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D RAGON 1 as it ever occurred to you how much big-time foot- ball resembles a adventure game? Players Contents prepare themselves in a dungeon (the locker room), out for the wilderness (the ) at the appointed time, and then proceed to conduct melee after me- lee until a victor emerges. We’ve taken that of reasoning SPECIAL ATTRACTION one step further with OF THE MIDWAY, this MONSTERS OF THE MIDWAY — A fantasy football issue’s special inclusion. You can choose and coach a team of game for two players ...... 35 AD&D™ monsters — and the team that wins isn’t always the one with the biggest players: that little guy with the hairy feet can OTHER FEATURES really kick! Rumbles: Guest editorial by E. ...... 4 This month’s article section is chock full of new material for Blastoff! — First look at the FRONTIERS™ game ... 7 D&D® and AD&D campaigns. In Leomund’s Tiny Hut, Len Weapons wear out, skills don’t — Variant system for Lakofka unveils a system for determining the quality of armor AD&D™ rules on weapon proficiency ...... 19 and weapons, which is complemented by Christopher Town- The Missing — Completing the colors ...... 27 send’s proposal for a new way of defining weapon proficiency. Timelords — A new NPC, any time you’re ready ...... 32 If new monsters are more up your alley, you’ll enjoy the official Tuatha De Danann — Celtic mythos revised ...... 47 descriptions of the baku and the in Gary Gygax’s Law of the Land — Give your world “personality” ...... 56 Featured Creatures column, followed by Richard Lloyd’s exam- ! — Every campaign can use conflict...... 63 ination of “The Missing Dragons.” The Pong papers — TOP SECRET® advice ...... 66 In the category of new character classes, we present another Module Design Contest — All you need to know ...... 71 of Lew Pulsipher’s inventions, the Timelord. And the main topic of From the Sorcerer’s Scroll is a description of new character REGULAR OFFERINGS classes and sub-classes from the notebooks of Mr. Gygax that Out on a Limb — Letters from readers ...... 2 are being considered for inclusion in the upcoming AD&D From the Sorceror’s Scroll — New character classes...... 9 expansion volume. ’s World — Latest campaign news ...... 11 In the second installment of his intermittent series on how to Leomund’s Tiny Hut — Weapon & armor quality...... 13 build a “realistic” , spells out the Featured Creatures — The baku and the phoenix ...... 25 need for an adventuring environment to have its own set of laws Convention schedule ...... 55 and customs — so that the world ( each part of the world) Up on a Soapbox — Playing styles ...... 68 takes on a “personality” all its own and provides a vibrant, vital Dragon’s Augury: backdrop for the activities of the player characters. Immediate- Wizardry; Akalabeth; Crush, Crumble & Chomp ...... 73 ly following Ed’s article, Lew Pulsipher addresses a similar The Chamax Plague / Horde ...... 75 issue from a different angle, suggesting that the presence of Empire Builder ...... 75 war and conflict — or at least the threat of it — is what keeps a What’s New ...... 76 campaign alive. Which, conveniently enough, brings us full Wormy ...... 78 circle, back to MONSTERS OF THE MIDWAY — because if a Dragon Mirth ...... 80 football game isn’t a war, then what is? — KM

Firing back be used, but development and use of major single normal person. A cannon of that size is firearms should be limited to NPC’s and the made to be used against forts, not people. Dear Editor: DM. If players insist on expanding their armo- Besides, the 14 rounds it takes to reload the Kwang Lee’s letter (“Out on a Limb,” issue ry by developing gunpowder, a DM-invented 8,000-pound is more than enough #63) against Ed Greenwood’s “Firearms” arti- threat can be extremely persuasive in halting time to get out of the gun’s line of fire, as they cle (issue #60) appeared to jump to several such activity. Or, better yet, the DM can say cannot follow moving targets (they have conclusions. that the character’s gunpowder just doesn’t enough trouble hitting fixed ones as it is). For one, Greenwood’s article was not an work (due to wetness, improper mixing, etc.). In combat situations, 5-50 is not as power- attempt to change the AD&D system into a If a player persists, and the DM is feeling ful as it may seem. A medium-level (6th level) historical simulation. Gunnery would remain particularly nasty, a percentage chance can magic-user spits out more damage in less more of an art rather than a science. Early be used to determine if the gunpowder acci- than one-seventh of the time (two fireballs for firearms were crude, cumbersome, and very dentally explodes (a 500-pound of 6-36 each, or 12-72 total); a red dragon can few in number. Their effect on the game as a gunpowder going off in a laboratory tends to inflict up to 164 points of damage on a party in whole would be minor, as the guns’ use would stop further research for a time). These meth- a single round! This does not include the 88 be extremely limited. Cold steel and magic, ods, both warnings and direct action, will pre- points of breath weapon available to some of rather than gunpowder, would remain as the vent “mad wizards” from abusing gunpowder. these creatures. The 50-point maximum of “great equalizers.” Lee also complains about the use of a can- the cannon pales when confronted by this Experimentation and further development non that does 5-50 points of damage when whirlwind of power. of these weapons should be firmly controlled normal people only have 3 hit points. Only a However, the final choice is up to the indi- by the DM. Suggestions from the players can fool would use an 8½-inch cannon against a vidual. If gunpowder is used in a campaign,

2 SEPTEMBER 1982 the DM should determine beforehand the allowing the character to meet the charisma amount of the guns’ use and the extent of their qualification as long as the character’s pre- effect. A pre-set limit on the evolution of the generated score for that ability is 13 or higher. weapons and the DM’s firm control of their I can’t explain the final “mistake” you point- use will make it impossible for the weapons to ed out by referring to a rule book, but I can ask disrupt the balance of the game. you to accept the “fact” that the jester, as Steven Zamboni presented in that article, is a unique character Sacramento, Calif. class, and dwarves and who are Vol. VII, No. 4 September 1982 members of that class are likewise unique in their ability to manipulate (however ineffi- Publisher ...... Jake Jaquet ciently and unpredictably) some of the forces Editor-in- ...... Jester adjustments of magic. As support for that line of reason- Editorial staff ...... Bryce Knorr ing, I offer this month’s edition of “From the Marilyn Mays Dear Editor: Sorceror’s Scroll” (page 9), wherein Gary Gali Sanchez The article in DRAGON #60 about was Gygax describes his concept of a jester as a Sales ...... Debbie Chiusano superb, as were the sections on alignment character — which can be human, , or Circulation ...... Corey Koebernick and . Then came a new NPC class, the — with “some magic-user spells and Office staff ...... Cherie Knull Jester. I thought the Jester was very well illusionist magic.” If both he and we have done, but I found three mistakes. made a “mistake,” then at least we’re in good Contributing editors . . . . Roger Moore First, on Table I, the experience level is ten company. — KM Ed Greenwood levels higher for the first ten categories than it should be. A simple typographical error, but This issue’s contributing artists: still . . . Mary Hanson- Second, according to the article half- ‘Just a game’ Jim Holloway Roberts may achieve 4th level — but this is wrong. In David Larson to become a Jester, a charisma of 13 or Dear Editor: greater is needed, and no half- may pos- I have been playing D&D and AD&D for Ray Williams David Trampier sess a charisma rating higher than 12 (see three and a half years. I have found it very Paul Sonju Edward Atwood Character Race Table III, page 15, PH). enjoyable and interesting, and also quite Roger Raupp Finally, Jesters gain spell power as they harmless. DRAGON Magazine (ISSN 0279-6848) is - advance in level. Unfortunately, halflings and Yet I am constantly reading articles by peo- lished monthly for a subscription price of $24 dwarves may advance to respectable level, ple who claim that D&D gets kids into - per year by Dragon Publishing, a division of TSR thus gaining the ability to cast spells of a mag- ics, lowers their respect for life, and is anti- Hobbies, inc., P.O. Box 110, Lake Geneva WI ical nature. This is a power specifically prohi- religious. Some of these people claim to have 53147. bited to either race. I find this particularly played D&D. One man said he was going to DRAGON Magazine is available at hundreds ironic because Mr. Moore (the author) once raise money through donations and “buy as of hobby stores and bookstores throughout the wrote, “Dwarves do not use any magical many copies of the game as I can and then United States and Canada, and through a limit- ed number of overseas outlets. Subscription spells . . .” (DRAGON #58, page 25). burn them.” In some schools D&D has been rates are as follows, with all payments to be All told, I still have great respect for Mr. prohibited. made in advance: $24 for 12 issues sent to a U.S. Moore’s writing skills, as I do for all the con- Why is it that people can’t see that D&D is or Canadian address; $50 U.S. for 12 issues sent via surface mail or $95 for 12 issues sent via air tributing authors to your magazine. just a game, and one of the best games mail to any other country. Richard Falkenrath, Jr. around? Little River, Calif. Nels Bruckner A limited quantity of certain back issues of Jasper, Ore. DRAGON Magazine can be purchased directly from the publisher by sending the cover price We plead guilty to the first count, Richard. It plus $1.50 postage and handling for each issue was indeed a “simple” typesetting error; call it Nels’ letter is one of many on this subject ordered. Payment in advance by check or - nine errors, if you want to get particular, but that we’ve received over the past year or so, ey order must accompany all orders. Payments cannot be made through a credit card, and don’t blame us for ten of ‘em. The level and it asks the same question we’ve asked: orders cannot be taken nor merchandise re- numbers 11-19 at the top of the experience Why, indeed, can’t these people see that the served by telephone. Neither an individual cus- point chart should be 1-9, obviously — but D&D® and AD&D™ games are just games? tomer nor an institution can be billed for a sub- level 10 is supposed to be level 10. Games that are meant as diversions, games scription order or back-issue purchase unless prior arrangements are made. However, I think we can debate your sec- that are meant to be fun, but games. Nothing ond and third complaints. Neither the author more — and nothing less. What’s wrong with The issue of expiration for each subscription (Roger Moore) nor the editor (me) thought playing a game? is printed on the mailing for each sub- scriber’s copy of the magazine. Changes of ad- about the half-orc’s charisma limit before the We’re sure you’ve all seen the stories in dress for the delivery of subscriptions must be article was printed — but remember that the newspapers and magazines and on television. received at least 30 days prior to the effective limit of 12 does not apply to other half-orcs, (Our critics are good at getting attention in date of the change in order to insure uninter- and a half-orc’s charisma with respect to oth- the media, and this issue makes for sensa- rupted delivery. ers of the same race can be higher than that. tional headlines.) Basically, those who criti- All material published in DRAGON Magazine (See pages 16-17, PH.) A DM who wants to cize our games say they somehow promote becomes the exclusive property of the publisher use a half-orc jester NPC could justify it by (Continued on page 70) upon publication, unless special arrangements to the contrary are made prior to publication. DRAGON Magazine welcomes unsolicited sub- missions of written material and artwork; how- The rule to end all rules ever, no responsibility for such submissions can be assumed by the publisher in any event. Any submission accompanied by a self-addressed, If you couldn’t find any victo- stamped envelope of sufficient size will be re- turned to the contributor if it is not published. ry conditions in the rules for How to win PLANET BUSTERS (issue#64), When the Peace Treaty counter is DRAGON™ is a trademark for Dragon Publish- here’s an extra paragraph that drawn, the game immediately ends. The ing’s monthly adventure playing aid. All rights should make everything clear. on the contents of this publication are reserved, Peace Treaty must be revealed, and no and nothing may be reproduced from it in whole The rules do mention that play- or in part without prior permission in writing ers are “all seeking to bring the further actions can be taken. Each player from the publisher. Copyright © 1982 by TSR most planets under their con- totals the number of planets melded in Hobbies, Inc. his or her Sphere of Influence. The player trol,” but we accidentally left Second-class postage paid at Lake Geneva, out this more detailed descrip- with the greatest number of planets — Wis., and additional mailing offices. tion of how to win. not the most points on planet counters POSTMASTER: Send address changes to — is the winner. Dragon Publishing, P.O. Box 110, Lake Geneva WI 53147. USPS 318-790. ISSN 0279-6848.

