2' ',7,(6 THE ORIGINAL DUNGEONS & DRAGONS FANZINE

I s s u e 9 µ F e b r u a r y 2 0 0 3 OD&DITIES

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Issue 9 - February 2002 OD&DITIES The Original D&D Fanzine 29 2' ',7,(6 THE ORIGINAL DUNGEONS & DRAGONS FANZINE

Editorial ...... 2 My regular rant … R. E. B. Tongue Issue 9 Letters to the Editor ...... 2 February 2003 The readers' comments.

Getting Started ...... 3 Our continuing series on starting a new OD&D campaign. R. E. B. Tongue

Compendium of Characters ...... 3 OD DITIES THE ORIGINAL DUNGEONS & DRAGONS FANZINE Two exotic NPC's for your campaign. R. E. B. Tongue

Editor Governing Gods ...... 4 Richard Tongue A collection of deities with a difference. Guy Robinson Layout First Strike ...... 5 Jesse Walker Who goes first: the fighter or the ? Erin D. Smale Contributors Street of a Thousand Adventures ...... 6 Richard Tongue Guy Robinson A resting place for the sorcerous. Geoff Gander Erin D. Smale Geoff Gander Some Enchanted Item ...... 7 Ciro Alessandro Sacco Carl Quaif The start of a new column on magical items. Erin D. Smale Cover Art An Interview with , Part I ...... 8 Jeremy Simmons An interview with the unquestioned father of RPGs. Ciro Alessandro Sacco Interior Art Combat sans Matrix ...... 15 Jesse Walker Streamlining combat in OD&D. Erin D. Smale Online The World of Herol, Part I ...... 18 www.tongue.fsnet.co.uk The first part of a new campaign world for OD&D. Carl Quaif

Dungeons and Dragons is owned by and it’s use here is not intended as a challenge to their owner-ship of that copyright. All materials are used here without their permission.

All other material copyright© R.E.B. Tongue unless credited to another author. Editorial

Editorial Well, welcome to the first issue of OD&DITIES for the New Year. Issue Nine. I think it is possible to say, without fear of contra- diction, that this is the best issue yet. The first half of an interview with Gary Gygax, the first part of a new campaign setting, this issue is packed full of goodies. The response this issue has been excellent, with more articles coming in that we could squeeze into this issue – but please, please keep them coming in! I would like to apologise to all of those whose articles simply would not fit in this issue – but they will all see publication soon, I assure you! At the moment, Issue 10 is planned for late March, deadline for the Tenth, so get those submissions in! Artwork too, please cover and internal – and thanks to the excellent Jeremy Simmons for the piece gracing this issue's cover. I would just like to apologize in advance for the necessity of publishing in two parts. It is not something I like to do as a rule – I'm sure it will prove a source of some frustration to our readers, I know it would for me. However, these two articles, the Gygax interview and the World of Herol, both struck me as perfect for OD&DITIES, but were just too long for one issue. Rather than hold one back, I decided to run them in parts. I would also like to apologize to Scott Casper, who was incorrectly credited as Scott Gasper in Issue Eight – sorry, Scott! The Guild of OD&D passed a milestone recently – with a hundred members. It has really turned into an excellent list – I urge you all to take a look at it. A real community is building there, something that was not present a few years ago. It just goes to show that there is still plenty of life in OD&D. In other news, OD&DITIES is up for an award! We're in the nominations for the Origins awards this year, under Best Roleplaying Magazine. So please, please, register your vote at once. Right now! The issue will still be there when you get back! Seriously, please vote, and cross your fingers for us. More details to follow in Issue Ten.

5LFKDUG7RQJXH Editor, OD&DITIES

I know that now "new" players wants only World of Darkness and similar, but I think Letters to the Editor that all those new games simply have lost the original spirit and flavour of OD&D Please keep those letters coming in, as usual to [email protected]! game. This is why I try always to get my friends involved in an OD&D campaign play. If I find some time I will also like to Hi! best RPG ever made - both for his flexibility submit some articles - I've created First of all, let me present myself: I'm a and simplicity. I must admit that I'm also a thousand of home rules in those years of 28-years old italian RPG player. I'll play "collector" of OD&D material - I've almost playing and I wish to share it with other OD&D since the age of 13, which means all the material ever published (amongst fans. Actually, I'm working for same Italian that more than half of my life was devoted the others the complete GAZ series, nearly fanzines and submitting some material to to this beatiful game. all adventure modules, all boxed sets, plus Ken St. Andre (the creator of Tunnels and During these long years, I've obviously the "legendary" white box and the first four Trolls) who is getting published in this red, mastered and played many other supplements). I tried over the time to play days. So, just keep up the good work and RPGs - from AD&D (1st, 2nd and 3rd some campaigns both using the Rules continue to keep high the OD&D vessel, edition) to Tunnels & Trolls, MERP, Cyclopedia and the Gazetteer series, and there will ever be some "old time" fans like , Stormbringer, Runequest, even the white boxed set - but unluckily me that will appreciate your efforts. Sorry Chivalry & Sorcery, plus some other here there is a great lack of players - to for the length of this letter and for my poor Italian-made games as Katakumbas or I continue playing I'm literally forced to play English, and thank you again. Cavalieri del Tempio (Temple's Knights is a D&D 3E (not too bad, but the atmosphere Tosatt Earp rough translation in English) which I think created by OD&D is another thing!) and were never published in UK or USA. I've some other minor RPGs (like Vampire or also enjoyed many solo adventure books Mage, too bad!). I stumbled across your Thanks for the letter – most appreciated (one for all, the Lonewolf series, or the site and fanzine by sheer luck, and I enjoy- as always! I think your English is pretty wonderful Warlock of Fire Mountain) and ed it very much - good articles, interesting good. I certainly agree that there is a some other boardgames as reviews of products, playable adventures danger of the flavour of the older games Talisman, Dungeonquest, Heroquest and and very good rules and character class being lost in new editions, that's why I Advanced Heroquest, Willow and Warlock add-ons. In brief, I loved it - especially now began OD&DITIES in the first place, to of Fire Mountain. Now, finished with this that Dragon and Dungeon are completely help preserve it. I'm glad you like boring list, I wrote to you just to make my (and sadly) entirely devoted to 3E. OD&DITIES, it's always great to hear that I blame WotC for letting OD&D die - it it is being used. Feel free to send in your compliments for your great work in keeping ¡ alive OD&D, which I simply consider the was the greatest mistake they can ever do. submissions, as many as you like.

Issue 9 - February 2003 OD&DITIES ¢ The Original D&D Fanzine 2 Getting Started

thread throughout other adventures, either running through the whole adventure of just for a short time. These can be much more complicated and intricate. Whereas one- *HWWLQJ6WDUWHG shots were connected to a specific location or person, these sub-plots should be connected to an individual PC, and should number of themes. A dungeon is discover- be much more story oriented. (As such, it is R. E. B. Tongue ed that the PC's are able to investigate, or recommended that all of the PC's should a group of bandits starts operating in the have an individual sub-plot at some point.) woods, and the PC's are hired to remove These plots should involve either the Well, over the last few instalments we have them. These should not be a part of the created a campaign setting, and worked background or the personality of the PC. campaign arc, but can contribute to it, and Optionally, the player himself can be out the framework of an epic campaign. should draw from the progression of the Epic campaigns can be excellent for both consulted with such elements. An example campaign. For example, a group of PCs of this type of sub-plot would be finding a beginning and advanced players, and if befriending a local lord will likely be asked they are successful, your players will be PC's long-lost sister, who was kidnapped to provide assistance with various by pirates many years ago. (As a twist, she talking about them for years to come. If you problems faced by their new benefactor. are trying to introduce some new people to is now the leader of the pirates, and the These one-shot adventures should be fact that she is the long-lost sister will not D&D, then this is an excellent way to do it. very specific in their nature, either tied to a However, it must be said that having only be immediately apparent.) Alternatively, the location or a single person. Examples of DM can come up with such elements on the epic campaign theme can lead to a this could include clearing out a small one-note campaign, a campaign fixed in his own. For example, he can have a dungeon, curing the lycanthropy of the Magic-User PC learn of an ancient spell one mould only. Players may come to lord's wife, rescuing a kidnapped child from expect the same plotlines every week (Not book of a long-dead wizard, which could a tribe of wild elves, or exploring an lead to a long quest to find it, in between the evil Dark Lord/Evil Undead/foul enchanted mountain pass. Keep these again!). other adventuring. It can be as mundane plots simple to work out – they will form a as one of the PC's deciding to take over a The simple way to combat this is to break in the campaign for the PC's, and the introduce sub-plots, and one-off advent- local Inn, or as complicated as finding a players. It is advised that it should be fairly lost golden dragon egg by the light of the ures into the campaign thread, elements obvious that these are not connected to the that do not contribute to the overall story new moon on the Plains of Gehenna. The main plot, as paranoid PC's will often see idea is to engage the PC's on a different but still add to the experience for the conspiracies wherever they go. players. One-off adventures are the level, to promote greater individual The sub-plot is a different type of role-playing than a group campaign will simplest to introduce, and can be on any animal completely. This is a continuing

sometimes allow. £

been the leader of his tribe. However, the local witch doctor despised him, and sought power for himself, and so Kirika Compendium was sold to a group of slavers. Upon arrival, he managed to escape by jumping over the side of the boat, and barely reached the coast. The strange new world of Characters he found himself in fascinated him, and he has decided to learn what he can from it – before returning home to seek vengeance below could add such an exotic element to and regain that which was stolen from him. R. E. B. Tongue your campaign. Basic statistics and Kirika is extremely inquisitive about all signature equipment are described, as well manner of things, but particularly crafts as notes on personality and background. such as metalworking – he will seek to learn about metal tools whenever possible. The characters covered in this issue's His courage is unbounded, but he has a Compendium are strangers, represent- Kirika fear of magic, especially those that influe- atives of other cultures. Although the 4th level Lawful Fighter nce people against their will. He is seeking practice should not be common, adding a money to finance a return to his land representative of a culture not otherwise Str: 14, Dex: 18, Con: 13, Int: 9, Wis: 13, across the ocean, and also he seeks brave found in your campaign world should not Cha: 12, HP: 22, AC: 3, Blowgun (6 poison adventurers to accompany him. The PC's be frowned upon, quite the reverse. darts, Save vs. Poison or die), Club, could be the ones who find him, and teach Having, say, a 'Samurai' arrive at the castle Leather Armour + 1 him of their land, or they could be hired by of King Arthur could make for some Kirika is a representative of a culture Kirika to return with him to his tribe. interesting experiences, though it should living in the jungles of a far-away land. He be kept in moderation. The pair described was a noble of his people, who would have Continued on page 27 ...

Issue 9 - February 2003 OD&DITIES ¤ The Original D&D Fanzine 3 Governing Gods

Redken Lawful God of Socialism and Newts A relatively later god, Redken is a god whose priests can be found among the lower classes, as defined by the doctrines of other gods of governance. His role is to encourage people to support and strength- en these people and as such his priests are often involved in considerable works of  AH7D@;@9 charity. Socialist Paladins dedicated to Redken are often found, in times, of war supporting conscript units. In such a role they often restrict their armour and weap-   A6E Guy Robinson ons to the median equipment borne by their units, excepting when they have hen people design potent magical items that could best be pantheons for OD&D applied to the furtherance of the unit's military success. people can often forget / Hearth how different forms of Chaotic God of Families and Feuds Demos Neutral God of Democracy and Rumours government can make A primal god of basic governance, Hearth excellent themes from laid down the principles that the only right A less popular god, Demos seeks to of ruler-ship and justice lies in the family or advocate principles of democracy that are gods, especially if these extended clan. Followers believe that appropriate to the wealth, education status wrongs should be righted through the and population size of a government. They gods are generally mortals execution of feuds between the families of seek a balance – sometimes recommend- before they became gods. the offender and the offended. Hearth rites ing that democracy be scaled back until a include the adoption of a stranger into a country is ready for it. Generally priest of Who better to deify than family or clan, marriages and formal Demos seek to ensure that people who are notable figures that brought declarations of vengeance and strife. fit to decide and express personally their own views influence government. about great changes, Fief innovations or order in their Neutral God of Feudalism and Oaths The Iron Lady Chaotic Goddess of Commerce lives? All references to real Said to be a son of Hearth, Fief is the god and Choice who set out the principle of feudal govern- people living, dead or ment while he was mortal. This shifted the A goddess popular with merchants and the focus from families to hierarchies of power, undead is completely rich, the Iron Lady stands for better govern- obligation and defence that start to define ment through freedom for all in the way accidental in this article, differing social classes. Feudal government they spend their wealth. This is held by her has become the norm for many countries honest. priests to benefit the whole of society, even and Fief's rites are used to establish and the poorest that have the least ability to maintain balance within these societies. JW chose under such a system. She is also a goddess of rain, which her priests use as a Regal metaphor of the benefit of wealth to all Lawful God of Monarchy through the "trickle down" effect. As the first legendary king, Regal is the deified embodiment of the principles of Hatton kingship. He is said to have a daughter for Chaotic God of Revolution each true kingdom and these figures of A god supported by those that seek Sovereignty personally watch over the change, Hatton is the god of revolution and succession from one monarch to another. violent changes. His priests travel through- These kings and queens tend to head The Iron out the land seeking to encourage populat- establish states, backed by Regal's Lady ion to seek a "better" form of government. authority. Generally thought they always seem to Royal capitals generally feature a advocate a form different to the one current temple to Regal as large and as prestigious one that is in place. They are unafraid to as the monarch can afford. People seeking advocate war and espionage to further to become kings generally are wise to build their goals, which are not coordinated at all such a temple and staff it with Regal's – often drawing fellow priests into confront- priests before proclaiming themselves so.

ations with each other. ¥

Issue 9 - February 2003 OD&DITIES ¦ The Original D&D Fanzine 4 First Strike

combatant may move up to his encounter speed and still attack (RC/103). While the system works best with individual initiative rolls, and individual PCs should always roll their own initiative, the DM may allow group initiative rolls if the number of PC foes is unwieldy. For example, if a party of four PCs encounters an ogre and five orcs, 5XABC each of the PCs would roll their own initiat- ive and the DM could probably manage the six initiative rolls for the ogre and the orcs. If the same party encounters a pack of 14 BCAX:4 giant rats herded by 3 kobold guards, however, the DM would probably make only two initiative rolls: one for the rats and one for the kobolds. How to get the jump on initiative rolls Initiative Rating A combatant's Initiative Rating (IR) is a in OD&D Combat reflection of how rapidly he may act during a combat round. As such, IR reflects weap- Erin D. Smale on skill, size, Dexterity, and attack mode. Typical modifiers are shown on Table 1; all are cumulative: Introduction Determining combat initiative in the Table 1: Initiative Rating official OD&D rules is a straightforward Condition Modifier Condition Modifier matter: every round, each side rolls 1d6, and the side with the highest result goes Weapon Mastery: UN -4 Attacker Size: T 5 first (RC/102). Optionally, the DM may Weapon Mastery: BA -2 Attacker Size: S 3 allow for individual initiative using the same Weapon Mastery: SK 0 Attacker Size: M 0 1d6 method, perhaps further granting that Weapon Mastery: EX 1 Attacker Size: L -2 the die result is modified by the combat- ant's Dexterity score. Like most other rules Weapon Mastery: MS 2 Attacker Size: G -4 in OD&D, the system is easy to learn and Weapon Mastery: GM 3 Changed Weapon -2 quick to use, but somewhat short on Weapon Size: S 2 Magic Item Use -1 realism. Not that the system needs to be trashed, but it could stand the influx of Weapon Size: M 0 Dexterity Adjustment var. some tension—something to make deter- Weapon Size: L -3 Cast Spell - spell level mining initiative more than a simple back- and-forth routine of d6 tosses. This article suggests an alternative initiative system Once initiative is determined, combat For convenience and easy look-ups, that maintains the random element of a die actions may begin, starting with the players and DMs should note beforehand a roll while making realistic allowances for combatant who possesses the highest combatant's IR for size and dexterity. This combatant ability. In the process, the initiative result, whose action is resolved way, the number is always handy as a system allows a granulated view of the immediately. The combatant with the next "permanent" modifier to initiative rolls, to be individual actions taken during an chaotic lowest initiative result resolves his action further modified by attack type or combat combat round. next, then the combatant with the next action chosen. lowest initiative result, and so on. Because Below are some examples, using the IR Determining Initiative actions occur in "real time" (i.e., they are modifiers above: resolved immediately in the order of high- As in the official rules, initiative is est initiative results to lowest), it is possible Š Human Fighter with DEX 13 and Skilled determined at the start of every combat for a slow combatant to be knocked out of mastery in the short sword: IR = +3 [+0 round, but is arbitrated via 1d12 rolled by a fight or incapacitated before he can act. (Medium attacker) +1 (DEX adj.) +0 each combatant. In all cases, the d12 Regardless of the actual initiative results, (Skilled mastery) +2 (weapon size) = +3] result is modified by the combatant's the numeric difference between initiative Š Human Fighter, as above, swapping his Initiative Rating (IR), a relatively static results of different combatants, or how short sword for a halberd (BA mastery): modifier (see below) that reflects circum- many combatants are in the fight, all comb- IR = -6 [+0 (Medium attacker) +1 (DEX stantial conditions such as Dexterity, at actions occur in the same combat round adj.) -2 (Basic mastery) -3 (weapon size) weapon size, attacker size, and attack (unless an action chosen normally consum- -2 (changing weapon) = -6] type. The actual initiative result, then, is the es more than one round). Remember that a d12 roll plus the combatant's IR. Continued on page 28 ...

