of the mind that taps into this impressions. The akasa flows through the selves, because their deity supplies that power and molds it. But even the most mind and, as the spell is cast, the invocation power. But the deity wants to be sure that powerful mortal minds are very limited in “smooths out” the impressions that form their clerics will use this power properly. A their capacity for akasic manipulation. Most the memory. The spell is forgotten. deity wants — and needs — to increase his of the mortals who use the akasa need help number of worshipers, and his clerics are to do so effectively. Psionics his representatives. Improper or inappro- Magic might be considered a crutch for Some people have minds that are suffi- priate use of clerical power will turn people manipulating the akasa. It takes years of ciently strong and disciplined that they need away from the represented deity. Therefore, study and practice to bring about a properly no crutch, and no deities to draw upon. a deity will only accept as clerics those who disciplined state of mind, for the mage must Their own minds provide all the power they have enough wisdom to use clerical powers learn and understand the relationship be- need to manipulate the akasa, though in a in an acceptable fashion. tween thoughts, spells components (verbal, manner that is less powerful than those who Did the deities become what they are somatic, and material), and the akasa. get outside help. These are the psionics. because they were worshiped, or are they A magic spell begins in the mind. By Because psionic characters are drawing worshiped because they are deities? This is concentrating on the effects that the spell is upon their own mental strength, they don’t a variation of the chicken-and-egg question, to achieve, the magic-user initiates the have to memorize (and forget) spells. But and I’m sure that both answers have many process of focusing the akasa. This, how- there is a price for this minor independence: supporters. However, for our purposes it ever, is not sufficient to actually evoke the psionic powers usually affect only the psio- really doesn’t matter. The fact is, these akasic energy. To trigger the spell, it is nic, or perhaps one other person. Psionics is beings are deities, and they have tremen- necessary to stimulate the akasa further. the most limited use of the akasa. dous power — in part due to the number of This is accomplished by generating small Psionic strength points are the AD&D worshipers they have. but very specific physical vibrations in the game’s equivalent of mental fatigue for In order to increase their power, deities akasic energy field. These vibrations are psionics, giving characters and DMs a must increase the number of worshipers. produced primarily by vocal sounds (sound tangible method of measuring a person’s They employ mortals to do the dirty work being a vibratory disturbance in the pres- psionic capacity. Everyone should be famil- of recruiting worshipers, and assist the sure and density of a fluid) and sometimes iar with the effects of concentrating on a mortals by allowing of akasic by gestures. (More often, however, the specific problem for several hours: the mind manipulation to be channeled by the clerics. somatic component of a spell serves as a becomes fatigued, weary — headache may The cleric draws directly on the power of control rather than an invocation. For set in, and there may even be a feeling of his or her god — the deity supplies the example, a mage casting fireball or magic physical fatigue. energy, and the cleric merely directs its use. missile must point at his target.) The same principle applies when psionic There are a number of factors that deter- attacks, defenses, and disciplines are used. The principles of magic mine exactly what a given spell will do However, these psionic abilities are a much Now that we understand the source of when cast. These include the vibrations of greater expenditure of mental energy than arcane power, we can discuss the laws gov- verbal and somatic components, the focus of normal concentration. A character with a erning spell-casting. For now, this article the mage’s thoughts, and the properties of psionic ability of 200, for example, could will deal with the principles of magic, which the material components. easily expend his full psionic attack strength for our purposes pertain only to magic-users The nature of this manipulation usually in less than twelve segments (two minutes). and illusionists. The arcane powers of the rips the materials used to cast the spell into A person who has concentrated on a gods and clerics will be discussed later in their component particles, so that they problem for several hours can restore his the text. become one with the akasa. But not all full mental strength by turning to other There are three principles of magic; spells destroy their material components in activities, resting, or sleeping. Sleeping is, sympathy (sometimes called similarity), this fashion. Write, for example, requires a of course, the fastest method of recovery, contagion, and signatures. The Law of fine composed of rare substances. Obvi- but anything that involves little or no men- Sympathy states that similar causes produce ously, if the ink disappeared the spell would tal effort will help. similar effects or, more simply, like produces

D RAGON 9 like. The Law of Contagion states that parts ing, and experimentation — the same fash- “Even common everyday concerns must be of an object can affect other parts of the ion in which our own scientific laws were viewed in light of their beliefs,” as it is same object, even if the parts are separated. established. There were no revelations, no written in Legends & Lore. This behavior This could be rephrased as “once together, mighty beings handing over a tome conven- must naturally include daily prayer and always together.” According to the Law of iently laying out the laws. The earliest meditation, occasional fasting, and most Signatures, “The attributes without reveal magicians (or, more accurately, pre- deities require regular sacrifices. Clerics the powers within.” magicians) were probably misunderstood, must demonstrate considerable discipline Like produces like. This principle is used and quite likely were mercilessly labeled as and devotion to their deity every day, and a to produce effects on a different scale in charlatans, fakers, and worse. Like the cleric who falters will not be given further time and distance. For example, by starting early scientists of our world, early magi- spells — at least, no spells higher than those a small fire as part of a spell, a magic-user cians undoubtedly were viewed with a great of 3rd level will be granted. If the cleric might create a much larger fire in another deal of contempt. A thankless task, to say continues in this manner, eventually all spell location. This law is also the basis of a the least. ability will be suspended. voodoo doll that is made in the likeness of The process of enchanting items allows an enemy. The theory is that damage Clerics, gods, and metamagic magic to be stored for later use. With many caused to the doll will also occur to the By contrast, the clerics were quite fortu- items, especially rings, a spell cast once person represented, if certain other condi- nate. They had no need to work out any during the enchantment will continue to tions are met. arcane laws, for their spell-casting power provide benefits without further effort. For example, mending requires two small was given to them on a proverbial silver Furthermore, an item might provide its magnets. Presumably the spell binds the platter — or, as the Players Handbook power to characters who are not spell- magnets to the item being repaired, and states, “Clerical spells, including the dru- casters. A barbarian who knows nothing of then the magnets are allowed to come to- idic, are bestowed by the gods so that the magic (and wouldn’t believe it even if he gether. The Law of Similarity will then cleric need but pray for a few hours and the did) might still see the advantage in using a cause the parts of the item being mended to desired verbal and somatic components will ring of invisibility to become a more power- come together in the same way. be placed properly in his or her mind.” ful hunter and warrior. Once-together, always together. A voodoo The arcane power of the deities is obvi- A necklace of prayer beads includes doll is useless unless the spell-caster has a ously not magic, for they are not bound by stones that will allow a cleric to cast spells part of the person the doll represents — the laws of magic. This is quickly demon- without the usual prayer and meditation, so such as a lock of hair or a clipping of a strated by a casual perusal of the Legends & there is obviously some method of enchant- fingernail. In another example, a sheet of Lore volume. Consider, for example, the ing metamagic into items as well. But there paper might be torn in half, and one piece gods’ innate teleport ability that requires no are very few metamagic items listed in the placed in a strategic location while the other spell-casting, time, or concentration. Most Dungeon Masters Guide; nearly all of the is retained by the magic-user. Later, after gods have other abilities that are outside the arcane items listed are products of magic. an appropriate spell of binding has been range of magic. A few examples: Shang-Ti Since metamagic artifacts can and do exist, cast, the caster can ignite the piece he or she can instantly summon or banish any type of why are they so rare? carries, and the other piece will also start to weather; Ares can shape change at will; The answer should be clear. Deities give burn. Tvashtri can regenerate 20 lost hit points spells to clerics who practice the proper As an example, the 4th-level spell halluci- per melee round by grabbing parts of the discipline and devotion every day; if the natory terrain requires “a stone, a twig, air and applying them to his (or anyone cleric’s devotion falters, so does his or her and a bit of green plant.” The stone, twig else’s) wounds; and, Freya is able to remove spell-casting ability. If clerics could enchant and plant should be picked up from the any curse with the touch of her hand. metamagic into artifacts, they would be able terrain that the illusion will hide. Also These abilities are clearly above and to invoke these spells at a later time without consider the 6th-level spell move earth, beyond standard magic, with its spells prayer and discipline. This is contrary to which requires a mixture of soils in a small requiring study, verbalization and some- the laws of the gods, who demand constant bag and an iron blade. The soils should be times troublesome material components. and unswerving discipline from those who part of the earth that is to be moved. The Since this arcane system transcends magic, use metamagic. spell takes effect after the magic-user casts it might be appropriate to call it metamagic. Metamagic artifacts might also make it the binding, then scoops a portion of the Few — if any — clerics have any under- possible for non-clerics to use cleric spells or soil out of the bag. standing of the laws of metamagic, for they — worse — clerics of another deity might The attributes without reveal the powers have no need. The gods understand the invoke these spells. The gods must consider within. Many spells draw directly upon the laws well enough to use metamagic effi- this a completely unacceptable situation, nature of their components. For example, ciently, and this in itself may be what makes and they undoubtedly take steps to prevent the material component for the jump spell is these beings gods rather than mortals. it or minimize the possibility. The easiest the hind leg of a grasshopper, a creature Perhaps one factor that sets greater gods way to accomplish this is to prevent meta- known for its ability to make powerful apart from lesser gods and demigods (apart magic from being enchanted into items. leaps. The material component of the grease from the number of worshipers) is their Since each god sets the laws that his or her spell is a bit of pork rind, butter, or other degree of understanding and proficiency clerics will follow, it is a simple matter to greasy material. Irritation requires pow- with these laws. prevent their clerics from using metamagic dered leaf from poison ivy, oak, or sumac. In turn, each deity sets divine laws that in this fashion. Sending requires two tiny cylinders, each its clerics must follow. These divine laws Yet, there are artifacts which could be with one open end, connected by a short have nothing to do with the actual laws of produced by certain metamagic spells, with piece of copper wire — a toy telephone. metamagic, being governed instead by each no corresponding official magic spells. (This These are only a few examples of material individual god’s temperament. Legends & doesn’t mean that the magic spells don’t components derived from the Law of Signa- Lore advises us that “Deities of all types, exist — merely that they are not listed in tures. Most of the material components of from the highest to the lowest, expect a the Players Handbook or Unearthed Ar- magic spells draw directly upon the compo- great deal of work from their clerics in cana.) These include rings of fire resistance, nent’s properties in this fashion, rather than return for the power to work miracles.” The regeneration, and water walking; rods of following the more vague fashion defined in Dungeon Masters Guide adds, “. . . clerics resurrection; staves of curing; Keoghtom‘s sympathy and contagion. wishing to use third or higher level spells ointment; and the periapt of wound closure. Presumably the laws of magic were dis- must be in good standing.” There are other artifacts for which no char- covered, refined, and finally applied A cleric is judged by his behavior, which acter spells are listed, but which affect only through centuries of observation, theoriz- is always expected to be exemplary. Always. clerics. These include the books of exalted

10 FEBRUARY 1986 deeds and vile darkness and the pearl of to other devout worshipers. wisdom. Why do clerics have a chance to spell Most of these items were probably cre- failure, while magic-users do not? This ated by the gods as gifts to assist faithful looks like an oversight, as it seems logical clerics. An occasional high-level cleric who that all casters should have a chance for has never strayed in alignment and whose spell failure. Everyone has occasional prob- service has been exemplary in all respects lems with stumbling over words as they might be granted the ability to enchant speak, and it would seem that a single mis- items. This ability would be very rare and pronunciation in an incantation would almost certainly only granted to clerics with nullify the spell. a wisdom of 18, and of at least 9th level Oversight or not, that is how the official (High Priest). rules stand. We will assume that this is the One might wonder why a fighter with an way it should be, and explore what may be intelligence of 18 cannot cast magic spells, the rationale behind the rule. or why a magic-user with a wisdom of 18 Clerics receive spells from their deities, cannot cast metamagic spells, even if he is and from the minions of their deities. De- devoutly religious. Regarding the fighter ciding which clerics are to receive spells, with 18 intelligence, consider this analogy: and judging the behavior and ministry of Why can’t a carpenter fly an airplane? The each cleric, in addition to tending normal answer is that he doesn’t have the knowl- business, makes for quite a lot of work. edge and training required. If he did, then (Especially considering that large numbers —in the terms of AD&D gaming — he of clerics are praying for spells at approxi- would be called a carpenter/pilot. Similarly, mately the same time, just after a good a fighter cannot cast magic spells because he night’s sleep.) doesn’t have the knowledge and training Deities and their minions are aware that required to do so. clerics of high wisdom are probably going to The answer to the other question — be more helpful than clerics with lower regarding the magic-user with 18 wisdom wisdom. With possibly hundreds of clerics —is the same: The magic-user is not praying for spells right around breakfast, trained to cast clerical spells. However, this hard-pressed deities and minions will natu- does not tell the whole story. The ability to rally hurry through the process of granting cast metamagic spells is granted by the spells. They would be careful when giving gods, who pretty much do what they please. spells to clerics of high wisdom, but they While they normally will not allow metama- occasionally get sloppy with clerics who are gic to be used by non-clerics, they may less wise. When a cleric with a wisdom occasionally find reason to give this power score of less than 13 casts a spell, percentile

D RAGON 11 dice are rolled according to Wisdom Table SPELLS COMMON TO MAGIC/METAMAGIC SYSTEMS II: Adjustments for Clerics, in the Players Spell Attained at level: Spell Attained at level: Handbook. If failure is indicated, it means Cl Dr M-U Ill Cl Dr M-U Ill that the being who gave spells to the cleric Animal growth — 5 5 — Locate object 3 —2 — wasn’t paying full attention while placing Animate dead 3 — 5 — Lower water 4 —6 — the verbal and somatic components of that Astral spell 7 — 9 7 Part water 6 —6 — particular spell in the cleric’s mind. Cloudburst 3 3 3 — Plant growth — 3 4 — Confusion — 7 4 4 Precipitation 11l — Magic and metamagic compared Conjure animals 6——6 Protection from evil 1— 1 — Since the magic and metamagic spell- Continual light 3 — 2 3 Pyrotechnics — 3 2 — casting systems are quite different, how Control weather 7 7 6 — Reincarnate (-tion) — 7 6 — does one account for those spells which Detect evil 1 — 2 — Remove curse 3 —4 — appear in both systems? Both types of spells Detect magic 1 1 1 2 Stone shape — 3 5 — originate in the akasa, but the invocations Dispel magic 3 4 3 4 Succor 7 —9 — are completely different and spells in one Feeblemind — 6 5 — Symbol 7 —8 — system are not necessarily possible in the Feign death 3 2 3 — Tongues 4 —3 — other system. Fire trap — 2 4 — Transmute rock/mud — 5 5 — Thirty-five official spells appear in both Gate 7 — 9 — Transmute water/ — 66— the magic and metamagic spell-casting Hold person 2 — 3 — Wall of fire — 5 4 — systems. These are listed in the accompany- Know alignment 2 3 2 — Water breathing — 3 3 — ing table, with the spell level in each of the Light 1 — 1 1 respective systems. In the context of the game, these spells are not identical. The end results are the same, to be sure, but spells that are common between the two happens to spells such as detect magic and otherwise the spells are not similar. By spell-casting systems. The second column dispel magic? analogy, consider computer programming. tells how many of these spells the metama- “When the detect magic spell is cast, the Once an application is defined, a program gic caster can cast before the magic caster, cleric detects magical radiations . . .” How might be written in BASIC, COBOL, taking into account differences in the num- is this spell description from the Players FORTRAN, Pascal, C, Assembly — or one ber of experience points required to advance Handbook to be interpreted? Can a cleric of the other available languages. There are in experience levels, and also gives the detect magic? Can a magic-user detect few similarities between these languages, percentage of these spells which the metamagic? Can one spell detect both types yet the end result is almost always the same. metamagic-caster gains before the magic- of radiation? Almost? Well, there would be differences caster does. In each of the four cases, more Based on what has been said so far, per- in speed of execution; depending on the than half of the common spells are available haps there should be two different spells, exact implementation, BASIC is probably first to the cleric or druid. detect magic and detect metamagic. Each the slowest of the languages listed above, spell is detecting the same thing — akasic whereas Assembly would be the fastest. radiation — but each spell is detecting Another obvious difference lies in the size of Magic/metamagic spell level comparison different frequency ranges of the radiation. the executable program code. Assembly is (Consider that X-rays are the same type of by far the smallest, with the closest runner- Metamagic spell radiation as visible light; X-rays are merely up placing in distant second. gained before a much higher frequency.) A third spell, The analogy still applies in AD&D gam- Total magic spell called something like detect , ing. There are some differences in range, Cleric/magic-user 22 17 (77%) might also be appropriate. duration, material components, and area of Cleric/illusionist 6 4 (67%) More likely, in this case “magic” is sim- effect between spells of different systems. If Druid/magic-user 19 11 (58%) ply a generic term that encompasses both a magic-user wants to a new spell Druid/illusionist 32(67%) (or all three) kinds of power. The same — hold person, as an example — he or she principle would apply to dispel magic. In must find the magic spell of that name. The The fact that most of these duplicated addition to being simpler, this approach has metamagic version would be useless to a spells are of a lower level in metamagic than the advantage of remaining within the rules magic-user, even if the cleric sincerely in magic could be interpreted as an indica- as currently written. wanted to give away the spell. tion that, for the most part, the cleric spell- Presenting a logical and consistent expla- Consider the twenty-two spells in the casting system is slightly more powerful nation of a system of pure fantasy, such as table that are available to both clerics and than the system employed by magic-users. the means and methods of spell-casting in magic-users. In nine of these twenty-two This is logical, both in terms of game playa- the AD&D game, can be quite a challenge. common spells, the cleric spell is of a lower bility and internal consistency. The actions The information presented here is, for the level than the magic-user spell. Addition- of clerics are limited (and often dictated) by most part, merely the opinions and specula- ally, nine of these spells are the same level the alignment, temperament, and sphere of tions of one person. There are some excep- for both classes. But, for the first seven control of their patron deities. While their tions: The Laws of Sympathy and experience levels, clerics advance faster than spells tend to be more powerful, clerics Contagion are generally accepted principles magic-users, so spells of 4th level or less are must be careful not to overstep the bounds of magic that can be found in many sources. usable by clerics sooner than by magic- of acceptable behavior when using this But beyond that, there may be as many users. Only one of these same-level spells— metamagic. interpretations as there are readers. This is part water— is higher than 4th level. In contrast, there are no restrictions on natural, considering the subject. In effect, seventeen of these cleric/magic- the actions of magic-users. There are, of The intent of this article was simply to user spells — roughly seventy-seven percent course, the normal restrictions that every present a logical, consistent explanation of —are of a lower level for clerics than they character faces according to his or her align- the laws of the arcane, explaining why these are for magic-users. We can also compare ment. But magic-users don’t have to please powers exist and how they may be used. cleric and illusionist, druid and magic-user, finicky divinities in order to exercise their This should be helpful to players whose and druid and illusionist spells in this fash- arcane abilities. characters are performing magical research. ion. A summary of these comparisons is Having established that clerics are using It also answers some of the questions raised listed in the table in the next column. a different system, and that cleric and by the AD&D game rules of spell-casting, The first column lists the total number of magic-user spells are incompatible, what and could be an aid to role-playing.

12 FEBRUARY 1986 D RAGON 13 Casting spells for cash How magic-user PCs can earn their keep by Fraser Sherman

In many AD&D® game campaigns, all, why should a magician wait for adven- would lead to the development of appropri- magic-users fall into two categories: reclu- turers to seek him out when he can seek ate security measures, both magical (an sive, powerful NPCs whose services might them out? Instead of being purely a place of amulet of proof against detection would be bought, and wandering, adventuring contemplation and study, a magic-user’s neutralize such spying techniques) and non- NPCs and player characters. However, this guild hall might be plastered on every wall magical (simply writing down conversations simple form of classification doesn’t do with advertisements or magic mouths, instead of speaking them would foil a mage justice to what a magic-user is and what listing spells available, rates, and the level using clairaudience). such a character could be capable of. of the caster, all placed by members in Another field where magic-users could In a sense, magic-users have much in hopes of attracting clients. (“Lagor the make an impact is communications. In common with the doctors and lawyers of spellbinder detects more magic faster — these days of interstate highways, television, our own world. They are experts in a body special discounts for rings and rods!”) This and telephones, it’s difficult to realize how of specialized knowledge; they spend years tactic alone might serve to boost business isolated even a large town could be forty of study to gain their expertise, and they (and profits). years ago, never mind the medieval setting also expend more effort and money than The truly ambitious wizard, however, will of most AD&D worlds. But just as science members of any other to not stop there. Instead of merely providing helped bring our world together, magic can acquire their class’s special skills. Presum- spells on request, he might go out and do the same in AD&D campaigns. ably, like doctors and lawyers, some take up create his own market, designing and offer- Consider, for example, a widely flung magic out of a love of knowledge, and some ing special services that no non-magic-user empire, where even vital news — plague, for altruistic reasons — and a goodly per- can . In our world, technology famine, rebellion — can only be spread at centage choose the profession based on a changed the face of many trades and profes- the speed of a man on horseback. How desire to turn their powers into wealth. sions; in a world where magic reigns, sor- much more efficient to hire a couple of Unfortunately for those in the third group, cery could have the same effect. Dozens of magic-users, equip each of them with a the rewards for all their effort and study ordinary jobs could be done faster, better, crystal ball, and set them in two widely may prove to be rather meager. and more efficiently by magic. Why separated cities. At regular intervals each Consider: If a mage chooses not to go shouldn’t some enterprising magic-user go would stare into his ball at the other end adventuring, he or she has two ways to ahead and do them, and turn a profit in the and trade reports (or, if the rooms were make money — casting spells for a fee, or process? familiar to them, clairaudience would serve enchanting magical items. The latter, of What follows, then, are suggestions on just as efficiently). This has its limits — course, is extremely possible — creating new ways for spell-casters to get rich (and without efficient clocks, timing the reports even one magic item could support a spell- I’m sure there are many more that haven’t might be difficult — but it should still work caster in luxury for some time, and it’s occurred to me). I believe they can add a often enough to be useful. Such a system certainly much safer than adventuring touch of novelty to an AD&D world, em- could also be set up as a private concern, against pit fiends and mind flayers. The phasizing the difference from our own. offering information from leagues away to catch, alas, is that it takes a 12th-level While I conceived of them for use by NPCs, local lords (politics and news), mer- magic-user to cast the necessary spell, put- some might prove interesting avenues for chants (crop yields, weather, and current ting it beyond the reach of many spellcast- player characters to explore as well. With prices), and anyone else willing to pay for ers. Furthermore, even a wizard of the this in mind, some of the practical problems the service. requisite level must still find a copy of en- involved in opening such businesses have Along with the lack of modern communi- chant an item somewhere and make a suc- also been covered. cations, most AD&D worlds lack swift, cessful attempt to learn it. To begin with, there are the areas of modern means of transport. As most adven- For magic-users without the luck or the information-gathering, surveillance, and turers know, travel is a slow, often risky level needed to learn enchant an item, the espionage. Magic-users have many ways to business. This presents another opportunity alternative path to wealth is to cast magic gain hard-to-learn information — clairvoy- to the enterprising magic-user. A teleport spells for hire. This, too, has its drawbacks. ance or wizard eye, for example. Think spell could take days and miles off a jour- The most obvious problem is nobody want- what a king or an empress might pay for an ney, something worth paying for if speed is ing your spells. Many magic-user spells are agent who can hear a conversation in any important; even when time is not of the combat- or adventure-oriented. A stay-at- room with which he’s familiar, watch a essence, the very rich might find instantane- home magic-user won’t find many people meeting through solid walls, or read even ous travel a wonderful luxury. wanting to buy a casting of fireball, magic the best-hidden secret documents. Think There are, however, several drawbacks missile, or lightning bolt. Other spells, like how a wizard eye could revolutionize detec- the magic-user would have to keep in mind. shield or find familiar, are usable only by tive work, making it possible to trail a man First, he or she must be familiar with the the one casting them, so they have no sale with almost no chance of detection. For the target area to minimize the risk of teleport- value. Finally, even if the magic-user does less honorable magic-user, blackmail is ing low or high. (It would be advisable to have one of the useful spells — identify, always an option. (“My crystal ball showed set up a standard “landing site” in each stone to flesh, reincarnation, detect magic, me a most interesting scene — some noble- city, a place with which the magic-user can etc. — how can he be sure anyone will woman consorting with the queen’s para- become thoroughly familiar.) Second, the know he has them? How many customers mour — ahh, yes, counting gold always amount of weight carried and the number can he expect to knock on his door? takes my mind off such tawdry matters.”) A of jumps per day will be limited by level — The answer to that will depend on what magic-user specializing in such services a 9th-level caster could only memorize one the magic-user does to get customers. After could find plenty of clients. Of course, this teleport spell a day, forcing him to go one

14 FEBRUARY 1986 day and return the next; if there were sev- hasn’t done it. It’d be a lot cheaper than Given the sharply increasing power and eral passengers, it might take a week or buying that much meat through regular scarcity of higher-level spells, this doesn’t more to transport them all. channels. seem unreasonable. In addition, the risk of teleporting high or NPC businesses like these can be a very In addition, there will be an added fee low cannot be completely eliminated. What interesting part of the background of based on the level of the caster. Many spells is the magic-user’s liability, then, if he AD&D worlds. However, what if player are more effective when cast by a higher- transports a client into the floor, killing characters decide to make investments, not level magic-user — identify, dispel magic, them both instantly? Will payment for raise war? How does a DM deal with player and contact other plane, to name a few; dead spells (coming from either the raised characters who want to be entrepreneurs, these spells carry an added charge of 100 gp magic-user or his estate) suffice, or will not adventurers? Well, that can be interest- per cumulative level of the caster. If a party there be punitive damages as well? In fact, ing too; the to making it so is to make wants some magic dispelled, it can go to a this problem could arise with any magical the business jungle as much of a challenge 5th-level caster and pay 2700 gp endeavor — if a thaumaturge casts identify as a real jungle. If the players expect their (200 + 400 + 600 for the spell itself and on an object and gets a wrong property, can characters to make easy money, make sure 100 + 200 + 300 + 400 + 500 for the mage’s he be sued? What if someone relies on his that they’re wrong. levels), or to a 7th-level magic-user and pay statements as to its powers and gets seri- First — the player character enterprises 4000 gp (1200 for the spell and 2800 for the ously injured? Even if the customer can’t must get established. This will require caster) to get a higher chance of the spell regain his money, the failure would seri- advertising and possibly winning public being successful. For other spells, like stone ously damage the magic-user’s reputation acceptance. Who’d want to be the first to flesh, where the level of the caster makes and business. passenger teleported by an aspiring busi- no real difference, a straight 100 gp per Turning to yet another branch of busi- nessman? The law will also have to be dealt level — not cumulative — should be suffi- ness, consider construction work. To anyone with; taxes must be paid, as well as rents, cient; a 3rd-level spell in this category (like engaged in construction, dig or move earth insurance, and licenses. If the characters invisibility 10’ , if you’re not worried spells could be well worth the price, as could neglect these things, what are the penalties? about someone casting dispel magic at it) telekinesis or levitation for raising stones. Second, there’s the question of business would cost but 1700 gp from a 11th-level Even a low-level magic-user could enlarge a liability. This has been discussed above in magic-user and 1900 gp from one of 7th few workmen to - or giant-size to in- the text about teleporting. level. crease their strength; if enlarged enough, Third. . . well, businessmen are not Beyond the basic price and the caster’s they could even use items like the mattock without enemies. There may already be fee, there will be additions for certain spe- of the titans in their work. It would also be magic-users in the same business the PC cial extras. If the material components are possible to raise a wall of stone entirely by wants to start, in which case they may be rare or expensive, the client buying the spell magic, saving both time and money — but hostile to their competition. Even non- will be expected to pay for or supply them. of course, it would also be possible for it to magical businessmen may prove unfriendly Spells which materially weaken the caster be dispelled by enemies. — a shipping or carriage company would (like haste or wish) or have great risks at- Even menial labor can be lightened with see a teleporter as a threat to its trade, and tached (like cacodemon or spiritwrack) will magic. There may be a number of low-level local laborers would see their jobs disappear cost double the normal amount for a spell of NPCs content to use 1st-level spells and if a magic-user comes to a building site. that level. A haste spell cast by a 5th-level for menial tasks. My own cam- Counterattacks could range from the non- spell-caster would cost 5600 gp (double the paign world has several traveling tinkers violent (bribing the town council to put normal 2700 gp); a 7th-level magic-user and village magicians content to live peace- some legal obstacle in the PCs’ path) to would charge 8000 gp for the same service. fully, casting humble mend spells and the very violent (hiring an assassin to put them If you use this system, you should keep in like, rather than compete for greater knowl- out of business permanently). If the charac- mind that practical considerations may alter edge and power. ters have acquired any enemies during their the theoretical list prices. In a port or an For the neutral or evil magic-user, there adventuring, their foes might decide that island city, for instance, spells like water is also another option — crime. I’m not so this is the perfect time to strike. Who breathing or airy water will be worth more much concerned with the spell-caster com- knows? Your players may decide their char- than other spells of the same level and could mitting his own crimes (the potential of acters were better off fighting Demogorgon. go for a correspondingly higher price (but magic for murder, arson, and fraud is too Turning magic to money requires as then again, they might be a great deal more obvious to bother discussing), but with a much thought from the DM as designing a common, which would drive-the price back magic-user working (on retainer, perhaps) well-crafted dungeon. Giving that thought down). Magic-using businesses like those for the local thieves’ guild. Illegal or not, can make magic-based businesses a fascinat- I’ve described might charge less per spell such work could provide a steady income — ing aspect of background detail or a chal- (making it up in volume) or more (as spe- casting detect magic and identify on stolen lenge for your players — and either way, cialists). Of course, if there’s only one property, making a pair of thieves invisible, your game will profit by it. magic-user in a thousand miles and a char- or diminishing them (to slip through win- acter just has to get a spell cast — well, the dows or small holes). Pricing magic-user spells only use for a pricing system may be in Polymorph other could also yield rich For every magic-user with the drive to set letting him know how badly he’s being rewards for the magic-user who knows it. up his own business, there will probably be ripped off. Many AD&D characters are interested in three or four content to operate the old- This system is an arbitrary one, though obtaining rare beasts and for their fashioned way, selling their services on a not unreasonable; don’t hesitate to change use, and they’re often willing to take great per-spell basis. Since most PCs will need the basic cost per spell level or caster level if risks and expenses to acquire them; a such services eventually, it seems a good it suits you better. This is particularly true magic-user who can provide them easily idea to have a definite pricing system which for worlds where the highest levels are very should find a ready market. If a cavalier will give them — and you —some idea of a low (4th or 5th) or very high (20th and up). wants a griffon for a steed, why go to the fair price for spells. What follows is one In the former case, spells over 1st level will effort of catching one when it’d be a lot example of how it can be done. be so much rarer that the price per level simpler to polymorph a cow? The system To begin with, there is a base price per should be sharply steeper (300 or 400 gp shock roll might be a failure once or twice, spell level, which I arbitrarily set at 200 gp cumulative, perhaps); in the latter case, the but it should work eventually. If you have to per cumulative spell level. That means 200 increased supply should lower the prices of feed a subdued dragon, polymorph a few gp for a 1st-level spell, 600 for a 2nd-level even 9th-level spells. In either case, adapt blue-bottle flies into horses or cattle, then one (200 + (200 x 2)), 1200 for a 3rd-level these ideas freely to suit yourself and your let the dragon kill them if the system shock one (200 + (200 x 2) + (200 x 3)), and so on. game.

D RAGON 15 The ecology of the maedar Medusa’s male counterpart does what she doesn’t by Ed Greenwood

The hearthfire flickered in the tavern known as The Leaning Post. The evening was old, and the few tipplers left in the taproom were crouched close around the fire. Tongues were wagging with tales of fell keeps and grim adventures, and monsters most strange. Old Urvan, a grizzled warrior of scars and reputation most grim, rubbed his bald pate and disagreed with a younger man. “Nay,” he rumbled, wagging a cold grey eye, “men die like cattle, for all their ar- mor; I’ve fought a dozen, on horseback, and slain them all, and me a lone man with but my fists. But the woman-monster, the medusa, the maiden who turns ye to stone, is far the worse.” From his dark corner, coughed. “Oh? Think ye so?” he said casually. Ev- eryone fell silent at the sage’s words. He spoke seldom, but his tales were not soon forgotten. Old Urvan fixed the sage with a colder grey eye and emitted a grunt that urged Elminster to speak. “The medusa is a fearsome thing, true,” Elminster said slowly, looking around the firelit circle of faces. “But as bad or worse is the male, the stealer-through-stone, the maedar. Medusae, ye see, have mates. An’ they’re by far the deadlier sex. . . .” Elminster then unburdened himself of the tale of Ilguld the illusionist and the Walking Stone of Yarech. It is a long tale, full of mimes and bawdy jests and local jokes, and unless one is the raconteur Elminster is, ‘tis better to paraphrase, thus: Ilguld was an adventurer, the youngest and least powerful of a proud and reckless band who rode out of often, combing the caverns of the wild North. On one jaunt, the group met a medusa, whose gaze turned two brawny warriors to unmov- ing stone. The survivors withdrew hastily and thought of a plan. Ilguld had with him a small mirror, and this he tied across his eyes so that, peering down, he could see only the ground before his toes. He covered himself in his cloak, the cowl thrown forward to conceal his face. Thus prepared, Ilguld advanced into the monster’s lair, shuffling like an old man and leaning on a staff. The medusa rushed him to bite and slay. As he tried to fend her off with his staff, she tore open his cowl — and, gazing into the mirror, turned herself to stone while she still clutched him.1 Ilguld tugged himself free of the stony grasp, ran from the lair, and called his comrades out of hiding. They rushed for- ward heedlessly to seek the medusa’s trea-

16 FEBRUARY 1986 sure, waving aside Ilguld’s stammered even know, or believe, that they exist. They ever, the asplike, poisonous “hair” growth warnings, and were soon deep within the dwell in the depths of caverns, guarding the of a medusa develops only in maturity, and maze of small caverns that made up the pair’s hoard of treasure (and food) while young maedar lack the strength for damag- medusa’s lair. Ilguld followed more cau- their mates hunt. ing blows.) Offspring gradually gain hit dice tiously, and was scared badly when he saw Maedar appear as bald-headed (in fact, as they approach maturity and adulthood, a his comrades at the other end of a long completely hairless) muscular human males. process that typically takes four or five cavern — coming back toward him as fast In all statistics they are identical to medu- years. When they reach maturity and gain as they could run with their bags of coins sae, except that they have two attacks per the ability to physically attack, the young and coffers of gems. The illusionist noticed round, doing 2-8 points of damage with are roughly encouraged to strike out on immediately that two of the band were each blow of their mighty fists. Maedar their own; no more than one adult medusa missing. As he watched, a part of the wall cannot petrify other creatures and are them- and one adult maedar will ever be found in seemed to move, reaching out to fell the selves immune to petrification and paralyza- the same lair. If a medusa is slain but her rearmost adventurer. At that, Ilguld cast a tion (including related magics such as slow mate survives, the male will search tirelessly spell of invisibility on himself and fled until and hold spells) from any source whatso- for the killer(s) to take revenge, sometimes he was just inside the entrance to the lair. ever, although they can be confined by pursuing such quarry for years. A maedar Seconds later he again heard the weapon- webs, forcecages, and the like. can track as a ranger does, but this does not clanking and curses of his comrades. They 3. Maedar have the ability to turn stone include the ability to follow the trail of a had dropped their treasure and were run- to flesh by touch, once every three turns. creature that has passed through stone. All ning hard. The men, now without two more Thus, one can free a medusa who has gaze- maedar and medusae are immune to the of their number, burst past him and out of trapped herself to stone — or, by smashing poison of (their own and other) medusa hair the cave. Ilguld remained frozen as he petrified prey to rubble and then turning it growths. beheld what had chased them out — a to stone, gain an easy meal for himself and Medusae and maedar respect, but do not muscular, bald-headed man clad only in his mate from a creature petrified earlier by worship, Skoraeus the Living Rock (see breeches, who came behind the group at a the medusa. Like medusae, maedar can see Legends & Lore, Nonhuman Deities), and fast trot2. into the Astral Plane and the Ethereal have a like attitude toward lawful evil dei- Ilguld dared to leave the cave entrance Plane, and they can use their stone to flesh ties and creatures. They will cooperate with after this strange man passed, taking care ability into those planes as well. lawful evil creatures such as , kobolds, not to stumble or make undue noise. He Maedar possess the ability to pass or even devils, for reward or security or turned in the direction his friends had gone, through stone as and xaren do, at (rarely) under duress. If forced to aid or and just ahead he saw them — statues, all, normal movement rate. A maedar requires serve another, they will always seek re- frozen forever in the midst of their flight. one round of concentration to adjust his venge. Meader and medusae cannot be Beyond the statues stood the medusa, stone molecular structure before entering rock trusted by other creature except of their ilk. no more, her arms raised in triumph.3 and after leaving it again; no other activity Occasionally they will bargain with, or As he watched the bald man approach the may be undertaken during this round. If purchase information or services with, their medusa, Ilguld realized that she must have struck by a phase door spell while passing treasure. somehow been restored to life and had left through stone, a maedar is killed. If a the lair by another route so as to lie in wait mated maedar and medusa are confronted for the intruders to exit. The medusa and by a stronger creature in their lair, the male the man embraced, and she spoke to him in will abandon the female to her fate without loving tones.4 Ilguld was amazed again by hesitation, escaping through the rock walls what happened next. He saw the man shat- of the cavern. However, a maedar will ter the stone form of his fellow mage and never neglect to unpetrify a medusa when it then touch some of the fragments, which is safe to do so. turned from stone rubble to bloody flesh. The treasure of a medusa and maedar is The bald man and his mate, the medusa, usually concealed (behind loose stones, in sat down to eat as Ilguld tore his gaze away crevices, etc.) in addition to being guarded from the scene and stole away as softly as he by the maedar. The males monitor the could. treasure continuously and frequently move “A likely story,” Urvan scoffed. “One it from place to place within the lair, partic- man, weaponless, defeating an entire ularly to discourage thievery by other crea- band?” tures able to pass through stone. Males and “Why, Urvan,” Elminster replied mildly, females alike will flee from strong attackers, lifting his tankard, “I hear from your own abandoning whatever treasure they cannot lips that such a feat — defeating a dozen carry, rather than defend a hoard to the armed men, and their horses too — is easy, death. The treasure hoard of a medusa and if one has but the use of both fists. Is it then maedar will almost always contain a selec- not so?” tion of feminine garb that doubles as the “Phauugh,” Urvan replied eloquently. medusa’s wardrobe. 4. All maedar and medusae speak and Notes understand the language of lawful evil, the 1. The gaze of a medusa can turn itself or common tongue, and any other languages any other medusa to stone. Such petrifica- spoken often by creatures in the vicinity. tion is permanent unless reversed by spell or Details of the courtship of a mated pair are special ability (see note 3 below). unknown, but they do pair for life (one 2. Maedar are the male counterparts of choosing another partner only if a mate is the medusae. (Singular and plural forms of slain), and live and hunt together at all “maedar” are the same; the name can be times. The female produces 1-3 live young used to refer to both genders collectively, or every 10 years or so. Young have the same to the male alone. The latter usage is em- abilities as their parents, but no physical ployed in this text.) The maedar are far attacks and only 1-2 HD. (A young female rarer and more reclusive than their mates, can petrify, and a young male can pass and are seldom seen. Many men do not through stone and turn stone to flesh; how-

