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Magazine

Issue #115 Vol. XI, No. 6 SPECIAL ATTRACTION November 1986 9 THIEVES: Picking the pockets of the underworld

Publisher 10 Lords of the Night — Eric Oppen Mike Cook 14 A Den of Thieves — Vince Garcia Editor 26 The Art of Climbing Walls — Vince Garcia Roger E. Moore 28 Honor Among Thieves — Eric Oppen and Robin Jenkins Assistant editor 32 Getting Up in the World — Robin Jenkins Robin Jenkins 34 Tools of the (Thieving) Trade — Vince Garcia Fiction editor Patrick Lucien Price OTHER FEATURES Editorial assistants 38 Hammer of , Spear of — James A. Yates Marilyn Favaro Moore Weapons of choice for clerics to choose Eileen Lucas Debbie Poutsch 42 Sharper Than a ’s Tooth — Ray Hamel and David Hage Why does it have to be ? Well, why not? Art director Roger Raupp 46 Airs of Ages Past — Magical harps from the Production staff 48 “There’s Something on the Floor. . . .”— Reid Butler Linda Bakk Betty Elmore Kim Lindau Carolyn Vanderbilt Humorous and deadly things that lie underfoot The Ecology of the Advertising Subscriptions 50 Songs of beauty. . . — Barbara E. Curtis Mary Parkinson Pat Schulz 52 . . . Songs of death — Ed Greenwood 55 Elven Armies and Dwarves-At-Arms — James A. Yates Creative editors Troops for demi-human lords Ed Greenwood 60 Door Number One, Door Number Two, . . .— Dan Snuffin Creative door design with a rude twist Contributing artists Denis Beauvais Joseph Pillsbury 62 Stayin’ Alive — John J. Terra TOP SECRET® game advice for all agents Diesel Roger Raupp 71 The Role of Books — John C. Bunnell Richard Tomasic Who’s that with the scarf and the police box? Jim Holloway David Trampier When Only the Best Will Do — Kevin Marzahl Marvel Bullpen 76 Heckler & Koch weaponry for the TOP SECRET® game 85 An Interstellar Armory — Gus Monter New weapons and defense systems for Knight Hawks gamers 89 The Marvel®-Phile — Jeff Grubb A terminal solution to ultra-powered heroes

DEPARTMENTS 3 Letters 84 TSR Previews 99 Dragonmirth 4 World Gamers Guide 92 Gamer’s Guide 102 Snarfquest 6 The Forum 94 Convention calendar 82 TSR Profiles 95 Wormy

COVER Denis Beauvais’s talent for capturing the essence of conflict is beautifully pictured in this months’ cover, The Antagonists. The eternal struggle of good and evil was brought to life without the use of models or props; the artist’s imagination and his brushes were his only tools.

2 NOVEMBER 1986 Hello, hello

A week ago today — in fact, ex- actly a week ago as I write this — I suddenly became the editor for both ® Magazine and our new DUNGEON™ Adventures. Kim Komputer kudos having such nice people writing for you. Not Mohan has left TSR, Inc., for a new only are their reviews interesting and informa- career elsewhere, and we wish him tive, but they are even nicer in person, so to the best. The rest of us have lots to Dear Hartley and Pattie, speak. Be nice to Pattie especially! She deserves do. I enjoyed your introductory article, “The Role it. We welcome Marilyn Favaro back of Computers,” very much. One subject I would Marian “Mel” Viles to our staff. I shared Marilyn’s office like to see covered is on computer programs Altoona, FL which aid DMs of ADVANCED DUNGEONS & three years ago when I came to TSR, ® games. For example, they might Inc. Her return means a lot to us speed up character or random encounter gener- and to me personally. Good workers ation (combat resolution is probably most fun to Dear Dragon, are hard to find! do by hand). In regard to the article, “The Role of Com- For your own of mind, puters” in issue #110 of DRAGON Magazine, one I know of a few commercial products in this DRAGON Magazine is rolling ahead area, but I suspect the real stars are home- excellent program for integrating computers with traditional role playing is Dragonfire. I’ve as usual. We have a wide assortment brewed programs that few people know about. of special gaming packages planned Perhaps the best way to start this investigation used it in several campaigns with excellent for future issues. This issue presents is to include a call for programs from your results. I look forward to a review of any other readers in one of your columns. computer products that can be used while role- a special collection on the Thief, Thanks for your help. playing, especially another product by the same certainly one of my favorite classes Allen Cohn company called Handbook of Horrors. in the AD&D® game. We have a lot Millbrae, CA Paulalis of other things planned, but Pat No address Price has pointed out that it is best Dear Sir and Madam: not to announce them yet.* I believe that Datasoft’s Alternate Reality — As editor, I do have two favors to The City game would be a wise choice to review Though it is beyond the capacity of the editor ask of you, the readers. First, you in DRAGON® Magazine, as I feel that it lives up to give answers to some of these questions, can help expand our coverage of to its billing as the “Ultimate” computer perhaps they could be answered by the Lessers adventure. The game is for most micros and is games by writing articles on them. or by other readers in the Forum. The very We have a definite lack of material the first in a promised series of Alternate Real- strong response to our computer column has on the D&D® game, for example, ity games, all of which will interlock to form an been very heartening, however. We’ll continue entire world. our coverage of computer gaming in future particularly covering the Compan- S. Kunz issues of DRAGON Magazine as best we can. — ion, Masters, and Immortals sets. Chicago, IL RM The ™ game, Orien- tal Adventures, and Dungeoneer’s Dear Dragon, Survival Guide (and the soon-to-be- I loved “The Role of Computers” in issue #110! released Wilderness Survival Guide) I fervently hope it becomes a monthly feature! I have an IBM compatible (“Leading Edge”) and would certainly benefit from supple- have noticed to my disappointment that there is mental articles. Our coverage of an extreme shortage of really good games for TOP SECRET® and assorted science- IBM PCs. Of the nine games you listed, not one fiction games is good at present, but is available to me. If I want to do some role- coverage of non-TSR® games is not. playing computer-style, will I have to go out and Though we plan to devote the ’s buy an Apple? share of this magazine to the Julie Belinski AD&D® and D&D games (as our Zimmerman, MN readers wish us to do), we like vari- ety (as do our readers). Though we Dear Sirs: cannot assign articles on these top- A couple of months ago, you published a ics, we’d be happy to see them. review of The Bard’s Tale, a computer game. I Second, if there was ever a better was interested and attempted to track down Electronic Arts, the company which markets it. time to make your voice heard, this I called TSR, Inc., but no one could help me at is IT. You have a fresh team and that time. I did not pursue the problem very we’re ready to listen. Grab a pen long, having many other things on my mind. and send in your thoughts on This month (DRAGON issue #112), I noticed DRAGON Magazine’s future goals. the game again mentioned in the review You won’t have another chance like column, and again tried to find where I could this one. get a copy. Many calls to Orlando later, I decided Until next month, aloha. in disgust that I was not going to find it in Florida, at least not locally. Hartley and Patti Lesser had put their address in the column. As a last resort, I called them. Pattie answered and was most gracious and helpful. She took the information and contacted Electronics Art for me, then called me back from California to be *By the way, we will have an April sure everything would work out correctly. I would like to compliment your magazine on Fools issue.

D RAGON 3 The World Gamers Guide

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

L. W. Hansen (AD,DD) Winfried Eller (AD,CC,DQ) David Baker (AD,DD) B.S. Ingemannsvej 2, Vaer. 74 Silbegasse 43 55-457 Moana St. 6400 Sonderborg 6901 Wilhelmsfeld Laie HI 96762 Denmark West Germany Cashill (DD,AD,RQ) Tina de Jesus (AD) Venezuelan Role-Playing Society P.O. Box 10962 30 Mangyan Road (AD,VV,T) c/o ARAMCO La Vista, Diliman Avenida Francisco de Miranda Dhahran, Saudi Arabia Quezon City Edificio Galipan, Chacao Philippines Caracas 1060 Edwin Berkhout (AD,DD,GW) Venezuela Adm. Tromp st 20 Jeff Johnson 3333 TH Zwyndrecht SPDC Ext. Nord Gasparini Marco (AD,DD) South Holland B.P. 31 Via Galleria No. 2 Netherlands Maroua 46028 Suzzara (MN) l’Extreme-Nord Rafael Oliveira (DD,AD,TS) Cameroun Rua Duque Estrada 46/1001 Ga’vea Darren Marsland (DD,T) Rio de Janeiro — RJ Peter S. Magnusson (AD) P.O. Box 14173 CEP 22451 Brazil Ankarvagen 7 Point 181 43 Lidingo 8051 Cape Town David Johnston (AD) Republic of South Africa Chiba-Ken Ichikawa-Shi Ng Ho (DD,MSH) Matthew Strickler (AD,DD,TS) Yawata 6-31-4 Flat F. 12/F Impasse de Idee 3 Satsuki-So 2F #5 On Lok Garden Mansion 1226 Thonex T 272 Japan 47 Yuet Wah Street Switzerland Kwun Tong, Kowloon Dan Mayshar (DD,AD,SF) Kong Bianca Jung (DD,AD,SF) 31 Even Sh’muel Neuer Kamp 13 Ramot 02 Jeremy Phillips (AD,T,GW) 3101 Nienhagen Jerusalem, Israel 2 Bryan Ave. West Germany Kilkenny 5009 Folatelli (DD,AD) South Martin Winstrand Casilla de Correo 181 Australia Perstorsv. 1 6600 Mercedes S-310 70 Torup Provincia Buenos Aires Sweden Argentina

DRAGON® Magazine (ISSN 0279-6848) is published monthly by TSR, Inc. The mailing address for all material except subscription orders is DRAGON Magazine, P.O. Box 110, Lake Geneva WI 53147; the business telephone number is (414) 248-3625. DRAGON Magazine is available at hobby stores and bookstores throughout the United States and Canada, and through a limited number of overseas outlets. Subscription rates via second-class mail are as follows: $30 in U.S. funds for 1 year (12 issues) sent to an address in the U.S. or Canada, $55 for 12 issues sent by surface mail to any other address, and $95 for 12 issues sent airmail to any other address Payment in full must accompany all subscription orders. Methods of payment include checks or money orders made payable to TSR, Inc., or charges to valid MasterCard or VISA credit cards. Send subscription orders with payments to: TSR, Inc. P.O. Box 72089, Chicago IL 60690. A limited quantity of back issues are available from the TSR mail department, P.O. Box 756, Lake Geneva WI 53147. For a copy of the current catalog listing available back issues, write to the mail order department at the above address. The issue of expiration of each subscription is printed on the mailing for each subscriber’s copy of the magazine. Changes of address for the delivery of subscription copies must be received at least six weeks prior to the effective date of the change in order to assure uninterrupted delivery. All material published in DRAGON Magazine becomes the exclusive property of the publisher, unless special to the contrary are made prior to publication. DRAGON Magazine welcomes unsolicited submissions of written material and artwork, however, no responsibility for such submissions can be assumed by the publisher in any event. Any submission accompanied by a self-addressed, stamped envelope of sufficient size will be returned if it cannot be published. DRAGON is a registered trademark for the monthly adventure role-playing aid published by TSR, Inc. All rights to the contents of this publication are reserved, and nothing may be reproduced from it in whole or in part without first obtaining permission in writing from the publisher. Copyright ©1986 TSR, Inc. All Rights Reserved. AD&D, ADVANCED DUNGEONS & DRAGONS, D&D, , GAMMA WORLD, TOP SECRET, , and TSR are registered trademarks owned by TSR, Inc. is a service mark owned by TSR, Inc. BATTLESYSTEM and the TSR logo are trademarks owned by TSR, Inc. ©1986 TSR, Inc. All Rights Reserved. All Marvel characters and the distinctive likenesses thereof are trademarks of the Group. MARVEL SUPER HEROES and the MARVEL UNIVERSE are trademarks of the Marvel Comics Group. Copyright ©1986 Marvel Comics Group, a division of Cadence Industries Corporation. All Rights Reserved. Second-class postage paid at Lake Geneva, WI, and additional mailing offices. Postmaster: Send address changes to TSR, Inc., P.O. Box 110, Lake Geneva WI 53147. USPS 318-790, ISSN 0279-6848

4 NOVEMBER 1986

probably won’t be able to destroy the enemies that a larger group could. This is not to say that small games are any better or worse than larger ones, only different. Furthermore, time is also on the side of the “impartial and fair” DM. From time to time, we FORUM all would like to be that 39th-level ranger with the Sword of awful Destruction, just to see what it’s like, but we wouldn’t want to spend all our gaming time with it. On this of thought, we must assume that in time the players will grow I read Scott Devine’s letter in issue #111 and bly wasn’t out looking for taers to fight, either, tired of such easy victories as they have been agreed with him wholeheartedly. At the time, but he was prepared, as you pointed out, and receiving in the “Monty Halls.” Having played the the issue didn’t seem worth reopening. How- she wasn’t. AD&D game for many years now, I find it hard ever, after seeing the cover to #114, I really I am well aware that DRAGON Magazine to believe that any DM could keep a Monty-Hall think that something a little stronger should be didn’t invent the D&D/ AD&D game predilec- campaign going for any great length of time. It said on the subject of the depiction of women tion for sexy artwork. There are, for example, has been my experience that they get off to a on [DRAGON® Magazine] covers. the unnecessarily explicit pictures of the succu- great start as players watch their characters Doesn’t the cover to #114 go just a trifle too bus, the devil, and the Type V in skyrocket in power, but soon the novelty of the far into the realm of soft-core pornography, the Manual. But at least those are on situation wears off and easy victory after easy fellahs? Halloween mood notwithstanding, that the inside pages where I don’t necessarily have victory leaves a stale taste in the gamers’ woman is for all practical purposes naked. For to explain them to inquisitive nongamers (al- psyche. Such disillusioned players either drop the first time, I was glad that my DRAGON though I have had the misfortune of having to out of gaming altogether or go in search of Magazine comes in a brown wrapper — I would play with 14 and 15-year-old guys who could more talented and reasonable DMs. hate for my postperson (a woman, in fact) to not get their hands on the Paul Astle think that I subscribe to pornographic maga- without pawing and sniggering over those Hartford, CT zines. pictures — don’t forget that kids play these You have to remember that not everyone games, too!). And, of course, it is no easy task to There were a couple of things in #114 that knows what DRAGON Magazine is about, and find lead miniatures for female NPCs that do not caught my eye. First of all, I read Zeb Cook’s they will tend to judge it by its cover. I’d be look like porno or heavy-metal queens, espe- comments about the upcoming second edition of embarrassed to have to buy that issue off the cially if I am looking for female fighters. the AD&D game with interest. As it stands now, rack in a toy store or comic book store Parenthetically, I would like to know who I own all the first-edition books to the game, and (DRAGON Magazine is sold in both kinds of came up with the idea that female fighters most of the modules. In spite of that, I’d like to places, and in some towns that’s the only place armored only at the top of the head, the see a revision done. Zeb mentioned bards, you can buy it). Do you want to see the maga- breasts, the midriff (maybe), the groin, and the weapon-speed factors, and encumbrance as zine stuck behind opaque plastic covers like feet are as well protected as men in the com- things that need fixed; I’d add psionics, the new Playboy and the Lampoon? Do you want to see plete tin can. Never mind all the hits they will demi-humans in , and double crowds of bozos picketing Toys-R-Us to have fail to turn — how do they avoid freezing to weapon specialization to the list. Unfortunately, DRAGON Magazine removed from the shelves? death in cold weather? Perhaps they wrap the new books are going to be large (and expen- D&D® and AD&D® games have a bad enough transparent nighties around themselves, which sive), and there’s no real way around it. reputation in some circles now, what with is the way the priestess on #114 is protecting What I don’t want to see is Oriental Adven- succubi and Tlazolteotl and running herself from the October night wind. On the tures added to the basic rule books. The culture around. Every time I explain to non-gaming other hand, maybe that’s why her skin has and feel of this game is so different, it works friends that it’s a fantasy game, I have to add, turned blue. better as a supplement book. “No, no, I know what you’re thinking — not that Well, enough of that. I’m just suggesting that Finally, Roger Moore’s problems with imper- kind of fantasy!” DRAGON Magazine’s preoccu- you try, in future artwork, to stop short of total sonators can be easily solved. Just do one of pation with flesh (always, inevitably female nudity and to strike some kind of balance in your TSR Profiles on him, with a picture, then, flesh, as Scott pointed out) doesn’t help. your treatment of the male and female form. As all of us faithful readers will know what he The D&D® and AD&D® games also have a bad matters stand, people are likely to conclude that looks like, right? (Done. — Editor) reputation for misogyny, among feminists and the “ancient god” on the cover of #114 is really a David Howery other self-respecting women, and this includes candid portrait of one of your art editors, with Dillon, MT (especially) players. The same people that sneer horns curling, eyes asquint, and tongue hanging at explanations of low strength for female out. gnomes and on the basis of realism John M. Maxstadt (“You see, real gnomes . . .”) are going to be less Baton Rouge, LA than thrilled by DRAGON Magazine’s one-sided As for Vince Garcia’s article about player exploitation of female figures. In DRAGON issue #113, Corey Ehmke asked characters being business proprietors — while it I read your explanation about “fine art” in readers what he could do about losing many of sounds interesting, PCs who are mages or #111, and consider it a crock of beans. First, it is his players to what he called Monty Hall cam- clerics and up their business using their possible to have art without female skin, as the paigns. In response I can only say, “Not much!” magical abilities could run afoul of other local cover of that issue (#111) demonstrates. Second, As C.S. Lewis said, when people try to make businessmen who do not maintain these skills. as Scott said, you don’t picture male figures in themselves more stupid than they really are, Imagine the ire of carpenters, stonemasons, and anything like the same degree of undress. Now, they very often succeed. If Mr. Ehmke’s players other construction workers who see a mage put please don’t take that as a challenge — the very prefer to play in campaigns that allow a very a large stone structure up in no time flat! Also, last thing I personally want to see on the No- rapid rate of improvement for their character the article about peasant movements in issue vember cover is a moonlit picture of an Arnold levels, then there is not much he can do to get #112 points out other possibilities for the type Schwarzeneggar lookalike, see-through chemise them back into his campaign. of business a PC could start. For example, the blowing in the wind, from any angle. However, This does not mean that his campaign is idea of a Sanitation League stated if you insist on showing skin from time to time, doomed, though. As long as there are even one in #112 could be a lucrative line of business for you ought, in all fairness to the ladies, to show a or two people willing to take part in his cam- a PC willing to stand the toxic wastes. I see a PC little male skin too, even if you have to commis- paign, it can be maintained. If anything, an that makes out like gangbusters by not only sion the art yourselves. Third, you do in fact adventure in which only two stalwart adventur- disposing of droppings from unusual animals, make use of the “plate-mail bikini” in “game art.” ers must accomplish a quest should be even but also disposing of poisonous wastes from On the cover of issue #108, for example, the more of a challenge than if seven or eight peo- failed mages’ experiments. I say this because warrior maiden is showing a lot of leg for ple attempted the same quest. Think of the tales even in a , disposal of unusual someone about to be attacked by a hidden of such great adventurers as Conan, as well as wastes from magical experiments, if not prop- (or whatever that thing is supposed to Fafhrd and the Grey Mouser or even Holmes erly done, could cause an environmental catas- be). If she isn’t fighting a monster now, she will and Watson. This will be a new challenge for trophe on a very large scale. be in a minute, and I don’t believe she’ll have Mr. Ehmke as well, who will have to create even Raymond Chuang time to change. The fellow on issue #109 proba- more cunning for the smaller group that Sacramento, CA

6 NOVEMBER 1986

Lords of the Night

Behind the scenes at the local thieves’ guild

by Eric Oppen sorts of locks for practice picking, traps to most pragmatic organizations imaginable. practice setting and disarming, and doors The thieves’ guild is a regular part of with various lock-and-trap combinations to Equipment AD&D gaming, and yet the rules say very open, perhaps in competition with other Other specialized needs of thieves are little about it. The Players Handbook men- aspiring thieves or against a time limit. best met through a guild set up especially tions that player character thieves may Other facilities might include a large for that class. One such need is for the choose to join a guild. Unearthed Arcana gym with sections of stone, brick, and thieves’ tools. After all, aspiring thieves states that thief-acrobats are treated as wooden walls to practice wall-climbing won’t walk calmly into a local tool shop regular thieves by any thieves’ guild in under the eye of instructors, with padding and buy a set of distinctive thieves’ tools, their area, and may be found in leadership below to break a fall. For obvious reasons, even assuming that such tools are openly positions in such a guild. The Legends and this sort of practice could not go on in available. The guild offers both conven- Lore book has a paragraph or two about public, unless the thief’s public persona is ience and discretion, since a thief would the Thieves’ Guild of Lankhmar. The DMG a fire fighter, construction worker, or often not want to make his or her lock- has tables to determine what sort of other person authorized to climb build- picking skills public knowledge. The thief’s thieves and how many a would-be Guild- ings. Some practice walls would be built so cover profession might not include lock- master can attract. But the question of that they are exposed to the weather, or picking skills. Not only that, but thieves’ why thieves join guilds remains unan- could be wetted down or iced, for practice guild tools would often be much better swered. climbing in bad weather. adapted to a thief’s special needs than the Pickpocket training would involve dum- type found in local tool shops, since they Training mies with bells attached to pockets and would be designed to be light, quiet, and Any thief wishing to improve his or her pouches, or experienced instructors easily concealed. abilities needs training. Under the rules, a dressed up in various sorts of to A very well-equipped and long- thief player character must undergo train- play the part of victim for advanced prac- established guild might even have magical ing to advance to a higher level or, at the tice, like Fagin in Oliver Twist. items available for purchase or rent. For proper level, to become a thief-acrobat. Still other training facilities might in- obvious reasons, the thief wishing to rent The obvious place to obtain training and clude sections of various sorts of floor on a chime of opening, gauntlets of dexterity, competent instruction is a thieves’ guild. A which to practice silent movement, fight- or a rope of climbing would have to be guild should have examples of various ing instructors to train thieves in backstab- high in rank and possibly willing to submit bing and melee skills, acrobatics to magical compulsion, such as a geas, to instructors for thief-acrobats, and lan- insure the return of the items. This guage instructors to teach the thieves’ skill could be one way for a DM to make appro- of reading languages, reading magic (at priate magical items available to a party appropriate levels), and speaking the without permanently unbalancing the thieves’ cant. campaign.

Instruction Of course, all these facilities would be Information nearly useless without expert instructors. Having been equipped and trained, the The thieves’ guild offers even the richest next thing a thief would need is accurate thief the advantage of convenience. In- information about potential targets. Bur- stead of wandering all over a city for glarizing a mansion or store is far easier instruction, a thief or thief-acrobat wish- when the thief knows what to look for and ing to advance a level can simply pay the where to look. Accordingly, a thieves’ guild guild and take advantage of the fact that would develop contacts in the community the instructors are already there and are that could tip it off on the location of good at their jobs. (If they weren’t good at riches. An obvious approach is through their jobs, they wouldn’t be there.) A the servants in a rich man‘s house. A thieves' guild, by necessity, is one of the standard method used by thieves in Victo- rian London was to look up people re- problem of how to dispose of it most prof- an adult. cently discharged from domestic service itably and safely. Jewelry is often ex- Another source of recruits would be and pay them well for any information on tremely distinctive, and an important freelance thieves, such as adventurers their former employer’s belongings. Victo- person who had lost valuable jewelry to wishing to use the city for their headquar- rian thieves even planted a servant or two thieves would certainly pay well for infor- ters or people who came to the trade as on the premises, complete with forged mation that Biff, the thief, was adults. Since these people would not know references and all necessary skills, and trying to dispose of just such a piece to who was under guild protection, they had them work with the thieves. An Honest Dismas the pawnbroker. Fine could bring themselves to the guild’s atten- AD&D game thieves’ guild would be able weapons, magical items, and other valu- tion by stealing from people who have to use these methods and could gamer a ables present similar problems. A recently- bought theft protection from the guild. great deal of useful information by keep- robbed VIP might have word sent around For the sake of its relationship with the ing up on servants’ gossip through spying to all jewelers, weapon dealers, or pawn- town, the guild would have to make an or by operating a restaurant or club cater- brokers that there would be a large re- effort to track down these freelancers; ing to servants. ward to anyone providing information once they were caught, they could be Inside information is not the only sort of that led to the recovery of the stolen valu- offered guild membership if they were information a good thief would want ables. deemed worthy of it. An amateur thief before planning a big job. Through the The thieves’ guild would probably have would be offered training on the same friendly thieves’ guild, a thief could easily several reliable fences on the staff, with basis as other new recruits. As has been hire several nondescript people to keep an magic-users to identify any magical trea- mentioned, a thieves guild is a very prag- eye on a wealthy household or business sure. These fences could take distinctive matic organization. Having caught some- for several days or weeks, to learn about goods off the thief’s hands for a reason- one with talent, why not take him or her the happenings there. Another source of able sum, making sure that they were into the firm? After all, good talent doesn’t information about a particular target is safely sold with a good profit for them and grow on trees. the recollections of the thieves who’ve had the guild. In fact, the thieves’ guild would Still another source of new blood in a a go at that target in the past. Whether in probably control all regular buying of guild would be guild thieves from other a formal classroom setting or yarning over stolen property in its town, with anybody cities who wish to change their place of a tankard of ale, an experienced thief’s knowingly making a business of receiving residence. Perhaps they long for a change tales could mean success or failure for an stolen goods being invited (forcibly or of scenery or are too well-known in their attempted theft. The guild might even pay otherwise) to join. home towns. Since they would already be such people a wage to be available with guild members, they would make sure to information about targets they’ve tried. Of obtain references from their Guildmasters course, such information might not be The law to facilitate entry into their new guild. In remembered correctly or might be out of The successful thief would have one fact, ambitious Guildmasters might com- date. . . . more problem to complicate things. That pete to lure the most talented thieves to problem would be the law and its enforc- their own guilds. This can provide an Assistance ers. When a thief is caught, the guild goes opportunity for a lot of interesting role- The services a good guild would offer to work to make sure that witnesses re- playing. wouldn’t end there, but would continue cant their testimony or muddle it, juries into extremely specialized fields. Through hand in acquittal, judges acquit or give The guild and races a guild, a thief planning a big job could light sentences, and guards leave keys in A thieves’ guild is certainly the most more easily contact thieves with special locks. That is, assuming the thief is caught racially mixed organization likely to be skills, particularly demi-human, multi- by guards who are not guild members encountered in most AD&D game cam- classed thieves. One sleep or knock spell themselves or paid well by the guild to paign worlds. Since all player character cast at the right time could ensure success make sure that guild members get safely races (and, conceivably, exceptional mem- more surely than almost any skill single- away from the scene of their crimes. bers of NPC races such as ) can classed thieves or thief-acrobats have to If the captured thief is important be thieves, they could all be found at a offer. Cleric-thieves (see “Arcana Update,” enough, forcible break-ins to help the thief guild. Few well-run guilds could afford to DRAGON® Magazine issue #103) would escape are possible, in the truest com- tolerate racial friction. An elven or half- also be quite useful, particularly in the mando style. But if all else fails and if the elven Guildmaster would be unlikely to case of a target guarded by undead. punishment is not severe, a little jail time attract many half-orcish followers and Through a large, well-run thieves’ guild, a to reflect on one’s errors in a heist might might have a problem with dwarves, but a member would have a much better chance be worthwhile. thieves’ guild would usually be less likely of obtaining this sort of help when to establish racial harriers. In a well-run needed. Recruiting guild where such frictions are kept under Unspecialized help on a job would be Like any other organization, a thieves’ control, it would be quite possible to see much easier to arrange through a guild guild needs recruits. These could come members of all player character races than otherwise. For instance, a loud from several different sources. One obvi- hobnobbing in harmony. Due to the differ- brawl, an accident, or even a well-staged ous pool of potential talent would be the outlooks of each race, there would fire in the right place at the right time abandoned or neglected children found in always be some trouble, but a well-run would do much to distract an estate’s all cities. These waifs would already have guild would take the attitudes and special guards long enough for some clever no qualms about stealing, and the best abilities of the various races into account. thieves to slip in and out. ones would be quite willing to accept an A dwarven thief might be less intolerant of offer of training from the thieves’ guild. if an elven thief made the success of After all, in the guild, a homeless child the last big job possible. Disposal of loot would have a regular place to sleep, sys- Once the thief has the loot, his problems tematic training, status, and some cer- Types of membership aren’t always over. In fact, more thieves tainty of a next meal. In return, the guild A guild might have several levels of today are caught trying to sell or other- would gain a recruit with some aptitude membership, reflecting the different ex- wise dispose of stolen goods than are for the life of a thief, street wisdom, and pectations and abilities of members. The actually caught in the act of theft. Any probably some haphazard experience. very lowest, for example, might be the form of loot other than coin of the sort Since a street waif would be young when honorary membership extended to those commonly used in the region presents the recruited, he would be easier to train than who purchase the guild’s protection from thieves. This would not confer the right to become “chaplain” and build a chapel or ence in town politics, if only because of his enter the Guild hall or grant any voice in temple on thieves’ guild property. These wealth, and must probably deal with ambi- the guild’s decisions, but it would allow specialists would be treated very carefully tious schemers who wish to control the the purchaser the right to appeal to the by thieves; if offended, the of- guild for their own ends. All in all, a large Guildmaster for aid and redress if theft fenders might not need to bother with thieves’ guild is certainly a profitable orga- occurs. Since the guild’s connections and appealing to the Guildmaster; they might nization to head, though not every thief is investigators might be far more effective in fact be slain or cursed. well suited for the post. A player-character than the usual city guardsman, many Other specialists that might become thief, for instance, would not make a good people might be very happy to pay a nomi- guild members would include jewelers (for Guildmaster, for the simple reason that he nal fee (i.e., protection money) for the disguising distinctive loot and disposing of would be far too prone to go off adventur- benefits of this “service.” it), locksmiths (for training thieves in the ing. In his absence, his lieutenant might The next level of membership would be fine art of opening locks), fences (for dis- well decide that he should be the new that conferred on apprentices. They posing of stolen property), acrobats (for Guildmaster; should the boss come back, would be strictly under the orders of their training thief-acrobats), and fighters (to the player character would find a muti- tutors and forbidden to steal without their protect the guild in case of real trouble). nous guild and be either killed or expelled. tutors’ consent, but they would be allowed Such specialists would have the right to to enter the guild hall and watch guild enter guild property on business but decisions being made, even though they, as would have no voice in decisions lying The guild’s environment apprentices, would have no voice in them. outside of their expertise. For instance, if a We have seen above how a typical They would have the same right as other problem has arisen about how to dispose thieves’ guild might operate. Why, though, members to appeal to the Guildmaster, but of loot, fences might be called in, but should the rest of the people in a town would be well advised not to do so without locksmiths would not expect to be con- tolerate a well-organized group of thieves their tutors’ consent. In return, the guild sulted. Those specialists who don’t cast in their midst? Why can’t the town govern- would extend its full protection to them, spells would have the same immunity to ment just send soldiers to break the whole and any Guildmaster with sense would not theft as all other members. thing up? tolerate wanton abuse of apprentices. A One reason is that the guild would often full member, particularly a tutor, found to operate secretly. Before Prohibition, very be mistreating apprentices would not be Alignment few ordinary citizens knew that organized treated gently at all. The alignments represented in a guild crime existed. A thieves’ guild would usu- The most common sort of membership would almost always be affected strongly ally operate through fronts, if only to save in the guild, not counting those who pur- by the Guildmaster’s own alignment. In face for town rulers. Some useful fronts chase guild protection, is that offered to general, the most successful Guildmasters would be servant agencies (see the com- fully-fledged thieves. A guild thief has the would be lawful, and the thieves who ments above on servants and their uses), right to full use of all guild facilities (upon operate best in a guild setting would also security consultants, entertainers (espe- payment of appropriate fees), immunity be lawful. Chaotic thieves would be less cially for thief-acrobats), locksmiths, and from theft, and a voice in the guild’s deci- happy in a guild and would prefer to dealers in second-hand goods and jewelry. sions. If a dispute between thieves occurs, freelance. If in a guild, chaotic thieves In public, the Guildmaster might be the thieves may appeal to the Guildmaster would tend more toward working alone, known as, for example, a leader of the to arbitrate it, perhaps with a jury of using the guild more as a training hall, locksmiths’ guild. other thieves. Full membership also con- fence, and equipment supplier than as a All these fronts would be extremely fers the guild’s permission to commit theft place to recruit help. Lawful thieves would useful in and of themselves. The servant within its territory and to ask for guild prefer a well-planned job with a place for agency could plant servant-spies on poten- assistance on a job too big to handle alone. everything and all contingencies covered. tial targets, collect information, forge The rarest sort of membership in the Since most thieves tend toward evil and no references and teach servant-spies the guild would be that conferred on the non- thief starts out good, conflicts over good appropriate skills. A locksmithing service thieving specialists the guild might need. and evil would not be a major problem. would also provide useful information, as Since demi-humans cannot advance be- For purely pragmatic reasons, though, well as offering thieves material on which yond certain levels in spellcasting profes- even an evil Guildmaster might strictly to practice their skills, thereby creating sions, a guild with a regular need for forbid all guild thieves to engage in gratui- an excuse for owning and carrying their high-level spells might invite a spellcaster tous atrocities, as that would bring trouble tools. After all, who would have a better of the required sort to become a specialist to the whole guild. An evil thief would not excuse for having lock-picking skills and member. In smaller guilds, if no cleric- feel welcome in a guild in which every- tools than a locksmith? Dealers in second- thieves are available, a cleric of some god body else was neutral (or even good), and hand goods and jewelry could dispose of favored by thieves might be invited to vice versa. stolen goods, either in the same town or by selling them to similar dealers in other The Guildmaster towns. The advantages to these fronts are A Guildmaster is a person of power and that they help the town’s rulers save face influence, even if only behind the scenes. (as mentioned above) and provide a valid His days are spent in administrating guild excuse for the guild members’ income and affairs, approving expenditures, recruit- skills. Of course, the money that fronts ing, handling promotions (and demotions), bring in through legitimate business could dealing with guild auxiliaries (such as tide a guild over a lean period. fences, toolmakers, and spellcasters), Another reason for a town to tolerate judging squabbles between thieves, and the presence of a thieves’ guild is that its acting in the name of the guild when nec- presence tends to inhibit freelance theft. essary. Depending on local mores, the At least, with the guild thieves, a citizen Guildmaster may be openly acknowledged would have the option of paying them a as the leader of the thieves or may operate sum for immunity to theft for a given behind a public persona. If the Guildmas- length of time. Where freelance theft is ter is not in control of a town’s under- concerned, a group of guild investigators world, he is certainly a power in it. The would be much more effective in bringing Guildmaster is also a person of great influ- evildoers to justice than any constable, due to their greater knowledge of the under- sary to support and cover the activities of world and their control of any likely buy- one professional thief. This number may ers of stolen goods. be adjusted downward by a hundred to Another reason for local officials to reflect a wealthy population, or upward ignore a discreet thieves’ guild could be by a few hundred to reflect a relatively bribery. Certain officials, particularly the poor population. If too few people are in a lower-ranking ones, might think of them- town, everyone is more likely to know selves as outrageously underpaid, and a everyone else and know a good deal about regular system of subsidies, from the them as well. In Hogwallow, any profes- town’s ruler down to the lowliest consta- sional thief could only hope to survive by bles, would be worthwhile for any thieves’ plundering outsiders, but a village that guild. As long as the guild avoided outland- small could not hope to see enough visi- ish actions, the officials would be likely to tors to make theft a viable career. In a ignore them or go through the motions of major population center, anonymity is investigating guild thefts (while doing possible and the chance of encountering nothing). worthwhile targets is greater. Another way to neutralize official inter- The ratio of one professionally qualified ference would be blackmail. With a good thief to every 500 people is a reasonable spy network in place, the guild could reflection of the facts mentioned above. easily find out facts that any official might For game purposes, a DM can simply not want made public knowledge. These decide how many people (to the nearest facts could be kept on file at the guild 500) live in a town, divide that number by headquarters to be used when necessary. 500, and determine how many profes- If at all possible, the officials concerned sional NPC thieves live there. If the DM would be kept ignorant of the fact that the wants more thieves, they can be present, thieves’ guild possesses this incriminating but should be given other jobs to provide information. As always, blackmail is a most of their income. The relatively high dangerous game. chance of meeting thieves in the DMG’s table of city encounters reflects the fact Relations with other guilds that thieves, particularly full-time thieves, Though their skills and areas of concern would be more likely to have free time to tend to overlap, it is not always likely that roam the streets than ordinary citizens thieves and assassins will be at odds with would. each other. An evil thieves’ guild would be quite willing and likely to cooperate closely with an assassins’ guild, if one exists nearby, and even neutral thieves see some benefit in having the assistance of “troubleshooters” around. In small towns, the thieves and assassins might well share some facilities or even be different branches of a common guild. In general, with regards to other non- thieving guilds, the rule would almost certainly be to purchase their services when needed and not antagonize them unduly the rest of the time. Interguild warfare would benefit nobody, and all Guildmasters, officials, and other influen- tial citizens (such as the head clerics of the town temples) would cooperate to ensure that the peace is kept. It is doubtful, though, that thieves and merchants will ever get along well.

To guild or not to guild To take an extreme example, the fantasy- world peasant village of Hogwallow (with a total population of 38 poverty-stricken souls) would have no thieves’ guild and no work for one if such a guild existed. At the other end of the scale, a major city on important trade routes and a large popula- tion of wealthy nobles, clergy, and spell- casters, could not avoid having a large, wealthy, and well-entrenched thieves’ guild. Between these extremes, we can set some simple rules for determining if a particular town does or does not have a guild. For game purposes, assume an average of 500 people in a town would be neces- hand stretched from the figure and dropped a small disc at his feet. Reaching down, Nazier grasped a small token that was similar to the one he had long pos- sessed, with one difference — above the embossed skull in the center of the golden A Den circle was scribed an ebon . “Receive this token of your new author- ity.” The Thing stiffly to its feet. Its arm stretched out, and Nazier instinctively drew back, fearing it would touch him. But no — the arm, rigidly extended, was lifted up in what Nazier recognized was of actually a salute. “Hail Nazier, Guildmaster!” Its voice was a hissing blast. Now all in the secluded mountain glen raised their arms in salute, the rotting forest echoing their cry. “Hail Nazier! Guildmaster . . .”