Issue 9 - February 2003 OD&DITIES § The Original D&D Fanzine 5 Street of a Thousand Adventures

Street of a Thousand Adventures:

ar t igan’s est  Geoff Gander

his expansive, one-storey woman, who will think nothing of taking a "Legends of the Sea of Dread", by Julius brick building sits at a quiet half hour or more to chat with newcomers Severnus. intersection. The establish- about her business, sights to see in the "The Cult of the Black Worm", by anon.  ment's tall, narrow windows city, and any rumours that she thinks they are bracketed with brightly might be interested in hearing; her capable "The Rise and Fall of the Eastwind painted shutters, and beneath each one is assistants, two young women named Aldea Dynasty", by Edwin Linton. a flower box filled with violets, pansies, and and Catherine, are more than capable of The remainder of the building, which forget-me-nots. The stout, oak door, handling the patrons if their employer is patrons are not permitted to see, consists painted a brilliant sky blue, is decorated occupied (they are both low-level magic of the kitchen (accessible through the door with an ornate bell-pull (whose chimes users, though they will not reveal their behind the counter), where Martigan and were hand-crafted in Ochalea), but regular abilities unless an emergency arises). her employees prepare the food that is patrons know enough to just walk in. Although Martigan does not advertise, served, as well as living quarters for the Inside, the wood-panelled walls have her establishment is known to traveling three women (all comfortably appointed been stained to a honey-brown colour, and mages far and wide, and most of what is rooms), a small indoor privy, and a narrow at regular intervals there are small, tasteful said about her business is positive. staircase leading down to a root cellar. In paintings of country scenes, and mounted Martigan's Rest is known as a comfortable the cellar, Martigan keeps several sacks of shelves holding anywhere from one to four rest stop, a place where wizards and their potatoes, apples, and other perishables books, most of which show signs of use. companions may relax for a few hours. that can be placed in cold storage. Hidden Interspersed among the shelves are There are only two rules that Martigan away in one corner is a small wine rack, carvings of dragons, pegasi, griffons, and enforces – patrons must not duel on the containing vintages from around the Known other fantastic beasts, all of which hold premises, and they may not solicit World. fist-sized glass spheres – these provide business from other patrons, unless invited magical light after the sun sets, and their by that person to sit with them first. Failure gentle golden glow produces a cheery to comply with the first rule will result in Adventure Hooks

atmosphere. The floor of the main room, banishment for life; violation of the second ¨ which takes up about half of the building, is rule result in banishment for at least one Martigan's Rest is a good place for covered with a great carpet, whose year – no exceptions. This is to ensure adventuring parties to acquire information spiraling patterns are a veritable riot of that those who wish to enjoy a few hours of about legends, which may turn into colour (a gift from an Ylari emir). Scattered safety and solitude will get it. In all the opportunities for adventure. As mentioned throughout this room are numerous tables years Martigan's Rest has been open, above, Martigan herself is an excellent and chairs, all of which, though in good there have been no duels, and only one source of such information, and, provided condition, show obvious signs of heavy use person was thrown out for soliciting. the PCs behave themselves, she will over the years. At the far end of the room Martigan herself is a veritable fount of provide it free of charge; frequent patrons is a long counter and a handful of stools, information about local history, and she will find her more forthcoming about such behind which is a simple door. traveled extensively in her youth, such that, things, of course. Regardless, polite PCs Martigan's Rest is open from 6:00 am if presented with a strange object, she has will find Martigan's Rest to be a convenient

to midnight, seven days a week. The a fair chance of identifying it. Also, the sanctuary, if only for a few hours. ¨ proprietor, an average-looking, fortyish books in the main room may contain lore Low- to medium-level PC magic users woman who calls herself Martigan, decided that might be of interest to the PCs – will also benefit from the informal to open a casual lounge where those of her Martigan is more than willing to sell one of spellcasters market that exists here; if profession – magic users – might them, should she be asked about them. In invited to join another mage at his or her congregate for tea, coffee, liqueurs, and this case, the DM should decide table, PCs may be able to buy, sell, or other reasonably priced light fare while beforehand what the books are about, but trade spells, and obtain information about sharing news, spells, and other some sample titles are below: new areas of research. Prices, and what information. Non-spellcasters are of constitutes a "fair exchange", are best course welcome (their money is as good as "The Habitat and Customs of the determined through reaction rolls, and anyone else's), but those who know about Green Dragon", by Thurmond Redbeard. roleplaying. If a PC magic user plays his or Martigan's preferred clientele tend to stay her cards right, they may end up with a "Alchemy Made Easy", by Giovanni Storti. away. Martigan herself is a very pleasant mentor for a time. Continued on page 27 ...

Issue 9 - February 2003 OD&DITIES © The Original D&D Fanzine 6 Some Enchanted Item Some Enchanted Item Hither and Yon: A mated pair of nefarious blades Erin D. Smale

Some Enchanted Item features a unique magic item in each issue of OD&DITIES, complete with a loose historical context that may be adapted easily to any OD&D campaign and adventure hooks wherein the item itself can be central to game play. In our first instalment, we'll take a look at Hither and Yon, a mated pair of blades possessing a powerful punch and a dark past.

effect). While the PCs are hunting for History Appearance and Powers the missing blade, the original thief Hither and Yon were commissioned a Hither is a short sword +2 with a worn attempts to steal the other. century ago by one Elbrolac, a cold, handle and nicked blade that radiates a Š The (N)PC owner of the blades is losing ruthless assassin for hire operating from faint crimson light when foes of the wielder sleep, haunted by nightmares populated the free city of Port Jansor. Elbrolac, are within 50'; its leather scabbard, worn by the spirits of those slain by Elbrolac. known also as Jansor's Scourge, slew no and cracked, bears an Auld Common runic At first, no obvious connection between less than three score minor nobles and well inscription: "Outward from Within doth this the nightmares and the weapons exists, known politicians during his short but Death-ward blade flow." Yon is a throwing but the longer the owner possesses and pestilent career. In what some posit a bid dagger of returning +1 that, as its uses the blades, the more alarming the to incite war with neighbouring Nadoria, companion, appears well used, but returns dreams become. Eventually, the owner Elbrolac was hired to commit a wave of unerringly to its wielder if an intended sees sad and angry spirits during wak- politically motivated slayings in which he target is missed. These respective powers ing hours, suffering constant torment wielded Hither and Yon with a deadly function if either blade is possessed. If a until the blades are either destroyed or efficiency that culminated in the bold thief of any alignment owns both and draws the spirits are mollified. murder of Port Jansor's popular Lord them in combat, the thief gains a +1 "to-hit" Š As above, but the nightmares feature Mayor. bonus on any backstab attempt as well as Elbrolac, who disapproves of the current The assassination incited unanticipated a +1 AC bonus from the automatic parrying owner. The nightmares and visions stop outrage, and Elbrolac, who sought to flee effect of either blade in motion. only after the PCs find the Elbrolac's Port Jansor, was foiled through the tomb, constructed in the sewers benea- renewed vigour of the local constabulary th Port Jansor's Silent Square by loyal and his betrayal by other underworld Adventure Hooks sect members after Elbrolac's execut- figures who believed that Jansor's Scourge The twain blades Hither and Yon may ion. Of course, Elbrolac's undead form had finally gone too far. Within a week of spawn any of the following adventures:

must be defeated to stop the visions. the Lord Mayor's death, Elbrolac was rooted out and summarily sentenced to Š Elbrolac's sect is still active and indeed JW death. possesses the blades; it is possible that The Silent Square within Port Jansor's an encounter with the sect features the Founding District is so named for Elbrolac's twain. If the PCs run afoul of the sect, it execution, for while he was set on a pyre is certain that Hither and Yon will be fuelled by Elemental flame, he uttered not used in an attempt on their lives, which a sound of protest, spite, or agony whilst may grant witness to some measure of he burned, instead fixing his gaze firmly the blades' powers (whetting, no doubt, upon a rising sun of full, radiant glory. the appetite of any PC thief). Elbrolac's ashes were left to wash away in the rain, and his fearsome blades were Š News that one of the PCs owns the pair sequestered in the City Treasury. During a reaches Elbrolac's sect, which sends robbery some 25 years ago, the blades out some muscle to reclaim the blades. were stolen—amongst other treasures—by If these thugs are defeated, the sect what most believe to be remnants of sends progressively stronger bounty Elbrolac's now dormant sect. No account of hunters to divest the PC of the pair. their use has surfaced, and their present Š One of the blades is stolen or lost, and location is today unknown. the (N)PC owner naturally wants it Hither and Yon returned (since both are required for full

Issue 9 - February 2003 OD&DITIES The Original D&D Fanzine 7 An interview with Gary Gygax

A n i n t e r v i e w w i t h

Ga ry Gyga x

Introduction by Ciro Alessandro Sacco As many, many gamers around the world and especially Italian ones, I have always hoped to have n the privilege to meet Gary Gygax, the co creator of Dungeons & Dragons and creator of the Advanced Dungeons & Dragons game. My hopes were at last satisfied when Gary Gygax came in Italy in 1999, for the Mod Con gaming convention: unfortunately, the large (and growing!) queue of fans eager to have their D&D products signed by him forced me to avoid any questions (nonetheless I have a D&D o Basic Set and a B2 module signed by him!). Then this year on the excellent web site EN World (www.enworld.org) Gary Gygax started a long thread about himself, his projects and everything else

i that might be imagined by gamers. I was extremely pleased to see how easygoing, friendly and access- ible Gary is to his/her fans, so I gathered my courage and finally asked him for an interview, an inter- view that quickly grew in size to seven pages of questions(!) due to the long research in magazines as t "White Dwarf", "Dragon", "Space Gamer", catalogues and Gary's biography and bibliography. I want to add that Gary and myself edited the interview. I'm really proud of this little cooperative effort with the Father of D&D/AD&D and one of the nicest, open and less pretentious people I have ever met in all the facets of life. The fact he accepted to spend so much time on the interview, despite his busy schedule, c it's the best proof of this. Introduction by Gary Gygax u Here I must insert my own introductory comment. The laundry list of questions that follow were not initially well received by me. What a chore, I thought, as I looked through the lot. Of course many of the inquiries need be answered in greater detail that has been furnished; but the fact is that I have to earn a living writing, so the time called for to respond fully is just not possible save by being taken in bits and pieces over a period of weeks. Although I have gone to some lengths in several areas to supply as full an explanation as possible, all things considered, I am not totally satisfied. While I enjoy communica- ting with my fellow gamers, there are limits to the extent I can do so in this sort of interview. If you find my answers incomplete or unsatisfactory, sorry: I did what time allows just now, as Ciro can't wait

od forever for my response. Contact him about this and possibly he'll compile another list. Then I will groan, grumble at him, and eventually answer those new questions too, most likely. Allow me to add that Mr. Ciro Alessandro Sacco has clearly spent a lot of time researching and preparing his questions. r Because of that, I made a greater effort than usual to answer as fully as I was able. Be sure to thank Ciro for this, as he deserves lauds for his penetrating questions covering subjects seldom if ever

t touched on by other interviewers. Introduction by Richard Tongue

n I would just like to thank both Ciro and Gary for being allowed to publish this interview, which I think is the most complete one I have ever seen, and certainly the most interesting, in OD&DITIES. The interview will appear in two parts, the next slated for OD&DITIES Ten. Enjoy! I

Issue 9 - February 2003 OD&DITIES The Original D&D Fanzine 8 An interview with Gary Gygax

The game you speak of, "Alexander had a game shop, sold Gary Gygax, The Man the Great", along with another board gaming via the mail, published a , "Dunkirk" (the invasion of magazine and likewise printed and sold Does that mean you think I have grown France and the Low Countries in 1940), military miniatures rulebooks and up? Wrong! were originally published by a small game boxed board .They were company, Guidon, or which you have a small but certainly a legitimate Could you please tell us about question abut later on. When that company (I dislike using 'professional', yourself: age, hobbies outside gaming, company went out of business, as they professed nothing: they were a how did you discover gaming in first contacted me to secure an agreement to commercial enterprise). I was paid for place and so on? revise and publish the Alexander game. the work I did for them, yes. Unfortunat- As I had been a fan, then became a friend ely, sales volume did not make the I was born 27 July 1938 in Chicago, of, Tom Shaw, then the V.P of Avalon Hill, . It was there that learned to play and his assistant was Don Greenwood, a income received thus sufficient to do games: pinochle at age five and chess at gamer I had known for some years via more than supplement income from age six. Of course, playing with toy postal exchange and he being a member other work. I was asked to go to work soldiers, "ruleless military miniatures" if of association I had co-founded, the for them full time. That would have you will, occupied a good bit of my time International Federation of Wargamers, required me to move to the state of then too, with blocks and Tinker Toys working with them was quite pleasant. . did so, but I thought adorning the battlefield. My family One of the most satisfying compl- their new location was a poor choice. removed to Lake Geneva in the summer iments I ever received was from one of Furthermore, the company was not run of 1946. Later on there, various board the principals of Game Designer's in an aggressive and responsive games and chess variants were added, Workshop, that laud in regards to the manner. In my opinion there was no while in my teens we tried some simple detail of the Order of Battle of the forces chance for growth and success as rules, along with ladyfinger firecrackers involved in the "Dunkirk" game. Since things stood and I said so to Guidon. fired from Britons cannons, to add some originally designing it, I have done more Sadly, I was correct in my judgement. order to games with toy soldiers. That was research, corrected some errors I On the positive side, it was then (1972) discovered in the German OB, and one not a success. Finally, in 1958 I came that I determined I needed to start my upon The Avalon Hill Company's board day I would very much like to see the own publishing company. wargame, "Gettysburg". That sealed my campaign in play as a computer game. At the time were your various efforts fate, for thereafter I was a wargamer and In the summer of 1973, before my old eventually a gamer in the larger sense. friend, , joined me to found enough to support you and your family Hobbies of the past include stamp Tactical Studies Rules, I did indeed call or were you forced to have a 'real job' collecting, tropical fish, small animal keep- Avalon Hill and ask if they might be outside the gaming field? ing, hunting, fishing, hiking and camping. interested in publishing the game that was Along with reading a fair number of books to be known as D&D. They laughed at the As noted, I had to do various other of fiction and non-fiction, listening to idea, turned it down. In 1975 Tom called work after leaving the insurance under- music (classical, blues, Spanish, and back to ask if maybe they could take over writing and sales field late in 1970. In modern jazz the favourites), that pretty publication. It was my turn to laugh. After order to have a job where I could work at well covers my leisure time activities. that we laughed together about the whole home, have as much opportunity as poss- affair when we met at various gaming ible to devote to game design and writing, I noticed a 'paranormal experiences' conventions. I learned shoe repair, acquired the nec- section in your biography: do you One last thing. I did another board essary equipment and began doing such really believe in the paranormal? wargame, this one published by TSR. In trade from my residence. That was some- 1976 we released my "Little Big Horn" thing of a sacrifice, as the sand table in Of course there is the paranormal. To game, the tactical conflict between the 7th my basement had to move to make room deny it is to flout reason. There are things Cavalry under Lt. Col. George Armstrong for machinery, but that big table found a that happen that cannot be explained by Custer and the various 'Sioux' and allied home in Don Kaye's garage. It was not any scientific means. Some of that is Indian tribes. Two other small publishers until the middle of 1975 that income from paranormal. Exactly what is paranormal, likewise introduced their own like games game-related work was sufficient to what isn't, I'll leave to those who worry at Origins that year, as it was the 100th provide my entire income, that money about such things. I do know, for example, anniversary of the battle. Of course, all needed to support myself and my family. that things have happened to me that three companies suffered sales-wise, as have no rational or scientific explanation interested gamers were divided. The LBH How big was the gaming market in the and those I consider as outside the game was actually quite accurate, and the '70s? I gather that Avalon Hill and then known: paranormal. Cavalry had a fair chance to triumph, just SPI were THE publishers of the age as Custer had hoped — if they stayed with a mainly historical line – the first Reading your biography, I noticed you together and had their pack train with efforts in the fantasy and SF field seem did some work in the boardgaming ammunition with them. to start really with the publication of field, especially for Avalon Hill. How In the same biography I read: "Editor- "Godsfire" by Metagaming... Is this in-Chief, Guidon Games (publisher of war- this experience started? Was it an correct? gaming rules and wargames)". What kind interesting one? Did you attempt to sell of company was Guidon Games? An am- D&D to them? No accurate data regarding the size of ateur publisher or a professional one? Did the consumer audience for board Guidon Games pay you for your work? wargames and military miniatures in the