D RAGON 3 Guest editorial There have been battle lines drawn for by E. Gary Gygax years now. These lines separate TSR from most of the rest of the adventure gaming industry. The contest is intensi- the gamers loved it; second, TSR was fying. It is time that someone spoke growing because of hobbyist support, about it. Here is the story: and the convention seemed to be a strong part of our growth. Fifteen years ago I began running Thus, gamers suddenly had two con- ® Conventions on behalf of ventions to choose from. GEN CON, the International Federation of Wargam- with a history of eight solid years of ser- ing, of which I was an officer. The first vice to hobbyists from all over the North such gaming event in the U.S. attracted American continent, was passed off as a about 100 people, only half of whom “miniatures” gathering of a “regional” were gamers. Still, they came from the nature. Origins, the gaming public was east and west coasts, Canada, and Texas told, was a national convention featuring as well as from , Illinois, Min- boardgames. The attendance figures for nesota, Iowa, , and the rest of the both events in 1975 were about the same. Midwest. For five years IFW ran the con- Despite the heavy touting put behind vention, and it received no support from Origins, it drew perhaps a couple of anyone outside the organization. Grant- hundred more than did that year’s GEN ed, some companies would exhibit at the CON convention — possibly less, but the show, and the miniatures firms gave lines were drawn. prizes, but that was about it. Even though The lines were drawn, in fact, on what there was a pattern of growing interest seems to have been a purely commercial and attendance (over 650 at the GEN basis. The GEN CON convention, having CON V show), there was no aid or assist- been a service to hobbyists for years, ance to be had. was called a mere “regional, miniatures- When the IFW folded, our local group oriented,” and amateur-sponsored event. took over. The GEN CON VI convention Origins asserted itself as “national” and was run by the Lake Geneva Tactical “professional” (after all, Hill was Studies Association, with the support of behind it), and dealt with the important many gamers and other small clubs. As aspects of gaming — boardgames of AH usual, the convention was a success, manufacture principally. Of course, no with gamers coming from all over the boardgame company would ever spon- nation. A fair number of firms exhibited, sor game tournaments at the GEN CON and more than 700 gamers were there to conventions, although we did run large buy their wares. From number VII on, tourneys nonethless. TSR was a part of the show. Faced with such stern competition, The management of GEN CON con- GEN CON conventions did what they ventions was assumed by TSR with a were not supposed to — they grew mixture of pride and duty. We were bigger, better, and more famous. Sud- proud that so many gamers supported denly, Origins began advertising its the event. The sense of duty arose from brand of gaming awards, the Charles this support of our fellow game hobby- Roberts Awards. No need to point out ists. The LGTSA co-sponsored number the GEN CON conventions had already VII with Tactical Studies Rules. By 1975, been passing out the Strategists Club most of the old club members were eith- Awards a few years before the learned er part of TSR Hobbies, Inc., gone from folks running Origins thought it would the area, or out of gaming for a time. TSR be a nice touch to recognize achieve- then took over sole responsibility for the ment. Likewise, a trade show feature be- convention, and the show has been a came a major factor of Origins after the part of the hobby scene ever since. GEN CON show successfully instituted The GEN CON VIII show had a com- the aspect. petitor; the first Origins convention was Origins, the “national” convention, did run in that year. It is probable not materially outdo or outdraw GEN that noticed two things: first, CON conventions for the two years it GEN CON attendance was growing, and stayed in Baltimore. SPI was brought

4 SEPTEMBER 1982 Guest editorial into the picture to run an Origins con- would know when their show was to be vention in New York. Keep in mind that in host to the featured event of that year. 1977 AH and SPI were the leaders, size- Mutual advertising would thus spread wise, of the industry, such as it was. The the fame of all of the conventions. The New York Origins wasn’t much. The media would cover these conventions, GEN CON X convention, our big show at more gamers would be gained, and ev- the Playboy Club in Lake Geneva (we eryone would prosper. As I said earlier, had outgrown everything else, even Origins went to New York, then the De- combined, in Lake Geneva, and the loca- troit area thereafter . . . tion did have a certain mystique at the During the last few years, as TSR has time), was most successful. TSR’s fame overtaken all of the others in the industry grew, and we topped the $500,000 mark and then left them so far behind as to easily when industry statistics were ga- make it no contest, the composition of thered and published next year. It then Origins has changed greatly. Now GEN became apparent that there were the CON events are known as role-playing “big 2” (AH and SPI), followed by TSR, conventions —what happened to the rap and somewhere back in the rear was the we used to take about miniatures? Sim- rest of the field. It was also easy to see ilarly, when we begin featuring SPI game that we were still coming on strong. tournaments in 1983, what stigma will be From our standpoint, we were doing attached to the convention is anybody’s two things. The conventions were run to guess. The convention scene is fast be- keep us in touch with our roots — to let coming a battleground which TSR’s everyone know that we still cared about competitors no longer see as desirable, the gamers who supported us so strong- even though it is their chosen ground! ly. It was a lot of work, and we lost a fair TSR has successfully established a regu- amount of money doing it, but it was a lar convention held in Florida each win- good way to say “Thanks” to the gamers. ter, thanks to the Cowford Dragoons and We were also going about the business the support of hobbyists. It has run two of producing games for hobbyists, in annual shows on the East Coast, this competition with the remainder of the year in the face of sudden desertion by industry. We had invited them all to the group supposedly helping to run it, share the GEN CON event as a way of and then letters from someone stating expressing appreciation to all game - that we would not run a GEN CON there byists. Instead, the competition chose to in 1982! For a non-happening, the con- use conventions as a field of battle, plac- vention (GEN CON East II) was certainly ing Origins as their “champion.” In 1978, fun and well attended. I know, because I Origins moved to Michigan — virtually in was there. GEN CON’s back yard. At the same time, In short, TSR sponsors or co-sponsors the GEN CON convention moved to a the GEN CON, GEN CON East, and GEN new site, its current home at the Univer- CON South events, plus three small con- sity of Wisconsin-Parkside campus near ventions in Lake Geneva — Spring Rev- Kenosha, Wis. That year Origins out- el, Autumn Revel, and . drew the GEN CON show by about 1,000 We are looking for more regional “big- persons. gies” to help with, and it is likely that we The GEN CON gathering offered more will also add at least one more small con- events for more persons, but drew fewer vention to those we run in Lake Geneva. because we were going against a com- Again, we do this to build our industry bined effort. The gamers in the Midwest and to express our thanks to the gamers. were well served that year, but the rest of TSR has always thought the best place the nation was neglected. In 1976 I had to compete with others in the industry asked both AH and SPI to consider a was in excellence of games. Pettiness, proposal to establish solid conventions jealousy, and spite are not part of a pro- throughout the U.S. Such conventions, fessional . tied to a specific, regular locale, would Origins is now a feature of the associa- build gamer interest and serve hobby- tion known as GAMA. Avalon Hill and ists. Origins, run twice in Baltimore, was most of the remainder of the industry one. The GEN CON series of shows was belong to this association. Since the as- another. Help other groups, I urged, to sociation’s sole function seems to be the do the same elsewhere. Thereafter, a sponsorship of Origins, TSR does not floating “” could be moved from belong to GAMA. TSR does belong to one established convention to another. the Hobby Industry of America Associa- Each region of the country would always tion. We will be pleased to join any asso- be host to a superior event which could ciation which represents a broad spec- be relied upon. One would get special trum of game manufacturers (such as attention each year. Those hobbyists Parker Brothers, Atari, Milton Bradley, who couldn’t afford to travel far could Mattel, and so forth). Assuming that still be at a big convention, and they such an association would be formed to