D RAGON 17 Money isn’t everything . . . except to those poor beginning characters by Carl Sargent

If money is the root of all evil, then the ons cost more. The extra 20 gp will be eaten depend on how the DM determines the AD&D® game certainly pushes player char- up when the fighter buys only two weapons. social class of PCs. If they come from acters toward the path of righteousness. The He usually gets a sword and a bow; without wealthy backgrounds, they will surely have weight of taxes, tithes, training costs, recre- the latter, the party has no missile attacks all the money they need. This isn’t desir- ation costs, and the like is part of the game, worthy of the name. (Crossbow-using able in my view; PCs should have similar certainly. But, there are times, especially for monks hardly have enough money to eat at backgrounds, from comfortable but not low-level characters, when it weighs too this level.) The fighter will be in the same wealthy families, and this extra money — if heavily on PCs. What’s more, the cutthroat boat as the cleric. needed — shouldn’t be handed over in this economics of the AD&D game tend to It might be thought that this shouldn’t be way. suppress PC cooperation, which doesn’t a problem, since the adventurers in ques- However, institutions — notably make for good play. Good gamers surely tion (if they’re intelligent) will run back to churches — are very plausible loaners to know that a harmonious, cooperating party base as soon as they’ve gained a few gold clerics and paladins. Perhaps the church has survives more easily than a bickering, pieces from adventuring and trade in their already provided part of the PC’s starting conflict-ridden one. Sensible cooperation by old armor for better stuff. Actually, this is money, but a small loan in addition is PCs, and some suggested rule revisions for no solution at all, except perhaps for thieves hardly out of the question. After all, it’s in the AD&D game, can overcome many of who can pick a pocket or two around town the interests of the church. A young acolyte these problems — and this begins before (but they don’t usually need more starting going on his first adventure with inadequate any adventuring starts! money anyway!). At 1st level, one good hit armor has a much smaller chance of becom- from anything bigger than a giant rat may ing an adept and furthering the interests of Starting money do a PC in; his first combat may be his last. the church than one who had sufficient To begin with, some key desirables — like If the adventure involves any significant funds to start with reasonable armor. The plate mail armor — are well beyond the trekking from home base, returning home same is true of a . Of course, it will purses of beginning characters. Fair will slow the game down badly. There are be implicitly understood that the favored enough, and of course any purchase of credible alternatives. acolyte will be expected to make up a magic must be completely out of the ques- The first option is the moneylender. It worthwhile donation from the funds he tion for starting-out characters. However, should at least be possible for a PC to bor- gains on his first adventure, as a mark of his some small deviations in dice rolls can make row a small sum from a moneylender; gratitude. vast differences to characters at this level, remember that sums of as little as 10-20 gp The last possibility for borrowing sources, especially clerics and fighters. may be crucial here. The DM must decide however, is another player character. Here For the cleric, starting money is 30-180 what factors will influence such transac- we run up against the fact that, in the gp (average 105). His overhead before he tions, but certain elements are of obvious AD&D game, helping other characters out buys any armor can’t be driven below 35-40 importance. The moneylender will obvi- in this way is not encouraged. Paladins gp (for a small helm, shield, money for a ously seek surety and guarantees of some never give excess money away to other PCs, week’s rations, one waterskin, one weapon, kind, and he will probably want some form no matter how loyal, courageous, lawful a holy symbol, a backpack, and one — just of written agreement. Character alignment good; and needy they may be. Likewise, one — flask of oil). This sum includes abso- will be relevant (lawful characters will get rangers never donate extra funds to other lutely no luxuries at all — no question of the best reactions). Racial factors may be PCS. affording a bone tube for holding maps or relevant (e.g., dwarven or gnomish NPCs But, at first level, two character classes scrolls, for example. Let’s use 35 gp as this may add moneylending as a sideline to usually do have excess funds: the druid and fixed overhead sum. (He’ll be lucky to get it jewelry or other commercial businesses, and the magic-user. Their weapons (and the down to this, but it is possible, assuming he may react very favorably to PCs of their druid’s armor) cost next to nothing, and no doesn’t have to pay for the clothes he wears own race). costly material spell components are re- at the game’s start.) A dice roll of 12 or Moneylenders may well ask for very high quired yet. Why shouldn’t these characters better leaves him sufficient money to pur- interest rates (100% per month, perhaps). lend to the clerics and fighters who need just chase splint mail, for a base AC 3. A dice This is fair enough; after all, this is a specu- a small handful of gold coins? Whether or roll of 11 may just leave him enough to buy lation on their part. With small sums, play- not they can do so depends on when the chain mail for AC 4. On a roll of 10 or ers are not going to feel that this is PCs who form a party actually meet up. below, he has to settle for scale mail, for AC unreasonable. So far as surety is concerned, The clerics and fighters may have spent 5. Two dice pips cost him two armor class other PCs (especially lawful ones) may their poor funds on inadequate armor be- places. At this level, one good hit from a guarantee the repayment if the PC who fore the roving young druid turns up, and goblin may kill him, and the goblin’s borrowed the money is killed, or the PC’s trade-in values may be too low for a small chances of hitting him nearly double as he family or church (only for a paladin or loan to make buying better armor possible. drops from AC 3 to AC 5 (from 15% to cleric) might do so. This raises an obvious But, both loans and even gifts from druids 25% hit probability). It is clear that few point: Why go to a moneylender at all? and magic-users should be reasonable and times in a PC’s career will such a tiny sum Couldn’t these potential guarantors actually well within the spirit of the game, even if of money -just 20 gp or so — make such a loan money themselves? the letter of the law sometimes clearly dis- huge difference to his survival chances. It should rarely be possible for a PC’s courages it. The same logic holds for the fighter. family to loan him needed money. Presum- Druids might seem implausible money- Certainly, the lighter starts with an average ably, the character’s starting funds may, in lenders, but a wise druid might see an of 20 gp more than the cleric, but his weap- large part, come from that source. This will opportunity for furthering his own interests

18 FEBRUARY 1986 or his religious views here. As an example, this. It’s obviously in his own interests; the ance policies are a wise move at any experi- many a 1st-level druid may wander around clerics get rid of the undead and leave some ence level — and good habits should be with the spell combination of speak with tombs for the looting. This monetary coop- cultivated from the beginning! animals and animal friendship, and a eration is part and parcel of good PC coop- trained pet (perhaps a war dog, if the DM eration, and wider cooperation is essential Two final problems permits a 1st-level druid to have a 2 + 2 HD for successful adventuring. There are two aspects of AD&D game animal). This pet may have “to hit” rolls rules which make the life of 1st-level charac- better than the fighters in the party at 1st Insurance policies ters harsh so far as money goes — and that level, and would be handy to have around The Dungeon Masters Guide provides oppressiveness doesn’t favor the enlightened to help out beleaguered PCs in a dicey costs for having NPC clerics cast spells. cooperation and good gaming we’ve been combat. Although a newly formed group of 1st-level considering. One of these is the training But the druid has a problem: He has no adventurers may be too excited at the pros- system and the phenomenal costs attached healing spells at 1st level. So, as he hands pect of setting off on the high road to think to it, which David Reeder discussed so well over a few coins to a cleric of an alignment about this, there are some services from the in DRAGON® issue #97. A DM who can’t he finds tolerable (neutral good; perhaps), NPC spell list that may be needed before be bothered to revise the training system mentions that the dog is a handy helper in too long. Some possibilities are too expen- wholesale, and doesn’t want to simply scrap such situations, and expresses the hope that sive to be considered, and some require it and give training away free (and that’s the cleric will be prepared to cast one of his high-level NPCs who will not be available too kind to PCs), has a real opportunity cure light wounds spells on the animal if to 1st-level characters. Other spells are here. The DM can introduce an adventure needed, using all his high charisma when simply unlikely to be needed at this stage. by ruling that the NPC trainer is prepared making this reasonable suggestion. The Cure disease may well be helpful, but this to halve costs for PCs with impossibly high cleric will hopefully agree, and one of the spell costs 1,000 gp — obviously beyond training costs, if the PC carries out some druid’s anxieties is eased. almost any 1st-level character’s resources. assigned task or duty. If more than one PC The magic-user is an even more likely Since giant rats are plentiful in many low- is in this boat, it should be possible to think prospect to be a lender. In one example level adventures, it may very well be up some reason why both the NPC trainers from actual campaign play, a lawful good needed. Remove curse (at least 2,500 gp) involved have a common desire to see some magic-user I rolled up selected a deity from and dispel magic (100 gp per level of the task accomplished. Now, the DM can kill the DM’s pantheon and found that the spell-caster) may also be high on a list of three birds with one stone. The economic paladin rolled up by another had indepen- spells needed by a returning 1st-level party. adversity afflicting the PC is lightened, one dently chosen to worship the same deity. The most-needed spell is raise dead, which does not give away something for nothing, Since all PCs in the campaign came from will cost at least 5,500 gp (however, costs and one can set up the next adventure, all the same small town, it is likely that these may be adjusted downward for “faithful, in one fell swoop! PCs worshiped together at the same church lower-level characters”). The other aspect of the AD&D rules that and knew each other as children. The pala- Characters may very well agree that an needs changing is the DMG ruling that PCs din was 8 gp short of affording splint mail; insurance policy would be a pretty smart have to spend at least 100 gp per month my magic-user had 31 gp to spare. Lend the idea. If any adventurer needs one of the between adventures entertaining them- 8 gp? I gave it away as a gift. How could above cleric spells, the cost should be shared selves, such expense being justified by the any lawful good character in my magic- among all the PCs who make an agreement rationale that adventurers are a free- user’s situation have behaved otherwise? with each other. If there are not sufficient wheeling and high-living lot (except, of Gifts like this are usually given by good funds for a spell (and the need for raise course, for monks). This rather annoys me! characters to other good ones, but another dead is the most likely possibility here), Are paladins free-wheeling and high-living? example will show how any sensible PC then those who made the initial agreement Of course not. I suggest that this DMG with a few gold pieces to spare should help will give absolute priority to further adven- section infringes on players’ rights to deter- others out with starting funds. A group of turing to gain the extra funds needed. A mine the personalities of their characters. newly created 1st-level characters is con- written contract might be drawn up or an Pious clerics, righteous paladins, intro- fronted with the prospect of adventuring in oath sworn to the bargain. verted and studious magic-users and illu- some catacombs, wherein old tombs lie. Intelligent chaotic characters or charac- sionists, and nature-loving druids and Tombs mean undead; undead need turning ters of true neutral alignment might also rangers are not high-living, and the DMG by clerics. If the clerics are a few gold pieces well see the sense of being part of such an ruling should be ignored by DMs. It is short of buying decent armor, surely all agreement — enlightened self-interest ap- especially unfair to PCs when, for whatever other PCs with just 5 or 10 gp to spare plies here. But, lawful characters might reasons, the DM requires that they should could help out. Even a chaotic neutral thief require some exceptional form of oath- spend some time (weeks or longer) between with an intelligence of 6 can see the sense of taking before they would accept this. Insur- adventures, awaiting the return of a mentor or patron. The only significant costs in- curred by my paladin (except for eating) at such times are the replacement of prayer mats worn out by many hours of kneeling!

Cooperation is the key to successful ad- venturing — and it should start before any adventuring begins, with wise sharing of resources, including money. Sadly, the letter and spirit of the AD&D rules tend to dis- courage this. It doesn’t have to be this way, and certain rule revisions would lighten the heavy burden on low-level characters and encourage better cooperation in all areas of character play. When that nasty little goblin rolls a 16 and-your 5-hp cleric is wearing splint mail and shield, thanks to a little help from his friends, he may owe his life to that cooperation. It’s worth thinking about.

20 FEBRUARY 1986 D RAGON 21 Open them, if you dare A dozen dweomered doors to delight DMs by Ed Greenwood

“ . . . And then the fools fled deeper into weren’t going to be enough. and apparently decided to try to preserve its Undermountain,” Elminster said, “but took “Magical doors,” Elminster began, “are secrets and save money by slaying Nadrun. the wrong passage. They passed through a of course common in folktales and adven- The Artificer, it is said, foiled his plans Dread Portal, and then fell into the pit turers’ tavern-tellings; they are all too com- when he stepped through an invisible door beyond it, and their bones —” mon in tombs, old castles, ruins, and and vanished.” “Pardon me for interrupting,” I said, dungeons in the Realms, and so are oft “Vanished?” I asked on cue, refilling his refilling his glass, “but what is a Dread encountered. There are too many different glass. Portal?” types of these — every amateur magician “Vanished — probably to another plane “Ah. Oh.” The sage favored me with an and artificer has a go at doors, it seems — or a remote corner of the Realms, for Na- expression like that of a small boy who has to tell you all of them even if you had drun was never seen again. And the Artel, I taken great pains to rob a cookie jar, only to enough of this marvelous drink to keep me fear, found that the way he had come in was find it full of pats of dried mud. “I sup- sitting here a week. But there is one famous blocked by bars and stone walls, and had to pose,” he said, abandoning his tales of craftsman of old, Nadrun the Artificer of try some of the other doors. He ran out of hapless adventurers perishing in various Waterdeep, who made thousands of doors. servants and bodyguards in the trying, corners of Waterdeep’s vast and famous He made them to order, but had twelve, ah, although they found a passage that seemed dungeon, “that you’ll get another article standard models, of which examples of all to lead in the right direction, until only the out of this.” still exist in the Realms, even after more Artel was left. The last door killed him, for “It is to be hoped,” I said expression- than two thousand winters.” it was a Dread Portal.” lessly, staring at the ceiling. “What happened to Nadrun?” I asked. “Those words again,” I prompted. Elminster chuckled. “All right,” he said, Elminster grinned. “He grew very rich “What is a Dread Portal?” draining his glass in one swig and holding it by, and very skilled in the making of, his Elminster grinned and held out his glass, out to be refilled. His new weakness was a magical doors. And one day the Artel — a empty again. beverage known as Mountain Dew, and it tyrant who then ruled northern Amn — Over the next three hours, he told me looked like the three cases I’d bought came to buy a door specially made to order, details of Nadrun’s doors (as well as a lot of

22 FEBRUARY 1986 quite unrelated stuff; like any sage, he does (depending upon the nature of the within the door. The method of capture and wander when his mouth is working), and dead creature). imprisonment within the door was lost with I’ve summarized what he told me below. Type #7: Any creature passing through Nadrun; all that is known is that anyone All of Nadrun’s doors radiate a dweomer; this type of door (or sometimes, every sec- touching the door directly is drained of 1 they may be of wood, metal, or stone, and ond or third creature passing through) must life energy level each time (or, if they re- always have heavy preservative magics laid save vs. spell or be blinded and feeble- main in contact with it for more than one upon them. These preserve the materials of minded for 2-5 rounds. At the end of this round, 1 life energy level is drained per the door and frame, and make them resist- time, affected victims must save again, at round). The cannot be turned or ant to shattering when struck. The twelve + 2; if this save is failed, they remain fee- dispelled while in the door, but can be “standard models” have magical powers as bleminded, or blinded, or both (DM’s turned or dispelled if the door is shattered follows: choice) for a further 2-5 rounds. and it escapes (whereupon it will probably Type #1: Unless a one-word password is Type #8: Any creature (or at DM’s op- attack all living creatures nearby). spoken by someone touching this type of tion, a few specific creatures with high Any or all of Nadrun’s twelve types of door within 2 rounds before opening it, it intelligence, or who fail a save vs. spell, or magical doors can be combined with physi- will cast a 1” radius hold monster (60% who are chosen at ) passing through cal traps, and most were. Nadrun had chance) or sleep (40%) on any creature(s) this type of door will receive an extremely many of these; the most common are as standing before it or passing through it. clear and vivid mental image of a scene follows: Some of these doors cast only one or the (action, with characters and background), — handles (or doorknobs) containing other spell, not both, and in all cases the being, or item, of up to 12 seconds dura- poisoned needles, or cavities with sliding spells are cast as though by a 12th-level tion, chosen by the creator or activator of covers (activated by disturbing the handle magic-user. the door. or knob) containing rot grubs, green slime, Type #2: Any creature(s) passing through Type #9: Anyone passing through this or brown or yellow mold. this type of door are instantly gated to a door (or anyone failing a save vs. spell who — bladders of poisonous gas (or vapor specific or random destination (typically: passes through, or at the DM’s option some laden with yellow mold spores) that will be 01-36%) elsewhere in the Realms, usually other method of choice of a few individuals ruptured if door panels are struck with any deep in the northern mountains or glacial out of a group) will be followed by 1-3 exact force. wastes; 37-60%, Astral Plane; 61-82%, duplicates of that figure, who will follow the —mechanism that fires daggers, spikes, Ethereal Plane; 83-92%, Nirvana; 93-98%, real creature, aping his or her actions, until javelins, or darts into the backs of creatures the Nine Hells; 99-00% Limbo or another they merge with him or her, a process caus- after being closed, unless deactivated with a specific chosen plane, usually the Abyss or a ing 1-4 points (per image) of electrical dam- key. parallel Prime Material Plane), such gating age and 1-2 rounds of confusion to the real — a pull-ring handle on the door pulls occurring all of the time, or at a specific creature. These images are non-corporeal out, causing (by means of cables and pul- trigger, or some of the time randomly or at illusions that cannot be dispelled or disbe- leys) a sliding panel of floor in front of the a set rate (i.e., every seventh time the door lieved out of existence, but, although not door to move, plunging creatures in front of is opened). solid, can be destroyed by weapon blows or the door into a (spike-lined, water-filled) Type #3: This door bears a permanent spells such as magic missile, shocking grasp, pit. symbol (see the 8th-level magic-user spell and the like, each image being destroyed —a wide door-sill, if stepped on three and 7th-level cleric spell) graven upon it, upon suffering a total of 12 points of dam- times (i.e. by three successive individuals) usually covered by a sliding overlay panel, age. The images can merge with (and triggers a pit opening immediately beyond which moves aside to reveal the symbol harm) only the creature they are modeled the door. whenever a living creature(s) approaches after; they do not harm other creatures — the entire door is hinged and weighted within 1” of the “outward” or “active” side coming into contact with them. so as to topple downward upon anyone of the door. (Too much casting of perma- Ten percent of the time this door acts as a opening it by pulling on its pull-ring. Any- nency spells is said to have aged Nadrun mirror of opposition, 1-3 images being one beneath it when it falls suffers 5d6 prematurely.) created that actively pursue and attack their points of crushing damage. Type #4: Every third time this type of real double(s). “Got all that?” Elminster asked, filling door is opened and closed, it upon closing Type #10: This type of door is metal, and his pipe. “Good. Now, as I was saying, this casts a silence 15’ radius upon the back(s) locked; if picked or forced, it electrifies self-styled company of the Manticore now of any creature(s) who have passed through (dealing a 3d6 lightning-like discharge that lie somewhere in Undermountain, and it, the central focus of this spell being 15’ conducts through all metal). It can generate among their bones can be found several from the frame of the door. an unlimited number of such discharges, items of magic, namely —” Type #5: This type of door temporarily emitting one each time the door is forcibly At which point I got up and closed the negates (as a wand of negation) the powers opened. Nothing will happen if the door is door. of magical items borne through it. Artifacts unlocked by a key or password, and if the are unaffected, but all magic items except door is opened and remains open, only one scrolls and other written magic (maps, initial discharge is produced, and another spellbooks, etc.) must save vs. spell or be will not occur until the door is closed negated, all powers nullified, for a period of (whereupon it instantly locks) and is forced If you’re interested in contributing an open again. 1-4 turns. Characters’ spell-casting abilities article to DRAGON® Magazine, the and memorized spells are unaffected. Type #11: This type of door is usually first thing you need is a copy of our Type #6: Dead creatures (including char- adorned with a -head knocker or door- guidelines for writers. Send a self- acters) who fall or are carried through this knob; if its lock is picked, or the jeweled addressed, stamped envelope to type of door are temporarily animated (as in (usually rubies, emeralds, or amber stones) “Writer’s guidelines,” c/o DRAGON an animate dead spell), such animation eyes of the beast-head are disturbed, the Magazine, P.O. Box 110 Lake lasting for 5-10 (d6 + 4) rounds. Such crea- doorway will emit monsters within 2 rounds Geneva WI 53147; and we’ll send tures may be turned, “dispelled” (which of being thus disturbed (see monster sum- you back a sheet with all the basic will cause them to become simply inanimate moning IV). If the door is closed after being information you need to make sure again), or controlled by a cleric (roll disturbed, it will fly open again when the your manuscript has the best on “Matrix For Clerics Affecting Undead” monsters are released. ble chance of being accepted. table in DMG) if one is present; otherwise Type #12: The Dread Portal. This, the such creatures will attack any living crea- most infamous type of Nadrun’s doors, tures within 7”, as zombies or monster contains an imprisoned wraith encased

D RAGON 23 The ranger redefined Systems for giving the class more skills by Deborah Christian

Ranger Bruno Breitfuss led his four companions across the shimmering expanse of desert. Had their caravan not been deci- mated by raiders, they would not now be in this spot. The desert was alien, far different from their wooded homeland, and the toll it took was high. The water bags hung empty from their straps. Little conversation was possible through dry mouths and chapped lips. Barny, the , stumbled and col- lapsed. Arna knelt by his side as the others sat wearily nearby. Few could go much farther, and Barny was at the limit of his endurance. Arna looked up at the ranger. “We need water, Bruno,” she said. Bruno nodded and scanned the hazy horizon. He had seldom been in the desert before, but if any of them had a chance to find water in this wasteland, it was he. “Wait here and rest,” he said to his friends. “I’ll see what I can find.” He rose slowly to his feet and trudged off toward an outcropping of rock in the distance.

Will Bruno find water? Will his party perish of thirst in the desert? The Players Handbook is of little assistance in such a dilemma, saying of rangers only that they are adept at woodcraft, tracking, , infiltration, and spying. Percentages for tracking are given, and that ends the detail- ing of ranger skills in the AD&D® system. The rest is left to the imagination of the Dungeon Master. This was unsatisfactory for me, since I wanted my ranger to be more than just a specialized fighter. We worked from the premise that rangers should have special skills quite aside from those acquired at higher levels. The following detailed treat- ment of rangers and their abilities was developed for use in our campaign in the land of Drakmil.

Environment and skills Rangers spend a lot of time in the wilder- ness, and they are independent, as indicated by the fact that there are never more than three rangers working together. They may team up with others of basically good or neutral alignments to accomplish a worth- while goal, a la Tolkien’s Strider. A ranger’s skills imply much time spent in a wilderness environment, and some skills, such as infil- tration and spying, suggest military or mercenary uses as well. From these implica- tions — wilderness experience and paramili- tary abilities — it is clear that a ranger

24 FEBRUARY 1986 seldom uses his full potential in a dungeon ments, the nature of shelter may change The well-prepared ranger may have a environment. Although many of his skills substantially. In sub-zero weather in a magically waterproofed pouch about his are useful in indoors situations, the ranger snowy waste, for example, a ranger may neck, with a supply of wood shavings and is of most use to his adventuring party (and burrow into a drift to create a snow den. dry moss. It will most likely be the ranger, enjoys his full potential) in an outdoor Such a burrow may be uncomfortably chill, in a party of city-dwelling thieves, magic- environment or any scenario in which he but it will save those inside from freezing. A users, clerics, and mercenary fighters, who can make use of his special talents. ranger knows better than to camp on a thinks to chop inside a fallen log to find dry Two important background facts must be ridge or hilltop in gusty winds, where wind deadwood for fuel. determined for each ranger character: the chill may lead to hypothermia or at least to Apart from firestarting, a ranger knows nature of the terrain where he grew up and an uncomfortably cold and windy night. In other ways to keep warm. He may have the terrain where he took his ranger train- a desert with extreme temperatures, a everyone huddle together at night to share ing. Although the ranger is defined as being ranger may suggest that no traveling be body warmth when it is not possible to start adept at woodcraft, he need not be limited done during the day — rather, the party a fire, or he may keep everyone moving and to a forested environment. In this article, should shelter in a shady spot and travel at pacing when snowbound in a . A we will look at ranger skills in a broader night. How to construct shelter appropriate ranger’s skills may save the party from an sense than they have previously been de- for the current environment, and where to uncomfortably cold night or save lives in an fined. Not all rangers come from wood- construct it, are basic and fundamental emergency. lands, although woods-related skills may be ranger abilities. A ranger stays alert for a variety of wil- among those most commonly found among Water location is a critical skill. What derness signs, indicators of weather or rangers. What of the ranger from an arctic, does a party do when there is barely any terrain hazards. He recognizes the cloudy plains, island, or desert environment? What liquid in the water flasks or (horrors!) no signs of coming snow, a red twilight warn- skills will he or she learn? water at all? Find some, of course — often ing of storm, or a hazardous snow ridge Climate must be considered as well as easier said than done. There is not always a over a glacial crevass. Because he can recog- terrain. Skills learned on the permafrost of convenient rill of water or rushing stream nize such signs, the ranger is able to aid his tundra vary greatly from those learned on nearby. In woodlands, water may be easier party with wilderness wisdom. He may be the lush savannahs of the tropics. The cli- to find than almost anywhere else; in snowy the one to lead the group to shelter in low mate designation also aids the DM in deter- areas, there is usually little difficulty at all. spots when a thunderstorm threatens, and mining what types of animals and monsters But what about scrubby chaparral, where he would know to avoid desert gullies when. the ranger character recognizes. Obviously, waterways are obscured by dense vegeta- there is danger of flash floods. the exact nature of the ranger’s envi- tion? What of marshes, where undrinkably These skills are applied in a game or ronment plays a major role in the definition stagnant and algae-filled water is the rule campaign at the DM’s discretion. If a party of his particular skills and abilities (see and not the exception? What of the desert, makes a cross-country trek in which several Tables 1 and 2). where water is a rarity at best? hundred miles must be traversed in a few Not all of the ranger’s skills are quantifi- These environments may prove a real test real-time hours, the DM will undoubtedly able in game terms. Many are useful abili- of the ranger’s . A 1st-level wish to skim over the details of food- ties that may be called on at any appro- ranger, because of his lack of experience, gathering and shelter building. If, however, priate time. Others, however, carry with may understandably have a more difficult the environment is extreme, the circum- them a percentage chance for success, and time locating water in a desert than his 6th- stances unusual, or the outcome critical to some of these percentages increase as the level ranger companion. Locating water the game, the DM should allow the ranger ranger gains in experience. Charts detailing requires a knowledge of geology and certain a chance to use his abilities to secure food, percentage rolls for successful skill applica- plant-life indicators of water. When a dried- water, or shelter for the group. tions are included in this article. out river bed is found in the plains, for Defining ranger skills is a complex task. example, the experienced ranger knows that Hunting skills To begin with, woodcraft is skill in things digging down a few feet may reach the A ranger is a capable hunter. He is also pertaining to woodland living. Here it is water table. He’ll encounter mud first, then proficient in trapping, snaring, and fishing also used to include abilities useful or neces- water will seep in to fill the hole. — all useful skills for providing food. He sary for wilderness survival, and the contin- Suppose a party of gnolls has raided draws on his knowledge of tracking and uation of existence in such an environment. camp and made off with all the edible sup- animal lore to be more effective in food Woodcraft includes survival skills, tracking, plies, as well as most of the inedible ones. gathering (see next section). The ranger’s hunting, and knowledge of animal and What does the party do now? Food location particular abilities are affected by his back- plant lore. is just as critical as the ability to find water. ground; a desert-dwelling ranger may be Depending on the environment, food may more adept at snaring small game than at Wilderness survival be easy or difficult to find. Anyone may hunting jungle tigers. Shelter, water, food, and warmth are the recognize a herd of deer and try to get one Hunting basically requires a weapon and basic requirements of wilderness survival. with a handy bow. Some may recognize the ability to locate a food animal. The Any ranger not able to fill these require- edible plants or know how to . The weapon used must be appropriate for the ments for himself or his party would not ranger, though, must know all these things game hunted: a sling stone may bag a wild survive long in the wild. Therefore, these and more. The ranger uses his woodcraft, duck, but a sword and are best for basic skills must be mastered by a 0-level his hunting and tracking skills, and his hunting a wild boar. Hunting may be done ranger before his progression to 1st level. knowledge of plants to help feed the party. with a minimum of equipment. A fleet- Shelter protects an individual or individ- The ability to produce or locate warmth footed ranger might need only a rock or uals from the elements. It ideally keeps one is deceptive. Almost every adventurer is dagger; such will suffice for game he may warm and dry, and it provides a place to considered able to build a fire. A standard run to ground or at which he may have a sleep and store provisions, supplies, and piece of equipment is the ever-ready tinder clear throw. A bow or other missile weapon other equipment. A shelter is less important box, and a magic-user may know that is suitable for animals that move rapidly or in good weather, but it may be critical for handy flamefinger. But imagine if that are at a distance from the hunter. More survival in inclement weather. everyone has been dunked in the river in sophisticated hunting techniques may re- Shelter can be a simple blanket strung on the rain, and there is no dry tinder on the quire stalking, waiting for an animal in a a line as a wind break, a lean-to woven of ground or on their persons. What about the cleverly hidden stand, or driving the quarry saplings and covered with branches, or a party lost in the arctic or in a great sandy towards the hunter with beaters. mud-and-wattle hut for a relatively long- desert, with nothing suitable for a fire any- Traps capture an animal and hold it alive. term stay. In extreme or unusual environ- where in sight? Snares kill the animal at the time it is

26 FEBRUARY 1986 caught. Such devices are useful because this skill to be effective and may not run also know several plants with healing prop- they free the ranger to do something else while doing so. erties. He can use mint or camomile for a while his food is being caught for him. Another ability is trackless movement, tea to soothe an upset stomach or make one Some types of animals are best hunted in the ability to move through the wilderness drowsy, and he may know that a poultice of this fashion; for example, a ranger may leaving no trace of passage. As when stalk- nettles (boiled and drained several times) only be equipped with a sword, but he ing silently, the ranger’s movement is re- can stop the bleeding in a severe cut. The wishes to catch the plentiful grouse in the duced, he may not run, and he must be by milk of a dandelion can be used to get rid of fields around him. Building a snare or trap himself. When using trackless movement, warts and a poultice of comfrey to soothe will net him as many grouse as he can eat, the ranger wades in water to hide his scent, the swelling of a sprain or torn ligament. although his sword would be practically steps on rocks, brushes out footprints with a As with animal lore, the ranger is most useless for such a task. leafy branch, and takes other measures to familiar with those plants he has seen or Pitfalls, deadfalls, line snares, and drop- obscure his trail. used before. Although he may recognize traps are just a few of the devices that a Characters not trained in tracking are unfamiliar plants from drawings, descrip- ranger is familiar with. He may build them considered to have a base tracking chance tions, or word of mouth, his ability to locate from materials at hand, or he may carry equal to their intelligence score (on a scale and use them decreases as his environment trap-building materials with him, in which of 1-100%). An average character has a changes from that with which he is familiar. case the DM should adjust his percentage 3% -18% chance of tracking successfully. For instance, a forest ranger will be lucky to for successful trapping and snaring. This is checked once every game turn the find an useful plants he recognizes in a Fishing can be done with little equip- character is attempting to track. If the trail desert. However, this skill, too, increases ment. A ranger may know how to “hypno- is lost — which is likely to happen — a with experience. tize” fish with his fingers and grab them out check is made every turn of searching to see of the water. More conventionally, fish can if it is found again. Obviously, then, non- Transportation be caught with line, net, spear, or fish trap. ranger characters have a chance of following Depending on his native environment, a A ranger should be able to weave a net of prints on the ground, but are unlikely to be ranger may be able to construct an aid to jungle vines and know where running successful for any length of time. Characters travel or transportation. If he grew up with salmon are found for spearfishing. He with forester and trapper secondary skills snow, he may know how to make skis, recognizes likely hiding holes in which to may be given a 20%-50% base chance to snowshoes, or a sled. If water is an element find crayfish, and on an ocean beach he track creatures. familiar to him, the ranger may be able to seldom goes hungry. The ranger knows the construct a raft, coracle, dugout, or know types of edible seaweed; he looks for clams Animal lore how to make a bark canoe. He may even in the sands of a beach, and oysters and To be successful in his pursuit of animals, know how to string a rope bridge or impro- mussels in tidepools and on reefs. He may the ranger must command a certain knowl- vise tack and harness for animals. A failed even build lobster or crab traps. edge of animal lore. This is not comprehen- success roll for transportation may have Some of these activities cross the line into sive at first; a 1st-level ranger’s fund of some interesting results. (The DM should actual food gathering; once again, the ex- animal lore is limited to the fauna native to always make these rolls.) A failed roll may tent of a ranger’s marine knowledge de- where he grew up and where he took his mean one of two things: either there is no pends largely on his background. A ranger ranger training. This knowledge increases suitable material at hand out of which the from a coastal environment knows more of as the ranger goes up in level. desired object may be made, or, although these things than one from the woodlands. Animal lore includes knowledge of animal material can be found, the quality of work- Success in fishing is rolled for on Table 5. habitats, habits, food, shelter, migration, manship leaves something to be desired. dangers, and uses, as well as familiarity This will result in some unpleasant conse- Tracking with their calls and sounds. Knowledge of quences when the object is put to use. Successful tracking requires knowledge of animal lore is vital to successful tracking For example, if the ranger is in a forest animal lore and several related skills. The and hunting. Tracking an unfamiliar animal and he wants to make a pair of snowshoes, ranger must be able to recognize and follow should add a negative modifier to the rang- the DM rolls for him. Whether the roll is signs, such as a pawprint, a broken leaf, or er’s percentage roll; a penalty of -5% in successful or not, it is obvious that there is a bit of crumbled loam. He must be familiar each case is suggested. no shortage of material for use in the snow- with his quarry’s rate of movement and This skill is useful in other ways as well. shoes. However, if the roll fails, the DM movement habits. He knows that a fox will For instance, if a ranger recognizes a cer- tells him he has found material and made walk in water to hide its scent, and that a tain set of tracks near a waterhole, he may his snowshoes — only to have them fall startled deer runs a few hundred yards, suggest that the party camp far away and apart after a short period of use. A ranger then freezes in cover, waiting to see if it is downwind from the watering spot, since the attempting to make skis above the tree line being followed. tracks belong to a predatory night hunter may well find no wood to serve his purpose; The basics of tracking are known to a 1st- unafraid of humans. The DM should let the if he makes a coracle, he may not find a level ranger, but this is a skill that improves ranger know what tracks he recognizes at a suitable piece of hide with which to cover it. with experience, as noted in Unearthed particular place and time, and pertinent If materials are scarce, the DM should Arcana (pp. 21-22). A ranger may be called information about the animal to which they adjust the roll for success accordingly. If upon to track either animals or humans. belong. there is adequate material, then a failed roll Likewise, if a ranger can follow others, he may indicate that the ranger gets washed knows what a tracker looks for in order to Plant lore downstream out of control in a hopelessly follow him. Therefore, a ranger can hide his Plants are useful as sources of food; in twirling boat. A raft may break up in mid- own trail better than can the average char- cases such as the barrel cactus, they may stream, and a rope bridge may be inse- acter. even provide water in the desert. Anyone curely tied and collapse under weight. Rangers have two new abilities related to may recognize berries, but a ranger should Such incidents complicate the characters’ tracking. One is stalking silently the ability know enough to pull up the tuberous roots lives, but they also add excitement to the to soundlessly follow quarry in the wilder- of cattails or locate wild parsnips for the game. The DM should make it a point to ness. This skill can be used whenever a dinner stew. keep track of time expended when a ranger ranger wants to move soundlessly in the Plants have numerous practical applica- attempts to use his transportation ability; outdoors and should not be confused with tions, as well. Vines can be used to tie materials may be gathered for snowshoes in the thiefs ability to move silently. The things together, gourds serves as water con- half an hour, and they may be constructed ranger’s rate of movement when stalking is tainers, and springy branches make a good in one or two. Skis, on the other hand, may reduced. He must be by himself in order for cushion for a bed roll. The ranger should take all day or longer, and such efforts as