Thieves One portion of the AD&D game system never fully dealt with is the formation and operation of a player-character thieves’ guild upon the character’s attaining 10th level and choosing to do so. Far from being so simple a matter as rolling a few dice to see how many NPCs flock to the The care and management character’s side, the proper incorporation of a player-controlled thieves’ guild can be of a thieves’ guild the most demanding aspect of a well- developed campaign, requiring a great deal of creativity and work on the part of the player and especially the DM. To aid in by Vince Garcia the parade of followers had been led be- this end, the following article presents fore it to swear fealty — and Nazier hoped some guidelines and principles dealing Nazier hadn‘t thought it would be like it wouldn’t find its tongue now. But the with this long-neglected aspect of the this. A heady life leading a select group of Thing stirred, and Nazier knew his bitter AD&D game, in the hope those campaigns trusted disciples who would become the luck was holding true. ready for it can experience a new dimen- terror of the countryside, living life their “You are spoken well of, Nazier,” came sion in role-play and adventure. own way and beholden to no one — that the sibilation from the visage peering was the way it was supposed to be. Not down at him from its drawn hood. “Am I The DM’s role like this, standing amongst this group of correct in hearing that you have chosen to First of all, it’s going to take a fair strangers before this mockery of a king’s join our Brotherhood?” amount of work on the DM’s part. The court to swear allegiance to this . . . unliv- The priestess grasped Nazier’s arm, player is naturally going to desire the PC ing thing. raising it so that his sleeve fell away to guildmaster and his guild to become part All too soon it was his turn. The last to reveal the still-stinging -shaped of the mainstream campaign, and he may be summoned, Nazier tentatively advanced brand upon his arm. The Thing nodded also expect — not without some justifica- towards the dark-robed priestess, who approval. tion — to make some profit on the en- beckoned from beside the throne upon “Great in this life shall your reward be,” deavor. It thus falls to the DM to keep the which her master sat. it continued. “And great your responsibili- player happy and to keep the guild in its “This is Nazier,” she spoke as he dropped ties. You know the city of the Sea Kings, to proper perspective as a sideline to the to his knees, eyes lowered in real fear. the east?” normal campaign, and to also see that its The black-shrouded nightmare had “Yes,” Nazier managed to whisper. influence does not become unduly signifi- never spoken throughout the ceremony as “A powerful guild of thieves makes its cant without limiting factors, such as base in that city, controlling all pirate being subservient to other, more-powerful vessels who make that its port. You will guildmasters. journey there with such assistants Dru- cinda gives you. Having arrived and made contact with other servants of mine, you The player’s role will form a rival faction of thieves” — the A player-character thief’s days of adven- Thing leaned forward — “and you will turing whenever and wherever he chooses eliminate the present guild, by any means are in all likelihood drawing to a close. at hand, subjugating all criminal activities Little in life can be counted on, and few under you — and therefore ultimately things are more tenuous than the hold of a under me.” guildmaster over a group of ambitious “But how —” Nazier sputtered, turning thieves — especially when it is realized a paler still. cornerstone of the thieving philosophy is “You will find a way, Nazier,” it cut him to keep one eye on the back in front of off. “You will find a way. For now, go and you while keeping the other on your own. gather to yourself such followers who will The responsibilities of a guildmaster thief see in you a worthy master.” A skeletal are many — and there always exists the chance that a protegee may move to step into an absent, adventuring guildmaster’s Associated guild structure shoes (à la the knife-fight scene in Butch Cassidy & the Sundance Kid).

Preliminary steps When initially forming the guild, five steps must be observed. 1. Take an in-depth overview of the campaign. 2. Determine what the best role is for the guild in the campaign, and note whether an entity or nonentity guild fits within the mold of the DM’s assessment. 3. Note the type of training the guildmas- ter has received in advancing through his levels of experience. 4. Choose the most appropriate guild type based on the former factors. 5. Create the thieves. In looking over the campaign, the DM should note where it is and ultimately where he intends it to go. If his future campaign plans do not include a specific town or city to serve as a central hub of the campaign, a player-character thieves’ guild becomes next to useless, for the greater the degree in urban interaction with NPCs and land development present in the campaign structure, the more a PC thieves’ guild finds a useful spot in the game. Conversely, as the emphasis on play shifts further from this type of play to the extreme of dungeon-delving as the only developed phase of the campaign, so the PC guild must invariably shift from a viable tool for campaign development to a forced nonentity status, depriving both players and DM of an almost limitless acter’s reputation and exploits than the 1. Independent guild. The indepen- source of intrigue and adventure. guildmaster desires. If, on the other dent guild is one which forms with no Having taken an overview of his game, hand, the player character has found affiliations to other guilds or individuals. the DM must then decide whether the training with nameless NPCs encountered As an example, assume a thief has been guild is to exist as an entity or nonentity while roaming the world in search of spending some time around a city or town within the campaign. Of the two, the adventure, no such automatic awareness without a thieves’ guild. If she chooses to, entity guild is the type with the most po- of the character’s potential will exist in the she can set up her own guild without fear tential. It becomes an active part of the minds of the local guildmaster, but this of competition (at least initially). This guild overall campaign, fitting into the DM’s also limits the thief’s guild-type options, type is highly desirable from the perspec- plans for the Big Picture. While comfort- possibly increasing the potential for con- tive of offering no competition while being able in its role as a sideline to the main- frontations with established guilds in the set up with a minimum of difficulty. How- stream game, it nevertheless is involved in same area. ever, it can usually be assumed that one current events, perhaps even to a critical There are a number of different guild reason no competitive guild exists in the extent. Its counterpart, the nonentity types open to the player character, and the area is that the pickings in the area are guild, exists entirely on paper. Either be- type chosen is dependent primarily upon slim; no one else wants to waste time with cause the game has failed to develop past what the DM feels adapts into current the project. Additionally, local law enforce- the dungeon stage, or the DM feels the game circumstances best. While generally ment may vigorously and effectively hunt present needs of the campaign do not a singular type of guild will fit right into down thieves in the area. include a fully developed fellowship of most games, it is possible that campaign thieves, the guild is recognized as existing circumstances could dictate the creation of Independent guild structure but plays no real part in the campaign. a guild that contains aspects of two or Next, a look must be taken at the PC more listed guild types. If this occurs, the PC Guildmaster guildmaster. Specifically, it must be noted guild hierarchy should duplicate the guild how the thief has been obtaining training type which most accurately reflects the Assistant Guildmaster to advance in levels of experience. If the ultimate authority of the guild, including I training has been accomplished by mem- all required tithes and responsibilities, Novice Thieves bers of the player character’s parent guild, while the guild should be run and fol- it is obvious that the guild hierarchy will lowers determined by the guild type Initial number of followers: 4d6 be aware of the character’s advance in which most closely reflects in what man- Follower-type table: A levels and his growing influence amongst ner the guild is to be operated. Income factor: E or better the lower-level thieves, especially novices, Those guilds available to the player Confrontation factor: None or F who may — though not necessarily — be a character can generally be broken down Loyalty factor: C bit more impressed with the player char- into one of the following sorts. Additional followers table: C 2. Allied. The allied guild is one which forms an alliance with another guild, usually for the purposes of mutual benefit Renegade guild structure or protection. This clearly suggests an initial conflict with a third entity (law enforcement, another guild, or other entity), and there exists a high probability the PC guild will begin its existence by infringing on territory claimed by others. Figure 1 illustrates the concept of allied guilds. Guild A is a waterfront guild con- trolling all activities in that portion of the city, while guild B is a large but less pow- erful faction with its eye on two disputed blocks of territory (the shaded area), which recently have been the scene of a few minor confrontations between the two groups. Currently a member of guild A, our PC guildmaster-to-be has deter- mined that his guild requires new leader- ship — namely, himself. He makes contact with the guildmaster of B. In return for B’s recognition of A’s claim on the two blocks, the PC thief offers a tithe of 5% of all monies obtained in the area as well as a pact of alliance, should he (soon) come to power. Guildmaster B readily agrees, as he can now expect revenue from this area without risking any of his own forces. Thus, depending on who has the most to gain from the alliance, the PC guildmaster may — in addition to the normal risks, costs, and repercussions — pay a tithe of up to 10% of all monies obtained in guild activities to his ally. Further, if the allied guild requests the aid of the player charac- ter or some of his thieves for a project or attack on their mutual rival(s), it is ex- pected the PC guildmaster will cooperate.

Allied guild structure 3. Associated guild. The associated adopting the persona of the parent guild- guild is one which is overseen by the master, rather than resorting to arbitrary PC Guildmaster — Allied Guild player character while remaining under rulings. the ultimate authority of a more powerful Yet another set of circumstances which Assistant Guildmaster guild, perhaps governed by the player could bring about this type of guild would character’s parent. Figure 2 shows a sce- be if the player character’s parent guild- Novice Thieves nario in which the player character’s master desired to assign an area to the current guildmaster is receptive to the player character in order to be relieved of Initial number of followers: 3d6 idea of his forming a new guild. But, the responsibilities of this section in order Follower type table: A rather than ceding his claim over the two to pursue the acquisition of new territory Income factor: D disputed blocks of territory, he instead on another front. Or, in keeping with the Confrontation factor: E reinforces it by having the player charac- thought of acquiring new territory, it is Loyalty factor: D ter set up a secondary guild in the heart of possible for the parent guildmaster to Additional followers table: C the area. The PC guildmaster thus be- assign his protege one or more blocks of comes responsible for all criminal activi- territory presently under the jurisdiction ties within the territory, paying a tithe of of a rival guild with the command to ab- 5% of all monies obtained, as well as polic- sorb this area into the parent guild, show- ing the area and discouraging incursions ing one example of how a guild can mirror by guild B. Some of the benefits to this two separate guild types — in this case an guild type include the option of forgoing associated guild which would be run as a the acquisition of an assistant guildmaster, maverick guild (see below). as the training for the novice thieves can be accompanied by the player character’s parent guild. Further, the player character Associated guild structure will generally have greater access to coop- eration and assistance from his parent Parent Guildmaster guild with regards to different projects I than he would with an allied guild. In PC Guildmaster practical game terms, this form of guild I can also aid the DM in keeping a reason- Novice Thieves able amount of control over the player character’s guild in a legitimate fashion by Initial number of followers: 4d4 Follower type table: B Income factor: A or B Confrontation factor: Variable from A to D depending on campaign circumstances Loyalty factor: B Additional followers table: C

4. Guild-within-a-guild. While proba- bly the most dangerous of all guild types, this guild opens the door to an exciting campaign based around the intrigue of operating a secret guild under the nose of the player character’s guildmaster. One case that would cause this type of guild to be created would be if the NPC guildmas- ter would be unreceptive to the idea of the player character’s forming an associated guild, and circumstances are such that an allied guild is also out of the question. In retaliation, the player character gathers to his side a select few acquaintances to form a fellowship of thieves within the larger guild with an eye towards one of these possibilities. Overthrowing the current guildmaster and assuming control of the whole guild? Forming a growing power base to eventually force a sharing of au- thority? Gathering a group to work to- gether on unapproved projects to avoid paying high guild taxes? The possibilities can be endless. Clearly, this type of guild cries out for entity status. Further, be- cause of the potential and risk involved with this type of guild, it is not inconceiv- able a DM could allow thief characters higher than 1st level to become a part of it. Guild-within-a-guild structure

PC Guildmaster

Novice (?) Thieves

Initial number of followers: 2d3 or as determined by DM Follower type table: A Income factor: B Confrontation factor: G Loyalty factor: B Additional followers table: D

5. Sponsored guild. A sponsored guild is one which is formed with an indi- vidual or group willing to back the PC guildmaster with money or force for their own particular reasons. A fighter of Lord status, for example, may ask a thief who is a fellow adventurer to form a thieves’ guild in an area he is developing so as to have — at least in theory — a friend with control over the thieving activities he knows will be a natural outgrowth of a civilized area. In another form, the spon- sor can exist as an NPC individual or group played by the DM; the opening portion of this article, which relates an incident in my campaign. A PC thief was forced by various circumstances into accepting sponsorship on the part of a powerful but evil group, with an obvious eye towards gaining control over a major seaport’s criminal activities. In the case of a sponsored guild, it is again quite likely that the PC guildmaster Allied guild structure will have to stake his claim on territory claimed by someone else, once more open- ing the door to a possible dual guild type. Finally, it is not unusual for a sponsor to place a representative within the guild hierarchy to protect the individual’s or group’s interests.

Sponsored guild structure

Sponsor

PC Guildmaster —— Sponsor’s Representative Assistant Guildmaster

Novice Thieves

Initial number of followers: Either 5d4, as indicated by second portion of dual guild type, or as determined by DM Follower type table: A or C Income factor: C or as determined by DM Confrontation factor: Either B, variable according to second portion of dual guide type, or as determined by DM Loyalty factor: B Additional followers table: Variable or C

6. Renegade guild. The renegade guild has a particular advantage where the DM is concerned in that it is the simplest guild to run in entity form, as little work is required to create a backdrop for the campaign; the DM may merely scope out a few excursions for the guild to partake once every few sessions of play. The rene- to provide spell support. For this reason part of town or has left the region alto- gade guild almost always tends to be a and its fluid nature, the renegade guild gether, a few hundred gold pieces richer. small and versatile group, relying on these can also double in the overall campaign as Thus, the renegade picks and chooses its two traits and that of constantly shifting the regular adventuring group, if the DM operations carefully, taking maximum locales to ply its trade under the noses of allows! advantage of existing schisms and tensions other guilds. Figure 3 outlines the activities of a rene- within and between other guilds to screen The form of the renegade guild can also gade guild over the course of a week’s their existence. come surprisingly close to duplicating an time. On Monday night, the guild burglar- adventuring party, due to the versatile izes a warehouse containing some stolen Renegade guild structure nature of the fellowship. It is not unusual, merchandise in the hands of guild A. for instance, to find a guild of this type Wednesday, after a period of scouting and PC Guildmaster consists of the PC guildmaster to provide paying bribes to obtain information, the mastery of thieving skills, a strong fighter group assaults and robs a courier in B’s Assorted Followers or two for muscle, and a multiclassed territory as he heads back to the guild magic-user/thief or cleric/magic-user/thief headquarters with the weekly tithe of an Initial number of followers: 1d4 + 1 or as associate guildmaster. Laying low for a determined by DM few days, three of the group set up a Follower type table: C wealthy merchant to have her pockets Income factor: A picked on Saturday afternoon in the mar- Confrontation factor: A ketplace claimed by C. And (finally!), on Loyalty factor: A Sunday night, the guild burglarizes a Additional followers table: None or D mansion in D’s territory. Monday, the entire area is in confusion. 7. Maverick guild. The maverick guild Guildmaster A is convinced the warehouse is that type most closely resembling the burglary was an assault by B’s forces, in guidelines outlined in the Players Hand- retaliation for a B thief being killed in a book. Put simply, the player character piece of disputed territory. Guild B is just recruits some followers, obtains a struc- as certain that A had his courier robbed in ture to serve as a guild headquarters, and a flagrant violation of territorial bounda- claims outright ownership of territory ries. C is fuming over the fact that no tithe under the possession of another guild. has appeared from the pickpocketing, and Conflict inevitably follows. Unless the D doesn’t know what to think. Meanwhile, player character has the power or the the renegade guild has moved to another money to obtain henchmen or hirelings to bolster his position, his guild may be short Due to the nature of this type of guild, operations, gaining an equal portion of lived. The key in this situation to survival there is a great potential for it being treasure and experience for doing so. is maintaining a low profile for as long as strong in an offensive way due to its large While the DMG indicates the novices practical to gain more followers and re- size and chances for possessing fighters may in fact be of a greater level than 1st, main undetected by the rival guild. and spellcasters. Its weakness lies in an and includes a table for determining that, urban impotency and lack of true thieving this writer has found in actual play that Maverick guild structure specialists. Law enforcement also tends to unilaterally starting all followers at 1st take a special notice of bandit gangs, and level makes for the smoothest and most PC Guildmaster various members may find their descrip- balanced campaign. If, however, a DM tions on wanted posters with uncomforta- feels that strict adherence to the official Assistant Guildmaster ble regularity. system is best for his campaign, he is In another form, this type of guild can certainly free to disregard this suggestion. Novice Thieves exist as a group of freebooters or corsairs, In fact, one may forgo the following tables sailing the world as pirates. The pirates altogether if such best maintains campaign Initial number of followers: 4d6 would have a seaside lair away from pry- continuity. Follower type table: A ing eyes or based in a Port-Royal type of When using the follower type tables Income factor: C or D city that thrives on piracy. The pirate ship below, an initial percentile dice roll is Confrontation factor: E itself might serve as the “guild house.” made to note what race of follower and Loyalty factor: C class potential are available. In the case of Additional followers table: B or D (keeping Bandit gang structure multiclassed elves and half-elves, a second a low profile) roll is made to see whether the individual PC Guildmaster possesses two or three classes. The DM I then chooses the particular professions, 8. Business front guild. This guild Lieutenant* and the follower is created by random type frequently coexists on good terms dice rolls. with one or more other regular thieves’ Assorted Followers guilds, with which it has agreements to provide services for a percentage of Initial number of followers: 5d6 Follower type table A profits or a flat fee. A seemingly legitimate Follower type table: C business front is used as a screen to hide Income factor: A or variable Dice Follower Die the operations of the guild. Some examples Confrontation factor: D or variable roll type roll Classes of this type of set up would include a Loyalty factor: E or variable 01-57 Human thief Elves teamster service which ships stolen goods Additional followers table: C 58-59 Human fighter 01-80 2 classes to fences out of the area, a ship or boat * The lieutenant need not actually be a 60-63 thief 81-00 3 classes owner who leases the craft for an occa- thief, and in this case can be a fighter of 64 Dwarf, multi- sional smuggling run or secret transporta- the same general level as an assistant classed Half-elves tion elsewhere for a wanted thief or guildmaster. 65-68 thief 01-90 2 classes assassin, or a fencer of stolen merchandise 69 Elf, multiclassed 91-00 3 classes from an emporium. The guild structure 70-73 thief Conflict among regular thieves’ guilds is At the top of the hierarchy is, of course, 74 Gnome, multi- usually negligible — but run-ins with law the PC guildmaster. To assist him in the classed enforcement agencies are a danger always normal guild operations, he usually finds it 75-78 Halfling thief to be reckoned with! necessary to obtain the services of a thief 79 Halfling, multi- of not less than 5th level, whose duty it is classed Business front guild structure to furnish training to the novices, as well 80-83 Half-elf thief as receive the monthly guild taxes. This 84 Half-elf, multi- PC Guildmaster assistant guildmaster may further be classed called upon to act as a go-between and 85-88 Half- thief Assistant Guildmaster negotiator between the player character’s 89 Half-orc, multi- guild and others. classed Novice Thieves When initially obtaining this assistant, an 90-91 Dwarf fighter inducement of 1,000 gp per level of experi- 92-93 Elf fighter Normal Hirelings (unaware of guild) ence is required; thereafter, the assistant’s 94-95 Gnome fighter salary is expressed as a percentage of the 96-97 Halfling fighter Initial number of followers: 2d6 guild’s monthly take, but not less than 2%. 98-99 Half-elf fighter Follower type table: A At the PC’s desire, this can be increased, 00 Half-orc fighter Income factor: A or variable which may proportionally increase the The DM chooses all additional classes for Confrontation factor: D assistant’s cooperativeness and loyalty multiclassed characters, as well as choos- Loyalty factor: B base. ing particular sub-races (where applica- Additional followers table: C At the bottom of the totem are the nov- ble). ice thieves (and nonthieving characters, if 9. Bandit gang. While unusual, it is any). It is they who bring in the revenue to Follower type table B possible for a player character to band support the guild and its officers, and a together a group of brigands along the tithe of not less than 5% is assessed as a Dice Follower Die lines of Robin Hood’s merry men (if he’s a guild tax on any valuables obtained in the roll type roll Classes nice guy) or Ali Baba’s forty thieves (if he course of thieving. 01-40 Human thief Elves isn’t). Both the income and the confronta- As mentioned, it is possible that the 41-44 Human fighter 01-60 2 classes tion factors can vary from the top to the make-up of the guild can include members 45-49 Dwarf thief 61-00 3 classes bottom of the scale; likewise, loyalty fac- with no thieving skills whatsoever, such as 50-53 Dwarf, multi- tors can also be either quite tenuous or fighters or spellcasters; it can be assumed classed Half-elves very strong, again depending on how the that they lend their particular talents to 54-57 Elf thief 01-75 2 classes guild is set up and what its philosophy is. their thief associates during sanctioned 58-60 Elf, multiclassed 76-00 3 classes Dice Follower Die Follower type table D specific guild headquarters due to its small roll type roll Classes size and its need to constantly change 61-64 Gnome thief Dice Follower Die locales. The business front guild, on the 65-67 Gnome, multi- roll type roll Classes other hand, obviously requires one or classed 01-20 Human thief Elves more structures to house its various oper- 68-71 Halfling thief 21-40 Human fighter 01-50 2 classes ations. 72-74 Halfling, multi- 41-44 Dwarf thief 51-00 3 classes The tables following are presented as a classed 45-50 Dwarf, multi- guideline primarily for a nonentity guild. 75-78 Half-elf thief classed Half-elves In the case of an entity guild, it can gener- 79-81 Half-elf, multi- 51-54 Elf thief 01-60 2 classes ally be taken that the DM has scoped out classed 55-60 Elf, multiclassed 61-00 3 classes both some occasional excursions to gain 82-85 Half-orc thief 61-64 Gnome thief the guild and its followers money and 86-88 Half-orc, multi- 65-70 Gnome, multi- experience, and has determined what classed classed conflicts and confrontations with other 89 Dwarf fighter 71-74 Halfling thief bodies are likely to occur. 90-91 Elf fighter 75-80 Halfling, multi- 92-93 Gnome fighter classed Income and experience 94-95 Halfling fighter 81-84 Half-elf thief When referencing the following tables, 96-97 Half-elf fighter 85-90 Half-elf, multi- an initial percentile dice roll is made, 98-00 Half-orc fighter classed adding 1 to the roll for each thief above 10 The DM chooses all additional classes for 91-94 Half-orc fighter in the guild, and 2 for each block of terri- multiclassed characters, as well as choos- 95-00 Half-orc, multi- tory the guild operates in above one block. ing particular sub-races (when applicable). classed The result indicates the gain over the The DM chooses all additional classes for month, which is then adjusted by the multiclassed characters, as well as choos- Income Factor, either increasing, decreas- Follower type table C ing particular sub-races (where applica- ing, or leaving the amount unchanged. ble). Once the monthly income is known, the Dice Follower Die tithes and guild taxes are then subtracted roll type roll Classes Guilds and your campaign and disbursed, with the player character 01-20 Human thief Elves In the case of the nonentity guild, the and assistant guildmaster receiving experi- 21-30 Human magic- DM can merely choose the particular guild ence for their portions of the take on a 1- user 01-80 2 classes type and assess the character a fee to to-1 basis. The amount of money left over 31-35 Human cleric 81-00 3 classes obtain an assistant guildmaster and struc- is then broken down into separate lots of 36-72 Human fighter Half-elves ture to serve as guild headquarters (if such cash and experience by dividing it by the 73-74 Dwarf fighter 01-90 2 classes is deemed necessary), thereafter referenc- number of guild members. These guild 75-76 Dwarf thief 91-00 3 classes ing on a monthly basis the following members, including any nonthieving indi- 77-78 Elf fighter charts to determine cash flow and any viduals, are then numbered; each lot is 79-80 Elf, multiclassed confrontation factors with law enforce- assigned by random dice roll, gaining the 81-82 Elf thief ment or other guilds. guild member one or more portions of 83-84 Gnome fighter The entity guild is best created with the money and experience. 85-86 Gnome thief participation of all the players in the cam- As an example, an allied guild with 15 87-88 Halfling fighter paign. In Nazier’s case, when the remain- members operating in a three-block area 89-90 Halfling thief der of the gaming group arrived, they rolls a 77. Adding 5 to the roll for the 91-92 Half-elf fighter were told to create a thief character for extra five guild members and 4 for the 93-94 Half-elf thief use in a short scenario. A number of extra two blocks of territory, this modifies 95-96 Half-elf, multi- multiclassed and straight thieves were the roll to an 86. classed rolled up, and the group was then told 97-98 Half-orc fighter their guildmaster was Nazier. As was Income table 99-00 Half-orc thief expected, a few smart remarks followed, The DM chooses all additional classes for but the resulting campaign, taking up a Dice multiclassed characters, as well as choos- session or two every couple of months, roll Result ing particular sub-races (where applica- has been an exciting diversion from the 01-10 5-50 gp (5d10) ble). normal game. In the case of the entity 11-25 8-80 gp (8d10) guild, the players should be allowed to 26-50 10-100 gp (10d10) create whatever type of thief interests 51-70 40-160 gp (4d4 x 10) them. If the DM is concerned that this will 71-80 40-240 gp (4d6 x 10) result in gratuitous loyalty to the guild- 81-90 60-360 gp (6d6 x 10) master, rest assured that in actual play this 91-95 80-640 gp (8d8 x 10) need not necessarily be the case. (Nazier — 96 + 100-1000 gp (10d100) with gritted teeth — would be the first to Natural admit this.) 00 See below Unlike in the nonentity guild, which On an unmodified roll of 00, roll twice causes the PC guildmaster to foot all costs on the above table and add the results in outfitting his thieves, the entity guild together. Subsequent rolls of 00 indicate allows characters to roll up funds using additional rolls in the same manner, all of the method in the Players Handbook. which are added together. As regards a guild headquarters, cam- The above result is adjusted by the fol- paign circumstances must ultimately dic- lowing income factors: tate whether such is necessary and what A. Exceptional: x5 the cost will be. The renegade guild, for B. Above average: x3 example, would have no real need for a C. Average: x1

D. Below average: x.5 Finally, if the DM feels a greater poten- Table C: Average potential for en- E. Poor: x.25 tial for gain is appropriate, he may check counters The following activity factors are op- the tables on a weekly or bi-weekly basis, tional and must be applied at the DM’s rather than monthly. Dice discretion: roll Result 1. Opportunities purposefully created Monthly confrontations 01-50 No confrontations this month for theft (traps, scams, lures, etc.): x2 While operating a thieves’ guild can be 51-70 Rival guild active in area; gross 2. Extreme and purposeful measures fun and profitable, it can also be danger- receipts fall 25% taken (i.e., steal everything in sight): x4 ous. Neither city government nor law- 71-85 Randomly selected novice thief In the example above, between 60-360 enforcement officials number thieves’ apprehended by local constabu- gp was taken in by the guild; this is deter- guilds among their allies. Rival guilds can lary; fine of 10-40 gp must be mined to be 200 gp. This result is adjusted likewise prove to be an annoyance. Each paid or thief is punished by the guild’s Income Factor (D), halving month (if not more frequently), the follow- 86-90 Randomly selected novice thief this figure to 100 gp. From this is sub- ing tables are checked to see what baneful killed in thieving attempt tracted a 5% tithe to an allied guild, 4% occurrences, if any, befall the guild or its 91-95 Rival guild active in area; halve for the assistant guildmaster, and 6% for members. While the term “novice thieves“ monthly receipts the PC guildmaster, for a total of 85 gp is used throughout, it also is meant to 96 + 1-4 randomly selected thieves given to the guild members. The modest include any nonthieving guild members. apprehended by local constabu- sums gained by the PC and his assistant While in the matter of the entity guild lary; fines must be paid (as are 6 gp and 4 gp, respectively. What can these tables are probably unnecessary, above) or thieves are punished be done to bolster this rather mediocre they may nevertheless provide some help- Natural amount? Higher guild taxes, for a start — ful ideas. 00 Randomly selected novice thief is but this affects loyalty of the novices in an assassinated unfavorable way (who likes taxes?). At the PC’s discretion, the thieves can be urged to Table A: Low potential for conflicts The following adjustments are made to step up their activities by one or two fac- the dice roll: tors. The first factor will double the take, Dice +1 for every thief above 20 in guild while the second will triple it — and, of roll Result +15 if activity factor 1 is pursued course, this will modify the confrontation 01-90 No confrontations this month +35 if activity factor 2 is pursued roll (see below) in an unfavorable way. 91-98 Randomly selected novice thief Of the 85 gp remaining for the month, apprehended by constabulary; fine of 10-40 gp must be paid or this is divided by the 15 guild members for Table D: Frequent encounters with a lot amount of roughly 5 gp (round thief is punished law enforcement down). A 20-sided die roll is then made, 99+ Randomly selected novice thief ignoring results over 15. Each time a num- killed in thieving attempt Dice ber comes up corresponding to a particu- Natural roll Result 00 1-3 novice thieves apprehended lar guild member’s number, he receives 01-40 No confrontations this month or killed (50% chance of either) one lot of money and experience. If this 41-60 1-2 randomly selected thieves seems too modest an income, consider the apprehended; fine of 100 gp per The following adjustments are made to fact that the DMG rates the pay of a pro- thief to be paid or else they are fessional mercenary soldier at a mere 3 or the dice roll: executed +1 for every thief above 10 in guild 4 gp a month! 61-75 1-2 randomly selected thieves +30 if activity factor 1 pursued (op- As for funds received by either the killed while attempting a robbery portunities created) assistant guildmaster or the guildmaster 76-85 Local law enforcement hunting +50 if activity factor 2 pursued (ex- himself for the recruits’ level training, it guild headquarters; 10% chance treme measures taken) can be taken for granted the bulk of these they locate and raid it amounts will go towards paying actual 86-95 Law enforcement sweeps area; costs, while the remainder serves to keep 40% chance that 1-6 guild mem- up the guild headquarters and maintain Table B: Below-average potential for encounters bers apprehended and fined 10- the two guild officers in a modest lifestyle. 100 gp each No experience is gained for training 96+ Reroll on table E monies. Dice roll Result Natural 00 Assistant guildmaster appre- 01-75 No confrontations this month hended with stolen property in 76-85 Randomly selected thief appre- his possession; DM should arbi- hended by constabulary; fine of trate situation 10-40 gp must be paid or thief is punished The following adjustments are made to 86-90 As above, but number of thieves the dice roll: captured is 1-3 +10 if activity factor 1 is pursued 91-95 Rival guild active in area; gross +25 if activity factor 2 is pursued receipts halved this month 96+ Randomly selected novice thief killed in thieving attempt Natural Table E: Frequent encounters with 00 As above, but 1-3 thieves lost other guilds

The following adjustments are made to Dice the dice roll: roll Result +1 for every thief above 15 in guild 01-40 No confrontations this month +20 if activity factor 1 is pursued 41-60 Rival guild active in area; +40 if activity factor 2 is pursued monthly take down 25%

61-75 Randomly selected novice thief 83-84 Guild headquarters destroyed; Additional followers table B beaten up by rival guild mem- DM must arbitrate bers; 20% chance that death 85-94 Assassination attempt made on When the guild’s chance of gathering to results from attack PC guildmaster; DM must arbi- itself new thieves is no better than — or 76-85 Courier robbed; no guild tithe trate worse than — average, it is figured as this month 95-99 Assassination attempt made on follows: 86-90 Rival guild active in area; assistant guildmaster; DM must monthly take halved arbitrate Base recruitment chance: 10% 91-95 Randomly selected novice thief 00 Assistant guildmaster assassi- Modified by: killed by rival gang nated +2 for every 6 points of guildmaster’s 96+ Reroll on table D charisma Natural Loyalty table +1 for every block of territory con- 00 Roll percentile dice on special trolled events table 01-60 No problems this month. +1 for every 10 thieves in the guild 61-75 Randomly selected thief lies Number of recruits gained: 1 Special events table about monthly take; subtract 5% from indicated guild tithe Additional followers table C Dice 76-85 Guild members unhappy with roll Special result paying guild tithe; subtract 40% When circumstances are such that the 01 Officer from rival guild offers to from indicated guild tithe this chances for gaining new guild members join your guild month (they lied about what they are poor, the following table is consulted: 02-05 NPC guildmaster frustrates assas- took in) sination attempt 86-90 Guild members unhappy; sub- Base recruitment chance: 05% 06-08 Randomly selected novice thief tract 50% from indicated guild Modified by: kidnapped and held for ransom tithe (they lied even more); 25% +1 for every 6 points of guildmaster’s 09-15 Street urchins pickpocket PC chance a randomly selected charisma guildmaster, taking 1-20 gp novice thief quits guild (20% +1 for every 2 blocks of territory con- 16-24 Randomly selected novice thief chance this thief becomes turn- trolled works con game with rival guild coat, setting up problems for +1 for every 15 thieves in the guild friend; gains 10-100 gp player character’s guild) Number of recruits gained: 1 25-29 Guild cheated by crooked fence; 91-95 Rebellion brewing; subtract 75% lose 25% of indicated take this from indicated guild tithe; 20% Robbin’ hoods month chance that 1-4 novice thieves While this work has dealt primarily with 30-34 Rival guild member killed by quit the guild the thieves’ guild as a purely criminal novices from player character’s 96+ Open rebellion; no guild tithe this body, nothing is further from the truth if guild month; 25% chance of a guild- it is assumed the guild must stop there. 35-39 Rival guild member’s body within-a-guild developing (30% The good-aligned guild is a perfect exam- dumped on player-character’s chance assistant guildmaster ple of this. It is possible for a thieves’ guild turf by third party to stir up heads it) to exist in the open as a helpful and re- trouble spected part of the community — even 45-49 Stoolie sets up 1-4 novice thieves The following adjustments are made to working hand in hand with law enforce- for apprehension by law enforce- the dice roll: ment to cleanse society of particularly ment Subtract the PC guildmaster’s loyalty undesirable elements, such as an assassins’ 50-59 Guild headquarters firebombed base, as indicated by his charisma guild selling murder to the highest bidder! or attacked by damage-causing +1 for every percentage point of tax More than once in both history and fiction spell; 50% chance of 100-600 gp over 15% charged by the guild have thieves not only found favor with the damage -5 for every percentage point of tax people but have even saved the day a few 60-74 Mutually beneficial project with charged by the guild below 10% times. The wealthy merchant who desires another guild goes well; guild The following loyalty factors are also a secret repository be built to house valu- takes in an additional 100-600 gp added to the dice roll: ables, a prosperous businessman who this month A. Fanatic/devoted: -40 desires a report on the trustworthiness of 75-82 Randomly selected novice thief B. Above-average loyalty: -25 his employees or the security of his build- disappears C. Average loyalty: +0 ing, the engineer who must construct a D. Below-average loyalty: +15 secret passage to provide a sovereign with E. Relatively mutinous: +25 egress from his in time of war, the party of adventurers who have come to Additional followers table A the Kingsford Burglars Guild to seek the services of an honest thief for dun- When there is a superior chance for new geoneering help, the devoted group of candidates to join the guild, the percent- bandits committed to overthrowing a age chance of this occurring monthly is wicked monarch and restoring freedom to figured as follows: the people — these are examples of how a thieves’ guild can be one of society’s best Base recruitment chance: 20% and most valued friends. Modified by: Thus, while much of what a thieves’ +3 for every 6 points of guildmaster’s guild can stand for may be contrary to the charisma tenets of good alignment, those truly rare +2 for every block of territory con- and creative players and DMs may find trolled that the good-aligned guild achieves a +1 for every 10 thieves in guild potential no criminal guild could ever Number of recruits gained: 1 hope to attain. by Vince Garica to the profession not balanced by compa- smoothest surface — the climb walls abil- rable bonuses to other classes. ity accounts for this action. As pointed out in the DMG, probably the The purpose of this article is to encour- The information provided in this article most abused thieving function is that of age a change of in the way most is offered purely as a system of guidelines; climbing walls. While a number of impor- gamers view this skill, and present a it is entirely up to the DM to determine tant guidelines on this critical talent exist clearer picture of how it is performed and what approach to take in regard to the apart from the Players Handbook, few what terrain factors alter the character’s thief’s ability to climb walls. DMs are aware of them, and fewer still climbing potential. 1. Isometrics. The thief achieves this incorporate them into actual play. Perhaps mode of ascent by maintaining constant the primary reason for this can be found Climbing methods pressure between two opposing surf aces in the Players Handbook, which provides a When a thief or assassin attempts to and squirming slowly upwards. Two walls simple, understandable table for noting scale a surface of any sort, he probably or surfaces are necessary for this, and the base climbing percentage of a thief or resorts to one of five different means to they may either be parallel to or at right assassin. This handy table unfortunately get from the ground to the desired point angles to each other (e.g., a handy corner engraves the thought upon the minds of aloft. No single method should be pre- of a room, a chimney, or a narrow corri- both player and DM alike that the subject sumed to be superior to any other, and it dor). Surfaces parallel to each other must ends there, without the realization that must be assumed that the character has be no farther than 5’ apart. strict adherence to this table alone invari- chosen the means most applicable to the 2. Hands, feet, and muscle. This is the ably results in the talent of wall-climbing task at hand when the roll is made. most direct climbing method, usable when becoming overly simplified and gratuitous. Regarding the use of tools in climbing, it the surface has either protuberances or Successfully scaling surfaces ranging is up to the DM to decide whether or not apertures that the character’s hands and from slime-covered masonry to slippery these are necessary in special situations. feet can use as anchoring points as he limestone formations is a difficult, special- Although the Players Handbook seems to muscles himself up the surface. ized talent of which the thief and assassin imply that the thief’s ability to climb walls 3. Grapple and line. If he successfully should be justifiably proud — as well as is unique, there is no explanation for how snags a high projection with a grappling or aware of the true difficulty entailed in the these climbs are achieved. One could climbing hook, the character hauls himself action. Cheapening the skill by the as- assume that since there is no mention of up hand over hand by rope. In the event sumption that the climbing percentage tools used in climbing walls, that there is the roll is unsuccessful, the DM may indi- never varies from the base figure (that no need for them — at least in regard to cate that the thief or assassin let go of the figure being referred to as a non-slippery/ the thief’s ability to climb. Still, this is not a rope or that the hook was improperly set dry, rough surface in the enclosed table) very realistic approach. Surely, some walls and worked its way loose. In any event, robs the character of the true satisfaction are impossible to negotiate without tools; when using a rope in climbing a wall, a he deserves when he does make the roll, the slipperiest, smoothest surfaces proba- basic modifier of +40% (as established on as well as granting an undeserved bonus bly require some method of approach page 16 of the DSG) should be appended to other than the isometric or hands, feet, the base climbing rating. This figure is and muscle methods (described below). then determined using the table at the end Nevertheless, the question of whether of this article, and is further modified by tools are necessary in certain climbs is one the type of surface and its condition. that must be answered by the Dungeon 4. claws. Similar to the ninja ne- Master. If a hard, realistic approach to kode, these are metal spikes or spiked gaming is preferred, the DM may require sandals the thief slips onto his hands or tools for scaling certain surfaces. (Some of feet, making use of them to grip small the types of tools used in climbing appear cracks and fissures in the surface being in this article and on page 16 of the DSG.) scaled. This method of climbing works If a more symbolic, figurative gaming only on the following surfaces and at the approach is preferred, the DM may de- listed bonuses: smooth/cracked at +10%, scribe the thief’s ability to climb walls as fairly rough at +15%, and rough at akin to the monk’s control of mind over +20% Thieves are not able to use tiger matter. As a result, the thief requires no claws or similar climbing hooks on very tools to negotiate even the slipperiest, smooth walls. 5. Spikes and line. When a number of 3. Fairly rough. As most dungeon walls risks are ten times what they would nor- cracks are present in an otherwise smooth fall under this category, and as a character mally be! Even the most proficient wall- or slippery surface, the character ham- most frequently uses his talents against climbers utter a or two when mers in some climbing spikes, using them these surfaces, this article and the follow- ascending any surface of this type, doing as steps or anchors for a climbing line. ing climbing table consider the fairly so only under the most extreme of circum- The success of this action is modified by rough category as the base surface type, stances. +40%, as illustrated by the use of a rope granting neither bonuses nor penalties to and grapple above, and only works on the base climbing percentage except for Using the climbing table surfaces of a smooth/cracked, fairly rough, applicable slipperiness factors. In ascend- The following table has been provided to and rough nature. Spikes may be used on ing the typical dungeon wall, the hands, give quick and easy determination of a very smooth surfaces with some cracks, feet, and muscle, grapple and line, or tiger thief or assassin’s chances to climb a given but the climber receives no 40% bonus. claws methods are standard. type of surface. Observant readers may 4. Rough. Rough surfaces are generally note several differences between this encountered in natural outdoor settings, section and the DMG. First, the character Surface varieties such as mountain sides, cliffs, and so is given a bonus of +25% to the base As the DMG points out, a thief or assas- forth. Further, on those occasions the thief climbing percentage when climbing rough/ usually encounters four general types or assassin plies his trade outside of the natural surfaces. Conversely, a penalty of of surfaces when attempting to climb dungeon setting, the scaling of urban walls -25% and -50% is applied to the base walls. Just as the relative degree of slip- and buildings also comes under this head- figure when facing smooth/cracked or periness can alter the base climbing per- ing. The hands, feet, and muscle and grap- very smooth surfaces, respectively. The centage, it may also be reasoned that the pie and line methods usually suffice here. logic behind this is that a rough/natural smoothness of the surface in question surface is somewhat easier to scale than affects this figure. Friction and climbing the standard fairly rough surface, and the The different types of surfaces normally The greatest detriment to the character’s smooth/cracked and very smooth surfaces encountered are listed below, along with climbing ability occurs when the surface are in turn increasingly more difficult to the type of climbing method most fre- to be scaled lacks friction because of slip- scale than the fairly rough median. quently applicable to each of them. periness caused by moisture, slime, or The biggest change, however, lies in a 1. Very smooth. Some examples of this plant growths. In general, the character is restructuring of the slipperiness penalty. surface are cleanly faced walls of granite faced with any of three condition factors: As presently written, the DMG handles or marble, where few deep cracks are 1. Nonslippery/dry. When the DM rules this aspect of wall-climbing by multiplying present to aid the character in the climb. that no moisture or other circumstances the character’s chances of falling by two When confronted with a surface of this are present to cause the climbing surface when scaling slightly slippery surfaces, type, which is encountered most often in a to be slippery, apart from the natural and by 10 when facing slippery ones. temple or throne-room area, isometric smoothness of the face itself, no penalties While penalties due to these conditions are climbing would be the most frequently are assessed the thief‘s climbing percent- fundamentally reasonable, an imbalance used means of ascent. By far the most age other than those for armor type (see appears when the DMG formula is applied difficult surface to deal with, the scaling of Unearthed Arcana, page 22) or heavy during actual play. A 5th-level thief, for very smooth walls challenges the talents of encumbrance. instance, has no chance whatever to climb even master thieves and assassins. 2. Slightly slippery/damp. According to a slippery surface, while just five levels 2. Smooth/cracked. Next in difficulty are the DMG, just as many dungeon walls fall later his chances increase to 90%! The these surfaces. Gigantic statues of stone or under the fairly rough category, so most massive penalty at lower levels is not metal would fall under this category (the of them (but not all) are also fairly slippery rationally balanced by large bonuses in cover of the old Players Handbook shows due to moisture, slime, and the like. These quick succession; as a result, this article such a statue) as well as the majority of conditions make the climb twice as dan- suggests a more consistent use of condi- natural cavern walls. The hands, feet, and gerous as normal. tion penalties would be to apply a set muscle method, as well as tiger claws and 3. Slippery/wet. The most dangerous penalty at all levels when ascending spikes and line, would be the most preva- climbing conditions occur when the sur- slightly slippery or slippery/wet surfaces lent modes of climbing these surfaces, face to be scaled is either slippery or wet of -25% and -50%, respectively. These depending on available protuberances and due to excessive dampness or slime. Under penalties are added to any adjustments for cracks. these conditions, the player character’s surface-types, and when both these fac-