Issue 9 - February 2003 OD&DITIES The Original D&D Fanzine 9 An interview with Gary Gygax

1960s (when I became active) and in the game in the first place, that would take After that run we found a printer to do early 1970s is known to me. My consider- many pages to explain, so I won't go into all assembly, ran 25,000 late that summer ed estimate for the consumer audience it other than to say it was the culmination for delivery to the building we were in the USA and Canada during that period is of more than 30 years of living and doing process of acquiring to house the from 100,000 to 150,000, this including that enabled the process. business. "Diplomacy" game players. Avalon Hill was far and away the largest publisher In your FAQ you write "1973: Gary and Regarding distributors, what were your back then. SPI eventually moved into Don Kaye form Tactical Studies Rules, distribution channels at the time? I second place in the early 1970s. an equal partnership" and then "1974: suppose that wholesalers were mainly As for Metagaming Concepts, I don't is admitted as an equal in the historical gaming business – recall them being active before 1975 or (1/3) partner". Did both of you admit a what was their reaction to this new 1976 (we sold/distributed their product new partner to help financing the weird game based on fantasy and with line for a time). D&D was certainly the first publication of D&D? no board or counters? fantasy game that achieved any success, and that was followed by "Traveller" (the As an introductory explanation and a At inception, Tactical Studies Rules first big sci-fi role playing game N.d.R.) matter of possible interest to your sold direct to consumers, shipped to from GDW. I think it was after the success readers, Don Kaye was a childhood game shops and hobby stores and of D&D that efforts to publish other fanta- friend. As a boy under age eight, I spent wholesaled only to three distributors. sy, SF, and general RPGs were begin. Of most of the summer in Lake Geneva. I Interestingly, those three were all course I am going back nearly 30 years met Don there when I was six years old. manufacturers of miniature figurines. and my recollection might be faulty… He was a friend of my usual playmate Those "distributors" ordered in small there, John Rasch, who lived next door. quantities, 25s and 50s. In 1975 we TSR and the birth When my family moved to Lake Geneva picked up one or two real distributors. permanently, when I was eight, Don was a Joining the Hobby Industry Association of of D&D year-round buddy. We bicycled, camped, America and exhibiting at their annual gamed, and generally 'hung out' together trade show in 1976, TSR Hobbies, Inc. Actually, the D&D game was from then on — with a lot of other lads of then began to establish a regular network conceived and written about a year before course. Unlike me, Don was a good of distributors. we formed a partnership, had a company student and he encouraged me, without aimed at publishing it. much success, to pay more attention to How long did it take to sell these first studies. He is greatly missed… 1,000 copies? What was the feedback Surely this question has been asked Don and I wanted to get the D&D from gamers? Is it true that you you a zillion times, but, for the benefit game out as soon as possible. If we had received many phone calls during the of our Italian readers, could you kindly waited until sales of our one set of military night to clarify some obscure aspect of miniatures rules, "Cavaliers & tell it once more? How was D&D born? the rules? Roundheads", generated sufficient funds, it would have been 1975 before we could I wrote a 50-page manuscript that I The first sale was an individual copy to publish. titled "The Fantasy Game" late in 1972. a gamer and it was mailed off at the end Much of the content of the game was of January. The initial print run of 1,000 I know that 1,000 copies of D&D were drawn straight from "Chainmail - Rules for copies took seven months to sell out — Medieval Military Miniatures", the initially produced, the fabled First February through September 1974. We "Man-to-Man" and "Fantasy Supplement" Edition. Is it true that you and your received the second printing of the D&D portions that I had authored, to be exact. partners personally assembled every game in October 1974, shipped those This manuscript was sent in the mail to a copy and then shipped them to beginning in November. Those were out dozen or so of my wargaming associated customers and distributors? of stock by May and in June we received around the USA for their play testing and the print run of 3,000 copies noted above. feedback. The reception was It is absolutely true. We wet and stuck the Heritage Models did the printing, and their overwhelming and all positive. In the front and spine labels on the boxes, charge for the job was covered in their spring of 1973 I revised the material to collated the reference sheets, folded them over-run of 300 copies, these they sold to 150-page length — essentially what was and placed them in the box, then collated shops. The arrangement worked well for printed as the D&D game's three rules the three booklets, put them in, closed the us, as cash flow was always a problem. booklets in January 1974. This draft of the box, and set the completed game on a Parenthetically, photostat copies of game was sent out to about 30 people shelf. That goes for the second printing in the manuscript rules were made, and and the reaction was so intense that I was browns boxes also, 2,000 copies run in when the commercial game was sure we had a winning game. As an October of 1974. The next run of 3,300 published, fans not willing or financially aside, at that point I thought we would sell was sold in white wrapped pre-printed unable to expend the princely sum of $10 at least 50,000 copies to wargamers and boxes, but hand assembly was also done, for the product did likewise, copying the fantasy fans. I underestimated the that in the basement of the house I lived material on school (mainly audience a little… It wasn't until the in. In fact, I personally toted all the college/university) machines. We were middle of 1975 that the true scope of the cartons of booklets, 9,000 in all, from the well aware of this, and many gamers who appeal of the "Dungeons & Dragons" truck tailgate down into the basement had spent their hard-earned money to buy game was understood by me. storeroom. It was a hot June day in 1975 the game were more irate than we were. As to how I conceived and wrote the that I remember well today. In all, though, the "pirate" material was

Issue 9 - February 2003 OD&DITIES  The Original D&D Fanzine 10 An interview with Gary Gygax more helpful that not. Many new fans As to Arnesons's role in the creation of prices. What is the truth about this were made by DMs who were using such D&D, Tactical Studies Rules (actually me module? copies to run their games. in this case) listed his name on the product, right? His name continued to be You ask the man who decided on the From the end of 1972 on I received much so shown when Tactical Studies Rules 'Amazon" and "Temptress" illos in original mail and many phone calls. Unlike my was acquired by TSR Hobbies, Inc. He D&D, the "Eldritch Wizardry" supplement current schedule, in those days I did a lot received royalties according to his cover about something in the artwork in of work late at night, and many a tele- contract. The "" supplement Jean Well's module being 'objectionable'? phone call was received after midnight. I was published and promoted. That I am quite at a loss as to how to recall one enthusiastic young DM who answers that question fully I should think. respond…. "took me on a phone adventure" that Only one legal action was filed by Actually, it was Kevin Blume who lasted two hours, concluding well after 2 Dave against TSR. That never went to literally pitched a fit about the product, AM, so he could test both his DMing court, was settled. demanded it be recalled. I had no input ability and his material. Of course most of What Peter Adkison was referring to, I into the matter and I would have quashed the calls were in regards to rules quest- am sure, is the acquisition of certain his objection had I been able to do so. ions or inquiries about how best to handle remaining rights held by Arneson in the The fact is, though, that there were three some aspect of game mastering. As the D&D game. There was no litigation persons on the Board of Directors of the number of enthusiasts grew, I finally had involved, of that I am sure. WotC made company—Brian Blume, Kevin Blume and to have my telephone number "unlisted," an offer for residual rights, me. Similarly, while I was the President or else I would have had to spend most of he accepted, and that was that. I speak and CEO, Brian placed himself in charge each day talking to DMs and players. with authority here, because thereafter the of creative affairs, as President of that same process acquired the residual rights activity, while Kevin was President of all I held. other operations. This effectively boxed Gary Gygax and Dave me off into a powerless role. If a Arneson What is your relationship with Dave 'President' under me did something I Arneson now? didn't like, my only recourse would be to take the matter to the Board of Directors Not a lot to say here, as it has been As far as I am concerned, one might where I would be outvoted two to one. over 20 years since Dave and I had much characterize the relationship between to do with each other… Dave and me as distant but cordial. We are separated by distance and approach The many faces of What was exactly the role of Dave to gaming. We have no interaction in Arneson in the creation of D&D? In his gaming or casual communication, but TSR www.castleblackmoor.com web site, when we meet we enjoy a pleasant Dave defines himself 'the father of role exchange. As a matter of fact, if Dave From my perspective, those "faces' playing'. were to be running a miniatures game at a were all pretty ugly from about 1981 on… convention I was attending, I would make As Dave noted in his interview in an effort to play in it. The first company you were partner in "Different Worlds" #3, I wrote the whole of was Tactical Studies Rules but, as you the D&D game. Arneson contributed write in your own FAQ "1976: Don dies ideas for the D&D game. Also, some of The facts about the of a heart attack in January. His wife is the contents of the D&D Game impossible to deal with. TSR Hobbies supplement, "Blackmoor", contained his recalled D&D module Inc. is formed, and this corporation concepts and writing, as developed and buys out Don's widow". I remember edited by . As for paternal claims A bizarre affair indeed, that! reading that Don Kaye was instrument- to roleplaying, well, if Dave wishes to call al in the D&D publication, having The D&D module B3 Palace of the himself that, okay. That's his affair. He cashed an insurance policy to have Silver Princess was published in two must be very old, though, because as far money enough for printing the first as I can tell, roleplaying began about the versions, one with an Orange cover 1,000 copies. Is this true? Do you think time children in past historical ages (written by ) and another if Don Kaye had not passed on, things played "let's pretend" games… one with a Green cover (rewritten by would have evolved in a different way? For my part I am satisfied with Tom Moldvay and published in Italian whatever credits others care to assign to too). Legend has that you ordered the Don Kaye borrowed against a life me and I believe my work speaks amply recall of the Orange version because for itself. insurance policy he had, the sum drawn you considered the artwork question- out being $1,000. able in many cases and that the entire There is no question in my mind that Was Dave Arneson's role recognized print run was destroyed, excluding for by TSR Hobbies? How many times did had Don Kaye lived, the whole course of a box of 75 copies tossed in the trash later events at TSR would have been he sue TSR Inc.? I remember hearing (and quietly taken away in the night) altered radically. Don was not only a very from Peter Adkison in 1997 that he had and some unreturned employees' intelligent guy, a gamer, but he was also finally settled the last suit of Dave copies. This module is one of the most one who was not given to allowing the against TSR Inc. sought after by collectors and of prospect of greater profits to cloud his course it can command very high judgement in regards the long-term

Issue 9 - February 2003 OD&DITIES  The Original D&D Fanzine 11 An interview with Gary Gygax viability of the enterprise he co-founded, might serve as a place to live roleplay. All TV, which caused real harm to the repute was so proud of. of that was reported in the news media of the game with their unfounded here, but the credibility of the news media assertions and gross exaggerations. As it's written in your biography, from is suspect. 1976 to 1983 you were President of There came a time when Egbert In 1981 you negotiated a distribution TSR Hobbies despite Brian and Melvin disappeared from his school and his deal with Random House, the biggest Blume having the 65% and then the mother called in a private detective, one US publisher. Did you approach them 70% of company's shares. Were the William Dear, to investigate. Mr Dear was or vice versa? What was the result of relations between you and the Blumes imaginative, if nothing else, and he this deal for TSR Hobbies? good or at least tolerable? Did they apparently seized upon the opportunity to sensationalize the matter, going so far as give you directions about the I was in process of negotiations with to suggest that Egbert was lost in the company's evolution and business Simon & Schuster when the woman who steam tunnels or that, because of D&D, was then the VP of Sub-rights Licensing strategy or did you set them by some foul play might have occurred. The yourself? at Random House telephoned me. Not news media gave such wild speculation a surprisingly, this was instigated by her two lot of coverage. Then Egbert was sons, both of who were then avid D&D Melvin Blume was Brian's father. He discovered in Texas where he had gone purchased shares in the corporation. gamers. When she mentioned that we to be with his father. could conclude a deal speedily, get into Then, at Brian's insistence, I agreed that Of course the continual press Kevin, a younger brother of Brian then book trade distribution in a matter of coverage of this, their mention of the D&D months, not a year, I immediately booked managing the accounting and fulfilment game and its 'dangers' caused sales to operations at TSR, be allowed to own a flight to New York City. After a couple of skyrocket. We couldn't print fast enough days of meetings we had struck an those shares. They were duly transferred to fill orders. I had projected growth for the and then Kevin became a member of the excellent agreement, good for Random year to go from approximately $4.2 million House and great for TSR, I assure you. Board of Directors. to $8.5 million for that fiscal year. I have spoken earlier of the structure Because of the 'Egbert Affair', TSR that the Blumes imposed on TSR in 1981. Along D&D and AD&D, TSR Hobbies grossed $16.5 million. Gross pre-tax profit attempted to diversify publishing many As another example of things before then, was about $4.25 million. Immediately after board games, for example Divine Right late 1979 or early 1980, I issued some those results, the Blumes took what was (one of the most popular and still one instructions. When Brian heard what I had effectively total control of TSR. The ordered he shouted loudly for all to hear: corporation subsequently realized greater of the most sought in the collector's «I don't care what Gary said. I own gross sales, but never thereafter did the market), granting Judges Guild controlling interest in this company and it profit margin come close to that. I did not licenses to publish products will be done the way I say!». I should have believe in heavy borrowing and expansion 'approved' for D&D and AD&D, granting parted ways with TSR then and there, but beyond the means of the corporation to Grenadier Models to produce official I still had a lot of loyalty to the company manage comfortably out of profits and the AD&D miniatures and selling licenses and the vision upon which it had been Blumes did. for a coloring album, party items and created. Anyway, from that point on, I had Staff size was also something the much more. How many licenses did little control, and in general what I desired Blumes seemed to revel in. There were TSR Hobbies sell regarding D&D and be done was ignored or the exact indeed over 300 employees in TSR in AD&D? What was the most weird opposite was put in place. 1983 and 1984. They oversaw all product carrying the D&D or AD&D personnel - human resources as they logos? I'd go for the party items, but I know that in those first years D&D preferred to call it—save for a small you could now better... and RPGs enjoyed a phenomenal personal staff of my own doing special growth and TSR Hobbies experienced creative projects and assisting me with my You are lumping apples and oranges booming sales not only in the US but in duties. Although I did not have any direct together here, so I'll divide my answer into various other countries too. At its peak control of operations, I was still seeing to separate parts. TSR, Inc. (successor of TSR Hobbies) the corporate 'face', directing advertising TSR did seek to broaden its base of employed over 300 staffers according and promotion and generally in the games by publishing other RPGs and also to The Space Gamer # 69 (May – June forefront where business deals with large board games. Had any of the non-fantasy 1984). The famous 'James Dallas companies were to be conducted. RPGs been properly supported, I an Egbert III case' seemed to have a certain that each such game would have decisive role for the media coverage of Did you ever read "The Dungeon established a fan base and made a small the game and the booming of sales Master" book by Dear, the private but sufficiently ample profit so as to justify thereafter. Could you describe to our detective that solved this case? What retaining it as an active line. Similarly, as readers this case and its was the book's impact at the time and you note, the "Divine Right" game was consequences? what is your judgement of it? excellent, and had it been promoted and managed properly, it too could have James Dallas Egbert III was a troubled No, I never read it. Undoubtedly those become a standard title on the TSR young man who attended university in that did got a rather misleading impress- backlist of games. Michigan. I understand that he played the ion of RPGs in general and D&D in Licensing is another matter entirely. It D&D game and possibly he and some of particular. Any impact that the book in is generally a most desirable thing, as his associates might have explored some question had was minimal in my judge- contracting with another firm to allow them tunnels under the university to see if they ment. It was the news media, particularly to use trademarks and images to produce