28 FEBRUARY 1986 stringing a rope bridge require that the neutrals or enemies may be partly or com- Depending on his background environ- stalwart adventurer swim the raging river or pletely false; allies may also unwittingly ment, a ranger may be exceptionally skilled cross the chasm first — efforts that are pass on false or misleading information. at certain physical activities, from running adventurous in their own right. Incorrect intelligence is indicated by an and swimming to rock-climbing and ice- unsuccessful spying roll, if the DM decides climbing. These skills are determined when Scouting there is anything to be learned at all. Once a character’s native terrain is known; the When a ranger scouts, he gathers infor- again, this roll should be made by the DM, ranger should be highly proficient in these mation. He does this by carefully observing and the information imparted to the ranger “natural” skills at 1st level. His abilities will terrain, wildlife, and activity by humans or as if it were true. improve only slightly with experience, and other intelligent beings. A scouting ranger then only if he chooses to train in the skill. will observe the land around him and note Infiltration A character may choose to learn a skill that such things as rockslides, washed-out roads, A ranger may wish to infiltrate a town, is new to him, in which case his ability a ford in a river, or the location of a moun- encampment, or other place where people increases at a different rate (see Table 11). tain pass. Calling on his knowledge of ani- come together in order to gather intelli- A standard skill shared by all 1st-level mal lore, he can locate suitable grazing land gence. Successful infiltration enables the rangers is knot-tying. As any sailor knows, for his party’s animals or spot the forest lair ranger to mingle with the people and be there are a multitude of useful knots, of giant spiders. He may be able to pinpoint accepted as if he belonged there. hitches, ties, and splices that can be made the encampment of a band of orcs or a There are numerous variables to consider with a piece or two of rope or line. The bandit hideout. in a job of infiltration. The size of the popu- ranger will know an appropriate knot or tie A roll is made for successful scouting lation, the dominant race, the language for most situations he can expect to en- once per scouting mission. Scouting is a spoken, whether it is day or night — all counter. time-consuming business, and the DM these factors contribute to the difficulty of a Finally, rangers may become skilled in must keep track of the time and travel in- mission. The character should state how he signaling. Signaling is useful for long- volved. A successful roll indicates that the plans to infiltrate his objective: under cover distance wilderness communication. Once a ranger has gathered accurate information of darkness? In disguise, posing as a beggar signal is sent, it is necessary that there be about terrain or, if creatures have been or a bard? Strolling in with the farm wagons someone capable of understanding it. Rang- sighted, numbers, type, direction of travel, going to market, or climbing over the walls ers may communicate among themselves or and so on. A failed roll may indicate incor- at night? The DM then adjusts his percent- with anyone else who understands this rect information, no information at all, or a age for success accordingly. A human method of communication. The exact type dangerous encounter while scouting — ranger infiltrating a camp of dwarven ban- of signal used will vary greatly from area to perhaps resulting in the ranger being cap- dits is surely be easier to spot than if he area; drums, smoke, horns, or semaphore tured by those he went to observe. were in a camp of humans. If the dwarves are typical methods of signaling. This is an are all drunk and the ranger appears to be advanced skill, and the character may Spying one of the local traders, he is more likely to choose to learn it once he has reached 3rd If scouting is looking, then spying is succeed in his mission. level or greater. lurking — in fact, this ability is very similar to the assassin’s skill. Naturally, the outdoor Disguise Charts and tables orientation of a ranger leads him to spy in The more sophisticated the job of infiltra- The following information is divided into different environments than those of an tion, the more skills a ranger must draw on. three sections. Part I contains terrain and assassin. A ranger may lie concealed be- At 3rd level, a ranger gains a limited dis- climate information for random generation yond the firelight of a camp at night, listen- guise ability that adds a percentage to his or arbitrary determination of environment. ing to the conversation of a group of goblins chances for successful infiltration. He will This section also includes tables for determi- (assuming he speaks the goblin tongue, of never be as accomplished at this as an assas- nation of abilities based strictly on native course). While doing so, he may count their sin, but he can do well when impersonating environment, such as physical skills and numbers, inventory their weapons and a character of his race and a type he is knowledge of transportation modes. animals, listen to their secret plans for a familiar with — fighter, beggar, or some- Part II contains the regular range of skills raid, and perhaps even search tents for a thing similar. When the attempted imper- which improve in a steady progression as a suspected captive. sonation is of major importance to the character goes up in level. Here are most of The information a ranger discovers is up adventure, the DM should role-play the the percentage tables for character abilities. to the DM. The character should state ranger’s NPC encounters in the infiltrated Part III contains skills which begin with a specifically how he intends to spy on his place, to give him a real feeling for his set level of proficiency. Training to improve objective; the DM should adjust his roll for disguise and infiltration attempt. in these skill areas is optional and will cost modifiers such as cover of darkness or nu- the character extra time and money. merous passersby. Miscellaneous skills’ Some definitions are in order: A ranger may also spy indoors, similar to A ranger is familiar with a variety of Unfamiliar terrain refers to a place unlike the reconnoitering done by a thief. Thieves other skills. The first of these is healing — that in which the ranger grew up or re- are more adept at this since they work or, more properly, first aid. At a minimum, ceived training. A lack of familiarity with indoors more frequently, but the ranger still the ranger knows how to deal with broken terrain (and sometimes climate) carries has a chance for success. His indoor spying limbs and cuts, especially injuries that are negative modifiers for many skill rolls. ability is half as great as his regular (out- typical of those sustained in combat. The Similar terrain is an environment similar doors) ability. The DM should make adjust- character is capable of splinting and possi- to that which the ranger already knows. ments for encounters, noisy armor, bly setting a bone, and he may cauterize a There are still enough differences in terrain, conversation, and so on. wound to prevent bleeding and infection climate, flora, and fauna that his wilderness One last aspect of spying is general infor- using only his dagger, heated in a campfire skills are slightly penalized. mation gathering. For this, the ranger —crude, but effective when a party is far Terrain becomes familiar after the ranger makes use of whatever personal connections from more civilized aid. has taken training in a new environment-or he has. Allies aid him willingly, neutrals Another skill essential for every ranger is has spent a base time of 12 months adven- may be paid or convinced to aid him, and the ability to clearly mark a trail. This turing there. This length of time is modified enemies can be interrogated for informa- consists of cutting blazes on tree trunks with by subtracting the ranger’s level from the tion. There is a chance that his source will an or piling stones to mark a direction base of 12 months. For instance, in order turn up useful intelligence, depending on taken. A ranger is capable of reading such for 4th-level ranger Bruno to become famil- the origin of the information. “Facts” from trail signs as well as making them. iar with desert terrain, he must spend eight

D RAGON 29 months in it, or he must take his 5th-level 3— Some cultures use hand-thrown iar terrain (-10%), unfamiliar climate training there. At 10th level and greater, missiles for hunting activities. Items espe- (-5%), and similar terrain (-5%) may be rangers must spend a minimum of three cially made for throwing, such as chipped applied. months in a new environment before it can rocks, boomerangs, or throwing sticks, may be considered to be familiar. be used. Table 6: Trapping and snaring The DM should make all die rolls to determine the success or failure of a skill Transportation: The DM must deter- Ranger Success Ranger Success roll. The ranger may think he is successful, mine what types of transportation skills are level chance level chance although he is not; he should not discover common to the ranger’s native area. Of 1 35% 7 65% this until he has to deal with the conse- these, there is a 20% chance per skill that 2 40% 8 70% quences of his failure. A bungled attempt at he will be proficient in that mode of trans- 3 45% 9 75% infiltration may get the character arrested in portation and, given adequate materials, 4 50% 10 80% a hostile town; a misidentified plant may can duplicate the equipment or device used. 5 55% 11 85% cause an illness rather than cure one. The Typical transportation skills include the 6 60% DM must use common sense when adjudi- following, divided by subject matter: This chance increases at 3% per level cating the results of failed rolls. Cold climates: Skis, snowshoes, snow above 11th level. Penalties for unfamiliar sledges or sleds. Sleds are pulled by local terrain (-10%), unfamiliar climate beasts of burden. (-5%), and similar terrain (-5%) may be I: Terrain, climate, & skills Water: Sailboats, rowboats, coracles, applied. rafts, canoes, dugouts, kayaks, ships. Terrain and climate: Determine the (Don’t forget that although a character may Table 7: Stalking silently character’s native terrain and climate, and not live on an island or near the coast, he the terrain and climate where he took his may still be near a body of water that en- Ranger Success Ranger Success ranger training, if different from the former. courages water-related skills. Rivers and level chance level chance The DM may define terrain based on the lakes are common geographical features.) 1 20% 7 62% geography of his campaign, or it may be Beasts of burden: Harness or tack for 2 27% 8 69% randomly determined by using these tables. driving or riding; construction of vehicles 3 34% 9 76% for animals to pull. 4 41% 10 83% Table 1: Terrain Bridge-building: Wood or stone bridge 5 48% 11 90% construction; rope bridge across chasms 6 55% Dice Terrain Dice Terrain (requires strong mooring points and climb- This skill increases at + 2% per level 01-02 Arctic* 56-75 Forest ing ability); pontoon bridge across water. above 11th level. Movement rate is reduced 03-05 Tundra* 76-90 Coast by 30%, or by 50% in dense undergrowth. 06-20 Plains 91-98 Desert A ranger may not run while stalking. Modi- 21-37 Mountains 99-00 Island II: Standard skills fiers may be applied for unfamiliar terrain 38-55 Hills (-10%), similar terrain (-5%), darkness *—Arctic and tundra terrain have arctic Table 4: Survival of night (-20%), twilight (-10%), precipi- and subarctic climates, respectively. Roll for tation (+5%), and for elven rangers climate in all other areas. This roll may be used for survival skill in (+5%). Dexterity modifiers may also apply, general or, depending on the circumstances, either at +2% per dexterity point over 14 Table 2: Climate for the specifics of providing water, food, or -2% for every dexterity point under 7. shelter, and warmth. Dice Climate Dice Climate Table 8: Trackless movement 01-05 Arctic* 56-85 Subtropical Ranger Success Ranger Success 06-20 Subarctic 86-00 Tropical level chance level chance Ranger Success Ranger Success 21-55 Temperate 1 78% 7 90% level chance level chance *— Roll again for climate if terrain is 2 80% 8 92% 1 10% 7 64% forest or desert. 3 82% 9 94% 2 19% 8 73% 4 84% 10 96% 3 28% 9 82% Physical skills: These skills are based on 5 86% 11 97% 4 37% 10 91% the character’s native terrain. Roll for the 6 88% 5 46% 11 98% following percentages to determine if the This skill increases at +1% per level 6 55% character has exceptional ability in one or above 11th. Penalties may apply for unfa- This skill increases at + 1/10% per level more of the following skill areas. miliar terrain (-10%), unfamiliar climate above 11th level. Movement is reduced by (-10%), and similar terrain (-5%). 50%, or by 75% in dense undergrowth. A Table 3: Physical skills ranger may not run while performing track- Table 5: Hunting and fishing less movement. Modifiers may be applied Skill Terrain % chance for unfamiliar terrain (-10%), similar Swimming1 Plains, mountains, 50% If the DM knows the specifics about the terrain (-5%), darkness at night (-30%), hills, forest, coast abundance of game or lack of it in an area, and during precipitation (+5%). Climbing All except desert, 40% adjust the dice roll accordingly. plains, tundra, Table 9: Plant and animal lore arctic, mountains Ranger Success Ranger Success Mountains 60% level chance level chance Ranger Success Ranger Success Desert, plains, 20% 1 60% 7 86% level chance level chance arctic 2 65% 8 89% 1 15% 7 51% Running2 Any 20% 3 70% 9 92% 2 22% 8 56% Throwing3 Any 20% 4 75% 10 95% 3 29% 9 61% 1 — Temperate climate or warmer. 5 79% 11 97% 4 35% 10 66% 2 — The ability to run rapidly for ex- 6 83% 5 41% 11 71% tended lengths of time depends upon the This chance increases at ½% per level 6 46% nature and culture of the local people. above the 11th level. Penalties for unfamil- This skill increases at + 1% per level

30 FEBRUARY 1986 above 11th level. Penalties may be applied Running: Unfamiliar terrain -5%; First aid for unfamiliar terrain (-20%), unfamiliar dexterity, +2% per point over 14; constitu- When a critical injury may mean life or climate (-10%), similar terrain (-10%), tion, +2% per point over 14. death to a character, a ranger has a 20% and similar climate (-5%). A bonus of chance of successfully aiding the injured +3% is awarded for every intelligence Transportation person. This skill will improve by 3% per point the ranger has over 12. Transportation skills have a base 75% level spent training. chance of success. Modifiers apply as noted. A ranger is assumed to be competent Table 10: Scouting and spying If and character trains to improve his trans- enough to handle basic cuts and fractures. portation skill, his proficiency increases by Such injuries may normally be treated Ranger Success Ranger Success 2% per level spent training. without a roll for success or failure. (A good level chance level chance Unfamiliar terrain: -10% example of this is the act of patching up 1 40% 7 70% Similar terrain: -5% companions after combat, which any ranger 2 45% 8 75% Intelligence: +2% per point over 15. should be capable of doing successfully.) 3 50% 9 80% 4 55% 10 85% Gaining a new skill Trail-blazing 5 60% 11 88% A character may wish to learn a new Rangers blaze and read trails with a base 6 65% physical or transportation skill, whether or 75% chance of success. If training in this This skill increases at +2% per level not he already has a similar skill. Training area is continued, the skill improves by 3% above 11th level. Modifiers may be applied requirements are explained under Training, per level of training. for scouting in darkness of night (-20%), below. Expertise will progress as follows, spying at night (+15%), if the ranger is an with “level 1” being the level at which the Knot-tying elf (+10%) or half-elf (+5%), and for character begins his training. There is a base 80% chance of successful every intelligence point the ranger has over knot-tying. This progresses by 2% per level 14 (+2% per point). Table 12: Physical and transportation of training. This is another skill that will be skill improvement rolled for only in critical situations — for Table 11: Infiltration instance, when lowering a companion down Ranger Success Ranger Success a cliff with spliced ropes. Ranger Success Ranger Success level chance level chance level chance level chance 1 20% 7 46% Disguise 1 50% 7 80% 2 25% 8 49% Rangers at 3rd level and greater may 2 55% 8 84% 3 30% 9 52% choose to train in the skill of disguise, which 3 60% 9 88% 4 35% 10 55% is useful for infiltration attempts. The 4 65% 10 92% 5 40% 11 58% ranger gains 3% disguise ability per level of 5 70% 11 96% 6 43% training. This cumulative percentage is 6 75% The skill chances improve by +2% per applied to the ranger’s infiltration percent- This chance improves at +1% per level level above 11th level. age when he is disguised, to reflect his above 11th level. Any percentage chance at disguise may be added to the infiltration chance percentage. Penalties may be ap- plied for impersonating a different race (-20%), entering a group that uses an unfamiliar language (-20%), and entering a group with a dominant race that is differ- ent from the ranger’s race (-20%).

III: Miscellaneous skills

These skills may generally be called upon without rolling for success or failure. Such a roll would only be necessary in critical situations, at the discretion of the DM. Most of these skills begin with a basic level of proficiency that does not automatically increase with experience. At the character’s option, additional training may be taken in order to increase his proficiency in any or all of his miscellaneous skills.

Physical skills All physical skills have a 75% chance of success. Modifiers apply as noted. If a character trains to improve a physical skill, the ability increases 2% per level spent training. Swimming: Fast water -10%; cold water -10%; strength: +2% per point over 13, or -2% per point under 7. Climbing: Unfamiliar terrain -10%; similar terrain -5%; dexterity, +2% per point over 14; strength, +1% if 15-16, +2% if 17, and +3% if 18 or more.

D RAGON 31 improved chances of success at infiltrating his objective.

Signaling At 3rd level and greater, rangers may choose to train in the skill of signaling. The ranger begins at 15% proficiency (see next paragraph for training details). This skill improves 10% per level of training.

Training notes Training time and costs for most of the ranger skills are consistent with the AD&D rules. Certain abilities represent extra time and money to the character who wishes to develop them. The availability of a trainer who can teach the character the skill he wishes to learn is also important. Such qualified teachers may be few and far be- tween. It is likely that a ranger from the woodlands will never find anyone to teach him how to run a dogsled team, as long as he is living and adventuring near a temper- ate coast. The DM must use common sense when determining what skills are available for a ranger to learn in training.

Learning or improving skills A character need not improve any of his miscellaneous skills. If he wishes to do so, extra training can improve the following skills: physical, transportation, disguise, signaling, first aid, trail blazing, and knot- tying. The character must spend one month training to learn the basics of these skills: physical, transportation, disguise, and signaling. If he is learning more than one physical or transportation skill, he must spend one month in training for each skill. The time required to improve an ability that the ranger already has will be equal to 50% of the time he must spend on training for his new level. For example, a 4th-level ranger will spend four weeks training for 5th level. If he wishes to improve his swim- ming ability as well, he will have to spend an additional 2 weeks doing so. This extra training time is limited to a maximum of 6 weeks. The additional training time is re- quired for each miscellaneous skill the ranger is working to improve. Training costs are the same weekly rate the ranger is paying for his regular training.

Conculsions This expanded treatment of rangers and their abilities should enable players and DMs alike to play the ranger character in a more versatile way. Rangers will find them- selves much more useful — even vital — in outdoor adventures, and will gain an in- depth feel for their special skills. The option to develop certain skills or even to ignore them completely personalizes the ranger, and adds to the new perspective gamers will develop toward this long-neglected charac- ter class.

32 FEBRUARY 1986 More range for rangers New tables for determining a PC’s followers by James A. Yates

A ranger has the potential to attract a few dwarves would serve an elf or a half-elf intelligence, special abilities, and so on were diverse group of followers, certainly more —a situation that would suit all races con- also considered. The tables have also been varied than the followers prescribed for any cerned. updated and expanded to cover a wider other character class. The official method of If any addition or subtraction falls within range of possibilities. Using these new determining followers for upper-level rang- a category no longer permissible, or if any tables will go a long way toward giving ers, outlined on pp. 16-17 of the Dungeon subtraction results in a number less than 01, rangers more diversity. Until now, most Masters Guide, was sufficient when it was roll again. rangers were regarded as protectors of the written — but it actually contains a possibil- When the number of rolls the ranger forest; given these revisions, they can be ity of some contradictory outcomes, and is character is entitled to has been determined, better known as lords of the jungle, guard- somewhat outdated since the inclusion of and any adjustments necessary noted, de- ians of the tundra, or whatever title one’s new monsters in the game rules. This article termine the followers or creatures using the imagination can devise. is an attempt to devise a more logical and following tables. All scores over 70 are more comprehensive method for determin- special, and the ranger is able to attract Humans, Table I ing followers for all would-be woodsmen. only one group of followers or creatures On the original table, a ranger with a few from each of these categories. Add together followers was unlikely to receive a cleric, Followers for rangers all creatures of any sort to find the total while one with many followers could not get Rangers at 10th level now attract 5-20 number of followers, including humans, a magic-user. Also, no matter what type of followers (3d6 + 2) instead of the old 2-24. demi-humans, etc. character one rolls up, there was nothing This was changed so that the minimum Use the following table to determine preventing it from ending up as a 1st- or number of followers for a ranger could be which of the six followers tables each die roll 2nd-level character. The new table elimi- increased, assuring him of a small band of is made on. nates the need for a second die roll to deter- faithful followers. A ranger lord is a power- mine level, which is now factored into the ful character, and he should attract a modi- Dice Result table. The new table is arranged so that low cum of power in the form of followers. 01-50 Humans, Table I die rolls will get low-level characters, and Under the old system, a ranger who at- 51-70 Demi-humans, Table II higher die rolls will get higher-level charac- tracted only two followers would get a high 71-80 Animals, Table III ters, but never beyond those limits set in the die roll modification for determining what 81-90 Mounts, Table IV Dungeon Masters Guide. This table now those followers were, yet there was nothing 91-95 Creatures, Table V makes sense of the bonuses and the penal- to prevent them both from ending up as 1st- 96-00 Special Creatures, Table VI ties, and allows a wider range of numbers, level fighters; it is hard to imagine a ranger at nearly the same percentages, for gaining lord with only two followers of this sort. Rangers’ followers tables any character type. Illusionists have also Under the new system, the ranger gets a A major overhaul was performed on the been added to this table. higher minimum number of followers, but six tables used for determining followers for the maximum has been reduced to compen- rangers. The main failing of the original Demi-humans, Table II sate for this. The bonuses and penalties for tables was that they were all listed in alpha- This table was more difficult to revise having too few or too many followers also betical order — a system that can actually because it covered a much wider range of have been tempered to reflect this new penalize a ranger who is entitled to a die possibilities. I was forced to retain the sec- situation. roll bonus, and benefit one who is supposed ond die roll to determine level, but I was When the number of followers has been to be penalized. Under the old system, a also able to expand the number of character generated, adjust the following percentile ranger who attracted only two followers types and arrange them in a more progres- dice rolls as follows: would be entitled to a bonus of + 25% on sive fashion. Although this table is still all subsequent dice rolls. This would give arbitrary, it does allow for a greater variety 3d6+2 Modify d% the ranger an excellent chance of making it of character types while retaining approxi- result as follows: onto the coveted special creature tables, and mately the same racial percentages. 5 + 15% to each roll the possibility of gaining a storm giant or a Characters with two classes have been 6 + 10% to first roll copper dragon. Unfortunately, once the given the chance to be 2nd level, but those 7-8 + 5% to first roll ranger made it onto the special creatures with three classes are still restricted to 1st 9-11 no adjustment table, the mandatory + 25% bonus to all level. This was done to retain parity be- 12-14 -5% from first roll die rolls would already place the ranger well tween those character types with multiple 15-17 -10% from each roll beyond the range of the giant or the dragon. classes and the pure fighters. When rolling 18-20 -20% from each roll Conversely, low rolls on the demi-humans up any demi-human fighters, there are table will produce dwarves and elves, while always two or three gained, with a maxi- Elves and half-elves are likely to have very high rolls will get halflings. I may be mum of 10 experience levels (two 5th-level more nonhuman followers than a human somewhat prejudiced, but it seems to me elf fighters). Those character types with two ranger. To reflect this, all percentile dice that an elven fighter/magic-user/thief is classes could now total up to 4 experience rolls for the followers of elven rangers are more valuable than a halfling fighter/thief. levels, which seems a little more equitable. modified by + 10%, and dice rolls for half- The listings on these tables have been elven rangers are given a + 5% bonus. rearranged in order of strength. Hit dice Animals, Table III These modifiers, cumulative with those was the basic factor used in the calculations, This table, and the three remaining ta- given in the table above, help to ensure that although several other factors, such as bles, posed problems of an entirely different

D RAGON 33 nature. Humans and demi-humans can be Mounts, Table IV Any ranger receiving an aarakocra had best found in almost any climate, but one is not This table permits the ranger to acquire understand the limits of their relationship; going to find many polar bears in the trop- an impressive mount or useful assistants. the aarakocra will make an excellent ics, even in fantasy games! After much Buffaloes, rhinoceri, and several types and a loyal companion, but it will be ex- thought on the subject, I took my cue from of elephants were added to the subtables in tremely reluctant to venture indoors and II and decided to create an attempt to break out of the mind-set that could never be persuaded to go down in a three subtables for each of the main climatic so many people have. Ranger lords should dungeon. The swanmay carries the possibil- zones: arctic, temperate, and tropical. It is be given the opportunity to sit astride an ity of becoming a romantic consort for a up to the DM to decide which climatic elephant and ride around striking awe into male ranger and a lively companion to a subtable will be used. Some of the subtables the tropical locals. This will certainly make female one. By using d4 + 3 to determine could overlap in certain regions, but com- for more variety, though it will cause addi- the swanmay’s ranger level, we keep her mon sense should prevail in any situation. tional problems with feeding and housing from being too powerful by assuring that The animals on these tables had to meet such beasts. Centaurs are unwilling she has not yet gained any spell capabilities. several requirements. All had to be native mounts, wemics will not allow themselves to The swanmay will also be very reluctant to to the Prime Material Plane, have at least 2 be ridden, and only a very small creature venture beyond the natural world into hit dice; be of good or neutral alignment, could ride a hybsil (if the latter would per- cities. and be at least semi-intelligent. The first mit it), yet these creatures fit this table, as requirement for 2 HD was to ensure that they make useful scouts. Special Creatures, Table VI the ranger could get animals that would be A high dice roll will gain the ranger a This table also caused some difficulties. I of real help in combat. Intelligence was flying mount. Some might balk at the no- wanted to expand it because any ranger restricted to semi-intelligent and above so tion of giving a ranger a griffon; however, it lucky enough to get a roll on this table that the ranger could get animals that were is assumed that any ranger who receives a should get something special. Two more easy to train. The only animal on this table griffon will have enough brains not to stable types of giants and the earth dragon have that is not at least semi-intelligent is the it next to his favorite horse. been added. Some trouble was encountered cheetah, but I feel that its animal intelli- As above, if a roll indicates the presence with the copper dragon, which can only be gence rating is in error. Several of the ani- of a creature that should not exist in the found in the tropics, so I went up one step mals added to these subtables are part of an current campaign area, the roll should be to the bronze dragon — only to learn that it effort to overcome certain public prejudices; disregarded and a new roll made. cannot be found in the arctic. Next in line for example, wolves are not inherently evil was the silver dragon; it can be found any- creatures, and they would make fiercely Creatures, Table V where, but is a bit too powerful. In the end, loyal pets. This table began simply enough and I decided to use a different dragon for each Of course, if a roll indicates the presence progressed well, until I discovered only two climatic zone. I also altered the method for of an animal that should not exist in that entries for the arctic subtable. Eventually, determining the age of any dragon received, particular area of a campaign, then the roll this was expanded to four entries with the giving it a better chance of being older. This should be disregarded and a new roll made. inclusion of the aarakocra and the swanmay. was done because a ranger who gets a

34 FEBRUARY 1986 dragon should get a dragon; a small, young, Animals, Table III copper dragon with 14 hp is little more than (one roll only on this table) a big lizard with a very limited life span. IIIa. Arctic IIIb. Temperate Illc. Tropical Dice Animal(s) Dice Animal(s) Dice Animal(s) Humans, Table I 01-08 badger, giant 01-09 badger, giant 01-06 cheetah Dice Character class and level 09-16 lion, mountain 10-18 lion, mountain 07-16 lion, mountain 01-10 fighter 1 17-21 cooshee 19-24 cooshee 17-26 leopard 11-15 cleric 1 22-36 bear, black 25-37 bear, black 27-32 cooshee 16-21 druid 1 37-41 eagle, giant 38-41 elfin cat 33-42 gorilla bear 22-25 ranger 1 42-46 hoar foxes (2) 42-47 eagle, giant 43-52 jaguar 26-27 illusionist 1 47-51 lynxes, giant (2) 48-61 wolves* (2-4) 53-66 wolves* (2-4) 28-30 magic-user 1 52-66 wolves* (2-4) 62-70 lion* 67-76 lion* 31-38 fighter 2 67-74 lion* 71-79 bear, brown* 77-86 tiger* 39-42 cleric 2 75-82 bear, brown* 80-88 tiger* 87-90 banderlogs (2) 43-47 druid 2 83-90 tiger* 89-94 dogs (2) 91-96 owls, giant (2) 48-50 ranger 2 91-95 owls, giant (2) 95-00 owls, giant (2) 97-00 apes, gorilla (2) 51 illusionist 2 96-00 bear, northern 52-53 magic-user 2 54-61 fighter 3 Animals marked with an asterisk are the normal version of that animal (wolf, lion, brown 62-65 cleric 3 bear, tiger) 90% of the time, and the prehistoric version (dire wolf, spotted lion, cave bear, 66-70 druid 3 smilodon) 10% of the time. 71-72 ranger 3 73 magic-user 3 74-79 fighter 4 Mounts, Table IV 80-82 cleric 4 (one roll only on this table) 83-87 druid 4 IVa. Arctic IVb. Temperate IVc. Tropical 88-92 fighter 5 Dice, Mount(s) Dice Mount(s) Dice Mount(s) 93-96 druid 5 01-10 oliphant 01-06 hybsils (2-4) 01-07 hybsils (2-4) 97-00 fighter 6 11-25 mastodon 07-12 centaurs (1-3) 08-16 buffalo For more variety, the DM might, at his 26-40 mammoth 13-21 buffalo (bison) 17-26 rhinoceros option, allow a 10% chance that each 41-55 rhinoceros, woolly 22-25 wemics (1-2) 27-37 elephant fighter rolled up is actually a member of one 56-70 26-37 rhinoceros 38-44 oliphant of the new official or unofficial subclasses — 71-80 pegasus 38-43 oliphant 45-55 loxodont i.e., archers, barbarians, sentinels, etc. Any 81-00 griffon 44-55 mastodon 56-70 hippogriff restrictions on these classes would still ap- 56-70 hippogriff 71-80 pegasus ply; for example, a (see 71-80 pegasus 81-00 griffon DRAGON® issue #89) could not serve a 81-00 griffon chaotic good ranger. Creatures, Table V Demi-humans, Table II (one roll only on this table) Dice Race, class, level range Va. Arctic Vb. Temperate Vc. Tropical 01-04 Halfling fighter 1-3 Dice Creature(s) Dice Creature(s) Dice Creature(s) 05-08 Gnome fighter 1-3 01-20 pixies (1-4) 01-07 pixies (1-4) 01-12 pixies (1-4) 09-16 Dwarf fighter 1-4 21-60 brownies (1-2) 08-16 atomies (2-5) 13-33 atomies (2-5) 17-26 Elf fighter 2-5 61-80 aarakocra 17-25 brownies (1-2) 34-55 brownies (1-2) 27-29 Half-elf druid 2-4 81-00 swanmay* 26-32 grigs (1-2) 56-67 grigs (1-2) 30-34 Halfling fighter/thief 1-2 33-46 leprechauns (1-2) 68-88 buckawns (1-4) 35-39 Dwarf fighter/thief 1-2 47-55 buckawns (1-4) 89-00 aarakocra 40-42 Elf fighter/thief 1-2 56-64 sprites (2-4) 43-44 Half-elf fighter/thief 1-2 65-71 aarakocra 45-47 Half-elf cleric/fighter 1-2 72-78 pseudo-dragon 48-50 Half-elf cleric/ranger 1-2 79-93 satyr 51-53 Gnome fighter/illusionist 1-2 94-00 swanmay* 54-56 Elf fighter/magic-user 1-2 57-59 Half-elf cleric/magic-user 1-2 *— Use d4 + 3 to determine the ranger level of the swanmay. 60-61 Gnome illusionist/thief 1-2 62-64 Elf magic-user/thief 1-2 65-66 Half-elf magic-user/thief 1-2 Special Creatures, Table VI 67-69 Two halfling fighters, each 1-3 (one roll only on this table) 70-72 Two gnome fighters, each 1-3 VIa. Arctic VIb. Temperate VIc. Tropical 73-79 Two dwarf fighters, each 1-4 Dice Creature(s) Dice Creature(s) Dice Creature(s) 80-87 Two elf fighters, each 2-5 01-10 weretigers (1-2) 01-12 weretigers (1-2) 01-12 weretigers (1-2) 88-90 Elf ftr/m-u/thief 1 11-32 giant, stone 13-30 giant, stone 13-32 giant, stone 91-92 Half-elf cler/ftr/m-u 1 33-44 werebears (1-2) 31-42 werebears (1-2) 33-50 dragon, earth* 93-94 Half-elf ftr/m-u/thief 1 45-56 dragon, earth* 43-54 dragon, earth* 51-68 treants (2-5) 95-97 Three halfling ftrs, each 1-3 57-68 treants (2-5) 55-66 treants (2-5) 69-88 dragon, copper* 98-00 Three gnome ftrs, each 1-3 69-78 giant, firbolg 67-78 giant, firbolg 89-00 giant, storm At the DM’s option, allow a small chance 79-88 dragon, silver* 79-90 dragon, bronze that a demi-human fighter is of an official 89-00 giant, storm 91-00 giant, storm or unofficial subclass, as noted in Table I. All followers with the professed class of *— Roll percentile dice to determine dragon’s age as follows: 01-10, young; 11-45, sub- thief are always neutral good in alignment. adult; 46-80, young adult; 81-00, adult.

D RAGON 35 36 FEBRUARY 1986 D RAGON 37 The way we really play Development of a DM is a three-stage process by Tom Armstrong

I would venture to guess that perhaps 5% archdevils and demon princes, and they are and 20’s twelve times in a row!). He was of all AD&D® game players actually follow starting on the deities, beginning with the rude to the other players, disregarded his all the rules, use only officially approved first page of the Legends & Lore volume. character’s alignment when it suited him, character classes, and permit only sensible, (“Hey, George, we get Bast next time! I’ve and was generally a pain in the neck. But balanced magical items in their campaigns. been waiting to get even with her!” my dice were as idiotic as he was; they Actually, the figure should be more like 2%, The DM reasons, “I must be doing this refused to give a result that would legally if that’s not too high, and they are probably all wrong.” There quickly ensues a sudden allow me to cream his character, so I arbi- members of the group that I call the “letter 180-degree change of course to strict adher- trarily killed his character within the frame- of the law bunch,” about which I’ll say ence to The Rules. DMs of this sort are the work of the scenario. more later. ones I call the “letter of the law bunch.” On the other side of the coin, one poor I should know. I’ve played in every type Their creed is: “If it ain’t in The Books, it young paladin of my acquaintance had done of game from those run by Monty Hauls, ain’t so!” They regard the written word as everything right and had worked hard at it. where a 1st-level character can come back a set of Holy Laws, and death to the infidel! He gave half of his winnings to the church with 10,000 gp and six magic items after Fortunately, this stage is generally short- or the poor. If this fellow had 3 hp left and a stomping on a dozen orcs, to campaigns in lived and ends quite abruptly, either with all party member was in trouble, he dove in to which the Dungeon Master was so stingy the players quitting in disgust (“What do help, usually managing to save the day. He that it was a red-letter day when the party you mean, I’ve got to add in my weapon prayed to his deity as required and gave came back from a fight against hundreds of speed? My cleric’s been trying to swing his sacrifices to him. Unfortunately, my dice monsters (literally!) with 1,000 gp and a mace for the past ten minutes!”) or with the hated him! So, on the next treasure roll, I ring of water walking! I’ve also refereed DM losing his cool at the countless times supplied a lawful good ring of limited both styles and many in between. I don’t he’s consulted tables and made die rolls. wishes. Nearly all the wishes were later used feel guilty about any of this. At the time This latter stage is frequently achieved amid to benefit other party members. each game was played, it was the style with loud and often profane screams of frustra- The DM must keep in mind the probable which I felt most comfortable. tion and anger, usually accompanied by consequences of his “playing god.” Does I’ve noticed that almost all people who endless sheets of paper sent flying through some character deserve a special award or become good DMs go through at least three the air like so many weird, rectangular penalty? Is the character well-played within distinct stages in their development. It’s a butterflies. the restrictions of his class, race, and align- safe bet that, if a DM has been running a ment? Will these results have unbalancing Monty Haul campaign for a long while, he Stage 3: This is what I call the “normal” consequences? If all is to your satisfaction, is not developing his skills. Rather, he is style of refereeing, as it is by far the most go for it. It’s your game, and you alone are probably stagnating as a DM. As with all common style and is the easiest to referee. responsible for it. Don’t allow the players to “rules,” this one has its exceptions, but it is It is a blend of the official AD&D rules, the pull the lawyer routine on you. If you are accurate enough. individual DM’s unofficial rules, and com- fortunate enough to have players who real- These three stages of development are mon sense. While this method will usually ize that this is your campaign, and that you discussed below, with a couple of examples not be seen in official tournament play, it is are the one who determines what its goals from my own experiences as a DM. the form most frequently found in the aver- are and how best to achieve them, you will age neighborhood get-together. Since it get no static from them about whatever you Stage 1: This is the “Monty Haul” cam- doesn’t require constant reference to the do. But you must be consistent and fair. If paign. The novice DM is frequently so many tables, it permits smoothness and you have done your homework, studied the worried about keeping his players happy speed of play, as well as allowing the DM to books (and once through them is not with the game that other methods of accom- insert his own results, should he feel it enough — I’ve refereed for almost ten years plishing this end do not occur to him. In- necessary. now, and I still don’t remember it all, but I stead, he takes the most obvious route of A DM using the “normal” method still have read it all several times), and planned supplying tons of treasure, scores of magic needs a solid grounding in the actual rules out what you want to happen, you will have items, and easy ways to advance in level of the game, but he is no longer bound by no insurmountable problems. and in skills to hold the players’ interest. the inflexible results of a die. Provided the The new DM has usually not realized that DM’s altered results do not unbalance the Example 1: When I first began refereeing the main attraction of AD&D gaming is not campaign, and are consistent with its goals, D&D® games, I, too, ran a Monty Haul necessarily the collection of gobs of goodies he can feel free to reward or punish the campaign. I was having fun and the players for relatively minor accomplishments. If characters’ actions without making a die seemed to enjoy themselves. Before each you or your DM utilize this style now, roll. He must still remember that no one gathering, I just couldn’t wait for the play- don’t lose heart. Three of the best DMs I’ve appreciates a DM who plays favorites, is ers to discover my newest monsters, tricks, ever gamed with began with this style. inconsistent, or who makes decisions with- and magic items. out regard to balance or merit. One day, however, I received a shock. Stage 2: This step begins with the realiza- I’ve made off-the-cuff rulings in both The characters had just wiped out some tion that the campaign has gotten out of directions at times. Once I killed a charac- horrible, nasty monster and were dividing hand. The characters can buy and sell most ter by altering a die roll. The player had up its treasures. One of them picked up my kingdoms before breakfast. They can walk shown total disregard for the rules, altered newest artifact, the staff of instant death, up to Odin, kick him in the shins, and get his character’s ability scores, and cheated and another found a sword I had especially away with it. They’ve killed off all the on his die rolls (come on, no one rolls 19’s placed for him. The sword-finder’s subse-

38 FEBRUARY 1986 quent actions showed that all was not well Magazine, or that I regarded as overly died down to relatively calm sulking, I in River City. He took the sword to a high- powerful or unbalancing to the game, were explained why the changes had been made. level magic-user, who could identify almost sharply downgraded or removed entirely. I handed out the copies of the new house anything, and found out that he was the Hit points, alignments (except for evil rules, and we discussed them. A couple of proud owner of the best and most powerful ones), mundane possessions, monetary these rules were subsequently discarded, sword ever created by the dwarves under treasure, and physical attributes such as but a number of new ones were added. This the mountain. He then informed me that he height, weight, etc., were untouched. surprised me; I hadn’t thought to ask the was placing the sword in his extra-large bag Throughout the process, I kept in mind players what kind of campaign they wanted. of holding, then dumping both into his how well or how badly the character had The resultant campaign worked very sphere of annihilation! been played in regard to his alignment, well, and we established a cooperative rela- I was dumbfounded. That sword was a character class, race, etc. tionship. I kept the magic and power in the work of art! What did he mean by throwing I then asked for the “wish sheets” and campaign to a low level. The players it away like that? I had created it expressly compared them to the revised characters. A thought about more than killing and collect- for his character! He further told me that he few requests were entirely reasonable, and ing, and the campaign became great fun for would give away all his magic items except these were granted, but most were greedy, everyone. for his mace +4, plate mail +3, and his selfish, or just plain silly. (A couple fitted all Dungeon Masters should try working boots of speed, and would then give all his three of these categories.) with their players instead of for or against wealth to the church and become a cleric of One player, whose fighter had been con- them; players have good ideas, too. If the Odin! sistently unlucky in finding any kind of rules are getting too cumbersome or compli- After the game, I cornered him and asked magical armor beyond ring mail +1, asked cated for your group’s style of play, think why he’d done all that. All he said was: “It for some kind of protection. He received a about what you and your players really isn’t any fun to play like that any more.” suit of chain mail +3 that happened to be want and need in your campaign. I thought about that all week. At our next available on loan from his temple. session, for which I was a player, I pre- On the other hand, another player If you are not particularly happy with the sented the DM for the session with a brand- thought his lawful good character deserved direction in which your campaign is head- new character, rolled strictly by the rules. a ring that would instantly and automati- ing, or if you are an aspiring DM, try these He was nothing great, but was above aver- cally kill or paralyze, by touch, any chaotic methods. Remember: age in some respects. In the following or evil creature. His “wish” also was 1. It’s your campaign, first and foremost. weeks, I played him entirely within his granted, but he never did figure out just Don’t be railroaded into something you alignment, class, and abilities. I allowed why all subsequent chaotic or evil creatures don’t want; him no more magic or money than he could he met either fought him from a distance or 2. Work with your players. A little time reasonably be expected to have by the rules. were immune to magic. He had terrible invested at the beginning will pay dividends I found that my friend was right! It was luck with saving throws, too. . . . in mutual enjoyment later on; more fun to play a character who ran into After I handed back the character sheets, 3. Keep it within the AD&D rules; and, problems once in a while and had to use his and after the predictable hue and cry had 4. Have fun! head, rather than one who got whatever he wanted due to his unlimited power and possessions.