Thieves’ table for climbing walls

Surface type Base climbing percentage (for level and race) Move and conditions 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 101-105 106-110 round Very Smooth nonslippery/dry 01 01 01 01 01 01 01 01 01 01 05 10 15 20 25 30 35 40 45 50 55 60 6’ slightlyslippery/damp 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 05 10 15 20 25 30 35 3’ slippery/wet 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 05 10 1’ Smooth/cracked nonslippery/dry 01 01 01 01 01 05 10 15 20 25 30 35 4 0 45 50 55 60 65 70 75 80 85 12’ slightlyslippery/damp 01 01 01 01 01 01 01 01 01 01 05 10 15 20 25 30 35 40 45 50 55 60 6’ slippery/wet 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 05 10 15 20 25 30 35 3’ Fairly rough nonslippery/dry As per base climbing percentage 18’ slightlyslippery/damp 01 01 01 01 01 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 9’ slippery/wet 01 01 01 01 01 01 01 01 01 01 05 10 15 20 25 30 35 40 45 50 55 60 6’ Rough/natural nonslippery/dry 30 35 40 45 50 55 60 65 70 75 80 85 90 95 99 99 99 99 99 99 99 99 24’ slightlyslippery/damp 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 99 99 99 12’ slippery/wet 01 01 01 01 01 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 9’ character’s base climbing percentage, the character’s true chance of scaling a given surface is revealed. The final difference between the present rules and this system lies in the fact that the character is always allowed a negligi- ble chance to climb certain difficult sur- faces irrespective of indicated penalties. Honor Likewise, there is always a 1% chance of the character’s falling, regardless of indi- cated bonuses. To properly make use of the chart, four steps must be followed. 1. Determine the particular surface type Among to be scaled (very smooth, smooth/ cracked, fairly rough, rough/natural, etc.). 2. Note whether the surface to be scaled is nonslippery/dry, slightly slippery/damp, or slippery/wet. 3. Take the character’s base climbing Thieves percentage as listed in the Players Hand- book and modify it by any bonuses or, penalties due to armor or encumbrance, then find the appropriate column at the top of the climbing table in which this number falls. Oaths and codes 4. Cross-reference down to the surface type and its relative degree of slipperiness. of the thieves’ guilds The number revealed is the character’s actual percentage chance to climb the by Eric Oppen and entity guild as described in Vince Garcia’s surface in question. article. Although it is generally held that For example, a 1st-level human thief Robin Jenkins there is no honor among thieves, the guild plans to climb a dungeon wall with a few structure is a direct contradiction of this patches of slime on it. We know that the Playing an entity thieves’ guild as de- statement. Within this social structure, typical dungeon wall falls under the fairly scribed in Vince Garcia’s article, “A Den of there are certain laws and beliefs that rough category, and the slime marks its Thieves,” provides a variety of opportuni- must be maintained in order to keep the relative degree of slipperiness as slightly ties for role-playing intrigue and adven- social fabric tightly woven. Without a code slippery The Players Handbook shows the ture. Aside from the normal activities of of ethics and an oath of fealty, thief’s normal chance to climb walls is running the guild and making money, quickly bursts the seam that order offers. 85%. The thief wears normal armor, and there is certainly room for the develop- The following oath and list of ethics are so no modifications are made to this fig- ment of game plots and scenarios. By its provided. As conflict is the essence of ure. Finding the “81-85” column on the nature, the thieves’ guild is the perfect storytelling, the subject of violation of the climbing table and cross-referencing down setting for intrigue and adventure; oath and the code are discussed at length. to the fairly rough and slightly slippery whether steeped in a Masonic atmosphere Although these guidelines are provided for categories, we see the thief’s final chance of silence and secrecy or in a visible hier- developing the atmosphere of the entity to climb this wall is 60%. archy of political machination, the thieves’ No system can please everyone. If a thieves’ guild, there is no reason they guild is the perfect source for game plots. group prefers to retain the DMG’s slipperi- cannot be used in the formation of game The following article is a sidelight to the ness modifiers, any applicable penalties plots, subplots, and scenarios. can be subtracted from the base climbing percentage, and the climbing table may then be used only for surface-type adjust- 8. No guild member may enlist the aid of ments, referencing only the nonslippery/ another guild or foreign guild member dry category regardless of the relative without the Guildmaster’s approval (in degree of slipperiness. 1. A guild member never informs on a such cases, the enlistee is expected to fellow guild member. act in accordance with guild policy). 2. A guild member never discloses the 9. No guild member may involve himself location of the thieves’ guild.* in nonguild thievery within the guild’s 3. A guild member never discloses the territory. identity of the Guildmaster.* 10. Guild members must never reveal 4. A guild member never robs a business guild-related information or its or individual protected by the thieves’ sources to the authorities, nor to any guild. nonguild member. Guild premises, 5. Nonguild members may never be procedures, or personnel may not be brought onto guild premises without discussed with any nonguild member. the Guildmaster’s approval. 11. Bribes and other forms of monetary 6. Guild members may not include non- compensation may not be adminis- members in guild-sponsored or guild- tered by any thief other than the condoned activities. Guildmaster or his appointee. 7. No guild member may belong to or 12. No thief may hold membership in the work for another thieves’ or assassins’ thieves’ guild without paying all regu- guild. lar guild dues or guild tithes. 13. Guild members must always relin- location of his guild headquarters (a highly should be decided by the DM in each quish their share of taxation to the secretive and extremely mercenary organi- particular case in accord with the align- guild and to the Guildmaster before zation at constant odds with the authori- ment of the guild and the severity of the receiving their cut. ties and rival guilds) to a group of friends crime. Keep in mind that these punish- 14. No large heists or robberies may be at a waterfront tavern. A thief from a rival ments are merely guidelines, and as such performed without the Guildmaster’s guild overheard the drunken thief and can be administered, altered, or dispensed approval. * * passed the information along to the au- with at the DM’S discretion. 15. A guild member may never accept an thorities. The authorities immediately The severity of infractions varies from apprentice without the Guildmaster’s infiltrated the premises, arresting the guild to guild based upon the alignment of approval. Guildmaster and a large number of guild the guild and upon the special circum- 16. Apprentices are not allowed to involve members, all of whom were executed. stances surrounding each guild. For exam- themselves in guild activities without Though the full nature of the punishment ple, a neutral-good guild that is fairly their mentor’s or Guildmaster’s con- visited on the talkative thief by his surviv- well-known in a society may allow the sent. ing guildless comrades was never re- local authorities to deal with recreant vealed, it is said that the assistant guild members as they deem fit. By the * In cases where the guild location or the Guildmaster who caught the miserable same token, a neutral-evil guild that mires Guildmaster’s identity is commonly wretch cut out his tongue to insure the act itself in secrecy may prescribe prolonged known, these two rules do not apply. would never be repeated. From that point torture and eventual execution for any * * The must define the on, these three basic ethics have been disclosure of guild information, the guild size of the maximum haul allowed from known as the Vow of Silence. location, or the identity of any guild mem- thieving adventures, or else note what There are numerous actions not in- bers. Basic examples of the severity of areas (such as royal palaces, government cluded in the Guildsman’s Code of Ethics each infraction are as follows: buildings, etc.) cannot be pillaged without that are considered inviolate acts. Usually, permission. any unlawful act committed against the guild, its Guildmaster, any guild member, Severe infractions: Ethics 3, 5, and 10 or any guild protectorate is considered a in highly secretive guilds; Ethic 2 in all As a general note, many of these ethics breach of ethics and is punishable in any guilds; Ethics 7 and 9, depending upon the have little or no importance, depending on of a number of ways. guild in question; and, any act of felony the structure of the guild and its relations against the Guildmaster, the guild, or its with other guilds (see Vince Garcia’s ar- Code violations members. Murder, grand theft, blackmail, ticle, “A Den of Thieves”), and upon the Any breach of ethics is punished imme- sedition, etc., all fall into this category. particular details of the circumstance at diately by the guild. The severity of the Major infractions: Ethics 4, 12, and 13 hand. It is up to the DM to determine the punishment varies from guild to guild, and in all guilds; 5 through 10, and 14 through importance of these ethics and the sever- ity of a particular infraction. As expressed before, the guild structure demands some code of ethics to maintain order and authority. The Guildsman’s Oath of Fealty affirms both. At the point of his induction into the thieves’ guild, the ap- prentice thief is expected to utter the Guildsman’s Oath aloud. This oath is ut- tered before the entire guild in a cere- mony that marks the apprentice’s acceptance into the guild as a novice thief. This ceremony varies from guild to guild. In guilds of good alignment, for example, the apprentice may kneel before the Guild- master and place his own right hand on his left shoulder. The Guildmaster then places his hand upon the apprentice’s hand, and as the Assistant Guildmaster reads the Guildsman’s Oath aloud, the apprentice repeats it. After the oath is uttered, the apprentice is motioned to arise. From this point on, he is recognized as a member of the thieves’ guild. Once the Guildsman’s Oath has been uttered aloud by an apprentice, he or she agrees to abide by the Guildsman’s Code of Ethics for that particular guild. Ethics vary from guild to guild. For a neutral-good guild that is highly visible in a society, Ethics 2 and 3 will not be a part of the Code. It is up to the DM (or the PC Guild- master, in such circumstances) to decide which ethics are appropriate for that particular guild. Ethics 1, 2, and 3 are known collectively as the Vow of Silence. Rumor has it that in a unnamed city with a particularly power- ful thieves’ guild, a thief disclosed the 16, depending upon the visibi1ity of the They are listed in order of general sever- performed by a guild member and con- guild and the details of the infraction; and, ity. ducted in utter secrecy away from guild any act of misdemeanor against the Guild- headquarters. In instances such as these, a master, the guild, or its members. Petty Punishments thief who has committed another crime theft, assault, destruction of property, etc., 1. Execution. punishable by mandatory work may be all fall into this category. 2. Expulsion from the guild. required to perform an execution in order Minor infractions: Ethic 11 in all 3. Suspension from the guild. to clear his record with the guild. The guilds; Ethics 6 through 8, and 14 through 4. Suspension of select guild rights. guild is not interested in how the act is 16, depending on the guild and the details 5. Restriction from select guild activities. performed — just that it is performed and of the infraction; and, any skirmishes, 6. Monetary or material fine, or confis- done without any ties whatsoever to the arguments, or similar problems between cation of possessions. guild. Preliminary torture for severe of- guild members. 7. Mandatory work or activity. fenses may precede the execution in evil 8. Any other penalty deemed fit by guilds. Guildmaster. A good-aligned thieves’ guild rarely Generally speaking, guilds of a lawful expects a guild member to perform an alignment decide a guild member’s guilt or execution. Assassins are not hired, but the innocence, and the punishment for the The lengths of suspensions and restric- Guildmaster, as a matter of honor, may infraction, through some type of guild tions, amounts of fines and penalties, and elect to perform the task if there is no court or vote. At their best, these courts types of works, suspensions of guild other recourse. On occasions, good and may resemble our present-day legal sys- rights, and restrictions from guild activi- neutral guilds notify the local authorities tem of representation, giving the sus- ties are all variable. Monetary fines are (if they are in favor with them) and, pected guild member the benefit of usually assessed only in cases of crimes through the process of bribery or favors protection and unbiased trial. At their against property (theft, destruction, etc.), being repaid, have the thief set up for a worst, however, guild courts may resem- and most often are double, triple, or qua- crime that carries a penalty of execution. ble the kangaroo courts that often epito- druple the value of the property involved In this manner, the guild is able to wash its mized law in the Old American West, — depending, of course, on the severity of hands of the act entirely Note that any offering little protection and representa- the crime as assessed by the guild or reprehensible act, such as informing on a tion to the suspected member, and admin- Guildmaster. Suspensions and restrictions fellow thief or committing any act of mur- istering extreme punishments without are usually administered in cases where a der within the guild, often carries a pen- reserve. thief has disclosed guild information, alty of death. In chaotic and neutral guilds, Guilds of a chaotic alignment usually allowed nonmembers to be involved in acts against the Guildmaster often carry leave judgment in such cases entirely up to guild activity, has betrayed guild trust or this penalty, since the Guildmaster only the Guildmaster and his associates. At its secrecy, and so on. The lengths of these entices others to follow suit if the first best, judgment by the Guildmaster and his suspensions or restrictions vary with each case is not provided as an example. associates could resemble a review by the case, and can extend from anywhere Supreme Court. At its worst, however, between one week to five years, depend- Expulsion from a guild judgment by the Guildmaster may resem- ing upon the severity of the act. In ex- There are numerous cases in which a ble a judgment by the worst of the Roman treme cases, some guild members may be guild or Guildmaster would deem expul- emperors, such as Nero or Caligula. In permanently restricted from certain guild sion from the guild a justifiable punish- either case, judgments may be made by activities or may have certain guild rights ment. One such example is withholding of either the Guildmaster himself, or by a suspended. Types of work, suspension of guild funds. Although the function of the small council composed of the Guildmaster guild rights, and restrictions from guild thieves’ guild is to make money through (who heads the council) and his immediate activities are variable in each case, and are illegal means, the guild does not take associates. decided by the DM. kindly to having money made from it in Because circumstances vary over time, it the same manner. In the guild’s opinion, is important to remember that no one set thieves are granted the opportunity to Execution of rules can be expected to cover every steal within guild territory in return for a possible case of infraction. As always, each In the thieves’ guild, some infractions reasonable and regular amount in dues. situation is different, since the nature of are punishable by execution. Generally For these dues, thieves are provided all rules is that there are always exceptions. speaking, only guilds of an evil alignment the benefits the guild has to offer (as illus- For this reason, the information in this condone execution as a form of punish- trated in Eric Oppen’s article, “Lords of article is offered as a set of guidelines, and ment, although it has been known to oc- the Night”). Thus, a thief who withholds not as a strict set of rules. Suggested pun- cur in some neutral guilds and even to a dues, as is forbidden in item 12 above, is ishments for infractions against the guild, rarer extent in good guilds. This latter in violation of this exchange. The guild its members, or its code of ethics follow. case is more an exception to the rule, since does not tolerate any abuse of such a the infraction would be nothing less than system. Within its structure, thieves are the murder of a fellow guild member, expected to not only adhere to the guild’s sedition against the guild, or unlawful acts code of ethics, but they are expected to against the Guildmaster. In guilds where have some sense of respect for the guild secrecy is paramount, an infraction such and for its members. As far as the guild is as disclosure of the Guildmaster’s identity concerned, a thief who doesn’t abide by or the location of guild headquarters war- these codes simply doesn’t belong in the rants immediate execution. In some guild. As a result, expulsion from the guild chaotic-evil guilds, disclosure of protected is often advised in cases such as these. information such as names of guild mem- bers and prospective plans for robberies also carries execution as a penalty. Suspension from a guild The manner in which executions are Some infractions, such as a guild mem- carried out vary greatly from guild to ber performing a major heist without the guild. In a neutral guild, an execution is Guildmaster’s approval, may warrant a usually hired out to a professional assas- suspension from the guild. Depending sin, thereby dissociating the guild from the upon the severity of the crime, this sus- crime. In an evil guild, the execution is pension can range anywhere from one week to one year, but are usually one thief master may have his right to an (paid to the guild or Guildmaster) in addi- month in length. If a thief operates for apprentice suspended for a period ranging tion to the return of the original amount another guild during this time, one of two from one month to one year. If the action to its original owner. The justification here situations occurs. In a good-aligned guild, resulted in major problems for the guild, is that both the guild and the individual for example, the suspended guild member the Guildmaster may decide to revoke the under guild protection need to be reim- is expelled permanently from his original thief master’s right to ever have an ap- bursed for this foolish act. Fines are usu- guild. This often results in the expelled prentice. ally assessed in cases in which money or guild member becoming an enemy of his property are the key issues. As a result, original guild. If the member is still operat- minor cases usually require the amount ing within the same city as his original Restriction from activities involved, major require double, and severe guild, the former guild member may be- In the case of minor infractions, such as cases require triple. come a target for a robbery or for a bit of cheating on a lottery for a monthly pay- Confiscation of a thief’s property and rough action from his old guild mates. If it ment or for failing to return items (of a finances is a rare punishment, usually is discovered that the former guild mem- nonmagical nature) belonging to the used in addition to expulsion (and cer- ber has been providing his new guild with thieves’ guild after using them, a restric- tainly in cases of execution), and is only information on his former guild’s opera- tion of select guild activities may be instituted in the most severe cases. Confis- tion, the former guild may elect to have deemed a reasonable punishment. In the cation is performed by the usual illegal the thief bumped off to silence him — former case, the member may be tempo- means of breaking into the thief’s home regardless of alignment considerations. rarily (one month to one year, depending and taking everything that is of any worth. In some cases, the former guild may try upon the severity of the act) restricted to get the suspended member to rejoin his from participating in the monthly lottery. Mandatory activity original guild. If the former guild member In the latter case, the member may be In certain minor circumstances, manda- has worked for a rival guild, it is to the restricted from using guild tools for a tory work or activity is considered enough original guild’s advantage to know the similar duration. If the act has been of a penalty for an infraction. For exam- operations of their rival. Of course, once deemed particularly heinous, these rights ple, in the case of a bungled heist, the he has returned to the original guild, it is might be restricted permanently. Guildmaster may require the bunglers to doubtful that the turncoat will ever be This type of punishment might also be work the streets as pickpockets or to train returned to a position of complete trust. instituted in the case of a bungled bur- novices in the finer arts of climbing walls As a result, the thief may be retained for glary. If, for example, a group of thieves or moving silently. In the case of the unap- information on the rival guild, but won’t have been apprehended during a robbery, proved apprentice, the Guildmaster may be included in any important guild activi- and the Guildmaster has agreed to bail have required the master to be involved in ties. If the character refuses to return to them or bribe for them, he may elect to a major heist — a job for which the thief his original guild, the guild may decide to punish the bunglers by restricting them may or may not be paid (depending on the have the character assassinated, either by from any future heists. Instead, he may Guildmaster’s attitude and the severity of members of the guild or by a professional require the thieves to work the streets or the infraction). The duration of mandatory for hire. Obviously, a thief who has gone train novices for one month to one year, work orders may be from one week to to another guild in the same sphere of or permanently in an extreme case (an one year in length: activities such as major influence is a danger to the original guild, extreme case being a bungled burglary robberies are usually one-time punish- as the knowledge he possesses is certainly that results in the death of a guild member ments. of interest to the rival guild. or in the loss of a substantial amount of It should be noted that final decisions capital). regarding guilt or innocence, penalties or Suspension of rights punishments, are always up to the Guild- Some infractions do not immediately Monetary fines and confiscation master. In lawful and neutral guilds, the result as an action against the guild, but In major and minor infractions, the Guildmaster generally abides by decisions lead indirectly to some later infraction. Guildmaster may decide to levy a mone- made by a council; in chaotic guilds, how- For example, a guild member accepts an tary fine. In major cases, the fine is usually ever, the Guildmaster may decide contrar- apprentice without the Guildmaster’s in addition to another form of punishment ily. In either event, the Guildmaster’s approval. The apprentice likewise breaks (e.g., mandatory work or suspension of decision is always final. Also, it is within the rules, by thieving without his master’s select guild rights). For example, in the the Guildmaster’s power to determine or his Guildmaster’s approval, and is example of the master accepting an ap- unique penalties or punishments in certain caught in the act by the local authorities. prentice without the Guildmaster’s ap- circumstances. In the case of a minor If the apprentice is smart and remains proval, the Guildmaster may deem the argument between two thieves, for exam- silent, the Guildmaster may allow the situation a major infraction if the appren- ple, the Guildmaster of a chaotic guild may master to bail the apprentice out or bribe tice has leaked information about the guild advise a competition between the two for him at the master’s own expense. to the authorities. If the apprentice has thieves. The thief who steals the most in a Needless to say, the apprentice will not be been bailed out, the Guildmaster may levy one-month competition is determined the allowed to return to the guild upon his a fine in addition to the suspension of the winner, and the argument is thus decided release. master’s right to have an apprentice. The in his favor. Penalties of this nature are up If the apprentice talks, informing on the fine in this case may be the cost of the to the Guildmaster’s discretion. There are guild in any way, he is dealt with by the bribe — double or triple if the situation some stipulations as to what types of pen- guild. If the guild is highly secretive, at- has created great problems. If the appren- alties can be demanded of a thief. This, of tempts may be made to silence the appren- tice has to be silenced, the Guildmaster course, varies from guild to guild and is tice. If the guild is fairly public, having may require the master to finance the act dependent upon the alignment type of some degree of control within the local in addition to the suspension of his right to both the guild and its Guildmaster, and the law enforcement agency, a bribe might have an apprentice. An additional payment structure and code of ethics of that partic- insure the apprentice’s silence by placing to the Guildmaster or to the guild as a ular guild. A Guildmaster seldom requires him in solitary confinement for an indefi- whole may also be required in particularly punishment or penalty that is far above nite length of time. In either case, the difficult circumstances. and beyond the severity of the crime. An Guildmaster decides whether the master A minor infraction, such as inadver- action such as this merely serves to pro- acted unwittingly, though not malevo- tently picking the pocket of an individual mote dissension within the guild — a re- lently, in his acceptance of an apprentice under guild protection, may warrant a sult the Guildmaster does not want to fuel. without approval. As his punishment, the fine only — in this case the amount stolen the character’s base Climbing Rating. This modified number is the indicator number Garcia’s table; from this number, the vari- ous chances of climbing on different sur- faces and under different conditions can be determined. Getting Up The DSG offers a variety of guidelines for climbing for both thieves and non- thieves. On the whole, the information provided in Garcia’s article corresponds with the information provided in DSG: in the climbing surfaces, rates of climbing, and so forth are all reflected therein. Some of the information listed in the DSG may be of use in determining climbing modifica- World tions for unique surfaces, such as trees with branches, poles, and so on. On the other hand, some of the information pro- vided conflicts with information listed in earlier works. For example, it is advised that climbing modifiers by race be deter- mined by the table provided on page 28 of the Players Handbook — not by the guide- lines listed in the DSG. These racial modi- Defining and changing fiers should apply to nonthieves’ Climbing Ratings as well. Other information that the climbing rules may be useful in respect to climbing walls includes the description of climbing tools and their uses — particularly, the use of a grapple and its chance of success. Regarding climbing modifications due to by Robin Jenkins Wilderness Survival Guide state that a encumbrance, the information in the WSG nonthief character has a basic Climbing (pages 30 and 35 is particularly useful. The ability to climb walls is best suited Rating of 40%, as compared with the basic This system is similar to the basic descrip- for the thief, although any class is capable 85% rating a thief gains at 1st level. tion of encumbrance that appears in the of this action to some minor degree. The In addition to this, the WSG states that a Players Handbook (pages 101-2): these major distinction is that all classes have character with Mountaineering profi- classifications are listed as normal gear, the ability to climb natural surfaces, but a ciency has an 80% base rating to climb heavy gear, very heavy gear, and encum- thief is granted a special ability to climb natural, rocky terrain using spikes and bered. For the sake of definition, encum- walls. The distinction between the two climbing tools. This type of surface corre- brance is described as the the weight and surface types is obvious. For the sake of sponds most directly to the rough/natural volume (or bulk) of items carried. Encum- definition, a wall is described as any man- surface described in Vince Garcia’s article, brance figures are calculated in gold made vertical surface, whereas a natural “The Art of Climbing Walls.” Other outdoor pieces (10 gp = 1 lb.) and correspond surface is any vertical surface created slopes are accounted for in the WSG with directly to the encumbrance table listed in geologically. Examples of each surface regard to both thieves and nonthieves; the WSG. On the WSG table, at an average exist in both subterranean and above- referencing this section on outdoor climb- strength rating of 8 to 11, the following ground settings. ing conditions offers further options to the classifications are equivalent respectively With recent rules additions, an allow- DM (see pages 34-35 in the WSG). Note to those listed in the Players Handbook: ance has been made for a trade-off be- that Mountaineering skills only apply in light, moderate, and severe. Using the tween the two abilities: a thief has a better climbing natural slopes and cannot be classifications in either the Players Hand- chance to climb natural surfaces as a performed without the use of climbing book or the WSG, the modifications for result of his ability to climb walls, and a tools. these encumbrances are listed on page 35 nonthief has a slim chance to climb walls In subterranean settings, success in of the WSG. For easy reference, these in some situations. For example, both the climbing natural slopes can be determined figures are: no penalty for light or none Dungeoneer’s Survival Guide and the by the rules established in the WSG for (normal), -5% for moderate (heavy), nonthieves and thieves, or by the table -10% for heavy (very heavy), and -20% provided in Garcia’s article. Although that for severe (encumbered). These figures table is provided for use in a thieves’ at- apply to nonthieves and are made in re- tempt at climbing a wall, the DM may elect gard to climbing natural outdoor surfaces, to use this table for nonthieves climbing although they can be applied to subterra- natural surfaces as well. For the sake of nean walls as well. In any event, modified simplicity, using Garcia’s table for all Climbing Rates are then used as base classes and all surfaces may save both time figures on the chart listed in Garcia’s ar- and energy during AD&D® game play. ticle, as modified due to surfaces and The modifications provided by the vari- other conditions. Further notes on encum- ous AD&D game rule books can be dis- brance in relation to climbing appear in pensed with at the DM’s discretion if they both the DSG (page 15) and the WSG (page impede the progress of the overall game. 35). If modifications are made due to encum- Another system for modifying a charac- brance, armor type, surface condition, and ter’s Climbing Rating is based upon type of so forth, these modifications are made to armor worn. Certain types of armor re- strict a character’s movement and his ability to climb. In utilizing this type of modification, two systems are available. The first appears on page 22 of Unearthed Arcana and deals with the effects of armor on a thief’s chance of climbing a wall. The second appears in both the WSG (page 35) and the DSG (page 16); these systems are are applied to nonthieves in the WSG and to all characters in the DSG. The figures in each are the same, although there is some conflict in regard to modifying ratings for thieves and nonthieves. Quite obviously, it is up to the DM to decide which system to use. Using one system, such as that pre- sented in Unearthed Arcana, excludes the use of the system listed in the DSG. The system in Unearthed Arcana and the sys- tem in the WSG can be used concurrently as long as it is understood that the system in Unearthed Arcana applies only to thieves and their ability to climb walls, and the system in the WSG applies to non- thieves and their ability to climb natural, rough surfaces. If so desired, a DM could apply each system to the other class in the event of a thief climbing a natural surface or a nonthief climbing a wall. A shorter method might be to simply apply the rules in the WSG and the DSG to all natural surfaces for all classes, and apply the rules in Unearthed Arcana to all walls for all classes. To keep this system simple, climbing walls cannot be per- formed in any kind of plate mail armor, and no shield can be carried in hand (as per the DSG, page 16). In addition, no character is able to climb in splint, banded, or scale mail armor, because of the inflexibility of that armor. Climbing a wall in chain mail can be attempted at -40% to the base Climbing Rating. On all natural surfaces, the armor restrictions established on page 35 of the WSG apply. To save both time and trouble, the DM may advise characters that they are only able to negotiate walls and difficult sur- faces by removing any armor other than leather, studded leather, padded, elfin chain mail, or chain mail. Outdoor climbs on natural surfaces is limited by percent- age modifiers as listed in the WSG on page 35. As a final note, when climbing short sections of walls or rough surfaces, only one Climbing Rating check is made. As stated in the Players Handbook (page 28), this check is made at the midpoint of the climb (halfway up the wall or surface). Over longer distances, such as high walls or cliff faces, three climbing checks are made — one within the first 10', one at the halfway point, and one within the last 10’ (page 35, WSG). According to the DSG (page 15), nonthieves have one chance to climb a surface. A failed roll on a non- thief’s Climbing Rating means the charac- ter can never climb that surface. With regard to thieves, it is up to the DM to determine whether or not a character receives another attempt at a failed climb. Tools of the (Thieving) Trade A look at a thief’s best friends

by Vince Garcia class can only be performed by a thief past, the use of these tools has been as- who has the proper tools; in other cases, sumed, but never explicitly defined; they the thief’s chance of success is improved have been referred to figuratively, but not A thief’s dexterity is his best asset, but by the use of specialized equipment. For numerically or realistically. As a result, the he needs more than dexterity to perform example, the Players Handbook describes functions of the thief class is an aspect of the skills that are unique to his class. In opening locks as accomplished by “picking the AD&D® game that is arbitrary and often fact, his dexterity is sometimes useless with tools and by cleverness, plus knowl- misunderstood. This article discusses some without the tools required to take advan- edge and study of such items” Elsewhere of these “tools of the trade” and describes tage of this natural ability. Observe the in that book, it is stated that traps are the game-related effects of their use. creation of any 1st-level thief. Without “nullified by mechanical removal or by exception, one sees 30 gp going towards being rendered harmless.” As a last exam- Picking pockets the immediate purchase of thieves’ tools. ple, hiding in shadows is described as a If the act of pilfering involves reaching Some of the special skills of the thief “function of dress and practice.” In the into a pocket, an open pouch, or the folds of a robe, a thief uses nothing more than tools.” If a thief is not carrying a set of dragon or slug spittle, work on lock his bare hands. However, sometimes the picks and tools, he simply is not able to mechanisms. Since these chemicals can object of his desire is fully contained attempt opening a lock. (This does not only be transported in glass containers, within something, and it is necessary to negate the possibility of the thief trying to they are highly susceptible to damage slit open the bottom of a purse or cut a open the lock at a later time after he from bumpy passage and normal blows — couple of drawstrings to get what he’s acquires the tools, whether or not he has a disadvantage the DM should keep in after. A coin with part of its edge filed to risen in experience level in the meantime.) mind. razor sharpness can be very useful at such This set of equipment is priced at 30 gp, While relying upon picks and tools most times. Of course, a knife or any other and does not add to a thief‘s encumbrance of the time, a thief may sometimes employ sharp-edged object cuts just as well, but a when it is carried. Conceivably, a thief other, less skillful methods for opening sharpened coin is very easily concealed might be able to open a very large and locks. in this case, any of the thief’s climb- and can be palmed, out of sight of the very simple lock without using picks and ing spikes may double as a lock chisel, to intended victim, until the moment when tools, but he would still need some sort of be used with a small hammer. This action it’s needed. A gold or electrum coin is too implement to manipulate or exert leverage takes one turn for each attempt and may soft to hold a sharp edge, but silver and against the lock’s mechanism. be attempted more than once. To success- do just fine. Another tool that comes in handy for fully perform this action, a character must A thief using a sharpened coin to re- opening locks is a small magnifying lens. roil successfully on his strength-based cover something from inside a soft con- If at least part of the lock’s mechanism is ability to open doors. Since this is an un- tainer (purse, pouch, etc.) has the same exposed to view and illumination is suffic- skilled action, it is open to all characters chance of success as for a bare-handed ient for the thief to see what he is doing, and is based purely upon strength rather pickpocketing attempt. If a thief wants to the use of a magnifying lens adds 5% to than upon dexterity. Of course, this steal something from inside a container the thief’s chance of success (up to a maxi- method of opening locks is very noisy and without slitting open the container or mum of 99%). Using this magnifying lens increases the chance of encounters by cutting it loose from the victim, he must to find traps adds a 5% bonus to this three times the normal figure. Note that make two consecutive, successful rolls to ability as well. this action only works on padlocks and not pick pockets — the first to loosen the Even the most proficient thieves some- on the internal workings of a door lock. strings or open the purse, and the second times run up against a stubborn lock Any attempt to use this method (or the to retrieve what is inside. If the victim is which defies their best attempts at pick- filing method described hereafter) on the stationary, both rolls are made normally. ing. For these occasions, a thief may carry internal mechanisms of a door lock causes If the victim is moving and the thief must a small vial of metal-eating acid. Pouring a 40% chance per attempt of damaging the also move to keep pace with his target, the this liquid inside the lock mechanism gives lock, and thereby making the door un- chance of success on either roll is half as a thief a chance of opening the lock in 3- openable except by removing the door or great as normal, rounded up to the near- 12 turns (this amount of time must be its internal mechanism (a difficult task, est 5% (15% for a 1st-level human thief allowed in the event of either success or requiring great effort and time). with 15 dexterity, 55% for the same thief failure). This chance is expressed as a If a thief is unable to pick a lock and at 13th level, etc.). function of an item’s ability to save vs. hammering the lock free is undesirable, acid, as illustrated on page 80 of the the thief may opt to use a file instead. This Dungeon Master’s Guide (use the “metal, method is excruciatingly slow, taking 6-36 hard” category when referencing this turns to complete, and attracts encounters Opening locks table), Failure to save against acid indicates at twice the normal frequency. As stated Under any but the most unusual of a successful opening of the lock; a success- before, this action only works on padlocks circumstances, there is no way a thief can ful save means the lock is unaffected, and and not on the interior workings of a door open a lock without using the item de- hence remains unopened. Note that only lock. Furthermore, the availability of files scribed in the rules as “thieves’ picks and acids of an extreme potency, such as black (and other tools discussed later) varies according to the discretion of the DM. areas of poor lighting. Some thieves rely For example, a human thief needs a light Availability is mainly determined by the heavily on their natural skills to avoid source for those times he plies his trade in technological level of a fantasy society. altercations and often forgo the use of a darkened house. One or two candles can armor in an operation. In these instances, be tucked away in his kit, along with a Finding/removing traps the thief may opt to wear a dark-colored tinderbox. For a price, the thief may also Finding a trap requires no special equip- utility suit to blend into darkened areas invest in a miniature shuttered lantern ment, but removing or nullifying a trap is better. This light-weight linen outfit is which casts a tight beam for a distance of rarely performed with one’s bare hands. If similar to that used by the ninja in an 15’, keeping ambient light to a minimum, the trap is of an intricate nature or if it is campaign; it can and burning for two turns per load of oil. combined with some other mechanism easily be stored in a regular backpack or A good utilitarian knife has its place in (such as a poisoned-needle trap placed worn under normal clothing. This outfit the thieves’ kit, as does a lump of clay or within the lock of a chest), the thief must provides an additional 5% to a thief’s abil- beeswax for fashioning an impression of a use picks and tools to have a normal ity to hide in shadows, with a maximum key to be duplicated. chance of disengaging or nullifying the chance of 99%. If a thief can get a chest with an difficult trap. If he attempts to remove a trap with Few things are more bothersome to an lock back to his stronghold, he may have a his bare hands when it would be more exceptionally -skinned thief than to set of drills and chisels for removing the prudent to use tools, his chance of success have the moonlight glint off the thief’s lock. Removing a lock in this manner takes is half as great as normal (rounded up to milky skin while attempting to hide from from 1-4 turns and spring any concealed the nearest 5%). prowling guards. To darken those exposed traps that have not been removed from regions of the body, a lump of charcoal or the lock prior to this activity. If the thief Moving silently a small bag of chimney soot can be a has the money and the patience, he may The chances of success given for this thief’s most inexpensive friend. Using soot purchase the proper equipment for fash- ability assume that the thief is barefoot or or charcoal lends a thief an additional 2% ioning keys (including files, molds, blanks, wearing soft-soled boots — the latter of to the ability to hide in shadows, with a etc.), with a chance of success equal to his which, from this standpoint, are consid- cumulative maximum chance (when a open-locks percentage. Of course, the thief ered equipment. If a thief is wearing hard- utility suit is worn as well) of 99%. Identifi- won’t know if the duplicated key fits the soled boots or any other footgear that cation of a thief decorated in this manner lock until he actually tries it. The availabil- might make noise when impacting with a is also made more difficult. ity of drills and key duplication materials hard surface, his chance of being able to depends upon the discretion of the DM move silently is half the normal chance of Hear noise and upon the technology of the fantasy success (rounded up to the nearest 5%). A This action is usually performed by campaign in question. thief can offset this disadvantage by choos- placing an ear against a door or wall to The following table suggests the cost and ing to move at half speed (6’ per round hear what is on the other side. In certain encumbrance of each item listed. Gener- instead of 12’), in which case his chance of circumstances, however, a thief may also ally speaking, the thieves’ basic kit consists success is the normal amount. (This bene- rely on a small brass or copper hearing of picks and tools; all other equipment fit for moving at half speed does not apply cone to amplify otherwise undiscernable listed herein are optional additions to that when the thief is not wearing hard-soled sounds. Using such a device gives a thief a kit. footgear.) bonus of 5% to his ability to hear noises. A It pays to know what you’re getting for In cases where moving silently is essen- thin wire mesh over the wide end also your 30 gp. tial, the creaky wooden floor of a sleeping prevents ear seekers from making their merchant’s room can be extremely frus- way into the thief’s inner ear. trating. To minimize this problem, the thief may decide to carry a pair of 3’ Climbing wails Item Cost Encumbrance leather straps; the placement of these For climbing purposes, a thief’s kit might Belt pouch (to straps distributes the thief’s weight over a include a small hook secured to a 20’ store picks) 1 gp 10 gp larger area, thus preventing the annoying length of fine line (possibly braided horse- Sharpened silver creaks. The thief’s movement, however, is hair). This climbing aid can the coin l sp 1 gp slowed to half speed (as above), as he must weight of an unarmored thief (200 lbs., or Picks and wires 30 gp 0 pause repeatedly to move the strap behind 2,000 gp weight) and an additional 250 gp Magnifying lens 7 gp 1 gp him to the front of the one on which he of encumbrance. It is easily concealed and Metal-eating acid 100 gp 10 gp now treads. difficult to spot when left in place on a File 5 gp 5 gp wall. Vastly greater weights can be sup- Leather straps 10 sp 50 gp Hiding in shadows ported by a regular grappling hook and Boots, high, soft 1 gp 30 gp Hand-in-hand with moving silently is the rope; this tool is, however, much bulkier Boots, low, soft 8sp 30 sp thief’s ability to remain undetected in and much more obvious in its use. Utility suit 5 gp 25 gp Ten small climbing spikes can be in- Charcoal/soot 1 cp/free 5 gp cluded in the kit, which the thief then Hearing cone 5 gp 5 gp hammers into handy cracks to facilitate Climbing hook climbing smooth surfaces. Lastly, tiger and line 10 gp 50 gp claws, similar to the Japanese nekode, may 10 spikes and be added to the thieves’ kit to provide a hammer 2 gp 60 gp surer grip on walls and other surfaces. Tiger claws, pair 30 sp 5 gp [For further information on the use of Candle 1 sp 5 gp these tools in climbing and their modifica- Tinderbox 1 gp 2 gp tions to the ability to climb walls, consult Miniature lantern 20 gp 30 gp Vince Garcia’s article “The Art of Climbing Knife and sheath 1 gp 5 gp Walls” in this issue. — Editor] Clay/beeswax 1 sp 3 gp Beyond these, a thief has a variety of Drills and chisels 75 gp 350 gp optional tools to aid him in his profession. Keymaking set 150 gp 250 sp