Issue 9 - February 2003 OD&DITIES  The Original D&D Fanzine 12 An interview with Gary Gygax ancillary products, or place such marks TSR Hobbies embarked in such leaving TSR Hobbies and forming your and likenesses on their products, is both operations in fields already having a lot own company and the Blumes selling "free money" and excellent advertising. of well-established manufacturers? remaining shares to Mattel itself. Was The figurines license granted to Grenadier Were such choices part of the reason this true? Were there large was the first given by TST, as I recall, and of, I quote your FAQ, "TSR had entertainment and toy corporations then a succession of others followed. The accumulated $1.5 million debt that they interested in acquiring TSR Hobbies? license granted to Judge's Guild was, [the Blumes and others managers] Considering the company had enjoyed admittedly, a lot of work in that products couldn't figure out how to pay"? such an amazing growth in a few had to be carefully reviewed for continuity years, had some very successful with the AD&D and D&D game systems. Diversification into the manufacture of This was not handled well at TSR, and product lines, very loyal fans and miniature figurines for use with eventually the license was withdrawn. strong brands, the idea itself surely role-playing and other games was not a Thereafter I strongly advocated arranging had a lot of merit in their eyes bad idea in my opinion. If the new a licensing agreement with Mayfair Fames (especially for Mattel, I suppose). undertaking had been managed properly, for their "Role Aids" product line, but I was integrated with the publishing, the outvoted in the board meeting considering TSR had received inquiries about miniatures line could have been profitable the question. A bit later on I was actively acquisition from other corporations for and enhanced the corporation's market promoting a merger with Games several years prior to 1984. As far as I share. That publishing and figurine Workshop, but the Blumes managed to know the Blumes were not interested in manufacturing, properly integrated and frighten off Steve Jackson and Ian selling. supported, function well is well Livingstone. Of course that merger would I never considered forming another demonstrated by the success of Games have given those two 25% interest in company, with or without Duke Siefried. Workshop. That established, I do not TSR, and the control of the company As a matter of fact, though, I had been believe that TSR did manage the matter would no longer have rested in the hands contemplating for some time the prospect well. However it was not a substantial of Brian and Kevin. Such are the of taking TSR public. When I encouraged factor in the debt position that the vicissitudes of corporate affairs. employees to acquire shares in the corp- corporation found itself in 1984. To the As for the most unusual product oration it was because I assumed that the best of my knowledge the following are licensed, I suppose I'd have to vote for the company would move into the public the major contributing factors: green "Big Wheel" plastic tricycle with a arena. The Blumes opposed me in this.

 the Blumes had acquired, without dragon head on the front of the handle As for interest in acquisition, I offer the approval of the Board of Directors, a craft bars (Amazing! N.d.R.). My youngest son, following factual account. As the CEO of company called Greenfield Alex, surely did enjoy riding one when he Dungeons & Dragons Entertainment Needlewomen. This company was owned was a tot though. Corp. I was meeting with Mr. Sid by one of their relatives. While military/f Shineberg, President of Universal in 1984. antasy miniatures might be successfully Exactly, when and for what reasons I had made the appointment to discuss a integrated into a game publishing motion picture based on the game. In the your relationship with the Blumes company, a line of needlecraft and started to degenerate in, forgive me for course of that hour-plus long meeting, Mr. associated products certainly could not. Shineberg said, and I quote as nearly as the expression, an all out war for the  Kevin Blume had overprinted the memory permits, the following: "We would control of the company? previously successful multiple-path D&D like to acquire you (TSR/D&D adventure books, so that there were in the Entertainment), joint venture with you, or This has been pretty well answered in warehouse some millions of copies of engage in just about any co-venture you various responses above. The motivation these various books that could not be name." Of course I was knocked back on for the Blumes to want to assume control sold. my mental heels, but I think I kept a poker was, in my opinion, the money. My receiv-  over a million dollars of systems face. What an opportunity, I thought. Then ing royalties, small percentages, but furniture had been purchased or leased, the reality of the Blumes came to cloud meaningful when sales volume was taken and it was sitting unused, unpacked for the rosy vistas I had glimpsed. I thanked into account, and the recognition given the most part, sufficient for hundreds of him, explained that I held only a minority mainly to me seemed to have clouded employees that did not exist. ownership in TSR, but assured Mr. their perspective and affected their judge-  TSR was over-staffed, 300 plus Shineberg that I would relate Universal's ment most adversely. employees, while operations needed less interest to the Board of Directors at its than 200. Furthermore, there was next monthly meeting. Even as I said that In 1982 TSR Hobbies decided to considerable nepotism involved. I knew there would be no positive terminate the license to Grenadier  The corporation owned and leased response from the Blumes. That proved to Models and started producing its own over 70 automobiles. be the case. AD&D Official miniatures and then a There were other egregious things As a positive, though, I took from that line of toys. There was an interview to contributing to the financial problems of meeting a positive assurance that Kevin Blume in The Space Gamer #63 the corporation, but the above are the Universal would give D&D Entertainment (May – June 1983) about this subject. salient ones. a very positive look when it came time to He said: "We licensed part of our present a major motion picture project I AD&D toy line to LJN, a large company In the same interview, Kevin Blume was working on. Right after the meeting in our field (...). We retained for states: "I mean, Mattel would with Mr. Shineberg, I met with Orson ourselves anything else that might desperately love to buy us [TSR Wells. He subsequently agreed to come from Dungeons & Dragons". Why Hobbies]" and this after 'debunking' become a part of the project, take the rumours of you and Duke Siefried main supporting role. Not many weeks

Issue 9 - February 2003 OD&DITIES  The Original D&D Fanzine 13 An interview with Gary Gygax ater I met with Edgar Gross, then the course these three directors, brought in Discharged employees were rehired or Executive Producer for John Boorman, and paid because of the Blumes, "suits" replaced all too soon. As to the rest, aside and after another meeting that was quite ignorant of hobby gaming and from the fact that there were six members moving forward too, with a date to be set generally hostile to the culture I had of the BoD, that is essentially correct, to meet with Mr. Boorman to present the originally created for the company, were although I am not quite sure of what ' script and see if he would produce and solidly behind Kevin and Brian and financial setbacks' means. As I recall, direct. With that done, all that remained opposed to me. That I referred to them as TSR's financial report for 1983 showed was to take the package to Universal, Moe, Shemp, and Larry likely didn't over $32 million in gross sales, with a meet again with Mr. Shineberg. A very endear me to them. That those three marginal profit — very marginal. That was strong prospect for getting a deal indeed, stooges of the Blumes sat on the Board of not so much a setback as it was a all that. Before I could go further down Directors for some two years and demonstration of poor management. that road I had to return to Lake Geneva facilitated the mismanagement of TSR by It might be worth noting that the sales because of the financial crisis at TSR the Blumes in undeniable. manager in position in 1983 pushed a lot (1984). This you mention later on, so I'll Whatever I brought before the board of product into outlets that I knew would speak no more of that at this point. was likely to be voted down by a five to not be able to sell it. I was vocal about Here I must again digress to provide one margin. this and what I warned against was the reader with the background that will Not long after Williams gained control ignored. When returns came in 1984, the enable a better understanding of TSR of TSR, she dismissed those stooges. sales manager had moved on to another under the Blumes. After the They knew I was going to do that the position, his track record of 'sales reorganization where Brian and Kevin instant I gained control, but I do believe success' at TSR likely adding much luster Blume boxed my position as president that they thought Williams would not, as to his resume… and CEO into a powerless role, they were they supported her. That, of course is I had virtually no input in or knowledge evidently not completely satisfied. A part typical but very ironic to me, as under her of TSR Ventures. I was kept in the dark. It of that possibly stemmed from the fact management TSR came to far worse was involved in production of plastics and that by sheer force of personality, along straits than had occurred under the toys in the Far East, but beyond that I with occasional mutterings about leaving Blumes, albeit it took more time for the can't say. TSR International was the company, I managed to stop some of collapse to occur. When it did, TSR had established to manage overseas their plans and even managed to get about $30 million in secured debt and business, distribution and sales there, something I thought wise past them and what I believe was in the neighbourhood licensing and production. When the into the works, so to speak. A part of their of at least two or three million of chickens of the Blume mismanagement of dissatisfaction might have stemmed from unsecured debt, possibly much more. I the corporation came home to roost early their own self-doubts. Whatever the know the secured debt figure, because I in 1985, TSR Ventures was folded. Later reasons, the Blumes decided that TSR was an unsecured debtor who was owed on, when Williams was in control of the must join the American Management six figures from the settlement of the suit corporation the same thin happened in Association ("AMA"—thankfully now TSR brought against the Dangerous regards to TSR International and defunct). This was done without my Journeys game. I also spoke with an Dungeons & Dragons Entertainment approval. Soon the company was visited author who was owed over a half million Corp. by their "experts," people who in my in royalties. I can also say that from what I recall opinion were likely helpful to widget Kevin and Brian saying, the separate manufacturers and firms providing The Space Gamer #65 (September/ corporations were aimed at keeping ordinary services. As a matter of fact October 1983) announced a deep foreign income away from US these "experts" had no clue about the 'reorganization' of TSR Hobbies with taxation—they were envisioning millions hobby game field. That evident lack the firing of 40 employees and the birth and millions of dollars rolling in. The notwithstanding, the Blumes had the AMA of four companies with the same board ownership of D&D Entertainment people assess TSR operations, then give of directors (you, Brian Blume and Corporation was held by the TSR Exempt all employees 'training' in endless Kevin Blume) on June, 24. We see the Profit Sharing Trust and, as that trust meetings, those for the upper tier of covered in the main Brian and Kevin and birth of TSR, Inc., TSR Ventures, TSR personnel at expensive resort facilities. I me, it is likely that this corporation was International and TSR Entertain- ment attended one only, and my judgement seen as a more or less hidden income was that the whole of the program was Corporation. The article refers to source by the Blumes. farcical, nothing but waste. As I was "financial setbacks in the first half of When I was instructed by the Blumes vocal in my opinion, it is likely that that 1983" as possible cause of this split. to move to the West Coast and head up solidified the Blumes in their commitment Why was this structure put in place? TSR Entertainment, the first thing I noted to the AMA. Was it effective? We know that TSR out there was a distinct dislike of TSR, Their next step was to expand the Entertainment was renamed D&D this from earlier contact with the Blumes, Board of Directors to six, bringing in three Entertainment Corporation and that it as far as I could ascertain. Thus I 'outside' directors, all members of the was instrumental, with your guidance, immediately requested the BoD for a AMA. One was a lawyer from a large to the birth of the D&D Cartoon Show name change, and I got my way without Milwaukee law firm. Another was a and that TSR Inc. was 'the' TSR for any real fight. That is likely due to the fact personnel officer from a Milwaukee area fans and professionals, but what that the Blumes considered the operation company. The third owned a company happened to the other two companies a good way to keep me out of their hair, that made medical equipment. I was of the group? and the name I asked for was a logical

absolutely astonished at such a move. Of one considering the recognition factor. 

Issue 9 - February 2003 OD&DITIES  The Original D&D Fanzine 14 Combat sans Matrix Combat sans Matrix A rapid "to-hit" arbitration system for OD&D combat Erin D. Smale

AC values. This requires alteration, since JW Introduction nearly every other aspect of the game Combat sessions in my OD&D camp- promotes high values over low. Indeed, aign are, no pun intended, a double-edged even enchanted armour is described with sword. For the players, it's a thrilling oppor- magical "plusses" such that, bafflingly, a tunity to flex their fantasy muscles and suit of leather +2 provides more protection overcome their characters' foes. For the than a suit of leather –1, despite the fact DM (read: me), it's a potentially tedious that lower numbers are better than higher time to consult combat matrices, add up ones. modifiers, and umpire "to-hit" rolls. Don't The new AC system described herein get me wrong—combat is an important part favours high values, comprised of a base of the game, and I like a hard-won fantasy AC figure augmented by modifiers that rumble as much as the next guy. But let's represent armour worn, the use of a shield, not kid ourselves: combat can be a pain, Dexterity adjustments, and other appropr- because arbitrating it fairly is sometimes iate factors. The benefit of the system is more work than play. Ironically, as the that it accommodates, without the need for fastest-paced part of OD&D, combat alteration, all of the existing AC modifiers probably slows down the game the most. extant within the rules. With little effort, Unfortunately, that's the way the OD&D players and DMs can convert AC original game designers paved that partic- values from the official system, calculate ular road, and the "official" combat system, new AC values within the new system, and while largely suited to its task, has some quickly recognise the intuitive value of the serious speed bumps. The relationship switch.1 between the attacking "to-hit" roll and the defender's armour class is among the most Base Armour Class vexing in this respect, simply because it Base armour class is a being's AC takes one of several various tables printed value sans protection, or, put another way, in small type to interpret the result of each a being's worst natural AC. In the official toss of the combat die. If you've played system, the worst value possible is AC is 9, OD&D for any length of time, you already and this represents the base AC for most. understand how combat works. But you Those with natural armour (e.g., scales or also have an idea of the time required to a thick hide) or DEX adjustments possess referee a single attack. For most attacks, it better base AC values. For example, a takes only a few seconds, but there is character with a Dexterity score of 16 (a +2 always that attack laden with a slew of bonus) has a base AC of 7; a black widow modifiers, the attack that, for one reason or spider (RC2/206) has a base AC of 6. another, takes a disproportionate share of Armour Class To set armour class back on the intuit- time to figure out. The first task in streamlining combat is ive track, upon which high numbers are I don't advocate a complete overhaul to make sense out of armour class values. better than low, we need first to convert of the official system, but I do think that Fundamentally, the idea of AC is good: it's base AC values. Let's assume that there ways exist to make combat easier to a single number used to indicate the exists a deliberate correspondence arbitrate. If you've every balked at the need degree to which a combatant is protected between the d20 "to-hit" roll and the official for your character to roll "higher" to hit a from physical blows. As it stands in the armour class range: namely, that the "lower" AC numbers, or you've taken the official rules, however, AC is not exactly current AC values occupy the d20's low time to deliberately memorise which pages intuitive: for reasons not entirely known to side (i.e., 1 to 9). Since we're converting to of the rulebook contain the combat this writer, the original D&D authors chose high numbers, we'll look for new AC values matrices, this article may provide a more to present armour class in a puzzling on the d20's high side, or, more precisely, intuitive solution. manner: low AC values are better than high from 11 to 20.