D RAGON 5 Guest editorial promote the whole spectrum of games to through other means. We advertise and We believe in competition on an above- both the trade and the general public, promote to find new gamers. the-board basis. We support our audi- TSR would give it full support. It would seem GAMA members view ence as loyally as they back us, so we do Meanwhile, there is no reason for conventions as another thing entirely. not desire a ruination of the convention GAMA, as it does nothing but attempt to Could it be that they thought of Origins network throughout the nation. sponsor an event which was formed to as a source of cash from sales to conven- This is likely to be the last thing you compete with the GEN CON show, lessen tioneers? Do they view exposure to me- will read about the whole matter from its repute, and seemingly “teach” TSR dia and to gamers at an Origins event as TSR. It needed to be brought out in the where we belonged. The lesson is clear, a means to build their companies? In my open so that interested gamers would no and we are pleased that all of you feel opinion, this seems the likely answer. longer need to wonder what was going that we deserve to be where we are. Why else would the competition between on between TSR and the rest of the in- Meanwhile, most of the GAMA member- GEN CON conventions and Origins be dustry. Now you know. TSR plans to go ship does not support GEN CON efforts so strong? Unless the events were re- on running as many conventions as it anywhere. Some are openly hostile to garded as profitable in terms of dollars possibly can. We will co-sponsor and as- GEN CON gatherings, some appear to and publicity, why make a battleground sist with as many others as our resources work sub rosa against these events, oth- out of an area where dedicated gamers permit. We do so in service to the hobby, ers of GAMA refuse to mention anything are being served? as a way of expressing our sincere ap- about any GEN CON convention. TSR does not think that GAMA serves preciation for years of loyal support from Thus the lines are drawn, and they are the adventure gaming industry, because all of you. In my opinion, Origins and its drawn just where they have always been. Origins does not serve the hobbyist. see conventions as a battle- Aside from one or two companies who Rather than promote local conventions, ground, a place to “stamp out” TSR once have always supported efforts to bring Origins comes into various portions of and for all. fun to hobbyists, the lines are between the nation and kills local convention ef- If Origins is the best convention, the TSR and the remainder of the industry. forts. It does not serve the majority of reasoning goes then that sponsors of When we began business in 1973, we gamers. It does not help the industry. Origins have the best products, are the were laughed off as a miniatures-oriented TSR is not and will not in the future be a best manufacturers, and will become the company. Later, we became the strange part of Origins. The competitors and de- leaders of the adventure gaming indus- fellows who thought fantasy was more tractors of TSR have chosen to make try. TSR views conventions quite differ- fun than ! Then we became the conventions the battleground. In order ently. Our view appears to have the most “lucky” nobodies riding a fluke which to answer this challenge, TSR has taken merit. Sometimes Origins has been larger would soon burn out. There are few the only course open to us. We will no than GEN CON; sometimes, GEN CON hobby gaming companies who don’t longer attend Origins. No TSR games, shows have been larger than Origins. have coat-tail products aimed at the TSR including SPI games these days, can be Both should be service events, however, market these days; few who do not pub- an official part of Origins. Furthermore, I united to commercial efforts. TSR has lish fantasy role-playing games, fantasy am now asking that you not support outpaced all of the remainder of the in- games, games. And still Origins and GAMA activities as long as dustry combined, regardless of the at- TSR is envied and sniped at. The rumor that convention is treated as something tendance of any given convention in re- mill of GAMA members publishes “in- other than what it should be — a fun spect to any other. side” information about what we are do- place for dedicated gamers to gather Now is the time to let everyone know ing. Rumor claims we are doing this, suf- and enjoy the play of games. TSR prom- how you feel about the matter. If you fering that, and meanwhile you good ises to make its GEN CON conventions view conventions as a place to have fun gamers out there continue to support better than ever, and we ask that you without an onus of taking sides, then I TSR and GEN CON conventions whole- show your support of our efforts by at- suggest that you should stay away from heartedly! Our thanks! I assure you that tending them rather than Origins. We both GEN CON shows and Origins en- we will strive to give you the best of will assist groups in running local con- tirely, until one or the other disappears. games, the best of fun, and all else we ventions so that solid annual events can However, if you support the TSR view of can do the show how much we appre- be established. This builds our hobby conventions — if you believe that we are ciate your continuing confidence in TSR and serves the gamers. We will promote correct in thinking that conventions and its efforts. and advertise such events. This builds should serve the whole gaming com- The gist of the matter is now at hand. our hobby and serves the gaming com- munity — then I am asking that you Origins is not the bed of roses TSR’s munity. We will sponsor tournaments demonstrate your support as you have competitors thought it would be. We and award prizes to winners. This pro- never done in the past. Tell the GAMA know from running scores of conven- motes excellence of play and rewards and Origins people about it in writing. tions over the years that it takes time, dedication amongst gamers. We will Support GEN CON conventions by at- manpower, and money to run a fine send our employees to assist with con- tendance. Let the other side in this dis- convention. ventions, and we will send top personnel pute know your displeasure with their Conventions are not a source of mo- to meet hobbyists. This is a service. commercial attitude by staying away ney to those who run them. They are a TSR will expand its valuable resources from Origins. This year all of the Origins drain. A convention can only be viewed to get the best for conventioneers—the backers stood up vocally for their side. I as worthwhile in terms of service to hob- best in location, name guests, and new am asking that all supporters of hobby byists and as a publicity vehicle — the products. All of that serves gamers. TSR gaming now make their voice heard. I latter only if major media attention is will not assist efforts to abridge the believe it is a matter of principle, and I am gained by the event. TSR runs its con- events offered to hobbyists nationwide. certain that you can make a difference if ventions as a service to gamers, with a It will not be a part of efforts aimed at you so desire. Commercially, there is no goal of making them break even finan- spoiling the most popular game systems. question as to who stands where. I ask: cially someday. That way we can help to TSR will not assist others to take away “Do you really care about your hobby?” sponsor more of them. We gain publicity our market. It will not aid our detractors. Only you, the gamer, can answer.

6 SEPTEMBER 1982 Blastoff!

The ™ game pro- The STAR FRONTIERS set includes: The work ject was ambitious from the start. The A 16-page Basic Game rule book problems that appear when designing A 64-page Expanded Game rule three complete and detailed alien cul- book tures, a huge frontier area, futuristic is done — A 32-page introductory module, equipment and weapons, and the game Crash on Volturnus rules that make all these elements work now comes 2 full-color maps, 23” x 35” together, were impossible to predict and 10¾" by 17" and not easy to overcome. But the dif- A sheet of 285 full-color counters the fun ficulties were resolved, and the result is a game that lets players enter a truly wide-open space society and explore, The races wander, fight, trade, or adventure A quartet of intelligent, starfaring by through it in the best science-fiction races inhabit the STAR FRONTIERS tradition. rules. New player characters can be

D RAGON 7 members of any one of these groups: The adventure ple who had never played a or a Humans (basically just like you With the frontier as its background, role-playing game before. In order to tap and me) the action in a STAR FRONTIERS game this huge market, TSR decided to re- Vrusk (insect-like creatures with focuses on exploring new worlds, dis- structure the STAR FRONTIERS game 10 limbs) covering alien secrets or unearthing an- so it would appeal to people who had Yazirians (ape-like cient cultures. The rule book includes never seen this type of game. able to glide short distances using detailed guidelines for creating adven- This decision meant most of the game lateral membranes) tures, alien planets and the plants, ani- needed to be rewritten and reorganized Dralasites (amorphous creatures mals, and intelligent creatures that live so persons with no gaming experience that can control and even alter the on them. could buy it, take it home and play it shape of their bodies) Something the game does not contain without learning a lot of rules. The num- Characters for the STAR FRONTIERS is rules for spaceship design or combat. ber and types of dice in the game were game are created by a system that gen- Traveling on commercial starlines is cov- changed, the maps and counters were erates two characteristics at a time. Sim- ered in detail, but no rules are given for added, and many realistic but complex ilar abilities are paired, so no character player-owned ships or spaceship wea- rules were sacrificed for playability.. In will ever have (for instance) a high dex- pons. This (admittedly) very important general, there was an overall softening terity score and a low reaction speed. In aspect of science fiction was left out be- of the game’s “hard core.” addition, characters can use experience cause there simply was not enough room Another addition was a separate, in- points they earn during adventures to in the rule book for it. We didn’t want to troductory-level game written especially raise their ability scores, to learn one of insert a weak set of starship rules, or for newcomers to role-playing games. 13 special skills, or to improve a skill they raise the price of the first set by increas- By de-emphasizing role playing, it al- already know. ing the size of the rule book. lows new gamers to start playing the Instead, the starship rules will be pub- sample adventures almost immediately, The frontier lished as a separate boxed game. This using simple character creation, move- After communicating via radio mes- will include rules for star ship design and ment and combat rules. sages for years, these four starfaring - construction, combat, character skills In order to meet the game’s scheduled ces meet in a region of space called the related to starships, starship deck plans, release date, this revision work was split Frontier Sector. This vast region, 1,500 rules for fleet combat and boarding ac- up among different members of TSR’s cubic light-years, contains 38 star sys- product development staff. The project tems. Only 17 of these systems have was completed in time for its scheduled been explored and colonized when the Defeated in space, the release at the GEN CON® XV game game starts. Sathar turned to terror- convention. Free enterprise is the law of the Fron- The STAR FRONTIERS game in its fi- tier, and corporations compete with each ism. . . . deadly agents nal form retains the original concepts other and local governments to control now lurk on almost every developed during the first two years of the most profitable areas and to open playtesting, but many of the mechanics routes to unexplored systems. Player known planet, carrying of play and specific rules are consider- characters are placed in this unexplored out their orders and un- ably different from the original versions. territory. They can work as corporate or Although many TSR employees were government agents, or can strike out on dermining the efforts of sad to say goodbye to the original hard- their own as free-lance adventurers. local authorities to build core version, others predict the revised Despite their apparent differences, the STAR FRONTIERS game will be very four races share one thing: a common up their worlds. well received. enemy that came upon them some time Because of the space that would have ago. Without warning, a fleet of warships tions, and a complete starship board- been needed, a complete list of credits attacked Frontier outposts and isolated game that can be played with or without was not published with the game. For colonies, destroying whatever they found the original STAR FRONTIERS set. those who are interested in the game’s wherever they went, fighting to the death long and fascinating history, the credits or destroying themselves to avoid being The long journey are listed below. captured. Only after several battles was Design work on the game started in Concepts and original design: Dave it learned that the marauders were the the summer of 1979. Dave Cook and Cook, Sathar, an evil race of worm-like aliens Lawrence Schick, full-time designers for Revision: Mike Gray, Allen Hammack, from outside the frontier. TSR Hobbies, were assigned to the pro- Harold Johnson, David C. Sutherland III, In the face of this onslaught, the four ject. Their goal was to create a wide- Steve Winter player races formed a loose military al- open science fiction role-playing game Crash on Volturnus: Mark Acres, Tom liance to protect their colonies: the Uni- with a solid scientific base. TSR wanted Moldvay, Doug Niles ted Planetary Federation. The second a game that would satisfy fans of hard- Art: Jeff Easley, Larry Elmore, Jim Hol- wave of Sathar attacks was met by UPF core science fiction, and still be easy to loway, Harry Quinn, Stephen D. Sullivan warships. The invaders were slowly play. Dave and Lawrence started by de- Editing: Steve Winter, beaten back, system by system, until signing a character-generation system Playtesters: Mark Acres, Dave Bullis, they withdrew completely, leaving no and simple rules for movement and Brad Cihla, Dave Cook, Helen Cook, Jeff clues that would lead the victors back to combat. Then they started playtesting, Dee, Don Dexter, Mike Gray, E. Gary their home world. adding and revising. Gygax, Luke Gygax, Allen Hammack, Defeated in space, the Sathar turned The game grew and changed for two Kevin Hendryx, Jeff Herndon, Chris to terrorism. Humans, Dralasites, Vrusk, years, until it was finally submitted for Holmes, , Josie Irvine, and Yazirians were recruited to sabotage review in the summer of 1981. During Harold Johnson, Dave S. LaForce, Frank frontier bases and destroy the morale of those two years, TSR Hobbies grew tre- Mentzer, , Will Niebling, the colonists. These deadly agents now mendously. The company had discover- Doug Niles, , , Mi- lurk on almost every known planet, car- ed that its games appealed to a much chael Price, Paul Reiche III, Bill Renter, rying out their master’s orders and un- broader audience than wargamers and Evan Robinson, Lawrence Schick, Don- dermining the efforts of local authorities fantasy fans alone. D&D® and AD&D™ ald Snow, Stephen D. Sullivan, Phil Ta- to build up their worlds. games, for instance, were selling to peo- terczynski, , .