Hammer of Thor,

or in areas threatened by war or civil Weapons of choice for clerics disorder, might also spend more time practicing combat skills, for reasons of self-preservation and the protection of by James A. Yates their temples, than clerics in settled, peaceful lands. Finally, some clerics may systems would be used for clerics. After make the choice for themselves to improve The AD&D® game volume Unearthed some thought on the subject, a straightfor- their combat skills. Friar Tuck is an excel- Arcana contains two sets of rules for ward system of weapon specialization was lent example of such a cleric. improving the combat abilities of certain ruled out because, with the demands upon Once the basic rationale for the system character classes: weapon specialization their time for prayer and meditation, had been justified, two more questions for fighters and rangers, and weapons of clerics have far fewer opportunities than arose. What would determine the weapon choice for cavaliers and paladins. By em- fighters to practice their weapon skills. of choice for each cleric? And which ploying the rules for weapon specialization This meant that a system using weapons weapons could be chosen as a weapon and double specialization, any fighter or of choice would have to be used. Arriving choice? If clerics were to be restricted to ranger character can now have a personal at this conclusion brought up another the eight basic clerical weapons, there say in determining just how good he is problem, producing a rationale to explain wouldn’t be a lot of choice in the system. with the weapon in which he specializes. why clerics have weapons of choice. Why On the other hand, allowing clerics to use A character’s choice, rather than the luck would certain clerics possess superior edged or pointed weapons would violate of the dice, now has an important impact combat skills than other clerics? one of the basic tenets of the game. Was upon his combat skills. In much the same Several explanations could be presented this to be allowed? Fortunately, the answer way, a cavalier or paladin can now deter- in response to this question, and many to the first question also provided the mine a major degree of his skill in three factors — race, mythos, geography, poli- answer to the second one. different weapons of choice. tics, and even personal preference — play A cleric’s weapon of choice is deter- While reflecting upon the merits of a part in these answers. Demi-human and mined by the weapon(s) that cleric’s deity these two systems, it occurred to me that half-orc clerics are more likely to pay uses in combat. Nothing could be more a similar system might be useful for the greater attention to combat skills than natural than for a cleric to emulate his or cleric class. Such a system would help most human clerics because of their in- her god (the cleric’s ultimate role model) in illustrate the different combat capabilities tense racial hatreds and constant warfare combat. Also, it is the divine favor of the of the clerics of the various cults and with humanoids (for demi-humans) and cleric’s god which grants him the superior religions, and even those following differ- demi-humans (for half-). It would also combat ability with his weapon of choice, ent gods within the same pantheon. In be logical to assume that clerics of those no matter what weapon that might be. turn, this might add more diversity to deities who have province over war or himself has set several prece- clerics in combat who, restricted to only a battle would be more likely to place some dents for this, by easing the restrictions few blunt weapons, tend to look and per- additional emphasis on combat skills than against clerics using edged or pointed form much alike in battle. clerics of other deities. Clerics belonging weapons in his series of articles on the The first question was which of the two to temples located in wilderness regions, gods of (DRAGON® Magazine issues 67-71). Two examples of this change in attitude are the clerics of Trithereon and Nerull. The 4th-level clerics of Trithe- reon may wield spears, and those of 8th level may use broad swords; the clerics of Nerull are allowed to use a sickle in com- at 1st level and the hook-fauchard at 5th level. What was produced for this article was a simple, universal system for permitting some clerics to use edged or pointed weapons. It could be argued that the gods of Grey- hawk are an exception, and that most of the gods of the multiverse would not permit their clerics to break what might be considered one of the basic laws of nature by allowing their clerics to use edged or pointed weapons. Being gods, they are above these “laws” — , for instance, may use a spear in combat and still demand that her clerics use only blunt weapons. This is a powerful argument and, if you agree with it, you needn’t read any further. However, if you feel that it is equally possible for the immortal gods to these laws for the benefit of their

38 NOVEMBER 1986 Spear of Zeus

faithful servants, then read on. weapon of choice in place of a third removed from the directional bonus for Basically, there are two reasons why a weapon of proficiency. spellcasting received by all Central Ameri- deity would allow clerics to use edged or If the weapon of choice is a standard can clerics, or the special powers against pointed weapons. Many deities derive clerical weapon, the cleric receives a +1 snakes possessed by clerics of Bast, or the their power, in some incomprehensible bonus “to hit” when using that weapon in rapport with hellhounds that the clerics of manner, from their worshipers. Anything combat. This bonus does not apply to Hecate have, and so forth. The ability to that increases the power of these wor- damage, nor does it allow the cleric to hit have a weapon of choice is just another shipers also increases the power of the a creature that can only be hit by magical way in which the clerics of different dei- worshiped deities, and allowing clerics to weapons. If the weapon of choice is an ties and different pantheons are shown to use edged or pointed weapons makes edged or pointed weapon, then the cleric be exactly that: different. them more powerful. Also, most gods have merely earns the right to use that weapon a vanity in proportion to their immense with no nonproficiency penalty. American Indian mythos powers and abilities. Even the goddess Further and proof of worthi- Raven — NA Athena, the most lawful-good deity in the ness increases the benefits of a weapon of Coyote — NA Greek pantheon, once turned a lady choice at each level that the cleric can Hastseltsi — hand axe, throwing knife named Arachne into a spider for daring to learn a new weapon. If a cleric Hastsezint — short bow, hand axe, lance boast that she could weave as well as the his next weapon proficiency slot at 9th Heng — short bow, lance goddess. It appeals to these gods’ vanity level, he gains a +2 “to hit” bonus with a Hotoru — NA when their clerics attempt to emulate standard clerical weapon of choice, or +1 Shakak — spear them in combat. Employing the same “to hit” bonus with an edged or pointed -man — NA weapon in battle that one’s deity uses is weapon of choice. At 13th level, these Tobadzistsini — short bow, spear flattery of the highest order (as long as bonuses rise to +3 and +2, respectively, one doesn’t get carried away and begin to and this progression continues at higher Babylonian mythos compare their prowess to that of the de- levels. Such progression must be continu- Anu — mace ity), and all the gods love to be flattered. ous; a cleric of Anu could not select a staff Anshar — NA The weapon of choice of any cleric, and as his initial weapon and the mace as his Druaga — mace the benefits derived from employing that weapon of choice, become +1 “to hit” Girru — mace, battle axe weapon in combat, depend upon the deity with the mace at 5th level, select the flail Ishtar — NA the cleric worships. Unlike cavaliers and as a third weapon of proficiency at 9th — NA paladins, clerics may know only one level, then become +2 “to hit” with the Nergal — NA weapon of choice; if the deity in question mace at 13th level, instead of learning a Ramman — hammer (mallet) uses more than one weapon, the DM may fourth weapon of proficiency. either allow any players with cleric char- The following is a list of all the deities acters to select their weapon of choice, or presented in all the mythologies wor- he may restrict them to a weapon of shipped by humans, demi-humans, and choice of his choosing. For example, the half-orcs, from Legends & Lore and Un- American Indian war Tobadzistsini earthed Arcana, and the weapons they employs a short bow and spear for his employ in combat. In those cases where weapons; a DM could allow clerics of little hard information was given as to the Tobadzistsini to select either weapon as exact weapon type a deity uses, the deci- their weapon of choice, or he could re- sion was based upon the description of strict them to either the short bow or the that deity and the historical weapons used spear. by the worshipers of that deity. A few Unlike fighters, rangers, cavaliers, and weapons were arbitrarily selected to add a paladins, clerics do not gain any initial bit of variety to some of the pantheons. benefits from their weapons of choice. Where a deity uses a weapon not covered Instead, the cleric must sacrifice and then in the AD&D game, the closest equivalent prove himself worthy to receive the bene- weapon was listed, with the actual weapon fit of a weapon of choice. In order for a following in parenthesis. cleric to select a weapon of choice, he A deity that does not employ a weapon must sacrifice one weapon proficiency that could be used by a mortal in combat, slot; that is, the cleric may choose only one such as Ishtar’s blue crystal rod or Surya’s weapon to count for the character’s initial shaft of light, has no weapon of choice, allotment of two proficient weapons. This and its listing is followed by NA (not appli- one weapon must still be a standard cleri- cable). Clerics of such deities may never cal weapon — a club, flail, hammer, lasso, have a weapon of choice. While this may mace, sap, staff, or staff sling — even if the seem unfair to players with such clerical cleric selects an edged or pointed weapon characters, there is nothing that can be as his weapon of choice. Once the cleric done about it, as even the immortal gods has made this sacrifice, he must then can bend the rules only so far. prove his worthiness to use the weapon of This use of weapons of choice is nothing choice by attaining the 5th level of experi- more than another special ability pos- ence, at which time the cleric receives the sessed by certain clerics. It is not so far Celtic mythos Set — spear Rudra — long bow Dagda — club Shu — staff Surya — NA Arawn — club Tefnut — NA Ushas — NA Brigit — staff Thoth — NA Varuna — spear Diancecht — spear Vishnu — mace Dunatis — NA Elven mythos Yama — mace, garrot (noose) Goibhnie — spear — short bow, long Lugh — NA sword Japanese mythos Manannan Mac Lir — trident, broad Rillifane Rallathil — NA Amaterasu Omikami — NA sword Lolth — hand-held crossbow Ama-Tsu-Mara — battle axe Morrigan — spear Skerrit — short bow, spear Daikoku — hammer (mallet Nuada — long sword Aerdrie Faenya — NA Ebisu — staff Oghma — NA Erevan Ilesere — long sword Hachiman — two-handed sword, throw- Silvanus — hammer (mallet) Solonor Thelandira — long bow ing knife Hanali Celanil — NA Kishijoten — NA Labelas Enoreth — NA Oh-Kuni-Nushi — two-handed sword Central American mythos Raiden — morning star (spiked mace) Quetzalcoatl — NA Finnish mythos Susanowo — long sword Camaxtli — NA Ahto — falchion sword (sickle) Tsukiyomi — pike Camazotz — NA Hiisi — club Chalchiuhtlicue — NA Ilmatar — NA Huhueteotl — NA Nehwon mythos Kiputytto — NA Death — long sword Huitzilopochtli — battle axe Mielikki — NA Itzamna — staff Gods of Lankhmar — NA Loviatar — dagger Gods of Trouble — NA Mictlantecuhtli — NA Surma — club Tezcatlipoca — NA Hate — NA Tuonetar — NA Tlaloc — NA Issek of the Jug — NA Tuoni — club Tlazolteotl — NA Kos — broad sword, hand axe Ukko — broad sword Xochipilli — hand axe Nehwon God — NA Untamo — club God — NA Red God — scimitar (saber), dagger (dirk) Gnomish mythos Spider God — NA Chinese mythos Garl Glittergold — battle axe Shang-Ti — NA Tyaa — long sword Baervan Wildwanderer — spear Votishal — NA Chao Kung Ming — spear Urdlen — NA Chih-Chiang Fyu-Ya — composite short Segojan Earthcaller — NA Norse mythos bow, broad sword Flandal Stoneskin — hammer — spear, composite short bow Chih Sung-Tzu — mace Aegir — club Chung Kuel — broad sword Greek mythos Balder — two-handed sword Fei Lien & Feng Po — broad sword Zeus — spear Bragi — broad sword Huan-Ti — halberd, broad sword — NA Forseti — broad sword Kuan Yin — NA — composite short bow Frey — two-handed sword Lei Kung — hammer — spear, long sword Freya — long sword Lu Yueh — NA — composite short bow, dagger Frigga — NA No Cha — spear Athena — spear Heimdall — broad sword Shang Hai Ching — NA — spear He1 — bastard sword Tou Mu— composite short bow, spear, — staff (thrysus) Idun — NA broad sword — long sword Loki — NA Wen Chung — broad sword Hecate — NA Magni — hammer Yen-Wang-Yeh — broad sword — hammer Modi — broad sword — NA Sif — long sword Dwarven mythos — composite short bow, club Thor — hammer — hammer — NA Tyr — broad sword Clangeddin Silverbeard — battle axe Kronos — falchion sword (sickle) Uller — composite long bow, two- Vergadain — short sword — NA handed sword Dumathoin — hammer (mattock) — NA Vidar — NA Abbathor — dagger — trident Berronar — mace — NA Orcish mythos — NA Gruumsh — spear Egyptian mythos Bahgtru — NA — NA Halfling mythos Shargaas — NA Anhur — lance Yondalla — NA Ilneval — NA Anubis — NA Sheela Peryroyl — staff (shillelagh) Yurtrus — NA Apshai — NA Arvoreen — short sword Luthic — NA Bast — NA Cyrrollalee — NA Bes — khopesh sword Brandobaris — dagger Sumerian mythos Geb — staff Enlil — battle axe Horus — khopesh sword, lance Indian mythos Enki — mace Isis — NA — long bow, broad sword Inanna — hand axe Nephthys — NA Agni — battle axe Ki — NA Osiris — mace (scepter) Kali — broad sword Nanna-Sin — battle axe Ptah — mace (scepter) Karttikeya — broad sword Nin-Hursag — NA Seker — halberd, mace Lakshmi — NA Utu — NA

40 NOVEMBER 1986

Sharper Than a Serpent’s Tooth Adding variety to snakes in AD&D® gaming

textbook with information on snake biol- presence of snake venom in its body. by Ray Hamel and ogy, and any good nature encyclopedia All snakes are deaf. They lack not only David Hage provides pictures and descriptions of the an external ear appendage but an internal various snakes of the world. eardrum as well. Some are able to detect As long ago as the Garden of Eden, the extremely loud noises through the sensi- snake has been a representative of fear Snake biology tive tip of the tongue. Snakes do not have and evil. With its silent means of locomo- The body of the snake is not slimy as a voice box, which is why the loudest tion, its quiet and mysterious living habits, many think it is; it is covered with dry sound they ever make is a hiss. Of course, and its lethal means of defense, the snake scales. The scales on the belly of the snake this silence only makes their stealthiness is one of the most highly feared creatures are like large individual plates. Larger all the more effective. Since they cannot in nature. scales form a shield about the head of the hear, snakes perceive an approaching Enlarged to the proportions of the giant snake. The skin of the snake is shed about creature through the vibrations of the snakes encountered in an AD&D® game three times a year, as the snake grows ground, which can be detected through adventure, even the bravest of fighters is larger. A similar rejuvenation occurs with the bones of their skulls. They are unable likely to be petrified at the sight of one of the fangs of the snake, which are replaced to detect movement by the motion of air these reptiles. Unfortunately, the number every three weeks as they tend to wear currents; of prey take good advan- of snakes listed in the Monster Manual is out rapidly. These worn-out fangs are then tage of this disability. rather limited, and the variety given does swallowed. An observant hunter could As a cold-blooded creature, the snake is not adequately represent the variety nat- find the remains of these in the feces of unable to maintain a constant body tem- ure has provided in the different types of the snake. perature. Instead, its body temperature snakes and the various threats that snakes The powerful belly muscles of the changes as the external temperature of its pose. snakes are used for locomotion. Most environment changes. Therefore, the Basically, dangerous snakes can be di- snakes’ primary means of travel is by snake can live in a limited range of tem- vided into two large groups — the non- rectilinear locomotion, also known as peratures — usually 40-100° F. If a snake is poisonous (or constrictors, if you will) and “caterpillar locomotion.” This form of subjected to a temperature greater than the poisonous. While there are a large locomotion involves the advance of the this, it overheats and dies. Temperatures number of snakes under either category, body in a straight line, moving belly plate lower than 40° F cause the snake to be- we have selected six constrictors and five by belly plate. This type of movement is come sluggish, eventually slowing down to poisonous snakes of various capabilities in usually associated with the inchworm, a deathlike state. Extreme cold eventually an attempt to cover the spectrum without although the humping of the body is not leads to the snake’s death. If there is an writing a book-length treatise on the sub- as prominent with the snake. extreme in temperature in a snake’s envi- ject. Because many of the constrictors act On smooth or flat surfaces, snakes move ronment, the snake usually attempts to and kill in the same manner, invention has either by sidewinding locomotion or tele- burrow underground using the earth as been used in that area adapting several of scopic locomotion, Sidewinding locomotion an insulator to regulate the snake’s body the constrictors from ancient African involves swinging the body into an temperature. legends — even a little reshaping of Kaa, S-shape, so that the belly plates act like the from Kipling’s The Jungle treads on a bulldozer, pulling the snake Constrictors Book. The poisonous snakes are pretty along. Telescopic locomotion involves The constrictor attacks with its fangs, much the way you would find them in movement by extending the entire front inflicting minor damage but establishing mundane nature. half of the body, and then drawing up the an anchor. The snake then wraps its body We’ve even managed to throw in a little rear. around the victim and begins to “shape” insight on the sea snake and the spitting The tongue is the primary sense organ the victim’s body for consumption, effec- snake, which are listed under their own of the snake. It not only picks up scents tively squeezing the life out of the prey in headings in the Monster Manual. Those but also acts as a heat sensor. Since most the process. who are inclined to invent some additional snakes cannot see beyond 3’, they use this The major damage that occurs from this snakes of their own, we have included a sensor to locate and hunt down prey, in constriction comes from cracked ribs, bibliography of some of the finer books light or darkness, up to 100’ away. It is burst blood vessels, ruptured organs, and we encountered in our research. If you believed that a venomous snake can detect the inability to breathe. Player characters have difficulty finding them, any good its victim among a group because the smell receiving 25% of their total hit points in college library will provide a herpetology of the victim is slightly altered by the damage must make their saving throws at

42 NOVEMBER 1986 -1 to prevent broken ribs. At 50% dam- The female of the species spends two boas are infested with ticks on over half of age, broken ribs are inevitable, and a months out of the year guarding her nest their bodies. This makes the bite of a boa saving throw must be made to prevent the of eggs, and there is a 10% chance of constrictor potentially infectious as well bursting of major blood vessels. Burst running across such a female. The female (as per giant ticks). If cornered, the boa is blood vessels cause an additional 1-6 hp attacks anyone within approaching dis- able to hiss loudly, and it attempts to scare damage per round. At 75% damage, the tance of the nest. The nest can contain 10- off captors by doing so. player character must make a saving 100 eggs. When they hatch, the young are The boa constrictor probably has the throw to prevent the rupturing of body about 2’ in length. best eyesight for any snake, with a 10’ organs (spleen, lungs, etc.). Failure pro- Indian legend has it that a dying rock infravision range. Boas give live birth, with duces unconsciousness in 2-8 rounds. python spits out a gem just before it ex- the young being 2-2½’ in length. The fangs of the constrictor are curved pires. The gem is valued at 10-60 gp value. backward into the throat. The only way to Anaconda: An extremely large snake, remove a bitten finger is to slide the finger Ram python: This reptile, colored African legends have the anaconda reach- farther into the snake in order to slide the brownish-gray with lighter diagonal mark- ing lengths of 200’ with its thickness equal finger off the fang. You can see how hard ings to mask it when it hides in trees, coils to a man’s height. The majority of anacon- it would be to try to do the same if the around a low-hanging branch waiting for das reach a length of slightly less than 70’ snake bit a player character in the leg. prey to pass below it. As its victim passes, long. Because they are so large, anacondas When swallowing something as large as the snake springs away from the branch have overwhelming -crushing ability. a human being, giant snakes can unhinge and swings down in a clublike manner, Anacondas spend most of their lives their jaws. This can be done because of ramming the creature with its AC 3 head inhabiting rivers or swamps, attacking the two movable joints between each jaw and for 3-10 hp damage. This attack can be birds and other wildlife on shore. There is the back of the snake’s head. The two used only if the python has surprise, and a 5% chance of finding an anaconda on halves of the lower jaw are also separated then only in the initial round of battle. The shore, usually sunning itself in a tree. As by an elastic ligament allowing it some ram python gains surprise on a 1-4 on a d6 water snakes, the larger varieties of ana- stretching capability. Once the jaw is un- roll. conda may qualify as a variety of sea hinged, the snake uses its throat muscles If the ramming attack is unsuccessful, snake. to swallow the victim, aided by the fangs the ram python resorts to biting, as its which pull the victim into the gullet to be other relatives do. Ringed snake: When attacking, the devoured. ringed snake raises its head and, by star- Some specific types of constrictor snakes Boa constrictor: Possibly the most famil- ing into the eyes of its victim, effectively follow. iar of the constrictor class, the boa is pale hypnotizes it into a catatonic state. It then tan, dark brown, or black in color, with constricts the paralyzed victim. Rock python: This yellow-brown snake saddlelike markings on its back. The boa The ringed snake eats its prey legs-first, is often found near water. One of the prefers dry regions. instead of head-first as most snakes do. largest of the constrictors, it has been This snake is extremely irritable, which Since its diet consists largely of toads and known to devour prey as large as leopards is attributed to the fact that 75% of all or human beings.

D RAGON 43 frogs, this manner of devouring pushes the air out of the victim (preventing the King cobra Black mamba Gaboon viper formation of painful intestinal gas). FREQUENCY: Uncommon Uncommon Uncommon When on the defensive, the ringed snake NO. APPEARING: 1-4 1-6 1-6 can feign death by total motionlessness ARMOR CLASS: 5 5 5 and a stiffening of the body, even if picked MOVE: 15” 15” 15” up. However, if it is captured, it possesses HIT DICE: 4+2 4+2 4+2 stink glands that release a foul-smelling % IN LAIR: 0 0 0 odor designed gag those who do not make TREASURE TYPE: Nil Nil Nil their saving throws vs. poison; this effect NO. OF ATTACKS: 1 3 1 lasts for 2-8 (2d4) rounds. If given the DAMAGE/ATTACK: 1-4 1-3/1-3/1-3 1-6 opportunity, the ringed snake can escape SPECIAL ATTACKS: Poison Poison See text by swimming, as it is an excellent swim- SPECIAL DEFENSES: Nil Nil Nil mer. MAGIC RESISTANCE: Standard Standard Standard The ringed snake has a black body with INTELLIGENCE: Animal Animal Animal a 1” -wide yellow- ring around its SIZE: L (25’) L (15’) M (7’) neck and a yellow-orange or red belly. ALIGNMENT: Neutral Neutral Neutral PSIONICS: Nil Nil Nil Saw-edged scaled snake: This constrictor is covered with tiny needlelike spines that Rattlesnake Flying snake *Sea snake it uses as an aid in locomotion and in FREQUENCY: Common Very rare Uncommon killing constricted prey. The scales appear NO. APPEARING: 1-8 1-6 1-8 normal until raised through muscle con- ARMOR CLASS: 5 5 5 traction by the snake. The scales puncture MOVE: 15” 15”/21” 3”//12” the intended victim during constriction. HIT DICE: 3 4+2 4+2 The sawlike edges of the scales are double- % IN LAIR: 0 0 0 barbed, and it is impossible to pull them TREASURE TYPE: Nil Nil Nil out of the skin without pulling out chunks NO. OF ATTACKS: 1 1 1 of skin as well. The scales can be removed SPECIAL ATTACKS: Poison See text Poison by the snake by a simple relaxation of the SPECIAL DEFENSES: Nil Nil Nil muscles that control them. No additional MAGIC RESISTANCE: Standard Standard Standard damage is received if the removal occurs INTELLIGENCE: Animal Animal Animal by the action of the snake. If the scales are SIZE: M(6’) M(6’) M(6’) forcibly removed, the victim receives an ALIGNMENT! Neutral Neutral Neutral additional 4-24 hp damage. If they are PSIONICS: Nil Nil Nil carefully removed, the damage drops to 1-6 hp. If the snake is killed, the muscles Rock python Ram python Boa constrictor controlling the scales remain taut. FREQUENCY: Common Uncommon Common The saw-edged scaled snake is jet black NO. APPEARING: 1-3 1-2 1-3 in color. Though based upon the primitive ARMOR CLASS: 5 3/5 5 Asian wart snake, which has individual MOVE: 9” 9” 9” scales instead of the usual of HIT DICE: 6+1 6+1 6+1 overlapping scales, the saw-edged snake is % IN LAIR: 0 0 0 found only in fantasy worlds. TREASURE TYPE: Nil Nil Nil NO. OF ATTACKS: 2 2 2 Venomous snakes DAMAGE/ATTACK: 1-4/2-8 1-3/2-8 1-4/2-8 In nature, one-fifth of all species of SPECIAL ATTACKS: Constriction See text Constriction snakes are poisonous. Since the poisonous SPECIAL DEFENSES: Nil Nil Nil snake’s digestive process is so slow, and MAGIC RESISTANCE: Standard Standard Standard the victim is swallowed whole, the diges- INTELLIGENCE: Animal Animal Animal tive process must begin as soon as possi- SIZE: L (20-40’) L (7-12’) L (10-20’) ble. The venomous snake uses its venom ALIGNMENT: Neutral Neutral Neutral as saliva, beginning the digestive process PSIONICS: Nil Nil Nil outside the snake’s body. The venom not only kills the victim but also begins the Anaconda Ringed snake Saw-edged scaled breakdown of the proteins that serve as FREQUENCY: Uncommon Very Rare Very Rare the nutrients for the snake. The snake lets NO. APPEARING: 1-3 1-2 1-2 its victim lay for a time before relocating ARMOR CLASS: 5 5 5 and devouring it, allowing time for the MOVE: 9” 9” 9” digestive process to begin. HIT DICE: 7-12 6+1 6+1 The venom causes several symptoms in % IN LAIR: 0 0 0 the victim: burning pain and swelling, TREASURE TYPE: Nil Nil Nil followed by cold sweats, nausea and vom- NO. OF ATTACKS: 2 2 2 iting, sleepiness, and a feeble pulse. This DAMAGE/ATTACK: 1-6/3-18 1-4/1-4 1-4/2-8 can lead to difficulty in breathing as the SPECIAL ATTACKS: Constriction See text See text breathing muscles become paralyzed, a SPECIAL DEFENSES: Nil Nil Nil comatose state, and perhaps death. The MAGIC RESISTANCE: Standard Standard Standard time and severity of effect varies from INTELLIGENCE: Animal Animal Animal snake to snake. SIZE: L (20-70’) M (7’) L (20’ Except for the cobra, all poisonous ALIGNMENT: Neutral Neutral Neutral snakes listed here are immune to their PSIONICS: Nil Nil Nil own poisons.

44 NOVEMBER 1986 King cobra: The king cobra prefers the into the system depends a great deal on The venom causes paralysis in 3-6 rounds, densest of jungles near water. It is a highly the amount of movement made by the leaving the victim to drown in the follow- aggressive snake known to actually pursue bitten victim. The symptoms of the venom ing melee round. humans. When attacking, the snake rears last eight hours for every point of differ- The poisonous sea snake is yellow or its head 5-6’ off the ground and spreads its ence between 20 and the victim’s dexter- light blue in color. ribs to form a menacing hood behind its ity. At this point, a saving throw is made, The statistics for the larger of the sea head. Because of the cobra’s deadly repu- equal to the player character’s dexterity. If snakes can either be taken directly from tation, NPCs who see the upraised cobra the player character has limited his move- the Monster Manual or derived from the must make a saving throw vs. spells (wis- ments, then the saving throw is made at stats given for the anaconda. dom bonuses applicable) or become para- -1. If the player character has been mov- lyzed with fright. ing as much as he normally would, the Spitting snake: A member of the cobra The cobra must strike forward and saving throw is at -3. If the player char- family, the spitting snake bites when at- downward when attacking. It is unable to acter’s movement has been restricted to tacking, spitting only as a defense when strike upward. When the snake bites, it practically nil, he gets a normal saving cornered. The spitting cobra launches a continues to stay attached to the victim, throw. If the saving throw is made, the cone-shaped mist that can hit a target up chewing the skin to increase the amount process reverses, with the same amount of to 10’ away; the snake is usually aiming of venom introduced into the victim’s time for recovery as the lapse covered. If for the victim’s eyes. A player character bloodstream, until it is knocked away. The the save is not made, the player character hit by the venom is allowed two saving chewing causes an additional 1-2 hp dam- dies from asphyxiation. throws vs. poison. The first determines age per round. The rattlesnake actually has a market whether or not blindness occurs. If the The bite is highly venomous, capable of value, as it is hunted for its rectangular- saving throw is not made, the blindness causing instant shock to the bitten victim, patterned skin which can be used as boot lasts 2-12 turns. At this point, the second with death by asphyxiation following in 15 leather, and for its meat which is consid- saving throw is made to determine if the minutes. The failure of a save vs. poison ered a delicacy. Each “pelt” would be blindness becomes permanent. indicates that the victim is immediately worth 1-4 gp to the right buyer. The bite of the spitting cobra causes rendered unable to function. instant death unless a saving throw vs. Flying snake: With a longitudinal ridge The king cobra is a black snake with poison at -1 is made. As with all mem- on either side of its belly, the flying snake grey bands. bers of the cobra family, the spitting cobra can glide from tree to ground (or tree to is not immune to its own poison. tree) from a height of 100’. The flying The statistics for the spitting snake can snake is also an excellent climber. Black mamba: The jet-black mamba lifts be found in the Monster Manual. its head off the ground and opens its The bite of the flying snake causes paral- ysis (saving throw vs. poison at +3) but mouth threateningly when it plans to Bibliography not death. The effect of the paralysis is attack. It is astonishingly quick and is Encyclopedia Britannica. University usually one hour for every point of the capable of striking three times in rapid Press: New York, 1911 difference between. 20 and the victim’s succession in one round. Its venom can kill Goin, Coleman J., and Olive B. Goin. dexterity. in 20-25 minutes. Introduction to Herpetology W.H. Free- The flying snake is colored in a combina- man and Company: San Francisco, 1971 tion of black, green, and red bands. Grzimek, Dr. Bernhard. Grzimek’s Ani- Gaboon viper: This snake may reach Sea snake: There are actually two types ma1 Life Encyclopedia. Van Nostrand only 7’ in length, but its thickness can be of sea snakes. Those usually called “sea Reinhold Co.: New York, 1971 that of the human calf. Although it attacks serpents” are the larger variety of sea National Audubon Society. Audubon humans, it is not known to devour them. snake, actually an anaconda of the 8-12 hit Nature Encyclopedia. Copylab Publishing The Gaboon viper is equipped with 6-9” die variety. Counsel: New York, 1965 fangs that sink deeply into the bitten vic- The poisonous sea snake is a smaller Oliver, James A. Snakes in Fact and tim. The viper’s venom is dangerous be- snake with a flattened rudderlike tail that Fiction. MacMillan Company: New York, cause it not only causes paralysis of the enables it to move swiftly through the 1958 breathing muscles, but it also acts as a water. The poisonous sea snake attacks Stidworthy, John. Snakes of the World. hemotoxic agent that causes severe hem- anything that is violating its territory. The Grosset and Dunlop: New York, 1974 orrhaging, negating the effect of any possi- bite of the sea snake is like a pinprick, and Wright, Albert Hazen, and Anna Allen ble antivenom. The bitten area becomes 50% of the time it goes unnoticed until the Wright. Handbook of Snakes. 2 vol. Com- swollen and blackening of the skin occurs symptoms of the poison begin to occur. stock Publishing Associates: Ithaca, 1957 within one hour. Death follows in six hours. The Gaboon viper is colored with car- petlike markings which camouflage it on the jungle floor. It gains surprise on a 1-4 on d6 roll.

Rattlesnake: The smallest and least dan- gerous of the venomous snakes, the rattle- snake is found in dry or rocky terrains. When surprised, it coils its head slightly raised in an S-shape for striking. It also (95% of the time) vibrates the rattle on the tip of its tail, making a buzzing sound that alerts the approaching character of its presence. The venom of the rattlesnake affects the nervous system, sometimes causing death through paralyzation of the breathing muscles. The amount of venom introduced

D RAGON 45 Airs of Ages Past

Nine magical harps from the Forgotten Realms

by Ed Greenwood base chance bonus of 9% plus 1% addi- Esheen’s Harp tional bonus per bardic level. The tones of this harp cause all glass and Many magical harps were devised by metal within 3” to ring and resonate, elven, half-elven, and human craftsmen of “ along with” the playing of the skill in the long-ago days of the glory of harp; this is an eerie and attention- Azler’s Harp Drannor; a few of these instruments gathering effect. When the harpist plucks When struck, the tones of this harp still exist and retain their powers. Elmin- the lowest string on the harp, all glass and soothe rage of all sorts, and drive away ster the Sage has located descriptions of crystalline objects up to 3” distant which fear, hopelessness, and despair of natural nine such types of instruments in his face the harpist must save vs. crushing or magical origin within one round of library, and I set them down here for blow or shatter instantly into tiny shards. being heard. The harp’s maximum range bards and other interested parties. A single metallic object within this range about 8”, or more if played in caverns, in Harps of Myth Drannor resemble Irish may be affected as well. Magical armor, a breeze (downwind only), or in a quiet harps in appearance, having a roughly bracers, weapons, and other magical items place. While it is played, all charms and triangular shape formed by carefully (note that the metal or glass vial containing mental controls of any sort are blocked crafted pieces of wood. A robust body arm a magical oil, ointment, or potion is not (not removed or ended, but in abey- leans against the player’s shoulder and is held itself magical) gain a bonus on their saving ance) in all creatures hearing the harp’s covered by a tapering sound-board, down throws of +1 or whatever their magical tones — and no new charms or sugges- the center of which the harp strings are “plus” may be to avoid being affected by tions can be successfully laid on those set, knotted to pegs which fit into holes in the harp. The harp can shatter items that listening to the harp, even by a bard using the soundboard. An upward-curving neck have saved successfully against its effects the harp for such a purpose. The strings of wood holds the tuning pins at the top on earlier rounds, but the harpist cannot of the harp glow with bluelight (as in the ends of the strings and stretches between choose to affect some items in the harp’s magic-user cantrip) while they are being the top of the body outwards to form the path of effect and not to affect others, played. top of the harp, joining the outward- save for choosing the metallic item to be curving, prowlike forepillar, which curves destroyed. The harp can be so used once down to the base of the body and com- per round. pletes the harp. Most Myth Drannan harps Methild’s Harp are small, 2-3’ in overall height, and have The music of this harp parts all webs, copper, brass, and electrum strings, opens all locks, breaks all bonds, and Nithanalor’s Harp twenty to thirty-six in number. These unties all knots within 1” of the harp (as The music of this harp affects only its harps require great skill to play pleasantly, per multiple uses of knock). Magical locks player and all things held or carried by the for the strings are closely spaced and very and knots gain a saving throw vs. breath player (including the harp itself). The resonant; half the skill of playing lies in weapon to avoid being affected; anything player is instantly protected for as long as dampening the sound of certain already- thus saving against such a harp is forever the harp is played as though by a plucked strings but not others. Neverthe- immune to the effects of that particular stoneskin spell (as per the fourth-level less, the magical properties of Myth Methild’s Harp. All webs, bonds, locks, and magic-user spell); the harp and all things Drannor harps do not require the hand of knots affected by the harp are outlined worn or carried, no matter how fragile, a bard or even a trained musician to be with an orange faerie fire from the mo- are similarly protected, making them unleashed. For this reason, they are ment of their being affected (within one almost immune to physical attack. In addi- sought after by bards and nonbards alike, round of being within effective range of tion, a moving of protection exists Myth Drannan harps retain their powers the harp’s playing) for one turn. Magical about the harp and the player’s arms, so when restrung; the magic does not lie in barriers such as protective symbols and that it is extremely difficult to physically the strings. All were initially of finely pentagrams, shields, walls of force, force- prevent or restrain the harpist’s playing. wrought appearance, with ivory and gilt cages, and the like, having no designed Note that magical attacks are unaffected, inlays on black and dark red glossy- opening, are not affected by the harp. A and the harp’s protection is ended by a polished wood; all radiate a faint good and rope of constriction, rope of entangle- silence, 15’ radius or a hold person cast magical dweomer. They may be used ment, or rug of smothering within 1” of upon the harpist. No other creatures or without harm or penalty by all creatures the harp when it is played cease to func- items can be protected by the harp’s mu- able to stir their strings (regardless of race tion for 1-4 rounds and release any crea- sic, even if touching the harpist. or alignment), and have powers and prop- tures they have entrapped — although a erties as described below. Bards who creature actually entrapped by such an Dove’s Harp employ Myth Drannor harps increase item could not itself play the harp to free The playing of this harp causes a gentle their chances of charming as follows: a itself. soothing in the minds of all within 2” who

46 NOVEMBER 1986 hear it. This soothing quells insanity while becomes audible and visible, and cannot the harp rests unplayed for at least three it is being played, and instantly (and per- regain this protection even if touching the rounds. manently) calms listeners, dispelling fear, harpist or other protected creatures again despair discord, rage, and hopelessness of until the harp has been stilled. When it is Valarde’s Harp any sort, and lightening black moods or so stilled, and playing begins anew, a full The player employing Valarde’s Harp grief for a time. round of playing must always occur be- can, at will, cause either of two effects to The music of Dove’s Harp can also cure fore the harp’s concealment is renewed. occur, each taking effect at the end of one light wounds once on any listener within Spellcasting is possible when under the complete round of play: a gust of wind 2” who hears the harp’s song for at least harp’s concealment, but at the instant of moving outwards from the end of the two full rounds in succession, such curing the spell’s taking effect, the caster appears body piece of the harp, or a wind wall of being effective in that creature only once even if contact with the harpist has not 2” square, lasting for three rounds, al- every nine days. The harp cannot other- been lost: A creature cannot play the harp though the harper can end it sooner if wise combat the effects of poison. While and cast spells or cantrips of any sort desired. Tiny points of radiance flicker, the music of Dove’s Harp is aiding a being simultaneously, nor activate and control dance, and wink out on the strings of as described above, the harp and harpist magic items. Valarde’s Harp, and about the brow or (not the being aided, unless the harpist is head of the being playing it, while its that being) radiate a faint white faerie fire Rhingalade’s Harp strings are in motion. or nimbus. The tones of this harp cause the harpist to blink (as in the third-level magic-user believes that a score or more Zunzalor’s Harp spell) for as long as desired, and the harp of each of these nine types of harps may The tones of this instrument create a 3” - is played. In addition, 1-4 mirror images of still exist, with powers intact; others that radius globe of pearly-white continual the harpist are instantly created, and these have lost their powers — usually by having light centered upon the harp. This radi- blink in the same manner as the harpist at the wood frame of the harp smashed (for ance lasts as long as the harp’s strings slightly different times, so that the harpist even if repaired, the dweomer is gone sound, and within this radiance the follow- (or rather, at least one image of the harp- after such a mishap) are known to be in ing effects are present: dispel illusion (as ist) is always in view. Such images vanish the private collections of mages and kings. per the fourth-level magic-user spell), forever when struck by a weapon (using If anyone does find an intact harp of one dispel invisibility (all sorts except psionic), the harpist’s own armor class), but they of the types described, Elminster is inter- and reveal glyph or symbol. This latter otherwise remain in existence until the ested in acquiring it. power reveals things all magical or illu- harp is stilled. The harpist cannot cast sionary , marks, or inscriptions, other spells or make attacks during this including wizard mark, illusionary script, time, for when the harping ends, so do its unreadable magic. It also uncovers pro- effects, and they cannot be recreated until tected writings, glyphs of warding, sym- bols’ and the like, revealing them in outline in a luminous blue so they can be precisely located or even tentatively identi- fied or drawn for later study. The harp’s music does not trigger such magicks and cause them to visit their effects upon persons studying them. The harp does not prevent the normal operation of such magical things, and they may be triggered by being touched or in some other pre- scribed manner). Shadows, tweens, and other hard-to-see creatures are made clearly visible, outlined in blue radiance, if they pass within the harp’s globe of radi- ance. A mage employing duo-dimension appears as a thin vertical line of blue radiance in midair while within the sphere of effect of Zunzalor’s Harp.