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To maintain consistency, we'll establish system, a hobgoblin (now with a base AC its corres- ponding THMod, literally a that each point below ten in the official AC of 14) wearing leather will benefit from the cumulative total of all modifiers pertinent to system is counted as a single point above armour's +2 AC modifier; such a humanoid that attack. As in combat described within 10 in the new system. Thus, the base AC 9 has an AC of 16. the official rules, high "to-hit" rolls are in the official rules becomes a base AC 11 desirable, so high THMod values are within the new system. For those with Converting Official AC Values likewise sought. The nature of the THMod improved armour classes, the same form- system allows that attack modifiers cited in ula applies; a black widow's official AC is 6; Astute readers will note that the fastest the official rules may be applied to the under this system, base AC becomes 14. way to translate an official AC value to the THMod system without alteration. new system is to simply subtract it from 20. Determining Actual AC For example, an official OD&D character Base THMod with plate mail and a shield +1 (AC 1) A combatant's actual armour class is becomes AC 19 [20 – 1 = 19]. This simplifi- The base THMod for any attack is bas- determined by applying all normal AC ed system is recommended for use only ed on the attacker's class and level (or hit modifiers to the base AC value. For when converting opponents from official dice if a monster). As shown on the exist- example, a ring of protection +3 grants a publications, since, as mentioned, combat- ing combat matrices (RC/106-7), the most +3 modifier to the wearer's base AC. A ants with an improved base AC may enjoy efficient attackers are monsters, followed DEX adjustment of -1 modifies base AC by a better actual AC than in the official rules. by fighters, then clerics and thieves, and -1. A normal shield, which improves AC by finally magic-users. As characters earn 1, provides an AC modifier of +1; a shield Using the New AC Values in experience levels, and monsters grow in hit +2 provides an AC modifier of +3. Unless dice, base THMod values improve, using a otherwise noted, all such AC modifiers are Combat progression derived from the official cumulative. With high AC values representing bett- combat "to-hit" tables. Actual suits of armour, under the new er protection than low values, it becomes a While the base THMod values are system, no longer provide an overall AC simple matter to determine the outcome of summarised in the following matrices, it is value per se; instead, they modify one's a "to-hit" roll: Simply put, if the modified worth noting that the values were base AC. For example, leather armour "to-hit" roll is equal to or greater than the determined by cross-referencing the provides, in the official rules, an AC of 7, defender's AC, the attack hits and damage attacker's class and level with an (official) which is two points better than the typical may be rolled. If the "to-hit" roll is less than AC of 0 on a d20 "to-hit" roll, then base AC of 9. In the new system, then, the defender's AC, the attack misses. subtracting that value from 20. Thus, a leather armour provides a +2 AC modifier. The time-saving result of this 7th-level fighter, who needs a 15 to hit an A revised table of AC modifiers for official convention is that the existing combat AC 0 defender, has a base THMod value of armour types is cited below and is matrices (RC/106-7) no longer need be +5. A normal man, who re- quires a 20 to suggested to replace that found on RC/67: consulted. If you want combat to go even hit an AC 0 opponent, has a base THMod value of nil (or +0). By contr- ast, a 15HD monster has a THMod of +12. As shown, no base THMod value 3 Table 1: Armour Types should be lower than zero, though other Armour Type AC Mod Cost (gp) Enc (cn) Body Location(s)3 modifiers could render an attacker's overall THMod for a certain attack negative. Banded Mail +5 50 450 Torso, Arms Chain Mail +4 40 400 Torso, Arms Suit Armour +10 250 750 Head, Torso, Arms, Legs Determining Actual THMod Leather Armour +2 20 200 Torso, Arms An attacker's base THMod is the Plate Mail +6 60 500 Torso, Arms, Legs foundation of any "to-hit" roll, though the Scale Mail +3 30 300 Torso, Arms actual THMod of individual attacks can Shield +1 10 100 Shield side of defender vary. To determine an attack's actual THMod, one must apply all normal attack modifiers to the base THMod value. For Using Table 1, then, a character with a smoother, though, you can dovetail the example, a sword +2 grants a +2 THMod base AC 11 wearing leather armour has an new armour class system with our THMod to any attack made with that weapon. A actual armour class of 13. The same system, described below: STR adjustment of -1 modifies all STR- character with chain mail and shield has an based attacks by -1. Attacks from behind, AC of 16. which normally grant a +2 "to-hit" modifier A significant consequence of this THMod (To Hit Modifier) (RC/108), provide a +2 THMod within this system is that creatures with improved The THMod system is based loosely on system. Unless otherwise noted, all such base AC values are better protected when xD&D's unofficial THAC0 (To Hit Armour AC modifiers are cumulative. they wear armour than in the official rules. Class 0) system. However, much of the For example, a hobgoblin's official AC is 6 math from even that easy-to-use Base THMod Values by Class (RC/185). Under the official rules, if a modification has been removed. In and Level hobgoblin wears leather armour, his AC conjunction with the revised AC guidelines remains at 6, since leather (AC 7) provides above, the THMod system ensures that Use Table 2 to determine the base worse protection than the hobgoblin's you'll never have to consult a combat THMod values for PCs and NPCs, as natural AC. However, using the new matrix again. Within this revised "to-hit" derived from the existing OD&D combat system, each d20 attack roll is modified by matrices (RC/106-7):

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= +3 [+3 (4th-level fighter) +2 (Skilled Table 2: Base THMod Values by Class and Level mastery) +2 (attack from behind) -4 (total darkness)] Magic-User Level Cleric/Thief Level4 Fighter Level5 Base THMod Š 1 - 5 1 - 4 1 - 3 +1 Goblin warrior unskilled with the spear: THMod = -1 [+1 (HD 1-1) -2 (Unskilled 6 - 10 5 - 8 4 - 6 +3 mastery) = -1] 11 - 15 9 - 12 7 - 9 +5 Š 2nd-level thief with DEX 16 and Basic 16 - 20 13 - 16 10 - 12 +7 mastery of the long bow, firing at short 21 - 25 17 - 20 13 - 15 +9 range: THMod = +3 [+1 (2nd-level thief) 26 - 30 21 - 24 16 - 18 +11 +2 (DEX adj.) +0 (Basic mastery) +0 31 - 35 25 - 28 19 - 21 +13 (short range) = +3] 36 29 - 32 22 - 24 +15 — 33 - 35 25 - 27 +17 — 36 28 - 30 +18 Conclusion — — 31 - 33 +19 This article provides a rapid method for — — 34 - 36 +20 resolving attacks by making "to-hit" roll results clear without the need to consult existing combat matrices. The beauty of Base THMod Values by Mon- NPC/monster description. Below are some this system is that it requires only slight THMod examples: effort on the part of DMs and players, who ster Hit Dice or Attack Rank are otherwise free to use the armour class Š Pyrohydra with 11 hit dice, attacking Use Table 3 to determine base THMod and combat modifiers as presented in the from above: THMod = +11 [+10 (HD 11) values for monsters and demi-humans official rules without alteration. With a little +1 (attack from above) = +11] using attack ranks. As with the THMod preparatory work, the systems described values cited on Table 2, the figures on Š 4th-level fighter with Skilled mastery above are suitable for any OD&D Table 3 are derived from the existing with the sword: THMod = +5 [+3 (4th- campaign; with all optimism, I hope they OD&D combat matrices (RC/106-7). level fighter) +2 (Skilled mastery) = +5] save you time and make combat resolution Note that demi-humans use the Fighter Š 4th-level fighter, as above, attacking as exhilarating as it ought to be...

Level column on Table 2 until reaching from behind in total darkness: THMod Continued on page 28 ... their level limit. For dwarves, this is 12th- level; for elves, this is 10th-level; and for , this is 8th-level. After these levels are reached, high-level demi-humans use Table 3: Base THMod Values by Monster Hit Dice or Attack Rank the attack rank on their respective level Monster Attack Base Monster Attack Base advancement chart (RC/24, 26, and 27 for Hit Dice Rank THMod Hit Dice Rank THMod dwarves, elves, and halflings, respectively). Normal Man — 0 13+ to 15 H +12 Up to 1 (inclusive) — +1 15+ to 17 I +13 THMod Modifiers (General) 1+ to 2 — +2 17+ to 19 J +14 A combatant's base THMod value is 2+ to 3 — +3 19+ to 21 K +15 always modified by the standard attack 3+ to 4 — +4 21+ to 23 L +16 modifiers outlined in various locations of 4+ to 5 A +5 23+ to 25 M +17 the official rules (weapon mastery 5+ to 6 B +6 25+ to 27 — +18 modifiersare adapted from RC/76 while 6+ to 7 C +7 27+ to 29 — +18 other attack modifiers are taken from 7+ to 8 D +8 29+ to 31 — +18 RC/108). Unless otherwise noted, all modifiers noted on Table 4 are cumulative. 8+ to 9 E +9 31+ to 33 — +19 9+ to 11 F +10 33+ to 35 — +19 THMod Modifiers in Combat 11+ to 13 G +11 35+ and up — +20 During an attack, the player or DM need simply apply all relevant THMod modifiers to the standard d20 "to-hit" roll. If Table 4: General THMod Factors the modified result is equal to or greater Condition Modifier Condition Modifier than the defender's AC (as determined Weapon Mastery: UN -2 Attacker Exhausted -2 using the system detailed earlier), the Weapon Mastery: BA 0 Target Exhausted +2 attack hits and damage may be rolled. If Weapon Mastery: SK 2 Total Darkness -4 the modified "to-hit" roll is less than the defender's AC, the attack fails. Weapon Mastery: EX 4 Partial Darkness -2 6 For convenience and easy look-ups, it Weapon Mastery: MS 6 Missile Range: Pt. Blank +1 is recommended that a combatant's Weapon Mastery: GM 8 Missile Range: Short 0 THMod with each weapon or attack type be Attack from Behind 2 Missile Range: Medium -1 noted on the character sheet or Attack from Above 1 Missile Range: Long -3

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The World of FSPM

A new campaign world for OD&D, in two parts Carl Quaif

Š The Old Countries: The original explored by the Dramani - the small, The Planet "cradle" of civilisation on Draman, The north-eastern portion they have examined is scorched desert (where the Herol is considerably smaller than Old Countries are actually several doz- aforementioned nomads dwell). The rest is , with a circumference of less than en small kingdoms clustered together unknown territory. 10,000 miles. It circles its sun in a much in the south-west corner of the contine- Finally, the lesser continent is Gileme, closer orbit than Mystara; the Herolian year nt. Although once far advanced in far to the West, which is covered in thick is only ten months long, as Mystarans comparison to the rest of the planet, forest and jungle. Knowledge of this land - measure time. However, its slower axial most of these realms have slipped into commonly called the "Demi-Human rotation gives Herol a "normal" 24-hour a "Dark Ages" period of non-develop- Homeland" - comes from Elven and day. ment within the last thousand years, immigrants during the last 500 Unlike Mystara, Herol is solid all the and show no signs of emerging any years (Dwarves are the only Demi-humans way through. Its incredibly dense core time soon. Most of their time is spent native to Draman), and is sketchy at best. causes it to generate a gravitational pull waging petty wars on each other and equal to that of Mystara (and is what ignoring/turning their noses up at the causes its slow rotation). Herol has an young and vibrant civilisation encroach- The Solar System unusually thick crust which is all of a piece; ing on their outermost territories. due to this, earthquakes and volcanoes are There are five major planets in the Š The One Thousand Cities: The all but unknown. Geological examination, if Heroli System, of which the innermost is north-western portion of the continent - such a skill were available, would reveal Herol itself. The next world out is Galeia, up to the edges of the North Polar that Herol itself is no more than 10 million which occupies an orbit slightly further from region - contain multitudes of fortified, Herolian years old. the Sun than Mystara does in its own sys- independent City-States, each one Herol has two major and one minor tem; this planet is mostly barren rock and claiming and vigorously defending a continental land-masses, plus numerous ice, but a narrow temperate band, measur- swathe of land around them against islands ranging in size from a mile or two ing 100 miles in width and bounded by high all-comers. [Note that "One Thousand across to almost sub-continental. Its poles mountain ridges on either edge, does circle Cities" is a poetic title, rather than an are both frozen, landless conglomerations the planet's equator. Within that area, life accurate tally of City-States.] of ice. The most densely-populated proliferates; the majority of life-forms here continent, Draman, holds three main, The sparsely-settled, mountainous are primitive, devolved races, the degener- humanocentric accretions of population:- north-eastern segment is home to several ate descendants of long-ago settlers. dozen Dwarf Strongholds, and is the last However, this world also harbours powerful Š The Empire of Jael: The youngest and bastion of the ancient Dwarfish culture. At Wizards (émigrés from Herol, in most most dynamic grouping, the Empire one time, these were to be found all over cases, although some "Wizards" instead has existed for many hundreds of years the continent, but the burgeoning Human rely on technology to produce their as a loose confederation of states und- population has driven the elder race to the wonders), strange, unknown societies (de- er a nominal High King. It has under- less-hospitable regions in the last few scendants of those Wizards, and of their gone a fairly rapid expansion in the last thousand years. [Many Dwarfs now live and servants) and relics of both advanced tech- two centuries, conquering or absorbing work in Human lands; demographics nology and powerful magic (from Herol's every kingdom it has come across; it suggest as many Dwarfs live in "Blackmoor" period, 100,000 years ago). dominates the south-eastern corner of Human-controlled areas as in the entire After Galeia are Kromus and Derelion, Draman. Showing no signs of slowing Dwarf Territories.] both uninhabitable gas giants orbited by its growth, the Empire is now beginning The other major continent, to the lifeless moons of frozen rock; and furthest to encroach on territories claimed by south-west of Draman, is called Uran'Dar out is Maybe, an extraordinarily-bright the outermost of the Old Countries. by its nomadic natives. It has been little object of roughly-Herolian size, which

Issue 9 - February 2003 OD&DITIES  The Original D&D Fanzine 18 &    1&    1 appears to vanish and reappear from the named for the metals worked by different occupied by small, warm-blooded, reptilian skies at different times of the year. Herolian clans; Alloymont, the first of the year, signi- species; their development has been astronomers believe that Maybe possesses fies the melding of all clans into one nation. practically identical up to this point. a large, dark satellite which blocks its However, around this time, explorers radiance (actually, the planet is and settlers from Maybe arrive (via dimensionally unstable, and periodically Timeline enormous Gate magics) on Galeia and slides out of normal space into the settle there, using their advanced magical The following is a timeline for Herol as Nightmare Dimension and back. It is powers to manipulate indigenous plants the Immortals know it. The dating system is inhabited by Mujina, Malfera, and all and animals. that used by the Empire of Jael, since it is manner of Nightmare denizens). the most accurate of the calendars Herol itself is orbited by a single moon, currently in use. "PE" is "Pre-Empire", the 1,450,000 PE: The Berserker Wars. The known variously as Ranya (in the Empire of period before Jael the High King Galeian settlers are wiped out by Berserk- Jael), Sialli (in the Old Countries), or Luun consolidated the disparate realms into an ers, massive saurian humanoids bred from (in the One Thousand Cities). Equivalent in Empire; "GT" is "Golden Time", the period the now-extinct indigenous species to size to Matera (in relation to its primary), it since that date. serve as gladiators and warrior-proxies, in influences the tides in a similar fashion. just over ten years. The Wars devastate c. 10 million PE: The Heroli System forms the fertile band, causing a long period of Calendars from cosmic gasses; the Sun ignites. At famine which eventually destroys the few this time, there are four main planets (later surviving animal species. within 300 years The Heroli year is 300 days long, called Herol, Galeia, Kromus, and only plant-life survives on Galeia. divided into ten months of 30 days each. Derelion). Tiny, cold moons of rock and ice A few settlers manage to escape the The starting point for each year varies form around the gas giants Kromus and slaughter by Gating to Herol, the nearest according to which calendar is used. For Derelion; Herol and Galeia lack satellites of habitable world; they bring poor fragments details, see the chart below:- any kind. of their magical technology with them. Attempts to manipulate the development of native Heroli lifeforms go poorly, as knowledge slips away from the refugees Herolian Calendars with each passing generation. Within ten Empire of Jael 1,000 Cities Old Countries Northwestern generations, the refugees have reverted to a pre-Stone Age existence. The Territories slightly-evolved test subjects, however, Perema* Zannath Lightfall Coppermont begin to thrive. Keleia Corennath Browngrass Ironmont Jarra Maloth* Whitecold Steelmont 400,000 PE: On the continent of Gileme, Ormaea Duloth Sundark* Bronzemont the alien settlers have evolved into precur- sors of the -race; elsewhere, the far Tarla Kavaloth Earthiron Silvermont more numerous native creatures - primarily Akka Eroth Greenshoot Tinmont mammals, but including some residual Nos'Akka Wulath Whiteflower Goldmont saurian or lizardlike races - have develop- ed into crude humanoid subspecies. Velima Veridath Newleaf Brassmont Around this time, the Immortal Iroin takes Dallala Lerabath Sunbright Platinmont an interest in the pre-Stone Age culture on Hamala Sarrath Cropharvest Alloymont* the continent of Draman, and begins to steer their evolution to his own ends. * = signifies the first month of the year in that area. 350,000 PE: Due to solar flares, Herol goes through a "hothouse" period; the Notes on dating systems: The Old Count- c. 4 million PE: A cosmic rift to the Night- polar ice melts, raising the sea level. Native ries' calendar is derived from that used by mare Dimension opens on the outskirts of boat-building dwellers on the island chains, the Lost Empires.The Jaeli calendar begins the Herolian System. The bright planet seeing their homelands swallowed up more in the month when Emperor Jael was crow- later called "Maybe" by the Heroli slips into and more by the sea each year, migrate to ned. The City-States' calendar is derived the universe and takes up an orbit far the continent of Gileme. Limited food- from the building-date of Jalakka.The beyond Derelion. The rift closes only supplies and living-space have caused this Dwarfish calendar's origin dates from when partially; the planet remains dimensionally subspecies to develop as small, light crea- Iroin first became their Patron. unstable, sliding back and forth between tures - the precursors to the Halfling race. the "normal" and Nightmare universes in a The natives of Draman are developing Notes on month-names: The months of rough 13-year cycle. as short, broad, powerful creatures, the Jaeli calendar are derived from the Coincidentally(?), life (simple, according to Iroin's design. Although most ancient Lerenaki counting system.The unicellular organisms) begins to develop are still hunter-gatherers or primitive months of the 1,000 Cities' calendar are independently on both Herol and Galeia farmers, a few have begun to explore the named for the apocryphal "12 Kings of the within a few thousand years of this event. rudiments of mining. On Uran'Dar, the North".The months of the Old Countries' native premen have evolved without calendar are given their ancient folk- 1,500,000 PE: Both Herol and Galeia interference, and are still at a simpler stage titles.The months of the Dwarf calendar are (along its fertile, temperate band) are of development.