8 SEPTEMBER 1982 by Gary Gygax THIEF — Mountebank: This sub-class of thief specializes in deception, sleight of hand, persuasion, and a bit of illusion. ©1982 E. Gary Gygax. All rights reserved. These factors, together with speed, are what the mountebank relies upon. However, disguise and theatrics also provide valu- The class (issue #63) was, as mentioned, only one able tools of the trade to this class, so that one might never of several new classes being considered for inclusion in the know one has been had by this class. expansion volume for the ADVANCED D&D® game system. You, Loyal Readers, have a chance to input into this projected THIEF — Specialization, Acrobat: A normal thief, after attain- work, and I would be pleased very greatly if you would do so. ing a medial level, can opt to continue as normal or become an The classes under consideration are listed below. Let me know acrobat. Although no further skills of the type which considers which you like best, which least. I will then work up each class manual dexterity would be gained, the thief-acrobat would gain fully and present them, in order of preference, in this column. skills in leaping, vaulting, tumbling, tightrope walking, etc. This will be done prior to publication of the new book. If time Such a thief-type would be the cat-burglar sort. The earlier presses, perhaps the Understanding Editor will allow sufficient specialization takes place, the greater the acrobatic skills, as column space to run two classes in one article. What follows is a this specialization would have an upper limit of skill. brief explanation of each proposed new class. Again, your JESTER — Rob Kuntz, in his currently unpublished module, comments will be received with The Tower of Zaeen, has in- pleasure! cluded a jester. A recent DRAGON™ Magazine (issue #60) CLERIC — Mystic: This sub- also included the jester as an class of clerics is concerned NPC class. Because I have also more with prediction and detec- considered the jester as an ac- tion than are other sorts of cler- tual class for the game, I have ics. All mystics are of Good not as yet read either descrip- alignment, although they can tion. Jesters, as I envision them, be chaotic, neutral, or lawful can be of human, gnome, or within the Good alignment. As halfling race. (Elves could never with other sorts of clerics, mys- permit themselves to be so de- tics would have seven levels of based; dwarves are far too se- spells, but most would be of the rious and just plain humorless.) sort to divine or detect. Howev- Alignment is as desired by the er, some new spells, and some player. A jester would have a very powerful upper-level spells, combination of verbal, magical, are planned. and acrobatic skills which allow the class to be viable even FIGHTER — Cavalier: This though there is no great power. sub-class of fighter must be of Verbal skills would enable the knightly or noble origin, so the character to influence many class type would be usable only creatures toward kindliness, in those campaigns which had humor, forgetfulness, thought- social systems of a sort approp- ful consideration, irritation, riate to this. This class allows anger, or even rage. Magical any alignment. It differs from skills would have to do with other types of fighters mainly in jokes and tricks — sort of a di- that its members would have rected of wonder with more basic weapons, horse- some magic-user spells and il- manship, and possible organi- lusionist magic tossed in. Acro- zational abilities to allow for batic skills would be mainly more henchmen and followers. At its upper levels, the class tumbling and juggling, with some magic tossed in there as well. would also gain additional strength and constitution points due Level titles are: Wag, Punster, Masquer, Harlequin, Clown, to training and exposure to hardship. Juggler, Buffoon, Fool, Joker, Jester. Powerful at its upper levels. the class will be less than popular with fellow adventur- MAGIC-USER — Savant: This sub-class of magic-user spe- ers, I suspect, so that jesters will frequently have enemies and cializes in knowledge, understanding, and arcane subjects. travel alone. . . . Thus, as do mystics, savants possess a fair range of detection spells. Although they know many standard sorts of spells as THE GRAND DRUID well, savants have many new magics in the nine levels of spells A study of the information pertaining to druids will reveal that possible for them to employ. Savants, can use spells common there must be something above the Great Druid, for each area only to clerics and druids, and at higher levels savants can read or land can have its own druid of this sort. Somewhere there is a and employ scrolls of all sorts. Because of the scholarly aspects Grand Druid. This druid has 3,000,001 or more experience of this proposed class, elven and half-elven savants are envis- points, is 15th level, and is attended by 9 druids of special sort ioned as being able to progress several levels higher than if they having nothing to do with the hierarchy of any specific area or were normal magic-users; i.e., 14th or even 16th for elves, 10th land. Thus, any character of Druid level may, in fact, journey to or 12th for half-elves. Savants can be of any alignment. seek the Grand Druid and ask to serve him.

DRAGON 9 The Grand Druid knows 6 spells of each level and is also able them; at 6th level can affect creatures which require to cast up to six spell levels as one or more additional spells. +2 or better weapons to hit them; at 8th level they attack as if Those who serve him are given three such additional spell they had a +3 weapon with respect to their ability to affect levels. Three Archdruids roam the world as messengers and creatures otherwise hit only by +3 or better weapons; and at agents of the Grand Druid. These individuals are drawn from 10th level, creatures affected only by +4 or better weapons can his personal attendants who reach the level of Archdruid. Each be attacked successfully. At 12th level a barbarian can affect a has four additional spell levels. creature harmed normally only by +5 or better weapons. De- spite having the ability to strike such creatures, barbarians in PERSONALIZING CHARACTERS no way gain such a bonus “to hit” or inflict additional damage The statistics of one character can be much like those of because of the power. (Cf. “Creatures Struck Only By Magic another, especially so if they are members of the same class. Weapons” in the .) Only barbarian fighter However, name, alignment, deity, background development, characters have this ability, and it is not possible for any other secondary skills, height, weight, and equipment all allow for class or sub-class of characters to possess this power. considerable differentiation. More important, as AD&D™ games are for role playing, the individuality the players create, or LATE NEWS should create, will make as many differences between charac- Most of you are not aware that soon I will retire from the ters of the same class as there are between real people. The position of “sole authority” regarding the D&D® game system. element of role playing must be stressed. Any player who does has “volunteered” to assume a new trainee posi- not create a special persona for his or her character is not tion where he will work directly with me. participating in a role-playing game, but rather “roll playing” That the Good Gentleman is talented need not be said. Those with dice. But, for whatever it’s worth, here are some choices for readers who belong to the RPGA™ network already know that complexion, hair color, and eye color for characters. Players and have played his modules. Those unfamiliar with his work who have not already made all this up for themselves should will see it soon enough in the additions to the DUNGEONS & use these choices to inspire more active personification of their DRAGONS® game system. Frank began working with me in characters and more attention to role playing! July. Sometime in September he should be joined by the re- Complexion: black, dark brown, bronze, brown, coppery nowned French designer, Francois Marcela-Froideval. brown, golden brown, tan, ivory, dark yellow, yellow, yel- When the D&D game project is completed, Frank and Fran- low, , brown-red, olive, ruddy, pink, fair, pale, white, cois will be joining me in putting the final touches on the pair of grayish-white, gray. new volumes for the AD&D™ game system. That work, along Skin texture: flawless, fine, smooth, normal, coarse, very with a few modules in both systems, should easily qualify them coarse, pocked, leathery, seamed. to speak with complete authority on either. The upshot will be Hair color: black, blue-black, brown-black, dark gray, gray, more game material, better work overall, and more information pale gray, white, silver, golden blonde, blonde, yellow, pale passed along by way of these pages. Please give Mr. Mentzer blonde, honey blonde, blonde streaked (brown or red), red- and M. Marcela-Froideval a hearty welcome! blonde, copper red, -red, red, dark red, auburn, red- brown, light brown, brown, dark brown, salt & pepper (brown/ BEWARE OF IMITATIONS black & gray), grizzled, gray streaked, white streaked. All of you are well aware of how many “knock-off” products Eye color: black, dark brown, brown, red-brown, yellow- are around. They are obvious because without AD&D cam- brown, amber, golden, pale yellow, hazel, , bright green, paigns to latch onto, these cheap imitations would be unable to blue-green, gray-green, pale gray, gray, dark gray, blue-gray, stand alone. I have seen one which contains spells of various pale blue, blue, bright blue, dark blue, pale violet, violet, deep sorts, including some over 9th level. DMs are cautioned against violet. use of any non-AD&D game spells of any sort. It is absolutely stupid to include any over 9th level, for the game has nothing MORE ON BARBARIANS which warrants so powerful a dweomer. Certainly, deities are In the course of putting the Barbarian sub-class of fighter employing magic of a slightly higher level, but that is dealt with together, one highly important piece of information was omit- in a manner which prevents game imbalance. Do yourself a ted — rules concerning barbarians and creatures struck only by favor and avoid all such fringe products. In the long run, your magic weapons. I humbly apologize. Here it is: players will thank you for it. Although barbarians do not employ magic weapons if they can help it, their natural attack abilities make up for it. Just as can monsters, barbarians are able to hit creatures otherwise harmed only by magic weapons. Thus, at 4th level a barbarian can affect creatures which require a +1 or better weapon to hit

10 SEPTEMBER 1982 GREYHAWK’S WORLD NEWS, NOTES AND VIEWS OF THE GREYHAWK CAMPAIGN EVENTS OF THE EASTERN AND SOUTHERN FLANAESS BY ROB KUNTZ

©1982 E. Gary Gygax. All rights reserved. of undisclosed origin is said to have sha- and discussed, with mysterious notions dowed a group of three Duxchan mer- continually coming to mind. It is true that A great sage of Keoland once said in chant ships, the Meles, Gloful, and Ti- some mariners who pass these shores connection with the many rival powers in gress, which were bound from Ountsy never return, and that those who set out the east: “Behold the sapping of strength, enroute to Sulward with a load of grain to look for these souls share a similar continuous and unabated, checked only and spices. Fortunately, these three ves- fate. Recently a story has arisen amongst by the ferocity of battle, and erstwhile sels carried, divided between them, a certain merchants who ply the waters of victories. Be aware that these powers company of mercenary foot and an en- Spindrift Sound and visit the Isles as never cease turning over the old stone in voy of his Lordship, one Lieutenant well. The story, though received second- search of the golden nugget placed there Skould, their acting commander. hand, is believed to be true: by those who didn’t care. Be it known Before nightfall on that day the pirate A certain merchant of Medegia who, that such odious men as these that ship fell upon the Meles, which had having been blown off course for many thwart men’s survival, these are con- lagged behind, being laden with the ma- days while sailing in his schooner, was vinced that such nuggets are as plentiful jority of the grain. A terrific boarding ac- washed ashore with his most able body- as the languages of Oerth. Be still, peo- tion took place; the captain of the Meles, guard, on land which they claimed later ple, lest by your movement you attract Sir Rawthers, was killed in the fighting. to be Lendore Island. What this mer- the attention of the “mad ones,” for Before the ship could be claimed by the chant and his companion claim to have nuggets may remain buried beneath an aggressors, the Gloful came alongside, witnessed and heard told to them is very old stone, or in combination with others and with Skould and many handpicked strange indeed, as was their subsequent be used to adorn a conqueror’s breast as mercenaries retook the Meles while driv- return to Pontylver via Sulward on a ship a necklace.” ing the pirates before them. The Tigress, they said was made of glass and pow- This passage, based upon the political which had been positioning herself for ered by the breath of gods not of Oerth. and military upheavals which seemed an ramming, did so. The pirates, hammered In fact, they went through much. After unavoidable and recurring theme of and trapped, surrendered. having been washed ashore, they were those eastern powers, and especially the It was later found that this ship was a immediately beset upon by a band of Great Kingdom, came to light during a hired buccaneer, paid for by certain un- . These kobolds were said to time of continued procrastination by nameable noblemen of Rel Astra, and differ from the usual, having grayish many of the major powers, and as quick- that these nobles had been contributing eyes and short, stub-like black fur remi- ly as it was once assimilated and then heavily to the piratical raids which were niscent of cropped porcupine quills. dismissed as unportentious, it has now frequent and so well planned that never Thinking that their death was nigh, the been re-enlivened by the many leaders previously had information concerning men entreated the sea god in repentance of modern thought. their nature been discovered. for their squandered lifetimes. As if in During CY 578 (late Needfest) a proc- It is known that Rel Astra has had answer, a man appeared in a cloud of lamation of war was issued against the many dealings with the Great Kingdom greenish smoke. His presence had an Great Kingdom and her satellites by the and its new Constable, the Lord of Men- adverse affect upon the kobolds, and Kingdom of Nyrond, the Prelacy of Al- trey, Spidasa. To have this information they dispersed. This man wasted no time mor, and their allies. This, in conjunction concerning Rel Astra makes the plot in telling the travelers that he was an with the various military activities al- thicker than the Duxchans would like. A extension of the wizard Lendore, and ready in motion, makes the southern and naval and land expedition will possibly that it was he who had drawn the mer- eastern portions of the Flanaess as busy be launched later next year, with the ex- chants’ ship to the island. as the marketplace at Rauxes, and the press purpose of putting down the raids The wizard then led them to a cliffside masterless men gather round as a pack along the Aerdi Sea and in Spindrift and, pointing inland, laid bare to them a of famished wolves clusters near weak- Sound. Until then, political pressure and great spectacle. Off in the distance, near ened prey. threats are expected to keep buzzing be- the middle span of the island and stretch- Elsewhere, mysterious happenings tween Sulward and Rel Astra. The Dux- ing some three miles further into the abound and the portents of war are in- chans are demanding recompense, while north, was a city — a city of glass. This creased. . . . Rel Astra turns a deaf ear to concentrate might not have been overly peculiar to on its commitment to the See of Medegia. these men, for they had heard and seen Spindrift Sound many strange and wondrous things in A minor naval action was fought here Spindrift Isles their trafficking, except that this city was during late summer as the merchants are Though much removed from the main- suspended in the air, hovering magically abundant upon the sea lanes. A war ship land, these isles have been often viewed at least a half-mile off the ground and