Jhantra’s Harp The playing of this harp causes the harpist and any other creatures touching him or her, up to a limit of four creatures, to be concealed. This occurs after the playing of the harp continues for one round. Those hidden are invisible even to animals, infravision, and ultravision, and they cannot be scented or tracked. They can also pass without trace (as in the first- level druid spell) and move and speak while cloaked in silence, even though their speech and movements are clearly audible to one another. This protection lasts for as long as the harp is played (its own music can be clearly heard, but it always sounds far off and as though coming from all directions). Any creature losing even mo- mentary contact with the harpist instantly

D RAGON 47 “There’s Something on the Floor . . . ”

A little ingenuity in dungeon floor design

by Reid Butler will have their humility meters adjusted As the DM, it is your task to apply your and may start prodding the floor with good judgment in placing any room that Before any Dungeon Master mentions a spears or rolling small expendable objects could cut characters off from another phrase akin to the title, he must be pre- down the corridor. This should not always level. Some floors are not meant for pared for the consequences. Statements betray an unusual floor, but if one or two kitchens or barracks. Avoid putting tele- such as these send players into a blind traps are so triggered, your players will sit porter floors in lavatories unless you’re panic, when all you wanted was to add a up and take notice. Many of the special certain your players are in good spirits, little interest to your game. If you mention floors in this article are just mind-teasers, but this could be a suitable humiliation if that there’s something unusual about the designed to make players more interested your players are in the habit of picking up floor, the players will understandably in the game. copies of DRAGON® Magazine and memo- want an explanation that is concise and A word to the wise: Too many rolls from rizing player aids before you do. You can’t descriptive. If you aren’t ready with it, the this special chart and your dungeons will make them forget any DMG tables, but chorus of arguing voices soon deprives become too difficult to traverse, even in you can make them regret their sins. you of game control. In extreme circum- going from one room to the next. In addi- Assume that only one in 20 rooms (roll stances, players may get carried away and tion, your players will become very para- of 20 on a d20) has an unusual floor. Use assail the weaker characters or NPCs noid and may eventually become bored the following tables in that event. Some (magic-users and thieves, in particular), with the surprises in every other room. die rolls require secondary rolls for de- binding and gagging them in order to test One surprise carpet trap for every 25 tails. There is also a secondary table with the effectiveness of any possible traps rooms is ample, as you could throw in new ideas for modifying the average pit concealed in the floor. Events such as other traps that aren’t triggered when trap. these can ruin your game for the sake of a players set foot in the doorway. well-conceived diversion or trap, and it is to avoid such perpetual chaos that this Unusual floor creation table of thick, tangled vegetation (10% article was written. chance it is still alive) As the DM, you can’t really blame the Dice 14 Floor is a giant mirrored surface players for their irrational behavior (un- roll Property of floor 15 Floor is the surface of a pool of less their characters start sacrificing their 01-02 Contact with floor causes concen- some molten substance (1-3’ lackeys and shield bearers, of course). In tric waves to spread out across deep) any scenario, people get nervous if they its surface, like the surface of a 16 Floor is a horizontal wall of force can’t trust the floor they’re standing on. pond 17-19 Floor is a net/web suspended at I’ve had similar experiences as a DM, and 03 Floor constantly rolls in a tidal, the level where a floor would be the pandemonium resulting from an ill- wavy fashion (with appropriate weight limit, if prepared idea bordered on insanity. It was 04 Floor temporarily retains foot- desired) those attempts at spicing up my games prints on its surface for 1-8 20 After a given period of time, the that inspired me to create a list of altera- rounds, after which footprints floor folds along its center and tions and modifications that can add spice disappear snaps shut like a book 1-4 rounds to your dungeons and citadels, increasing 05-09 Floor is an illusion (roll 1d6): later, doing a specified amount of the excitement involved in casual explora- 1-2 — illusion of safe floor over damage to those caught within it tions of otherwise bland or empty rooms, a pit 21 Floor absorbs the sound of any- while at the same time instilling fear into 3-4 — illusion of safe floor over thing making direct contact with your players with a few quicksand floors (roll again) it (i.e., footsteps, prodding poles, or other specialized traps. 5-6 — illusion of an unusual skidding chairs, etc.) Unusual floors make for interesting floor over a normal floor (roll 22-23 Floor is partly/entirely removed traps as well, giving players an alternative again for appearance) (roll 1d4): to the ever-present grey ooze, trappers, 10-12 Floor is covered with a layer of 1 — the only remaining floor is green slime, and yellow mold. Characters skin/scaled skin/cloth a path around the room’s peri- who show no respect for your dungeons 13 Floor is covered with/comprised meter

48 NOVEMBER 1986 2 — there is no floor, but there (i.e., square peg in a round hole) 71-76 Floor has a trap door leading to a are stepping stones suspended in 49-52 Floor has a painting or mosaic on set of stairs or subchamber midair, 2-5’ apart it (1-10% chance it is prophetic or 77-79 Floor is metallic and gives off 3— while there is no floor at magical, portraying players in echoes when walked upon with all, a character will be telekine- combat, etc.) hard boots or metal-shod feet sized to the point in the room 53 Floor appears solid, but is similar 80 Floor is covered with dust of that he or she wishes to go to a trampoline when stepped choking 4 — there is no floor; a series of upon 81-84 Floor gives an electrical shock tightropes connect any doors 54-55 Floor is divided into sections of (damage and saving throw poten- present varying heights (10% chance that tial determined by the DM) 24-26 Floor has an alignment and only these sections rise and fall at 85 Floor is transparent/translucent, allows those of similar alignment random) and acts like a (one-way?) win- to touch it (others suffer cause 56 Floor is divided into tiny squares dow to the next level light wounds) that record the portraits of char- 86-87 Floor is quicksand, made to look 27-32 Depending on the nature of the acters over zero-level who enter like sandstone room (i.e., whether it is a prayer the room 88 Floor makes random, unusual room or a vault for gold), the 57-61 Portion of floor is magnetic noises when touched floor can cast a malevolent or 62 Sections of floor are removed; 89-92 Floor is phosphorescent benevolent spell on those who the holes serve as viewing/entry 93 Under certain conditions, floor enter the room (automatically so portals from other planes of emits sleep gas for those effects which are harm- existence 94-95 Runes or glyphs carved into ful, and a percentage chance 63 Floor is shaped like (roll 1d4): floor’s surface (5% chance that determined by the DM for those 1- a bowl each party member reads a dif- spells which are of benefit; bene- 2— an inverted dome or ferent writing) ficial effects should only be bubble-shape 96 Persons standing on floor begin checked once per day at the 3 — pyramid to speak a different, random most, regardless of time spent in 4 — upside-down pyramid language (as per tongues, re- the room by characters). Harmful 64-67 Floor is covered with a jagged, versed) spell effects (at 12th level of crystalline growth 97-98 Objects (and, optionally, people) ability; roll 1d10) include: 68 Anything touching the floor is in the room that are in contact l— fear rendered invisible with the floor blink (as a blink 2 — paralyzation 69 Invisible caltrops on floor dog) at random intervals to ran- 3 — suggestion 70 Floor alternates from solid to dom locations 4 — teleport (no save) semisolid state at a given interval 99-00 Floor alternates between two 5 — repulsion (no save) (like a transmute rock to mud different states; roll twice and 6— slow (no save) spell) apply results as desired 7 — maze (no save) 8— cause blindness 9— cause critical wounds (no Here are some suggested modifications 43-45 One wall of pit is actually a stone save) to the most obvious floor hazard, the pit , stone guardian, or cary 10 — feeblemind trap, as a supplement to the ideas in Ap- atid column, and it attacks the Beneficial spell effects (at 12th pendix G on page 216 of the DMG. Most victims in the pit level; roll 1d8) are unsuitable for low-level characters as 46-55 Pit has ethereal spikes that come 1 — dispel exhaustion presented below. Unless otherwise stated, into phase when victim hits the 2— cure light wounds modifications come into effect when some- floor 3— slow poison thing hits the bottom of the pit. 56-65 When something hits bottom of 4 — protection from evil/good pit, a horizontal portcullis slides 5-8 — bless Dice out, separating party from vic- 33 Floor rises to meet ceiling in one roll Property of pit tim(s) round under specific conditions, 01-09 Pit is an illusion to cover a trap 66-69 As above, but portcullis is re- doing exceptional crushing dam- door entrance to another level placed by a blade barrier age 10-16 Floor of pit lowers 10-40’ like an 70-79 Pit is enclosed in a silence spell, 34-38 Floor dumps characters into pit elevator as are its victims (roll ld4): 17-20 Spikes extend from the walls of 80-89 Pit is 50-75% (45 + (5 x 1d6)) 1 — floor opens like a pair of pit when something hits the filled with (roll 1d100): shutters bottom, preventing climbing 01-60 — water 2 — floor slides under walls attempts 61-66 — acid (1-8 hp damage/ like a pair of elevator doors 21-26 Pit is cylindrical and spins victims round of exposure) 3 — floor unlocks and spins on who fall inside, pressing them 67-73 — grey ooze/green slime/ a central axis, spilling unfixed against sides of pit other mold objects 27-36 Pit narrows as it descends 74-90 — garbage 4 — portion of floor over pit 37-38 Pit appears to be (and might 91-00 — webs goes temporarily ethereal or actually be) bottomless 90-96 A mischievous creature teases astral 39 Persons making contact with the victims in the pit (roll 1d4): 39 Floor lowers like a ramp/elevator pit bottom of the pit are plane 1 — doppleganger platform to the next level shifted (save vs. spells allowed) 2 — leprechaun 40 Floor is an opaque block of ice 40-42 Pit has a guardian monster which 3 — pixie or sprite 41-42 Floor (and ceiling and walls) are is released when someone falls 4 — unseen servant (perform- carved and painted to look like a into the pit; monster immediately ing automatic activities) monster’s mouth fights party (could be used in 97-00 Victims who fail to save vs. spells 43-48 Floor’s size and shape are incon- conjunction with a locking-and- undergo a gradual alignment sistent with those of the room flooding pit) change

D RAGON 49 months they’ve been attacking innocent travelers.” “Do you know what these creatures are called?” D’driand asked, his tone a bit Songs of beauty. . . more businesslike as he handed Colin the cup of wine and sat in the carved chair across from him. “I think someone told me they were called ,” the ranger said. “I’ve never by Barbara E. Curtis ing the long miles of barren wasteland he actually seen one myself, but those few had crossed to reach the sage’s dwelling. It who have seen them and lived to tell of it “So . . . you seek something from me.” had been hard going even for a ranger. after have said that a harpy has the face The silver-haired sage chuckled to himself “People from the Northlands say that and upper body of a hideous woman, and as he poured a cup of mulled wine for his you’ve studied animals and their behavior. the lower body and wings of a vulture.” guest. “It must be quite important, for I I need some advice. Some strange crea- “Those indeed sound like harpies, my have very few visitors.” tures have made the main road into my friend,” D’driand said. “Three months, you I don’t doubt that, Colin thought, recall- village their home, and for the past three say? You might have more of a problem

50 NOVEMBER 1986 than you’ve bargained for — they proba- asked. “We have caravans passing through what has happened, but he may try to bly have claimed that area as their tribal on their way to Rhelmar by that road, but persuade his companions that the harpy land.” I’ve never heard of even one harpy attack means them no harm.” “Tribal land?” on them.” “Can the charm be broken?” “I had not heard that there were any “As I mentioned before, harpies are “Yes; but there are only three ways I harpies in the Northlands, but it’s possible generally quite cowardly and won’t get know of doing so,” D’driand told him. that they’ve moved north because their old into a fight they don’t believe they can “First, if one of the victim’s companions is hunting lands have become depleted,” win.” unaffected by the spell, he might call out D’driand said, intertwining his fingers “But there are so many females,” Colin to the victim and try to convince him of thoughtfully. “If the entire tribe has settled said. “I’ve never heard of even one male the harpy’s intent, though there is no there, you have a definite cause for worry. harpy. Do harpies live forever and never guarantee that this will work. The second An average tribe consists of fifty to two need to reproduce?” way is for a sorcerer or holy man to cast a hundred members. They aren’t very “The males look like females; the only spell to rid the victim of the charm or the bright, but they’re smart enough to realize difference between them are the actual magic that caused it. The last way is to kill there’s safety in numbers.” biological functions of reproduction,” the harpy itself. “Not very encouraging,” Colin grunted, D’driand explained, taking Colin’s empty “In case the song didn’t work, or if the staring into his cup. “How do you get rid cup to refill it. “Despite the fact that all person has broken the song’s charm, there of harpies?” harpies have the appearance of breasts on is another way that a harpy can charm its “Drive them away,” D’driand replied. “It’s their upper bodies, that is all it is: an ap- victim. More powerful than the song, this not easy, but far easier than trying to kill pearance. Harpies do not nurse their way makes the victim see the harpy as a them all off. At this point, you have one of young. Instead, young are fed in the same beloved friend worthy of his protection. It two choices: move your village to a safer manner as are fledglings. Actual roles is a magical touch that sends a powerful location, or show enough power that the of males and females in the tribe are iden- charm through the victim.” harpies will flee. They aren’t known for tical. Both hunt and both care for the “Can you use the same ways to break their bravery.” fledglings. And harpies hardly live forever this type of charm as with the song- “But I think we’re dealing with a very — perhaps twenty-five or thirty years at charm?” small tribe. I haven’t heard of any group the most.” “The only way to remove this type is to larger than a dozen.” “How much bigger will a tribe become?” kill the harpy responsible, for this charm “Tribes are rare,” D’driand said, “but not “A healthy female becomes fertile by the puts a stronger hold on the victim than the unknown. Harpies usually exist in smaller age of two and may lay as many as twenty song does.” D’driand picked up a fireplace packs, or ‘screams,’ and almost never hunt eggs in her lifetime, though only an aver- poker and began to stir the glowing em- in groups larger than twelve. In cases of age of three may live to maturity. Many of bers. “In this case, the person will physi- extreme necessity, however, harpies have the eggs simply won’t hatch. If a harpy is cally try to defend the harpy and thwart been known to band together in small born with any obvious deformities, its any attempts to kill it, so this can be a tribes. In fact, unless you had spent as parents kill it shortly after . If major problem. If you plan on taking a much time as I have studying the harpies, there are more than one fledgling in the group of people to defeat them, it would you wouldn’t even know they were tribal nest, the stronger of them always kills the be to your benefit to take those with elven at all. Since their hunting grounds usually weaker ones. The harpies see this as com- blood, for they have a natural resistance spread over a five- to ten-mile radius, no pletely natural; the weak have no right to to the powers of the harpy. This is why more than a dozen will ever been seen at live. This works in the opposite way as harpies find them to be such a delicacy, one time. Their lairs are grouped together, well: when a harpy grows too old and for elves are difficult to charm and are but that’s all.” feeble to hunt on its own, becomes crip- therefore a rare treat.” “Would the village be part of their hunt- pled or sickly, or is in any other way in- “If a person is under the effect of the ing grounds as well?” Colin asked. capable of taking care of itself for any song-charm and is touched by a harpy, “I’m not sure. Have any of the farmers in period of time, other tribe members kill it, does this strengthen the spell it has over your area lost grazing animals?” for it is a burden to the tribe.” D’driand its victim?” “Jarlath, a farmer right on the edge of handed Colin the refilled cup. “If left to “No. The power isn‘t cumulative. The the village, said that he lost about ten nature, a harpy tribe won’t become signifi- only way for a harpy to strengthen it to sheep last week.” cantly larger,” he added as he sat down that point is to break the song-charm and D’driand nodded. “Just as I thought. Be again. then touch its victim. Harpies can break careful of grazing animals as well. Harpies “Well, I have a pretty good idea of what the charm immediately — all it takes is for have voracious appetites and will eat just they are and why they have been attack- it to physically attack its victim. However, about anything. The road into your village ing.” Colin said, pushing aside a stray wisp it likes to wait until there is no one around probably has a lot of travelers on it daily, of dark hair. “Here’s the real question: how to help its victim and no chance for the so it presents an almost constant supply of do they attack?” victim to escape once the charm has been food. Men, women, children, beasts of “If they had been forced to rely on their released. It disarm its prey first, and once burden — nothing is safe.” D’driand teeth, claws, and wits, they never would its victim is completely vulnerable, it at- stretched his feet out in front of him, have survived very long. Whatever evil tacks and gains an early advantage.” sighed, and continued. “Harpies are caused the harpies to be created also saw “If people have broken the charm once, strictly carnivores. Oh, I have heard that to it that they were given a unique and can they do it again later?” in times of famine harpies will eat vegeta- terrible attack. A harpy has a song that “Not exactly.” D’driand replaced the tion, but only when meat has been un- would put all the birds of the world to poker and carefully placed another log on available for some time. They prefer fresh shame — a song that makes listeners risk the fire. “However, those who have been meat, especially that of humans, human- life and limb to find the creature that taken by harpy charm and have broken it oids, and demi-humans. Elf is a particu- produces such a beautiful sound. Some do themselves seem to be more resistant to it larly rare treat, for reasons I shall explain resist the charm, but not many. Once they in the future. People cannot be charmed later. However, harpies could hardly be are under the effect of the harpy’s song, by the same type of charm twice in one termed fussy eaters and will eat just about the victim seeks out the harpy that battle.” anything, including carrion.” charmed him and stays under the effect Colin nodded. “Good. I think I have a “If they have such ravenous appetites even when he sees how ugly the harpy good idea of how to defeat them.” The and will attack anything to eat it, why actually is. The victim won’t actually en- ranger suddenly looked sad and stared don’t they attack large groups?” Colin gage in combat since he does not realize into his cup. “Would that it was not sooner.

D RAGON 51 More travelers’ lives could have been enough not to touch. D’driand stood and in the clearing looking about, swords out saved. One thing was very odd. A few of handed the young ranger a bone scroll and uncertain. Then a soft, feminine call us ventured to find some of the missing case. Colin began to work the stopper came from the tree above him, startling people; we found a few remains, but ap- from the top of the case, but the sage Melazzar to no end. He stood immobile as parently none of their belongings were stopped him. several of his fellows came towards the touched.” “Not yet,” he warned. “Reading the scroll tree, peering about and calling wary greet- “That’s very typical,” D’driand said. “Har- inside will protect you and your compan- ings. Then the branches above danced as pies do not care for treasure for treasure’s ions from the charms of the harpies — but something large spread wings and glided sake. What use is it to them? They take take care! Time your reading well, for the out into the clearing; and Melazzar saw only one item from each victim back to scroll’s power does not last forever.” other things launch themselves from the their lairs as a memento of the kill, for “I’ll do that,” Colin said with a grin, stuff- trees about, angling down towards his having many items from victims is a sort ing the case into his pack. “I cannot tell comrades. of status symbol in harpy society. you how much I appreciate your help, and “Look out!” he yelled, then. “An attack! “If you went to a lair of a harpy, you how much my people will appreciate it. Brorim! Helmar! They attack from the air!” probably wouldn’t find much of value. But I can’t stay any longer — every minute and he drew the knife from his belt. From Most of their victims are wayward trav- I am away is another minute for the har- the air above came shrieks of anger and a elers and pilgrims — people who would pies to gain their hold.” He slung the pack strange snarling, spitting speech — and not have much of value in the first place, over one broad shoulder and handed the hurled daggers that flashed in the moon- perhaps a ring or a pouch of coins. Never sage a small pouch of coins. D’driand light as they struck down the luckless would you find gold, platinum, jewels, and walked with him in silence to the door. As Brorim before Melazzar’s eyes. Helmar magical items of any worth or great the ranger disappeared into the light fog was more fortunate; he got his blade up power. There is no reason for a harpy to that had settled, he waved and called back, and got under a tree, and his attackers prefer a large gem over a tinderbox. A “I’ll tell everyone what you’ve done for circled away. Across the clearing, how- harpy might take a small weapon such as a them. Good-bye, and thank you!” ever, one of the merchants — a fat man dagger that it could carry and use in flight, The sage waved back, but his expression called Yhelger — was dragged into the air and may even make weapons out of the darkened as he turned back into his home. in the grip of two of the flying creatures; bones of victims. Most likely what you and walked to the parlor. Next to the Melazzar saw with a shock that he seemed would find are worthless items: remains of hearth, a winged humanoid warmed its not to want to resist them. Further, he saw victims, dung, feathers, or whatever the hands by the fire. It turned and eyed the that these had the faces and harpy might have dragged in for one sage suspiciously, and began to speak in a forms of women, with the wings, claws, reason or another. They aren’t the cleanest garbled tongue that was filled with bird and tails of birds! of creatures.” cries and twisted human speech. “What There was a flash of light in the air The old man’s gray eyes lit up as he rose did you tell the human about my people?” above the clearing, and another, and Me- to unlock an ornate wooden chest next to she asked. lazzar saw that the senior merchant in the him. “I have something that might help “Doesn’t matter,” D’driand replied, an- caravan, Crommor the Theurgist, had you on your most laudable quest. It will swering pleasantly in the same odd lan- arrived. The pyrotechnics was of his mak- help you far more than it will ever help guage. “I gave him a scroll that will make ing, and before it the creatures shrieked me.” He opened the lid and fumbled inside him completely open to your charm, and flapped away. Yhelger was carried the chest, taking out curious objects that Thanata. Your feathered folk will be able aloft with them, although Crommor was Colin longed to inspect but was polite to finish settling in as planned.” gesturing and muttering like a madman. Before the merchant disappeared above the trees, a globe of radiance grew about him from nothingness to a calm, steady glow. “Follow that light!” Crommor roared. . . . Songs of death “Head for high ground!” Helmar, Melazzar, and all the others plunged into the trees, crashing through branches and waving their blades and staves. traveling with a small caravan in the deep They soon lost sight of Yhelger, and by Ed Greenwood woods betwixt Silverymoon and Triboar, Crommor rather grimly called off the and during a late night around the camp- search. They buried Brorim and returned “A foul creature, the harp,” Elminster fire, he drank far too much and wandered to the camp to find the fire low. Crommor said, drawing on his pipe, and made flap- off into the trees by himself, feeling very said only, “You stay up until morning, boy. ping motions with his hands to underline ill. He was leaning against a tree, sweating Helmar, stay with him and see he stays the pun. I groaned obediently (the things I and feeling as if he might die, when he awake. If you hear those calls again, play do for the money!) and made sure the tape heard a soft, unearthly maiden’s call from on your harp loud, and sing, too — any- recorder was on. “It’s also called the , the darkness beyond. Melazaar was aston- thing loud, mind; just make a noise!” you know,” he added grandly. ished and listened intently; it came again, The calls did not come again that night, “Oh, really?” I replied with feigned as- and from the fire he heard some of his and in the morning Crommor said, “Now tonishment, and passed him the cookies. companions get up and come to investi- we seek their lair — we faced harpies last He took one, bit into it, and thus heart- gate. He crouched very still behind a tree night, and Yhelger is a dead man by now. ened, covered me with a fine spray of tiny and watched four of his fellows go right If we do not find the harpies now — and chocolate chip cookie particles (thank past him — and was then very sick. beware their touch! — they will follow us goodness it wasn’t chip dip) as he began When he had recovered somewhat, he and attack by night, taking us a few at a the tale of the bard Melazzar and the followed, for the curious, haunting calls time. Come on!” harpies of Dark Crag. Here’s an edited continued — from farther off in the forest, The entire band left mounts and wagons version (without the cookie spray): it seemed. At length, the moonlight grew and set off into the woods. Crommor stronger ahead, and Melazzar saw that directed them towards a row of rocky Melazzar of Waterdeep, now old and there was a small clearing. About it large crags some miles away — for that, he said, respected, was once a young wanderer creatures seemed to be perched in the is where their lair must be. And he was learning his minstrelry about the inns and trees — it was hard to see exactly what in right; in a rift between Dark Crag and the taverns of the North. One fall, he was the darkness — and his companions stood next one, they found ten of the grotesque

52 NOVEMBER 1986 creatures, and what was left of Yhelger. charm, tries to convince the victim of the ness prevents both the lure and the charm The creatures rose into the air with harpy’s intent. This can only be done once of a harpy’s call from taking effect; a shrieks, but Crommor’s magic and the per individual affected. A remove charm of enemy detection reveals calling harpies hurled weapons of the caravaners felled or dispel magic also work. or harpies attempting to charm characters six harpies, and the rest fled. So Melazzar Bards instantly realize a harpy call for by touch. Oil of disenchantment breaks a first met harpies, and composed his first what it is. A bard may have some suspi- harpy charm, but it won’t prevent the lure ballad, which is generally considered cions if he has never heard the call before, of harpy calls. pretty bad — but this is not surprising, since it is easy for the bard to distinguish Beings who are deafened, comatose, or considering the difficulty of finding pretty it from human singing or calling. As a in a deep sleep or trance are immune to rhymes for “Crommor” and “Yhelger.” result, the bard still maintains his resis- the lure of harpy calls; as previously men- tance to the call. The musical playing and tioned, beings already under a charm or When his tale was done, I questioned singing of a bard of any level negates the hypnotic suggestion are similarly unaf- Elminster closely about harpies in hopes of charming powers of a harpy call for all fected. A harpy touch charm breaks such passing on what I could to you, and this is who are within hearing range of the bard. existing charms or suggestions, but won’t the result. Any skilled singer can vocally negate be useful in charming the character after harpy calls with a 25% chance of success, that point. Nevertheless, a harpy is al- Notes since sheer volume is often enough to lowed a subsequent charm attempt in 1. Harpy songs draw prey as follows: All negate these effects. Such chances of such cases. Use of a ventriloquism spell or creatures who hear a single call are al- success increase by 5% for each previous a potion of ventriloquism gives a character erted to further calls; they strain to hear occasion upon which the singer has suc- capable of imitating a harpy call a 70% more, even if asleep. Such calls are typi- cessfully offset the effects of a harpy’s call. chance per round to offset harpy calls by cally audible up to 190” distant; wind and In a like manner, the playing of a of making counter-calls in the opposite direc- lessens or ends their effectiveness. building, the legendary Heward’s mystical tion. This tactic always brings bewildered Upon hearing a second such call, creatures organ, or any instrument of the bards and furious harpies to investigate. A si- must save vs. spells or proceed toward the offsets harpy calls (the player need not be lence spell also prevents the effects of a origin of the call. Creatures who are pre- a bard in such instances). Thunderclaps or harpy song-charm. Note: harpies are them- vented or restrained seek to win past such sounds of battle similarly disrupt the lure selves immune to bardic or other magical, restrictions, though they are not “en- of harpy calls, as does the deliberate use musical charms or suggestions, and their tranced.” Any fighting that occurs angers of items such as a chime of opening, any own ability to charm gives them a 90% an allured victim, but he listens to warn- magical biwa or bell, a ring of human magic resistance to charm spells cast upon ings; if he manages to investigate the calls influence, staff of command, rod of beguil- them. further, he will be normally alert. Only ing, or rod of rulership. None of these 2. Harpies can cast charm monster by one person can be affected by one harpy items, however, prevent charm effects touch; this is an act of will and of limited at any one time, for this is a bond that from a harpy’s touch. A ring of contrari- natural magic, and is usable without limi- requires some concentration on the part of the harpy. If the victim breaks the charm, the harpy is free to charm another victim. Saving throws against the lure of harpy calls are made as follows: +6 if the allured character is a bard; +5 if the character is affected by magical fear when the call is heard; +4 if the character is experienced with harpies — having heard such calls before and found out the source; +1 if the character has, within the last year, made a successful saving throw against a harpy-touch charm; -1 if character has, within the last year, failed to save against a harpy-touch charm; -3 if character is asleep or drowsy; and, -3 if character is warned about or has never heard of harpies. All saving throw modifiers are cumula- tive. Note also that creatures under the influences of feeblemind, stun, charm, and confusion spells are immune to the effects of harpy calls. This is true also of some forms of insanity; although a kleptomaniac is affected by harpy calls as normal, a catatonic is immune to them. It is up to the DM to decide which forms of insanity and mental disorder are applicable. If the save vs. spells is unsuccessful against the song-charm, the victim falls under the influence of the charm as de- scribed above. The victim won’t directly aid the harpy, for the spell cannot create that strong a bond. A second save vs. spells at -4 may be given if one of the victim’s companions, not affected by the

D RAGON 53 tation. Touch-charm is more powerful before the harpy moves to close combat charm, in 1d4 + 14 days. A month after than a song-charm, and is therefore much for its final attacks. its birth, the harpy gains the ability to more difficult to accomplish. For a touch- 3. In battle, harpies often plummet and charm by touch. When the young harpy charm to be successful, the harpy must rake with their claws, but prefer to drop finally learns to fly (a process that takes an get a firm hold on the intended victim — rocks or hurl weapons at their victims additional week or so and is characterized in other words, it must score a hit on the from a safe distance. A harpy lights upon by a comical series of hops and tumbles victim two points over the required “to its prey and bites only when the prey about the lair), it makes its first venture hit” number. No damage is taken when the appears disabled or weak. A harpy bite out of the lair. A harpy can always make at intent is to use a touch-charm, and a does 1-6 hp damage; if a wound causes 2 + least a few short flying hops before it ever harpy may make no other attacks or hp damage, it has a 3% chance of passing leaves the safety of the lair. Harpies are actions while the charm is being at- on a blood, cardiovascular-renal, or clumsy fliers at best, since their flight is tempted. All target creatures are allowed a connective-tissue disease of an acute, often a matter of heavy flapping, short save vs. spells to avoid charm effects by severe nature (see the DMG, pages 13-14). swoops, and quick exhaustion if forced to touch, and any creature that saves against Contact with harpy filth carries a 6% fly long distances. Harpies possess maneu- or throws off a harpy’s charm becomes chance of contracting a parasitic infesta- verability class C. Young female harpies immune to all subsequent charm attempts tion (see the DMG, pages 13-14). Harpies are able to lay eggs of their own after they (whether by the same harpy or another) befoul only what they cannot take back to are two years of age, and are known to for 6-9 turns, as a harpy’s charm cannot their lair; they are sloppy, filthy creatures, live up to 60 winters in extreme cases, affect an aware, excited, and opposed will. but they do not deliberately foul their own although their dangerous lifestyle usually Harpies typically charm prey and get lairs. warrants a longevity of 12 to 20 years. If a such prey to freely allow the harpies to Harpies always try to cripple the wings scream grows to more than a dozen, the carry them off to the harpy lair — typi- of flying prey before making other attacks group breaks into two or more units. In cally along a circuitous route, involving (they have no desire to fight an aerial these circumstances, the newly formed short “hops” made at low altitudes, so that creature on equal terms), and usually scream only remains within the territory observers won’t be able to follow the screech warnings and instructions to each of the former scream if both are a part of harpies to their lair. Once a charmed vic- other during battle, secure in the knowl- a larger tribe. Otherwise, the weaker tim is in the lair, the harpy disarm him of edge that their language is obscure and scream is driven from the territory to all obvious weapons, and there is a 50% difficult to translate. Harpies are danger- establish its own lair. chance that it also searches for concealed ous carnivores, but they are essentially 5. A harpy lair is frequently found in a weapons or other items and removes them cowards. Many potential victims have chasm, in a series of caves, or in a set of as well. Other charmed victims, if any are escaped their clutches by scaring the ruins. When establishing a lair, harpies around while this is going on, remain harpies with displays of magic or a show seek a large, sheltered area that is safe oblivious to the situation. Remember that of superior force. Harpies overcome this from the molestation of men, yet within the charm is broken once any harpy innate cowardice by hunting in packs range of a well-stocked supply of food. makes a physical attack upon the victim. If known as “screams,” which number from The area is usually situated so that it is a person under the touch-charm of a 2-12 harpies. From this hunting pack, the nearly impossible for prey to escape from harpy is carried bodily away by his com- phrase “a scream of harpies” has been it on foot. Also, the lair is usually large panions before the charm is broken, he derived. Harpies have poor infravision (4”) enough to allow harpies to fly about inside attempts to escape at the first opportunity and only slightly better ultravision (6”); in it and has rock ledges, projections, or tree to find the harpy again. The only way to daylight, their sight is equal to that of a limbs to provide a perch for each member remove this type of charm is by killing the man, although they notice movements on of a scream or tribe. Harpies tend to stay harpy that touched the victim. If the spell the ground much more keenly when aloft. in the same general area (a circle approxi- is not broken, it wears off after one week. 4. Within a scream, female harpies lay mately 30 miles in diameter or a coastal Favorite prey among harpies include eggs if their numbers ever fall to four or strip approximately 60 miles in length) and shepherds or herdsmen: once the handlers less. Within larger tribes, harpies pair off learn the lay of the region and its natural are taken care of, the livestock become normally, laying eggs when the tribe de- features so they can utilize the structure easy, plentiful prey. Such disappearances creases to fifty or less. If too many young of the land to ambush prey and to escape are often blamed on bandits or raiding result during hatching, the weaker harpies and hide within in case of trouble. brigands; as a result, searchers and posses are slain by the other members of the A harpy lair is strewn with the bones of never expect to find the harpies actually scream or tribe. When strengthening the harpy prey — all sorts of creatures rang- responsible. Only when the prey is safely numbers of the scream or tribe, harpies ing from livestock down to large , in the lair will a harpy attack and torture lay 1-3 eggs each, once every 40 days. although smaller prey is uncommon due to it, thus breaking the charm. Harpies are Only 30% of the freshly laid eggs are the harpy’s poor sight and limited dexter- exceedingly cruel and enjoy inflicting pain, fertile; these eggs must be sat on to keep ity. Medium-sized creatures are a harpy’s but many activities described as torture by them warm (a task shared in rotation by favorite prey because they are easy survivors and observers are actually used all of the adult members of the scream) for enough to charm and carry, and because as training lessons for harpy chicks. Under 11-20 days before they hatch. Eggs that do they provide a reasonably filling meal. The the guidance of their elders, chicks are not hatch after a month are devoured by discarded treasure of such prey (excluding taught the various attacks and hunting the members of the scream. Young harpies weapons) are often strewn about the floor techniques employed by their species. For are born with 1+1 HD, no ability to of the lair, for harpies have no use for example, a favorite tactic demonstrated to charm, attacks of 1/1/1-2 hp damage; and what they cannot eat. Some harpies, how- chicks to teach them cooperation is the are unable to fly. The young are defended ever, have come to realize that the pres- slaying of prey between two harpies, with great ferocity by their parents and ence of large quantities of shiny metals lifting it into midair and pulling it apart by are seldom molested by the rest of the draw more humans and demi-humans to flying in opposite directions. Other tactics scream unless they appear deformed. their lairs, and thus use the materials as include dropping rocks from above while When harpy young are present, the bait with which to trap the victim. Harpies flying and raking prey with weapons scream hunts almost endlessly so that the cannot easily grasp or carry individual captured from earlier prey as they pass chicks can grow rapidly and assist the coins, or anything smaller than a chest, over the victim. Large or especially power- scream in hunting. A chick grows to its staff, or statuette. They are fairly adept at ful prey is often carried to the lair under full size and capacity of attacks, and de- plucking at and snagging leather purses, the effects of the charm and dropped onto velops skill in its use of song and power to straps, baldrics, and-the like as they flap the rocks below, to disable the creature hold prey under the influence of its past.