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cataclysm, and those that do are mostly saved by luck or the Immortals (who drain their power greatly to prevent total annihil- ation; many Immortals are themselves slain in the effort, Gur'Midal among them). The magical energies of Herol are drastically - perhaps permanently - depleted by this event. The Immortals determine that the power might eventually regenerate, however, and decide to limit mortal access to magic, in order to both prevent a recurrence of this tragedy and give the planet a chance to recover. They decide to bind all magical use into the art of Branding and its derivations; now, no-one can access magic - either mystical or divine - unless they sacrifice some of their health or ability to receive a Brand. Certain Immortals teach chosen subjects the skill of Branding in their dreams; these The solar system is formed ... first few awake with the black circle of the Overbrand magically imprinted upon their foreheads. 110,000 PE: Modern Man is now 95,000 PE: Mortal magic has rivalled the Civilisation is all but wiped out by this widespread across Uran'Dar; the first power of the Immortals themselves for event; the planet enters a Dark Age, from civilisations have formed, and are thousands of years, and mighty spells, which it will not emerge for many, many beginning to develop the arts of war. which tap into the power of the planet itself, millennia. Pre-existing Immortals are garnering are almost commonplace. Most people can followings amongst the various peoples; use magic, either directly or via Immortal c. 45,000 PE: A Branded Mage named the first Herol-native Immortal, the worship; those few who cannot do so Derelion ascends to Immortality in the now-forgotten Gur'Midal, will ascend to employ Branding to let them touch the Sphere of Thought; he has the distinction Immortality within the next few years. power. Considerable numbers of mortals of being the first new Immortal to emerge Explorers from Uran'Dar discover Draman have attained Immortality in the last few since the cataclysm. around this time, coming into contact with millennia. Due to ideal living conditions and the indigenous Dwarfs (who at this stage lack of dangerous diseases or predators, 10,000-5105 PE: The Age of the Lost call themselves "Iroin's People", which is population growth has spiralled during the Empires. During this period, the Southwest wrongly translated as "Ironfolk" by the last two thousand years; overpopulation is region of Draman becomes the home to a explorers; partly because of the Dwarfs' now a serious problem. The mightiest succession of large, powerful Empires; that superior metalworking skills, the name is Mages and Clerics on Herol meet in portion of the continent becomes either a retained). council, and decide to combine their centre for learning and enlightenment, or a Numerous settlers will travel from powers to create a massive extra-Planar vicious and corrupt realm of slavers and Uran'Dar to Draman as their homeland Gate, through which they will drag one or warmongers, depending on which Empire becomes more crowded during the next more inhabitable planets to occupy the is in power. This period marks the first few centuries, adopting and adapting the "trojan points" of Herol's orbit, thereby resurgence of true civilisation since the fall Dwarvish technology, eventually far providing unlimited living-space. After of the Age of Legends. Circa 9,000 PE, outstripping their native continent in much searching, a small, verdant world is emigrants from the Empire of that period development. found in a nearby alternate Prime Plane. head North and found Amaron, the first of The Council decides to use this planet as a the One Thousand Cities. 100,000 PE: The Age of Legends: Herol test for its process. The last Empire, called "the Realm of has reached a technological Golden Age, The plan fails disastrously. Attempting the Undying Sun" in the few surviving texts, comparable with the civilisation of first to pull the planet into this universe drains finally falls in 5105 PE due to plague, settlers on Galeia, so long ago. the already-overtaxed magic of Herol to famine, and riots. Many people escape to Interplanetary travel has become dangerously-low levels, robbing the the East, eventually forming the Eastern sufficiently advanced to send explorers to populace of their powers. Passage through Kingdoms. Both the Northern and Eastern Galeia, whose fertile band is now a verdant the Gate strips the captive planet of its Diaspora displace the Dwarfs who have realm. Many settlers relocate there over the biosphere, killing millions of life-forms. lived on the land for millennia - Iroin's next century. In addition to technological Unable to control the new world's motion, careful shepherding of his people has wonders, the art of Magic has grown to the Council watch it slip into close orbit allowed them to bloom during the dark unprecedented heights amongst around Herol, which causes massive times, but they choose to give way to the humankind, permitting the greatest earthquakes and tidal waves around the more militaristic Humans rather than force Wizards to perform miracles of a type world, slaying billions. Civilisation is all but a conflict. This pattern will be repeated, never seen before (or since). The art of destroyed, except in certain protected (or time and again, until the Dwarf realm is Branding, a minor, hedge-wizard skill, has extremely lucky) locations. Less than one reduced to the inhospitable north-eastern its beginnings around this time. in ten thousand people survive the segment of the continent.

Issue 9 - February 2003 OD&DITIES  The Original D&D Fanzine 20 The World of Herol c. 8,900 PE: A powerful Mage-turned- 10 PE: Jael, now a renowned and very the bearer. Herol's Clerics, Druids and Merchant named Lomor ascends to Immor- successful General, is named Heir to the Magic-Users all rely on a Brand - usually tality in the Sphere of Time, having created High King, by an overwhelming majority of granted at childhood - to allow them to Amaron, a small mercantile Kingdom, far to votes. Six months later, Forien dies of a access their class-related powers. High- the North; his realm will endure (in one massive heart attack; Jael, in the midst of a level spellcasters may, in turn, learn the form or another) for millennia, eventually Summer campaign, is immediately recalled skill of Branding, creating new designs with evolving into the City-State of Jalakka. to take up his duties. unique or variant powers; unlike the Masters of Brands (see below), this does 3,500 PE: Govenai, a Master of Brands 7 PE: Merelith, a powerful Cleric of not require them to take on an Overbrand. living in what is now called "the Old Count- Kromus, ascends to Immortality in the In addition to standard spellcasters, ries", dies and is reanimated as Herol's first Sphere of Energy - one of only a handful of there are guilds of Brand Masters found all Vampire. Within 50 years he has ascended mortals to do so since the Age of Legends over Herol. These are skilled artists, select- to Immortality in the Sphere of Entropy; this ended. ed in childhood to wear the Overbrand, marks the beginning of the slow spread of which allows them to create Brands without Vampirism across the continent. 6 PE: Determining that what the squabbling needing to reach high levels of spellcasting Kingdoms need is strong leadership, Jael expertise - but which severely limits their 407 PE: The Treaty of Three Kingdoms. begins to consolidate his power base, ability to progress in any class. Brand The three Kings of Lerenak, Baer and placing his own loyal men in charge of the Masters of varying skill are found all over Voros - warring, neighbouring nations in various national armies and seeding the the known world, although their abilities the south-eastern corner of Draman - Royal advisors with those sympathetic to and portfolios vary greatly. agree to elect a High King to oversee his own ideals. His hold over the three Dwarf followers of Iroin, dwelling in the disputes between their lands. The High Kingdoms grows firmer every year. Strongholds of north-eastern Draman, King will have a estate to rule at the practice the art of creating Forge-Marks, epicentre of the three lands, but no real 0 GT: Jael the High King forces the Kings carved Brands which empower items with power; his purpose will be as arbiter and of Lerenak, Voros and Baer to sign over magical power; this skill is also practised final judge in their disputes. The High King individual control of their realms to him; his by some humans, and in certain parts of is selected by lot from landless nobles in Dream of Empire is complete. The Empire the continent has been subsumed into the three Kingdoms; Lord Geranda of of Jael is born. The modern system of Brand Master lore, but few have the skills Lerenak wins the title. dating commences from this point. of the Dwarf artisan. Elves on the continent of Gileme (and 300 PE: The forested continent of Gileme 3 GT: In the new Empire of Jael, a powerful their recent descendants) practice the art is discovered, far to the West of Draman, Fighter-Thief named Horelle ascends to of beseeching the mindless spirits of wood by the ragtag survivors of a lost trading Immortality in the Sphere of Time. She and water to enter into objects worked from convoy. Exploration parties come across adopts the name Ranya (the name given to natural substances - particularly wood - both friendly, burrow-dwelling Halfling the moon in the Jaeli regions), and and imbue them with power. These Embo- farmers and mysterious, tree-worshipping becomes the Moon-Immortal for the diment rituals are a last, degraded remnant Elves. They form treaties with nearby Empire. At about the same time, Merelith of the vast magics once possessed by the communities, and manage to obtain help in debuts as Sun-Immortal; the pair are Elves' off-worlder ancestors. repairing their ships. A few members of quickly declared to be twin sisters by their The Halflings of Gileme long ago each race return with the repaired and respective Clerics. developed a variant practice, based on the reprovisioned ships; many more follow, in Elvish form of worship, involving the ships of their own design, over the next few 105 GT: The Fiend known as Szthonda calling-upon of "Ancestral Guardian-Spirits" decades. "the Burning Dark", Patron of a small (actually nature-spirits of a specific type) to kobold tribe, appears to a group of human temporarily infuse prepared totemic objects 47 PE: Jael, a nephew of High King Forien, exiles in the Northern wastes and - like Gri-Gris or totem wands - with is born in the Kingdom of Lerenak. A commands them to build her a temple to spell-like powers. This skill, called Ritual comet, clearly visible in the night sky, manifest in. The City-State of Deremond Enchantment, has been preserved by passes overhead on the night of his birth. springs up around the temple. emigrant Halflings, and combines well with This is taken as a good omen for the the powers of Branded Magi. babe's future. 200 GT: The present day. There are humanoid (and even human) Shamans on Herol; these lack spellcasting 35 PE: The young Jael, while at sword powers, relying instead upon direct inter- practice, is inexplicably struck by a light- The Nature of Magic vention by their Patron Immortals, which is ning bolt from out of a cloudless sky. He is invoked and beseeched by prayer and by unconscious for an hour; upon awakening, As per most human-occupied worlds sacrifice of both animals and (if necessary) he is consumed with a message he appar- throughout the multiverse, magic is divided intelligent creatures. The majority of these ently received from the Immortal Kromus - into two forms - divine (provided by tribes worship Entropic Fiends, rather than what Jael calls his "Dream of Empire". powerful, Immortal beings in response to true Immortals, who are summoned by worship) and mystic (shaped and their followers to perform their wonders in 27 PE: Jael enters the military and rises controlled by the will of the individual). person. Most such tribes practise the skill through the ranks at meteoric speed, What makes Herol so different to other of ritually tattooing themselves; occasion- earning the respect of all who come under worlds is the specialised way in which ally, an Immortal Patron might be prevailed his command. Many feel him to be these powers are accessed. Heroli practice upon to empower these crude designs, "touched by the Immortals", and there is the art of creating magical Brands, tattoos granting true powers to the recipient. much wrangling to be assigned under him. which provide some power or capability to

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level Mage (before this Brand is applied, wish to advance in the Church. This DM's note: the demi-human and their training is devoted to the theoretical involves the acquisition of the specific humanoid systems of magic are side of Magecraft). Magi may take on class-related Brand, which grants the probably best restricted to NPCs and to apprentices at 11th level - the earliest level powers of that class at 1st level; most who PCs of at least name level. In the latter at which the Branding skill may be learnt by do this do not advance in the class, case, the forms may be learnt as skills, a non-Brand Master. There are no however. To improve the abilities granted, at the DM's option. Specialist Mage-classes on Herol, but any the adventurer must plough all xp gained in individual Mage can choose to specialise in a particular adventure (decided on a The reason Herol's magic is so the magic he chooses to practice. case-by-case basis) into the Branded restricted is unknown by any mortal now class, gaining nothing in his primary living. Some Sages theorise that the Clerics: Young novices are taken in at vocation. Although an individual might Immortals, or at least those prevalent in the between nine and twelve years of age, to acquire several class-related Brands, only distant past, restricted magic to slow the be trained in the rituals and traditions of one can be improved in this fashion - no ascension of new Immortals who might their church. Like Mages, above, they individual may Dual-Class in more than two supplant them. Others suspect that, at receive the Priest Brand in their last year of adventuring professions, nor may they some point in the planet's history, Herol's training. A Cleric may induct Acolytes into advance beyond 1st level unless their magic was freely available; but some the church at 12th level, when the Branding attributes are sufficiently high. cataclysmic event reduced its potency so skill becomes available. Certain Immortals much that now it can only be tapped (Merelith, in particular) offer their followers Demi-Humans: The majority of through the medium of the Brands. the opportunity to become Druids, instead; demi-humans (in particular, those Elves The truth lies somewhere in-between; Druid-Acolytes receive similar training as and Halflings still dwelling on the Continent Herol's magic was permanently denuded Cleric-Acolytes. Because of the of Gileme) are Fighters, due to the scarcity by the mighty spells created and cast Branding-restriction, the concept of Druids of Masters of Brands amongst them, during its Age of Legends. The Immortals, as "self-taught wilderness-Priests" is although they do have the advantage of fearing a permanent loss of all magic, unknown on Herol; those who follow this racial abilities (use the standard Dwarf and stepped in to place artificial limits on route become Hermits, instead - Halfling character classes, plus the mortals' ability to draw on its power. These nature-dwelling, spell-less wise men who non-spellcasting Elf-Warrior class from the remain in place even today, and will most (DM's choice) advance as Fighters, if they Hollow World boxed set). Those who dwell likely do so for all time. advance at all. on Draman have a greater range of classes In addition, many Immortals grant available to them. There are no level limits extra, minor abilities to their devoted for Heroli demi-humans. DM's note: mortals dwelling on Herol's Priests (see Immortal Worship, below). sister-planet Galeia do not require Š Dwarfs may be Fighters, Fighter- Brands to utilise magic - Galeia never Thieves: The standard "Thief" class is experienced the loss of magic suffered Thieves, Clerics (of Iroin, if born in the unknown on Herol; there is no single Brand Dwarf Territories, or of any local by Herol. Should Galeian spellcasters - which supplies the skills and abilities of this or those from other Prime Planes - arrive Immortal if born elsewhere), or Druids class, as with Clerics and Mages, above. (of Merelith in the Empire, or Varalle in on Herol, they will be able to cast spells However, any class can choose to receive as normal, as the planet's magical the Old Countries). Dwarfs generally one or more Brands which provide limited distrust magic - a race-memory potential has (at least partially) replen- Thief-skills (the Moon-Touched Brand, for ished itself over the last 200,000 years. holdover from the cataclysm, so long example, provides Hide in Shadows ability, ago - so a pure Dwarf Mage is unlikely, while the Hands-in-Shadow Brand grants although Fighter-Magi might be found Pickpocketing skills), and plough some of in cosmopolitan areas. Other Character Classes their experience (xp) into improving or Dual-Classed Dwarfs are possible, but developing those additional skills. The PC rare. Dwarf NPCs may be Masters of Most of the standard oD&D character may place whatever portion of his earned Brands. Stronghold Dwarfs also classes are available on Herol, but only xp he chooses into each Branded ability, practice the art of enchanting metallic one - the Fighter - is possible for unBrand- retaining the rest for his primary class; and gemstone items - such as ed natives. Details are given below:- each Brand has its own "experience level" weapons - with specialised Brands chart (see Brands, below). The most (called Forge-Marks), as taught to them Fighters: The majority of Heroli (above the common Thief-variants are simple by the Immortal Iroin. "Normal Human" level) are Fighters, since Fighter-Thieves, since - unlike Magi or Š Elves may be Fighters, they do not require Branding to advance in Clerics - they do not need to sacrifice hp or Fighter-Thieves, Clerics (if born in this class. Fighters may Dual-Class if they attribute points for their primary class, but Draman, or converted; the Gileme can acquire a Brand, and have sufficiently Mage-Thieves and Cleric-Thieves are not Elves serve nature-spirits, rather than high Character Statistics (see below). A unknown. Immortals), Druids, or Magi. Fighter may decide to take on trainees at Dual-Classed Elves are possible, and any time, charging a rate commensurate Dual-Class: Since all classes (bar the more common than for other with their skill. basic Fighter) require the acquisition of one Demi-Humans; Fighter-Mage is a or more Brands to advance, those with popular choice among those Elves with Mages: Most potential Magi are chosen for some experience in their chosen class may sufficiently-high attributes. Elf NPCs apprenticeship between the ages of eight wish to add the Brand of another class at a may be Masters of Brands. Gileme and fourteen, and given the Warlock Brand later date; a Fighter may choose to add Elves also practise the art of charging at the beginning of their last year of Clerical or Magical abilities to his wooden bows, arrows and other training, granting them the powers of a 1st repertoire, for instance, or a Mage might