D RAGON 77 GREYHAWK shining with the same greenish, vapor- Almor’s Field Army: (-50% but rising) Nyrond above all else has a flexible like hue which embroiled the wizard’s Commander: Arch-Cleric Anarkin field army and fleet. Through its many demeanor. Base: Chathort sorties and missions adorning its glor- The wizard then recounted a tale from heavy cavalry 400 ious past, it has grown under the leader- ancient times which said that this city medium cavalry 2,000 ship of some of the best tacticians this would be the last refuge of the inhabit- light cavalry 4,000 side of Keoland. Now directed by very ants of this chain of islands once the armored foot 1,500 competent strategists, among them King calamity struck. The aspect of Lendore pole arm infantry 6,500 Dunstan himself, the Nyrondian force is pointed out that this calamity was near, light foot 8,000 formidable indeed. At the current time, and was coming in the form of an inva- levies 30,000 Nyrond’s armies are divided into two sion of these islands by the Lordship of archers (mixed) 5,000 camps — not counting garrison units the Isles and their allies, certain mer- In addition to this force, the western and certain mercenary bands which are chant clans from Medegia. Both, he said, nobility has raised sizable regiments stationed along the northern and west- hoped to exploit the Spindrifts for out- based at and around Oldred. These for- ern borders, and those units currently at ward bases and possible wealth that was ces are primarily volunteers, with many sea: rumored to exist here. petty commanders and adventurer-types The wizard then regained his compo- present. Still awaiting orders, these con- Nyrond’s armies sure, having been engrossed in the sto- tingents are willing to be sent anywhere Main force: ry. Looking out upon the Aerdi Sea, he where the fighting is thick, though it is Commander: King Dunstan spoke indecipherable words, and with thought that their primary objective will Sub-Commanders: Generals Garzenth this done summoned a ship of glass to be Scant along Relmor Bay. and Bellord the shores of the island. The two story- Relmor Bay Fleet: Base: Rel Mord (enroute to Mithat) tellers were then magically transported Joint Command: Admiral Auriel Lexis light cavalry 2,000 across the Aerdi back to Medegia via (Nyrondian), Count Stephen Bulhart medium cavalry 3,000 Sulward. With them went a message to Base: Oldred heavy cavalry 5,000 the Duxchans and the See of Medegia, warships 13 armored foot 8,000 Spidasa, as well as to the Sea Barons and large galleys 8 pole arm infantry 3,000 the free city of Rel Astra, who all have transports 57 light foot 1,500 strong interests in the Spindrifts. marines 1,000 mercenary foot The message states that if any attempt (Nyrondian) (mixed) 1,000 is made to invade the islands, there light cavalry 700 levies 9,000 would occur a most dreadful power heavy foot 1,000 light archers 3,500 struggle. Those “forces” involved would light foot 2,500 Secondary force: not be limited to the defense of the Spin- levies 3,700 Commander: Earl Harhing drifts alone, and, as it was intimated, Almor will await the coming of the Base: Innspa (enroute south) many of the attackers’ would Nyrondian field army near Mithat before heavy cavalry 2,000 come under a tremendous assault for it attempts operations on its own, with heavy foot 4,000 this breaching of territory and honor. the hope that the Iron League (and espe- light foot 3,000 When the two “messengers” returned cially Sunndi) can hold out during this levies 4,500 to Pontylver they were detained by Spi- interim. When the two armies come with- fight archers 2,000 dasa’s guards and questioned thorough- in operating distance of each other, the ly. Though they had seen many won- Almorian army’s aim will likely be to The primary aim of these two forces ders, they had seen no army. Everything move to Prymp and down the coast, driv- appears simple. Dunstan will move south seemed lifeless except for the kobolds ing a wedge in Herzog Chelor’s back along the coast of Relmor Bay and cross and the apparition of the wizard. Were while Nyrond’s army moves up with the the Harp River, near Chathold, in sup- the Olven folk present? “No!” said these bulk of heavier forces to establish a port of the main Almorian army, which two, but those of grander station knew smooth operating front, without supply will have started south upon the arrival of that the Lords of Lo Reltarma would and communication problems. Dunstan’s advance guard at Mithat. The bless any undertakings for the defense secondary force will proceed south of their islands. The last piece of infor- The Kingdom of Nyrond along the eastern bank of the Harp and mation regarding this subject is also In the not-so-distant past, Nyrond has engage any force attempting to attack strange, but not unexpected: The mer- had to take upon her back the monetary the king’s flank or rear. With an Almorian chant and bodyguard were summoned burden of her allies (the Iron League and army threatening from Relmor Bay, and to Mentrey under heavy guard, and to Almor) to supply mercenaries, arms and another besetting Prymp, King Dunstan this day their names and families are not armor, and foodstuffs to these areas. should have little or no opposition on his known, only this second-hand account. These supportive measures, which were way toward taking the banks of the Grey- aimed at creating and maintaining a flood River by next month. With this Prelacy of Almor buffer between Nyrond and the degen- move comes the threat to Herzog Che- The prelate Anarkin hopes to have his erating Great Kingdom, were frowned lor’s rear. Chelor will have to turn about armies up to quality and number so as to upon by the nobility of Nyrond, for taxes to face Dunstan, thus alleviating the be able to deal with the threats that the remained at an all-time high to continue pressure on Sunndi, or be “run through Great Kingdom and (especially) Herzog to pay for this support. Now the same the back.” Chelor are posing at this time. nobility which claimed “gouging” on And to insure complete victory in this Subsequently, the levy pool, which Dunstan’s part are convinced of Ivid’s undertaking, Dunstan has called upon stood at 7,000 months ago, has been attempted takeover everywhere, just the aid of both the County and Duchy of steadily increasing so by next year (CY when they had assumed that Chelor was Urnst, thus securing a further allotment 579) at this time it should have reached a cornered and could not launch more of well trained elite footmen — in excess respectable 30,000+. As they stand on than a punitive effort against the Iron of 10,000 — who will be at the Relmord/ paper, Almor’s armies are as follows: League. Woodwych area within three months.

12 SEPTEMBER 1982 Keep track of quality

Artisans do work of varying quality. a natural 13 to a 12 — no more and take into account shield damage) would Some of their work may be exceptional no less. If a natural 14 is rolled, it stays a have the opposite effect: for instance, on in some way, but the normal AD&D™ me- 14; if a natural 12 is rolled, it stays a 12. a “to hit” roll of 14 the die would be read lee rules offer no way of showing the Shields of good quality would then as 15 instead. As above for high-quality effect of this exceptional work. The fol- cost more and have a particular proper- shields, other rolls would be unchanged, lowing is a system to distinguish be- ty. The standard “large shield” as per the so a natural 13 stays a 13 and a natural 15 tween the many levels of quality — good Players Handbook is valued at 15 gp. stays a 15. and bad — in the manufacture of shields, Below is a table of exceptional shields, A table of poor shields would look like armor, and weapons. each valued at more than 15 gp because this: The majority of weapons, armor and of its nature. If a dice roll is made to shields bought from artisans will be of generate a type of exceptional shield at Poor quality shields good quality. They will sell for the prices random, this will indicate the highest- Dice No(s). Cost Days less listed in the Players Handbook, plus or quality shield a particular armorer is able roll increased (gp) to make minus 20%, in most cases. Some few to produce, and one of higher quality 01—40 14 15 0 craftsmen, about 20% of them, will be cannot ever be made by that particular 41—60 15 15 0 exceptionally good and have a high skill craftsman. 61—70 16 15 0 level. Conversely, about 10% (this per- 71—80 17 15 0 centage is lower because work of poor Good quality shields 81—85 18 15 0 quality will not last, and neither will the Dice No(s). Cost Extra days 86—90 15-16 15 ½ craftsman) will produce work of low roll reduced (gp) to make 91—93 16-17 15 ½ quality. 01—40 13 18 1 94—95 17-18 15 ½ 41—60 14 20 1 96 15-17 15 1 Shields 61—70 15 23 1 97 16-18 15 1 A good shield gives the wearer a be- 71—75 16 27 1 98—99 15-18 15 1½ nefit of 1 on his or her armor class. As 76—78 17 32 2 00 14-18 15 1½ stated in the rules, for example, chain is 79—80 18 40 2 Note: The “No(s). increased” col- AC 5 while chain and shield is AC 4. 81—82 19 50 2 umn indicates which “to hit” rolls Exceptional shields benefit armor class 83—84 13-14 60 3 are increased by one when rolled even more than normal good shields, but 85—86 14-15 70 3 against the particular shield; thus, not to the extent of another +1 benefit. 87—88 15-16 80 3 a type “00” poor quality shield The best way to represent this extra im- 89—90 16-17 90 3 causes any “to hit” roll against it in provement is to make the blow to hit the 91—92 17-18 100 4 the range of 14 through 18 to be shield at a selective minus. This is done 93 18-19 110 5 increased by 1. “Days less to make” by saying that a particular number, when 94 13-15 125 6 is taken as a subtraction from the rolled vs. this particular shield, will be 95 14-16 140 7 usual number of days an armorer reduced by 1. For example, a shield 96 15-17 160 8 needs to make a normal shield. might be exceptional on a roll of 13, so 97 16-18 180 9 Note also that the price does not that whenever an opponent rolls a natu- 98 17-19 200 10 go below 15 gp in any event; poor ral 13 the DM will read it as a 12 instead. 99 16-19 225 11 quality is not less expensive. This does not take into account a mag- 00 15-19 250 12 ical bonus on the opponent’s weapon or Note: The “No(s). reduced” col- Armor any bonus the wielder might have to hit umn indicates the “to hit” die roll(s) Exceptional armor can be produced in due to exceptional strength. If such bo- reduced by 1 when rolled vs. the the same way as exceptional shields. I nuses do apply, they are added in the particular shield; thus, a type “00” would limit this to metal types, and to normal manner. For instance, if the op- shield will diminish by 1 any natu- make life even easier let’s say that only ponent has a strength of 17 he is +1 to hit ral “to hit” die roll in the range of 15 chain and plate can be exceptional. The due to strength. If his weapon is +1, there through 19. percentages are different from those for is a second bonus. If he rolls a natural 13 The additional rule can be added that shields: 15% of all armorers make high- against the exceptional shield described only exceptional shields of this sort can quality armor, and just as many make above, the DM reads it as 12 + 1 + 1 = 14, be magical. If this is true, only one shield bad armor. The other 70% produce nor- instead of the usual 13 + 1 + 1 = 15. Note maker in 500 (remember that only 20% mal armor, chain costing 75 gp and be- that an adjusted 14 or 15 might not even can make any type of exceptional shield) ing made in 45 days and plate going for be enough to hit the particular armor can make a shield that eventually could 400 gp with a 90-day construction time. class, or the armor class might be hit on be magicked to +5 enchantment. You can rule, using historical precedent, only a 10 or 11. Thus, the shield will only that not all armorers make plate. The apply to 5% of the normal “to hit” proba- Poor-quality shields, or shields that chart on the top of the following page bilities. This particular shield will con- are damaged (if you play some rules that takes into account that rule.