Example 2: Two years ago, I decided that my campaign was getting out of hand from my allowing characters into play from other campaigns. I didn’t want to trash the whole thing and have to redraw all my maps, random encounter tables, etc. Besides, I didn’t particularly want to DM a whole party of 1st-level characters again. So, I made a list of the rules I wanted to stick by from then on, including those offi- cial rules which had not been previously used but which would not greatly slow down game play. I also set down in writing the limits for abilities and powers that I would allow the characters. Then I waited for the next session. After everyone sat down around the game table, I asked for all the character sheets to refamiliarize myself with the characters. At the same time, I told the players to write down three things they thought their char- acters deserved or needed. While they were writing, I began to revise the characters. All statistics above 18 were dropped to 17 or less unless I specifi- cally remembered that it had been a legiti- mate gain in my game. Such super-high scores were generally dropped by 1-6 points, unless it was a primary score for that character class, in which case I allowed an 18 to stand. Magic items not found in the Dungeon Masters Guide or issues of DRAGON®

D RAGON 39 Bad idea, good game? Yes, it can happen — but not all the time by Michael Dobson

A bad idea doesn’t necessarily make for a probably on to something. For every Mo- gist” introducing a dirty book by claiming it bad game. In fact, the opposite is often true nopoly or DUNGEONS & DRAGONS provides “socially redeeming value” and —some games that end up doing very well game phenomenon, thousands of games die provides psychological insights into modern in the marketplace were born from bad in the marketplace each year. urban morality. Good trash must be honest. ideas. Sometimes a “good game idea” turns out Subway Vigilante is not an honest game, This premise was the foundation of a to be a very bad idea, as the manufacturers not a funny game, and not a good game. panel discussion held at last summer’s Ori- of a number of imitation trivia games found gins ’85 convention, entitled “Bad Game out. A game can have all the support of the One of the best “bad ideas” in recent Ideas and How to Make Them Work.” The marketing department, have the most care- gaming history has been the Toon™ role- principles and opinions brought out during fully researched and tested game mechanics, playing game from Steve Jackson Games. the discussion are applied in this article to and still flop. Most of the definitions of “bad” apply to several games that have recently appeared With this in mind, let’s look at a few Toon — it is silly, sometimes tasteless, al- on the market. Some of these games have “bad game ideas” that have been recently ways outrageous, and certainly clever. It succeeded, or have the potential to succeed, published. violates conventional marketing wisdom even though they are based on “bad” ideas. (“You can’t sell a game to adults about silly But it doesn’t always work this way — During the panel discussion, several cartoons!“) and accepted notions of game many bad ideas lead to games that are just participants tossed out suggestions for un- design (“You can’t do a role-playing game as bad. publishable “bad-as-in-really-tasteless” in which no one ever gets killed!”). Toon is The word “bad” in this context can game ideas, among them a game based on beer-and-pretzels role-playing with a ven- mean a number of different things, such as the Bernhard Goetz subway incident. Upon geance. It doesn’t hold up well as a cam- silly, tasteless, outrageous, or even incredi- returning to the dealers area at the conven- paign game, but is a very good choice to bly clever. “Bad” game ideas tend to violate tion, the first game I saw was the Subway introduce someone to role-playing. The accepted marketing wisdom (“You can’t sell Vigilante™ Game (by Paperback Games), mechanics of Toon are both simple and a game about killing baby seals in the mass based on you know what. The bright yellow versatile, except for an experience-point market!”) or accepted notions of game box was decorated with a hand pointing a system that seems very out of place and a design (“You can’t possibly design a good revolver at the buyer, and “Make My skills list that is too cumbersome for an game about rollerskating accountants!”). Day!” was emblazoned above the title. This otherwise streamlined game. Of course, accepted marketing wisdom suggests that there is no idea so tasteless Toon Strikes Again, the first supplement and accepted notions of game design have a that no one will publish it. for the Toon game, contains new rules, way of changing once someone creates a hit The game is packaged as a fake paper- useful advice for the Animator (referee), game. The Monopoly® game was rejected back, so you can store it on your bookshelf. some pregenerated cartoon characters, and by a number of publishers before Parker It’s a hefty package, too, because it includes four cartoon adventures. Brothers bought it, because the game rules 4 lead “guns” and 24 “bullets.” The board Although Toon is officially meant to be a were so complex no one would ever bother is merely folded paper. The object of the generic cartoon role-playing game, it is to learn how to play it! Similarly, the game is to get from Brooklyn to the Bronx obviously designed around the classic DUNGEONS & DRAGONS® game was without getting killed. Warner Brothers cartoons, especially the such a “bad” idea that it was turned down Subway Vigilante uses a Monopoly-style works of Chuck Jones. Several of the adven- by a number of publishers who felt that a movement track, with “Punk”, and “Make tures (including Warren Spector’s hilarious fantasy role-playing game couldn’t possibly My Day!” spaces that require the player to “Mars Needs Creampuffs”) are strongly be successful. Now, many of the same pub- draw cards. You get and use Bullets against influenced by the originals. Even the pre- lishers who rejected the original are publish- Punks and sometimes innocent bystanders generated characters have a strong Warner ing imitations. Role-playing games ceased during play, but the game shies away from Brothers feel to them — but they just don’t to be a “bad” idea as soon as one of them showing actual death. Some of the cards are have the range or class of Bugs Bunny, became successful. humorous, but most are surprisingly bland, Daffy Duck, or even Foghorn Leghorn. In this sense, a “bad” game idea can especially considering the subject matter of The lack of a Warner Brothers license actually be a very good idea. The word the game. handicaps Toon, though it is a delightful (if “bad” used to mean “good” has become a The packaging and design of this game is not great) game even so. It’s a shame that catchphrase at West End Games, where if a clearly intended to be outrageous and ex- the game does not expand beyond the genre designer tells you your game idea is “really ploitative. The logo design clearly plays it is based on. Cartoon role-playing has, I bad,” it might just be a compliment. The upon fears about public safety, and the think, a lot of possibilities that have not equivalent term at Steve Jackson Games is “Make My Day!” slogan evokes a Dirty been explored. Part of the joy of role- “stupid.” At TSR, there is no precise equiv- Harry attitude toward law enforcement. playing is the ability to put yourself in an alent, but the terms “cheesy” and “wahoo” There is nothing wrong with a little taste- unreal situation. Toon is about as unreal as are often heard. lessness in a game. Subway Vigilante would you can get, but the designers have so far Not all “bad game ideas” are actually make a good gag gift. Unfortunately, the only scratched the surface. good. Most of the time, accepted marketing game becomes hypocritical when it suggests wisdom and accepted theories of game that after playing the game the players The Paranoia™ role-playing game from design are very much on target — that’s should have a “Roundtable Discussion” West End Games is in many ways quite how they got accepted in the first place. If about the effects and morality of vigilan- similar to Toon. Like Toon, it has a refresh- everyone hates your pet game idea, they’re tism. This is just as phony as the “psycholo- ingly silly, cartoonish worldview, and en-

40 FEBRUARY 1986 courages anti-rational game play. Paranoia lends itself more easily to an evening’s entertainment than to a prolonged cam- paign. (The character death rate in Para- noia tends to rule out campaign play anyway.) Paranoia also fulfills many of the “bad game idea” criteria: It is silly, tasteless, and outrageous, and it violates nearly every accepted standard of game design. In Para- noia, characters die easily, important infor- mation is deliberately withheld from the players, the adventures are deliberately designed to frustrate and persecute the players, and the gamesmaster cheats. In the hands of another designer, the Paranoia universe might have been treated seriously, and would have been awful. Paranoia is fun because it doesn’t take itself seriously. The Yellow Clearance Black Box Blues (YCBBB) is the second full-length adven- ture module for Paranoia. It is billed as “an excessively devious adventure by John M. Ford, winner of the 1984 World Fantasy Award!” It is possibly the best-written role- playing adventure in the history of the field. The module is filled with delights, from the Experimental Security Computer Ter- minal that becomes a different, escalating practical joke each time it appears, to the sinister Smokey the Bearbot, who attacks the PCs with its shovel, growling “Only you! Only you!” Ford has created a complete and success- ful slapstick comedy. The pie-in-the-face humor is brilliantly handled, and the mod- ule is filled with little touches that had me laughing out loud. When he needs a map for an important mission Outdoors, he provides the following tip: “You are encouraged to actually fabricate the map [of the adventure area]: take a gas- station map (of any location, it doesn’t matter) and work it over, stomping on it, spilling coffee, tearing pieces off, until it looks like it’s been in your glove compart- ment for three hundred years or so. Circle a couple of random locations in red ballpoint, mark a stretch of road with highlighter. If you can stamp it, ‘COMPUTER PROP ERTY — Unauthorized Possession Punish- able by Summary Execution,’ all the better.” The danger in Paranoia, of course, is that the players will be kept in the dark too much for them to have fun. In YCBBB, all the best jokes are for the gamesmaster. The adventure reads better than it plays. With a group that is temperamentally suited for the game, it’s very entertaining until combat begins. But the much-touted “free- style” Paranoia combat system causes play to bog down until the firefight is over, clones are activated, and the mission is allowed to continue. YCBBB is structured in a very linear fashion. The players spend most of the adventure being herded from one funny situation into another. The adventure is designed to keep the PCs on track no matter what. For example, in one section, the PCs are saddled with a “jackobot” that is the only member of the party that knows where

DRAGON 41 to go next. Since the information is classi- Hero™ (Hero Games) believe so. Fantasy game in itself. Fans of Champions who also fied, the jackobot cannot reveal it. The Hero is based on the popular Hero System, play fantasy games may find it to be more. referee is even encouraged to build a depen- initially derived from the Champions™ dency on the jackobot for information and role-playing game. The publishers of Fantasy Hero also guidance, and to lead the players around by There is much to like about the Hero publish Justice, Inc.™, a broad-based pulp the nose for the duration of the mission. System and its fantasy conversion. It was adventure game set in the 1930’s. It is The adventure is structured and paced one of the first game systems to make it an conventional marketing wisdom in the field like a movie, and there is enough entertain- advantage to take character disadvantages, that 1930’s games are not popular, but the ing detail for three modules. It is almost too which promoted PCs that were not look- genre is such a natural for role-playing that much — the climactic chase and its conse- alikes. The modular super-power creation people keep trying. quences are so fulfilling and so complete system allows a wide variety of effects to be Lands of Mystery is a campaign supple- that they make any future Paranoia mod- simulated with relatively simple mechanics. ment for Justice, Inc., and is “approved for ules irrelevant. With YCBBB, Paranoia has When adapted to the range of magical use with Chill™, Call of Cthulhu™, and reached its apotheosis. spells, effects, and items, it works just as Daredevils™. (It is a growing trend among well. Although the magic system does not smaller game publishers to print conver- One of the main problems plaguing the have the consistency of magic in other sions in their products for other game sys- role-playing industry is the proliferation of games (such as the Vancian concept of tems, thereby increasing sales by appealing systems on the market. When the first few magic that shapes both the D&D® and to players of rival games, as well as other role-playing games came out, the field was AD&D® games), it has the advantage of games produced by the same, company.) fresh, and each new system could attract a being whatever each magic-user in the It’s a shame that Lands of Mystery is tied following. But with a glut of games on the campaign wants it to be. to such a small market, because it’s a won- same topics, each new game had to offer Fantasy Hero is a perfect-bound 160-page derful and much-needed guide that provides something truly new and exciting, or be- paperback book, and contains all the basics. practical advice for designing a campaign come “just another role-playing game.” The material is well organized, well written, world and creating a story to go with it. The worst possible topic about which to and well presented. (The cover is amateur- Lands of Mystery is officially a guide to do a new game is heroic fantasy. Not only ish, but a great improvement over Champi- creating a classic “lost worlds romance,” a do the D&D® and AD&D® game systems ons.) The creators emphasize storytelling campaign set in a place hidden away from dominate the market, but games from and role-playing throughout, and encourage the civilized world, discovered by a party of RuneQuest® (Chaosium/ Hill) to players to create backgrounds and a context pulp adventurers, filled with danger, excite- & Sorcery™ (Fantasy Games Un- for the campaign. ment, romance, and the inevitable beautiful limited) to Rolemaster™ (Iron Crown Enter- If Fantasy Hero had come out five years princess. But it is every bit as useful as an prises) have each grabbed their little corner ago, it would have been a major release, but aid in designing a fantasy or science-fiction of the fantasy market. Can yet another today it runs the risk of being lost in the campaign. It provides advice, tips and fantasy role-playing game compete? crowd. I found it most useful as a source- techniques that are almost universally appli- Evidently the publishers of Fantasy book of options and advice rather than as a in creating a campaign environment. The world-design information is well thought-out, complete, informative, and practical. But even more useful is the guide to creating a “novel” set in the campaign world. It shows you how to take a simple theme and build it into a coherent series of episodes leading characters to a goal. Lands of Mystery also advances (for the first time, to my knowledge) the idea that characters should be assigned roles, as in a play or movie, that fit various stereotypes, such as the Strong-Jawed Hero, the Native Princess, the Girl Seeking Her Father, or even the Cynical Pianist. Although this idea seems simple and obvious, it is extremely important, because it makes the job of creating a coherent story around the charac- ters possible. Finally, Lands of Mystery contains a complete campaign, “Zorandar,” which could easily be adapted to a variety of fan- tasy games. Zorandar is an Edgar Rice Burroughs-type environment, set in an alternate dimension linked to Earth. Lands of Mystery is an important product; it is one of the few good guides to creating and running a successful cam- paign. No matter what period you prefer, or what game system you like best, Lands of Mystery is going to be useful.

The proliferation of role-playing systems has reached its zenith with the release of the Midnight at the Well of Souls role-playing system (TAG Industries), based on the novels by Chalker. It may be conven- tional marketing wisdom that “licenses

42 FEBRUARY 1986 sell,” but how many fans of the novels will pre-printed invitations with which to invite games have never succeeded because soap- rush right out and swap this game off the friends, and folders that provide each player fans don’t play games. A soap-opera shelves? with a “spy identity” and secret mission. game is just plain tacky, even outrageous. The game is mediocre in every respect. Missions range from selling secrets to de- But ALL MY CHILDREN is actually a lot The mechanics were state-of-the-art ten fecting to the other side. Each spy begins of fun, even if you aren’t a soap-opera fan. years ago, and the game universe as pre- with a password with which he can identify (A noted game designer from another com- sented in the game has no spark to it. other spies on his own team. By talking and pany was heard talking about how much Whatever atmosphere the books may pos- socializing with the others, each player tries fun he had playing Phoebe.) sess (I have not read them) is not translated to figure out how to perform his mission For one thing, you can commit Dastardly into the game. and then does so. Soap Opera Deeds by playing Goal Cards The Stellar Generation System for creat- The game is similar to various solve-a- such as “Toy with Adam’s Affections,” ing new worlds quickly seems astronomi- murder party games that have become “Seduce Hillary on Her Birthday,” or cally accurate, as far as that goes, but as popular over the past several years, but “Frame Jesse for Murder.” Although the Lands of Mystery so ably demonstrates, with a twist. I’ve always felt that the fun mechanics of the game concentrate on card mere number-crunching, however accurate, part to play in a solve-a-murder party is play, there is a spirit of role-playing the does not a realized campaign environment that of the murderer, because the murderer characters from the show that makes the make. A simple starship combat system is gets to lie and cheat and try to confuse game quite lively. primitive and spiritless. The introductory people, while the other participants have to The ALL MY CHILDREN game has adventure, about the hazards faced by a play it straight. But in SPY RING, every- been mentioned in TV Guide, and the mining party, is tedious both to read and to body’s got a secret, so everyone gets to lie premier of the game (attended by the TV play. It does nothing beyond introducing and cheat and obfuscate. stars) was shown on Entertainment Tonight. the game systems. PARTYZONE is a new approach to role- It seems to be catching on, deservedly so. playing; with no dice, no combat system, TSR, Inc., has branched out from its and no pretend violence. Like many of the Bad game ideas reflect the willingness on role-playing roots with a new line of family “bad ideas,” it is stretching the limits of the the part of designers and companies to take board games: the SIROCCO™ game, a field by trying something new, different, risks in hopes of creating a fun game or a military boardgame; the CROSSCHECK™ and a little radical. surprise hit. In that sense, bad game ideas game, a crossword-puzzle game; a line of are what the field is all about. Of course, a PARTYZONE™ themed party games; and It may seem like a bad idea to even men- solid, traditional game, thoroughly designed finally the ALL MY CHILDREN™ game, tion the ALL MY CHILDREN™ game in a and developed, fitting into a clear market- based on the popular soap opera. The latter magazine for serious role-players, but no ing niche, is terribly important. A budding two games easily qualify as “bad ideas.” discussion of current “bad game ideas” young designer is well advised to start by The SPY RING™ Scenario, by David would be complete without it. learning how to design good traditional “Zeb” Cook, is the first PARTYZONE ALL MY CHILDREN is a “bad idea” games. But taking risks and pursuing game to be published. The game contains from the word go. Historically, soap-opera “bad” ideas is what makes the field grow.

D RAGON 43 44 FEBRUARY 1986 A plethora of paladins Alignment is everything to these seven NPCs by Christopher Wood

Editor’s introduction Night covered him as he rode through the forest, and he shivered at This article was received and accepted prior to the publication of the realization that darkness was the element of his enemy. the Unearthed Arcana volume, in which paladins were made a Aan felt his bold mount beneath him. The warhorse had served subclass of the cavalier. Thus, the article presents these variant him well in his years of service to the church, hard years of the serv- paladin “subclasses” as subclasses of the fighter. Of course, these ice that only a paladin can give. He rode now in that service, toward classes may be treated as separate from true paladins, since the the stronghold of Gulgazh the shadowed, the chaotic, the anti- article makes “paladin” a generic term for any holy warrior who paladin. Swords would be bloodied before the sun rose again. . . . promotes the causes of his or her alignment. Anti-paladins were dealt with in the article, “The Anti-Paladin,” The struggle is as ancient as life itself. The two vastly diverging reprinted from DRAGON® issue #39 in the Best of DRAGON alignments, lawful good and chaotic evil, represent the truest of Magazine, Volume 2. Use of these classes as player characters is not convictions. They are the extremes. recommended, as they have not been playtested for balance and But extremes are always facets of a greater whole, and without the tend to duplicate powers from existing classes. middle, the extremes represent nothing. Paladins and anti-paladins such as Aan and Gulgazh are the extremes of a spectrum of holy Through breaks in the dense foliage overhead, Aan could see the fighters. Until now, there was no greater whole. moon, full and imposing, burned deep orange by the falling sun. This article offers the concept of the whole. Paladins — holy fight-

Character Classes Table I: Hit dice, spell ability, and class level limit

Class of Hit dice Maximum Spell Class character (alignment) type hit dice ability level limit Myrikhan (NG) d6+3 9 yes (6) none Garath (CG) d8 9 yes (8) none Lyan (LN) d12 15 yes (3) none Paramander (N) d8 + 1 9 yes (8) none Fantra (CN) d10 10 yes (1) none Illrigger (LE) d10 11 yes (5) none Arrikhan (NE) d8+1 9 yes (7) none Note: The number in parentheses under “spell ability” shows the level at which spell ability is gained.

Character Classes Table II: Armor and weapons permitted

Class of character Armor Shield Weapons Oil Poison Myrikhan C any any yes never Garath any any any yes never Lyan any any any yes never Paramander any any any yes never Fantra C wooden any yes never Illrigger any any any yes yes Arrikhan any any any yes yes Note: An entry of C under “armor” indicates that the class may use any armor up to the quality of chainmail, but will use nothing heavier or bulkier.

Character Classes Table III: Character ability limits

Character Ability score minimums/maximums class STR INT WIS DEX CON CHA Myrikhan 8/18(00) 12/pr 13/pr 9/18 8/18 10/18 Garath 9/18(00) 10/18 12/pr 8/18 8/18 13/pr Lyan 12/pr 7/16 12/pr 9/16 12/pr 7/16 Paramander 10/18(00) 14/pr 10/16 9/18 8/18 8/18 Fantra 11/18(00) 9/18 13/pr 10/18 11/18 9/18 Illrigger 9/18(00) 13/pr 12/pr 9/18 10/18 7/18 Arrikhan 10/18(00) 9/18 13/pr 9/18 10/18 6/15 Note: Ability minimums are to the left of the slash, and maximums are to the right. An entry of “pr” indicates that the score is a prime requisite with a maximum that can be higher than 18.

D RAGON 45 ers— can be of any alignment. Players cannot use paladins other 9th level and above, a myrikhan with sufficient funds can build a than the lawful good ones, but NPCs may be encountered who are fortress or church stronghold, thus attracting followers. Because of every other sort. myrikhans are agents of a church, any established base will be an Seven new NPC character classes follow: the Myrikhan, the extension of that church — a myrikhan always serves under a high Garath, the Lyan, the Paramander, the Fantra, the Illrigger, and the priest. Myrikhan Table III shows the type of followers attracted by Arrikhan. All are holy fighters of deep alignment convictions and the myrikhan. should be played as such. Alignments, the entire basis of these pala- The special abilities of a myrikhan are: din classes, must be played to the hilt. Punishment for deviations 1. Detection of evil within a 100’ radius, revealing only the gen- should be severe. eral direction and requiring unbroken concentration. A distinction must be made here. Like the word “level” in the 2. Saving throw bonuses against evil magic at +1 for each three AD&D® game, “paladin” now takes on more than one meaning. levels the myrikhan has ( +1 at 1st through 3rd level, +2 at 4th The first denotes the lawful good human player character as de- through 6th level, etc.). Evil magic includes any spells cast by evil scribed in the rules; the second denotes a holy fighter of any align- NPCs or monsters, and any effects of magic items that are intrinsi- ment (including those characters who might be called anti-paladins). cally evil or that are used by evil beings. All paladins (second meaning) are fighter subclasses and use the 3. Turning of undead as a cleric of equal level, including creatures attack and saving-throw matrices for fighters. These paladin types of the lower (evil) planes. are also exclusively human. 4. Spell use at 6th level and above. Myrikhan Table II shows the number and level of such spells. 5. Hit and damage bonuses of +1 per level when fighting larger- Weapon proficiency table than-man-sized giants and humanoids, similar to a ranger’s anti- humanoid combat ability Initial Non- 6. At 4th level, a symbol of power received from the church. A Character number of proficiency Added proficiency suede collar that ties at the rear and is removed only in emergencies class weapons penalty in weapons/level carries the precious metal symbol, unique to the character, that gives Myrikhan 2* -3 1/4 levels the myrikhan protection from evil as long as he wears it. The collar Garath 5 -1 1/2 levels and symbol are worth 50-500 gp. Lyan 4 -2 1/3 levels 7. A 10% chance per level to identify plants and animals, auto- Paramander 2 -3 1/3 levels matic at 10th level and above. Fantra 3 -2 1/3 levels 8. Hit and damage bonuses of +1 for each three levels ( +1 at 1st Illrigger 3 -2 1/2 levels through 3rd level, +2 at 4th through 6th, etc.) with a favorite Arrikhan 2 -3 1/2 levels weapon. At 1st level, the myrikhan designates a certain type of *— One of the myrikhan’s initial weapons is a “favorite weapon” weapon (bastard sword, quarterstaff, morning star, etc.) as a favorite (see the text for details). weapon and receives the bonuses for any weapon of that type. The strictures of a myrikhan are: 1. Forbidden retention of wealth. The church pays personal ex- Attacks per melee round table penses from a limited fund for each myrikhan. Treasure goes imme- diately to the church. The myrikhan keeps single items (one sword, Character Levels for attacks per round of: one ring, one staff, etc.) and no more. class l/l 3/2 2/1 5/2 3/1 2. Speaking his deity’s name only on consecrated ground, prayers Myrikhan 1-6 7-12 13 & up — — and godcalls notwithstanding. Deviations incur serious punishment Garath 1-6 7-12 13 & up — — and require atonement and meditation. Lyan 1-7 8-14 13 & up — — Paramander 1-5 6-10 11-15 16-20 21 & up Myrikhan Table I Fantra 1-7 8-14 15-21 22 & up — Illrigger 1-6 7-12 13 & up — — Experience Experience Arrikhan 1-7 8-14 15 & up — — points level Hit points Level title 0— 2,500 1 d6+3 Godseye 2,501— 5,500 2 2d6+6 Godsarm THE MYRIKHAN 5,501— 12,000 3 3d6+9 Godsheart The neutral good myrikhan, whose name in the original Creation 12,001— 25,000 4 4d6+ 12 Myrikhan Argots means “godservant,” is primarily a field agent of a good 25,001— 60,000 5 5d6 + 15 Myrikhan church, the one on whom quests fall. Myrikhans usually (95%) 60,001— 130,000 6 6d6+18 Myrikhan travel alone, although they sometimes accompany others with a 130,001— 230,000 7 7d6+21 Myrikhan similar goal. They are rarely seen in the company of other 230,001— 350,000 8 8d6 + 24 Myrikhan myrikhans, and in a group are almost certainly abiding at the 350,001— 700,000 9 9d6 + 27 Myrikhan church until their next mission. Myrikhans live for good deeds. 700,001— 1,050,000 10 9d6 + 30 Myrikhan Should a myrikhan ever commit an evil deed, his church will excom- 1,050,001— 1,400,000 11 9d6 + 33 Myrikhan municate him and he will become forevermore a normal fighter. Myrikhans gain one level per 350,000 experience points above 8th Myrikhans favor leather armor and chain vests, sometimes aug- level. menting this protection with great helms or shields. They spend Myrikhans gain 3 hit points per level above 9th level. much time outdoors and usually wear furs to protect themselves from cold. Utility is the heart of their wardrobe, a combination of efficiency and minimal encumbrance. Their most common mount is Myrikhan Table II: Spells usable by experience level a pony or light warhorse. Their few weapons are usually a favorite and only one or two others. Myrikhan Cleric spell level Druid spell level Wisdom and intelligence are the prime requisites of the myrikhan. level 1 2 3 4 1 2 3 A score of 16 or greater in one of these abilities adds 10% to earned 6 1 — — — — — — experience, and scores of 16 or greater in both abilities add 15%. 7 2 — — — — — — Myrikhans receive spell bonuses and chances of spell failure accord- 8 2 l—— — — — ing to their wisdom scores as clerics do (see the Players Handbook, 9 22—— ——— p. 11, Wisdom Table II: Adjustments for Clerics). 10 2 2 1 — ——— Myrikhans use any magic items usable by fighters or clerics. At 11 3 2 1 — ———

46 FEBRUARY 1986 Myrikhan Table II continued Myrikhan Table III: Followers

Myrikhan Cleric spell level Druid spell level Dice roll Type of follower level 1 2 34 1 23 01-03 1-4 clerics of 5th-8th level 12 33 1 — 1 — — 04-07 2-8 clerics of 3rd-6th level 13 4 3 2 — 2 —— 08-12 2-16 clerics of 2nd-5th level 14 4 321 2 1 — 13-18 2-20 clerics of 1st-3rd level 15 532 1 2 1 — 19-21 1-4 cloistered clerics1 of 1st-4th level 16 5 4 32 3 2 1 22-24 1-4 fighters of 5th-8th level 17 5533 3 2 1 25-28 2-8 fighters of 3rd-6th level 18 5544 3 32 29-33 2-16 fighters of 2nd-5th level 19* 5555 333 34-38 2-20 fighters of 2nd-5th level *— Maximum spell-casting ability. 39-41 1 ranger of 1st-4th level 42-45 1 myrikhan of 1st-4th level Myrikhans acquire and cast cleric spells and druid spells in the 46-52 4-40 men-at-arms, 1-6 hp each same way that clerics and druids do, by meditation and prayer. 53 11-30 aarakocra (one tribe) Myrikhans can cast all cleric spells but only certain druid spells. The 54 1-2 magic-users of 5th-8th level myrikhan druid spell list shows the limited druid spells available to 55 2-5 magic-users of 3rd-6th level myrikhans. The spells are numbered from 1 to 8, to allow for ran- 56 3-6 magic-users of 2nd-5th level dom die rolls in determining what spells an NPC might possess. 57 2-8 magic-users of 1st-3rd level 58 1-4 illusionists of 1st-4th level 59-66 1-10 unskilled persons, 1-6 hp each 67 1 healer of 1st-4th level Myrikhan druid spell list 68-69 1-3 experienced cooks, 1-4 hp each 70-71 1 smith2 of 1st-6th level Number 1st level 2nd level 3rd level 72-73 1-4 carpenters of 1-6 hp each 1 Detect snares Barkskin Call lightning 74-76 1-4 farmers of 1-4 hp each, plus their families & pits (one mate and 1-4 children of 1-3 hp each 2 En tangle Charm person Cure disease per farmer) or mammal 77-78 1 tailor of 1-4 hp 3 Faerie fire Create water Fire purge* 79-80 1-3 miners of 2-5 hp each 3 4 Invis. to animals Fire trap Neutralize poison 81-82 1-3 scribes of 1st-4th level 5 Locate animals Heat metal Protection from fire 83-85 1-3 stablemen of 1-4 hp each 6 Pass without trace Locate plants Pyrotechnics 86-88 1-4 chambermaids of 1-2 hp each 7 Predict weather Obscurement Summon insects 89-91 1 maid/manservant of 1-4 hp 8 Purify water Produce flame Water breathing 92 1 baku 93 1 dragon horse (mount) Unless otherwise indicated, all spells in the myrikhan druid spell 94 1-4 firbolg giants list correspond to the druid spell of the same name and level. The 95 1 itinerant grim spell marked with an asterisk is a special spell available only to the 96 1 moon dog myrikhan class, described below: 97 5-20 pech plus females and young 98 1 pseudodragon 99 1-4 NPCs of any neutral good class or subclass 00 DM’s choice Fire Purge (Evocation) 1 — Cloistered clerics are described in Best of DRAGON Maga- Level: 3 zine, Volume 4, p. 7. Range: 0 2 — Smiths are described in Best of DRAGON Magazine, Vol- Duration: 1 hour per level of caster above 15th ume 4, p. 26. Area of effect: Radius of 600’ per level of caster above 15th 3 — Scribes are described in Best of DRAGON Magazine, Vol- Components: V,S,M ume 4, p. 23. Casting Time: 5 rounds Note: Followers are nearly always (90%) human, but may be of Saving Throw: None other races if the campaign allows. Explanation/Description: Fire purge opens a temporary portal to the magical fire in the heart of the caster’s god. A purging flame seeps from the caster at a rate of 10’ per round, subjecting items (if needed) and creatures to intense holy fire. All items in the spell’s area of Race of follower Roll d20: 1-3 = elf; 4-5 = half-elf; 6-8 = gnome; 9-11 = human; 12- effect must make saving throws vs. magical fire or be destroyed. All 18 = same race as the myrikhan; 19-20 = halfling. creatures in the area of effect must make a saving throw vs. spell or suffer 1-4 points of fire damage per round, until they leave the area of effect or extinguish the fire. Anything hostile to the god makes the saving throw at -3 and suffers double damage from the fire. Protec- When a base has been established, the DM rolls to determine the tion from fire adds +1 to the saving throw. type of followers attracted and, if necessary, the race of the followers. The body of the caster becomes immobile and intangible for the Each time the myrikhan gains a level (or accumulates enough expe- duration of the spell, a necessary self-defense against the fire. Dur- rience points to gain a level after reaching his level limit), roll again. ing this period of intangibility, the caster loses awareness of his sur- All followers of a myrikhan are neutral good. roundings and has a 1% chance per level of having a holy vision (a For example, an 11th-level myrikhan builds a church fortress and side effect of exposure to the deepest powers of his god). After the attracts followers. The DM determines that 2-16 clerics of 2nd-5th spell ceases to function, everything in the area of effect except the level are attracted. Additional rolls define them as a 4th-level half- items that made their saving throws will be smoldering ashes. The elven cleric, two gnomish clerics of 4th and 3rd level, and two 2nd- spell is often used to consecrate church ground or exorcise demons level elven clerics. When the myrikhan reaches 12th level, the DM from possessed areas. Dispel magic eliminates the fire and cancels will roll again to determine additional followers — perhaps a pair of the spell. Extension and permanency have no effect. elven chambermaids or a dragon horse.

D RAGON 47 THE GARATH Garath Table II: Spells usable by experience level Garaths are chaotic good church guardians. They primarily de- fend their churches, no matter what the method or cost; often guard- Garath Cleric spell level ing church journeys or . Devout church members, garaths level 1 2 3 4 adhere to their god’s strictures with absolute conviction. If a garath 8 1 — — — ever breaks a church rule, he loses his garath church rank and abili- 9 2 l—— ties and becomes forevermore a normal fighter. 10 22—— Garaths pride themselves on finely crafted and exquisitely detailed 11 3 2 1 — clothes, weapons, and armor. Plate mail is the most common garath 12 3 2 2 — protection, always embellished with church symbols and holy script. 13 3 3 2 1 Wisdom and charisma (a factor of devotion for garaths) are the 14 3 3 3 2 prime requisites of the garath. A score of 16 or greater in one of 15* 3 3 3 3 these abilities adds 10% to earned experience, and scores of 16 or *— Maximum spell-casting ability. greater in both abilities add 15%. Garaths receive spell bonuses and chances of spell failure according to their wisdom scores as clerics do Garaths acquire and cast spells in the same way that a cleric does, (see Players Handbook p. 11, Wisdom Table II). by meditation and prayer. Garaths use any magic items usable by fighters or clerics. Normal followers are those found in the church as lower-level garaths, for a Garath Table III: Followers garath’s level determines his church rank. At 7th level, the church appoints two 1st-level fighters of the same race as personal guardians Dice roll Type of follower to the garath. Check for other followers at each new level using a 01-20 1-4 clerics of 1st level 5% chance per level beginning with 2nd level of a follower joining 21-30 1-2 clerics of 2nd level the garath (5% at 2nd level, 10% at 3rd, etc.). If a follower is indi- 31-56 1-6 0-level men-at-arms of 1-6 hp each cated, roll once on Garath Table III to determine the type of fol- 57-76 1-4 fighters of 1st level lower. Garaths never build strongholds. 77-86 1-2 fighters of 2nd level The special abilities of a garath are: 87-91 1 scribe2 of 1st-3rd level 1. Detection of evil within a 100’ radius, revealing only the gen- 92-96 1 cloistered cleric1 of 1st-2nd level eral direction of the evil source and requiring total concentration. 97 1 pegasus (mount) 2. Saving throw bonuses against evil magic at +1 for each three 98 1 faerie dragon levels the garath possesses ( +1 at 1st through 3rd level, +2 at 4th 99 1-3 NPCs of any chaotic good-aligned class through 6th level, etc.). Evil magic includes any spells cast by evil or subclass NPCs or monsters, and any effects of magic items that are intrinsi- 00 DM’s choice cally evil or that are used by evil beings. 1 — Cloistered clerics are described in Best of DRAGON Maga- 3. Protection from devils beginning at 5th level, including all zine, Volume 4, p. 7. lawful evil creatures from the lower planes. 2 — Scribes are described in Best of DRAGON Magazine, Vol- 4. Spell use at 8th level and above. Garath Table II shows the ume 4, p. 23. number and level of such spells. Note: Most followers of a garath are human (80%), but elves and 5. The ability to use all holy swords (of chaotic good alignment) as half-elves are often seen with them. paladins do. 6. Good welcome from any allied chaotic good church. A garath Each time the garath gains a level (or accumulates enough experi- abuses this only at the risk of deviating from his alignment. ence points to gain a level after reaching his level limit), the chance 7. Hit and damage bonuses of +1 for each 4 levels of experience of a follower increases by 5% (5% at 2nd level, 10% at 3rd, etc.). ( +1 at 1st through 4th level, +2 at 5th through 8th, etc.) with any The DM rolls to determine the type of follower and, if necessary, the weapon, due to their fierce fighting ability and devotion. race of the follower. All followers of a garath are chaotic good. 8. Two bodyguards appointed at 7th level. These two 1st-level fighters, of the same race as the garath, progress in level as normal NPCs and will serve unto death. The church will not replace killed THE LYAN bodyguards. The lawful neutral lyan functions more as a cleric than a fighter, The strictures of a garath are: for his church consists only of other lyans (no acolytes, clerics, 1. Forbidden retention of wealth. Garaths keep non-monetary priests, etc.). The subclass name and its level titles derive from the treasure if desired; otherwise, they give it to the church. ancient names for the ascending floors of the Arbiter’s Edifice, a 2. Use of force only against non-good-aligned individuals, except massive tower of in which the Arbiter lived and ruled. Lyans for self-defense or church defense. call their god the Arbiter despite his true name, which is often held 3. Employment of only good-aligned individuals, except for sacrosanct and reserved for the most solemn church rituals. (Many church defense. believe that the Arbiter is actually Primus, ruler of Nirvana.) Lyans believe that, after death, their souls travel to the Edifice Prime (Nir- Garath Table I vana), a celestial reconstruction of the original mythical tower, and Experience Experience serve the Arbiter thereafter. A lyan devotes himself to law and its points level Hit points Level title promotion, and should he ever commit a chaotic act with other 0— 2,400 1 d8 courses available, he loses his status in excommunication and be- 2,401— 5,000 2 2d8 Defender comes forevermore a normal fighter. 5,001— 11,500 3 3d8 Although the rules of the edificial churches (the term for any 11,501— 22,000 4 4d8 Keeper lyan’s church) forbid armor or weapons on consecrated ground, 22,001— 47,500 5 5d8 Lord’s Shield elsewhere lyans wear any type of armor desired, usually leather or 47,501— 100,500 6 6d8 Garath Aspirant studded leather reinforced by a breastplate and gauntlets (which in 100,501— 190,000 7 7d8 Garath no way hinder their somatic spell-casting actions). Their mounts are 190,001— 320,000 8 8d8 Garath the largest and strongest of their type, their weapons the most fierce, 320,001— 640,000 9 9d8 Garath their methods the most efficient and unforgiving in dealing with the 640,001— 960,000 18 9d8+2 Garath dangerous forces of chaos. 960,001— 1,280,000 11 9d8+4 Garath Wisdom, strength, and constitution are the prime requisites of a Garaths gain one level per 320,000 exp. pts. above 8th level. lyan. A total of 45 or more in those abilities adds 10% to earned Garaths gain 2 hp per level above 9th level. experience, and a total of 51 or more adds 15%. Lyans receive spell

48 FEBRUARY 1986 bonuses and chances of spell failure according to their wisdom scores Lyans have the unique ability of acquiring and casting either as clerics do (see Players Handbook, p. 11, Wisdom Table II: Ad- cleric or magic-user spells from prayer and meditation. For example, justments for Clerics). Lyans can use any magic items. a 6th-level lyan can cast two 1st-level spells. He might choose two At 10th level, a lyan can construct his own edificial church, thus cleric spells, a cleric spell and a magic-user spell, or two magic-user attracting followers. Lyan Table III shows the type of followers spells. Lyans use no spellbooks of any type; their power comes di- possible. rectly from deities and divine beings. Lyans learn spells from the The special abilities of a lyan are: magic-user spell list as cleric spells. 1. Detection of chaos at 20’ per level to a maximum range of 400’ (at 20th level). (This benefit corresponds to the abilities of detection of good or evil.) The lyan can determine the type of chaos (good, neutral, or evil) after two rounds of concentration. Lyan Table III: Followers 2. Saving throw bonuses against chaotic magic at +1 for each three levels ( +1 at 1st through 3rd level, +2 at 4th through 6th Dice roll Type of follower level, etc.). Chaotic magic includes any spells cast by chaotic NPCs 01-02 1-4 fighters of 5th-8th level or monsters and any effects of magic items that are intrinsically 03-05 2-8 fighters of 3rd-6th level chaotic or that are used by chaotic beings. 06-09 2-16 fighters of 2nd-5th level 3. Spell use at 3rd level and above. Lyan Table II shows the num- 10-14 2-20 fighters of 1st-34d level ber and level of such spells. 15-21 4-40 0-level men-at-arms of 1-6 hp each 4. Hit and damage bonuses of +1 per level when fighting any 22-24 3-6 magic-users of 2nd-5th level chaotic creatures, of either good, neutral, or evil nature. 25-28 2-8 magic-users of 1st-3rd level The lyan has no strictures other than the rules of his edificial 29-30 1-4 illusionists of 1st-4th level church. When and if he forms his own, he determines his own rules, 31-32 1-2 assassins of 4th-6th level which must roughly correspond to the Arbiter’s standards. 33-35 1-4 assassins of 2nd-4th level 36-40 2-8 assassins of 1st-3rd level 41-42 1-3 thieves of 4th-8th level 43-45 1-6 thieves of 2nd-5th level Lyan Table I 46-49 2-12 thieves of 1st-4th level 50-55 2-20 thieves of 1st-2nd level Experience Experience 56-61 1-12 unskilled persons of 1-6 hp each points level Hit points Level title 62-66 1-12 unskilled persons of 1-4 hp each 0— 5,000 1 d12 Foyar 67-69 1-12 unskilled persons of 1-8 hp each 5,001— 10,000 2 2d12 jiFoyar 70-71 1-3 experienced cooks of 1-4 hp each 1 10,001— 25,000 3 3d12 1st Hael 72-73 1 smith of 1st-6th level 25,001— 50,000 4 4d12 2nd Hael 74-75 1-4 carpenters of 1-6 hp each 50,001— 100,000 5 5d12 3rd Hael 76-78 1-4 farmers of 1-4 hp each and their families 100,001— 250,000 6 6d12 4th Hael (one mate and 1-4 children of 1-3 hp each 250,001— 500,000 7 7d12 5th Hael per farmer) 500,001—1,000,000 8 8d12 6th Hael 79-80 1 tailor of 1-4 hp 1,000,001—1,500,000 9 9d12 jiHae1 81-82 1-3 miners of 2-5 hp each 2 1,500,001—2,000,000 10 10d12 Lyan 83-85 1-3 scribes of 1st-4th level 2,000,001—2,500,000 11 11d12 Lyan 86-88 1-3 stablemen of 1-4 hp each 2,500,001—3,000,000 12 12d12 Lyan 89-91 1-4 chambermaids of 1-2 hp each 3,000,001—3,500,000 13 13d12 Lyan 92-94 1 maid/manservant of 1-4 hp 3,500,001—4,000,000 14 14d12 Lyan 95 1 pride of wemics 4,000,001—4,500,000 15 15d12 Lyan 96-99 1-4 NPCs of any lawful neutral class 4,500,001—5,000,000 16 15d12 + 5 Lyan or subclass 5,000,001—5,500,000 17 15d12 +10 Lyan 00 DM’s choice Lyans gain one level per 500,000 exp. pts. above 7th level. 1 — Smiths are described in Best of DRAGON Magazine, Vol- Lyans gain 5 hit points per level above 15th level. ume 4, p. 26. 2 — Scribes are described in Best of DRAGON Magazine, Vol- ume 4, p. 23.