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weapons with the power of the belong to the same "family", despite their gain the ability to cast Maiden's Might (see Nature-Spirits (a practice known as differing Spheres. The One Thousand below) on themselves only, once per day, Embodiment), granting them a form of Cities each have a City Patron whose at 3rd level. This is in addition to their nor- magical enhancement. church is the sole permitted "established" mal complement of spells. Those (of both religion in that City-State - in some cases, sexes) who follow her "Comforter of the Š Halflings may be Fighters, Fighter- the Patron is merely an being Slain" aspect gain Healing as a bonus skill. Thieves, Clerics (in Draman; Gileme (such as a Titan or Fiend) who may or may Halflings practice Ancestor-worship), or not have access to a spell-granting Artifact. Merelith (The Bright Lady, Empress of Magi. Halflings rarely become Druids, Few Immortals actively support more than the Sun): Im16 (Empyreal), Energy. since the Halfling mindset is more one City-State, unless it has been conquer- "Daughter" of Kromus and Senyanna, and focused on cultivating the land, rather ed by another, although the same Immortal elder "twin sister" of Ranya, Merelith is the than living in harmony with it. Dual- might be worshipped under different names Sun Immortal, and Patroness of Nature. Classed Halflings are almost unheard in various Cities. Depicted as a golden-haired, amber-eyed of. Halfling NPCs may be Masters of In the Old Countries, different King- young woman of flawless beauty, wearing Brands. Gileme Halflings also practice doms worship separate groups or single dazzling white robes. She is served by both the art of calling upon Ancestral Immortals; some of these have widespread Clerics (Sun aspect) and Druids (nature Guardian-Spirits to temporarily infuse follower-bases, covering many Kingdoms, aspect, as "the Bright Lady"). Merelith's prepared totem objects, granting them while others are limited to single towns or mortal origins lie within the Jaeli power (called Ritual Enchantment). small regions. settlements that eventually became the The following entities are among the Empire, where she was a Cleric of Kromus NB: because of their wide evolutionary best known of Herol's Immortals:- who was encouraged, possibly by Kromus divergence, interbreeding between himself, to pursue Immortality in a different Humans and the Demi-Human races is Empire of Jael Sphere. She achieved Immortality a little impossible; the races are infertile with over 200 years ago. Merelith more closely Kromus (Warfather, Lord of the Skies): each other, so Half-Elves, half-Dwarves, resembles her "uncle", Derelion, than etc. are unknown. Im32 (Heirarch), Matter. The chief Immortal either of her "parents"; long-suppressed of the Empire of Jael, Kromus is one of the rumours place Derelion as her father, with eldest Immortals - his mortal origin, if any, Kromus fathering her twin, Ranya. This tale A Note on Ageing: although Herol's year is long forgotten - and one of the best is now considered rankest heresy, and is only ten (Mystaran) months in length, the known; ancient civilisations gave his name spreading it is punished severely - the Sun maximum age-ranges for each species to one of the bright "wandering stars" in the Priests are particularly sensitive about the should be considered equal their Mystaran night sky. Generally depicted as a tale's implications. equivalents; the native races evolved and powerfully built, black-bearded man in late Clerics of Merelith in her "Sun developed according to this world's life- middle-age, Kromus' statues either have Empress" aspect are able to Turn Undead cycle. For example, a Heroli boy of ten will him wearing plate armour (in his aspect as as if one level higher than normal when the be of equal development to his Mystaran Father of War) or a flowing, wind-swept Sun is in the sky; since many Undead are equivalent, even though the latter would be cloak over regal clothing (as Lord of the not light-sensitive, this gift is more useful twelve by Heroli terms. Should a Heroli Skies). Kromus is also revered in the Old than might be readily apparent. Druids who journey to Mystara, he will age at a rate Countries as a Storm-Immortal, and is follow her "Bright Lady" aspect may cast approximately one-sixth faster than a Patron Immortal of the City-State of the Faerie Fire spell once per day, starting Mystaran native; conversely, Mystarans on Ohriman. at 1st level. This is in addition to their Herol age one-sixth slower than the native Clerics of Kromus in his "Warfather" normal complement of spells. populace. Inhabitants of Galeia - many of aspect are permitted to wield a longsword whom are descended from transplanted from 1st level, and to gain levels of mastery Heroli - age at the same rate as their in its use. Those who follow his "Lord of the Ranya (The Moon Queen, Lady of the ancestors, despite the longer year on their Skies" aspect gain the ability to Predict Night): Im15 (Empyreal), Time. "Daughter" world. Weather (as per the 1st level Druid spell) of Kromus and Senyanna, and younger once per day at 1st level. This is in addition "twin sister" of Merelith, Ranya closely to their normal complement of spells. resembles Senyanna, with midnight-black Immortal Worship tresses and moon-pale skin. Her eyes are Senyanna (Lady of Battle, Comforter of The number of Immortals known to be fathomless pools of blackness. Ranya the Slain): Im30 (Eternal), Thought. In the worshipped on Herol is far smaller than wears light-drinking robes of black velvet. Jaeli Pantheon, Senyanna is considered to Mystara's broad Pantheon; since the As a mortal, she was a Jaeli Fighter-Thief be Kromus' wife and partner; like him, she cataclysm, which cost the lives of most named Horelle (Ranya was the name she is an advocate of war. The Jaeli believe native Heroli who had previously reached acquired when she became Moon Queen, that Senyanna comes for those slain in Immortality, only a handful of mortals have after the Empire's name for Herol's sat- battle, carrying them away to an afterlife in managed to ascend to that level of ellite) who followed Senyanna's teachings Paradise. Her worship has grown with the existence. As a consequence, certain in her own fashion. She achieved Immorta- Empire; two centuries ago, she was merely Exalted beings (in particular, the Fiends lity in the Sphere of Time a decade after the Patroness of Women Warriors (a role and Demons of Entropy) have been Merelith reached it in Energy, so their she still retains). Senyanna appears to be a adopted by certain tribes or communities respective followings appeared more or pale-skinned, black-haired warrior in as pseudo-Immortals. The Empire of Jael less simultaneously; the pair have been black-lacquered armour. worship a small Pantheon of Immortals, considered sisters ever since. Served by The exclusively female Clerics of who (according to their religious texts) all her exclusively female Priesthood, called Senyanna in her "Lady of Battle" aspect Moondaughters, Ranya is also worshipped

Issue 9 - February 2003 OD&DITIES  The Original D&D Fanzine 23 The World of Herol by creatures of the night, such as Lycanth- individual Shrines to the Summer Queen Clerics of Govenai - the living ones, at ropes or the occasional non-evil Vampire... and the Winter Queen, for instance, with a least - cannot Turn Undead; instead, they and of course, by Fighter-Thieves like separate Priest for each. In life, Varalle may control Undead, as if an Undead herself. was a Nature-Priest of a long-forgotten Liege, with the same results per level (i.e. if Clerics of Ranya in her "Moon Queen" Immortal, who lived in tune with the a "normal" Cleric can automatically Turn a aspect are able to see perfectly at night rhythms of nature; she hates and despises Skeleton, a Govenai Cleric can automatic- while outdoors, so long as the moon is Undead, who exist outside the natural ally control it. Destruction-level Turning visible in the sky; the range is 90', or 180' world, and encourages her followers to either operates as normal, or allows control on the three nights of the full moon. Those destroy them when possible. of double the HD of Undead). who serve her as "Lady of the Night" may Druids of Varalle in her "Lady of Trees" cast the spell Darkness with double the aspect may cast the Detect Danger spell One Thousand Cities normal duration. This must be memorised once per day, starting at 1st level. This is in normally, as part of the normal complement addition to their normal complement of Lomor (Merchantfriend, Wealth-Bringer): of spells. spells. Clerics who follow her various Im12 (Temporal), Time. Patron of Jalakka, seasonal aspects gain different powers, as the oldest (and one of the wealthiest) of the Derelion (Winged Lord, Brother to follows: City-States. His people are tradesmen and Eagles): Im21 (Celestial), Thought. The merchants, although the City produces and Š "younger brother" of Kromus, Derelion is Spring - any one Cure spell may be welcomes a large number of adventurers - one of the eldest Immortals to still cast for maximum effect, once per day. who tend to bring in vast quantities of trea- remember his mortal existence, which he Š Summer - may cast the Light spell sure, and spend it freely. Lomor is depicted left behind long before the first of the Lost once per day, starting at 1st level. This as a middle-aged, brown-haired man Empires were built. Like Kromus, his is in addition to their normal dressed in fine clothes and dripping with worship comes originally from the region complement of spells. jewels, with a broad, insincere smile on his that became the Old Countries - he, too, Š Autumn - may pray for the 1st-level face. In life, Lomor was a powerful Mage, has a planet named after him - but, unlike Mage spell Sleep as part of the normal born during the time of the Second Empire, his "brother", Derelion retains most of his complement of spells, starting at 2nd whose adventuring exploits made him fairly original attributes. Patron of all things that level. wealthy; his genius for trade expanded that fly, and of those who study the magic of wealth into a vast fortune. Due to clever Š Winter - may use a Chilling Touch Air, Derelion is depicted as being a trade agreements and treaties with other effect (equivalent to Cause Light beardless youth with bright, golden hair City-States, Jalakka has never been Wounds) once per day, starting at 1st and shining white wings. His garb varies attacked successfully, nor has it seen an level. The power is ineffective against depending on where he is worshipped. invading army for over two centuries. cold-using creatures. This is in addition Clerics of Derelion are able to Clerics of Lomor gain Appraisal as a to their normal complement of spells. memorise the Mage-spell Levitate as a bonus skill at 1st level. 2nd-level Clerical spell. This is part of the Followers of her general "Queen of the normal complement of spells. In addition, a Seasons" aspect do not receive any of Szthonda (The Burning Dark): Exalted Cleric of Derelion who chooses to add a these bonus powers; instead, they may Fiend, Entropy. Patron of one of the Warlock's Brand does not have to sacrifice Turn Undead as if one level higher than Northernmost City-States, Deremond, the additional Attribute points or hit points to normal. Fiend Szthonda (who resembles a grossly acquire it - a gift from the former Mage to fat female Goblin with shiny black skin and his followers - and may advance jointly as Govenai (The Everlord, The Undying, eyes of incandescent white flame) has a Cleric-Mage. Such duallists, known as The Dark Redeemer): Im14 (Empyreal), ruled over her domain for nearly a century. "Wind Children", make up roughly 10% of Entropy. Open worship of this evil Immortal Deremond was founded by exiles and Derelion's clergy. has been banned in most civilised nations, outcasts, driven from their homes into the but secret cells of his followers have been blasted North. Szthonda was then the The Old Countries found in most major centres of population "Patron" of a small tribe of kobolds who across Draman. In life, Govenai was a dwelt in the frozen lands. Seeing a chance Varalle (The Lady of Trees, The native of Jerek'Ha, in the Old Countries; he to increase her power on the Prime Plane, Spring/Summer/Autumn/Winter Queen): was a Master of Brands who grew more Szthonda whispered into their minds and Im19 (Celestial), Time. One of the most and more afraid of death as he grew older. souls, convincing the outcasts to build a widespread female Immortals in the Old In a desperate attempt to stave off death, massive obsidian temple to her. Once the Countries, Varalle is depicted as a he created the Vivicant Brand, which temple was complete, she taught them a beautiful, Dryad-like figure with leaf-green reanimated him as Herol's first Vampire - ritual which summoned her to inhabit it, hair and bark-brown skin, dressed in robes an act which earned him the right to seek and has ruled over them ever since. The dyed in nature's colours. Druids (and the Immortality in the Sphere of Entropy, city, which grew up around the temple, is woodland-dwelling communities) worship despite his limited "level". Govenai is the bleak and ugly, filled with the dregs of her as Lady of Trees; her following is patron of his "children", the Vampires (and, humanity, as well as a goodly number of larger, in some places, than that of Kromus by extension, of all intelligent, corporeal kobold slaves. Szthonda's "priests" are all (who is variously considered her husband, Undead, although certain types deny any Mages (she cannot grant Clerical spells) her consort, or her lover by those commun- link to him), as well as those living who serve her directly and oversee the ities who follow both Immortals). Varalle is followers who seek "immortality" through frequent sacrifices which slowly increase also worshipped as the Queen of the Undeath. He is depicted as a tall, pale her power - Szthonda's plan is to amass Seasons, with Clerics serving her either in figure in flame-coloured robes, his chest enough power to eventually reach true that role or following one seasonal aspect bared to reveal the Vivicant Brand burning Immortal status - as well as acting as her of her being - a single town might have bright upon it. eyes and ears in the city and beyond;