54 NOVEMBER 1986 Elven Armies and Dwarves-At-Arms

Troop tables for demi-human lords by James A. Yates all. These lords have fewer troops than Each point of charisma below 9 = most of their human counterparts because -2% Unearthed Arcana changes many as- demi-humans are rarer and found in Half-elf = -5% on any appropriate pects of the AD&D® game, all for the fewer numbers than humans. Despite this, human or elf table (but not both) better. One of the most dramatic changes most of these tables are quite powerful, as Half-elf = -35% on both any appro- is to allow many demi-human fighters with they contain many fighters of 1st level or priate human and elf tables (the half-elven the proper statistics to become lords. Since higher and some multi-classed individuals. lord must have a strength of 18+ and there is virtually nothing in the Dungeon charisma of 17+ in order to roll on both Masters Guide covering troops for demi- Summary of modifiers tables); humans and elves do not always human lords, and very little about it in my get along well within a group previous article “Tables and tables of Territorial modifiers: These approximate troops” (DRAGON® Magazine, issue #99), the size of the freehold the lord has estab- All modifiers are cumulative, although this article has a go at designing troop lished. The figures in square miles have some-may only apply to NPCs (a chaotic- tables for most of the demi-humans that been rounded off to the nearest 50, and evil dwarf, for instance). Any modified may now become lords. This article con- are used for those lords who weren’t score of less than 01 is treated as 01, and cerns itself only with those demi-humans obliging enough to clear a perfect circle any modified score greater than 00 (100) is who dwell primarily above ground, be- around their . treated as 00. cause the deep-dwelling demi-humans Area cleared has a radius greater than A 9th-level chaotic-neutral grugach (wild operate under greatly different circum- 45 miles or is more than 6,350 square elf) lord with a charisma of 12 who has stances, and they don’t really fit into this miles = +5% cleared a mere 2,500 square miles of terri- article. Area cleared has a radius greater than tory would have a negative die roll modi- When a demi-human fighter reaches the 40 miles or is more than 5,000 square fier of -7% on the grugach troops table. 9th level of experience, he or she may opt miles = +2% A 10th-level lawful-good hill-dwarven lord to establish a freehold. This is accom- Area cleared has a radius less than 40 with a charisma of 15 who has cleared plished by constructing a stronghold of miles or is less than 5,000 square miles = 5,100 square miles of territory would have some sort and then clearing out any hos- 0% a modifier of +9% on the hill-dwarven tile creatures in a radius of 20-25 miles. Area cleared has a radius less than 35 troop table. An extraordinary chaotic-good Having fulfilled these requirements, the miles or is less than 3,850 square miles = 12th-level half-elven lord with a strength lord automatically attracts a body of -2% of 20 and charisma of 18 who has cleared troops of the same race and gains the right Area cleared has a radius less than 30 over 7,000 square miles of territory would to collect taxes from every being residing miles or is less than 2,800 square miles = have a negative modifier of only -20% on within the territory of the freehold. - 5 % both any appropriate human and elf ta- As with human lords, many factors Area cleared has a radius less than 25 bles. affect the number and types of troops a miles or is less than 1,950 square miles = demi-human lord receives. The size of the -8% area cleared for the freehold, the lords Demi-human leaders alignment, and other personal factors all Most demi-human lords do not usually play a part. One notable exception is ter- Alignment modifiers: roll for leaders; instead, they receive offi- rain; demi-humans are strongly associated Lawful good = +3% cers according to the number of troops with certain types of terrain, and you may Lawful neutral = +2% they receive. The number and level of never find an elven lord setting up house Lawful evil = +1% these officers varies by race as follows: in a desert. In short, terrain is already Neutral good = 0% Hill dwarves receive an additional 3rd- factored into any demi-human troop table Neutral = 0% level dwarven fighter to serve as a ser- by the race of the demi-human lord in Chaotic good = -1% geant for every 20 dwarves received. For question. Racial prejudice affects only half- Chaotic neutral = -2% every 40 dwarves received, there is an elves, who are looked upon with a little Neutral evil = -3% additional 4th-level fighter to serve as a suspicion by both elves and humans. High Chaotic evil = -4% lieutenant. If the lord has 60 or fewer charisma in a half-elf certainly overcomes dwarves, he or she receives an additional this slight prejudice. 5th-level fighter to serve as captain; if 75- All demi-human lords draw their troops Characteristic modifiers: 90 dwarves are commanded, a 6th-level from their clans, tribes, bands, etc., which Each level above 9th = +2% fighter; and, if 105 or more dwarves, a reside in their freehold, and they take Each point of charisma above. 13 = 7th-level fighter. In addition, no matter primary responsibility for the defense of +1% how many dwarves the lord receives,

D RAGON 55 there is also a 3rd-level dwarven cleric/ fighter. And, if 80 or more elves, a 6th- she receives an additional 4th-level fighter fighter to serve as chaplain. level fighter/7th-level magic-user or 6th- to serve as captain; if 75-90 gnomes are Elves receive an additional 2nd-level level druid/fighter. In addition, no matter commanded, a 5th-level fighter; and if 105 elven fighter to serve as a sergeant for how many elves the lord receives, there is or more gnomes, a 6th-level fighter. In every 15 elves received. For every 30 elves also a 3rd-level elven cleric/fighter/magic- addition, no matter how many gnomes the received, there is an additional 3rd-level user to serve as chaplain. Grugach lords lord receives, there is also a 3rd-level fighter to serve as a lieutenant. If the lord do not receive this bonus. gnomish cleric/fighter to serve as chaplain. has 55 or fewer elves, he or she receives a Gnomes receive an additional 2nd-level Half-elves roll for leaders (and all modi- 4th-level fighter/5th-level magic-user to gnomish fighter to serve as a sergeant for fiers apply) as in per “Tables and tables of serve as captain or, in the case of a gru- every 25 gnomes received. For every 35 troops” in DRAGON issue #99, if they roll gach lord, a 4th-level druid/fighter. If 60-75 gnomes received, there is an additional on a human table. If the half-elf rolls on an elves are commanded, a 5th-level fighter/ 3rd-level fighter to serve as a lieutenant. If elf table, he or she receives officers as 6th-level magic-user or 5th-level druid/ the lord has 60 or fewer gnomes, he or does any other elven lord. Some half-elves may roll on both tables, and would then even more important when dealing with not fight as cavalry. These troops are use both methods. demi-humans than with humans because considered special scouts and may roll for Halflings receive an additional 1st-level many of them have racially associated magic equipment. They can be used as halfling fighter to serve as a sergeant for weapons which tend to dominate their scouts or as a special bodyguard for the every 10 halflings received. For every 25 militaries. By giving the DM a free reign to hill dwarven lord. halflings received, there is an additional select the specific weapons, it guarantees 2nd-level fighter to serve as a lieutenant. If that dwarves can fight with battle axes Troop Table XI: Gray Elf the lord has 55 or fewer halflings, he or and elves with bows, although no DM has This is undoubtedly the most powerful she receives an additional 3rd-level fighter to equip any demi-human with their of all the elven troop tables. It doesn’t have as captain; if 65-75 halflings are com- “standard” weapons. as many troops as some others, but if the manded, a 4th-level fighter; and if 90 or special scouts are used, they are more more halflings, a 5th-level fighter. In addi- Using the troop tables than ample compensation. All soldiers are tion, no matter how many halflings the First, the player or DM (if creating a at least 1st level (having 6-9 hp). lord receives, there is also a 2nd-level freehold for an NPC) finds the appropriate halfling cleric/fighter to serve as chaplain. troop table. Roll the percentile dice and Dice Result All demi-human officers have the follow- apply any relevant modifiers. The final 01-40 35 infantry — 25 with chain mail, ing chance per level of having magical result shows the number of troops of shield, sword, and spear; 10 with arms and armor (typically +1 in power): various types which form the nucleus of chain mail, sword, and bow the lords fledgling army. The higher the 41-65 45 infantry — 30 with chain mail, Shield: 16% result, the more and better equipped the shield, sword, and spear; 15 with Leather armor: 16% troops will be. A very high score gains a chain mail, sword, and bow Chain mail: 15% bonus of troops who improve the quality 66-85 10 -mounted cavalry with Banded mail: 12% of the lords forces. These special scouts chain mail, shield, lance, and sword; Plate mail: 10% are optional; if the DM feels they should 40 infantry — 25 with chain mail, Dagger: 5% not be given, then they are not. Also, DMs and shield, sword, and spear; 15 Edged weapon (select type): 15% should feel free to alter these tables in any with chain mail, sword, and bow Blunt weapon (select type): 7% way they see fit. 86-95 15 hippogriff-mounted cavalry with Pole arm (select type): 9% chain mail, shield, lance, and sword; Missile weapon (select type): 6% Troop Table X: Hill Dwarf 45 infantry — 30 with chain mail, Miscellaneous magic item: 4% (10% for This table is very similar to Troop Table and shield, sword, and spear; 15 any magic-user, rolling until a useful item VIII in “Tables and tables of troops,” but with chain mail, sword, and bow is obtained) that table was for mountain dwarves. The 96-00 15 hippogriff-mounted cavalry with table for hill dwarves is slightly inferior to chain mail, shield, lance, and sword; All officers, captains, lieutenants, ser- that for mountain dwarves because hill 55 infantry — 35 with chain mail, geants, chaplains, and any special scouts dwarves can not become as powerful as shield, sword, and spear; 20 with above 1st level are allowed separate rolls mountain dwarves and do not have as chain mail, sword, and bow; and, to see if they possess the various sorts of many hit points as their stronger cousins. special scouts* magical accoutrements: a shield, one type Even so, it is a very powerful table, having of armor (of the DM’s choice), a dagger, plenty of troops who are at each least 1st * The special scouts are 4 1st-level fighter/ and one miscellaneous magic item. Cap- level (having 5-8 hp). magic-users led by a 3rd-level fighter/ tains roll for two types of weapons (both magic-user. All are mounted on griffons of the DM’s choice); all others roll for only Dice Result and have elfin chain mail, shield, lance, one type of weapon (again of the DM’s 01-40 45 infantry — 30 with chain mail, sword, and bow. It is assumed that these choice). Multi-classed officers use their shield, battle axe, and hammer; 15 elves have enough sense to keep these highest level to determine any magic items with ring mail, shield, sword, and griffons well-fed, so they won’t go munch- obtained. Racial restrictions apply, and no spear ing on the hippogriffs. halfling, gnome, or dwarf should have a 41-65 60 infantry — 30 with chain mail, long bow, two-handed sword, or similarly shield, battle axe, and hammer; 15 Troop Table XII: High Elf large weapon. with ring mail, shield, sword, and High elves are not as rare as gray elves Multiply the level of the officer in ques- spear; 15 with ring mail, light cross- and are found in slightly larger numbers. tion by the percentage chance to possess a bow, and sword All troops are at least 1st-level fighters particuiar item, then roll the percentage 66-85 75 infantry — 35 with chain mail, (having 6-9 hp). dice. If the score rolled is equal to or less shield, battle axe, and hammer; 20 than the percentage, the officer has the with ring mail, shield, sword, and Dice Result item. If any officer has a percentage spear; 20 with ring mail, light cross- 01-40 45 infantry — 30 with scale mail, chance greater than 100% of having an bow, and sword shield, sword, and spear; 15 with item, the percentage above 100% is the 86-95 90 infantry — 45 with chain mail, ring mail, bow, and dagger chance of the item being +2 in power. shield, battle axe, and hammer; 20 41-65 10 light cavalry with chain mail, Only demi-human captains of 7th level with ring mail, shield, sword, and shield, lance, and sword; 45 infantry have any chance of receiving a +2 item, spear; 25 with ring mail, light cross- — 30 with scale mail, shield, sword, typically a shield, a suit of leather or chain bow, and sword and spear; 15 with ring mail, bow, mail armor, or an edged weapon. If no 96-00 105 infantry — 50 with chain mail, and dagger magic armor or weapons are received by shield, battle axe, and hammer; 25 66-85 15 light cavalry with chain mail, an officer, the DM may outfit that officer with ring mail, shield, sword, and shield, lance, and sword; 50 infantry with any armor and weapons appropriate spear; 30 with ring mail, light cross- — 35 with scale mail, shield, sword, to his or her race. However, an elven bow, and sword; and, five pony- and spear; 15 with ring mail, bow, officer in this situation should be given at mounted infantry* and dagger least a 50% chance of having a suit of 86-95 20 light cavalry with chain mail, normal elfin chain mail. * These pony-mounted infantry are all shield, lance, and sword; 55 infantry No specific weapons were listed so as to 2nd-level dwarven fighters with chain — 35 with scale mail, shield, sword, assure the maximum variety of weapon mail, shield, battle axe, and mace. They and spear; 20 with ring mail, bow, types amongst the various officers. This is use their ponies only for transport and do and dagger

D RAGON 57 96-00 25 light cavalry with chain mail, shield, spear, and dagger; 20 with 66-85 75 infantry — 30 with ring mail, shield, lance, and sword; 60 infantry studded leather armor, bow, and shield, short sword, and spear; 30 — 40 with scale mail, shield, sword, dagger with ring mail, shield, spear, and and spear; 20 with ring mail, bow, 96-00 15 stag-mounted cavalry with ring hammer; 15 with studded leather and dagger; and, special scouts* mail, shield, sword, and spear; 45 armor, buckler, sling, and dagger infantry — 20 with chain mail, 86-95 90 infantry — 35 with ring mail, *90% of the time, the special scouts are shield, spear, and dagger; 25 with shield, short sword, and spear; 35 four 2nd-level fighters led by a 3rd-level studded leather, bow, and dagger; with ring mail, shield, spear, and ranger. All are mounted on medium war and, special scouts * hammer; 20 with studded leather horses and have elfin chain mail, shield, armor, short bow, and dagger sword, and bow. The other 10% of the * Special scouts are three 2nd-level fight- 96-00 105 infantry — 40 with ring mail, time, they are four 1st-level female elf ers led by a 3rd-level fighter/druid. All shield, short sword, and spear; 40 fighters led by a 2nd-level female elf have ring mail, shield, sword, and bow. with ring mail, shield, spear, and fighter/magic-user. All are mounted on hammer; 25 with studded leather and have elfin chain mail, shield, armor, buckler, sling, and dagger; sword, and bow. Troop Table XV: Wood Elf and, special scouts * Wood elves will be found in larger num- bers than gray elves, yet in slightly less * The special scouts are four 2nd-level Troop Table XIII: Valley Elf number than high elves. All are at least 1st gnome fighters led by a 3rd-level fighter/ Numerically, this is the weakest of all level (having 6-9 hp). illusionist. All have ring mail, shield, short troop tables, but it is also the strongest sword, and hammer. table, fighter for fighter. All troops are at Dice Result least 1st-level (having 7-10 hp). The table 01-40 40 infantry — 10 with ring mail, also includes cooshee dogs as guards. shield, sword, and spear; 10 with Troop Table XVIII: Halfling ring mail, shield, spear, and dagger; Even under the new rules, a halfling Dice Result 20 with studded leather, bow, and lord is an extremely rare individual and is 01-55 25 infantry — 15 with chain mail, dagger looked upon with something close to awe shield, sword, and spear; 10 with 41-65 50 infantry — 10 with ring mail, by other halflings. This is a somewhat chain mail, sword, and bow; 2 shield, sword, and spear; 15 with weak table compared to the other demi- cooshee ring mail, shield, spear, and dagger; human troop tables because most halflings 56-90 35 infantry — 20 with chain mail, 25 with studded leather armor, bow, are 0-level fighters (having 4-7 hp). shield, sword, and spear; 15 with and dagger chain mail, sword, and bow; 3 66-85 10 light cavalry with ring mail, Dice Result cooshee shield, lance, and sword; 45 infantry 01-40 45 infantry — 20 with padded ar- 91-00 10 light cavalry with chain mail, — 20 with ring mail, shield, spear, mor, shield, short sword, and spear; shield, lance, and sword; 30 infantry and dagger; 25 with studded leather 15 with padded armor, shield, spear, — 20 with chain mail, shield, sword, armor, bow, and dagger and hand axe; 10 with leather ar- and spear; 10 with chain mail, 86-95 15 light cavalry with ring mail, mor, sling, and dagger sword, and bow; 4 cooshee; and, shield, lance, and sword; 50 infantry 41-65 55 infantry — 25 with padded ar- special scouts* — 20 with ring mail, shield, spear, mor, shield, short sword, and spear; and dagger; 30 with studded leather 15 with padded armor, shield, spear, * The special scouts are five 1st-level armor, bow, and dagger and hand axe; 15 with leather ar- gnome fighters led by a 2nd-level fighter/ 96-00 15 light cavalry with ring mail, mor, short bow, and dagger illusionist. All have ring mail, shield, short shield, lance, and sword; 60 infantry 66-85 65 infantry — 25 with padded ar- sword, and spear. — 25 with ring mail, shield, spear, mor, shield, short sword, and spear; and dagger; 35 with studded leather 20 with padded armor, shield, spear, Troop Table XIV: Wild Elf armor, bow, and dagger; and, special and hand axe; 20 with leather ar- This is another relatively weak table scouts* mor, sling, and dagger because grugach are found in fewer num- 86-95 75 infantry — 30 with padded ar- bers than most other elves, but it has a * The special scouts are three 2nd-level mor, shield, short sword, and spear; couple of twists in it. All grugach are at fighters led by a 3rd-level fighter/magic- 25 with padded armor, shield, spear, least 1st level (having 6-9 hp). user. All are mounted on light war horses and hand axe; 20 with leather ar- and have ring mail, shield, sword, and mor, short bow, and dagger Dice Result bow. Additionally, the fighter/magic-user is 96-00 90 infantry — 35 with padded ar- 01-40 30 infantry — 15 with ring mail, accompanied by an elven cat. mor, shield, short sword, and spear; shield, sword, and spear; 15 with 30 with padded armor, shield, spear, studded leather armor, bow, and Troop Table XVI: Gnome and hand axe; 25 with leather armor dagger This is another fairly powerful table, as sling, and dagger; and, special 41-65 35 infantry — 10 with ring mail, all gnomes are at least 1st level (having 5-8 scouts * shield, sword, and spear; 10 with hp). chain mail, shield, spear, and dagger; * If the halfling lord is of the hairfeet 15 with studded leather armor, bow, Dice Result subrace, the special scouts are five lst- and dagger 01-40 50 infantry — 20 with ring mail, level gnomish fighters. led by a 2nd-level 66-85 10 stag-mounted cavalry with ring shield, short sword, and spear; 20 fighter/illusionist. All have ring mail, mail, shield, sword, and spear; 35 with ring mail, shield, spear, and shield, short sword, and spear. If the lord infantry — 15 with chain mail, hammer; 10 with studded leather is a stout, they will be five 1st-level dwar- shield, spear, and dagger; 20 with armor, buckler, sling, and dagger ven fighters led by a 3rd-level fighter. All studded leather armor, bow, and 41-65 60 infantry — 25 with ring mail, have chain mail, shield, battle axe, and dagger shield, short sword, and spear; 25 hammer. If the lord is a tallfellow, they are 86-95 10 stag-mounted cavalry with ring with ring mail, shield, spear, and five 1st-level high elf fighters led by a 2nd- mail, shield, sword, and spear; 40 hammer; 10 with studded leather level fighter/magic-user. All have chain infantry — 20 with chain mail, armor, short bow, and dagger mail, shield, sword, and bow.

58 NOVEMBER 1986

Door Number One, Door Number Two, or . . .

by Dan Snuffin

This article is about doors, but not just. 9. The character who touches this door 20. Carved into the wood of this locked any old doors. The doors included in this automatically trades places by teleporta- door is a staring gargoyle. If the door is text have all been trapped or altered in tion with the creature (DM’s choice) in the forced or the lock is picked, the gargoyle some inventive way as to make them dif- cell-behind that door. A trapped character lets out a shrill scream, alerting all within ferent from the norm. Below is a list of remains so until some other unlucky soul a 200’ radius. At least two additional wan- fifty such doors, some common, others trades places with him. dering monster checks should be made. original. They are numbered for reference 10. The door is soaked with a thick, 21. No door here — only a mirror. How- only and should not be randomly selected clear acid. Those touching it take 1-4 to 1- ever, this mirror opens like a door. Charac- from this list, for while some are mere 20 hp damage. ters have a 10% chance of discovering it if oddities, others can be deadly. Sets of 11. The good old poison-needle-in-the- they are actively searching for secret doors. statistics (for damage, etc.) have been lock trap is present (up to 1-20 hp damage, 22. The character that touches this door given for most items, so you may pick one with temporary reductions in attributes or is teleported to the door’s other side. which suits the situation or level of your death also resulting). 23. The door revolves on a horizontal AD&D® or D&D® game dungeon. Feel free 12. This door simply disappears when set in its middle. to improvise as you see fit. closed, gone forever. 24. This short door is dwarf-, halfling-, 13. A glass door has been glassteeled or gnome-sized. Man-sized characters may 1. This is a standard false door. (Players Handbook, page 90) here. have to shed armor and equipment to 2. This door is wizard locked by a 3rd- 14. This is a heavy revolving door cov- squeeze through. to 18th-level magic-user. ered with sharp spikes. Anyone who gets 25. This door bursts into flames when 3. This door gives off an electric shock caught in this one (10% chance per use) touched. The character who sets off this for 1-4 to 1-20 hp damage. takes 1-4 to 1-10 hp damage per round. trap takes 1-4 to l-8 hp damage. The door 4. The door is invisible. Player charac- Characters must roll their dexterity or less continue to burn until it goes out (in 2 ters take 1 hp damage for walking into the on a d20 to escape. turns) or it is put out. door (1-3 hp if running) and may have 15. For all the listeners out there, here’s 26. The door happens to be 5-10’ above some difficulty opening it. a door that makes its own noises. What the floor. 5. The door is a permanent illusion at the noises are is up to the DM, but I’m 27. This door opens 5-10’ above the floor the 12th- to 19th-level of ability. sure that they won’t be the same as those on the opposite side, by means of a dimen- 6. This door is strongly magnetized; coming from what’s actually behind the sion door spell. Any character who doesn’t weapons, armor, and other metallic objects door! Suggestions for sounds: groans, look where he’s going falls and takes the stick to the door. A strength roll of some growls, melee. An ear seeker nest appropriate amount of falling damage. sort (requiring an open doors roll, a bend wouldn’t be a bad idea, too. 28. Under the knob of this door is a bars/lift gates attempt, or a combined 16. This door is locked, and any weapon sticky contact poison. The characters have minimum strength of 15 or more) is re- that tries to open it by smashing it to a 10-30% chance of noticing the poison, quired to pull objects from the door. Some pieces shatters instead. Magic weapons which has variable effects as the DM de- objects may already be stuck to the door save vs. crushing blow, plus what ever “to sires. when encountered. hit” bonus they might have. 29. This tightly fitting door only opens in 7. This warm door is red hot. Those who 17. This door is locked and cannot be toward its room. It has no knobs or han- are foolish enough to touch it take 1-6 to opened or damaged. The only way to open dles on the other side of the door, so when 1-20 hp damage. this door is to knock (politely) before en- closed, the only way to leave the room is 8. This door is hinged at bottom, held tering. to smash the door. upright only by the door latch. Opening 18. This ancient door is so old and rotten 30. There is a skeleton hanging on the the door releases it to fall and hit the floor that any attempts to open it cause it to back of this door. It could possibly be with a resounding thud (possibly squash- collapse (letting the openers fall through). animated to attack, but that’s up to the ing someone). The noise alerts all within a The clatter of wood and metal bindings DM. 150’ radius, incurring two additional wan- merits an additional wandering monster 31. A continual light spell has been cast dering monster checks. Player characters check. on both sides of this door for the adven- have a 40% chance of noticing the differ- 19. This door opens easily, but as the turers’ convenience. ence in the door’s makeup, 15% if it has first character enters, the door slams in 32. This door has a permanent silence, false side hinges. Anyone struck by the his face (take 1 hp damage with a broken 10’ radius spell cast upon it. Whatever door takes up to 2-12 hp damage (if the nose). makes noise on one side of the door can- door is of solid steel). not be heard on the other side.

60 NOVEMBER 1986 33. The door frame of this door is hol- Traps triggered by opening a door have little color to the often-forgotten door. low and spring-loaded with bolts. When not been included in this article, as it only They are only examples, hopefully serving the door is opened, these bolts shoot out deals with the doors themselves and not as inspiration to the DM. The best ideas and automatically hit the first person to the infinite number of surprises that can are your own, which certainly fit in with walk through the doorway. The door be set off by their opening. the rest of your work. frame contains 1d10 + 10 bolts that do 1- The ideas above are presented to add a 2 to l-6 hp damage each; they fire either individually or all at once. 34. A password is required to open this door. The password should be made acces- sible to the player characters earlier in the game adventure. 35. The door is covered with blood by some awful creature that has marked its territory. 36. When a character touches this door, it gives off a repulsive rotting odor. Player characters must save vs. spells or wretch and vomit for 5-10 rounds. 37. This door is set upon an invisible wall. Characters take damage (see #4 above) if they walk into the wall. 38. Door is very sticky, and those touch- ing it become stuck. A strength roll (see #6 above) is required to pull free. 39. No door here, just a curtain of com- plete darkness that cannot be seen through. 40. Door comes complete with an illu- sionary backdrop, dispelled when some- one enters. Common backdrops include an empty room, a bottomless pit, or enough treasure to satisfy any dwarf. 41. To open this door, one must stick a blade in the slot in the door as a makeshift key. The required blade might have to be a certain type of sword (e.g., broadsword, magical sword, dagger, scimitar, etc.), or maybe any sword does the trick. 42. This door can only be opened after a missing part of the door (the doorknob, gold leaf, ornament or some sort, etc.) is replaced. 43. A Leomund’s trap has been cast on this door that causes the player characters to believe that something is just not right with it. Of course, there is nothing wrong with this door — maybe. 44. This door does not swing open; characters have to slide it up into the ceiling. 45. A strange music plays when this door is opened and stops when the door is closed (I prefer weird flute music). 46. This wooden door is fireproof, and it may also be resistant to acids and other attacks. 47. This door is inscribed with a glyph of warding that goes off when the door is opened. 48. This door repels all metals. A charac- ter must remove all armor, swords, and so forth to open the door, but once this door is opened, metal items may be carried through normally. 49. This door is protected by a demon of the DM’s choice. There may be a protec- tive pentagram on the other side of the door, if one can get to it. 50. The first person to open this door simply cannot go through it. Some unusual force (perhaps antipathy) holds him back.

D RAGON 61 lent chef. The high Religion score could mean that the character is a born-again Christian. You could even roll up an agent with a high Fine Arts score, choose “elec- tric guitar” as his specific interest, and make him a punk rocker. (Hey, why not? Who would suspect a new-wave rocker is really a spy?) When rolling up AOKs, also remember that you have a 15% chance of selecting Stayin’ Alive your own. This is the perfect chance to give your agent some continuity. Fine Arts and Arts & Crafts go well together, as do all the engineering skills. Biology and Medicine are logical companions, as are Religion and Philosophy. The following are Developing your agent in the most popular AOKs in our campaign, starting with the most commonly chosen: Military Science (to be eligible for most TOP SECRET® gaming forms of unarmed combat), Aeronautical Engineering (to fly and repair aircraft), Computer Science (to break into enemy Each character, in the context of the computers and get information), Transpor- by John J. Terra game, was born, went to school, and had tation Engineering (to drive vehicles ex- other experiences that shaped that agent’s pertly and repair them), and World The TOP SECRET® game, when played personality. Giving the character these History/Current Events (to know what’s correctly, is very intense. The Administra- extra dimensions adds a generous touch of going on). tor has the difficult task of running a realism. Beware when selecting languages. Make campaign encompassing the whole world. The fourth question given above is espe- your choices sensible and believable. Try Similarly, the agents have just as hard a cially important, and it’s one which many to come up with reasons why your agent job trying to survive in a place where one people never consider. Espionage can be can speak a particular language. We have mistake could be their last. The margin for dangerous work, and it seems very un- a Vietnam vet who knows Vietnamese, a error is slim, and players have to remind likely that someone went to their guidance Canadian who speaks French and English themselves that they do not have curative counselor in high school and, after talking as two native languages, and a Scotsman spells, wishes, battle armor, mutations, or it over, decided to become a spy. whose native language is Scottish Gaelic. a frantic “Beam me up, Scotty.” to fall back The motivations to enter espionage can My own character went to a Catholic upon when things go bad. range from the noble (a strong sense of school and had forced upon him; it This article attempts to give those who national duty) to the dishonorable (greed may seem useless at first glance, but re- play TOP SECRET game agents a collection for money and power, or a desire to harm member that Latin is the basis for Portu- of tried and true suggestions designed to people). Motivations can sometimes inter- guese, Spanish, French, Italian, and reduce character casualty rates and give fere with a mission, especially if two Romanian. A smart Administrator will not agents the chance to advance beyond 4th agents’ motives are in conflict. Incidentally, allow my character to translate major level. Though this is by no means an ex- this opens up excellent opportunities to do portions of these five languages, but he haustive treatment, there should be more some good role-playing of your agent. may permit my agent to get some idea of than enough tricks and such to give any By all means, include things in your what’s being said. Of course, Russian and Administrator nightmares. character’s background such as hobbies, Chinese might prove useful, too. eccentricities, phobias (“Why did it have to As a side note, I recall running an adven- be snakes?”), bad habits (“Stop biting your ture set in Columbia and having someone nails! You’re driving me nuts!”), and even roll up a new character, deliberately Creating the agent philosophies of life. The TOP SECRET choosing Spanish just because this particu- Any role-played character is more than game has no moral alignments, but this lar adventure took place in a Spanish- just numbers on a sheet of paper, and TOP should not prevent people from giving speaking country. Fortunately, Spanish is a SECRET game agents are no exception, their agents personal honor or codes of popular world language. I hate to think After all the character-generation rolls are ethics. [See Merle Rasmussen’s alignment- about what would have happened if the finished (and there’s usually many of profile statistic in DRAGON® Magazine adventure had been set in Latvia. Do not these, especially with the introduction of issue #92, page 34. — Editor] generate your character so that he be- the TOP SECRET Companion!), the player The Areas of Knowledge that a charac- comes a know-it-all in one small geographi- should ask some basic questions. ter gets can also be prime material for cal area. If the campaign shifts to another 1. What sort of background did this developing background. Someone with a country or continent, which is a common character come from? profusion of engineering skills could be an occupational hazard in espionage (espe- 2. Based on this background, what is this MIT student who is now a top TECH bu- cially if your cover is blown), you’ll be left character’s personality? reau operative. The character with the high and dry. (“Parlez-vous Serbo- 3. What are the character’s likes, dis- high Charm and superior Photography Croatian?”) likes, and interests? AOK may be a model. The high Agricul- One unusual idea you can try, as long as 4. How and why did the character get ture score could mean that the agent was the Administrator permits it, is to have involved with espionage? raised on a farm, But remember that the your character be a double agent. It cer- 5. Did this agent have any unusual inci- superior AOKs need not always corres- tainly gives your Administrator some dents in his or her life? pond with occupations. That high Litera- interesting material to work with. Just 6. When the mission is over and every- ture AOK could mean the agent spouts off keep in mind that this can be risky, espe- one goes home, where does this agent go great literary quotations incessantly. The cially if your teammates find out. Your and who does the agent hang around 120 in Home Economics may mean that double agent need not even belong to a with? the computer programmer is also an excel- hostile power; what belonging to about a

62 NOVEMBER 1986 rival “allied’ organization? One of my player characters listen on another pen Western intelligence agents who see you players arranged to have his agent work radio in the room across the hall. with them. (Try explaining to the Mossad for the CIA while joining ICICLE, the cen- Establish a routine when approaching a what you are doing in Jerusalem with a tral organization in my campaign. The strange door, especially if you happen to Soviet-made pistol. I wish you luck.) premise was that the CIA wanted to know be breaking into a hostile complex. Listen- A silencer is also a good investment, but more about ICICLE, which is a very secret ing at the door, checking for alarms and remember two things. First, silencers are group. [See DRAGON® Magazine issue traps, seeing if the door is locked, and illegal in most nations. Secondly, they do #109, page 64-8, for more information on looking under the door to see if any lights not work on revolvers, since revolvers are this group. — Editor] are on are good starting procedures. It not self-enclosed guns and allow explosive Finally, do all things in moderation. cuts down on surprises. gases to escape. There is no need to make every single When a team is going to break into a Of course, weapon subtlety is irrelevant aspect of the character into a melodra- building, it is wise to keep one or two if the mission is a daring raid or assault. In matic masterpiece; one or two interesting people as back-ups, usually with an escape that case, a good submachine gun or as- things should suffice. Of course, more vehicle handy. Though it may be boring sault rifle fits the bill nicely. The Uzi or the interesting aspects can develop as the for the players whose characters are stuck British Sterling come to mind as favorites. character runs into all sorts of interesting with this duty, usually a considerate Ad- The Uzi is somewhat concealable and has people, places, or things. Such is the life of ministrator will have something cooked up gotten lots of favorable publicity in the last a SPY to keep them busy. This idea is recom- few years. The Sterling has the special mended only if the break-in is just a small advantage of a side-mounted magazine Job precautions part of the adventure. No one wants to sit that can be quickly reloaded if two maga- As mentioned earlier, the TOP SECRET for four hours of real time just waiting for zines are attached opposite each other. game is one in which a single mistake can their fellow players to finish the exciting The Soviet AK-47 is another popular, be your last. Though overcautiousness is mission. high-performance weapon, though it is boring and tedious, there are some very There may be times when your agent is unfortunately popular among terrorist simple precautions one can take to better assigned to follow a courier on a route and guerilla groups. Once again, a well- the odds of character survival. through several drop points. Never inter- meaning Western ally may see your char- Though the character sheet does not rupt the drop unless you are certain no acter with an AK-47 and come to a wrong seem to encourage this, by all means adopt one is running interference on the goods. conclusion that may prove fatal. more than one . This helps preserve Otherwise, your agent may find out the Some agents in my campaign have be- anonymity and frustrate a possible investi- hard way that several enemy agents have come fascinated with the Beretta 9 mm gation. been keeping an eye on the package to 93R machine pistol. It packs a nasty An agent should never trust any place prevent others from interrupting the punch, is fast and concealable, and the that he stays for the night, no matter how route. Hang back and follow the package nine-shot rate-of-fire makes it a devastat- ritzy. He should check for bugs just for all the way to the terminal point. ing weapon. I strongly recommend that safety’s sake, and keep his room door Finally, if your agent ever visits a coun- this TOP SECRET game version of the bolted shut at night. He should also never try governed by a dictatorship or police vorpal sword be kept under very strict set booby traps in his hotel room. Agents state, he should neverassume that the local control by Administrators everywhere. get no experience points for blowing up populace is going to come to his aid if the The thing has no drawbacks. maids. secret police drag him away. He will be For those agents in the assassination An agent should use his Observation and lucky to find three people who will admit business, may I recommend the Donzo Perception scores whenever possible. Do that the incident even took place! Special, named after the player who put not just sit around and wait for the Ad- this fine weapon package together. Take a ministrator to point things out for the Equipping the character .22 Galil semiautomatic rifle, attach a 6x character, since most of them won’t. In A good mission requires about 75% scope and a silencer, and the agent has a our own campaign, we had some confu- planning and 25% execution. If you take weapon that fires two shots per phase and sion over what constitutes Observation into consideration the things agents may has no long-range negative modifier. Total and Perception. We put it this way: when run up against and plan for them, you will cost: $475. you climb your front stairs, Observation have fewer nasty surprises come up in the The .303 Lee- is another popular tells you how many stairs there are. Per- actual mission. Some players call this choice, since it could very well be used for ception tells you that one of the stairs boring. These players are easy to spot, hunting (a useful cover). The agent must looks like it’s about to give way. Usually, since they can be found rolling up a new get an expensive-looking rifle bag and a you perceive only what you have already agent every third game or so. hunting permit, but he might very well get observed. Therefore, after successfully One of the first things a new agent se- away with carrying the weapon through a using an Observation score, follow it up by lects is a weapon. Obviously, you want check point. Please keep in mind that this using Perception. something that is reliable, accurate, fast, ruse won’t work if the country has no When leaving a rented room, an agent and concealable. This is why buying an game animals; no one will believe someone can place a strand of hair in the door Uzi or an M-16 as your agent’s initial would go to Libya to hunt . jamb, near the floor. Upon returning, the weapon is pretty silly. Rifles, carbines, For a close-in weapon, a throwing knife agent can tell if someone has been in the submachine guns, and shotguns are not in a neck sheath or a stiletto in a boot is room if the hair has moved — unless, of concealable on one’s person and are more sufficient. Even a jackknife in a rear course, the agent is up against experts. In of a liability than an asset. If your Admin- pocket is better than nothing. A second the latter case, the agent is in for it any- istrator is following the availability rules in pistol never hurts, provided it is small, like way. the TOP SECRET Companion, however, a .22 Beretta or even a .22 pen. All agents should have the means to this is a moot point for beginning agents. Of course, the type of mission an agent communicate with each other if they Select a gun that is fairly fast and packs gets influences what sort of equipment he happen to split up. Buying a pen radio or a good punch. Looking through the list of buys or borrows from the agency. But asking the agency to lend one is well pistols in both the rule book and the Com- there are certain items that virtually bear worth it. A pen radio can also be used as a panion, I’d select either the FN Browning, the tag line, “Don’t leave home without it.” bugging transmitter if the agent is near P-08 Luger, one of the Walther models, the As mentioned before, communication is the place he wants to stake out. A pen .45 automatic, the Makarov, or the Stech- important, especially considering the looks innocuous enough that it can be left kin as the best overall pistol, though the possibility of agents separating during a in an enemy agent’s room, while the last two may draw suspicion from other mission. Nothing is more frustrating (and