D RAGON 73 Dice roll Armorer’s skills Poor quality chain not fit correctly. Improperly fitting plate 01—10 poor chain, no plate Dice No(s). Cost Days less can be rolled on the “poor quality plate” 11—13 poor plate, no chain roll increased (gp) to make table to simulate the binding and tight fit 14—15 poor plate and chain 01—30 16 75 0 in some location of the suit that would 16—50 average chain, no plate 31—50 17 75 0 occur. 51—55 average chain, poor plate 51—70 18 75 0 56—60 average chain and plate 71—80 16-17 70 3 The care of armor and shields 61—70 good chain, no plate 81—90 17-18 70 5 Armor and shields must be kept in 71—80 good plate, no chain 91—94 16-18 65 8 good working condition. They need pol- 81—85 good chain, poor plate 95—97 17-19 50 12 ishing and cleaning. This is especially 86—90 good plate, poor chain 98—99 16-19 40 16 true of a suit of armor caught in the rain, 91—97 good chain, average plate 00* 16-19 30 20 If a rain-soaked suit of armor is not 98—00 good chain and plate * — Type 00 poor quality chain cleaned and dried soon thereafter (with- causes 16 to convert to 18, and 17 in 13-24 hours), it will begin to rust and Mixing good quality chain and shield to convert to 19. All other increases become tight in places. Quality armor can get a little complicated. If the shield are +1 only. (good or bad) will deteriorate one cate- converts a roll of 15 to 14 and chain con- Poor quality chain can never be gory for each time period (13-24 hours) it verts 18 to 17, then things are straight- magical, not even cursed. is allowed to go unmaintained. Deterior- forward. When the numbers overlap it ation can be reversed if attended to becomes more difficult: What happens if Good quality plate promptly, but it is permanent if the armor both chain and shield convert 16 to 15? Dice No(s). Cost Extra days is allowed to slip two notches in quality. In a case of exact and complete overlap- roll reduced (gp) to make Deterioration occurs in steps of from 13 ping, consider half of the rolls at the next 01-40 16 420 3 to 24 hours apart. higher number as being converted, as 41-65 17 440 4 For example, a set of type 93 good well as half of the rolls at the next lower 66-75 18 460 5 quality chain (converts 18 to 17 and 17 to number. Thus, a set of chain and shield 76-80 19 480 6 16) is worn by a figure who must march that converts 16 to 15 would convert half 81-88 16-17 510 10 through a rainstorm. He does not clean of the blows that score a natural 15 to 14 89-91 17-18 540 13 or dry the armor thereafter. Roll d12 and and half of the blows that score a natural 91-92 18-19 570 16 add 12; the result is 7 + 12 = 19 hours. The 17 to 16. The procedure is as follows: 93-94 16-18 620 20 suit will deteriorate, at least temporarily, Roll the dice; 15 comes up. Roll d%; on 95-96 17-19 670 25 to type 91 (converts 17 to 16 and 16 to 15) 01-50 the 15 becomes 14, and on 51-00 97-98 16-19 685 30 if it is not cleaned and dried within that the 15 remains 15. 99-00 15-19 700 40 19 hours. If it is still not maintained The overlap is of no additional benefit Types 01 to 80 can be +1; types through another randomly determined in cases where it is not an exact and 81-92 can be +2; types 93-96 can be time period (we’ll say 14 hours this time), complete overlap, such as when chain +3; types 97-98 can be +4; and it will deteriorate to type 81 (converts 19 and shield both affect more than one “to types 99-00 can be +5. to 18). If it is now cleaned and dried, it hit” humber but the rolls they affect are can never again act as type 93 armor, but not all the same. Consider a set of chain Poor quality plate can be improved to type 91 at best. that converts 17 to 16 and 16 to 15, used Dice No(s). Cost Days less Further deterioration from type 81 would with a shield that converts 16 to 15 and roll increased (gp) to make take it to type 61, type 36, then type 01. 15 to 14. If 17 is rolled in such a case it 01—20 13 400 0 Beyond that point, it would become or- becomes 16; 16 becomes 15; and 15 be- 21—40 14 400 0 dinary chain for 2-5 days, and would comes 14. A natural 18 stays 18 and a 41—50 15 400 0 then begin to slide down the “poor quali- natural 14 remains 14. 51—55 16 400 0 ty chain” chart. If an armorer produces other than av- 56—60 17 400 0 Thus, armor or shields (the system erage chain or plate, use the appropriate 61—64 18 400 0 works the same way for shields) found in table (good chain, poor chain, good 65—66 19 400 0 a treasure trove must be examined care- plate, or poor plate) from those that 67—75 13-14 380 5 fully for rust and defects; if left untouched follow. 76—80 15-16 360 10 and unpolished, it might deteriorate if it 81—85 17-18 340 15 is not already in good working condition. Good quality chain 86—90 18-19¹ 320 20 Magic armor will not deteriorate, but it Dice No(s). Cost Extra days 91—95 13-152 300 25 might be discolored by tarnish and light 3 roll reduced (gp) to make 96—97 16-19 280 30 surface rust. 01—35 16 80 3 98—00 13-193 250 45 36—60 17 90 5 1 — Rolls of 18 and 19 both con- Exceptional quality weapons 61—80 18 100 8 vert to 20. I do not pretend to be a weapons ex- 81—90 19 120 11 ² — All nos. convert to the roll +2 pert; however, I feel that some weapon 91—92 16-17 145 14 instead of +1. types cannot achieve the same degree of 93—94 17-18 175 18 ³ — All nos. convert to the roll +2, high quality that others can; for instance, 95—96 18-19 200 22 maximum of 20. a sword can be better crafted than the 97 16-18 250 28 best cudgel in the world. 98 17-19 285 32 All armor and shields of exceptional The following categories delineate the 99 16-19 330 40 quality — good or otherwise — must be types of quality that can be achieved: 00 15-19 400 45 custom-made. None can be bought “off Group One: Can only be achieved by Armor of types 91 to 96 can be the rack.” One person’s armor or shield swords and scimitars. They can be up to enchanted to +2; types 97 and 98 will not operate for someone else unless +5 in enchantment and of the best quality. can be enchanted to +3; armor type he is very near the same size, strength Group Two: As high as maces can go. 99 can be enchanted to +4; and and dexterity. They can be up to +4 in enchantment and only armor type 00 can be enchant- Plate armor, whether of exceptional of the next best quality. ed to +5. Armor types 01 to 90 can quality or not, is never brought off the Group Three: The highest level of be enchanted to +1. rack. It must be custom-made, or it will quality for arrows, axes, crossbows,

14 SEPTEMBER 1982 daggers, hammers, spears, and tridents. and armor. For such a weapon, roll per- 61—90: 13-16 becomes 14-17 They can be up to +3 in enchantment and centile dice again and consult this list: 91—96: 14-17 becomes 15-18 of good quality. 01—60: 14 becomes 13 97—99: 15-18 becomes 16-19 Group Four: The highest category for 61—80: 15 becomes 14 00: 16-19 becomes 17-20 crossbow bolts, javelins, and slings. 81—90: 16 becomes 15 Group One: They can be up to +2 in enchantment and 91—97: 17 becomes 16 01—60: Roll on Group Two list of good quality. 98—99: 18 becomes 17 64—90: 13-17 becomes 14-18 Group Five: The upper limit in quality 00: 19 becomes 18 91—97: 14-18 becomes 15-19 for battle axes, bows, flails, military Roll of 08-20: Quality Group Seven. 98—00: 15- 19 becomes 16-20 picks, and morning stars. They can be up The smith’s weapons will be of generally to +1 in enchantment and of fair quality. poor quality. One out of eight weapons How to use these charts: The players Group Six: Maximum quality for darts, will be very good or very bad; roll d8, and enter town and find a sword smith. Roll scepters, halberds, lances, sling bullets, if a “1” results, roll percentile dice and to determine what type(s) of swords he and quarter staffs. Optionally, they can refer to the following: makes; on a roll of 71, he makes short, be enchanted up to +1 (even +2) and can 01—70: Roll again, using list broad and long swords. Then roll to find be of fair to good quality. They cannot be given above for Group the Quality Group his work belongs to. repaired well and may lose enchantment Eight weapons. This is a one-time roll for each sword easily. 71—00: Roll on Group Six smith, unless and until two years pass, in Group Seven: Highest quality possible list given hereafter. which case he might (40% chance) have for pole arms not specifically mentioned Roll of 21-75: All weapons produced moved up one Quality Group in the above. They are very rarely magical and by this smith are of acceptable quality meantime. On a roll of 94, this smith is of only poor quality. (but not exceptional). determined to be able to produce Group Group Eight: The lowest quality cate- Roll of 76-85: One in four weapons Four swords as his best current product. gory, used for sling stones, clubs, and made by this smith can be rolled on the If Enchant an Item is available, such a any makeshift weapon or substitute list for Group Six. weapon might be magicked up to +2 en- weapon such as a candlestick, pitchfork, Roll of 86-93: One in three weapons chantment. (Optional rules: only the best hoe, ax handle, etc. They are never mag- can be rolled on list for Group Five. weapon type in any Group can be multi- ic and are of dubious quality. Roll of 94-95: One in two weapons can purpose. Only one of the top three wea- be rolled on list for Group Four. pon types in any Group can be aligned To determine the quality level of a par- Roll of 96-97: Every weapon made by and considered an “exceptional sword.”) ticular artisan, refer to the appropriate this smith is rolled on list for Group You pay the man to make a long table(s) following. The procedure for Three. sword. He does this, and then you roll to sword smiths is different from that for Roll of 98-99: Every weapon is rolled see what quality of weapon he actually other types of weapon makers (primarily on list for Group Two. produced. On the average, every other because there are so many different Roll of 00: Every weapon is rolled on sword this smith produces may qualify kinds of swords), and is listed first. list for Group One. for Quality Group Four. This is one such