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Szthonda is bound to the temple proper, completely restricted to the Dwarf if they can take the strain, although certain and cannot leave without considerable Territories now, with a few thousand Brands preclude the adding of others. preparation. die-hard followers scattered about the rest Brands detect faintly as magical to a As noted above, Szthonda has no of the continent. Iroin is depicted as a Detect Magic spell; they can be removed Clerics, only Mages. The Magi, however, all squat, broad, muscular Dwarf in the prime only by a Dispel Magic cast by a Mage of at wear Szthonda's Mark (a special, Entropic of life, with his long beard twisted into three least five levels higher than the Brander Brand provided by the Fiend; it resembles plaits - one black, one red, and one blond - (those created by a Brand-Master being a a stylised image of the Fiend's own visage, representing the three original Dwarf special case; Dispel Magic at no less than picked out in black and crimson) upon their subraces. Like Kromus, he does not 12th level is needed to affect a Brand chests; by calling out an activation-phrase, remember his mortal existence, and is made by such a person), a suitably-worded they can cause themselves to explode in a believed to have created the Dwarven race Wish, or by physically removing the Brand - burst of black flame (equivalent to a in his image many thousands of years ago. and the skin it lies beneath - from the body. Fireball spell, centred on the Mage in Dwarf Clerics of Iroin may learn the The creator of the Brand (only) may dispel question) which kills the Mage while Forge-Mastery Skill (see below) at 9th the Brand's powers by reversing the causing severe damage to those around level; they require only two skill slots to original ritual, although this leaves the him. The more fanatical members of the learn it, rather than the normal three. bearer with a non-magical tattoo. coven believe that to die this way is to Non-Dwarf Clerics (there are a few) instead serve Szthonda eternally in the afterlife. gain an additional skill slot at 9th level, to Branding does not come without cost: allocate at will. the recipient of the Brand must sacrifice a Galgallan (The Warrior, The Bloody portion of her life-force, or physical/mental Sword): Im7 (Temporal), Matter. Patron of prowess, to help empower the magic. Each Al'Sudera, one of the more Southerly Brand-Makers Brand received costs the recipient either one attribute point from their Prime City-States. Galgallan was a warrior The designers and appliers of Brands Requisite - if there is more than one PR, Sponsored to Immortality by Kromus, fall into two broad categories: Experienced the highest score is used - or 1d4 hp, achieving it less than a century past; his spellcasters who have chosen to learn the deducted permanently from their total first worshippers, a troop of Fighters from skill, or Masters of Brands, who are trained (DM's choice). The only exceptions to this the Empire of Jael, conquered Al'Sudera from childhood in the art. rule are Attribute Brands (see below), 55 years ago, ousting its resident Patron The former (PC or NPC) must be which draw 1 point from an opposing and installing Galgallan in her place. capable of casting 6th-level spells - which Attribute, or Slave Brands, which deduct hp Al'Sudera is geared around its massive precludes Mages of less than 11th level, or from the Brand-maker instead. warrior-population, who hire out as Clerics/Druids of less than 12th, from Brands fall into certain broad categor- mercenary troops each Summer to bring in employing the skill, even though they can ies, outlined below:- money to the city. Galgallan is depicted learn it at any time. much as he was in life; a tall, powerful The latter (NPC only) receive a special warrior in blood-red armour, wielding a Brand when apprenticed - a black circle on 1) Class-Related Brands. Greatsword (a two-handed sword) coated the forehead, called an "Overbrand" - with blood. His hair is red, and stands up in On Herol, the only character class which allows them to create Brands, but available to the unBranded is Fighter; the blood-caked spikes. Galgallan's Fighters precludes them from ever taking on a and Clerics likewise coat their hair with following Brands are required to pursue character class (DM's option; a Master of other careers. blood before battle as a homage to their Brands might be able to advance to 5th Immortal. Incidentally, despite their level as a Mage on the strength of his Š The Warlock Brand: a crimson overlapping portfolios, Galgallan's and Overbrand - see the NPC description of 5-pointed star, placed on the right Kromus' followers have never met in battle Ledendran, below - but no further). cheek. This Brand grants the recipient - Galgallan deliberately had his the spellcasting abilities of a 1st-level worshippers conquer a City as far from Mage; any spells must be found and Kromus' City of Ohriman as possible, Brands learnt separately, however. On Herol, precisely to avoid such a conflict (which he Herol's native magic, no matter its this Brand is used to grant Mage- would be unlikely to win). source, is tied up in the creation of potential to likely candidates. The Clerics of Galgallan may use any magical Brands, tattoos placed on certain recipient has the potential to improve bladed weapon, without penalty, from 1st parts of the body, which imparts some form her abilities through training (and the level. Few, if any, Clerics of this Immortal of power to the Branded being. The acquisition of experience points), as are known to use blunt weapons. process of Branding is akin to the per a normal Mage; if a 0-level human, tattooist's art; it requires special dyes, she will progress normally as a Mage. If Others created using expensive and difficult- the recipient is already trained in anoth- Iroin (Earth Father, Masterminer): Im28 to-obtain ingredients, and a fine needle of er Class, however, she has the potent- (Eternal), Matter. The chief Immortal of the solid gold to prick the skin and implant the ial to become split-classed; to progress native Dwarf population, Iroin was once the dye beneath it. Once the tattoo is in place, as a Mage, she must donate all XP most widely followed Immortal on the an extensive ritual (equivalent to a 6th-level received in any particular adventure continent, before the population explosion spell, and memorised in a suitable slot - into the Mage-class. No split-class of Humanity over the last few thousand each different Brand requires a separate character can progress in both classes years drove his most faithful worshippers to ritual, which must be taught or researched) at the same time, although she can the inhospitable reaches of north-eastern is performed to enchant the Brand. An alternate freely. Receipt of the Brand Draman. Iroin's worship is almost individual can bear any number of Brands, also permits usage of Mage-specific magical items as if a Mage of that level.

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Š The Priest Brand: a silver-grey birdlike placed on the base of the spine and left why it is only suitable for NPCs), shape, placed on the left cheek. This buttock. Grants the ability to Climb although a Brand-Master can reach the Brand grants the recipient the Turning Walls as a 1st-level Thief. equivalent of a 5th-level Mage on the powers of a 1st-level Cleric. As per the strength of this Brand. Š The Lockpick Brand: a thin, Warlock Brand, above, the recipient curiously-uneven black mark along the may advance as a split-class; however, underside of the right index-finger. 2) Brands granting unique he must ally with an Immortal or Ethos Grants the ability to Detect/Remove abilities or skills. to do so - the initial Turning power is Traps as a 1st-level Thief. fuelled by the Brand itself. The Priest While most skills may be learnt the Brand allows the recipient to use Š The Brand of Silent Tread: a black normal way, certain Brands circumvent the Cleric-specific magical items, unless cat's-head silhouette, placed on the top normal learning process, providing the they are restricted to Clerics of of the right foot. Grants the ability to ability without the need for training. In particular Immortals. Move Silently as a 1st-level Thief. addition, certain special powers may be granted through the application of a Brand. Š The Druid Brand: a brown, treelike silhouette, covering mouth, nose and JW Š The Brand of Prophecy: a pair of blue eyes. This Brand grants the recipient zigzags covering the lips. This Brand the powers of a 1st-level Druid, grants the ability to perceive the future, functioning as per the Priest Brand both in dreams and visions. The power above; however, 1st-level Druids is not under the recipient's control, cannot Turn Undead, so the only however, and occurs randomly (i.e. at immediate advantage is the use of the DM's convenience). Prophets on Druidic items. To advance, the Druid Herol are highly regarded for the most must ally with a suitable Immortal - part, often taking positions of great Merelith and Varalle are the usual importance amongst their people. In choices - or bond with a living forest as the Empire of Jael, citizens will often its guardian (not advisable for consult a Seer before embarking on adventuring druids, as forest guardians any important task; in the Old Count- cannot leave their forest). ries, wandering Wisefolk are treated with reverence whenever they visit. The Thief Suite - there is no single Š Brand which provides the range of skills The Beastmaster Brand: a dun-brown attributed to Thieves; those who wish to representation of a curved animal horn, acquire those skills must pick and choose placed over the left eyebrow. This from the following selection. To improve in Brand grants the knowledge and skills these skills, the Branded person must of Animal Empathy and Animal Training allocate portions of his earned XP to the to the recipient, but only for one relevant Brands. The Thief Suite Brands particular type of beast (horse, dog, have their own advancement table, which etc). A second such Brand may be placed over the right eyebrow if is equal to roughly 15-20% of the normal Beastmaster brand "Thief" experience requirements for each desired, to grant Skill with another Brand. The bearer can choose which Bra- beast type, but two is the limit. This nds to improve, and which to leave undev- Š The Trumpet Brand: a cornet-shaped Brand usually grants Skill with normal eloped, at the end of each adventure. black mark, placed on the neck just domestic animals, although wild beasts behind the left ear. Grants the ability to or even magical creatures (DM's Š The Moon-Touched Brand: a black Hear Noise with the same chances as decision) might be possible. crescent moon, placed on the a 1st-level Thief. Š forehead. This Brand grants the The Tale-Weaver's Brand: a recipient the ability to Hide in Shadows red-orange representation of a leaping with the same chances, initially, as a NB: Because of the high cost in HP or flame, placed on the palm of the left 1st-level Thief. attribute points, few Fighter-Thieves hand. Tale-Weavers - men and women acquire the entire Thief Suite; who make there living as wandering Š The Hands-in-Shadow Brand: a black consequently, the abilities of this storytellers and historians - are regular silhouette of a grasping hand, placed sub-class vary widely. and much-anticipated visitors to the on the underside of the left wrist. villages and hamlets of the Old Grants the ability to Pick Pockets as a Countries; where the majority of the 1st-level Thief. Š The Overbrand: a 2"-wide black circle, populace are illiterate, such people are placed on the forehead. This is the the primary source of historical Š The Night-Slayer's Brand: a black Brand worn by a Master of Brands (an information, cautionary tales, and also dagger, placed on the underside of the NPC Brand-maker). It provides the gossip. This brand allows the right wrist. Grants the ability to ability to create and apply Brands Tale-Weaver to manipulate flame - a Backstab, with the same chances as a without first having to be able to cast campfire, or a log fire in an inn - and 1st-level Thief. 6th-level spells. Application of the create images which illustrate the Overbrand prevents the bearer from stories he tells. An experienced Š The Monkey Brand: a black spiral - pursuing a character class (which is Tale-Weaver can utilise this Brand to reminiscent of a curled monkey's tail -

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make fires flare up or die down, or even Š Brand of Recovery: a dark grey with the notable addition that he or she to light or extinguish small chain-link design, circling the bearer's will actually kill, or lay down his/her own (candle-sized) flames. The Brand is of neck. This rare, powerful Brand life, if so ordered. Permanently little help in combat, however. provides the bearer with the powers of enslaving others in this way is frowned a Ring of Regeneration, allowing her to upon by many Heroli; it might even be Š The Vivicant Brand: see Undead, in automatically 1hp of damage per Turn. considered an Evil act (DM's decision). the "Monsters" section, for details of In addition, the Brand makes the this family of Brands. bearer immune to a Ghoul's paralysing 4) Potency Brands. touch, and provides a limited degree of Only one example-group of these is 3) Spell-related Brands. protection from the ageing effects of known:- Unlike the Warlock, Priest and Druid some Undead - a flat 35% chance to Brands, above, these provide specific ignore the attack completely (normal Š Attribute Brands: simple circles of spell-effects, spell-using capabilities, or saving throws apply if this fails). The different colours, representing each of magic item talents to the bearer. bearer cannot use this Brand to resist the Attributes, placed on various parts natural ageing, however. Few Brand of the body (the palm of the hand for Š Brands of Holding: appearance and Masters can reproduce this design Strength, for example, or the forehead location vary, but usually a complex now, although it was almost common a for Intelligence). These boost the level geometrical design. These function in few hundred years ago. of the chosen Attribute by one; the same manner as Rings of Spell unfortunately, as noted above, any Storing; they are designed to hold a Š Slave Brands: These are such gain will require the sacrifice of single Magical or Clerical/Druidic spell individually-designed sigils, created by one point from another Attribute. No of a certain level - the higher the level, each Brand Master for his or her own Attribute can ever be raised by more the more complex the pattern. Most use; they are placed on the subject's than one point, using this method. such Brands may hold any spell of the chest. The Brand Master must first Should the Brand be Dispelled or requisite level, which may be cast into place a Master Sigil on her own chest, destroyed, the raised Attribute reverts the Brand by a suitable spellcaster. twice the size of the Slave Brand, and to its former level; however, the This remains until cast by the will of the costing one Intelligence point. sacrificed point is not regained. bearer. A few of these Brands have Thereafter, each Slave Brand costs spell-regeneration capabilities; they the Brand Master (not the Branded The above selection are only a small hold only one, unchangeable spell, target) 1d4 hp from her permanent sample of the thousands of possible which recharges itself for reuse after a total. The unfortunate recipient of the Brands; DMs are encouraged to create certain period of time has elapsed Slave Brand obeys the Master as if their own, as are PCs (with the prior

(usually 24 - 48 hours). Charmed, approval of the DM, of course). !

range). Virindi was found unconscious by a Compendium of group of adventurers and taken back up to Street of a Thousand Characters the surface. Taking him to a local tribe Adventures ... Continued from page 3 of elves, they left him to make their way. ... Continued from page 6 The Elves recognized the mistake at once, but it was too late. When he recovered, # Martigan herself may become a signifi- Virindi Virindi attempted to find his way back to his cant NPC, too. Originally from Ierendi, she 3rd level Neutral Elf people, but failed. Resigned to a life on the adventured for almost 50 years (thanks to surface, he now has one desire – to find several potions of longevity) before decid- and kill the adventures who took him from ing to settle down and help those who, co- Str: 12, Dex: 13, Con: 8, Int: 16, Wis: 13, his people. Virindi is single-minded about mparatively speaking, are just starting out. Cha: 10, HP: 12, AC: 4, Normal Sword +1 his desire, and is ruthless when it comes to She is a powerful magic user (at least 20th Ethereality, Chain Mail Armour, Dark-tinted his 'quest'. He knows nothing about the level) who prefers to keep a low profile and Glasses. Spells: Light, Detect Magic, Web surface world, and cares even less – he take the time to enjoy life, but she will try to makes no effort to fit in, simply is. Arrogant conceal the true extent of her powers if at Virindi's tribe of Elves have lived even for an Elf, he has a tendency to all possible. As such, she could become a underground for millennia, ever since the infuriate people with his stubbornness. In a valuable resource person for the PCs. Sundering, when their forest collapsed into fight, though, he is a devil, and underneath # All of this, however, is dependent upon the earth. His people have been isolated his exterior he is a loyal companion. The whether or not they get along with the other since then, with only legends about the PC's could meet up with him at any time, patrons, and behave appropriately. PCs surface world. They have changed subtly to and join him either in tracking down his who come off as being boorish, or fit in with their subterranean existence – 'enemies' (with a moral dilemma when they threatening, may very well be attacked later their eyes are sensitive to light now, and find out the truth) or in a return to the on by irate patrons, once they are on the they have better infravision (double normal caves, in an attempt to find his people. !

road again. !

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Combat sans Matrix First Strike ... Continued from page 17

How to get the jump on initiative rolls in OD&D Combat 1 D&D co-author Dave Arneson's website ... Continued from page 5 (http://castleblackmoor.com) notes that the original combat rules were inspired by some Š Human Fighter, as above, drinking a Conclusion naval combat game wherein lower numbers potion:IR = +0 [+0 (Medium attacker) represented better armour, but this scant +1 (DEX adj.) -1 (magic item use) = +0] Admittedly, this system of explanation still does nothing to justify the determining combat initiative does require origin of this obtuse convention. Apparently, Š Human Magic-User with DEX 16 a bit more bookkeeping than the method someone at sometime thought this made casting magic missile:IR = +1 [+0 described in the official rules. However, perfect sense; lacking clear evidence as to (Medium attacker) +2 (DEX adj.) -1 with some use, the Initiative Rating why, I am open to further enlightenment on this point. modifiers for various attackers and their (1st-level spell) = +1] 2 combat actions becomes easy to Rules Cyclopedia, 1991, TSR, Inc. 3 The Body Locations column indicates which Š Human Magic-User, as above, casting calculate. The end result is a more realistic mode of initiative resolution, with of the wearer's body parts the armour covers; Wall of Fire from a spell scroll: IR = -3 this has no game effect and is used simply to [+0 (Medium attacker) +2 (DEX adj.) -4 the added benefit of garnering a clearer provide some aid to visualisation. th (4 -level spell) -1(magic item use) = -3] view of exactly what happens during a 4 Druids, if allowed in the campaign, use the fight, and when. If you're looking to inject base THMod values of a cleric of equal level. Š Ogre warrior with DEX 8 and Expert a bit more tension into OD&D combat, I 5 Mystics, if allowed in the campaign, use the mastery in the long bow:IR = -5 [-2 encourage you to give this initiative base THMod values of a fighter up to (Large attacker) -1 (DEX adj.) +1 method a try—you may be surprised to 16th-level. (Expert mastery) -3 (weapon size) = -5] see who gets the first strike. 6 Point Blank range is considered within ½

$ short range of a missile (e.g., a hand axe Š Troll with average Dexterity:IR = -3 [-3 (range: 10/20/30) has a point blank range of (Large attacker) +0 (DEX adj.) = -3] 5. Short range is from 6-10; medium and long

ranges are unaffected) $

OD DITIES THE ORIGINAL DUNGEONS & DRAGONS FANZINE Issue 9 - February 2003

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