Lyan Table II: Spells usable by experience level Race of followers (if needed) Roll d20: 1 = elf (30%) or half-elf (70%); 2-5 = dwarf; 6- Lyan Cleric or magic-user spell level 8 = gnome; 9-10 = human; 11-14 = same race as the lyan; 15- level 1 2 3 4 17 = half-; 18-20 = halfling. 3 1 — — — 4 1 — — — 5 1 — — — When the lyan establishes an edificial church, the DM rolls to 6 2 — — — determine the type of followers and, if necessary, the race of the 7 2 — — — followers. Each time the lyan gains a level (or accumulates enough 8 2 l—— experience points to gain a level after reaching his level limit), roll 9 21—— again. (Example: A 9th-level lyan builds an edificial church and 10 2 l—— attracts followers. The DM determines that 1-3 thieves of 4th-8th 11 22—— level are attracted. Additional rolls define them as a 6th-level human 12 3 2 1 — thief and a 4th-level half-orc thief. When the lyan reaches 10th level, 13 3 2 1 1 the DM will roll again to determine additional followers — perhaps 14 4 2 2 1 an illusionist or an assassin.) All followers of a lyan are lawful neu- 15 4 3 2 2 tral in alignment. 16 5 4 3 2 17* 6 5 4 3 *— Maximum spell-casting ability.

D RAGON 49 THE PARAMANDER Paremandyrs and paramanders have equal benefits and strictures, The true neutral paramander’s name means “one beside the and they use the same tables. They cast the same spells and follow world,” an allusion to the position of their god after he created and the same rituals of apprenticeship. balanced the universe. A paramander seeks to maintain that bal- ance, often by manipulating (and, when necessary, destroying) high- powered beings of deep alignment convictions (e.g., paladins and Paramander Table I anti-paladins) or by aiding weak opponents of those beings. Any deed of outright good, evil, law, or chaos, performed without a Experience Experience previously determined balancing effect on the world’s structure, points level Hit points Level title causes him to become forevermore a normal fighter. The paraman- 0— 1,172 0 2hp* Apprentice der must justify every action in the interests of pure neutrality. 1,173— 2,344 1 d8 + 1 Symmeter Initial Paramanders favor subdued design in armor and weapons. Ar- 2,345— 4,688 2 2d8+2 Symmeter Medial mor, though unrestricted, is usually leather or studded leather and, 4,689— 9,375 3 3d8+3 Symmeter Final like paramanders’ shields, bears little or no decoration. Paraman- 9,376— 18,750 4 4d8+4 Fulcrum ders ride light horses or ponies, mostly gray or brown. Weapons 18,751— 37,500 5 5d8+5 Balancer tend toward simplicity (swords, staves, etc.); no missile weapons are 37,501— 75,000 6 6d8+6 Libra Charge used. Initial Intelligence is the prime requisite of a paramander. A score of 16 75,001— 150,000 7 7d8+7 Libra Charge adds 10% to earned experience, a score of 17 adds 15%, and a score Medial of 18 or greater adds 20%. Paramanders have chances to know 150,001— 300,000 8 8d8+8 Libra Charge listed spells and minimum and maximum spells per level as magic- Final users do (see Players Handbook p. 10, Intelligence Table II: Ability 300,001— 600,000 9 9d8 +9 Paramander for Magic-users). 600,001— 900,000 10 9d8+12 Paramander Paramanders have no followers. Instead, at 9th level or above, 900,001—1,200,000 11 9d8+15 Paramander they take on an apprentice, training him in the ways of balance and *— 0-level apprentices have 2 hp, replaced at 1st level by d8 + 1. neutrality. The apprentice, a normal 0-level fighter with 2 hp, be- Paramanders gain one level per 300,000 experience points above comes a 1st-level paramander after achieving 1,172 experience 11th level. points (see Paramander Table I) in the service and under the guid- Paramanders gain 3 hit points per level above 11th level. ance of his magister (master). A hit-dice value of d8 + 1 per level replaces his 2 hp, and the new paramander leaves his magister’s service. Paramander Table II: Spells usable by experience level A paramander can train any number of apprentices, one at a time. commonly gives to his apprentice a favorite Paramander Paramandic spell level weapon or other item, perhaps something that his old magister gave level 1 2 3 4 5 to him upon completion of his own apprenticeship. 8 1 — — — — The special abilities of a paramander are: 9 2 —. — — — 1. Detection of good or evil within a 50’ radius. At 3rd level and 10 2 1——— above, the paramander can determine the. exact nature of the good 11 2 2 — — — or evil (lawful, neutral, or chaotic) with minimal concentration. 12 3 2 l —— 2. Immunity to diseases of all types, including diseases caught 13 322—— from monsters, such as mummies, lycanthropes, and so forth. This 14 4 3 2 1 — includes diseaselike attacks from monsters like green slime. 15 4 3 2 2 — 3. Saving throws against non-neutral-aligned magic at +2 for 16* 5 4 3 2 1 each five levels ( +2 at 1st through 5th levels, +4 at 6th through *— Maximum spell-casting ability. 10th levels, etc.) and against half-neutral-aligned magic at +1 for each five levels ( +1 at 1st through 5th levels, +2 at 6th through Paramanders have a unique spell list. They acquire and cast spells 10th levels, etc.). Non-neutral alignments consist of lawful good, in the same way that a magic-user does, by use of spellbooks. A lawful evil, chaotic good, and chaotic evil. Half-neutral alignments paramander must learn spell use from a spell-magister of at least consist of lawful neutral, neutral good, neutral evil, and chaotic 16th level. Until then, the paramander cannot advance above 8th neutral. Aligned magic includes any spells cast by NPCs or monsters level. The secondary apprenticeship is similar to a magic-user’s of a specific alignment and any magic items that are intrinsically of a apprenticeship before 1st level (see the Dungeon Masters Guide, specific alignment or that are used by beings of a specific alignment. p. 39). The spell-magister commonly makes a gift of a 1st-level 4. Spell use at 8th level and above. Paramander Table II shows paramandic spellbook including the spell read paramandic magic the number and level of such spells. and two to five others, depending on the worthiness of the student. 5. The use of certain thief functions at a level equal to half that of Paramanders have no knowledge of cantrips. the paramander (1st-level ability at 1st and 2nd level, 2nd-level ability at 3rd and 4th level, etc.). The functions include open locks, Paramandic spell list find/remove traps, move silently, hide in shadows, and hear noise. Racial adjustments do not apply. Number 1st level 2nd level The forbidden accumulation of wealth is the only stricture of a 1 Affect normal fires Audible glamer paramander, as they have no use for wealth other than as expendi- 2 Burning hands Continual light tures in the line of duty Hoarding treasure rarely affects the balance 3 Detect magic Detect invisibility of the world. 4 Erase In visibility 5 Feather fall Know alignment (c) The Paremandyr 6 Hold portal Levitate A rare and horrible creature, the paremandyr is an insane cousin 7 Identify Locate object to the paramander, a mobile and intelligent death-dealer. The two 8 Light Magic mouth are identical in every way but one: The paramander strives to create 9 Message Phantasmal force (3) balance by molding the powerful forces of aligned convictions, 10 Read paramandic magic (p) Scare whereas the paremandyr strives to destroy these forces, believing 11 Shocking grasp Strength that in oblivion there is perfect balance. The paremandyr leaves a 12 Write Wizard lock sigil on his victims, a unique sign that identifies the death’s origin.

50 FEBRUARY 1986 Number 3rd level 4th level 5th level unaffected by the spell. Extension and permanency have no effect. 1 Clairaudience Charm monster Azure flame (p) Dispel magic eliminates the effects of the spell. 2 Clairvoyance Charm person (1) Conjure elemental 3 Dispel magic Confusion Contact other Spelltrap (Alteration) plane Level: 4 4 Dispel good/evil Dimension door Enchanted mirrors Range: Special (c4) (p) Duration: Indefinite (5 rounds) 5 Explosive runes Extension I Magic jar Area of effect: Special 6 Fireball Fear Polymorph other Components: V,S (4) Casting Time: 6 segments + special 7 Fly Guards & wards Question ball (p) Saving Throw: None (6) Explanation/Description: Spelltrap creates a special environment 8 Gust of wind Loyalty (p) Slow mutation (p) capable of accepting another spell and delaying its effects. When the 9 Lightning bolt Polymorph self caster casts a spelltrap on a small immobile object such as a book or 10 Cache (p) Spelltrap (p) a weapon, a magic receptacle saturates the item. The caster can then place another spell within that receptacle (adjust the casting time Unless otherwise indicated, all paramander spells correspond to accordingly). When the item is moved or probed (by detect magic, the magic-user spell of the same name and level. A number after a etc.), the spelltrap disappears and the second spell takes effect, just spell indicates that it is normally of a level different from that at as if the item on which the spelltrap was placed had cast the spell at which a paramander learns the spell. A letter after the spell indicates a level equal to the caster of the second spell. that the spell normally belongs to a class other than the magic-user The spelltrap will fade in 5 rounds if another spell is not placed in (c = cleric, p = special paramander spell). New spell definitions it. If someone casts dispel magic on the spelltrap, it is 75% likely follow, in the format of the Players Handbook. that the second spell will be eliminated, leaving the spelltrap empty (and fading) and ready to receive another spell; otherwise, dispel Read Paramandic Magic (Divination) Reversible magic will eliminate the spelltrap, releasing the effects of the second Level: 1 spell and exploding the item on which it was placed, causing 2-12 Range: 0 points of damage to all within a 20’ radius. Only the following spells Duration: 3 rounds +1 round/level can be placed in a spelltrap (others will have no effect, as if they had Area of effect: Special not been cast at all): light (on the same item as the spelltrap), mes- Components: V,M sage*, audible glamer, magic mouth, scare, fireball*, gust of wind*, Casting Time: 2 segments lightning bolt*, confusion, fear, polymorph other*, conjure elemen- Saving Throw: None tal, azure flame, guards and wards, slow mutation (dweomer placed Explanation/Description: This spell allows a paramander to read on same item as the spelltrap). Spells marked with an asterisk are the complex, guttural language used in paramandic magic. With the released from the spelltrap in a random direction. If the spelltrap is exception of these parameters and the material components of a moved or probed in any way before a second spell is placed inside, it pinch of bone and a silk string, the spell is essentially identical to the vanishes. Only the use of a gem of seeing can detect a spelltrap. 1st-level magic-user spell read magic. Azure Flame (Alteration) Cache (Alteration) Level: 5 Level: 3 Range: 5” Range: Touch Duration: Special Duration: 1 hour/level Area of effect: 2” radius Area of effect: One item Components: V,S,M Components: V,S Casting Time: 6 segments Casting Time: 2 segments Saving Throw: Neg. Saving Throw: None Explanation/Description: The azure flame spell causes all crea- Explanation/Description: The casting of this spell upon an item tures within the area of effect to burst into blue flame. A successful transfers that item to the Astral Plane for the duration of the spell. saving throw vs. spell negates the effect. Protection from fire adds Wherever the spell caster goes, the item will follow on the Astral +1 to the saving throw. Azure flame burns until extinguished by Plane. When the spell dissipates, the item will fall into the caster’s dispel magic (nothing else affects it) and spreads to any living thing hands (if possible) or reappear in front of him if not. Nothing can touched. Lifeless items (including undead) do not burn with blue detect the item while it is on the Astral Plane, except items meant to flames. Burning creatures take 1-4 points of damage per round until see into astral space. The chance of the item returning in damaged the flame is dispelled and are considered to be under the effects of a or broken condition equals 15%, -1% per level of the caster. The fear spell while the azure flame burns. Creatures reduced to 0 hit caster can recall the object at any time. Extension applies, but per- points by azure flame crumble into a pile of bluish ashes from which manency traps the item on the Astral Plane forever. The weight limit they cannot be resurrected. The material component of the spell is a is 5 gp/level of the caster. The spell malfunctions if cast on living small piece of azurite rubbed between the fingers of one hand while things. the other hand performs the complicated somatic gestures. The spell requires a dexterity of 13 or higher. Loyalty (Possession) Level: 4 Enchanted Mirrors (Alteration) Range: 4” Level: 5 Duration: 1 round/level Range: Special Area of effect: 1"/level radius Duration: Permanent Components: V,S Area of effect: Two mirrors Casting Time: 1 round Components: V,S,M Saving Throw: None Casting Time: 7 rounds + special Explanation/Description: All creatures of 1 hit die or less, or Saving Throw: None below 1st level, within the area of effect of this spell become immedi- Explanation/Description: The material components of this spell ately loyal to the caster for the duration of the spell. They obey are two small, matched mirrors of fine silver worth not less than 100 commands (if understood) and will fight to the death alongside of the gp each. When the caster casts the spell, the mirrors begin to emit a caster. Creatures of more than 1 hit die or above 0 level remain faint glow and hover 3 feet apart above the ground, facing each

D RAGON 51 other, at the eye level of the caster. The caster can now cast another Area of effect: One creature spell into the area between the mirrors (adjust casting time accord- Components: V,S,M ingly) and the effects of that spell will be recast every third round Casting Time: 2 rounds + touch beginning with the round in which the casting of the second spell Saving Throw: Neg. was completed. The effects of the second spell are at half the ability Explanation/Description: The material component of this spell is of the caster (1st-level ability at 1st and 2nd level, 2nd-level ability at a piece of whatever the caster wishes his subject to become (e.g. a 3rd and 4th level, etc.). feather to turn him into a kenku, or a drop from a potion of Only the following spells can be placed in the enchanted mirrors invisibility to turn him invisible). The spell is cast on a non-living (others will have no effect, as if they had not been cast at all): light item such as the end of a staff, where it glows red with the power of (on one of the enchanted mirrors), message*, audible glamer, scare, its dweomer. Should any living (or undead) thing touch the fireball*, gust of wind*, lightning bolt*, confusion, fear, polymorph dweomer, that being becomes infected with slow mutation unless it other*, conjure elemental, azure flame, guards and wards. Spells makes a successful saving throw vs. polymorph. The effects of the marked with an asterisk are released from the enchanted mirrors in dweomer vary according to the description given by the caster in the a random direction. If anything touches or comes between the frag- verbal component of the spell but, once triggered, the complete ile mirrors, both the enchanted mirrors spell and its repeating spell mutation occurs within 3-18 rounds. are cancelled, and the mirrors fall to the ground. Dispel magic is The spell has two aspects. The first is a condition that must apply 75% likely to remove the repeating spell, leaving the mirrors ready to the affected creature for the spell’s mutation to function (e.g., to accept another; otherwise, the enchanted mirrors spell is dispelled contact with a certain substance, performance of a certain action, and the repeating spell ceases to function. etc.). While this condition applies, the second aspect of the spell takes effect — the subject begins to change slowly into the form Question Ball (Alteration/Conjuration) described by the caster during the creation of the dweomer (e.g., he Level: 5 begins to resemble a kenku or becomes increasingly translucent). Range: Touch Only a remove curse spell will eliminate the dweomer from a Duration: Special possessed creature’s body, allowing a wish or polymorph spell to Area of effect: One ball return him to his original form. Before a dweomer leaves its original Components: V,S,M position on its weapon, dispel magic will eliminate it. After the Casting Time: 3 rounds dweomer leaves its position, by dispel magic or by infecting some- Saving Throw: None one, the weapon is once again normal in every way. Explanation/Description: This spell transforms a normal crystal ball into a unique question ball, which answers any questions put to it. The material components of the spell are a crystal ball, a gem of THE FANTRA seeing, and a pound of pure sulphur. The caster piles the sulphur in The chaotic neutral fantra, whose name means “guardian,” bears a heap and burns it with the gem and the crystal ball in the middle. the weapons of the church. Fantras belong to a nomadic culture, the While the flames consume the gem and crystal ball, the caster per- members of which call themselves meadlennes (“tribe members”). forms the verbal and somatic components of the spell, upon the Fantras sometimes see themselves as guardians of their entire peo- completion of which the gem and crystal disappear in a sulphurous ple, their protective and comforting nature giving them a charisma explosion (no damage) marking the creation of the question ball. score bonus of +3 when dealing with other meadlennes. Fantras and The ball is a partial manifestation of an extraplanar humanoid their people care only for their god and themselves. People not of the being of divine nature, who uses the gem of seeing and its own same tribe and whose religious beliefs differ from those of a fantra powers to discern the answers to the caster’s questions. The being are called attlennes (“outsiders”) and are regarded as no different speaks common and 2-3 other languages, as well as tongues exclu- from intelligent animals. Should a fantra ever aid an attlenne with- sive to his mysterious plane. The being, as payment for the gem of out good cause (i.e., without aiding the meadlenne tribe in some seeing, is bound to answer a number of questions equal to the cast- way), he loses his status, is excommunicated and exiled, and be- er’s level. A percentile roll of less than 50 minus the level of the comes forevermore an attlenne and a normal fighter. caster indicates that the being tells a carefully fabricated and reason- Fantras only wear armors of chain mail quality or lighter, and ably believable lie. When the being has answered a number of ques- they only carry wooden shields. They have few personal possessions, tions equal to the level of the caster, the question ball will darken because they must carry all of their equipment on horseback or in and crumble to useless powder. carts when the tribe moves. Fantras prefer mounts with stamina, The being can be released on the Prime Material Plane, the ball depending on them often for their lives. shattering and all of the being’s possessions (including the gem of Wisdom is the prime requisite of a fantra. A wisdom score of 17 seeing) appearing in its place, if any of the following things happen or greater adds 10% to earned experience. Strength and constitution to the question ball: are secondary requisites, adding an additional 5% to earned experi- 1. If any attempt is made to move the ball to another plane; ence for a total of 28 or more. Fantras receive spell bonuses and 2. If trap the soul, gate, monster summoning VII, or cache is cast chances of spell failure according to their wisdom scores as clerics do on the ball; (see Players Handbook, p. 11, Wisdom Table II). 3. If the ball is destroyed using any of the methods for destruction Nomadic fantras never build strongholds. At 9th level or above, a of artifacts or relics (see the DMG, p. 164); fantra might attract tabaxi or atomies as followers, but otherwise he 4. If a wraith or similar creature performs an energy drain on the works only with other fantras. ball. The special abilities of a fantra are: The being is neutral in alignment, AC 2, HD 10 +6, # ATT 3, 1. Immunity to normal diseases of all types, excluding magical DAM 1-6/1-6 (plus 5% chance of disease) by claws, and 2-12 (plus diseases and lycanthropy. poison, save at -2) by fangs. Its poison causes sleep for 1-6 days, 2. A 10% chance per level to identify plants or animals, automatic during which time the being will eat its victim. Its claws are infected identification coming at 10th level and above. with a terminal blood disease, as per the DMG. The being has all 3. A 15% chance per level to identify pure water or nonpoisonous the spell-like abilities of a type I demon, and it can travel in the wild foods, automatic at 7th level and above. Astral and Ethereal Planes. Its other possessions number 2-12, each 4. The ability to concoct antidotes from natural herbs and roots. having a 20% chance of being magical in nature. The antidote has a 10% chance per level of the fantra of neutralizing the poison in 1-4 rounds. This ability assumes the availability of Slow Mutation (Alteration/Possession) proper herbs and roots. Concoction time ranges from 2 rounds to 2 Level: 5 hours, depending on the complexity of the poison (and therefore the Range: Touch antidote). The fantra must know the exact nature of the poison to Duration: Permanent concoct a suitable antidote,

52 FEBRUARY 1986 5. Spell use at 1st level and above. Fantra Table II shows the Number 3rd level 4th level number and level of such spells. 1 Animal summoning I (d4) Animal summoning II (d5) The strictures of a fantra are: 2 Continual light Atonement (5) 1. Forbidden retention of wealth. All treasure falls to the tribe and 3 Cure serious wounds (4) Control temp. 10’ r. (d) its eigen (chieftain). Fantras keep only personal magic items such as 4 Detect lie (4) Control winds (d5) weapons and rings. 5 Neutralize poison (4) Cure critical wounds (5) 2. Tribal gain over personal gain. The fantra must sacrifice all for 6 Prayer Exorcise the tribe. 7 Protection from insects (f) Flame strike (5) 8 Remove curse Insect plague (5) 9 Snare (d) Resurrection (7) 10 Speak with dead True seeing (5)

Fantra Table I Unless otherwise indicated, all fantra spells correspond to the cleric spell of the same name and level. A number after a spell indi- Experience Experience cates the spell is normally of a level different from that at which a points level Hit points Level title fantra learns the spell. A letter after the spell indicates that the spell 0— 2,250 1 d10 Fantra normally belongs to a class other than the cleric (d = druid, f = 2,251— 4,500 2 2d10 Fantra special fantra spell). New spell definitions follow, in the format of 4,501— 7,500 3 3d10 Fantra the Players Handbook. 7,501— 15,000 4 4d10 Fantra 15,001— 35,000 5 5d10 Fantra Protection from Plants (Abjuration) 35,001— 50,000 6 6d10 Fantra Level: 1 50,001— 125,000 7 7d10 Fantra Range: Touch 125,001— 225,000 8 8d10 Fantra Duration: 2 rounds/level 225,001— 350,000 9 9d10 Fantra Area of effect: Creature touched 350,001— 700,000 10 10d10 Fantra Components: V,S,M 700,001—1,050,000 11 10d10 + 4 Fantra Casting Time: 3 segments 1,050,001—1,400,000 12 10d10 +8 Fantra Saving Throw: None Fantras gain one level per 350,000 experience points above 9th Explanation/Description: This spell prevents bodily contact be- level. tween the creature touched (the caster or a willing recipient of the Fantras gain 4 hit points per level above 10th level. spell) and normal plants in a manner similar to the protection from evil spell. The spell does not inhibit monsters and plants of a magic nature (excluding giant normal plants). All attacks from normal plants incur a -2 penalty on hit rolls. Saving throws for the spell Fantra Table II: Spells usable by experience level recipient against attacks from normal plants receive a +2 bonus. The material components of the spell consist of plant fiber (any type) Fantra Fantra spell level and crushed leaves. level 1 2 3 4 1 1 — — — Protection from Animals (Abjuration) Level: 2 2 1 — — — 3 2 — — — Range: Touch 4 3 — — — Duration: 2 rounds/level 5 4 1—— Area of effect: Creature touched 6 4 1—— Components: V,S,M 7 4 2 — — Casting Time: 6 segments Saving Throw: None 8 4 3 1 — 9 4 4 2 1 Explanation/Description: This spell prevents bodily contact be- 10 4 4 3 2 tween the creature touched (the caster or a willing recipient of the 11 4 4 4 3 spell) and normal animals in a manner similar to the protection from evil spell. The spell does not inhibit monsters and animals of a magic 12* 4 4 4 4 *— Maximum spell-casting ability. nature (excluding giant normal animals). All attacks from normal animals incur a -2 penalty on hit rolls. Saving throws for the spell recipient against attacks from normal animals receive a +2 bonus. Fantras have a unique spell list. They acquire and cast spells in The material components of the spell consists of animal hair (any the same way that a cleric does, by meditation and prayer. type), a chip of animal bone, and a drop of animal blood.

Protection from Insects (Abjuration) Fantra spell list Level: 3 Range: Touch Number 1st level 2nd level Duration: 2 rounds/level 1 Animal friendship (d) Cure disease (3) Area of effect: Creature touched 2 Cure light wounds Detect charm Components: V,S,M 3 Detect good/evil Dispel magic (3) Casting Time: 9 segments 4 Detect magic Find traps Saving Throw: None 5 Detect snares & pits (d) Know alignment Explanation/Description: This spell prevents bodily contact be- 6 Invis. to animals (d) Locate plants (d) tween the creature touched (the caster or a willing recipient of the 7 Light Predict weather(d) spell) and normal insects in a manner similar to the protection from 8 Locate animals (d) Produce flame (d) evil spell. The spell does not inhibit monsters and insects of a magic 9 Protection from plants (f) Protection from animals (f) nature (excluding giant normal insects). All attacks from normal 10 Remove fear Resist fire insects incur a - 2 penalty on hit rolls. Saving throws for the spell 11 Resist cold Slow poison recipient against attacks from normal insects receive a +2 bonus. 12 Sanctuary Speak with animals The material components of the spell consist of ground insect bodies.

D RAGON 53 THE ILLRIGGER Illrigger Table II: Spells usable by experience level The lawful evil illrigger creates for his god a framework of evil on which to operate and subdue key proponents of good. He has crisply Illrigger Magic-user spell level Cleric spell level efficient assassination skills and maintains a functioning network of level 1 2 34 1 2 3 followers to precipitate his crimes upon the world. Should the illrig- 5 1—— — ——— ger ever commit a chaotic or carelessly disruptive act, his church will 6 1 l—— 1—— excommunicate him and he will become forevermore a normal 72l—— 1—— fighter. 832 1 — 1—— Illriggers prefer armor and weapons of darkened metal. Plate mail 9 4 2 1 1 2—— and morning stars predominate. Illriggers wear great helmets bear- 10 4 3 2 1 21— ing the symbols and war standards of their gods. Insignias of rank, 11 4 4 2 2 21— each a subsymbol of the illrigger’s personal sigil, accompany every 12 4 4 3 2 22— follower. 13 4 4 4 3 22 1 Wisdom and intelligence are the prime requisites of the illrigger. 14 4 4 4 3 322 A total score in both abilities of 32 or greater adds 10% to earned 15 4 4 4 4 322 experience, and a total of 35 or greater adds 15%. Illriggers have 16 4 4 4 4 332 chances to know listed spells and minimum and maximum spells per 17 4 4 4 4 433 level as magic-users do (see Players Handbook, p. 10, Intelligence 18* 4 4 4 4 444 Table II: Ability for Magic-users) and receive spell bonuses and Note: 4th-level magic-user spells are usable only by illriggers of 15 chances of spell failure according to their wisdom scores as clerics do or greater intelligence. (see Players Handbook, p. 11, Wisdom Table II). *— Maximum spell-casting ability. Illriggers can use any magic item unless it has an intrinsic good alignment. Each time the illrigger gains a level, a cumulative 10% Illriggers acquire and cast magic-user spells in the same way that chance indicates the presence of a follower (10% upon reaching 2nd a magic-user does, by use of spellbooks. They acquire and cast cleric level, 20% upon reaching 3rd, etc.). Illrigger Table III shows the spells in the same way that a cleric does, by meditation and prayer. type of followers attracted by an illrigger. An illrigger with sufficient funds can build a stronghold at any time. Illrigger Table III: Followers The special abilities of an illrigger are: Dice roll Type of follower 1. A continual emanation of a protection from good spell. 01-08 1-10 thieves of 1st level 2. Immunity to all forms of disease. 09-14 1-8 thieves of 1st-2nd level 3. Detection of good at 5’ per level. The illrigger can determine 15-19 1-6 thieves of 1st-4th level the type of good (lawful, neutral, or chaotic) in one segment of con- 20-23 1-4 thieves of 2nd-5th level centration. 24-26 1-2 thieves of 3rd-6th level 4. Saving throw bonuses against chaotic magic at +1 for each 27-28 1 thief of 4th-7th level three levels ( +1 at 1st through 3rd level, +2 at 4th through 6th 29-31 1-4 assassins of 1st-2nd level level, etc.). Chaotic magic includes any spells cast by chaotic NPCs 32 1 assassin of 3rd-6th level or monsters, and any effects of magic items that are intrinsically 33-35 1-6 magic-users of 1st level chaotic or that are used by chaotic beings. 36-37 1-4 magic-users of 1st-2nd level 5. Spell use at 5th level and above. Illrigger Table II shows the 38 1-2 magic-users of 2nd-5th level number and level of such spells. 39-40 1-2 illusionists of 1st-2nd level 6. The use of certain thief functions at a level of ability equal to 41 1 illusionist of 2nd-4th level half the level of the illrigger (1st-level ability at 1st and 2nd level, 42-46 1-6 clerics of 1st-4th level 2nd-level ability at 3rd and 4th level, etc.). The functions include 47-49 1-3 clerics of 2nd-5th level open locks, find/remove traps, move silently, hide in shadows, and 50-51 1-2 clerics of 4th-7th level hear noise. Racial adjustments do not apply. 52 1 cleric of 5th-8th level 7. The ability to attack on the assassins’ table for assassinations 53 1-2 cloistered clerics1 of 1st-4th level after surprising an opponent. 54-61 4-40 0-level men-at-arms of 1-6 hp each The illrigger follows no strictures other than the rigid rules neces- 62-67 1-10 fighters of 1st level sary to maintain his church. Nearly all known illriggers are devil- 68-72 1-8 fighters of 1st-4th level worshippers. 73-76 1-6 fighters of 2nd-5th level 77-79 1-4 fighters of 3rd-6th level 80-81 1-2 fighters of 4th-7th level Illrigger Table I 82 1 cavalier of 1st-6th level 83-84 1 hellcat or hell hound Experience Experience 85 6-24 mites points level Hit points Level title 86 1 penanggalan 0— 2,800 1 d10 Arch of Ruin 87 20-200 duergar plus females and young 2,801- 6,000 2 2d10 Pillar of Sin 88 20-200 orcs plus females and young 6,001— 15,000 3 3d10 Griefbringer 89 30-300 goblins plus females and young 15,001— 45,000 4 4d10 Evilforger 90 10-100 hobgoblins plus females and young 45,001— 75,000 5 5d10 Illrigger 91 1 blue dragon 75,001— 115,000 6 6d10 Illrigger 92 1 115,001— 165,000 7 7d10 Illrigger 93 1 spectre 165,001— 225,000 8 8d10 Illrigger 94 1 wight 225,001— 300,000 9 9d10 Illrigger 95 1 wraith 300,001— 400,000 10 10d10 Illrigger 96 2 manticore 400,001—-- 800,000 11 11d10 Illrigger 97 1-8 fire giants plus females and young 800,001—1,200,000 12 11d10 +2 Illrigger 98 1-4 NPCs of any lawful evil class or subclass 1,200,001—1,600,000 13 11d10+4 Illrigger 99 special (see subtable on next page) Illriggers gain one level per 400,000 experience points above 10th 00 DM’s choice level. 1 — Cloistered clerics are described in Best of DRAGON Maga- Illriggers gain 2 hit points per level above 11th level. zine, Volume 4, p. 7.