D RAGON 63 dangerous) than a few agents becoming your character’s equipment down! If it Latin) has an interesting inventory written trapped and outnumbered in a firefight doesn’t all fit on your character sheet, down on his sheet, including such bizarre while the rest of their team is out of ear- then attach a piece of paper to it. Never things as “cheese danish in left front coat shot, with no one having any way of call- allow yourself to be limited by a one-page pocket,” “steak-and-cheese sub in right ing for help. character sheet! front coat pocket,” and “battered old Fe- A lockpick set is also a must for every Concealing equipment can also be a dora on head.” As for a gun, this agent agent, whether or not he or she is a confis- challenge. This is especially true when (called Mike) totes a 1918 vintage 9 mm cator. Remember that every agent has a crossing international boundaries, and Mauser. Now, the Mauser is not what you Deactivation score, so every agent can try even more so when entering Eastern Bloc would call “the perfect gun.” It is big, to open a lock. Keep a pair of gloves nations. The following are proven meth- expensive, and a pain in the neck to con- handy, too; fingerprints can be traced. If ods of concealing that piece of equipment ceal. But that doesn’t matter. Mike loves gloves are too conspicuous or awkward that otherwise raises the eyebrows of the big guns. Who cares about maximum given the situation, a simple handkerchief customs officer and wins you a free inter- efficiency? The guy likes his Mauser! will do. rogation session. The good Dr. Ashford has Incidentally, when Mike goes on mis- It makes sense to get equipment that a glass cutter amidst the scalpels of her sions in the U.S.A., he doesn’t drive a relates to an agent’s superior AOKs. A high medical bag, with plastique and smoke BMW, a Trans-Am, or a Porsche. No, Mike Computer Science score could justify bombs hidden in rolled-up bandages. The drives a chamois-colored 1973 Buick LeSa- acquisition of a portable terminal or mo- bag has a false bottom with a dart gun and bre with a faded black vinyl top, rust dem. Use your imagination, tempered with sleep darts. Someone else in our campaign spots, and numerous dents. People can common sense. A high Aeronautical Engi- who picked up on the doctor bag idea relate to this, since it is a normal, everyday neering score does not mean an agent disguises sleep gas capsules as cold cap- sort of car. It makes Mike seem believable. must own an F-16. A specific example of sules. Some agents put thin blades in the It also makes Mike seem like a slob, but this involves my wife’s main character, Dr. collars of their shirts or blouses, code that is exactly the personality that I gave Evelyn Ashford. This agent has a high books inside other books, ether in bottles him. Medicine/Physiology score, so along with of nail polish remover, plastique in lipstick Speaking of automobiles, this can be a the character sheet, my wife uses a large cases, and sleep gas in deodorant spray trap for people who enjoy fantasy shop- index card labeled “Evelyn’s Medical Bag.” cans. An agent can hide a phone bug on ping. If your agents are going to rent a car, She has specifically listed all the things her the back of a watch, or a hypodermic please don’t take a lot of game time and character carries around on this card. You syringe in a walking stick. Piano wire can actual time selecting some ridiculously would be surprised how many small (but be stored in a belt or shirt collar. special car. Fancy cars attract attention, useful) things can fit in a doctor’s bag. She Pistols pose more of a problem when it which is exactly what agents are trying has hypodermic needles, sodium pentathol comes to concealment. Metal detectors are not to do. Get something simple and de- (truth serum), ether (to knock out sur- awfully good at picking up hidden guns on pendable that won’t fold up like an accor- prised enemies), basic first-aid items, and one’s person. Aside from taking a weapon dion when cars and trucks ram it. Note several nasty things hidden inside or dis- apart and hiding the individual pieces, an that this eliminates most Japanese cars guised as innocent items. Furthermore, agent can get by customs with a weapon and all . since the character is a licensed medical by having a job cover that allows guns. A After you have equipped your agent, doctor, the bag passes easily through private detective, a security guard of some have him carefully check all equipment. customs. sort, or even false ID for a well-known Try out the radios and electronic devices. Other mundane items have uses in exe- enforcement agency (such as Interpol) Clean out the pistol and make sure it can cuting a mission. A can of normal aerosol would help. These covers should only be fire. Align the telescopic sights on the spray, carried along on break-in missions, used if traveling within Western bloc sniper rifle. The reason for this is that can detect electric eye beams without nations, since they may arouse suspicions some Administrators enjoy inflicting a setting them off. The agent need only elsewhere. specific complication found in the TOP spray a mist when coming to a doorway. Some agents who know exactly where SECRET game book: equipment failure. The moisture reflects the electric beam. A they will be staying in a foreign country (a Hopefully, this precaution will prevent penlight can mean the difference between rare luxury) have mailed their weapons to most such incidences. Nothing can be as being able to work in an unlit area and the address. Although one would be trust- embarrassing (and fatally so) as pointing a stumbling around uselessly in the dark. A ing a prize weapon to the mail system, this loaded gun at an enemy agent, saying favorite tactic of mine is to have four pens tactic is usually successful. good-bye, and pulling the trigger — only to in my agent’s shirt breast pocket: one pen A more expensive idea, but a good one discover the gun has jammed. radio, a .22 pen gun, a pen light, and a if your agent constantly goes to the same normal pen. (Okay, so it seems a bit nerdy. international airports time and time again, Mission execution What matters is that it works!) A ping- is to hire out lockers in those same air- The only way an agent is going to know pong ball can be used as a distraction ports, stashing weapons and other gear in what he is expected to do is by being (something to throw to draw attention) or each of them. briefed. During this time, the Administra- as a means of disabling a car by dropping No one in real life has exactly the same tor reads off the who, what, when, where, the ball in the gas tank to cut off the fuel possessions as anyone else. The personal- and why of the situation. If there is any line. A 35 mm camera, the tourists’ staple, ity of the agent should be reflected in time when the players should be alert, it is is also a good espionage tool. Put a tele- what sort of equipment he owns. Nowhere now. Listen especially for details, inconsis- photo lens on it, and it will function in a in the rules does it say that an agent must tencies, or other clues to investigate. Take limited way as a telescope. Of course, we have a gun. Tailor your equipment to fit notes. A briefing can tell you a considera- can never forget the camera’s most the agent, Do not hesitate to include things ble amount. This is not the time to order obvious use. which have no immediate espionage value. pizza or noisily open up a bag of chips. Never assume that your character has A dapper agent may pack his own Yves St. Upon being briefed, the team should everything he needs all the time. One of Laurent tuxedo, for those lavish interna- pick a leader. This person would probably the most frustrating things for an Admin- tional parties he expects to attend, while also be the caller who tells the Administra- istrator arguing with someone who claims his female partner contributes to the tor what the group intends to do at any that because his agent has a particular subterfuge by taking along expensive given time. This is especially important occupation, it means the agent just so jewelry and a mink coat. considering that all characters have a happens to have a piece of corresponding Let’s look at a more disgusting example. percentage chance of successfully doing a equipment just lying around. Write all The agent I play (the one who speaks number of different tasks, and it is hard

64 NOVEMBER 1986

for the Administrator to listen to eight the agents dress up as tourists — anything If agents can get blueprints to the break- different players trying to deactivate sev- to keep suspicion away. in target, all the better. A bit of research at eral doors and alarms at the same time. As mentioned earlier, if agents need to the city hall or library can help here, When selecting a leader, keep the follow- rent transportation, get something simple revealing some little-known entrances. We ing in mind. The highest level agent is not and dependable. A distinctive model or live in an information-saturated society, necessarily the best candidate for leader- color of car is useless if an agent want to and your agents can certainly benefit from ship. An assassin who has 3,500 experi- tail someone without being seen. Blend in this. All it takes is knowing where to look ence points is a level four agent, while an with the environment. After all, one does for what you want. investigator with 3,800 points is. only sec- not see real spies running around with Whatever you do, always check for ond level. Theoretically, the investigator is gimmicks plastered all over them, driving alarms. Security techniques have im- the more experienced agent. If you base a silver with a license plate say- proved considerably over the years, and leadership ability solely on level, the assas- ing “I-SPY” and a bumper sticker declaring the most inconsequential doors can be sin wins out, perhaps undeservedly. “I brake for defectors.” alarmed or otherwise secured. Make sure Neither is the person who has played the If the mission involves a break-in, keep a agents have several sets of tools and lock- greatest number of role-playing games the few points in mind. Night is the best time picks among them. If an agent springs an best candidate. A person may play 25 to attempt this action. If breaking into a alarm, he should run like heck. The old different role-playing games, attend a business building, agents have far fewer adage about discretion being the better dozen game conventions, and subscribe to personnel to worry about. part of valor is extremely appropriate in three role-playing game magazines, but all Watch for the guards’ patrol patterns. this event. it may mean is that he is terrible at 25 Use Observation and Deactivation liberally. Security also entails possible encounters different games and likes to travel and Keep some food in your pocket just in case with NPCs, and this makes it a convenient read. you run into a guard dog. Nastier charac- time to switch to a more controversial In general, avoid the people who are ters might lace the food with something topic: violence and its use. Anyone who proud, dominating, or loud. Not only will poisonous. has read this magazine faithfully over the the players resent being under such a Another approach is to have someone past year will notice the long, drawn out leader, the Administrator will frown on infiltrate the place as a customer, candi- debates on AD&D game alignments and having to deal with this person on a con- date for group membership, or solicitor, the playing of evil characters. The TOP tinuous basis, and may take it out on the and disable the locks and alarms from the SECRET game has no such ethical limita- group as a whole. “Partykill” is not a term inside. Of course, it is considerably more tions, which can be a blessing, but some- found in AD&D® gaming alone. dangerous than the first method. times it opens the game up to some bad A leader commands trust and respect; in Remember to keep a person or two on practices. this game, these qualities should be in hand with the escape vehicle at the ready, Violence and sex are two very common- both the player and his agent. The leader in case a quick getaway is needed. Keep in place aspects of our world. One need only has to be able to inspire cooperation and touch with everyone by pen radio. open a newspaper to see this. Since the give orders without coming across as an egotist. Let’s face it, a leader who cannot get people to obey his orders is a liability, since even his good ideas may be chal- lenged or disobeyed out of principal or spite. Look for the people who are orga- nized, polite, and not prone to knee-jerk reactions to difficult situations. Oddly enough, the best candidates for leadership are the ones who usually do not insist on leading. Once this is done with, set the goals for the mission. A mission is sometimes open- ended enough that the party could very well accomplish more than one thing. Pace yourselves. Set up a timetable if the mis- sion has no immediate time constraint. If you have four days to catch a traitor, perhaps the goal for day one could be to stake out his hotel room and try to dis- cover his routine. Day two’s goal could be to find and eliminate anyone who is as- signed to aid the traitor, and so on. Never try to cram everything into one day. You may miss out on some truly interesting things. Once all the planning is out of the way, get your team to the mission area. If your Administrator is thorough and detail- conscious, he may play you through the traveling part of the mission. Try not to let things drag. Make getting to there as simple and quick as you can. Keep a low profile. Draw as little atten- tion to your agent as possible. Do not travel first class in flamboyant style. Re- member, your agents are spies, not jetset- ters. Be inconspicuous. If you wish, have

D RAGON 67 TOP SECRET game draws heavily from tions, it can be done in a relatively decent me that his agent secretly checked his our world of today, there is the temptation way. Do not bore the Administrator (and date’s pocketbook, just for his piece of to be just as nasty, brutal and lewd as the other players, who may not be as mind. It was well that he did. The woman society can be. enthusiastic about death) with the graphic happened to be a top KGB agent sent to Prolonged firefights and blowing pris- details of how the target is dispatched. guard a courier that the agents were as- oners away are not necessary for a suc- Play a quick, clean kill. If your agent is in a signed to follow around. I was disap- cessful TOP SECRET game mission. In fact, position to kill an NPC immediately and pointed that he had found her secret, the fewer times one has to fire a weapon, means to do so, then say so to the Admin- since I had done a very good job making the better. Agents should use brains in- istrator and keep playing. Don’t linger her seem like a normal vacationer, but I stead of fists. Dare we say that the best over it. was also proud of the player’s thorough- TOP SECRET game mission is the one in While we are on the subject of graphic ness. which the fewest NPCs knew what hap- violence, keep torture out of the game, While we are discussing relations with pened? On Mission: Impossible, the enemy too. As an Administrator, I once got thor- NPCs, it is important to remember that rarely knew what hit them, yet the actual oughly disgusted with a player who NPCs have great playing value. Interact execution of the mission is usually very wanted to torture a tied-up enemy NPC. If with them and put some fun into the tense and exciting, as well as very danger- there were “bolts from the blue” in the game. A good Administrator gives give his ous. TOP SECRET game, that agent would have NPCs at least a partial fleshing out, espe- A weapon should be used for defensive been dead meat. Your enemies-may have cially the ones who have a crucial part to purposes. When it boils down to either no ethics, but that is no reason to sink to play in the adventure. Here is the opportu- your agent or the enemy getting killed, opt their level. nity to build your own character’s person- for the latter, playing defensively. Do not Sex is another classic problem. There is ality. go out of your way looking for some NPC no need to go into the details of how your When trying to get information from to kill. Notice how many more experience agent seduced the lovely enemy agent; be contacts, rely on statistics first; if neces- points you get for ultraclean missions than content with telling the Administrator that sary, switch to ingenious conversation. messy ones? Agents are not supposed to your agent makes advances and, if the With Fooling, for example, the usual die be terrorists. Belting an opponent and NPC is interested, the usual happens. The roll based on trait values can be sufficient, tying him up shows more class than blast- Administrator will mark the passing time, instead of having everyone sit around and ing him into oblivion. A dose of ether, a and play can continue normally. There listen to the Administrator and one player sleep dart, or sleep capsule are all effec- was one instance in my campaign when discuss bird migrations for 10 minutes. tive, quiet and quick. playing out a small part of a romantic tryst Initial contact should be resolved on the There are the times when an assignment was justifiable. A player had his agent dice; if things get more involved, you can calls for the elimination of a human target socialize with a female NPC that he met on have the discussions. (a deed known by various creative and a passenger liner. They went to his place It also helps to double up on an NPC. crude euphemisms). Even in these situa- after their date, but later the player told Someone may have the courage to face up to your fist, but who is going to argue with three agents holding Walther PPKs in his face? Bribery can be a very unreliable way of dealing with contacts. This is not the brib- ery of a maitre d’ for a good table or a hotel desk clerk for someone’s room num- ber. Rather, it is the bribing of stool pi- geons, government officials, troops, and the like. With these sorts of people, the fact that you could pay them to do some- thing for you means that an enemy agent could come along and pay them more to turn them against you. Finally, my personal favorite. If the Administrator puts an enemy NPC in your path who happens to be charming and attractive, have your character fall in love with that NPC, and then be reluctant to kill the person. My agent Mike has this lovely adversary that he just can’t seem to act against, and the Administrator has graciously made it so that she now has the same reluctance to do him in. They are arch-enemies, but secretly in love with each other. After your agent has accomplished his goals, his next hurdle is to get out intact. Once again, make sure he has a back-up of several reliable agents or some sort of contingency plan. If entering a dangerous country, make sure your agent’s papers are above reproach, and have him leave such a country from a different exit. Do not flee! Guilty people flee. When you run, you attract attention. Spies just melt into the background and slip away. If your agent happens to be captured,

68 NOVEMBER 1986 D RAGON 69 don’t have him rush the three machine- SEE just how worse things can get. Keep a influenced by what he already knows of gun-toting guards who have a bead on cool head and remember, game time is not your characters. Keeping a secret or two him. Have him bide his time. Administra- actual time. Take a few extra seconds and from him, by recording it and placing it tors eventually get careless and he may plan actions and reactions. Think through where he can see it and know that you have a chance to escape, especially if you your moves, and make sure the Adminis- have not hastily rewritten your precau- have him pull a trick so unexpected that trator’s descriptions of the situation are tion, can give you the chance to surprise you manage to surprise not only the Ad- accurate in every detail. him right back! Be warned that not all ministrator’s NPCs, but also the Adminis- If your agent’s cover has been blown, Administrators will accept this tactic. trator himself! then the restriction of keeping secrecy is The TOP SECRET game is not played like If your agent is locked in a cell, make the lifted. There are times when whatever else the AD&D game, and vice versa. Hack- Administrator tell you in detail what the you do could not get you into worse trou- and-slash is not welcome in a world in surroundings are. Get to know every part ble. At times like these, desperate moves which laws prevail and discretion is man- of the place of confinement, and use your are allowed. datory. For every spy account we read in imagination in finding commonplace items If the mission objectives were achieved the newspaper, there are hundreds that to aid in an escape. Has anyone reading when the agent’s cover is revealed, he are unreported or unknown. That’s be- this ever watched McGyver? That charac- should proceed with all possible haste cause real spies work behind the scenes. ter makes useful weapons out of the most back to safe ground, casting aside all sub- Make sure your spies do, too. ordinary items. Draw upon your agent’s tlety. Ramming a border crossing gate with Avoid red herrings. TSR, Inc.’s TOP SE- AOKs. Even if you do not know something, a bus is appropriate here. Besides, it adds CRET game modules are notorious for your character with the AOK of 144 in drama. including false leads and blind alleys. Keep Chemistry may know just the thing However, if your agent still has not met in mind your mission, and do not let your- needed to escape. If all else fails, you can his goals when discovered, then reconcile self get sidetracked. Treat such distrac- always hope for a prisoner exchange. This yourself to the possibility of a mission tions as you would wandering monsters in may take time and could mean keeping the failure. Failures do happen and unless AD&D games. Avoid them, since their only agent out of play for a long time. your organization punishes failure by purpose is to wear your force down by Assuming escape is no problem, one’s death, your agent may get another chance attrition. next concern is covering one’s tracks. This to do it right. “He who fights and runs I have purposely avoided talking about helps especially in avoiding those nasty away, lives to fight another day” applies Fame and Fortune points until now. My complications that the Administrator, amazingly well in TOP SECRET games. only advice is make the excuse you use humiliated by your ease in solving the The Deception score can help if some- when invoking one of these points a plau- problem, springs upon your unsuspecting one triggers an alarm inside an enemy’s sible one, and never use the same excuse characters. This is one aspect of the game complex. If attired much like the occu- twice. Do not be surprised if an Adminis- where graphic detail has its place. Your pants and can speak their language flu- trator rejects your reasoning and declares agents may have to make an assassination ently, then agents may use “they went an agent dead despite your protests. There look like an accident or death by natural thataway” trick, especially if the complex will come times when all the luck in the causes. In the latter case, the old trick of has so many people that it is impossible world cannot save your agent. Further- dousing the late victim with alcohol, put- for anyone to know everyone. more, consider using Fame and Fortune ting him in his car, and rolling it over a points in critical situations that are not cliff can draw suspicion away from what Conclusion necessarily a direct threat on your agent’s really happened. Of course, even this is Finally, just a few parting words about life. Such situations should be rare and not foolproof. (“Major Kirov never drank playing the game. Essentially, you are very important, affecting the overall suc- in his life! He doesn’t even own a car!”) probably teamed up with a group of di- cess of the mission. The techniques are many and do not verse individuals who are trying to accom- Keep your sense of humor. Spy stories bear coverage in great detail. The Com- plish some difficult task. No one can do it and television shows abound with every- panion offers much useful advice in cover- alone. Teamwork is imperative if you want thing from slapstick humor to dry British ing your tracks; invest the time to do so. any chance of success. Certainly, you may wit. A small bit of silliness keeps the atmo- Do not let elation over completing a mis- have some minor goals that pertain only to sphere relaxed. Do not be afraid to give a sion cause your agent to become careless. your agent — but, all in all, you are sup- character a weird sense of humor. Some- Hired assassins have a knack for finding posed to work together as a group. Do so. one in my campaign has a British charac- complacent agents. Your survival depends on it. There is no ter with an alias of Monty Cleese, If any hostile NPC happens to survive place for “chaotic neutral” characters in code-named Python (get it?). the adventure and knows some of the TOP SECRET gaming. Finally, keep things above board and teams’ faces, agents should respectfully Remember to role-play your character. tasteful. There are too many people out ask their case officer for a transfer to Though the TOP SECRET game has no there who are only too glad to criticize another continent until things cool down. system for awarding experience points for something they know little about, such as A group in my campaign who let them- playing your character, a decent Adminis- role-playing games. They are already selves get seen by one KGB officer too trator should throw in some extra points having a field day blaming the world’s ills many are now serving in ICICLE’s Austra- for good characterization. Even if he on sword-and-sorcery role-playing games. lian substation. doesn’t, it still adds some color to the Let’s not give them the opportunity to do game. the same for espionage games. Anything can go wrong Do not let yourself get stuck in a rut. Despite all the time you can spend plan- Give your character originality, especially Acknowledgements ning a mission, there is always the element in solving problems. Keep the Administra- I would like to thank the following peo- of the unknown. The agency’s briefing tor guessing, giving you the chance to give ple in my TOP SECRET game campaign, could be inaccurate, a teammate could him a taste of his own medicine. Take a who gave me the ideas that made this bungle something, or a totally unplanned precaution or two and write it down on a article possible: Ellen (Dr. Evelyn Ashford) circumstance could arise. separate piece of paper, keeping it folded Terra, Bryan (C.C.) Villareal, Don (Nick The first thing to do in the event of a up but in sight of everyone. Then, when Danger) Manning, Sophia (Jan Davis) crisis is to avoid panic. If you think that the Administrator pulls off a surprise, Beidel, Kevin (Andre Komaneche) Wells, the situation could not get any worse, reveal the secret that your character has (Sara Hunter) Wells, Bob (Peter Rey- think again. If an agent does something been keeping, if appropriate. In essence, nolds) Worsham, and Kevin (Reverend incredibly hasty and stupid, then you’ll an Administrator can allow himself to be Huss) McBride.

70 NOVEMBER 1986 The Role of Books

by John C. Bunnell

LORDS OF THE MIDDLE DARK quest for the wings will lead the group all reader-participation contest, and part Jack L. Chalker over the known galaxy. “whiz kid” computer story. What makes Del Rey 0-345-32560-5 $3.50 In general, the reading is smooth and this sequence distinctive is that, for the Jack Chalker’s new science-fiction series enjoyable, but the size of Chalker’s cast most part, it doesn’t read like a series has something in it for almost any sf and the complexity of his setting are a written for young adults. gamer, Whether it is the GAMMA Bruce Coville, author of the first and WORLD®, PARANOIA™, or even the third books in the series, has the annoying TRAVELLER® game, something from Lords habit of slipping “had they but known” of the Middle Dark is bound to apply observations into the narrative every so somewhere. often. But his tactic of shifting focus be- This first book, at least, takes place tween the anonymous villains and the mostly on Earth, where civilization is teenaged heroes and heroines works re- trapped in pockets of generally pre- markably well, and he doesn’t pull industrial culture. There are no real dan- punches when it comes to setting up dan- gers from radiation, but the atmosphere is gerous climaxes. And Coville focuses not dissimilar. firmly on the adventure, refusing to stray The reason for this state is Master Sys- into romance or family conflicts. tem, a sentient computer which has been The premise for the series is short on running the planet for the past several realism, but the sheer daring of the idea hundred years. Master System was origi- makes up for much of the loose science. (It nally intended to protect humanity from also doesn’t hurt that both writers take the prospect of nuclear holocaust, but its the setting very much for granted rather inventors failed to realize the extent to than try to explain it in depth.) Half a which the computer would go to carry out dozen eminent computer scientists are its orders. abruptly summoned to Ancoteague Island, Spaceflight is also a part of Master Sys- site of an abandoned Air Force base, to tem’s universe. The immediate solar sys- join a mysterious research project. Along tem is well within range, and interstellar with them come an assortment of teenag- traffic continues to exist, though more ers who are nearly as brilliant — but who tenuously. Together with star-roving abili- haven’t been officially let in on the secret. ties, Master System has provided mankind Before long, parents and kids alike are with genetic shuffling intended to adapt working on their own designs for com- the species to various extraterrestrial puters with artificial intelligence (hence locales. (The results have been generally the A.I. monogram). At the same time, they successful, but tend not to be much to trifle intimidating. Then, too, not much must cope with elusive saboteurs, pirate look at.) really happen in this book in terms of the legends, and a spy on the project staff. Quite accidentally, a Hyiakutt Indian overall quest. Most of the volume is back- Coville’s two books stick close to the called Hawks discovers that there is a way ground material, which, though interest- developing struggle between the young to turn off Master System — a fail-safe ing, is just too substantial to absorb easily. people and the double agent, whose iden- mechanism built into the programming by Future books in the series may prove tity remains a mystery throughout the the designers. Doing so requires the use of otherwise, but for the moment Lords of first three tales. As a result, they’re more five gold rings containing hidden micro- the Middle Dark can’t be regarded as interesting than Jim Lawrence’s The Cut- chips, rings which Master System may not Chalker’s best work. lass Clue, which spends most of its time on destroy. Nothing, however, requires Mas- a basic buried treasure puzzle and very ter System to make things easy for its The A.I. Gang Books little on the main espionage plot line. Still, opponents, and Hawks soon finds himself # 1: OPERATION SHERLOCK the series as a whole is quite acceptable as a target for all manner of harassment. Bruce Coville adventure fare, especially for computer The other protagonist of Lords of the Signet 0-451-14314-0 $2.25 gamers with dreams of saving the world. Middle Dark is Song Ching, a dangerously #2: THE CUTLASS CLUE brilliant Oriental girl who spends most of Jim Lawrence FIND YOUR FATE™ Books: the book undergoing enforced personality Signet 0-451-14315-9 $2.25 Doctor Who changes — some of which are decidedly #3: ROBOT TROUBLE #1: SEARCH FOR THE DOCTOR bizarre. There are also enough supporting Bruce Coville David Martin players to staff a medium-sized spaceship, Signet 0-451-14400-7 $2.25 Ballantine 0-345-33224-5 $2.50 which is precisely what they finally end The A.I. Gang series appears to be a #2: CRISIS IN SPACE up doing. Chalker never lets the action hybrid of several modern book packaging Michael Holt stop, and it’s clear by book’s end that the ideas — it’s part adventure series, part Ballantine 0-345-33225-3 $2.50

D RAGON 71 The only safe generalization to be made sophisticated as those in many role-playing game world and that of his narrator. about this newest twist on the multiple- games. While the protagonist is testing the Combined with Greeley’s well-honed plot concept is that the idea is certifiably game, lightning strikes a satellite dish writing skills, the religious aspects of God weird. No other explanation is possible. connected to the system, plugging him into Game make the novel a unique if some- Doctor Who, of course, is the long- an alternate world where the game char- times unsettling reading experience. The running British science-fiction TV series. acters are real, Through the computer, intellectual debate never gets in the way Unlike all published Doctor Who fiction to however, he remains in control over of unfolding events, with the result that date, these books appear to be of Ameri- events in that world — effectively taking this story about playing God is much more can origin. Yet there are puzzles. David on the role of God. fun than it has any right to be. Martin is a veteran Who scriptwriter and Just to make things more complicated, the co-creator of K-9, one of the show’s the novel’s first person narrator both is most popular characters. And the books and isn’t Greeley himself. Like Greeley, the FLIGHT TO THLASSA MEY are divided into individually numbered protagonist is a Catholic priest and novel- Dennis McCarty sections (like Steve Jackson’s Fighting ist, and his books feature Greeley’s charac- Del Rey 0-345-32653-9 $2.95 Fantasy Gamebooks) rather than num- ters. But to quote one of several author’s Average cover art and undistinguished bered page by page to be consistent with notes mixed into the text: “Consider how promotional copy initially pushed Flight to earlier multiple-plot titles. Both books also long it takes him to realize that I have cast Thlassa Mey to a place near the bottom of include occasional dice rolls as part of the him in the God role. Does that sound like the ever-growing of new books on my decision-making process. me? Could anyone with a Ph.D. be that desk. That’s too bad because the bland Ordinarily, none of this would be dumb?” As author, Greeley clearly exterior of Dennis McCarty’s first novel enough to justify mentioning these books conceals a singularly fascinating fantasy in this column. But mysteries aside, Search with highly unusual literary ancestry. Not for the Doctor accomplishes something many writers are ambitious enough, after quite remarkable: it’s both a credible all, to openly emulate William Shake- gamebook and a solidly written science- speare. fiction adventure. The story, in fact, is Even fewer writers are audacious almost good enough to equal those in the enough to put nearly all their dialogue into full-length novelizations of televised Doc- Shakespearean blank verse. tor Who serials. David Martin makes good The formal language and distinctive use of Doctor Who and deftly cadence take some getting used to, partic- avoids the usual awkwardness of second- ularly since the strongly metered dialogue person narration often by focusing the is combined with smooth but definitely story on the Doctor himself. His tale easily modern prose narration. The book is a transcends the normal audience of novel, not a play, and the contrasting multiple-plot books and is worthwhile writing styles sometimes grate against reading for Who devotees of all ages. each other. McCarty, however, generally Unfortunately, Michael Holt’s follow- succeeds in conveying the slightly dra- volume is so far below acceptable stand- matic, slightly thoughtful, yet vaguely ards that it would be unfair not to make brisk mood that characterizes the adven- note of it. Holt’s writing style is far too ture. breezy both for Doctor Who and for The novel’s plot also owes something to wordplay, and companions Peri and - Shakespeare, though it’s well within more lough are both badly misdrawn. It also contemporary traditions. In part, it’s the isn’t clear which Doctor the story is meant straightforward story of Princess Berenge- to feature; the Time Lord’s sixth incarna- ria’s quest to return to her native kingdom tion is pictured on the cover, but internal from the far-off realm of King Lothar the Who chronology places the tale in the fifth Pale, dodging Lothar’s troops and those of Doctor’s era. the mad wizard Alyubol along the way. The uneven quality of these two books But the tale’s is Palamon, the former only adds to the mystery surrounding enjoys raising paradoxes, and it shows in Knight of who joins the princess and their appearance. American readers the amusedly forthright tone in which he whose shadowy past is pivotal to the story. should be grateful that they are now re- discusses “his” situation. Palamon engages by turns in colorful ceiving original Doctor Who adventures in That very forthrightness makes it almost battles and quiet introspection, and as the any form, but they should hope that fu- impossible, however, to judge the novel by novel concludes, he is the subject of a ture books in this series resemble the first literary standards. Greeley’s narration whole series of well-crafted revelations. volume more closely than the second. preempts interpretations of underlying Shakespearean borrowing is most evi- meanings by openly asking theological dent in the characters of Lady Aelia and questions rather than implying them, and the hermit sage Reovalis — both have GOD GAME the questions are profound enough to lack ancestors in the Bard’s late plays — and in Andrew M. Greeley safe general answers. Readers are quite an amusing reference to an ancient order Warner & Tor 0-446-51264-8 $16.95 reasonably left to draw their own conclu- of students and librarians. For gamers, On the back of the dust jacket of God sions. however, the sources of McCarty’s inspira- Game, Anne McCaffrey claims she can’t Yet while God Game defies academic tion are less important than his execution. find enough adjectives to properly de- criticism, it remains a lively and absorbing Most of the atmosphere with which he scribe the book. That’s not surprising, yarn blending elements of intrigue, adven- invests his world is a product of the care- because Andrew Greeley’s novel refuses to ture, and comedy. Greeley’s wide-ranging ful use of language, and it lends an intrigu- fit neatly into any one category. It’s cer- eye for detail reveals itself in character ing new dimension to the too often tainly , but the “science” in descriptions and in a very thoroughly predictable patterns of . question is theology, which makes compar - created game milieu. He also demonstrates (Besides, there’s an excellent chance that isons difficult at best. a broad knowledge of the computer games requiring characters to speak in blank Greeley’s premise involves a computer from which he extrapolates, and twists his verse will bring the more obstreperous adventure game whose characters are as plot tightly back and forth between the players in line once and for all. . . .)

72 NOVEMBER 1986

THE THRONE OF SCONE , court wizard to Camelot and leg- best recommendation: “Touch magic, pass Patricia Kennealy end in his own right. it on.” Bluejay 0-3 12-94424- 1 $16.95 As Yolen notes in her introduction, each David Gerrold often describes the tale depicts Merlin in a different light, Klingons of Star Trek as “Mongol hordes with no attempt made to strike a consist- RECURRING ROLES with spaceships and ray guns.” It only ent tone. The mage is the central figure in Those readers who disapprove of cliff- stretches that idea a little bit to term Patri- some of the stories, while others find him hanger endings to series books had best cia Kennealy’s Keltiad sequence as “Gaelic standing quietly yet unmistakably in the avoid War of the Twins (TSR, $3.95), which fantasy with spaceships and ray guns,” and background. Though unconnected, the closes on a cliff-hanger of literally cosmic as absurd as the concept sounds, Kennealy stories are arranged chronologically so proportions. and Tracy brings it off with considerable style. that the first describes Merlin’s birth and Hickman, however, are still in excellent More specifically, the series is based on the last recounts the discovery of his tomb form, and the second Dragonlance trilogy the assumption that Earth’s Keltic popula- by a modern-day Prince of . Yolen continues to be well worth reading. tion fled the planet in A.D. 453, using tech- has also added several well-crafted poems The Armlet of the Gods (Del Rey, $2.95), nology developed before the fall of to her mixture, together with quotations by contrast, continues Lloyd Eshbach’s , to set up its own civilization some from the original Arthurian chroniclers. practice of writing self-contained stories, thousand light-years distant. As the story There is a satisfying air of completeness though it is also the second of a planned opens some three millennia later, Keltia about the book as a result, so it takes on four-book sequence. Like the first book, encompasses seven planets and has devel- some of the characteristics both of legend Eshbach’s new tale is well thought out, oped a culture in which unobtrusive high and biography. Yolen’s prose expertly and certainly among the best recent exam- technology is blended with ancient tradi- ples of the “modern man transported to tions of art, architecture, and magic. magical realm” category. The Throne of Scone picks up the tale at Also in that group is The Hidden Land the height of disaster. A would-be con- (Ace, $2.95), Pamela Dean’s sequel to The queror holds Keltia’s throneworld, adding Secret Country. Here, though, Dean’s an air of uncertainty to recently renewed protagonists are younger and there is contacts with Earth. Aeron, Keltia’s ruler, more humor. This second tale is somewhat has vanished on a tenuous quest for the darker in tone than the first, and though lost treasures of , which may the ending is somehow both ambiguous be able to turn the tide of the war. And and conclusive, the book is a definite even more uncertainty surrounds the success. intentions of the Fomori, once (but per- The same cannot be said of The haps no longer) the Kelts’ most dangerous Dancer (Signet, $2.95). There is not much enemies. about unicorns in R. A. V. Salsitz’s second Kennealy provides battles and magic in novel, and there is entirely too much of abundance, adding an unexpected dimen- the Corruptor (whose very name is not sion in the conventions she sets down for spelled consistently throughout), a stand- interplanetary war. Characters and Keltic ard lichlike who misses a perfect lore are also in generous supply, and there opportunity to end the tale in mid-book. If are times when the author seems bent on anything, the tale is a step down from squeezing in references to every major Where Dragons Lie, with too many char- magical tradition in the British Isles. Yet acters and a barely coherent plot. somehow everything comes together, and Elizabeth Scarborough offers a better readers will be reluctant to abandon the bargain in The Drastic Dragon of , adventure once they have been hooked. Texas (Bantam Spectra, $3.50), a thor- Luckily, The Copper Crown (Signet, $3.50), oughly absurd yet straight-faced blend of which precedes the current novel, is sophisticated fantasy with Old West story- newly available in paperback so that read- telling. Boot Hill and AD&D players alike ers have access to the complete tale. will be delighted with this chronicle of a The attractions of the Keltiad should be balances elements of lyricism and matter- would-be lady journalist and an Aztec evident to any gamer who has despaired of-factness, and her verses carry the dragon, which expands Scarborough’s: of mingling science-fiction games with a sound of poems meant to be spoken rather range substantially. fantasy campaign. But one item remains than merely read. (This is one case in Expansion of a different kind is the goal an irritant: the note that ends The Throne which the testimonial quotes on the flyleaf of Deryni Archives (Del Rey, $3.95). This of Scone indicates that Kennealy’s next are entirely on the mark.) short-story collection fills in assorted gaps novel will be a “prequel” to the first two, What makes Merlin’s Booke important to in Katherine Kurtz’s of the De- detailing events alluded to previously. Yet gamers is a slightly different matter. ryni universe as well as telling tales with there seems no compelling reason for the Though mages and wizards are perennial new central characters. Yet, though the trilogv to have been written and published fantasy characters, rarely are they the stories are generally satisfying, the collec- out of order, and the decision to do so main focus of the stories in which they tion somehow seems both short and a seems merely confusing. appear, and most of the exceptions are touch too loftily oriented, especially for somehow restrained from exercising their the price. powers at peak efficiency. Not all of the Jinian Star-Eye (Tor, $2.95) brings Sheri MERLIN’S BOOKE tales in this collection are strictly tales of Tepper’s saga of the True Game to a deci- Jane Yolen magic, and Merlin is not always in sive conclusion at an unexpected price. Ace 0-441-52552-0 $2.95 of the magics described, but Yolen’s collec- Tepper injects more visible “literary sub- Those gamers who are involved in Ar- tion is still an invaluable source book for stance” into this last volume, yet retains all thurian campaigns of one kind or another players and referees in search of ways to the attractions of the earlier books — have one reason to read Merlin’s Booke. make life for spell casters more interest- which may turn out to be among the most But even those whose game worlds are ing. underrated series of the last few years. built from scratch should profit from Jan A line from the book itself, borrowed What remains to be seen is what she will Yolen’s diverse collection of stories about from some of the poetry, may be its own write about next.