Sword smiths Weapon specifications by Quality Group All sword smiths can make daggers. When a result refers to a Quality Group Each one will also have the skill to con- of Six or higher (up to One), use the struct one or more of the five main types appropriate list in this section to deter- of swords: short (S), broad (B), long (L), mine the “to hit” number(s) which are bastard (Ba), and two-handed (T). Roll adjusted for that weapon. This section percentile dice for a particular artisan applies for other types of weapons as and refer to the list below to find which well as swords. type(s) of sword that craftsman can Group Six: construct: 01—30: 13 becomes 14 31—55: 14 becomes 15 01—10: S only. 56—74: 15 becomes 16 11—20: B only. 75—90: 16 becomes 17 21—30: L only. 91—97: 17 becomes 18 31—33: Ba only. 98—00: 18 becomes 19 34: T only. Group Five: 35—50: S and B. 01—90: Roll on Group Six list 51—55: S and L. 91—00: 19 becomes 20 56—65: B and L. Group Four: 66—80: S, B, and L. 01—85: Roll on Group Five list 81—90: B and T. 86—92: 13/14 becomes 14/15 91—96: L and T. 93—96: 14/15 becomes 15/16 97—98: B, L, and Ba. 97: 15/16 becomes 16/17 99: L and Ba. 98: 16/17 becomes 17/18 00: All types. 99: 17/18 becomes 18/19 00: 18/19 becomes 19/20 A general quality level is assigned to Group Three: each sword smith by another roll of per- 01—70: Roll on Group Four list centile dice, using the appropriate cate- 71—90: 13/14/15 becomes 14/15/16 gory from the following list: 91—96: 14/15/16 becomes 15/16/17 Roll of 01-07: Quality Group Eight. 97—98: 15/16/17 becomes 16/17/18 The smith’s weapons will be poor. On a 99: 16/17/18 becomes 17/18/19 roll of 1 on d6, a weapon produced by 00: 17/18/19 becomes 18/19/20 this smith will convert a certain “to hit” Group Two: number downward, just as with shields 01—60: Roll on Group Three list

D RAGON 15 16 SEPTEMBER 1982 sword. A roll on the Group Four list Quality Group into which a particular first one (Group 6, type 31 long sword) is comes up a 73. Another roll is taken, this smith’s work falls, roll percentile dice fairly priced at (2.5 x 15 gp) = 37.5 gp. time on the Group Five list. This roll is an and cross-index the dice result with the The second one (Group 3, type 97 long 81, which means yet another roll, this weapon type in question. A different roll sword) is worth (20 x 15) = 300 gp. time on the Group Six list. This result is a is made for each weapon type; thus, a 34, which means the weapon the smith smith might produce relatively high-qual- Group and type Price multiplier produced will convert any natural 14 to a ity spears while at the same time making 8 poor ...... 0.75 15 for the purpose of “to hit” determina- the worst javelins in the country. 8 average ...... full price tion. The weapon could be magicked up Columns on the chart are keyed as 7 poor ...... 0.90 to +1. It cannot, for example, be mag- follows: 7 average...... full price icked to become +1/+2 vs. magic-using A = daggers 7 good ...... 1.5 and enchanted creatures for two rea- B = maces 6 type 01 ...... 2.0 sons: First, it is not a possible +2 weapon; C = arrows, axes, crossbows, 6 type 31 ...... 2.5 second, it is not within the top three hammers, spears, tridents 6 type 56 ...... 3.0 types of a +1 weapon (17 to 18, 18 to 19, D = crossbow bolts, javelins, slings 6 type 75 ...... 3.5 or 19 to 20) and thus cannot be “excep- E = battle axes, bows, flails, 6 type 91 ...... 4.0 tional” or aligned. military picks, morning stars 6 type 98 ...... 4.5 F = darts, halberds, lances, 5 type 91 ...... 5.0 Other weapon types sling bullets, quarter staves 4 type 86 ...... 6.0 The Quality Group lists given above 4 type 93 ...... 7.0 are used for other weapon smiths be- Quality Group chart 4 type 97 ...... 8.0 sides swordmakers. First, determine the Dice roll A B C D E F 4 type 98 ...... 9.0 type(s) of weapon(s) a particular smith 01—04 8 8 8 8 8 8 4 type 99 ...... 10.0 can make. Then find the Quality Group 05—12 7 7 7 7 7 7 4 type 00 ...... 12.0 list to refer to and roll as given. 13—20 6 6 6 6 6 7 3 type 71 ...... 14.0 There are five main types of weapon 21—50 5 5 5 6 6 7 3 type 91 ...... 17.0 smiths besides swordmakers: bowyers. 51—70 4 4 5 6 6 7 3 type 97 ...... 20.0 fletchers, crossbow smiths, those who 71—85 3 3 4 5 6 6 3 type 99 ...... 24.0 make hafted weapons, and those who 86—95 3 3 3 5 5 6 3 type 00 ...... 28.0 make castable pole arms and lances. 96—00 3 2 3 4 5 6 2 type 61 ...... 34.0 Bowyers will be able to make any type 2 type 91 ...... 40.0 of normal bow (not a crossbow), and Estimating quality 2 type 97 ...... 47.0 30% of all such smiths also make arrows Once the Quality Group is known on a 2 type 00 ...... 55.0 as well. weapon-by-weapon-available basis, the 1 type 61 ...... 70.0 Fletchers will be able to make any lists for each group will indicate how well 1 type 91 ...... 85.0 normal type of arrow, and 5% of them the weapon actually turns out. The quali- 1 type 98 ...... 100.0 also make bows (like a bowyer) as well. ty of the final product can be told cor- Crossbow smiths can construct light rectly by the smith 60% of the time. The or heavy crossbows, and 80% of them other 40% of the time he will think it is also make bolts for those weapons. one step above or below what it actually Hafted weapon smiths will have var- is. ious talents. A few of them are able to Thus, if a sword smith who is capable construct all types of hafted weapons: of producing Group One weapons looks axes (A), battle axes (B), maces (M), at his final work, he can come very close hammers (H), Morning stars (MS), flails to its exact quality determination. As an (F), and pole arms (P) not designed for example, say it rolls up (beginning on throwing. Determine the talents of a par- the Group One list) as follows: 54 (move ticular smith by rolling percentile dice to Group Two list); 67 (move to Group and referring to this list: Three list); 98 (he produced a weapon 01—10: A and B. that converts 15 to 16, 16 to 17, and 17 to 11—25: M and H. 18 — what is called a type 97 weapon on 26—40: MS and F. the Group Three list). When the smith 41—50: P only. examines the weapon, he will estimate it 51—65: M, H, and MS. as being a type 91 (20% of the time), type 66—80: M, H, and P. 97 (60% of the time) or type 99 (20% of 81—95: A, B, M, and H. the time). Naturally, the smith is not ob- 96—00: All types. ligated to disclose his appraisal. Castable pole arm smiths and lance smiths also have varying talents, with Is the price right? only 10% of all such artisans able to con- Weapon making is an art that always struct all four types: spears (S), javelins tries for a certain level of excellence but (J), lances (L), or other pole arms (P): may not achieve it; by contrast, an ar- 01—40: S only. morer knows what he will end up with 41—65: S and J. and knows what to charge — exactly — 66—70: L only. for the final product. Starting with the 71—90: S, J, and L. prices given in the Players Handbook, 91—00: All types. here is a list of multipliers for the wea- pons, depending on the appraisal of the Quality Group determination weaponsmith, that would constitute a All weapon types except for swords fair price for a certain weapon. As illus- are included on one of the columns in trations of how to use this list, consider the following table. To determine the the sword examples used earlier. The

D RAGON 17 18 SEPTEMBER 1982 WEAPONS WEAR OUT, NOT SKILLS

A NEW PROFICIENCY SYSTEM

When players first outfit their AD&D™ that this requires training and practice, characters, choice of weapons is a major just as magic-users must study to learn concern. However, since most starting new spells. characters can only afford a few wea- Weapon skills are divided, for learning pons at most, determining proficiency purposes, into four skill categories. presents little problem. The player can Three of the categories consist of groups often simply designate the few weapons of weapons which require similar skills the character possesses as those in to use effectively, while the fourth con- which the character is proficient. The sists of weapons requiring special tacti- proficiency rules in the Players Hand- cal skills. The skill categories are subdi- book are not too restrictive for a charac- vided into groups, each encompassing ter’s early career. one or more specific skills. The catego- But later, when purchases, theft, and ries of weapon skill are: melee weapons, treasure acquisition add to the charac- hurled weapons, projectile weapons, and ter’s equipment, the question of how to special weapons. deal with weapon proficiency is likely to arise. Melee weapons This article presents one possible sys- Melee weapons are defined as all wea- tem for the DM who wishes to regulate pons which can only be employed if the character weapon usage. It is assumed wielder keeps a continual hold on the that characters, especially fighters, will weapon. They are basically extensions wish to acquire new weapon skills, and of the user’s arms, providing increased

BY CHRISTOPHER M. TOWNSEND

D RAGON 19 length, either for longer reach or greater 4. Two-Handed Swords — Although the preceding class, but more than 30 leverage, and higher destructive poten- the size of these weapons is the same as inches in length. Examples are the - tial through greater mass or increased the previous group, their usage is suffi- tleaxe, great axe, and bardiche. penetrating power. Melee-weapon skills ciently different to merit their classifica- 3. Hammers — The force of swinging divide into three groups: blade weapons, tion as a separate skill. The two-handed these weapons is focused onto a specific bludgeon weapons, and pole weapons. sword and bastard sword (used two- unedged portion of the weapon head. handed) fall into this category. Therefore, like axes, these have a direc- Blade weapons have an edged blade, tional head. The hammer, lucern ham- usually wielded as a cutting or slashing Bludgeon weapons are the perhaps mer, and pick fall into this skill group. instrument, but sometimes used as a the simplest of weapons in concept: es- 4. Flails — These weapons have heads short piercing or stabbing implement. sentially, nothing more than extensions attached to the handle by a flexible con- The blade usually comprises most of the of the fist. Their effectiveness derives nection, usually a chain. Thus, the weapon’s length, the handle being rela- from the increased force of impact pro- wielder must calculate not only the path tively short. Although larger blade wea- vided by both greater leverage and high- of the handle, but the trajectory the pons have substantial mass, and thus er mass than possible with a natural blow movement of the handle will impart to considerable impact power, it is the use with the fist. Unlike blade weapons, the the head of the weapon. Some flails have of a sharp edge to increase penetration handle of a bludgeon weapon, which several heads; others, such as the grain which sets this group apart from others. provides leverage, represents most of flail, have long handles and must be The specific skills within the blade-wea- the weapon length. Mass is provided by wielded two-handed. pon group are these: the head, which may be in any of a varie- 5. Clubs — The simplest of bludgeons, 1. Knives — Any weapon with an edged ty of configurations. Some bludgeons these have a handle and a rigidly at- blade less than 20 inches in length falls use edged heads to increase penetra- tached, omnidirectional head. Within this into this group, including edged knives tion, but the weapon group remains or- group are the mace, staff, club, and (used for slashing) and daggers (usually iented towards impact force. The skills morning star. a stabbing weapon). within this group are these: 2. Short Swords — Included in this Pole weapons differ from other melee group are all blade weapons with lengths 1. Small Axes — These weapons focus weapons in that they are thrust rather of 21 to 40 inches, such as the short the force of a blow onto a sharp edge on than swung at an opponent. They use sword, scimitar, cutlass, and falchion. the weapon head. The head is, therefore, length to provide greater reach, rather 3. Long Swords —This group consists directional, although the axe may be than for increased leverage as with of blade weapons with lengths over 40 one-or two-edged. Included in this skill blades and bludgeons, and gain their inches that are still able to be wielded are the hand axe, hatchet, and any one- penetrative power by piercing rather with one hand/arm. Among these are the handed axe of less than 30 inches in than cutting or slashing. In theory, an broad sword, long sword, and bastard length. unshod staff can be used this way, but sword (used one-handed). 2. Large Axes — Essentially similar to without a piercing head it will have little