54 FEBRUARY 1986 Special follower subtable dead or ally them with himself as desired. The ability has no effect Die roll Type of follower on devils, demons, or other extraplanar creatures — it only affects 1-2 1 styx devil undead. 3 1-3 abishai (any color) 3. Hit and damage bonuses of +1 per level when fighting against 4 1 pit fiend good opponents. The arrikhan must be aware of the good alignment 5-6 1-2 horned devils for these bonuses to apply. 7 1-2 bone devils 4. A 10% chance per level to identify plants and animals, auto- 8 1 ice devil matic at 10th level and above. 9-10 1 rakshasa 5. At 5th level and above, the ability to call for a warhorse that 11-12 1 imp magically appears near the arrikhan. The mount has a 5% chance per level of the arrikhan of being a nightmare of maximum hit Race of follower (if needed) points; otherwise, it is a normal heavy warhorse, AC 5, HD 5 + 5, Roll d20: 1-3 = dwarf; 4-7 = half-orc; 8 = elf (5%), (75%), NE. The mount will serve faithfully unto death, but only two such half-elf (20%); 9-11 = human; 12-17 = same race as the illrigger; horses can be called in the arrikhan’s lifetime. 18 = halfling; 19-20 = gnome. 6. The ability to torture helpless victims. This torture requires special instruments (restraints, hot irons, salt and other caustic The illrigger has a 10% chance per level beginning with the sec- chemicals and irritants, etc.). The creature being tortured must ond of attracting a follower (10% upon reaching 2nd level, 20% make a saving throw against its constitution score (rolling its consti- upon reaching 3rd level, etc.). Each time the illrigger gains a level tution or less on a 3d6 roll) during each turn of torture; otherwise, it (or accumulates enough experience points to gain a level after reach- will reveal any information that the arrikhan wishes to know. Tor- ing his level limit), the DM rolls to determine whether a follower will ture damage accrues at 1-4 points per round. Player characters offer services. If a follower is indicated, roll to determine the type of cannot be tortured for information in this manner, but may be follower. harmed. For example, an illrigger gains sufficient experience points and 7. Spell use at 7th level and above. Arrikhan Table II shows the training to reach 5th level and has a 40% chance of attracting fol- number and level of such spells. Halflings of the arrikhan class, lowers. The DM determines that followers are present and rolls to unable to learn cleric spells, cannot advance past 6th level; dwarves determine their type, the result indicating 1-6 thieves of 1st-4th of the arrikhan class, unable to learn druid spells, cannot advance level. Additional rolls define them as two 1st-level thieves and a 3rd- past 10th level. level thief. Upon reaching 6th level, the illrigger will have a 50% 8. Detection of good in a radius of 50’ + 5’ per level, revealing chance of attracting followers — perhaps a wight or hell hound. only the general direction of the good source and requiring unbro- Followers can never have levels or hit dice greater than the level of ken concentration. the illrigger. If such followers are rolled, disregard them. Suppose 9. The use of certain thief functions at a level of ability equal to the above illrigger attracted his followers at 2nd level. The two low- half the level of the arrikhan (1st-level ability at 1st and 2nd level, level thieves offer services; the one of higher level does not. A hell 2nd-level ability at 3rd and 4th level, etc.). The functions include hound attracted at 6th level could have 4, 5, or 6 but not 7 hit dice. find/remove traps, move silently, and hide in shadows. Racial bo- All followers of an illrigger are lawful evil. nuses do not apply. 10. A 15% chance per level to identify pure water or nonpoison- ous wild foods, automatic at 7th level and above. THE ARRIKHAN 11. The ability to concoct ingestive poisons and their antidotes The neutral evil arrikhan, whose name in the Creation Argots from natural herbs and roots. Arrikhan Table IV shows the possible means “beastservant,” acts as an opposite to the myrikhan. The poisons and antidotes and their concoction times. This ability as- arrikhan serves his god in the field, carrying out the orders of the sumes the availability of proper herbs and roots. high priests of the church. Like a myrikhan, an arrikhan almost The strictures of an arrikhan are: always travels alone. An arrikhan lives to promote the evil ways of 1. Referring to his god only by his titles or as “arriman” (“beast- his god. Should he ever commit a good deed, he will find himself lord”), except when the god’s name must be used (rituals, ceremo- unquestioningly excommunicated. If the church allows him to live nies, proselytization, etc.). The oinodaemon is the usual deity wor- (which is not likely), he becomes forevermore a normal fighter. shipped. Arrikhans favor light armor because of its low encumbrance, often 2. Forbidden accumulation of wealth or treasure. All plunder using exotic hides or breastplated furs for their protection. Their must go to the church, which might or might not award part of that weapons tend to do the maximum amount of physical destruction plunder to the arrikhan as a reward for his deeds. (morning stars predominate). Wisdom is the prime requisite of an arrikhan. A score of 14 adds 5% to earned experience, a score of 15 adds 10%, a score of 16 adds Arrikhan Table I 15%, a score of 17 adds 20%, and a score of 18 or greater adds 25%. Arrikhans receive spell bonuses and chances of spell failure Experience Experience according to their wisdom scores as clerics do (see Players Hand- points level Hit points Level title book, p. 11, Wisdom Table II: Adjustments for Clerics). 0— 2,500 1 d8 + 1 Beasteye Arrikhans can use any magic items except those usable only by 2,501— 5,500 2 2d8+2 Beastarm magic-users or illusionists. An arrikhan with sufficient funds can 5,501— 11,500 3 3d8+3 Beastheart build a stronghold at any time. Thereafter, he has a cumulative 5% 11,501— 24,000 4 4d8+4 Arrikhan chance per month beginning with the completion of the stronghold 24,001— 58,000 5 5d8+5 Arrikhan of attracting followers. Arrikhan Table III shows the type of fol- 58,001— 125,000 6 6d8+6 Arrikhan lowers attracted. 125,001— 215,000 7 7d8+7 Arrikhan The special abilities of an arrikhan are: 215,001— 325,000 8 8d8+8 Arrikhan 1. Saving throws against good magic at +1 for each two levels 325,001— 650,000 9 9d8 +9 Arrikhan ( +1 at 1st and 2nd level, +2 at 3rd and 4th level, etc.). Good magic 650,001— 975,000 10 9d8+12 Arrikhan includes any spells cast by good NPCs or monsters and any effects of 975,001— 1,300,000 11 9d8+15 Arrikhan magic items that are intrinsically good or that are used by good Arrikhans gain one level per 325,000 experience points above 8th beings. level. 2. At 3rd level and above, affecting undead as a cleric of two Arrikhans gain 3 hit points per level above 9th level. levels below the level of the arrikhan (1st-level ability at 3rd level, 2nd-level ability at 4th level, etc.). The arrikhan can turn the un-

D RAGON 55 Arrikhan Table II: Spells usable by experience level 5-10 hp, 2 rolls for 11-20 hp, etc.). Asterisks indicate the relative toxicity of the spider’s poison — one asterisk representing mild Arrikhan Cleric spell level Druid spell level poison, three representing fatally strong poison. level 1 23 1 2 3 7 1 —— ——— Special follower subtable 8 2 —— ——— Die roll Type of follower 9 2 1 — ——— 1 1 fog giant 10 2 2 1 ——— 2 1 mezzodaemon 11 222 1—— 3 1 nycadaemon 12 322 1—— 4-5 1 skeleton warrior plus 10-29 skeletons 13 432 11— 6 1 lich 14 443 21— 15 543 211 Beginning with the completion of a stronghold, an arrikhan has a 16 654 221 cumulative 5% chance per month of attracting followers. When a 17 665 321 follower is indicated, the DM rolls to determine the type of follower 18 666 322 and, if necessary, the race of the follower. 19 666 332 Followers can never have levels or hit dice greater than the level of 20666 332 the arrikhan. If such followers are rolled, disregard them. All fol- 21*666 333 lowers of an arrikhan are neutral evil. *— Maximum spell-casting ability. Arrikhan Table IV: Poisons and antidotes Arrikhans acquire and cast cleric spells and druid spells in the same way that clerics and druids do, by meditation and prayer. Arrikhan Poison/antidote type Arrikhans can cast all cleric spells, and can use the same druid spells level Venom Bane Toxin that are available to myrikhans (see above). 1 5% — — 2 10% — — Arrikhan Table III: Followers 3 15% 3% — 4 20% 6% — Dice roll Type of follower 5 25% 9% 2% 01-08 1-10 thieves of 1st level 6 30% 12% 4% 09-15 1-8 thieves of 1st-2nd level 7 35% 15% 6% 16-21 1-6 thieves of 1st-4th level 8 40% 18% 8% 22-26 1-4 thieves of 2nd-5th level 9 45% 21% 10% 27-30 1-2 thieves of 3rd-6th level 10 50% 24% 12% 31-33 1 thief of 4th-7th level 11 55% 27% 14% 34-37 1-4 assassins of 1st-2nd level 12 60% 30% 16% 38-40 1 assassin of 3rd-6th level 13 70% 35% 18% 41-44 1-2 magic-users of 1st level 14 80% 40% 20% 45-46 1 illusionist of 1st level 15 90% 45% 22% 47-48 1-2 clerics of 1st level 16* 100% 50% 25% 49-56 4-40 0-level men-at-arms of 1-6 hp each *— Maximum poison concoction ability. 57-63 1-10 fighters of 1st level Concoction times: Venom, 5-40 rounds; Bane, 10-100 rounds; 64-69 1-8 lighters of 1st-4th level Toxin: 2-5 hours. 70-74 1-6 fighters of 2nd-5th level 75-78 1-4 fighters of 3rd-6th level Percentages on the table above indicate an arrikhan’s chance to 79-81 1-2 fighters of 4th-7th level concoct one dose of a venom, bane, or toxin at a certain level. The 82-83 1 death dog success or failure of the concoction remains unknown until the con- 84-85 1 ettercap plus spiders (see subtable below) coction time has fully elapsed. Venoms deliver 1-4 points of damage 86-87 1 forlarren per round to a maximum of 4-24 points, unless the victim makes a 88-90 20-200 grimlocks plus females and young normal saving throw vs. poison. Banes deliver 1-10 points of dam- 91-92 1-4 fomorian giants age per round to a maximum of 10-60 points unless the victim 93-94 1 night makes a saving throw at -2. Toxins cause death in 1-4 segments 95-96 1-6 wyverns unless the victim makes a saving throw at -5. Antidotes of the 97-98 1-4 NPCs of any neutral evil-aligned class proper type take effect in 1-4 segments. Antidotes neutralize only the or subclass same type of poison (e.g., a venom antidote will neutralize venom 99 special* (see subtable below) but not bane or toxin). 00 DM’s choice *— Only arrikhans of 9th level or above may have special fol- lowers. Reroll in other cases. . . . The forest thinned and became a sea of thorns. Beyond it, Aan saw the ominous towers of Castle Gulgazh, the last rays of the Spider subtable sun bleeding red around their edges. Dice roll Type of spider Aan reined his horse up and stared silently at the sight before 01-18 10-40 tarantulas* him. The drawbridge lay open. Hanging from chains in the entry- 19-36 2-40 trap-door spiders* way, the body of Gulgazh swayed in the evening breeze, his un- 37-54 2-8 wolf spiders* * helmed head matted with blood. Deep knife gouges in the dark 55-72 2-12 lynx spiders* * breastplate sent chills through Aan — Gulgazh bore the crossed- 73-90 1-6 black widow spiders * * * guantlet sigil of the paremandyr, Fein. With Gulgazh dead, on 91-93 1-8 giant spiders* * whom would Fein next prey? 94-96 1 - 12 huge spiders* * Aan knew all too well. His right hand strayed to his sword hilt as 97-99 2-20 large spiders* he eyed the forest warily. Slowly he turned his mount around and 00 1-4 phase spiders * * * forged back the way he came. The sun vanished soon after. Only the Roll on this subtable once for each 10 hp of the ettercap (1 roll for moon, massive and orange, remained.

56 FEBRUARY 1986

TITLES SHIPPING IN FEBRUARY N3 OF KINGS KNAVE OF HEARTS™ Scenario AD&D® Game Adventure PARTYZONE™ Entertainment by Steven Bourne Game #3 ™ Adventures Novels Intrigue and mystery abound as you get by Michael and Deborah Dobson Book 2: Artifact of Evil involved with a missing heir to the throne Madeline Grant is getting engaged, but is by Gary Gygax of a small kingdom. Wits and creativity her husband who he says he is? Is any- Continue the exciting adventures of count for more than swordplay in this excit- body? And what about Simon Tombs? Is he Gord, begun in the first GREYHAWK™ Ad- ing novice-level adventure. the jewel thief, or what? And is there really ventures novel, Saga of Old City, as he rises Product No. 9163 a KGB agent at the party? Does Sir Ran- from his humble beginnings to fame and Suggested Retail Price: $8.00 dolph have a hidden past? Or Jacques? And Fortune in the lands of Greyhawk! why is Coco saying all these terrible things Product No. 8241 about everybody? Suggested Retail Price: $3.95 CM7 THE TREE OF LIFE The KNAVE OF HEARTS™ Scenario starts D&D® Companion Game Adventure as a soap opera. . . but ends in murder! An- by other PARTYZONE™ Entertainment Game OA1 SWORDS OF THE DAIMYO Form a party consisting entirely of elves, — for a party they’ll talk about for weeks. AD&D® and explore the hidden lands of the Sylvan Product No. 3523 Game Adventure Kingdom, where all your people have dis- Suggested Retail Price: $19.95 by Zeb Cook appeared . . . and discover their incredible Set sail for the continent of Kara-Kur, fate! where samurai rule in splendor, and the Product No. 9166 DRAGONSWORD OF ™ spirit folk haunt the forests. With OA1, Suggested Retail Price: $8.00 ONE-ON-ONE™ Gamebook #5 Swords of the Daimyo. you can begin to live by James M. Ward the new adventures. This 64-page super- Join FAFHRD™ and the GRAY MOUSER™ module includes full-color maps of the con- ™ Scenario on their quest to locate and recover the tinent, and provides everything you need to PARTYZONE™ Entertainment mysterious Dragonsword in this exciting get a campaign started! Game #2 ONE-ON-ONE™ Gamebook adventure. Product No. 9164 by In a ONE-ON-ONE™ Gamebook, each Suggested Retail Price: $12.00 J.J. Caldwell, patriarch of the Caldwell player takes a different book. By turning clan, is dead. And he’s left a lot of money. pages and reading aloud, they pursue each You are one of the heirs. . . but did you kill other through dark catacombs . . . and fi- B10 NIGHT’S DARK TERROR the old man? nally meet in combat! A unique diceless D&D® Basic Game Adventure PARTYZONE™ Games are a new type of combat system allows unlimited replay. by Graeme Morris and Jim Bambra party game. When your guests arrive, each Product No. 8465 Bridge the gap between the D&D® Basic receives a new identity . . . then the fun Suggested Retail Price: $5.95 Set and the D&D® Expert Set with this 64- starts! By talking with each other, trading page super adventure. The wilderness information, and using the little props that beckons with the promise of adventure, as come with the game, the guests solve a you travel by river and across mountains unique murder mystery. from the Duchy of Karameikos to the cha- Give a party they’ll talk about for weeks otic lands beyond. afterward . . . with a PARTYZONE™ Enter- Product No. 9149 tainment Game! Suggested Retail Price: $10.00 Product No. 3522 Suggested Retail Price: $19.95

58 FEBRUARY 1986 AMAZING™ STORIES Books MHAC9 REALMS OF MAGIC SCEPTRE OF POWER Strange, unexpected, startling! The AMA- MARVEL SUPER HEROES™ AD&D® Adventure Gamebook #7 ZING™ Stories books combine modern hor- Game Adventure by Morris Simon ror and weirdness into exciting novels of by Kim Eastland The first part of the incredible Kingdom suspense and mystery. Mighty mages and sinister sorcerers of Sorcery Gamebook Trilogy! You are Carr In Book #5, Starskimmer, by John Betan- -abound in the mysterious Realms of Magic! Delling, apprentice magic-user, about to set court, a starship pilot is hired by mysterious And now, their secrets are revealed for the forth on a terrifying quest that will take you free traders to help them in a project to first time...in a mammoth 96 page tome through not one, but three exciting game- “skim” rare jewels from the fringes of that expands and refines all the rules for books! A special format allows you to rise in stars. magic-use in the MARVEL SUPER HE- level after each adventure, just like a nor- In Book #6, Death of a Mayfly, by Lee En- ROES” game system! So, till the Mystic mal AD&D® game character . . . or, of derlin, a young girl arrives in a small town Moons of Munipoor and the Crimson Bands course, to play each book in the trilogy in- where the residents are holding a very sinis- of Cytorrak enter the Dread Dimension of dependently of the others. ter festival. . . . . . . make yours Marvel! If you haven’t picked up an AD&D® Ad- STARSKIMMER Product No. 8080 (And don’t forget to watch for the venture Gamebook yet, we recommend DEATH OF A MAYFLY MARVEL SUPER HEROES™ Advanced Rules that you give it a try. It’s the best solo ad- Product No. 8081 Set, coming in July! ’Nuff said!) venturing you can find! Suggested Retail Price: $2.95 each Product No. 6870 Product No. 8957 Suggested Retail Price: $12.00 Suggested Retail Price: $2.95

TITLES SHIPPING IN MARCH MARVEL SUPER HEROES and all character names and likenesses are trademarks of the Marvel Comics Group. COMING RETRACTIONS Copyright ©1986 Marvel Comics Group, a division of Ca- dence Industries Corporation. DL12 DRAGONS OF FAITH In our never-ending effort to bring you AD&D® ® Game Ad- the finest quality games, we’ve run into a venture little bit of a deadline problem. The two by Harold Johnson and Bruce Heard PRISONER OF ELDERWOOD new SPI™ games we promised you last is- The War of the Lance nears its cosmos- ® Book #32 sue (delayed from October) are delayed shattering climax as Tanis, Raistlin, Cara- by Bruce Algozin once again, this time until late June or July. mon, Tika, and travel (We’re hoping for an ORIGINS release.) The A daring young thief braves incredible to the seaport of Flotsam. There, Tanis dangers to rescue a lovely princess from games, of course, are the long-awaited meets Kitiara, his long-lost love, and ends her gem prison! TERRIBLE SWIFT SWORD™ revision by up on a voyage across the stormy Blood Product No. 8532 Rich Berg, and the BARBAROSSA™ game Sea of Istar! Suggested Retail Price: $2.25 by Dave Ritchie. This adventure covers part of the events Why does this sort of thing happen? Well, that take place in the DRAGONLANCE™ one reason is that an SPI game takes about Chornicles, Volume 3. 20 times as much production time as a Product No. 9133 module. Map preparation alone can take Suggested Retail Price: $10.00 months, especially when each individual hex on the map must be inspected for abso- lute historical accuracy. It often takes days of careful attention to proofread a counter sheet. And, SPI games have to compete with modules for our graphics, typesetting, and editorial services. Modules, frankly, make a lot more money for us, and tend to come first. But don’t give up hope. The company that published T2 just a little bit behind schedule is working hard . . . and we’ll have these two games for you almost before you know it!

Unless otherwise noted: ® denotes registered trademarks owned by TSR, Inc. ™ denotes other trademarks owned by TSR, Inc.

Copyright ©1986 TSR, Inc. All Rights Reserved.

D RAGON 59

Jon Pickens is the Acquisition Editor for TSR, Inc. When you sub- mit a module for possible publica- tion, Jon reviews it and decides whether is is suitable, not suitable, or possibly suitable if rewritten. “But please don’t send us new monsters, new magic items, or anything else without writing for a set of writer’s guidelines,” he says. “If you don’t sub- mit a properly filled-out disclosure form or don’t follow our formats, your manuscript is automatically returned That wastes our time and yours.” Jon has a number of other responsi- bilities as well. When a manuscript is ac- cepted, Jon edits and

thing, considering the circumstances,” Jon said. develops it, and puts it in final form “I rode up to Madison with Gary. Oddly for publication. He has been the Games Ed- enough, the first question he asked me was itor for STRATEGY & TACTICS® Magazine if I read science fiction. Most wargamers at for several years, and with issue #105 be- the time were primarily into military history. comes the Managing Editor as well. “In a At the convention, I played in my first large- way, this completes a circle in my life,” Jon scale miniatures game, and at the end of said. the day, Gary gave me a copy of a fanzine, Jon was born in Mishawaka, Ind., on Panzerfaust, and drove me back to Lake Ge- Aug. 12, 1954. In 1968, he came across a neva.” library book titled Warfare in Miniature, Gary invited Jon to attend that year’s GEN which introduced him to miniatures gam- CON® convention, but he couldn’t. The ing, and shortly thereafter read a book ti- next year he did attend — it was tled , which introduced him to 3 — and has been there every year since. wargaming. For Christmas, his parents Jon attended Valparaiso University in bought him his first , . A Indiana, and earned a BA degree in English couple of months later, he saw an ad in and Economics in 1976. While in college, Popular Mechanics for a magazine titled he kept attending conventions. At the 1973 STRATEGY &TACTICS, and he immediately GEN CON, the hit of the convention was a wrote in for a sample copy. “That was issue new miniatures game called CHAINMAIL™, 17," he said. “I spent the rest of the sum- published by the fledgling Tactical Studies mer mowing lawns to get enough money to Rules group, then unincorporated. The buy some wargames advertised in the mag- word was that next year, TSR would have azine, and to get all the back issues.” something special to show . . . which the famous gaming ama- As it turned out, the publishers didn’t turned out to be a little thing called the teur press association (APA) have all the back issues for sale, so they DUNGEONS & DRAGONS® game. publication Alarums & Excur- suggested that Jon write a collector in Wis- In college, Jon met Bob Blake (who has sions. consin who might be able to help him. “So I since written several modules for TSR, in- Finally, he decided to try to turn his wrote a letter to this collector, whose name cluding C4 and C5), and helped start a hobby into his profession. He applied was Gary Gygax, and arranged to buy the gaming group at Valparaiso. “Bob was our for a job at TSR, Inc., and was inter- back issues from him. Gary invited me to first D&D® game dealer. He would order viewed by , then head of attend a in Madison. By three or four copies at a time and sell them Design. He took the designer and editor a coincidence, my father had a speaking out.” tests, and completed them the night before engagement in Delavan, which is near Lake When Jon graduated, he worked for three the interview. “They didn’t think much of Geneva, on the same weekend, so he took years as a waiter at a Red Lobster to pay off the design work, probably because I wrote me up.” his student loans, and gamed at the Griffon it in a few hours late at night, but the edit- “Unfortunately, I had forgotten about the hobby store in South Bend, Ind., playing ing part was OK,” he said. Lawrence sug- time zone change, so I went knocking on mostly D&D. He wrote occasional articles gested that Jon interview with Harold Gary’s door at about 8 a.m., and woke him for DRAGON® Magazine (some of which Johnson, then Manager of Editing and Pro- up. He answered the door in his bathrobe. have been reprinted in Best of DRAGON duction, and he was hired. Gary was very gracious about the whole Magazine anthologies) and was active in And he’s been here ever since.

60 FEBRUARY 1986 me I was a model child.” Steve was born in “From then on, I played all day every Sat- Dubuque, Iowa, on Dec. 8, 1957. “My first urday, but I never was one of those 5-hour- recollection goes back to when I was eight a-day, 7-day-a-week gamers. The months old. I stuck a metal rosary into a newspaper took up most of my time, and I wall socket, and got 110 volts through my had my heart set on becoming a journalist.” tiny little body.” When Steve graduated, he got a job on He attended Catholic school from first the Peoria (Ill.) Journal-Star as a city desk grade through high school, then two years reporter. Among other things, he covered of Catholic college before transferring to the Saturday night police beat. “The first Iowa State University at Ames. “A nun in- night I was there I covered the first murder troduced me to the works of J.R.R. Tolkien in Peoria for over a year. I also covered in high school,” he said. “Previously, I had Reagan’s last campaign appearance in been mostly into historical novels and mili- 1980. Then there were less exciting jobs, tary history. For the next several years, I like covering the Mass Transit Board.” read all the fantasy I could get my hands on Unfortunately, this was a temporary posi- — but I didn’t enjoy very much of it. I tion, substituting for a woman who was on couldn’t find anything with the same sense maternity leave. When she came back, of humor and style as Tolkien. I also read a Steve was to be laid off. “One day I was in a lot of science fiction. These days, I read hobby shop in Peoria, and saw an issue of mostly military history again.” DRAGON Magazine that mentioned that In 1978, Steve was working part time in a TSR was looking for editors. I sent my re- department store while attending college. sume, and got an interview. I ended up The store had a small games department coming to Lake Geneva three times. The with a few wargames. Steve bought Third first time, my car broke down, and I had to Reich by the Game Company call and postpone the interview. The sec- and took it home, but he couldn't persuade ond time, everything worked out. But on anyone to play it with him. So, he took it the third trip, my car broke down again, but back, traded it for a copy of The Rus- I was within five miles of Lake Geneva, so I sian Campaign, and did was able to get it towed in.” Steve started with TSR in May 1981 as a Games Editor. He is the co-creator of the MARVEL SUPER HEROES™ Game, and the editor of both STAR FRONTIERS® boxed games, the GANGBUSTERS™ games, the WORLD OF

GREYHAWK™ revision, and the TOP SECRET® Companion. He was promoted to manager in 1984. Since then, he’s worked on many different pro- jects in addition to his management duties, including the editing of half of Oriental Ad- ventures. His main gaming interests are wargam- ing and miniatures. He runs annual minia- tures events at GEN CON, including the famous Car Wars “Lake Geneva Death Rally” series. He collects and paints colo- nial and American figures, and has also amassed a large number of fan- tasy figures. As a result of his miniatures manage to get some- background, he wrote The Art of Three-Di- As Manager of Game Editors, Steve Win- one to play with him. That mensional Gaming booklet for the BATTLE- ter is responsible for taking every game, was his introduction to wargaming. SYSTEM™ Fantasy Combat Supplement. module, and accessory once the designer “The Russian Campaign intrigued me, so In September 1985 he married Mary Kir- has finished with it, and editing it into final I bought Tobruk, which was the game that choff, who had been a member of the shape. That doesn’t just involve copy edit- changed my life. I played it to death. DRAGON Magazine editorial staff and the ing, fixing spelling, and correcting gram- “When I transferred to Iowa State Univer- editor of the POLYHEDRON™ Newszine. mar, but also involves checking rules, sity, I was majoring in journalism. I worked Mary is now a freelance writer, and is work- making sure everything fits together logi- on the campus newsletter, which, inciden- ing on several books for TSR, Inc. They cally, improving organization and flow of in- tally, was the seventh largest daily newspa- have an Irish setter named Hannibal, who formation, and sometimes rewriting per in Iowa. One day, I was proofreading frequently gets in to trouble. sections of the text. the classified ad column, and came across Steve is currently designing and develop- “In spite of the fact I ended up working an ad for the Iowa State Gamers. I went to ing an SPI game, SNIPER PATROL, which for a game company,” Steve said, “I had a their next meeting, and was introduced to combines and expands the old SNIPER and more or less normal childhood. My folks tell the D&D game,” he said. PATROL games.

D RAGON 61 62 FEBRUARY 1986 CENT . . . ALERT! . . . INTRUDER . . . prey? For a brief moment, Nen-al stood Intruder poised at the crest of the grassy knoll. Slowly, he twisted his thick-muscled neck. The surrounding dreary land- scape slid beneath his gaze as his black eyes narrowed in suspicion. by Russell Madden Nothing was revealed, though, beyound the normal stunted grotesqueries that passed for trees in his world. Huge boulders — reminders of the ancient Cold Times — and the rolling, grass-covered hills were his only compan- ions. Or so it appeared. Nen-al thrust his furry muzzle into the early morning breeze. More than his not-unsharp vision, he trusted his nose. It would not be fooled by shifting shadows. The traces of scent which the currents of air had wafted to him moments before waxed in intensity as he swept his snout from side to side. Perhaps, he thought, it was another of his kind come to slay his mate and his newborn son. Immediately, Nen-al crouched on all fours. For cau- tion’s sake, he extended a trio of curving, ebony claws from each forehand and a double pair from each hind foot. Carefully — not from fear, but from wisdon — his head bobbed up and down, left and right as he fluffed out his ears in support of his two primary senses. The scent seemed strongest downhill and to his left. With no further hesitation, Nen-al glided across the coarse blades of autumn grass. Like the restless blanket of morn- ing fog around him, Nen-al drifted along the hillside. Tensing the hard planes of his muscles, he drew back his leathery lips. His long, ivory white fangs were thirsty for the blood of the intruder. Nen-al would make certain that he was the first to strike. He had never yet been caught off guard. He knew he would never have survived such a mistake. Abruptly, Nen-al froze as an alien form, all angles and silvery hardness, sliced across his line of sight. A tangle of shadows which huddled from the rising sun had kept the strange thing hidden. It was no more than five body lengths distant from him. With a soundless snarl, Nen-al lifted his hind quarters in instinctive warning. The thing did not move. Nen-al could not understand it. What would dare to stand and face him other than one of his own kind? It was from in front, though, that the intruder scent beckoned the most urgently. At thought of a possible interloper in his domain, Nen- al could feel the first bubbling fires of rall-dai, the frenzy which would seize any male of his species in defense of his near barren territory. He would light to the death against anyone foolish enough or desperate enough to threaten his scarce resources. Nen-al did not surrender to that joyous release, how- ever. The scent before him was one totally unfamiliar. He would wait. Prey or foe — that determination alone would guide him when the time came. Silently he moved for- ward. Nothing stirred in or around the silent which lay Illustrations by Hank Jankus

D RAGON 63 half-buried in the red-brown soil. With a certain the load in his needler. It still read full. The knife in his puzzlement in his manner, Nen-al drew his sharp claws belt and those explosive-tipped slivers of metal were the along the shiny, curving surface of his find. His eyes only weapons he had. Neither he nor his wife were very widened perceptibly and a low rumble escaped his throat proficient in their use. They were writers, not warriors. when the passage of his claws left barely a scratch. Never The Council thought they had the dissidents beaten. before had he encountered a substance resistant to his They were wrong, Troy knew. They had only postponed claws. Even the rocks which littered his land would furrow the confrontation. beneath the force of his hands. But not this . . . One final time, Troy looked towards the location of his The scent, Nen-al realized, did not emanate from the landing capsule. The explosive device implanted in its hull strange silver rock. It merely clung there the strongest. It would soon be rendering its possible shelter into a glowing was time, he decided, to discover the source which had heap of worthless metal. He was counting on the drawn him there. Further investigation of the new detonation of the similar device in his wife’s vessel to addition to his realm could wait. The creature which had guide him towards her. She was to remain nearby as they sheltered there would not. had agreed. He hoped she would be all right until he With a fluid motion, Nen-al bent low with his arms at arrived. his sides. Scanning his horizon, he protruded a fleshy Troy turned. An orange-yellow ball of fire bulged above lump from the bare skin of his abdomen. A hand’s the too-close horizon. That small sun offered a promise of breadth in length, the lump emitted a fine spray as Nen-al at least token relief from imminent freezing. He knew, swiftly circumnavigated the object. Satisfied with his however, that he and Rozelle would have to find some action, he turned and loped away without a backward type of shelter before that sun went down below the glance. opposite horizon. Dressed as they were, they would never Nen-al knew that with his trace to protect it, his see another dawn without protection. A fire would help — possession would be safe. Any denizen of this land insane surround it with a cave, then the odds would be on their enough to venture there would find that sticky substance side. After that, they would have to hunt for some adhering to him in a grip that would spell his death. fur-bearing animal to provide real coats and a supply of Nen-al could follow the spore of any creature to whom his food. scent was attached. And he would. His territory was his It was not a future for which they had been trained, life. Nothing short of his own death — not even the signal Troy knew. They would have to tap into untested talents if of another of his kind — would stray him from following, they expected to live. And he wanted to live. Their fight finding, and utterly destroying anything rash enough to against the Council was far from finished. defy his warning. With those considerations in mind, Troy scanned the Nen-al never gave up. On anything. landscape around him. Below him ran a small brook. As the bloated orange hole of the sun struggled higher Perhaps if they followed the streambed, he thought, they above the Hills of Bone, Nen-al knew that success was might come across something which might pass for a cave. only a matter of time. At any rate, it would be better than wandering up and down this seemingly endless range of hills and cliffs. Troy Overton hugged himself against the chill of the First, however, he had to find his wife. dying night. His thin jacket kept in little heat. Wearily, he As best he could, Troy scrambled down the slope to the trudged onward. He still had not found his wife. brook. The water was numbing cold but tasted good. He Troy paused at the crest of the hill he had been filled his canteen. Rozelle might be thirsty, he thought. climbing. His gaze drifted back across the foggy valleys he She was not adept at conserving consumables. had traversed. In that direction lay the now-useless Troy rose and squinted up at the pale sun. Its light one-man capsule in which he had been dropped to barely reached the bottom of the depression in which he Zahn-Bey. Somewhere in the surrounding hills was an stood. Best to keep to the ridges, he thought, until he had identical vessel which had carried his wife, Rozelle. He found his wife. had to find her soon. Troy was afraid that if the cold did Drawing his jacket closer around him, Troy began to not claim her, one of the predators which dominated this climb. frigid land would. Troy shivered. A bitter smile twisted his lips. An unexpected roar of thunder smashed into Nen-al as The members of the Council were smart, he had to he loped quickly away from the alien rock. With an admit. They knew better than to execute dissidents involuntary yowl of surprise, the hunter was knocked to outright. Humane exile was the Council’s alternative to the ground. The deafening sound rumbled over him, creating martyrs. echoing away into the distant hills. Troy shook his head. It was more like murder by proxy. Scrambling up onto his hind feet, Nen-al was greeted He and his wife had been dropped on the northernmost by a boiling fireball bursting upward into the chill air. A edge of the only continent on Zahn-Bey. The single center snarl of rage twisted his lips. The heavy heartbeat of fear of civilization on the planet — a struggling of was a rare sensation for him. It was not a feeling he other exiles like themselves — lay well over a thousand enjoyed. kilometers to the south. It would be warm there, if they As the crimson flames weakened and began to die, lived long enough to reach its precarious safety. Nen-al backed cautiously away. Not until the top of the For the tenth time since he had landed, Troy checked next hill lay between himself and the seldom seen

64 FEBRUARY 1986 phenomenon of fire did his breathing relax. Nen-al spotted the being as it rested near a small pond Nen-al paused for a moment on the lower hillside as he in the Len-nal Valley. It seemed pitifully small and considered what had just occurred. There had been no defenseless. The glorious battle Nen-al had envisioned warning of that attack. Even more puzzling to him was would not come to pass. There would be no rejoicing in that he had been certain that the intruder was nowhere rall-dai. within current scent range. So how had he managed such Still there would be food for his mate and his offspring. an unexpected assault? Nen-al crept forward down the slope. The creature’s There had been rare occasions, Nen-al remembered, back was turned to him. A swirling breeze brought its when an unfamiliar prey had made the mistake of scent to the hunter. Nen-al slowed as he explored that attacking him rather than fleeing. Such oddities, however, trace. It was very similar to the trail he had been had always been face-to-face, claw-against-claw. There following. There were, however, subtle differences which had never been trickery with flame. puzzled him. Were there perhaps two interlopers, he Once again the tickling tendrils of rall-dai flicked wondered. through Nen-al’s mind. Perhaps, indeed, he thought with Without warning, the creature stood. Nen-al knew it relish, it was an enemy he sought and not merely prey. In was time to abandon stealth. He leaped forward to strike, either event, it would be a noble contest. easily engulfing the distance which separated them. One, however, which must be swiftly brought to a The beast turned at the sound of Nen-al’s approach. A culmination, Nen-al decided. The beast might be glint of light from an object held in one of its paws caused searching for the lair of his mate. She was weak yet, he Nen-al to slow his pace. That shiny surface reminded knew, from the birthing, and was unable fully to defend Nen-al too closely of the exploding rock. herself and his son. It would be up to Nen-al to see her Nen-al rarely hesitated. Such a reaction bothered him. through the next few days. Carefully, he studied the beast and its strange fur. It Dropping to all fours for speed, Nen-al bounded away. seemed agitated. A danger lurked in that smooth face, He was eager for a confrontation with the unknown intruder. But there was a new underlying caution to his thoughts. For he suspected that there would be much more to this beast than met the eye.

The sound of the second explosion came minutes after the first. Troy froze in midstep as he waited for the noise to die away. “Damn!” he murmered. He had been heading in the wrong direction. Ignoring the incessant pain which lanced his side, Troy turned and angled back along the path he had just traversed. Sweat drenched his clothing. That was dangerous, he knew. If he stopped now, hypothermia would not be far behind. What goaded him the hardest, though, was not any danger from the elements. What nipped at his heart was the memory of that unnerving howling which had mingled with the echoes of the first explosion. Some . . . thing . . . was on the prowl. And Rozelle was out there. Alone. Biting his lower lip, Troy quickened his pace.

Nen-al paused at the crest of a ridge as a second loud roar pierced the morning air. How many traps had this creature set, he wondered. His enemy must be powerful, indeed. Nen-al’s gaze flickered across his territory. A thin plume of smoke rose above a distant hill. The spore he had been following led away from that locale. Perhaps, Nen-al thought, the beast had started to circle behind him. A low growl rumbled in Nen-al’s throat. A coward, he thought, despite its strength. How else to explain its failure to face him head-on? With a visual cue to guide him, Nen-al abandoned the scent trail and bounded towards his prey. It might be attempting to lead him astray, he thought, while it sought for his mate and his son.

DRAGON 65 Nen-al knew. Precisely what it was, though, he could not Troy’s fingers closed more tightly on the needler. His say. lips thinned to a determined line. The thing which had Nen-al slowed his stride still further. He halted a few killed his wife and carried away her body would not paces from the animal. Warily, he rose to his hind feet and remain alive for long, he vowed. He would see to that. extended his claws. Forgetting his pain, Troy pushed on up the hillside. The The creature screamed then and pointed the shiny stone trail of his wife’s blood was easy to follow. at Nen-al. Flashes of fire exploded rapidly around Nen-al. One touched his hind leg. He howled his pain at its Carrying a large slab of meat from his kill, Nen-al vicious bite. scrambled up an eroded wall of rock. His injured leg gave In reflexive self-defense and new-found fear, Nen-al broken surface. For a moment, he teetered on the brink of lashed out. With devastating effect, his claws sliced falling. With practiced skill, however, he righted himself downward with a force only he on his world possessed. and eased over the top. The deadly tips severed muscle and artery and bone as Tren-dar would be pleased, he thought. This new prey Nen-al destroyed the intruder. Bloodlust flared through had a unique taste. A welcome change from the usual his brain as he seized the dying flesh and commenced to spring diet of ground skitterer or rock hopper. She and his feed. son would be able to eat their fill. All was as it should be. Quickly Nen-al slid down the opposite side and then loped away along the ravine floor. The meager heat of the A glacial chill stabbed through Troy as he heard his sun reflected from the rock around him. With graceful wife’s high pitched and its abrupt termination. He economy, he sped on. It was good that spring had come, began to run. It was not a pace he could maintain, Nen-al thought. Good that he and his mate, Tren-dar, had however. been proven fertile once more. Cursing his age-weakened body, Troy slowed to a jog. Nen-al saw little of his mate. He brought her food now As fast as he could, he scrambled up one rocky slope and and would until she could hunt on her own. His son had down another. His legs grew leaden, and his breathing to remain safe and grow strong like his father. That was took on an unpleasant, rasping edge. his main concern. The sight of his wife’s melted capsule spurred Troy on. Nen-al always left his kill at a fair distance from the lair. She had to be close, he thought as he huffed past the There was no physical contact. That came only during the wreckage. She had promised to remain nearby. season of mating. He had learned from experience that it The pond had been hidden by a jumble of rough-edged would be a mistake to do otherwise. boulders. As Troy rounded one corner, he stumbled to a Nen-al had seen his son only from the crest of the hill halt. His heart stuttered in his chest as he took in the which overlooked the lair. He did not want to succumb scene before him. again to the frenzy of rall-dai. With his first son, Nen-al Steam still rose from the blood which soaked the stony had been too confident of his own will power. He had ground. Just enough remained of the body for Troy to visited the lair during one of Tren-dar’s absences. His realize that he would never see his wife again. curiosity had been immense. But when his son had nipped Troy’s legs buckled beneath him. Sobbing, he collapsed his leg with baby-sharp fangs, Nen-al had reacted to the cold ground. instinctively. In slaying his son, he had eliminated one What would he do without her, he wondered. She had who might someday challenge his dominance. He had always been the source of his strength. His inspiration. also, unfortunately, eliminated one to carry his genes into What value was a life in exile if he had to endure it the future. without her? Nen-al felt no guilt. Rall-dai was as much a part of him Troy lifted his head. To one side, he could see his wife’s as were his claws. But cubs rarely lived long in any needler lying among the rocks. circumstances. He did not want to shorten the odds still At least she had fought back, he thought. At least she further. had been given that chance. Nen-al crept over the final ridge leading to Tren-dar’s Wearily, Troy stood. It was all he could do to walk over lair. He could see her and his son sitting at the entrance to to where his wife had died. Half choking, he piled stones the cave. He was happy that all was well with them. over the bits of cloth and flesh and bone which had been As Nen-al watched his son play, he felt a mounting urge scattered about. to see him up close. Tren-dar was there, he argued, to When he had finished, Troy paused and thought over keep his offspring safe. Perhaps just this once . . . the tiny grave. There was not much he could say, he Through long habit, Nen-al searched the landscape knew. Not then. Later, perhaps, when he had had time to behind and before him. His nostrils flared to catch a sign absorb his loss. For now, it was still too raw a wound to of possible danger. The midday breeze was weak, face. He knew he could not afford to dwell on it. There however. He would have to trust to his ears for warning of were too many things yet to be done. hidden enemies. Wiping at his eyes, Troy turned and went to pick up his Carefully, Nen-al picked his way towards the base of the wife’s weapon. hill as his son began to nurse. To approach near enough to The load was a quarter gone. Troy lifted his gaze. explain the situation to his mate, Nen-al knew, he would Perhaps she had wounded the beast which had attacked have to hold back his normal greeting call. If she saw him her, he thought. It might be travelling slowly. too soon, she might try to drive him away.