74 NOVEMBER 1986

closing mechanism. However, a 15- or 20-round magazine feed is optional. Fitted with a telescopic sight, it is deadly. MP5: When H & K decided to add a submachine gun to its line of weapons, it used the G3 as the basis for their design. The result is the MP5. Its trigger When Only mechanism is fitted with a special burst-control device, allowing for 2-, 3-, or 4-round bursts. No less than four magazines (for 10, 15, 20, or 30 rounds) the Best are available. In addition, it has many variants. The model A2 has a permanent plastic stock, the A3 has a telescoping metal butt, and many others are arranged with varying combinations of sights, Will Do silencers/suppressors, and stocks. I chose to include the MP5K as a separate weapon, as it is completely buttless, has a shortened barrel, a foregrip, and a higher rate of fire (3-, 4-, or 5-round bursts), having been designed specifically for antiterrorist use. G3: As the main rifle of the Bundeswehr Heckler & Koch weaponry since the 1960s (to eventually be replaced by the G11, the second most popular rifle for TOP SECRET® gaming in NATO, and H & K’s principal product, the G3 is obviously a fine assault rifle. It is carried out in the field, provided that the actually a derivation of the Spanish by Kevin Marzahl user has the proper tools. CETME assault rifle. Its variation, the P9S: Although designed as a military HK33, is for all practical purposes, In 1945, the Germans lost the Second sidearm (which accounts for its greater identical to the G3, save for the fact that it World War, and for the second time since weight than the other H & K pistols), it is is chambered for 5.56 mm ammunition, the turn of the century, they were forced to an ideal police and security weapon. It has and thus was not included as a separate disarm. When West Germany was allowed to a double-action lock, which allows it to be weapon. A civilian model, the HK91, is also rearm itself in the mid-1950s, the remains of carried with a bullet in the chamber and available, but with a rate of 2. the Mauser factory in Oberndorf were given the hammer forward. In game terms, this G11: NATO began new weapon trials in to a new firm for weapons manufacturing — gives a shooter a + 3 modifier to his net 1977, and H & K, not surprisingly, was Heckler & Koch. Because it had no speed during first-shot determination. given a contract. It chose to produce traditional designs and methods behind it, PT (PSP): The “Polizei Selbstadepistole” something completely different — H & K was open to new ideas and advanced was specifically designed for police forces. 4.3 mm assault rifle using caseless manufacturing. techniques. The result was Two different magazines are available, an ammunition. After encountering some impressive. Since its first contract (the G3 8-round and a 13-round. It is a common problems, the round was changed to 4.7 assault rifle for the West German weapon among West German border mm caseless. The weapon itself resembles government), H & K has turned out a range guards and other security forces. a carrying case with a trigger more than a of excellent pistols, a versatile submachine VP7OM: The only H & K pistol capable rifle but, nonetheless, it is an effective gun, assorted rifles and machine guns, and of true automatic fire, the VP7OM is an weapon and ahead of its time. Most even a combat shotgun. In the last three excellent weapon. Its holster doubles as a importantly, the G11 does not receive any decades, H & K has become, arguably, the stock. With the holster stock attached, the modifiers from the Automatic Weapons finest and most respected small-arms pistol is capable of firing S-round bursts. A table (Hit Determination Chart, page 24 of manufacturer in the world. civilian model, the VP7OZ, is available, but the TOP SECRET rule book). The reasons It is not surprising, therefore, that H & without the S-round burst mechanism. It for this deal with the weapon’s firing K weapons would find their way into can, however, be fitted with a stock, as can mechanisms are quite detailed; espionage and related activities. One of the all of these pistols. basically, the rifle was designed to counter preferred weapons of the British Special PSG-1: As a precision, semiautomatic the muzzle rise inherent in all automatic Air Service is the HK MP5, an accurate, sniping rifle, this weapon is almost weapons. Thus, it fires three rounds at the reliable, and compact submachine gun unequaled. It is normally made for incredible rate of 2,200 rpm and can place available in many forms. Even James Bond single-shot firing, with a special silent bolt them within a 3(FM) circle at 500 yards, or has had occasion to use the HK VP70 (see John Gardener’s For Special Services) and Table I: Heckler & Koch weapon weights HK P7 (Gardener’s Icebreaker). Here are the gaming statistics for the H & K line of QRC WP WK QRC WP WK weaponry, as well as notes on each ah 7.39 4.25 br 5.4 2.45 weapon. bm 1.06 .48 bs 4.4 2 bn 1.94 .88 bt 7.93 3.6 Weapon notes bo 1.73 .79 bu 18.28 8.3 HK 4: This is the smallest of the H & K bp* 1.81 .83 bv 11.89 5.4 pistols. It is unique in that it may be bq 15.86 7.2 bw 9.5 4.31 chambered for .22, .25, 7.65 mm, or 9 mm QRC — Quick reference code; see Table II for details. short ammunition in a matter of minutes, WP — Weight in pounds simply by changing the barrel, magazine, WK — Weight in kilograms and recoil spring. This operation can be * These models come with a holster stock: WP-2.81, WK-1.28

76 NOVEMBER 1986 D RAGON 77 Table II: Heckler & Koch weapons

QRC Weapon PWV PBS M LWSRate Ammo Cost Decp A C F P R HWV Pistols bm HK 4 multicalibre .22, .25 46 0 -41 -141 X VF 1 10 400 -8 5 2 5 4 6 4 7.65 mm, 9 mm1 48 0 -39 -139 XVF1 8 — — 5 2 5 4 6 — bn 9 mm P9S 47 0 -37 -140 X VF 1 9 375 -10 6 1 5 4 6 5 bo 9 mm P7 (PSP) 43 0 -40 -143 XVF1 8,13 350 -10 6 1 5 4 6 4 bP 9 mm VP70M 53 0 -41 -144 XVF 1 18 450 -11 6 1 6 4 6 5 with stock 60 1 -25 -97 XF3 — — NC 6 1 6 4 6 8 Rifle 2 * bq 7.62 mm 88 +6 0 -39 -91 S 1 600 NC 26 0 5 3 6 16 High Precision Marksman Submachine guns br 9 mm MP5A2 68 +4 -24 -92 -242 A * * 475 NC 14 0 6 4 6 12 bs 9 mm MP5K 60 +4 -21 -84 -240 A * * 425 -13 7 1 6 4 6 8 Assault rifles ah 7.62 mm G3 70 +5 -7 -53 -153 S 5 20 300 NC 20 0 5 3 5 14 bt G11 (4.7 mm caseless) 80 +6 -9 -50 -100 S 3 50 1000 NC 23 0 6 2 6 18 Machine guns bu 7.62 mm 21A1GPMG 93 +9 -1 -33‘ -93 VS 9 50 925 NC 20 0 6 3 6 21 bv 5.56 mm 13LMG 85 +6 -6 -37 -97 S 7 25 850 NC 20 0 6 3 6 19 Shotgun bw CAWS 93 +9 -5 -643 XS3 10 1,000 NC 20 0 66618 1 Short; all other 9 mm weapons use standard ammunition 2 NATO; all 7.62 and 5.56 mm weapons use NATO ammunition 3 At medium range, shotgun range modifiers are as follows: 51'-150' — Halve the listed modifier 151'-300' — As shown Shotguns have no effect beyond 300’. * Special, see weapon notes a 6’ circle at 1,000 yards (a variation of attainable by agents. This should be espe- information is found. The stats given here, about 1.5 mils, for those with the cially true of the G11 and CAWS, as they I feel, are accurate. But some weapons system). are experimental and very new. A system (namely the G11, CAWS, and, to a lesser 21A1 GPMG and 13 LMG: H & K’s for equipment acquisition is found in the extent, the VP70) are very new with little general-purpose machine gun is the 21A1, TOP SECRET Companion, and I highly use behind them; the only way to be com- which can be fitted with a bipod (near the recommend that Administrators use it, pletely accurate on them would be to fire front of the barrel) or a tripod. It generally particularly in the area of weaponry. those weapons myself, and automatic takes metal-link, 50-round (7.62 mm NATO) Second, some readers may be aware that weapons are not easy to come by. Readers ammunition belts, although the feed sys- in the module TS 008, Seventh , statis- may modify these statistics if, because of tem can be taken out and replaced with a tics are given for the VP70 which differ experience or knowledge, they believe magazine housing that will take the G3 from those presented here. The differ- that their versions would be more accu- magazine. This change must be carried ences are intentional, as I do not agree rate. In any case, when you don’t want to out by a professional in a proper work- with those statistics. I believe that the take chances, break out the H-&-KS. shop. The 21A1’s little brother is the HK13 version presented here is more realistic, light machine gun. It fires 5.56 mm NATO but readers may choose which they pre- ammunition from 25-round magazines, not fer. Bibliography belts. Third, some of you may notice that the Combat Weapons staff. “H & K Close CAWS: There is a growing interest in ACFPR ratings do not tally to match some Assault Weapons System.” Combat Weap- automatic shotguns in the police and mili- of the PWVs of certain weapons. This is ons (Spring 1985): pages 28-30. tary circles. The Close Assault Weapons primarily because I used the guidelines Donald, Maryann. The Palladium Book System was developed by H & K and Olin/ given in DRAGON® Magazine issue #69 of Contemporary Weapons. Detroit: Palla- Winchester primarily for the military. It (see the bibliography). This was done to dium Books, 1984. fires 12-gauge ammunition (which cannot provide a more varied and balanced set of Fitzsimmons, Bernard. The Illustrated be fired from any other shotgun), loaded weapons. Encyclopedia of 20th Century Weapons with shot, flechettes, or slug. It is incredi- Fourth, machine guns are potent weap- and Warfare. Vol. 12, 1279-1282. New bly lethal at close ranges and is still under ons. If they are used in your campaign, York: Phoebus Publishing Co./BPC Publish- development. It bears a resemblance to Administrators should use the guidelines ing Ltd., 1978. the G11, both weapons having smooth, given in DRAGON issue #102, page 38 Hogg, Ivan V. Modern Rifles, Shotguns, snag-free bodies (resembling a carrying (“Now that’s firepower!”). For those using and Pistols. New York: Exeter Books, 1985. case, as the barrel is not visible) with a those guidelines, the Penetration Factors Rasmussen, Merle M. “A few words of carrying handle over the grip. for the HK21A1 and HK13 are 20 and 17, wisdom about weapon statistics.” DRAGON respectively. Magazine issue 69 (Jan. 1983): pages 75-76. Final words Last, weapon design and conversion into Smith, Digby. Army Uniforms Since First, fine weapons, especially those gaming format is difficult. In research, 1945. : Blandford Press which are automatic, should not be easily differing (sometimes even conflicting!) Ltd., 1980.

78 NOVEMBER 1986

ROGAR of MOORIA

The product of intense scientific experi- mentation, Roger E. Moore was mutated from the cells of an Idaho potato on July tributing Editor. “I had a lot of time to write 11, 1955, in a small and highly secretive at work, mostly when clients were too busy laboratory in Winchester, KY. The last of the to show up for appointments. I did articles Rogar of Mooria series, Roger has proven on the D&D®, AD&D®, and TRAVELLER® himself one of the moore successful games —just about anything I could find.” models of an antiquated line. “Clones or no During his five-year tour of duty at Ft. clones,” says Roger, “originality is the sum Bragg, N.C. and Mannheim, West Ger- total of a man’s thinking or his writing. I many, Roger received the Army Commen- think Isaac Bashevis Singer said that.” dation Medal and other awards. After spending the early part of his child- After three years of duty in Mannheim, hood moving around Kentucky, Roger’s Roger returned to the U. of Louisville to family eventually settled down outside of work toward a Ph.D. in Experimental Psy- Louisville (mispronounced “LOO a vul”). chology (a degree most of his present co- During his years at Fern Creek High School, workers feel should have been conferred Roger proved himself a child prodigy and purely on the basis of personal experience). garnered a mild degree of local fame. “I “I wanted to work with the space program was one of the first people to get our U of L as a human-factors engineer,” says Roger. computer linkup to print out Playboy cen- “After awhile, I realized that wasn’t what I terfolds,” claims Roger. wanted, so I called up Kim Mohan and Seeking to explore strange new worlds, asked if he needed any help on his staff.” Roger entered the University of Kentucky, Thereafter, Roger was hired to the position where he majored in Starship Troopers, of Editorial Spud in the spring of 1983: a StarForce, and other science-fiction games. position held in high esteem at TSR, Inc. Midway through his college career, Roger “I lerned alot from Pat Price an Kim changed his major from Astronomy to Psy- Mohan an picked up the majorty of my ed- chology, and married fellow student Geor- diting skills from them an learnd to pay gia Skowlund. After a mishap in which he more attension to grammer and speling was mistaken for an Abnormal Psych speci- then I used too pay to,” he says now. men, Roger graduated from college and Over the next few years, Roger wrote con- Writing, however, is not the only focus of joined the Army to better apply his talents sistently for DRAGON Magazine, publish- Roger’s life. “My favorite memory at TSR as a Mental Health Counselor. ing a wide variety of articles on almost was the ELFStrike Watergun Massacre of all “The place I worked at in West Germany every game topic imaginable. (Roger’s the game designers and editors in 1985, was a combination mental-health clinic/ credits are far too voluminous to list in this which I designed and coordinated, but pizza parlor/ham radio shack and library,” brief space). In August of this year, Roger without a doubt, the favorite event of my Roger. “It was once a panzer bar- began editing DUNGEON™ Adventures for life has been the birth of ‘J-Boy’ — my son, racks, too. I was quite bored, so I started TSR — a bi-monthly periodical which spe- John Michael, now a feisty 16 months old.” writing articles for DRAGON® Magazine. I cializes in D&D and AD&D game modules. As a final note to Roger’s successful ca- gamed heavily and met some other gamers Earlier this month, with the resignation of reer, Bozoid Clones, Inc. has agreed to rein- who now write or work for magazines.” Fol- Kim Mohan, Roger was promoted to Editor- state the line it discontinued back in 1955. lowing a number of submissions to in- of DRAGON Magazine — a posi- Can licensed Roger Moore® dolls, games, DRAGON Magazine, Roger became a Con- tion he is expected to fill quite easily. and t-shirts be far behind? Bill grew up in LaCrosse, Wisconsin, mid- member of Lambda Tau Gamma, better way between the bluffs and the Mississippi known as the drinking frat... River. “A great place to grow up,” he said. “After college, I taught high school Eng- “We used to play hooky and go up on the lish for four years, then wised up and left ed- bluffs or hang out by the river.” ucation. I got a job with Western Publishing When he was three, he was hit by a car Company, in Racine, Wisconsin, which is the and had his front teeth knocked out. “As I ration’s largest publisher of juvenile books, was having convulsions in my father’s games, and activity books. They did Golden arms, a neighborhood kid came over and Books, Big Little Books, Dell Comics, Whit- asked for the teeth for his collection,” he man Books, and many other lines. I was the reminisced. editor of the TRIXIE BELDEN MYSTERY SE- “I walked to school every day from grade RIES for fifteen years, through nineteen school through college, through rain, mud, books—it was the second largest girls’ series and snow. You young whippersnappers in the country. I even started to think like Tri- have it easy; you don’t know what it’s like to xie after a while...it was downright spooky!” have to start fires by rubbing two sticks to- Right after college, Bill married Karen gether. Why, as I once told George Wash- Nelsestven (pronounce that if you can), a ington at Valley Forge... first grade teacher. “She went backward in “I played football and basketball in high her career: first she taught first grade, then school (yes, they had been invented by kindergarten, and now she’s director of a then). I attended the University of Wiscon- day care center? sin at La Crosse, majoring in English in the He has three children, Chris, 24, Andy, School of Secondary Education. I was a 9, and Dan, 17. “Chris is an accountant with the state government. Andy is studying art in Chi- ago. Dan is now a senior in high school; he’s a state champion power lifter. He used to be a D&D player, and once ran a 24-hour D&D marathon game at our house. I never

saw so much pizza eaten in my life! “My taste runs more toward games like Risk, Monopoly, and Scrabble. I’ve only lost one Scrabble game in ten years. I also play a German card game called Shafskoph (‘Sheepshead’) every other week. We’ve been playing with the same group for 25 years.” Bill came to TSR in 1983 as a Book Edi- tor. He’s edited ® Books 7 to 36, AD&D® Adventure Gamebooks 1 to BILL 11, all the MARVEL SUPER HEROES Game- LARSON books, and many more. Bill is known as a very literal-minded man. Once, his brother-in-law told him to jump in the lake, and he did. Bill is also a magnet for psychic phenomena. “I once Bill “Grampa” Larson, a voice from the went over to an unabridged dictionary on a recent Stone Age, is TSR’s token “senior” stand to look up a word, and suddenly the citizen. pages started riffling-and the page that it “Wait just a minute! I’m not that old,” in- stopped at was the one with the word I terrupted Bill. “All right, I was born in wanted on it!” 1938, but that’s still in modern times. We asked Bill if he had any good advice There were already electric lights, tele- for the readership of DRAGON® magazine. phones, and flush toilets, though few peo- He looked thoughtful for a minute, as he ple had refrigerators yet. I used to sneak sifted through his many years of experi- out of bed to listen to ‘Inner Sanctum’ and, ence, then brightened. “The best advice I ‘I Love A Mystery’ on the radio. can give anyone is Alfred Hitchcock’s life- “But I’m not old!” long credo: Stay out of jail.” NEW PRODUCTS FOR DECEMBER FANTASTIC FOUR™ vs. DOCTOR N4 1986 DOOM™ in The Doomsday Device AD&D® Game Adventure ONE-ON-ONE™ Gamebook #8 by Aaron Allston M3 Twilight Calling by James M. Ward An adventure for 0 level characters! D&D® Master Game Adventure ™ has devised a giant robot That’s right...zero-level player characters! by Tom Moldvay capable of leveling cities. Now, he plans to Can you survive a mad treasure hunt across Venture into the desolate, glowing waste- send his creation against the world...once the grounds and buildings of an abandoned land of the Broken Lands...and from thence he eliminates his most hated enemies, the manor house that has become a battle- into the Pits of Banishment to keep an age- Fantastic Four™! ground in a war between and orcs? old terror from menacing the Universe. Suggested Retail Price: $5.95 A uniquely weird challenge for skilled play- Suggested Retail Price: $8.00 Product No.: 8468 ers-don’t miss it! Product No.: 9174 Suggested Retail Price: $8.00 All Marvel characters, character names, and the distinctive like- Product No.: 9185 nesses thereof are the trademarks of the Marvel Comics Group. RS1 RED SONJA® Unconquered MARVEL SUPER HEROES is a trademark of the Marvel Comics AD&D® Game Adventure Group. ©1986 Marvel Comics Group, a division of Cadence In- by Anne G. McCready dustries. All Rights Reserved. The beautiful but deadly swordswoman from the movie screen and from the novels NEW PRODUCTS FOR JANUARY 1987 Unless otherwise noted: of Robert E. Howard blazes a trail of flame ® denotes registered trademarks owned by TSR. Inc. across the deadly lands of Hyboria in this H2 The Mines of Bloodstone ™ denotes other trademarks owned by TSR, Inc. high-level adventure for the AD&D game. AD&D® Game Adventure Suggested Retail Price: $8.00 by Michael Dobson & Doug Niles © 1986 TSR, Inc. All Rights Reserved. Product No.: 9183 Unparalleled high-level dungeon excite- ment in the first adventure that includes the RED SONJA ® & ©I986 Red Sonja Corporation. Dungeoneer’s Survival Guide rules! After defeating the armies that menaced the Clash of the Sorcerers small mountain village of Bloodstone (in AD&D® Adventure Gamebook #11 H1, Bloodstone Pass), the heroes must un- by Morris Simon cover the secret menace in the depths of The exciting conclusion of the KINGDOM the bloodstone mines. We won’t tell you OF SORCERY Gamebook Trilogy! From Col- who’s down there, but he is best known for lege Arcane on Seagate Island, Carr Delling this wand he carries...heh, heh. launches his ultimate assault on the venge- Suggested Retail Price: $8.00 ful sorcerer Arno, and must face a threat Product No.: 9168 from beyond the grave before he can win the legendary Robe of the Archmagus. DA2 Temple of the Frog This book can be played by itself or as D&D® BLACKMOOR™ Game Adven- part of the KINGDOM OF SORCERY trilogy. ture Suggested Retail Price: $2.95 by and David Ritchie Product No.: 8961 The infamous “Temple of the Frog” sce- nario from the original D&D® BLACK- THE WOLVERINE™ in Night of the MOOR™ Supplement comes to life as a Wolverine ferociously deadly high-level adventure by MARVEL SUPER HEROES™ Game- D&D® game co-creator Dave Arneson! book #3 Deep in the Great Swamp lurks Steven the by Jerry Epperson and James M. Rock and his strange brotherhood of Ward monks...and few who visit ever return alive. Everybody’s favorite homicidal maniac is Suggested Retail Price: $8.00 the star of this exciting Marvel gamebook. Product No.: 9175 Be there...or else! *Snikt* Suggested Retail Price: $2.95 Product No.: 8023

84 NOVEMBER 1986 An Interstellar Armory

New defenses and weaponry for STAR FRONTIERS® Knight Hawks gaming by Gus Monter

Veteran Knight Hawks gamers may find the usual fare of interstellar combat goes better with a touch of the unexpected. This article presents a number of new devices for starship battles in the STAR FRONTIERS® game setting, all of them experimental in nature but certainly worth a try.

New Defenses

Energy shield Energy shields (E-shields) do not so much deflect attacks as absorb them. This defense activates a plasma field that neu- tralizes destructive energy entering it. However, the plasma itself is neutralized when it absorbs the barrage. In this way, the shield overloads and becomes useless after so many attacks. E-shields are effec- tive against all laser weapons, shatter drones, and disruptor-beam cannons. An E-shield acts as a reflective hull when activated. the sum of 10. The shield can absorbs Mine damper The shield must tap energy directly (200/20 = 10) 10 hp damage, so the shield The mine damper is essentially like an from the ship’s generator in order to func- is wiped out in absorbing the full barrage. E-shield, except that it is only effective tion. The total amount of SEU that can be However, the ship still has 400 SEU to against mines. It must be activated before drawn for a shield is equal to the ship’s place in the E-shield (HS 12, 12 x 50 = the player’s ship enters a mined hex. For a hull size (HS) times 50. The following table 600, 600 - 200 = 400). normal mine, 20 SEU are required to indicates how many SEU are required to absorb a point of damage. It takes 100 SEU absorb one hull point of damage from a Masking field to absorb a screen mine. weapon. Weapon types are from this ar- This is a form of cloaking device that ticle and from the Knight Hawks Tactical effectively camouflages a ship from detec- Operations Manual, page 14. tion systems. However, due to the delicacy Reinforced hull of its effect, the field instantly drops if the This additional internal framework of LP¹ LB LC SD² DC masked ship moves or fires any weapons struts and bulkheads adds greatly to the ship’s ability to handle internal stress. SEU 5 10 20 40 30 (this includes the launching of probes, decoys, shuttles, and fighters). It cannot be When a ship is down to half its hull points, 1 Laser piston (see below) reactivated until two turns later. Also, the a -15 modifier is added to the ship’s ² Shatter drone (see below) field has a tendency to create 1-4 ghostly chance to break apart (see Tactical Opera- holographic images of the hidden ship tions Manual, page 13, “Hull Hits”). For example, a light finds itself in within a one-kilometer radius of the ship, the unfriendly company of two corvettes, on a 1% cumulative chance per turn of which promptly fire their laser cannons at operation. These images cannot jam detec- Seeker jammer it. The player of the light cruiser an- tors, but they work well in fooling them. A seeker-missile jammer is a device that nounces that he is activating his E-shield at Of course, once an enemy sees a “ghost broadcasts a charge which causes a seeker an SEU of 200. The corvettes both roll ship,” it knows that a real ship is in the missile to detonate in its current hex. The hits, then damage is rolled and totalled to area as well. . . . device has 1-3 charges and has an effective

D RAGON 85 New defenses: Table of equipment

Defense Cost (Cr)* MHS* * Availability Program level Function points Energy shield 3,000 6 1 3 12 Contact deflectors 1,000 5 1,2,3 2 9 Masking field 4,000 3 1 5 18 Seeker jammer 1,500 4 1 36 Armor plating 1,500 6 1,2 NA NA Armor plating (heavy) 3,000 12 1 NA NA Reinforced hull 800 1 1,2,3 NA NA Mine damper 2,000 1 1,2 2 9 * The price listed must be multiplied by the ship’s hull size for the final cost. * * Minimum hull size range of 20,000 km per charge (i.e., it can batteries, and mines, giving these weapons Contact deflectors have a range of 60,000 km if all the a -15% chance to hit. It adds 200 struc This is a precautionary device used by charges are used up). The jammer works tural points to the hull. starships entering combat, asteroid belts, as long as it is in range of the seeker mis- The heavier form of armor is essentially gas clouds; and uncharted regions. Basi- sile. A charge only affects one seeker the same as the lighter one, except it has a cally, it insulates the ship from contact missile. special ceramic alloy between the two with minor asteroids, meteorites, crashing plasteel layers. It adds 300 structural ships, and other forms of space debris. Armor plating points and is also effective against laser When passing through an asteroid belt, a This is a relatively common form of cannons, laser batteries, and electrical ship with contact deflectors adds a bonus protection on warships. The armor is beam batteries, giving these weapons a of 30 to the result in step A in the asteroid made up of two layers of plasteel beneath -15% chance to hit and penetrate, -20% movement procedure (see the Knight tritanium surfacing. It is effective against against the attack forms affected by the Hawks Campaign Book Expansion Rules, laser pistons, laser power torches, rocket lighter armor plating described above. page 34).

New weapons: Table of equipment

Weapon Cost (Cr) MHS Avail. PL FP DTM HDR FF RD MPO LTD RA Laser piston 1,500 1* 1,2,3 1 3 0 l-5 FF RD 6 Tractor beam 35,000 6 1 4 500 RD MPO 3 Fusion bomb 3,000 1 112 -20 5d10 MPO LTD 0 Screen mine 5,000 7 1 4 3 00 LTD 0 Maxi-missile 3,000 5 1,2 1 2 -5 3d10 FF MPO LTD 5 Abbreviations at the top of table are: cost in credits, minimum hull size (MHS), availability, program level (PL), function points (FP), dam- age table modifier (DTM), hull damage rating (HDR), forward firing (FF), range diffusion (RD), moving player only (MPO), limited supply (LTD), and range (RA). * Maximum hull size of 2

New combat table

Weapon Percentage chance to hit against this defense No RH PS ES SS MS AP AP (h) Laser cannon 75 60 75 75 75 25 -15 Laser battery 65 50 65 65 75 20 -15 PB battery 60 60 25 70 40 50 -15 EB battery 60 60 70 25 40 50 -15 Disruptor cannon 60 60 50 50 40 50 Torpedo 50 50 50 50 75 50 Assault rocket 60 60 60 60 60 60 Rocket battery 40 40 40 40 40 40 -15 -20 Mine 60 60 60 60 80 60 -15 -20 Seeker missile 75 75 75 75 90 75 Laser piston 60 45 60 60 60 15 -15 -20 Fusion bomb 70 70 70 70 80 70 Screen mine 60 60 60 60 80 60 Maxi-missile 50 50 50 50 70 50 Tractor beam 60 60 60 60 50 60

Weapon Percentage chance to hit using gunnery skills No RH PS ES SS MS Laser piston 55 40 55 55 55 10 Fusion bomb 60 60 60 60 70 60 Maxi-missile 40 40 40 40 60 40 Tractor beam 50 50 50 50 40 50

86 NOVEMBER 1986 In other cases (including ramming), dice weapon is often used on vehicles, from its ADF matches the light cruiser’s, it is are rolled, and a score of 15 or less indi- fighters to hovercycles. A fighter using a doubtful that the yacht can escape in time cates the ship has been hit — but the con- laser piston must forsake any other weap- before it is boarded. Instead, it fires its tact deflectors were useless because the ons except a fusion bomb or an assault laser battery at the beaming ship, which ship was hit head-on. This outcome can be rocket. will draw the yacht into boarding position avoided by using the pilot’s evasive maneu- in about one turn. ver ability (3% x pilot skill level) or a ram- ming pilot’s chance to maneuver (10% x Tractor beam Maxi-missile pilot skill level). However, if the roll was The tractorbeam is not really a weapon. The maxi-missile is essentially a rocket higher than 15, the deflectors have a 20% It is a powerfully energized electromag- with 3-5 warheads. Therefore, while it has chance to avoid ramming damage. For this netic beam which draws large metallic a lesser chance to hit than an assault rule to apply, the ramming ship must be objects toward it. The object is held just rocket, it does more damage on contact. HS 4 or less. within the beam’s range-and can be drawn For example, a fighter is down to 2 hull in at a rate of two hexes per turn. The points and the ship’s level -4 pilot decides beaming ship must cut its speed to zero Fusion bomb to ram a head-on, thereby mak- before it can draw in the “tractored” ob- The fusion bomb is so deadly a weapon ing the destroyer’s contact deflectors ject. Spaceships can use this device on any that it is “dropped” rather than fired at an useless. The base chance is 15%; after ship eight hull sizes less than the beaming enemy. The bomb’s unstable nature is such adding the pilot’s skill (10 x 4 = 40, 40 + ship’s own hull size. The beam must make that reaction drives places near it could 15 = 55), it becomes a 55% chance; but a roll to hit (modified by the defending trigger the bomb before it reaches its the destroyer’s level -5 pilot attempts to ship’s pilot’s chance to evade), after which target. Thus, the range of this weapon is evade (3 x 5 = 15). Therefore, the ram- the tractored ship can only break free by merely the same hex as the launching ming pilot has a 40% chance to hit head- accelerating to a rate of 10 hexes per turn, ship. A popular fighter ship tactic is to on. He fails his rolls; the destroyer player at which point the captured ship moves make repeated bombing runs along a rolls a 15, so the fighter ship explodes away at one hex per turn. Accelerating to larger vessel, with the result being a chain harmlessly against the destroyer’s hull. further multiples of ten allows the cap- of explosions eventually consuming the tured ship to move away at rates reduced target. to 10% of the ship’s acceleration; thus, a ship accelerating at 20 hexes per turn New Weaponry moves at two hexes per turn, etc. Screen mines For example, a light cruiser chasing an Screen mines operate like other mines, Laser piston -class yacht comes into beaming range save that their effect upon contact is to The laser piston is essentially a miniatur- and, after a successful roll, locks onto the destroy any activated screens, fields, or ized version of the laser cannon. This yacht. Because it was not at top speed and E-shields.

D RAGON 87

TERMINUS™ The F UN (100) Health: 4200 A UN (100) S CL 1000 Karma: 250 E CL 3000 Marvel®-Phile R MN (75) Resources: CL 3000 I MN (75) P UN (100) Popularity: -500 (where known)

The above statistics and the powers And now, Terminus™. . . . listed below are for Terminus in his giant robot armor. Terminus’s statistics, if deprived of this armor, are as follows:

F A S E R I P GD GD AM CL 1000 MN MN UN

KNOWN POWERS:

Body Armor: Terminus’s robotic body is 150’ tall and made of a resilient, Unearthly-strength material an average of 12” in thickness. This armor provides Shift Y protection from physical and en- ergy attacks, and Class 1000 protection from radiation, heat, and cold, allowing him to travel through space and make planetfall without harm. Terminus’s ro- botic body can travel through space at Class 1000 speeds, but it is not known if it may travel through hyperspace.

Energy Lance: Terminus carries a 240’ lance that fires bolts of Class 3000 energy with interstellar range (he inscribed his “claim” to Earth from another solar sys- tem, accurately writing across the United States with a beam a half-mile across). Terminus uses this lance to ignite a storm of atomic energy that surrounds his ro- botic form; the storm extends up to 10 miles from his body. This atomic storm is of Class 1000 strength and reduces the molecules in his immediate vicinity to their component atoms, creating an area of Monstrous intensity radiation and Un- earthly heat in the process. Terminus may summon his energy lance from any distance, as long as it may reach him physically.

TALENTS: None revealed, though it may be deduced he has Business Skill on an interstellar scale.

CONTACTS: None revealed. Though it may be surmised that Terminus has “buy- ers” for his plundered resources, his rela- tionship with them has not been revealed. by Jeff Grubb may need a little more to challenge them than the likes of Scorpion™ or Rocket BACKGROUND: Terminus’s origins have The Marvel Universe® has an amazing Racer™. It’s for that latter group of more yet to be revealed. His first appearance on range of powerful inhabitants, from wall- powerful heroes that the following villain Earth followed his claiming of the planet, crawling wonders to thunder gods. While is intended. Let him into your campaigns scrawling across North America with his there are a large number of low-powered at your own risk; fighting him is the equiv- lance: “I claim this world—Terminus.” He villains to match against wall-crawlers, alent of inviting Galactus™ over for landed soon after and declared his inten- heroes with Unearthly-and-up abilities brunch. tion to sell technology, enslave its people, strip its resources, and reduce its Copyright ©1986 Marvel Comics Group All Rights Reserved Marvel, Marvel Universe, and all Marvel characters and the distinctive likenesses thereof are trademarks of the Marvel Comics mass to its component elements. This Group and are used with permission. seems to be standard procedure for this

D RAGON 89 interplanetary scavenger, and he has de- stroyed a number of planets in this fashion. Terminus was directed to Earth by an alien scientist that Terminus enslaved after destroying the scientist’s world. Knowing something of Earth’s potential to produce supremely powerful beings (the planet had repulsed the attacks of Galactus several times), the scientist directed Terminus to Earth. On his arrival, Terminus was less than pleased with Earths bounty (he landed in a southwestern desert of the United States) and flung the scientist to his death. them. Lord Kazar™ and Sheena™ were may have some sort of rescue plan, The dying scientist told the Fantastic among the few survivors of the destruc- though he had never before met resis- Four™, who were on the scene investigat- tion of the Savage Land. tance such as he encountered on Earth. It ing the writing, about Terminus and his The Avengers™ fought Terminus, though should be noted that the Savage Land and intention to destroy the Earth. Reed they arrived too late to prevent the de- Pangea were maintained as tropical oases Richards™ was able to delay Terminus by struction of the Savage Land. At this time, by ancient Atlantean technology, some of using an invention that halted the in- it was discovered that Terminus’s body which may still survive Terminus’s ram- vader’s motion relative to the Earth, driv- was a robotic transport for a smaller being page. Finally, it should be noted that sev- ing Terminus into the planet’s mantle near in the robot’s head. The Black Knight™ eral terran criminal and scientific the core. Terminus was separated from his severed the arm of the robot with his organizations, such as A.I.M.™, are aware lance in this battle, and he had to spend ebon blade, depriving the creature of his of the existence of the Savage Land, and some time digging himself out. lance. ™ then attacked the armor may discover and revive Terminus to fit Upon reaching the surface again, be- itself, ripping it apart to reveal the helpless their own ends. neath the South Atlantic, Terminus sum- alien beneath. Hercules left the dying alien Should Terminus return, his very exis- moned his lance and resumed his in the gathering blizzards that were al- tence poses a threat to every living being investigation of his new planet. He encoun- ready reducing the once-tropical Pangea to on this planet, which Terminus considers tered the Antarctic havens of Pangea™ and an Antarctic waste. his conquered property. Unlike Galactus, the Savage Land™, and soon ignited his Terminus’s physiology, however, might who destroys planets out of a need to atomic storm, destroying the habitats and allow the creature to survive the killing maintain his own existence, Terminus environmental machinery that maintained temperatures. Furthermore, Terminus eradicates life solely out of greed.

90 NOVEMBER 1986

92 NOVEMBER 1986 D RAGON 93 SCI-CON 8, Nov. 7-9 U.S. Hwy 41 and the Manatee River in Braden- This science fiction convention will be held at ton, FL Doors open to the public at 10 a.m. the Sheraton Beach Inn in Virginia Beach, VA. each day. Admission to this event is $3 a day, or Guests include C.J. Cherryh, Mike Kaluta, Marty $5 for both days. Dealers can rent display tables Gear, Allen Wold, Kelly and Polly Freas, Colleen for the weekend for $40 for the first table, and Doran, Curt Harpold, and Kay Reynolds. Spon- $35 for each table thereafter. For further infor- sored events include panels, movies, videos, mation, contact: The Time Machine, 3320 - open gaming, an art show, a costume contest, tee Avenue, M., Bradenton, FL 33505, or call and much more. Memberships are $15 until Henry Raines at (813) 748-4879 Oct. 1 and $18 thereafter. Dealers’ tables are $50 (including one membership). For further TROPICON V, Dec. 5-7 information, contact: SCI-CON 8, P.O. Box 9434, The South Florida Science Fiction Society will Hampton, VA 23670. host this weekend event at the Howard John- son’s Ocean Resort in Deerfield Beach, Fl,. NEW ENGLAND REGION CONVENTION, Gardner Dozois is the guest of honor. Events Nov. 8-9 include panels, movies, a costume contest, a This gaming convention, which is sponsored banquet, an art show, trivia, and gaming. Regis- by the Newburyport Wargamers Association, tration is $10 until Oct. 31, and $15 thereafter: will be held at the D.A.V. hall on Route 1 in For further details, contact: SFSFS Secretary Newburyport, . Events, which include histor- P.O. Box 70143, Ft. Lauderdale, FL 33307 ical miniatures, fantasy role-playing, and other games, are sponsored from 8 a.m. to 1 a.m. on S.A.G.E. III, Dec. 27 Saturday, and from 9 a.m. to 5 p.m. on Sunday. The “Simulation Adventure Game Expo” will For membership information and further de- be held at the Airport Holiday Inn in Visalia, CA, tails, contact: Newburyport Wargamers Associa- from 9 a.m. to midnight. This event features tion, Public Relations Office, 88 Purchase St., role-playing, board, miniatures, and computer Newburyport, MA 01950. gaming, and offers a dealer’s room and a used game auction. Memberships at $5 at the door. TRICON, Nov. 8-9 For more information, send a SASE to: S.A.G.E., This comics/gaming convention will be held at c/o Galactive Productions, P.O. Box 4517, Visalia, the Dunfey Hotel in San Mateo, CA. Guests CA 93278-4517. include Howard Chaykin and Paul Gulacey. Index to Featured activities include role-playing games, EVECON 4, Jan. 2-4 , and boardgames; contests and a Advertisers This fourth annual national convention, which dealers’ room are also offered. Pre-registration is sponsored by FanTek, will be held at the is $12, and $2 for each tournament. For more Stouffers Concourse Hotel in Crystal City, VA. details, contact: Tricon, 1311 El Camino Real, Adventure Systems ...... 13 Featured events include all types of games, Bard Games ...... 90 #196, Millbrae, CA 94030. Cinemascope movies, music, an art show and Chaosium, Inc...... 5 sale, a Merchants’ Bazaar, and a host of other CONQUEST V, Nov. 15-16 DBE, Inc...... 17 activities. Pre-registration is $15 until Dec. 10, This gaming convention will be held at Michi- Diverse Talents Inc...... 2 1 and $20 the day of the event. For further infor- gan State University at the MSU Student Union, DRAGON® Magazine ...... 66 mation, send a SASE to: EveCon 4, c/o Bruce in East Lansing, MI. Events include role-playing DUNGEON™ Advertures. ... .33,91 Evry, Box 128, Aberdeen, MD 21001, or call games, miniatures events, a miniatures painting Fantasy Games Unlimited . .33,53, (301)422-1235. 68 contest, an auction, a dealers’ room, and more. FASA Corporation ...... 23 For more information, write to: ConQuest V, Game Designers’ Workshop . .8,80 2300 N. Grand River Ave., Lansing, MI 48906. NEW YEARS CON™ ’87, Jan. 3-4 Game Systems Inc...... 45 This event will take place at the Americana Games Workshop U.S...... 25, CAROLINA MODEL AND HOBBY EXPO, Resort in Lake Geneva, WI. Guests of Honor are inside front cover Nov. 29-30 , , Penny Petticord, Tom Greenfield Hobby Distributors .100 The Expo will be staged at The Merchandise Wham, and Harold Johnson. Special events Iron Crown Enterprises, Inc. ... 1, Mart in Charlotte, NC. Special guests include include RPGA™ Network Tournaments, 30 mm back cover Tom DeSalco and Ron Frenz. Gaming tables are Napoleonics, 25 mm Circus Maximus, and 15 Leading Edge Games...... 13 available for open gaming; gamers are invited to mm Ancients miniatures events, an Axis &, Allies Mayfair Games ...... 77, bring along their favorite games and meet a few tournament, and a Fortress America tourna- inside back cover opponents. Events include demonstrations of ment. There is also a dealer’s room and a game Milton Bradley ...... 7 historical miniatures wargaming, a comics auction. Hotel reservations should be made by Palladium Books ...... 59, 69, 75 collectors’ show, model plane, ship, car, and Dec. 15 by calling the Americana; large dis- R. Talsorian ...... 67 train displays, and numerous wargames. Daily counts on room rates are given by stating your Steve Jackson Games...... 65 admission for this convention is $2.50 for adults, attendance at the convention. Pre-registration Tharla Enterprises...... 73 and $1 for children age 6 through 12. For more for this event is $8, and must be paid before TSR, Inc...... 41,79,88 details, write to: Carolina Hobby Expo, 3452 Dec. 15. All other memberships are $8 for the TU-E Games ...... 87 Odell School Road, Concord, NC 28025. weekend and $5 for the day. Judges running West End Games...... 37 convention events listed in the program are MANATEE FANTASY FAIR ’86, Nov. 29-30 admitted both days free. These events must be This comic book, fantasy, and science fiction registered in writing no later than Dec. 5. For convention will be held at the Manatee Civic information, send a SASE to: New Years Con, Rt. Center, which is located at the intersection of 5, Box 18, Apt. 1, Lake Geneva, WI 53147.

94 NOVEMBER 1986 D RAGON 95 96 NOVEMBER 1986 D RAGON 97 98 NOVEMBER 1986 D RAGON 99

102 NOVEMBER 1986 D RAGON 103 104 NOVEMBER 1986