66 FEBRUARY 1986 Nen-al had traversed half the distance to his family then, when he froze. Creeping towards his mate from the left “Just ten more minutes,” he muttered. Ten more was an intruder; a male of his own kind who had been minutes to add to the total. hiding behind a jumble of boulders. Nen-al gave a The roar which has shattered the silence had been close. soundless snarl. He dropped his kill and extended his Very close. It had to be the one, he knew. claws in preparation for combat. He wanted to catch the One more hill, Troy told himself. One final hill to intruder unawares. Rall-dai would soon crash over him in conquer. a thunderous wave. Troy nearly collapsed from fatigue as he came to the Nen-al saw the male picking up speed. The stranger top. Below him he could see the creatures whose roars and would be upon the unsuspecting Tren-dar far too soon. growls reverberated from the walls of the canyon. Blood Realizing that stealth was now useless, Nen-al unleashed a drenched their hides and the rocks around them. Amazed massive roar of rage and streaked down the hillside. He at the ferocity of the combat, Troy wondered why they would avenge his family, he vowed, if nothing else. fought so savagely. Tren-dar did not turn at the sound of her mate’s voice. But when his gaze fell on the reddened mass which Without looking back, she bounded towards the lair with rested on a boulder only meters from his feet, Troy buried her son. Safety for her child was her only goal. She did any thoughts concerning alien motives. His face twisted not see the stranger closing in from the side. into a hard mask. He had found the beast which had The intruder caught Tren-dar’s flank as she scrambled destroyed his dreams. It was time for retribution. for the darkness. Red blood blossomed on her smooth, Locking his sorrow away, Troy let his anger have full brown fur. With a savage scream of surprise and pain, she rein. It was time to move. Mechanically, he drew his spun towards her attacker. Aroused, she was a formidable needler and headed down the hill. fighter. Her short claws were, however, no match for those He was approaching the bottom when one of the of the young male who faced her. predators gave a swipe of long claws and opened the Seconds later, Nen-al collided with his enemy. In a blur throat of the other. The second beast shuddered a moment of teeth and claws, the two males tore at one another. as blood flooded its chest. Then, soundlessly, it crumpled Blood spurted from deep furrows in the flesh of each to the ground. fighter. Troy stopped. For a long moment, he stared at the Forgotten, Tren-dar dragged herself deeper into the tableau before him. Despite his anger, despite his desire darkness. Wicked gashes exposed the muscles and bones for vengence, he was sickened by what he saw. His life in her side and hip. Her breath came in short, hard gasps. had been spent in the pursuit of knowledge and a quest for With a warning snarl, she cuffed her too eager son away justice and truth. He had had little contact with gory from the battle. Then turning, she settled against a rock reality. The stylized political struggle which had sent him wall to wait and see who would emerge victorious. She to Zahn-Bey bore little resemblance to the steaming corpse was too weak to do more. which confronted him. The interloping male was young and eager to carve out Troy jumped as the victorious animal turned its coal his own slice of territory. Nen-al could tell, however, that black eyes toward him. The intensity of that gaze was he was weakening. Tren-dar had acquitted herself well. unnerving. There was an intelligence there, Troy realized. Nen-al was determined to do the rest. Alien perhaps, but an intelligence nonetheless. Abruptly, there was a lull in the fighting. For a Those feral eyes narrowed. Troy tensed. He swallowed moment, Nen-al and the intruder stared at one another dryly. Without thinking about it, he raised the needler to with fire in their eyes. The attacker was backed up against fire. a boulder which protected the entrance to the lair strips. One eye was gone. An arm hung limply at his side; its Nen-al looked at the scrawny creature before him. His claws withdrawn. Still the youngster growled his defiance. nose confirmed that it was the one he had followed from Nen-al was well-pleased with the damage he had the first exploding rock. Soon it, too, would die. inflicted upon his enemy. Unfortunately, he knew, he was The fires of rall-dai still flickered in Nen-al’s brain. in little better condition himself. The hind leg which had Though he was close to collapse, he gathered his legs been bitten by the fire rock was throbbing more and under him for one more assault. He would destroy this more. It had slowed his movement. He had been unable unusual animal as he had the other, he told himself. There to avoid a number of attacks which normally would have would be a feast for all. struck only air. When the beast pointed the fire rock at him, Nen-al Nen-al knew he had to finish off the interloper soon. He hesitated. He remembered only too well the bite it could could feel himself tiring as blood continued to flow from deliver. his many wounds. Snarling, Nen-al berated himself for his cowardice. The The truce was over. other thing had had a fire rock. Nevertheless, he had slain With a rasping roar of challenge, Nen-al leaped for the it with ease. He would do so again. throat of the stranger. Nen-al readied himself to attack. Just as he was prepared to leap forward, a small black streak dashed past Troy knew that his heart was beating dangerously fast. him. His pulse had been close to one hundred and sixty when Nen-al reached for his son as the fire rock spat its flame. last he had checked it. He had not slowed his pace since Its teeth exploded against the stone near Nen-al’s head

DRAGON 67 while the creature which held it yelled and stumbled done. backward. In his injured state, it was all Nen-al could do Steeling himself to the messy job, Troy took his hunting to maintain his grip on his squirming offspring. knife and began cutting away the bloodied hide. As he Delivering a heavy blow, Nen-al cuffed his son back worked, Troy kept an eye on the predators. The male was towards his mother. This kill was his, Nen-al thought still unconscious, and the female seemed to prefer the angrily. A thud came from the darkness of the lair. The darkness of her cave. Behind her, her cub peered out at tiny growling stopped for a moment and then transformed the human. Its teeth were bared, Troy saw, but its earlier itself into a low-pitched whimper. rashness was apparently subdued. Unsteadily, Nen-al turned to face his enemy. His eyelids Finished, Troy wrapped the tattered hide around a fluttered. The sky was growing dark. How could that be, hunk of meat and stood. The rest of the carcass could he wondered. The afternoon was not yet over. remain there, he decided. These animals would need the Nen-al squeezed his eyes shut for a moment. The nourishment if they were to heal their injuries. animal before him was growing fuzzy. It was starting to Wiping sweat from his brow, Troy looked up at the sun. fade into . . . There were, he guessed, a few more hours of daylight Nen-al struggled to move forward; to complete his remaining. Enough time to put some distance between attack. His suddenly wobbly legs refused to obey. He himself and these creatures. A rock shelter, a small fire, opened his mouth to issue his challenge. Before he could and the fur would see him through the night, he decided. utter a sound, however, the world dove into blackness. Tomorrow he would scrape the hide. He knew enough to Nen-al crashed with it. do that much. Experimentation would have to guide him after that. Troy stood open-mouthed and trembling. His needler There was, however, one thing left to be done before he was still pointed at the beast. One shaking finger covered headed south. the firing button. But he did not depress it. There was no Aching and tired, Troy climbed the hill. Two graves on longer any need. an alien world, he thought as he performed his task. Two Only half aware of his action, Troy lowered his arm. piles of stones to remind him of all he had lost. Gingerly, he picked his way closer. He could see that the From his vantage point, Troy saw the alien mother animal he had come to kill was still breathing. crawl to her mate. Though she was badly injured herself, Troy stood over the unconscious predator. He could feel she was looking first to his welfare. Licking his wounds. a part of his brain urging him to finish the thing off, to Nuzzling him. Seeking to give him life. even the score. It would be so easy. First it. Then its mate As Rozelle did in her own way for me, Troy thought. and cub. The cave would be Troy’s then. Fur and meat to Quickly Troy stood. Brushing at his eyes, he turned see him through his journey. His troubles would be greatly away. He had a long journey ahead of him. At least a diminished. month’s worth of walking. This would be the first major Troy refused to listen. He realized that he had erred in undertaking of his life which he had attempted alone. He following the guidance of that primitive dictator in his knew now that he had no choice other than to succeed. He brain. It was time to shove it back in its cage. He knew knew it was only a matter of time. that slaying this animal would not restore his wife. To this thing, Rozelle had simply been legitimate prey. There had The first thought which solidified in Nen-al’s mind was been no malice involved. that he had failed. His prey was gone. He would have to Such was not the case with the members of the Council, hunt again. Straining, he tried to rise. He discovered he Troy knew. They were the ones who would have to pay could not. the price for their crime. Troy vowed he would make Then he would wait, Nen-al decided. He knew that certain that they did. eventually his strength would return. His days of killing If the being at his feet could survive its wounds, let it were far from over. live, Troy decided. Let it care for its own family as best it Nen-al smiled as his son joined Tren-dar in licking his could. His destiny lay elsewhere. wounds. Troy’s gaze went to the animal which had been killed. It Perhaps, though, Nen-al thought, some of the killing was large. Its fur was thick. He knew what had to be was at an end.

68 FEBRUARY 1986 D RAGON 69 handwritten pages in tiny, crabbed Tips for PARANOIA traitors script) attests to the author’s longevity and, therefore, the presumed utility of ©1986 by Ken Rolston his advice. Imagine the difficulty of scribbling even one page of such trea- sonous wisdom while evading the ever- vigilant eyes of The Computer and its loyal servants and toadies.

1. I never saw a boot I couldn’t lick. Or a bot sensor. Or a Computer terminal. Indeed, licking the metaphori- cal boots of The Computer is the pri- mary survival skill. You know what The Computer wants to hear: its citizens are safe and happy, treason has been rooted out and destroyed, and the citizens are endlessly grateful to The Computer for its bountiful generosity and compassion- ate concern. Never tell anyone (or anything) some- thing that he, she, or it does not want to hear. If this compels you to misstate yourself, and you are caught creatively interpreting the facts, immediately and humbly acknowledge your “error” in memory, perception, or judgment, or blame the misinformation on some other source — preferably the perennial scapegoat favorite, Commie traitors and saboteurs. “Gosh, how could I have ever forgot- ten that flybot we lost. It just must have slipped my mind in my eagerness to report to you, sir.” “Yes, Friend Computer, it is certainly clear from the explicit photographs you have shown me that it was indeed I who smashed the computer terminal with a hammer. Oh, woe is me! Surely I have been made the unwitting dupe of some Commie spy with mutant mind control powers! You must let me go seek this WARNING: This document is not, The following excerpts from the man- Commie traitor without delay before he repeat, not available to The Computer. uscript known as “Treasonous Jive corrupts some other loyal citizens.” All game masters reading this should That'll Keep You Alive” are presented by Always have a few nice speeches pre- present themselves for summary execu- the inspired leadership of PURGE to aid pared in case you are forced to bootlick tion at the Commie Mutant Traitor Ene- inexperienced Troubleshooters in surviv- for your life on short notice. For mies of The Computer Revolutionary ing mission assignments. The manu- example: Bunker and Social Club beneath the script is a compendium of maxims, “Indeed, I can see that the circumstan- grease trap in the main sewer for IKY collected and annotated by an anony- tial evidence demands my execution. Sector. mous citizen with the assumed pen But, in your extensive experience and Smash The Computer. PURGE is your name of One Clone Charl-Y. In the abundant wisdom, surely you have dis- friend. absence of more tangible evidence, the covered that appearances are deceiving, sheer size of this manuscript (over 600 especially when the masters of misrep-

70 FEBRUARY 1986 resentation, Communist traitors, have way as to suggest that you are that he did not survive so that we might fabricated the web of falsehood to indict graciously offering them an opportunity force from him the complete story of his innocent citizens, confounding the proc- to distinguish themselves, like so: heinous betrayals.” ess of justice and causing loyal citizens “Here, Gone-R, you take this experi- Lastly, fewer Troubleshooters means to suffer tragically in spite of their mental plasma-powered flashlight. I’m less confusion when the commendations unswerving devotion to The Computer. sure a comprehensive report on its are handed out. (If you are the only All I ask for is an opportunity to clear testing will earn you a commendation.” survivor of a successful mission, you can my name and to fight this insidious Or: certainly dramatize your crucial role threat to the security of all citizens and “Splat-R, I commend you on your without fear of contradiction.) to their benevolent protector, The courage in volunteering to disarm the The unsophisticated method of reduc- Computer.” berserk scrubot. None of us veterans ing mission staff is the summary execu- Numerous catch phrases are sure to could begrudge you the honor of serv- tion. This technique is effective if receive a gratifying response: ing The Computer in so selfless and loyal well-planned and executed, but, if no “Friend Computer . . .” a fashion.” more than an impulsive bit of gunplay, “. . . obviously the work of Commie Beware of excessively cooperative the executioner is often executed by his saboteurs . . .” bootlickers. Many are simply mindlessly victim — or by other trigger-happy “. . . clear implication of the operation loyal and courageous, and present no citizens who want to join in the fun. of some unregistered mutant power . . .” threat to you, and you will find it easy to The accident is a more controlled and “How terrifying it is to contemplate assign them to useful tasks that they will efficient method of reducing staff. A that even The Computer’s information not survive. However, a shrewd boot- properly staged accident, even if it fails, sources may be compromised by licker may have schemed a way to does not prompt the victim to pull his Communist conspirators.” survive the task you have assigned, weapon and start firing away. A well- “No, of course not! The Computer in planning to exploit his actions to further planned accident may not even alert a error? Completely implausible! No, it can his ambitions or to bring about your victim that he has been the target of an only be the work of traitors . . .” demise. Assign him to the task for which attack; even if he suspects that he has “But I was only following your orders he has volunteered, but add some addi- been set up, the victim is not sure who when we [executed that High Program- tional complication that he cannot have to shoot in retaliation. Also, occasionally mer/cooperated with that registered anticipated. For example: survivors may be called to task when a mutant/tested the experimental matter “Why, thank you for volunteering to mission group is decimated; if the fatali- imploder.] Who could have dreamed that attempt salvage of that malfunctioning ties were obviously “accidents,” charges your orders might be unwise or ill- plasma cannon. A noble gesture. Of of false execution are not likely to be considered?” course, with such a dangerous mission, filed. “Of course, for my own protection, it would be unwise for you to further that important information [about the risk any of The Computer’s valuable 4. NEVER let untrustworthy flybot’s operation/about the weapon’s equipment by exposing it to any explo- citizens behind your back — and destructive capacity/about the instability sion that might result if you should fail. whoever heard of a trustworthy of that isotope] was not available at my Therefore, I regret that you will have to citizen? security clearance. I hope that as I rise leave all your equipment here with us in A good position in the mission deploy- in The Computer’s favor, such tragic the bunker. Yes, I'm afraid that means ment is vital to survival. Since the mis- destruction of Computer property can your tool kit, also.” sion usually has the power to be avoided.” order the group deployment as he likes, 3. Accidents will happen — and a discussion of best choices is properly 2. If you’re going to make a the sooner, the better. Whenever addressed to mission leaders. However, citizen lick your boot, he might as possible, reduce the number of Trouble- if a mission leader is weak or stupid well start with the sole. A common shooters in your mission group. Several enough to permit personnel to position mistake made by ambitious young Trou- basic principles are at work here. First, themselves as they will, other Trouble- bleshooters is acting heroically in the fewer Troubleshooters means fewer shooters should understand these basic service of The Computer. The proper weapons aimed at your back. Fewer principles. approach is to direct subordinates to act Troubleshooters also means more casu- The coveted position in any mission heroically, then, after their inevitable alties to be tailored to your scapegoat deployment is at the rear of the group. and carefully planned demise (often in requirements without the embarrass- Normally, this position is preempted by the act of their heroism), claim credit for ment of contradictory testimony. the mission leader. (Oh, fortunate mis- their heroic deeds. “Yes, the villainous traitor Fawlg-I was sion leader!) If you are the mission Always present orders that entail obviously responsible for sabotaging our leader or the ranking citizen, demand certain death for subordinates in such a mission at every turn. How unfortunate this privilege. Do not be swayed by

DRAGON 71 moment someone says or does some- thing that might be construed as an excuse for a summary execution. This is dumb. You are not looking for an excuse to execute someone. You are looking for an opportunity to execute someone in such a thorough and risk-free fashion that he is dead before his weapon can clear his holster. Given the generally poor marksman- ship of Troubleshooters, the unreliable killing power of their weapons, and the substantial protection of their armor, the chances of acing a prospective trai- tor before he gets off several shots is diminishingly small; thus, you are as likely to die as your victim. Dumb. Bide your time, build your case against your prospective victim, then plug him when he is relatively unable to return your fire. An ideal time is when he has his hands full of some other kind of trouble, like attacking hostiles or a mal- functioning weapon or a berserk bot. At the very least, his weapon should be still clever tactics, like: “Say, my combat jected to the scrutiny of his companions. in its holster and his attention engaged skills and training make me the perfect This position should be assigned by the elsewhere. Ideally, he should never even one to guard against attack from the mission leader to the Troubleshooters know it is you attacking him. Whenever rear,” or, “Since I carry the multicorder most likely to present a real threat to possible, attack when you have superior and must record all our activities, I must him. Never waste this resource by plac- firepower or when circumstances stand behind you, Mission Leader Sir, ing a low-status nincompoop there. ensure that you will hit your target — for a panoramic view .” Wimps and morons should be gra- for instance, when you are standing Of course, if you are not the mission ciously assigned a position in the center- behind him with your slugthrower leader, you must try these clever tactics. rear of the group, and told: “Now, aren’t pressed against his torso. Some inexperienced or dim-witted mis- I a kind and considerate mission leader Often, resorting to weapons is unwise. sion leaders may fall for them. However, to place you inexperienced men in such The “accident” is normally a more effec- if the mission leader assumes the rear, a safe spot?” Reassure them often about tive way of eliminating a traitor and then you must to assure your- how safe they are, then terminate them claiming a commendation, and if you self of the best spot you can wrangle. at your leisure after the tough guys have never get a good opportunity during the Far right or left flank is usually the sec- been eliminated. mission, there’s always the de-briefing. A ond-best choice for a combatant, afford- Never assign anyone with a powerful well-supported case of treason is a more ing a wide field of vision and fire. If you area weapon to a position on the periph- deadly weapon than a laser and less are the multicorder operator or some ery of the group. The temptation to turn likely to backfire on you than a other technician, you can usually make a and wipe out the rest of the party in one summary execution. good case for being back with the mis- shot is just too seductive. Place him in sion leader, since, without a drawn the middle of the group where you can weapon, you present a less immediate keep an eye on him. 6. A sucker for every scheme, threat to his security. (Note, however, Power armor appears to be an advan- and a scapegoat for every crime. that a prudent mission leader arranges tage equivalent to rear guard; however, Carefully select your prime victim candi- to eliminate any recordings of the mis- the risk of equipment malfunction is dates. Certain types make excellent sion, and that the multicorder operator serious — no leader wants to get caught suckers and scapegoats. Trigger-happy, is at serious risk when near the mission helpless in a powerless power suit. A impulsive types can easily be induced to leader and out of line of sight of the rest compromise is to assign the weakest, start trouble with hostiles, facilitating of the group.) most docile, low-status dolt to the power your shooting them from behind. Super- The rear position is coveted for its armor, then position him directly in loyal, heroic types can usually be talked superior range of fire and the safety it front of you as you assume the rear into getting involved in risky ventures affords from backstabbing; it is also the position. This way you have the indirect that will either kill them or distract place where fewest eyes are trained. protection of his armor and still have them enough to give you a good shot at Those who wish to do things that go enough warning to get out of the way if them. Naive, eager types who throw unnoticed will find this is the ideal he becomes obstreperous. themselves wholeheartedly into a mis- position. sion won’t have time to notice the Conversely, not only is the point man 5. Don’t start anything you can’t sneaky stuff you’re doing to them. the focus of all weapons in his own finish — preferably to component Scapegoats should be of a lower sta- party, as well as the weapons of any atoms. Inexperienced “Troubleshooters tus, permitting you to give them orders opposition, he is also constantly sub- haul out their lasers and open fire the that set them up as fall guys for any of

72 FEBRUARY 1986 your schemes that backfire or blow up over with enthusiasm. Thereafter, when to discover and use these powers in in your face. For example, just before other devices are offered or pressed on themselves. Sign up in a hurry if you you test an experimental weapon, you, confidently assert that your com- make contact with one of those guys. always ask a lower status tech to inspect plete attention must be given to the Speaking of secret societies, no one it first. If something goes wrong, then device you have already been assigned ever uses their secret society connec- obviously the tech damaged it during his in order to properly test and evaluate it. tions to full measure. Sure, it’s danger- inspection. (Of course, keep an eye on This eager volunteering also dispels ous, but what isn’t in Alpha Complex? the tech at all times to make sure he suspicion about your lack of loyalty or The moment I get a new mission, I find isn’t really sabotaging the weapon.) enthusiasm, and may cause other Trou- some excuse to stop by my secret society Absent scapegoats (either deceased, bleshooters to dismiss you as a foolish drop points and get the inside scoop missing, or imaginary) are preferable to gung-ho type — an excellent pose to from some highly placed lodge brother scapegoats who can stand up at the de- assume while hatching your sinister or wrangle a special, secret society briefing and defend themselves. The all- plots. assignment that promises a big payoff in time favorite scapegoat is the If no safe-looking item seems available, blackmarket information or equipment. hypothetical Commie-mutant-traitor that go for a portable weapon. Though such “Er, excuse me, mission leader, but it is always lurking just out of sight. The devices often present serious direct and appears that my laser barrel has only Computer is an easy mark for the impas- indirect threats to your health, other one shot left in it, and my spare has a sioned, melodramatic speech which non-weapon devices often present hair-line fracture at the aperture [care- conjures sinister images: evil agents equally serious threats, but without the fully put there for just such an emer- hidden under benign, loyal smiles; potential benefits of a first-class weapon. gency]. Let me drop by my PLC supply demonic criminals hovering behind And, if the rest of the mission group is and pick up a couple of new ones so I’ll every back; tiny, gremlin-like presences “accidentally” killed before you realize be primed for this important mission.” of unimaginable malevolence with the weapon’s true destructive potential, Don’t be shy when asking for informa- almost magical power to avoid detection. such news is likely to excite and please, tion or equipment. You aren’t going to As long as other citizens can be dis- rather than dismay, the R&D designer get something unless somebody is feel- suaded from persistently pointing their who assigned his device to you for ing generous, anyway. Secret society fingers at you and crying traitor, The testing. higher-ups prefer a little unbridled Computer can be easily sent off on some Avoid bots at all costs. No other experi- greed in subordinates; it displays prom- wild bot chase, searching for an imagi- mental device is so unpredictable, ise, ambition, and enthusiasm that may nary Commie, while your treasonous expensive in fines for loss or damages, be channeling into bootlicking, profit- acts are overlooked in the hysteria. heavy and difficult to recover if dam- able for all parties concerned. aged or malfunctioning, and capable of 7. Nothing is more deadly than perversely independent action that may 9. De-briefings always go experimental equipment. Though either implicate you in treason or force smoothly when you are the only fatalities involving experimental equip- you to follow it into certain death to surviving attendee. “I speak without ment seem less memorable because they avoid abandoning it. fear of contradiction . . .” is the opening do not include the thrill of plotting, Never accept cumbersome items that sentence of the ideal de-briefing. A crea- backstabbing, and gunplay, a quick sur- have to be strapped onto your person by tive dramatist can transform a disas- vey of Troubleshooter records indicates lots of tricky buckles and fastenings. trous mission replete with treasonous that a very large percentage of clone These are often the devices with loud crimes into a glowing heroic narrative deaths are directly or indirectly related malfunction-warning alarms that go off with the speaker as the modest model of to malfunctioning experimental at inappropriate times — like, whenever a loyal, courageous citizen serving The equipment. you use them. Computer with all his heart. Directly-related equipment deaths First, other Troubleshooters are poten- include such typical misadventures as 8. Traitors have nothing to lose tially embarrassing records of the mis- explosions, suffocation, incineration, by committing treason. Many trai- sion. Get rid of them. Since wholesale poison, and brain-frying. Indirectly- tors are too indoctrinated by The Com- slaughter is not always practical, bribing related deaths include secondary effects puter’s propaganda to profit from their or blackmailing them into supporting like distraction in combat (shrieking treason, despite the fact that they are as your story may be an alternative. danger alarms that deafen listeners likely as anyone else to be executed for Recording devices, like bots, multicor- painfully), weapons that fail in crucial being traitors, whether they behave ders, and live radio/vidcom links with situations, horribly expensive or other- treasonably or not. the party, must be eliminated, sabo- wise valuable devices which cannot be Take mutants, for example. How many taged, or distracted wherever possible. abandoned when they break down in mutants effectively exploit their innate Such records represent hard evidence the midst of life-threatening disasters, capabilities? Sure, many mutant powers that is hard to explain away and more and execution for failure to carry out are pretty unimpressive, but powers like difficult to dismiss as Commie treason stringent, unrealistic, and impossibly super-hearing or super-seeing are just than the verbal statements of other deadly testing programs devised by perfect for gathering information. The Troubleshooters. Be prudent, however. proud R&D wizards. best power is telekinesis. Think of the Unsubtle and unrestrained destruction Normally, some pretext is made of possibilities for planting false evidence, of recording and transmitting devices offering a choice of devices for volun- pulling pins on grenades, or squeezing will be interpreted as a deliberate effort teers to test. Volunteer promptly, in best the trigger on another Troubleshooter’s to compromise the records. It may be bootlicking style, for the least harmful- weapon in the middle of a briefing or sufficient to make sure that the multi- looking device under consideration. R&D visit. Rumors are that there is a corder is turned the other way or that Jump in before anyone else and bubble secret society that can teach people how the snooperbot is busy down the hall

DRAGON 73 while you perpetrate nefarious deeds. to wait patiently for miracles. brainstorming and scheming, hoping for If you volunteer or are chosen as the When I’m called upon to perform the some inspiration or the intervention of multicorder operator, your problems are impossible in the face of certain death, I good fortune. A gifted footdragger has more complicated. First, you wish to always politely ask The Computer if I one special resource he can always survive, which is not consistent with can go to the bathroom first — and if I count on: the impatience of other Trou- carrying something that others are can have a glass of water — and if I can bleshooters. If the stalling is executed eager to destroy. Further, you are the check just one more reference by data with exquisite subtlety — if your mission one who gets the fines if the device is search — and if I can field-strip the leader and fellow Troubleshooters per- damaged or destroyed. To improve your electron howitzer to stop that buzzing ceive your actions as bumbling incompe- chances of survival, stick close to the noise it makes when you set the fuse tence, finicky perfectionism, tiresome mission leader — usually in the rear of timer — and so on — and so forth. This attention to detail, or simple cowardice the party and less subject to outright tactic is most effective if the requests — if they don’t perceive your actions at attacks. Further, make it known that for can be made privately and without alert- all, so perfectly have you managed to a few credits you can make sure that the ing the rest of the mission group to the avoid attracting their attention — then mission record features a Trouble- fact that you will be tarrying behind just the action-oriented, impulsive types will shooter’s finest moments and overlooks a little bit. Once the rest of the group often push forward, elbow you out of his egregiously treasonous acts. Another catches on, everyone gets into the act, the way, and stride confidently into the clever ploy is providing narration for and The Computer’s temper-simulation trap you were desperately hoping to the record tapes by speaking loudly as software gets short. avoid. the events are recorded. Stalling is also the ideal tactic for Remember: “He who hesitates is lost, “Note the diligent labor of citizen resisting the preemptory orders of but I’d rather be lost than eviscerated Bumm-R as he searches for the source of security superiors. any day cycle.” the jackobot’s malfunction.” (Bumm-R is “Of course, sir, right away, I‘m right on in fact reprogramming the bot to top of it, just have to get my tools ready, Possession of this respond to a remote control self- yessir, er, could you stand back a bit so I NOTICE: document is foolish. Please make your- destruct device that will obviate the can spread these out on the floor and self comfortable in an out-of-the-way need for an extensive de-briefing by make sure all of them are neatly place convenient for trashbot pickup obliterating the other party members assorted by size, shape, color, and serial and the briefing personnel.) number?” while the DMT-borne contact poison Of course, stalling doesn’t make the permeating this page spreads through 10. When disaster looms, keep looming disaster go away. While you’re your central nervous system. Your coop- stalling only heroes are too stupid eration is greatly appreciated. stalling, you must continue feverishly

74 FEBRUARY 1986 DRAGON 75 by Roger E. Moore

It’s been almost two years since the ARES™ Section was first introduced to the pages of this magazine, so now would be a good time to review the mail that the section has received from science-fiction gaming fans over the months. Which articles and games are most popular? What more do readers want to see?

What readers like The most popular articles that the ARES Section has carried since it appeared in DRAGON® issue #84 include “Tanks a lot!” (#99), “Out of the Sun” (#101), the STAR TREK® deck plans in issue #96, and “Rogues of the Galaxy” (#97). The “Luna” series that appeared in last year’s section was also well received, and we’ve had requests for another, similar series spanning several role-playing games. The GAMMA WORLD® Mutant Manual (#98) received praise (and more several requests for this already, and Opinion was divided on whether to contributions) from a number of Gamma we’d like to know your opinions on this use cardboard counters or lead figures Fans. matter. and on what scale lead figures (if used) The most popular feature we’ve ever On the whole, readers are more inter- should take. Lead figures look good but done, however, has been the Marvel®- ested in telling us what they want to see cost a lot; cardboard is cheap and easy Phile, which continues to draw an enor- more of, not less of. Some ARES Section to use, but not as visually striking as an mous amount of attention. We’ve had readers have written to ask for more of figures. Then, too, 25mm fig- dozens upon dozens of requests for “real” science-fiction articles, as opposed ures have sharp detail and are widely favorite or little-known heroes and vil- to super-powered hero articles. I would available; 15mm figures would be more lains who have never before been pub- like more input from readers on this suitable for large groups of soldiers in lished, as well as requests for expanded topic. Is too much (or not enough) space mass combat. Perhaps it would be best descriptions of complex heroes like Iron going to the hero games? What would to have the rules fit all situations, allow- Man™. If you have any new ideas for you like to see instead? ing the gamers to decide whether to use what can be covered in the Marvel-Phile, paper counters or figures and what keep on writing to let us know. scale the figures should be. Space wars feedback Readers have requested that we run The only problems cited in STAR more articles on the CHAMPIONS™, “Starships and Star Soldiers,” in FRONTIERS miniatures gaming are the STAR FRONTIERS®, VILLAINS & DRAGON issue #101, asked for feedback lack of three dimensions (for airborne VIGILANTES™, MARVEL SUPER from gamers on the science-fiction min- craft and soldiers) and the need for air HEROES™, and TRAVELLER® games, but iatures rules that they use and would and sea power rules. Gamers also want the requests for GAMMA WORLD mod- like to see printed. The response was to see realism in their warfare settings ules and articles (if you don’t count remarkably good. Nearly everyone who and set-ups. Marvel-Phile requests) lead the field. wrote back used the STAR FRONTIERS As a side note, gamers looking for Would you like to see a “Best of” vol- system and wanted to see an 15mm science-fiction figures should try ume devoted to science-fiction game combat rule book for the game, as well either Alliance Miniatures (P.O. Box articles? If so, which articles would you as more information on running 2347, Des Moines, Iowa 50310) or Ral like to see reprinted? We’ve gotten Hawks battles. Partha Enterprises, Inc. (5938 Carthage

76 FEBRUARY 1986 Court, Cincinnati, Ohio 45212). The Champions. This group, located in San Finally, Dave Robinson set up a cam- former has the current license to pro- Pedro, , consists of paign in which the players used charac- duce Laserburn figures, and the latter with his new suit, the high-flying Angel™ ters that were the players themselves, has a wide selection of Galactic Grena- (who never joined X-Factor™), ™ written up in game terms and gifted diers and Final Frontiers figures. All of (who also never joined X-Factor), Sha- with assorted super-powers. His current these figures are beautifully done and dowcat™ (who quit the X-Men™), Henry group is based in his home town of quite detailed, more than would be Pym (who got back into the business as Prescott, AZ, and it consists of the new believed for 15mm scale. They are suit- Goliath™), and the ™ [who was heroes Tempo, Coil, Omega, Fast able for any miniatures gaming system. reformed by the ™].” Scott’s Forward, and Grav. New heroes have Write for more information. group fought with the Decepticons and also appeared across America in his triumphed. campaign, forming hero groups in St. MARVEL SUPER HEROES™ Garrett W. Roberts, of Hurlburt Field, Louis (the Saints of the Skies) and Seattle game FL, wrote about a complex adventure (Pacific Coast Superfighters). Most of the that he had been running for a large villains that have fought Dave’s group In DRAGON issue #102, I asked readers group of past and current X-Men. The are based in Phoenix, AZ. Marvel Super to describe how their MARVEL SUPER mutants met up with Derek Summers, a Heroes from the southwest United HEROES game campaigns were develop- super-mutant from an alternate future States, such as ™, Doc Samson™, ing. Do people stick with the current timeline. Derek was the son of Jean the West Coast , and the Hulk™ Marvel Universe™ when adventuring, or Grey and Scott Summers, and he pos- have also appeared in the group’s do they create their own alternate sessed a limited form of the Phoenix adventures. universes? Force (with a Shift X Psyche and limit on The other mail received on the Judging from several of the letters we his use of the force). Derek was married MARVEL SUPER HEROES game consists received, most gamers aren’t worried to the adult Kate Power, and the couple almost entirely of requests for more about sticking to the current Marvel was expecting their first child when heroes and villains, and suggestions for saga as outlined in the comics. Scott Derek (known as Phoenix II) was revising the game. I pass these letters Amrozewicz, of Lanoka Harbor, NJ, dumped into a by an along to Jeff Grubb, who then eats described the campaign in which he unknown force. The timestream of this them. Really. The tales I could tell . . . gamed: “. . .in our world, the West Coast universe diverged from the Marvel By all means, keep your letters coming Avengers™ disbanded, as did the Universe in 1984, and it has focused to DRAGON Magazine. It’s the only way ™. ™ and ™ heavily on mutants (joined together we can tell if we’re on the same track as got together to form a new group of under the old banner of the X-Men, and our readers. Your comments are always heroes . . . known only as the New including their old foe ”). welcome.

D RAGON 77 The Marvel-Phile

Alpha and Omega, part I

by Jeff Grubb MARVEL SUPER HEROES campaign. as its armor, physical Strength, and (More than enough to keep me and Endurance. The Fighting and Agility of Before we settle into the first part of our editor busy until next any device created by Madison has a two-part series on Alpha Flight™ and spring.) maximum score of Remarkable Omega Flight™, I’d like to briefly men- We’re shooting for a May release for (Madison's Psyche). tion an upcoming revolution in the this product. Saying something like that In addition, he may repair damage MARVEL SUPER HEROES™ game is usually the kiss of death as far as inflicted upon metal-based individuals, system. schedules go, but we don’t intend to including Box, Iron Man™, and robots The MARVEL SUPER HEROES miss this one! such as Ultron™, restoring up to Advanced Set is coming. The system is Enough to get you interested? Good. Unearthly damage each round. Similarly, expanding, more rules and material are As I move along further in the design, I’ll Jeffries can inflict up to Unearthly dam- on their way, worlds will live, worlds pass along more information. age each round on robotic or metallic will die, and the Multiverse — oops, Now that the plug/warning/public targets, which must fail an Endurance wrong company. service has been dealt with, let’s move FEAT (Red if Endurance is less than As I write this (Thanksgiving of ’85), I on to the entertaining portion of the Unearthly, Yellow if equal, and Green if am hip-deep in rough manuscripts for column. About a year ago (in DRAGON® Endurance is greater than Unearthly). the Advanced Set — an expansion, not a issue #97), I did a column on ™, Jeffries may only use existing metals, revision or rewrite of the game. One of Box™, and Guardian™ of Alpha Flight. since he cannot create them, but his the most frequently made comments I’ve Since that time, Canada’s protectors power is such that he can transform a received is a request to not create a have added another pair of super-pow- standard car into a 9’ tall killer robot. different game system, so that there will ered members: transmutator Madison Madison can talk and move while using be MSH Original Set adventures and Jeffries™ and Heather Hudson™ as the his power, but a serious break in his MSH Advanced Set adventures. These new ™. While we’re at it, we concentration (such a damage-inducing same requests also asked for more rules, should also note the members of Alpha attack) will cause his creation to freeze more definitions and options, and more Flight’s greatest super-foe team — in its last position. things to do. Delphine Courtney™ Smart Alec™, Talents: Madison served in Vietnam For this reason, the MSH Advanced Set ™, Diamond Lil™, and Wild with the United States Army has a will build on the original game, provid- Child™ of Omega Flight. In this issue and ing more depth to the existing rules — the next, we will deal with Alpha and including, but not limited to: Omega. * Expanded character generation; * More combat options and actions; MADISON JEFFRIES™ * An expanded universal table to handle Transmutator, hero the real heavyweights of the Marvel Fighting: TYPICAL (6) Universe™ (the prototype has a column Agility: TYPICAL (6) labeled “Beyond”); Strength: TYPICAL (6) * More uses for ; Endurance: REMARKABLE (30) * Suggestions for setting up your own Reason: GOOD MARVEL SUPER HEROES Campaigns, (10) Intuition: GOOD both inside and outside the Marvel (10) Psyche: REMARKABLE (30) Universe; * More information and rules on Health: 48 Resources and Popularity; and, Karma: 50 * Other neat stuff. Resources: POOR In other words, it will have what Popularity: 0 everyone has been writing in to say that Known powers: they’d like to see in an expansion of the game. We are considering a couple of TRANSMUTATOR: Jeffries has Unearthly 64-page books for the new boxed set, control over all metals in a 2-area range but may have to go to 96 pages each if around him. He may assemble complex there is enough material (and it looks and intricate mechanical and electronic like there is). Plus, there are more maps, devices, and operate them by force of three-dimensional figures, character will. The modified metal retains its origi- cards, and everything you need for a nal material strength, which also serves

78 FEBRUARY 1986 mechanic. He has an Unearthly under- VINDICATOR™ standing of Mechanics (though this is Heather MacNeil Hudson mostly intuitive; he cannot invent new items, but he may create things from All of Heather’s powers derive from other people’s designs), and he has the the Vindicator suit she wears. Statistics Military skill. to the left of a slash represent her nor- mal abilitites; those to the right are her Jeffries’s story: Madison Jeffries has uprated abilities with the suit fully the ability, possibly mutant in origin, to powered. A manipulate metal materials, alloys, and components by force of will. His brother Fighting: TYPICAL (6) Lionel possessed similar powers, only Agility: GOOD (10)/INCREDIBLE (40) his were directed towards organic mat- Strength: TYPICAL (6)/ ter. Madison felt himself an outcast and REMARKABLE (30) did little with his skill, while Lionel used Endurance: EXCELLENT (20) his ability to become a surgeon. Both Reason: GOOD (10) brothers served in Vietnam — Madison Intuition: EXCELLENT (20) as a mechanic, Lionel as a medic. When Psyche: GOOD (10) their squad was wiped out, Lionel went Health: 42/96 mad trying to reassemble and reanimate Karma: 40 the bodies of his dead comrades. Madi- Resources: GOOD (government funding) son subdued his brother using his own Popularity: 4 transmutation power. Lionel, now known as Scramble the Mixed-up Man™, Known powers: was placed in hospital isolation. BODY ARMOR: The steel mesh Vindica- After his return, Lionel drifted, ill-at- tor battlesuit is reinforced by a personal ease with his abilities. James MacDonald force-field generator and provides Hudson, the original Guardian, located Amazing protection from physical Jeffries and recruited him for Depart- attacks, with Incredible protection from ment H. Jeffries was made part of energy attacks. The field dampens ™, the team containing the blows, so the wearer may be Slammed newest recruits, when Department H but not stunned. This protection applies folded. Out of work again, Madison when the field is “on” (as when the suit Jeffries drifted off. is in flight or firing weapons). When the Jeffries returned to Alpha Flight fol- suit is off, it serves as Good protection. lowing the death of James Hudson at the hands of Omega Flight. Roger Bochs’s FLIGHT: Heather can fly at 7 areas per invention, Box, was used by by Jerry round by manipulating electromagnetic Jaxon™ to kill Guardian, and Bochs now Energy through the suit. The force field felt responsible for Hudson’s death. prevents wind injuries to her. Bochs recruited Jeffries to help him build a new, improved Box to hunt ENERGY BEAM: The suit can fire a bolt down Omega Flight. Jeffries agreed, of electromagnetic force once per round mainly because he liked Hudson for from its gloves, with a range of areas, giving him a chance to use his powers in 10 inflicting up to Incredible concussive a positive fashion, and he wanted to (slugfest) damage. bring Omega Flight in as well. Box joined Alpha Flight, but it was Jeffries who defeated Omega Flight. TRANSPORT: There is no indication that Jeffries’ automotive killer-robot creation the recreation of the Vindicator armor killed one of Flashback’s future forms has this function, but this is included in and beat the rest of the group senseless. the event that it has been developed by Jeffries then dismantled the team’s Roger Bochs. This is a special form of robotic leader, Delphine Courtney, in a transport that operates by negating the matter of seconds. wearer’s inertial position with regards to Following the battle with Omega the rotation of the earth. The earth Flight, Jeffries became a de facto mem- rotates beneath the wearer, transporting ber of Alpha Flight. While he doesn’t go her up to a thousand miles west in an into the field with the team, Jeffries hour (at the equator). On-board com- maintains the devices in Alpha Flight’s puters prevent sudden impact with tall headquarters, including its version of structures and will cease movement the “.” He also makes should such a structure be encountered. All Marvel Characters, their likenesses, and MARVEL SUPER repairs on the Box armor, and with HEROES are trademarks of the Marvel Comics Group. Copyright Bochs’s help has rebuilt the Guardian/ DIGGING: Hudson’s original design for 1985 Marvel Comics Group, a division of Cadence Industries Corporation. All Rights Reserved. Vindicator armor for Heather. the armor was as a petrochemical explo-

D RAGON 79 ration device. Heather may tunnel at 3 James Hudson’s death left Heather allowed her to others with areas/round, or 2 areas/round if forming emotionally shattered. Picking up the Incredible ability, but it took 1-10 weeks a tunnel for others to crawl through pieces of her life, she decided to keep for her to adopt any given identity. after her. Alpha Flight together, or else all that Delphine Courtney’s story: Delphine Mac had accomplished would be for Courtney was constructed by the Special naught. She stayed with the team as a VISORS: Heather wears a special set of Developments Department of Roxxon non-super-powered leader. Mac then polarized prescription eyeshields which Oil™; she was a highly developed robot reappeared, but this “Guardian” was in protect her from bright lights of up to with artifical intelligence and open- reality the robot Delphine Courtney Remarkable intensity. Without the ended deductive capacity that made her (a.k.a. Dark Guardian™), who (along with eyeshields (or her normal glasses), effectively sentient. She was sent to Omega Flight) sought to rescue Smart Heather is very nearsighted and will not Jerry Jaxon to help him recover the Alec, trapped in the medicine bag of be able to make out objects more than Guardian technology; on Jaxon’s orders, ™. Delphine was destroyed by one area away (Intuition reduced to she gathered together the members of Madison Jeffries, but the components of Poor when without her lenses). Omega Flight and kidnapped Heather the robot’s suit remained. Hudson to lure James Hudson to his Jeffries and Roger Bochs rebuilt the death. Jaxon was apparently slain in the Heather’s story: Heather MacNeil was suit to its present state, which appears battle, but with the defeat of Omega first a secretary with Am-Can Petro- similar to that as developed by James Flight, Delphine escaped with Jaxon’s Chemical™, where she first met James Hudson. After refusing the impulse to body. MacDonald Hudson, “Mac” had devel- follow in her husband’s footsteps, In the time that followed, Courtney oped a super-powered exploration suit Heather donned the suit when it became continued to pursue her programming for the company, but he resigned upon obvious that her lack of super-powers set by Jaxon: to destroy Heather Hudson discovering the suit was to be sold to the made her a liability to a weakened team. and Alpha Flight. To that end, she devel- U.S. military. Hudson then broke into She has sought out the aid of and oped a version of Guardian’s suit and the company and stole his original ™ to give her the combat train- masqueraded as him, meanwhile regath- designs, created before his employment ing she needs. The above statistics ering the original members of Omega there. Heather resigned as well; upon reflect only her abilities when she first Flight. Defeating Alpha Flight, Courtney discovering that Mac had taken his donned the suit, and they may improve attempted to free Smart Alec from invention back, she encouraged the with further training. unemployed scientist to approach the Shaman’s medicine bag. She instead Canadian government. turned the bag inside out, releasing the At Heather’s urging, the Prime Minis- DELPHINE COURTNEY™ dimension within. Courtney and Omega ter authorized the creation of Depart- Robot , destroyed Flight left Alpha Flight to its fate and ment H, a secret government operation fled, only to be stopped by Madison Fighting: EXCELLENT (20) geared towards super-human powers. Jeffries. Agility: EXCELLENT (20) With the historic flight that created the Jeffries proceeded to turn Courtney Strength: EXCELLENT (20) ™, Hudson sought to emu- inside out, presumably ending her crimi- Endurance: EXCELLENT (20) late and formed his own nal career; her components were later Reason: GOOD (10) team of super-powered heroes. Hudson used to build a new suit of Vindicator Intuition: AMAZING (50) continuously refined his suit; under the armor. It is unknown if the creation of Psyche: INCREDIBLE (40) various names of Weapon Alpha™, Delphine Courtney was a singular event Vindicator, and Guardian, he became the Health: 80 or if others of her type exist, nor is it leader of Alpha Flight. Karma: 100 known if Roxxon posesses the Guardian Heather and Mac married, and she Resources: EXCELLENT technology or even if Jaxon may still supported her husband in his super- Popularity: 0 survive in some form. If any of the powered life. Mac became depressed above is true, then Alpha Flight has not Known powers: when the government disbanded seen the last of this menace. Department H, and when Canada was GUARDIAN ARMOR: While masquarad- threatened by an Elder Beast™ known as ing as Guardian, Delphine wore a suit Tundra™, he set out alone to fight it. It that duplicated most of Guardian’s was Heather who called in the rest of powers. This suit became the basis for Alpha Flight, including the most promis- the Vindicator armor that Heather ing members of Beta Flight™ (Puck™ and Hudson now wears. As such, Delphine Marrina™), to aid him. in this form had all the listed abilities for While Alpha Flight fought for Canada, Vindicator above. Hudsons’s former boss, Jerry Jaxon, BODY ARMOR: Delphine’s insulated conspired to get revenge on Hudson and metallic covering provided Excellent his creations. Recruiting outcast mem- protection from all physical and energy bers of Beta and Gamma Flights, Jaxon attacks. formed Omega Flight and lured Heather into a trap. Using Heather as bait, SHAPE-SHIFTING: Delphine had limited Omega Flight ambushed Guardian and shape-shifting ability owing to her con- Next issue: Alpha and Omega con- Alpha Flight. Omega Flight was defeated, struction. As a robot, her body can be cludes with the rest of Omega Flight: but a malfunction in Guardian’s suit rebuilt, her voice changed to mimic Diamond Lil, Flashback, Smart Alec, and destroyed him before Heather’s eyes. another individual, etc. Her builders .

80 FEBRUARY 1986 Humans in two respects. First, a com- parison between Pure Strain Humans and “normal” humans (as detailed in the AD&D® game) is given. Second, a history is created for the origin of Pure Strain Humans, to explain their durability and strengths.

GAMMA WORLD® and AD&D® humans One of the most interesting aspects of the GAMMA WORLD game has to be the inordinate hardiness of the average game resident. When compared with their AD&D game counterparts, GAMMA WORLD humans are incredibly hard to kill. A 1st-level AD&D character can be killed with one dagger thrust, yet there is almost no way to do in a GAMMA WORLD character with a dag- ger blow. Perhaps it would help to look at the AD&D game’s explanation of hit points. While an AD&D character’s hit points reflect how hard it is to kill him, such difficulty is not due to invulnerability or toughness of skin but rather to combat skills the character has learned. “A cer- tain amount of these hit points repre- sent the actual physical punishment which can be sustained. The remainder, a significant portion . . . at higher levels, stands for skill, luck, and/or magical factors. . . . Thus, the majority of hit points are symbolic of combat skill, luck . . . and magical forces” (Players Handbook, p. 34). A 1st-level AD&D character with 3 hp can be killed with a dagger doing 3 hp damage. At 2nd level, with 6 hp, the same thrust doing 3 hp damage only wounds him. This isn’t because the char- acter in question has acquired hard skin, but because he has learned to get out of the blade’s way. Perhaps the main reason for the seem- ing incompatability of the AD&D and GAMMA WORLD systems lies in confus- ing what we call “normal” human beings with Pure Strain Humans. One blow with a sword would probably hurt you by David Wainwright with the 50 or so hit points the average or me as much as it would a 1st-level character may have, he is at best just AD&D character, so it is convenient to From any perspective, it must be admit- marginally suited to his world. Still, this label AD&D characters “normal” human ted that the Pure Strain Humans of the incredible durability of post-holocaust beings. Where does that leave Pure GAMMA WORLD® game are tough cus- inhabitants is a two-edged blade. With- Strain Humans? tomers. With their 8-sided hit dice, high out this durability, the GAMMA WORLD It is ludicrous to think that GAMMA constitutions, and high number of hit game would be nearly unplayable, yet WORLD characters are born virtually points, a well-armed and armored with it, situations in which it takes two indestructable. It should not be too human is a fearsome opponent. dozen arrows to kill a so-called “normal” difficult to believe that such characters, All things being relative, though, the man add a degree of absurdity that is since they don’t progress in levels of GAMMA WORLD environment is a very hard to ignore. ability like their AD&D counterparts, unhealthy place in which to be. Even This article examines Pure Strain attain their full adult abilities while still

DRAGON 81 very young, perhaps at age 7 (just like ards of nearly every known chemical every family that could afford GST had Li’l Abner). The average post-holocaust and radioactive toxic then known. gotten it, leaving only the very poor and person learns quickly how to dodge The inventors of GST had no idea of those skeptical of its benefits potentially lethal blows and can only be the degree to which their process unprotected. killed after first tiring him or her. [Note, exceeded their initial intents. Despite The genetic booster, one of the final too, that combat damage is assessed being 100% successful in aiding human discoveries of the pre-holocaust world, every Action Turn (10 seconds) in the physiology combat the many hazards of was the key to GST. The demand for it GAMMA WORLD game, whereas it is 24th-century life, there were some very became so great that soon nearly every assessed every melee round (60 seconds) unexpected side effects. One serendipi- adequately stocked doctor’s office had it. in the AD&D game. The time differen- tous side effect of GST was the rein- After the perfection of GST, genetic tial in game mechanics accounts for forcement of the human immunological booster was still widely used for breed- some of the hit-point differential. — system. This resulted in a total resist- ing livestock and growing horticultural Editor] ance to every communicable and heredi- foodstuffs, as well as certain applica- References to Pure Strain Humans in tary disease known to 24th-century tions in the fur industry. But, not long the Metamorphosis Alpha game and in man, including the common cold! after this breakthrough in medical both versions of the GAMMA WORLD More amazing still was the develop- science, came the Social Wars. game state that Pure Strain Human ment of a genetic repair system, which resemble, but are very different from, provided automatic radiation resistance. After the holocaust their pre-holocaust ancestors. (See GW2, As a result, those receiving GST were Unlike their medieval namesakes, the Famine in Far-Go, p. 30). Most people now able to recover from doses of radia- Dark Ages (or Black Years) that followed exposed to high levels of radiation die. If tion that would have killed those not so the holocaust were literally devoid of radiation poisoning doesn’t kill them protected. Nonetheless, the same genetic light. Blasts during the wartime holo- outright, then leukemia or other degen- repair system which allowed Homo caust threw up gigatons of soot and erative disorders that develop after novus to heal otherwise fatal radiation earth, blocking out sunlight and rapidly massive irradiation will. Pure Strain wounds now prevented the genetic lowering the earth’s temperature in Humans, however, can take it. Why? A booster (as well as other mutagenics) what is currently referred to as a little inventive history might help. from working for repeat applications. It “nuclear winter.” Those who survived is due to this chromosomal maintenance the original catastrophe were further that Pure Strain Humans are no longer Before the holocaust diminished by the hard times that fol- prone to alterations of their genetic code lowed. To the credit of the initial survi- Pre-holocaust humankind was quite as their ancestors obviously were, or vors, it can truthfully be said that their similar to the average non-combatant in else the GAMMA WORLD land would mutual cooperation and courage saved the AD&D game, though better dietary not have its present population of humanity from extinction. However, habits and increased access to medical mutated humanity. In short, the road to after the darkest hours had passed, care would have added up to better becoming a Pure Strain Human was a divisive elements emerged. health (and more hit dice). What caused one-way street. Mankind was now Throughout the world, the majority of the drastic change in mankind’s physiol- locked into a permanent mold — but survivors were Homo novus, which ogy was the end product of his former what a mold it was! didn’t please those not given GST. Those ecological carelessness. Another benefit that did not manifest who had voluntarily refused GST came Even before the Social Wars of the itself for several months after the treat- to regard science and technology as evil, 24th century, mankind was in serious ment was an amplification of human and the New Men as the crowning trouble. Toxic chemicals had been poi- reflexes and adrenal responses to an achievement of that corruption. On the soning the earth for generations. Biologi- incredible degree (not necessarily rais- other hand, those initially unable to cal weapons released new and horrid ing dexterity scores). Beneficiaries of afford GST came to resent and despise a plagues; formerly harmless microorga- GST were able to dodge, roll with, and society that could so easily abandon its nisms that had been affected by muta- avoid the full effects of most potentially wretched to the consequences of its own genic substances developed by earlier fatal blows. Even falling damage did not past indiscretions. civilizations also generated new diseases. affect New Men (as they were initially In many of the pockets of gathered Background radiation took its toll on called) as one would expect. This survivors, these factions gradually humanity, adding to the chromosomal enhancement is not considered a muta- formed into a religious movement call- damage done by the various scourges of tion as far as game purposes go, but it ing itself the Faithful, and it urged con- modern life (e.g., radiation accidents). goes a long way in explaining why Pure demnation of the New Men for being the While the causes of these afflictions Strain Humans have so many hit dice. (A minions of the evils of Science. Though were known, no defense was known general household robot, by compari- some of these holdouts were later more from these evils. Then, from the cornu- son, has only 5 HD.) than happy to take GST to increase the copia of 24th-century medicine, came Within months after its adoption by a odds of their survival, the majority of hope: a process of genetically boosting grateful humanity, the benefits of GST them still perceived GST as representa- the human body’s defenses against out- were realized, as the hospitals of the tive of the evil technology that led to this side agents. Early experiments actually early 24th century were emptied of destruction in the first place. increased the number and degree of their patients. The majority of humanity After all, wasn’t it man’s obsession mutations before the final Genetic Safe- had changed from our present form to with science that had initially resulted in guarding Treatment was perfected. nimble and resilient beings whose the poisoning of the world? Surely the Genetic Safeguarding Treatment (GST) chances for survival had been maxi- suffering of 24th-century mankind was created the ultimate human: Homo mized. By the time of the Social Wars, novus, resistant to the mutational haz- deserved as long-overdue punishment

82 FEBRUARY 1986 for tampering with forces best left tors, they were susceptible to mutagen- little girl in GW1, the enhanced reflex/ alone! Wasn’t it obvious to all that man’s ics. Throwbacks can be considered adrenal system (which would explain only hope now was to turn his back on “latent mutants” and only need exposure her hit dice) and still lack the genetic the false god of Progress? Yet, in spite of to radiation, genetic booster, or some repair system that would normally pre- all these “signs,” there were still pom- other mutagenic to realize their abilities. vent mutations from occuring in Pure pous fools whose arrogance kept them This seems to be the case in one of the Strain Humans. It should be added that from seeing the error of their ways. scenarios in GW1, of Gold, in to strip any other GST-enhanced ability Still, there was hope for the Faithful. which a family of Pure Strain Humans from a Pure Strain Human character In time, they realized that as the earth has a child susceptible to mutation. other than genetic repair is to diminish itself had been changed, so had they. How much of the increase in hit points his or her odds of survival (and play- Though beset with hardships, they also is dependent on the GST-heightened ability) drastically. received help in the forms of new reflexes and how much can be What happens to a pre-holocaust powers and abilities, not the least of accounted for by training in combat, human arriving in the Gamma World of which was an enhancement of the adre- martial arts, and learning in general? the 25th century? Unless the character nal/reflex response, similar to that of the The little girl in the above scenario is is a New Man, he will lack the genetic New Men. This beneficial mutation said to be 10 years old, yet she has 8 HD repair system which stands between quickly became prevalent throughout and 30 hp! Obviously, in the setting of him and radiation poisoning. Without the Faithful population. Clearly, this the GAMMA WORLD game, self-defense GST-enhanced immunological system, could only mean that only those who tactics would have to be taught and the character will suffer the same conse- had been mutated would inherit the learned at a very early age; however, it quences as if he had the defect bacterial reformed earth. With this divine provi- is implausible to assume that a non- susceptibility. A Game Master must con- dence, they knew that they could still mutant could learn enough evasive sider what sort of man-made diseases prevail over the Hell-spawned might of manuevers by the age of 10 to become are lying in wait for such an unpro- the New Men. It was from the ranks of tougher than a plastic-and-steel mechan- tected organism. Such a character the Faithful that mutantkind would ical construct. (Remember the general would also be susceptible to all the toxic eventually spring. Later, schisms within household robot with 5 HD?) wastes in the world, too; again, the GM Faithful doctrine would ultimately pro- Far more likely is that the effects of should decide what poisons are natural duce such diverse schools of thought as GST are independent of each other and or industrial in origin, for purposes of the Mutationists, Radioactivists, and the need not all be present in each and allowing or not allowing saving throws. Seekers of the New Dawn. every Pure Strain human. Some throw- The pre-holocaust human shouldn‘t have At the same time, the New Men were backs could have, as in the case of the more than 12, possibly 15 hp altogether. undergoing a parallel metamorphosis. At First patronizing towards the “Untreated,” as they referred to the Faithful, the New Men gradually came to Feel aloof from them. They slowly culti- vated a condescending attitude towards the simple-minded and superstitious Faithful, which in time became open contempt. After all, wasn’t it ignorance and a refutation of the warnings of the scientific community that allowed the poisoning of the earth in the first place? In mankind’s hour of need, it was those who used their natural intelligence that came through with GST and saved the day. Wasn’t it obvious to everyone that the only hope now for man’s continued survival lay in whatever could be sal- vaged from the technology of the past? Yet, there were still cretins whose igno- rance kept them from seeing the evidence all around them. About this time another unsuspected effect of GST was making itself known. While nothing seemed safe from the unleashed power of the atom, the New Men observed that their children were seemingly unaffected by radiation. The effects of GST were hereditary! Occa- sionally, children were born who lacked the full benefits of GST, but such throw- backs had no mutations or defects — although, like their pre-holocaust ances-

D RAGON 83 In short, an unprotected pre-holocaust who maintain the original Faithful belief are as attached to their “truths” as any- human is not long for the Gamma that only the changed should inherit the one else. By A.D. 2450, they have forgot- World. earth, and the Radioactivists, who agree ten that their current condition was When one considers all the complica- but whose conviction that “The Great artificially arrived at through genetic tions that pre-holocaust NPCs present, it Mutator helps those who mutate them- engineering, and they are unaware that seems to discourage inclusion of pre- selves” has become an obsession. Both of they have more in common with their holocaust characters in a campaign. It is these offshoots of the Faithful have long humanoid antagonists than they do with not improbable that some fortunate (?) since abandoned the original Faithful pre-holocaust humanity. pre-holocaust survivors may turn up of all technology. Yet even when legends are false, they from time to time in stasis chambers. Oddly enough, both Mutationists and tell us something about the people who Such characters may have valuable Radioactivists view each other as having made them up. The most popular surviv- historical, technological, or medical strayed from the true path. Mutationists ing tale of the ancients among Pure knowledge which will make them impor- consider the Radioactivists to be idola- Strain Humans is that of Cinderella. The tant in any power struggle in your trous heretics who dare to presume the story of the dutiful daughter maligned world. To preserve game balance, a GM Provider needs their aid. The Radioac- by those around her has special mean- may be more likely to allow a pre-holo- tivists believe the Mutationists are pas- ing to a people who feel the resentment caust restaurant manager into his world sive agnostics who lack the conviction of of almost every other being on the than a nuclear physicist or a firearms faith to approach the Radiant Divine planet. Pure Strain Humans see great expert. Glory in all its Atomic splendor. relevance in the dilemma of Cinderella, Gradually, as more and more muta- Pure Strain Humans, once forming the victimized by her stepmother and tions occurred among the Faithful, the majority of humanity, fragmented into sisters, as compared to their own New Men came to see themselves as not numerous and varied sub-groups. The predicament. only the true heirs of 24th-century man, high regard Pure Strain Humans had for In a world of powerful mutants, intel- but also the sole progenitors of future the technology of the ancients, com- ligent animals, and sentient machines, humankind. Due to their superficial bined with the veneration of the good it’s safe to say that Pure Strain Humans similarity to their pre-holocaust ances- old days before the cataclysm, produced no longer occupy the pedestal their tors and their resistance to mutation, the Restorationists. The scarcity of such genetically-engineered ancestors once they came to think of themselves as artifacts and their great value during did. There are other residents of “pure-strain” humans. This was the first the Black Years caused some members to GAMMA WORLD besides humanoids use of that term, and, as that way of succumb to ignorance and superstition. with grudges against the direct descen- thinking spread across the land, it polar- These ritualistic technology worshipers dants of 24th-century man. As sentience ized the two respective populations founded the orders of the Archivists and flowered in the animals, they came to further. the Followers of the Voice, debased appreciate the atrocities committed Unchecked distrust and animosity offshoots of the original Restorationist against their ancestors by the Ancients, between Pure Strain Humans and the concept. whom Pure Strain Humans resemble so Faithful erupted into open hostilities in Another group, the Healers, often well. Androids, once the servants of many of the enclaves of survivors comes from small communities centered mankind, also have to grind with throughout the GAMMA WORLD lands. around ancient medical facilities. In the the descendants of their former oppres- Some of these battles resulted in genoci- days before the Social Wars, many sors. Rightly or wrongly, Pure Strain dal pogroms by the Faithful to purge the advances had been made in the fields of Humans are perceived as being responsi- hated Pure Strain Humans from the medicine, holistic theory, and psychical ble for every wrong in the post- community. Although any Knight of research. Healers are the retainers of holocaust world. Genetic Purity believes that the only the end product of such research. Their Perhaps this explains the current good mutant is a dead mutant, the Purist extraordinary powers, they claim, are attitude of Pure Strain Humans in the order was not the brainchild of any one natural abilities only dormant in most year 2450. Despite their present impov- man. Mutant defense leagues sprang up men. Most inhabitants of the GAMMA erished state, Pure Strain Humans still in many isolated villages as a last line of WORLD lands, while in awe of the have an attitude not unlike that of dis- defense against hordes of fanatical “White Hand,” secretly scoff at the Heal- possessed royalty. As compensation for mutants on holy jihads. Elsewhere, ers’ vows of poverty and meditation. the loss of their former status and pres- mutant-hunting posses formed in Still, Healers live long lives (up to 125 tige, they have embraced that which human-held territories for the sole pur- years) and generally enjoy excellent alone distinguishes them from the other pose of wiping the “evil stain of health. tenants of the GAMMA WORLD lands: mutantkind from the face of this great the legacy of the Ancients. Throughout land!” In either event, the outcome was the ruined world, the monuments of the the beginning of the longstanding strife Pure Strain Humans today Ancients all give mute testimony to the and warfare between human and Dark ages breed illiteracy and ignorance original favored place of humans in the humanoid. in the way careless campers breed for- scheme of things. Statues, billboard The Faithful, susceptible to the muta- est fires. In the setting of the GAMMA advertisements, and what few surviving genics that made up their new world, WORLD campaign, all inhabitants are records of pre-holocaust life there are continued to mutate; all humanoids of steeped in oral traditions. No one knows proclaim the role of humans as the the 25th century could (if any records with any degree of certainty where facts shapers of the world. In the GAMMA had been kept) trace their ancestry back end and legends begin. Much of what WORLD game, Pure Strain Humans are to them. This includes members of such passes for truth is that which people feared, hated, and envied — but, above Cryptic as the Mutationists, want to hear, and Pure Strain Humans all, respected.

84 FEBRUARY 1986 D RAGON 85 Toledo, Ohio. More than 60 role-playing and board games and miniatures events will be offered. Also, an RPGA™ AD&D® tour- nament will be scheduled. For more details, send a self-addressed, stamped envelope to: UT-BASH, BashCon ’86, 2801 W. Ban- croft, Toledo OH 43606.

LUNACON ’86, Mar. 7-9 This science-fiction convention will be CACTUSCON I, Feb. 1 auction. For more information, contact: held at the Westchester Marriott Hotel in This gaming convention will be staged at Orccon, c/o DTI, P.O. Box 8399, Long Tarrytown, New York. Guests of honor will the of Columbus Hall in Sierra Beach CA 90808, or telephone (213)420- include Marta Randall and Madeleine Vista, Ariz. Special guest of honor is Rick 3675. L’Engle. Multi-track programming of Loomis of Flying Buffalo. Seminars, instruc- panels, workshops, and readings will be tion groups for beginning players, and a SIMCON VIII, Feb. 21-23 available. Also featured are an art show, a variety of role-playing and board game tour- This gaming convention will be staged at dealers’ room, films, a masquerade, and a naments are among the planned activities. the University of Rochester’s River Campus variety of role-playing and computer games. Registration fees are $1, and each scheduled in Rochester, N. Y. Role-playing events, Registration fees are $16 until February 26, event costs $1. For details, contact: Cac- board games, and historic miniatures will be and $20 thereafter. For details, contact: tuscon I, P.O. Box 1103, Sierra Vista AZ among the featured activities. A dealer’s LunaCon, P.O. Box 6742, FDR Station, 85635, or telephone (602)459-1073. room will also be available. This convention New York NY 10150. is free to the public. For more information, 1986 FANTASY WORLD’S FESTIVAL, contact: Jevon Garrett, P.O. Box 29142, MILCON II, Mar. 8-9 Feb. 7-9 River Station, Rochester NY 14627. This gaming convention will take place at This convention will be staged at the the Ramada Inn in downtown Milwaukee, Hyatt Regency Hotel at Oakland’s Interna- WISCON 10, Feb. 21-23 Wis. Featured events will include a two- tional Airport. Guests of honor will include This science-fiction convention will be round RPGA™ AD&D® tournament, a two- Diane Duane, Marion Zimmer Bradley, and staged at the Concourse Hotel in Madison, round CHILL™ tournament, and an RPGA Diana L. Paxson. Registration fees are $30. Wis. Guests of honor include Chelsea Quinn AD&D masters’ tournament. Everyone For more details, send a self-addressed, Yarbro and Suzette Haden Elgin. Activities entering one of these tournaments will stamped envelope to: Friends of Darkover, include films, a masquerade, and an art receive a free lead miniature. Role-playing P.O. Box 72, Berkeley CA 94701. show and auction. For more details, contact: and board games will also be available. WisCon 10, P.O. Box 1624, Madison WI Registration fees are $6 for single-day atten- WARCON ’86, Feb. 7-9 53701, or telephone (608)251-6226 (days) or dance and $10 for weekend attendance. For This convention will be held at the (608)233-0326 (evenings). judging information, contact: Keith Polster, Memorial Student Center at Texas A&M 1312 Wayne Road, West Bend WI 53095, or University in College Station, Texas. Events NOVAG 1, Feb. 22-23 telephone (414)338-1469. For all other will include tournaments for the AD&D®, This convention will take place at the details, contact: Lou Mengsol, 5616 West Traveller, , Nuclear War, and West Park Hotel in Fairfax, Va. Events will Cairpel Lane, Mequon WI 53092, or Star Fleet Battles gaming systems. include role-playing and war games. Con- telephone (414)242-2304. Preregistration fees are $7; registration fees tact: Northern Virginia Adventure gamers, are $10. For more information about this 101 East Holly Ave., Sterling VA 22170, or TRI-CON IV, Mar. 14-16 gaming convention, contact: MSC , telephone (703)450-6738. This gaming convention will be staged at Box J-l, Memorial Student Center, Texas Poe Hall at the NC State University Cam- A&M University, College Station TX WAMCON ’86, Feb 28 - Mar. 2 pus in Raleigh, N.C. Tournaments, films, 77844. This event will be held at the Sheraton Inn and miniatures events will be scheduled. Coliseum in Hampton, Va. Guests of honor Registration fees are $5 for the weekend, or AUGCON ’86, Feb. 8 will include Judson Scott, A. C. Crispin, $3 per day. For more information about this This gaming convention is sponsored by and . Two- and three-day gaming event, send a self-addressed, the Algoma University Games Club, and registrations are available. For more details, stamped envelope to: N.C. State Gaming will be a part of the Ontario Winter Carnival send a self-addressed, stamped envelope to: Society, P.O. Box 50201, Raleigh NC in Bon Soo. For more information, contact: WamCon, P.O. Box 2223, Poquoson VA 27650. Algoma University Games Club, 1520 23662. Queen Street East, Sault Ste. Marie, ALASCON VII, Mar. 15-16 Ontario, Canada P6A 2G3. UTHERCON 6, Mar. 1 This convention will be held on the This gaming convention will take place at Univeristy of Alaska, Fairbanks campus. DUN DRA CON, Feb. 14-17 the Palmer Auditorium in Austin, Tex. A Featured activities will include an AD&D This gaming convention will take place at large variety of role-playing and board game tournament and a miniatures painting con- the Airport Hyatt in Oakland, Cal. tournaments will be offered. In addition, test. For more details about this convention, Seminars, a painting contest, and a flea there will be seminars, discussions, contact: Alascon VII, P.O. Box 80925, market are among the scheduled events. demonstrations, and an extensive video College AK 99708. Fore more information, contact: Dun Dra show. This one-day event will begin at 9 Con, c/o T. O. Green, 386 Alcatraz Ave., A.M. and continue until midnight. NEOCON V, Mar. 21-23 Oakland CA 94618 Preregistration fees are $3; registration fees To be staged at the Gardner Student at the door are $5. For more details, contact: Center of the University of Akron in Akron, ORCCON, Feb. 14-17 Uthercon, 3212 Red River #108, Austin TX Ohio, this convention will offer role-playing, This gaming convention will be staged at 78705, or telephone (512)477-1704. board, and miniatures games. For more in- the Los Angeles Airport Hyatt Hotel. Role- formation about this gaming convention, playing, computer, family, and war games BASHCON ’86, Mar. 1-2 send a self-addressed, stamped envelope to: will be featured. Also scheduled are flea This gaming convention will be held at the Neocon V, P.O. Box 7411, Akron OH markets, seminars, demonstrations, and an University of Toledo’s main campus in 44306.

86 FEBRUARY 1986 MACON OPUS CON 1, Mar. 28-30 details about this event, contact: Tim day event will begin at 10 A.M. and end at 6 This science-fiction convention will be Hoehner, Western Washington University, P.M. Free tutorials, seminars, painting con- held at the Hilton Hotel in Macon, Ga. Bellingham WA 98225. tests, borad games, and adventure role- Guests of honor will include television playing tournaments will be among the celebrities James Doohan, Jon Pertwee, and HAVOC II, May 3-4 featured events. Registration fees are $2. For Elvira. Activities will include gaming tour- This convention sponsored by Battle more information, contact: Les Scanlan, naments, two costume contests, videos, and Group Boston will be staged at South Middle President M.I.G.S., 473 Upper Wentworth an art show. Registration fees are $20. For School in Waltham, Mass. The weekend ac- Street, Hamilton, Ontario, Canada L9A details, contact: Middle Georgia Society for tivities will feature 15mm WRG Ancients, 4T6. Fantasy and Science Fiction, 4315 Pio Nono Napoleonics (Empire Three), Napoleonic Ave., Macon GA 31206, or telephone sail (Heart of Oak), and Avalon Hill’s Convention Calendar Policies (912)781-6110. WWII and Modern microarmor. In addi- In order to ensure that all convention tion to these minaitures events, Circus Max- listings contain accurate and timely informa- AGGIECON 17, Apr. 3-6 imus will be played, using chariot models. tion, all material should be either typed This convention will take place at the For more information, contact: Al Gar- double-spaced or printed legibly on 8½” by Memorial Student Center of Texas A&M nache, 142 Clark Street, Waltham MA 11” paper. The contents of each listing must not exceed 70 words in length. University. Guests of honor include George 02154. The information given in the listing must R. R. Martin, Orson Scott Card, and Frank be prepared in the following format: . Howard Waldrop will be the LITTLE WARS, May 9-11 1) title and date (not to exceed 2 lines of toastmaster. Scheduled events include This convention will be held at the Triton printed matter), 2) site and location, panels, readings, movies, a masquerade, an College Student Building in River Grove, 3) guests of honor (if applicable), auction, and a banquet. Registration fees Ill. This convention will focus on miniatures 4) special events offered, are $10 until March 15, and $13 therefater. events only. Over one hundred historical, 5) registration fees or attendance re- For more details about this convention, con- fantastical, and science-fictional miniature quirements, 6) address (telephone number optional) tact: AggieCon 17, Box J-l, Memorial Stu- battles will be offered. Registration fees are where additional information can be dent Center, College Station TX 77844, or $6. For more information about this obtained. telephone (409)845-1515. miniatures convention, send a self- addressed, stamped envelope to: Todd Sample listing: WIZARDCON ’86, Apr. 5 Fisher, 6010 N. Maramora Ave., Chicago EVERYCON, Jan 1-3 This gaming convention will be held in IL 60646. This gaming event will take place in Ferris Booth Hall at Columbia University in Nowhere, Ind. Fred Smith and Jane Doe are New York, N.Y. Events will include TECHNICON III, May 16-18 guests of honor. Role-playing games and miniatures events will be featured. Registra- demonstrations and tournaments of the This convention will be staged at the tion is free. For details, contact: EveryCon, DUNGEONS & DRAGONS® game, Blacksburg Econo-Travel in Blacksburg, P.O. Box 000, Nowhere IN 46000. Diplomacy, Ace of Aces, Pente, and many Va. Featured at the convention will be a more game systems. Although there is no ad- gaming tournament, video rooms, an art Convention flyers, brochures, newsletters, and other mass-mailed announcements will mission charge, a nominal entry fee will be show, computer games, a masquerade, and not be considered for this column and will be required for participation in each tourna- a Star Wreck play. For more details, con- discarded. We reserve the right to edit ment. For more information, send a self- tact: Technicon III, P.O. Box 256, listings, but we are not responsible for up- addressed, stamped envelope to: Columbia Blacksburg VA 24060. dating them. All listings must be accompanied by a Games Club, 301 Ferris Booth Hall, Colum- cover letter which includes both an address bia University, New York NY 10027. TRI-STATE CON ’86, May 16-18 and a telephone. number. We are not, Sponsored by the Cincinnati Adventure though, responsible for incorrect information STAR CITY CON, Apr. 18-20 Gamers, Inc., this convention will feature provided to this office. If a cover letter is not board and role-playing games, miniatures provided, the listing will not be printed. No This convention will be staged at the call-in listings will be accepted. Patrick Henry Hotel in Roanoke, Va. Orson events, an auction, and a large fantasy role- Foreign and domestic listings are Scott Card and Rudy Rucker will be the playing tournament. For more information, welcome. guests of honor. Panels, videos, an art show, contact: Tri-State Con ’86, P.O. Box 1754, Convention listings should be mailed by Cincinnati OH 45231, or telephone Dave the copy deadline date to Patrick Lucien author readings, and a dealers’ room will be Price, Convention Listings Coordinator, c/o among the scheduled activities. For more in- Rolf at (513)931-6028. DRAGON® Magazine, P.O. Box 110, Lake formation, send a self-addressed, stamped Geneva WI 53147. envelope to: Star City Con, 1305 Burks St. M.I.G.S. VII, May 25 Copy deadline dates are the last Monday The Military Interests and Gamers Socie- of each month, two months prior to the on- SW, Apt. #9, Roanoke VA 24015. sale date of an issue. For example: The copy ty cordially invites all gamers to the society’s deadline for the April 1986 issue is the last VIKING CON 7, Apr. 18-20 seventh annual convention. This convention Monday of February 1986. This science-fiction convention will be will be staged at the Kitchener-Waterloo For any questions related to the Conven- Regional Police Association Recreation tion Calendar, please contact Mr. Price at staged at the SFFC V. U. Building at (414) 248-3625, ext. 376. Western Washington University. For more Centre in Cambridge, Ontario. This one-

I am writing you in reference to the rules presented in the DMG regarding the memoriza- Got a question about an article? A tion of magic and cleric spells. On page 40, the subject you’d like us to cover — or rules state the following: Once rested, an additional one- not cover? What do you think of the magazine you’re reading? Drop us a mortal to strut around with magic powerful quarter hour per level of spell must be spent in study/prayer and meditation in line at “Letters,” P.O. Box 110, Lake enough to challenge the gods. These might seem like simplistic solutions, but order to memorize/acquire the ability to Geneva WI 53147. We’ll read every they are simple and basic common sense. Com- cast each spell. letter we get, and we’ll select certain mon sense and fair play are the real solutions to If one would follow this rule, it would take letters of general interest for publica- the “Monty Haul” campaign. an 8th-level magic-user 6 3/4 hours to memorize tion — maybe even yours! Thomas J. Todd the spells usable at this level, a 12th-level magic- Sutter, Calif. (Turn to page 89)

DRAGON 87 88 FEBRUARY 1986 Index to advertisers

Name of firm or product Page(s) Name of firm of product Page(s) Adventure Systems...... 11 Gamers’ Guide ...... 88-89 AMAZING® Stories ...... 42, 85 U.S...... 75, Armory, The ...... 36-37 inside front cover Bard Games ...... 43 Iron Crown Enterprises, Inc ...... 1, Chaosium, Inc ...... 5 back cover DRAGON® Magazine...... 44 M. S. Kinney Corp...... 41 Dunken Co., The ...... 17 Milton Bradley ...... 7 Fantasy Games Unlimited ...... 31, 39, RAFM Co., Inc...... 21 77, 83 , Inc...... 13 Fantasy-Wear ...... 25 Steve Jackson Games...... 34 FASA Corp...... 19 TSR, Inc...... 11, 32, 57 Game Designers’ Workshop ...... 27 West End Games...... Inside back cover Game Systems Inc...... 20

Minutes to memorize Intelligence one spell level 9 15 10 14 11 13 user 16½ hours, and a 29th-level magic-user 70 12 12 hours!!! I find several flaws with this system, 13 11 especially when you also take into account the 14 10 amount of time for rest that is necessary. What is 15 9 the purpose in giving the spell-caster additional 16 8 spells usable as he or she progresses in levels if it 17 6 is physically impossible for the caster to memorize 18 4 these additional spells due to time limitations? 19 2 Using the system present, it would take over 13 Since a magic-user’s main ability score is hours for a 29th-level magic-user just to memo- intelligence, this system would correlate the class rize his 9th-level spells; if you add on the 12 to the ability score to a much higher degree. hours of required sleep time, you have already Using this system, an M-U of 29th level with a 19 used more than a day’s worth of time. intelligence can memorize all of his spells in Unless I am misinterpreting the rule presented, about 9 1/3 hours. Even with the necessary 12 I feel that there must be a change in the amount hours of rest, it is now possible for the mage to of time necessary to memorize a spell. Since the use and regain all of his spells in one day. ability to memorize is related directly to one’s Lawrence Lerner intelligence, I suggest the following system: Somerset, N.J.

D RAGON 89 90 FEBRUARY 1986 D RAGON 91 92 FEBRUARY 1986 D RAGON 93 94 FEBRUARY 1986 D RAGON 95 96 FEBRUARY 1986