20 SEPTEMBER 1982 penetration, and so almost invariably a are divided into two types: 2. Throwing Spears — The weapons pole weapon will have a pointed head. classified as short pole arms within the Within this group are the following spe- Tumbling weapons rotate end over melee weapon category may be thrown. cific skills: end when hurled: They usually require These include javelins, spears, and the careful balancing and range estimation like. 1. Short Pole Arms — This type in- so the head or edge, rather than the han- 3. Spinning Weapons — These wea- cludes any piercing pole weapon under dle, will strike the target. Within this pons are basically circular and revolve 8 feet in length, such as a spear, javelin, group are the following specific skills: rapidly when thrown. The discus is the or trident. 1. Throwing Knives — Any weapon classic example. 2. Long Pole Arms — Identical to short meeting the qualifications for melee pole arms, excepting a length of 8 feet or blade weapons listed under knives may No skill group is provided for grenade- more, this category covers pikes, glaives, be thrown. However, to avoid the non- type hurled weapons; it is assumed that and lances. proficiency penalty, the knife or dagger any character has the wherewithal to 3. Composite Pole Arms — These must be specially balanced and would throw a rock or a bottle with some accu- weapons have a more complex head therefore be relatively expensive. racy over short distances. If the DM feels than those listed above. While retaining 2. Throwing Axes — The weapons de- it necessary to include such objects as some piercing capability, they can be fined as small axes under melee blud- weapons in which proficiency must be used as swung impact weapons, similar geon weapons may all be hurled. gained, they could be added to the to certain extremely long bludgeons. 3. Hammers — Weapons listed in the streamlined weapons group. Halberds, bills, and the like fall into this hammer skill in the melee bludgeon category. group may be hurled if the weapon Missile weapons length does not exceed 30 inches. If the Weapons in this class project a missile Hurled weapons DM desires, clubs (such as the mace) towards a target by means of some me- This group is comprised of weapons which meet the same length limitation chanical device. While the missiles usu- designed to do damage when thrown at may be included in this skill. ally resemble small hurled weapons, the an opponent. Some of them can also be use of a device, rather than the caster’s used as melee (hand-held) weapons, but Streamlined weapons do not change arm, as the projector sets this class the use of a device as a melee weapon is orientation relative to the target once apart. Specific skills in this category are a separate skill from using the same de- thrown, or else the orientation does not as follows: vice as a hurled weapon. Certain acces- affect the result. Most have a pointed 1. Self Bows — The short bow, long sories, such as the spear thrower, can be head to increase their penetrating pow- bow, horse bow, and composite bow are used to extend the range and power of er. In general, they have greater effective all in the group of self bows. While all weapons cast, but do not alter the essen- range than tumbling weapons. these are used similarly in combat, the tial act of throwing, and so do not qualify 1. Darts — This skill is self-explanatory; construction and care of individual wea- as a separate skill. Hurled weapons skills it covers thrown darts of all sizes. pon types may differ, so the DM may

D RAGON 27 wish to add such factors as maintenance tions skills can be divided into two skill must at least discuss the formation, set- skill and weapon failure. types, as follows: tle on signals for communication in the 2. Crossbows — These are bows which 1. Linear Formations — These are heat of battle, and should probably set (unlike self bows), once drawn — either made up of one or more lines of combat- time aside for practicing the formation. by man or machine — remain cocked ants all facing in one direction. Several and ready without further effort on the lines can be arranged in ranks one be- Mounted skill is a separate special skill part of the man or machine. The path of hind the other, although for game pur- for the simple reason that using a wea- the projectile to be released is aimed poses no more than three ranks should pon with both feet firmly planted on the down the body of the weapon itself, and be permitted to fight simultaneously. ground is quite different from using that the missile is generally released by 2. Block Formations — In this type of same weapon while astride a charging means of a mechanical trigger. Light and formation fighting, the cooperating com- mount. Even possessing skill with a heavy crossbows of all descriptions are batants face in different directions, so a weapon normally used on horseback, included in this group. block formation can engage opponents such as a horseman’s mace or a heavy 3. Slings — These are elastic tethers attacking from several sides. Squares lance, does not mean the wielder has the used to accelerate missiles by centrifu- and triangles are commonly used block skill to actually use it from the saddle. gal force, to then be projected toward formations. The two skills in this group are these: the target when the tether is released. Formation fighting usually involves 1. Shock Fighting — Also called charge Some slings are mounted on staff-like large numbers of combatants, and so fighting, this skill covers the use of a pole handles for additional range and power, might rarely if ever come up in actual arm, usually a lance or spear, while on a and these are also in this group. play. The DM must judge whether an ac- charging mount The rider holds the tion undertaken by a group of characters weapon rather rigidly, with virtually all of Special skills requires proficiency in this skill. Two the thrusting motion being imparted by Special skills do not cover the use of fighters standing back-to-back fending the charge of the horse. Sometimes a any particular weapons, but rather the off attacks would require very little coor- spear can also be used overhand, in a ability of a weapon wielder to operate dination, but if these same fighters wish manner similar to thrusting when on effectively in unusual situations. Skill to rapidly switch positions, some skill in foot. The DM should consider the situa- with some appropriate weapon is there- formation fighting might be necessary. tion and judge whether an intended ac- fore assumed in the skills of this category. Additionally, since formation fighting tion requires this skill. requires concerted action by several in- 2. Melee Fighting — Once a horse and Formation skill is represented in the dividuals, the DM must assure that some rider complete a charge, the rider uses functioning of a body of combatants to- advance planning takes place. The fact this skill in combat. The use of blade and gether in a coordinated manner. This that three characters all have skill in for- bludgeon melee weapons, in much the group of skills is one of the most difficult mation fighting does not mean they can same way as when the wielder is on foot, to adjudicate; considerable discretion is instantly spring into a rotating triangle is customary in such circumstances. required on the part of the DM. Forma- upon the leader’s command. The players Fighting on or from horseback is so

22 SEPTEMBER 1982 difficult, requiring long training to attain with this skill is proficient in shooting at a Acquiring weapon proficiency real mastery, that the consequences for target when an obstacle or obstacles “Newborn” characters begin with some the untrained character who attempts it block the direct line of sight. weapon skills, the maximum number should be severe. In addition to the usual This should not be construed to mean depending on the character’s class. Al- non-proficiency penalty, the DM should that the shooter’s view of the target is though it is assumed that the character allow a possibility that the character will completely blocked, as might be the had to undergo training to qualify for his lose his balance, drop a weapon, or even case with modern artillery. Rather, the or her chosen class or classes, for game fall from his mount. A character might shooter arcs his missiles over interven- playing purposes there is no specific also handle his horse improperly in ing terrain or bodies at his target. Even learning process for acquiring proficien- combat, wrenching the mount to a new with this skill, there should be negative cy in these initial weapons, and the char- path so quickly that it rears or stumbles. die modifications attached to the attempt acter can choose proficiency with wea- to account for the size of the target, the pons he does not yet possess. A charac- Missile specialty defines an increased degree to which the archer’s vision is ter could acquire a weapon without ac- ability to use a missile weapon accurate- obscured, and the height of the arc re- quiring proficiency in it, although there ly in difficult situations. The four sepa- quired. Possessing this skill exempts the would usually be little point in buying or rate skills in this group are these: archer from the additional negative ef- trading for such an item. 1. Ranged Shooting — This is simply fects of non-proficiency. In this variant system for weapon- the ability to shoot with increased accu- More even than formation fighting, proficiency determination, a player need racy at long range. It affects archery this skill will usually apply only to mass not immediately specify all the initial from self bows only, since crossbow combat situations. The DM must be rea- weapon proficiencies to which his or her bolts and sling missiles lose accuracy sonable in application; a six-foot-tall character are entitled; a fighter might rapidly with increasing range. The “to crossbowman standing a pace behind pick only three weapons of proficiency hit” die modifications of a missile-wea- his halfling cohort can shoot over the at the start of his or her adventuring ca- pon wielder with this skill are reduced to halfling’s head without this skill. If either reer and hold one choice in reserve until -1 at medium range and -4 at long range. the archer or the target is elevated so a new weapon is acquired. However, any 2. Long Ranged Shooting — A further that direct-line shooting is possible, any weapon skills not chosen during the in- extension of ranged shooting, this skill obstructions below the line of sight are itial character generation must be ac- applies only to long or large composite irrelevant. quired in the same manner new skills are bows and requires prior acquisition of 4. Mounted Shooting — Shooting from learned as characters become eligible to ranged shooting skill as described above. horseback is included in this class, as it rise in experience levels. The difference The “to hit” die modifications of a missile- requires a somewhat different technique is that the character may enter the learn- weapon wielder with this skill are re- than mounted fighting. Only small bows ing process at any time if a choice has duced to 0 at medium range and -2 at such as the short bow, the small compo- been withheld, without having to wait to long range. site bow, and the light crossbow can be attain a higher level. 3. Indirect Shooting — A character used with effectiveness from a mount. When a character wishes to acquire

D RAGON 23 proficiency with a new weapon, he must in a different group from all previously requires eight weeks of training. Learn- enter a training period. During this time, held skills, but in the same category, the ing a special skill in a new group requires the character can not undertake any training period is six weeks, and a tutor is twelve weeks of training, and in both other strenuous or time-consuming ac- mandatory. In this situation, our hard- cases a tutor is mandatory. tivity, especially adventuring. The length working fighter can pick up proficiency of game time needed to become profi- with a mace, not a blade melee weapon Weapons of the same skill type — not cient with a weapon (and any additional but still in the melee weapons category. the same skill group — are generally very requirements) varies with the similarity To learn a skill which is in a different similar in their method of usage. To ac- between the new weapon and weapons category from all previously held skills count for this, a character may use a with which the character is already requires eight weeks of training, and weapon with which he is not proficient, proficient. again a tutor is mandatory. The studious but which is of the same skill type as one If a character wishes to become profi- fighter in our example gets tired of bash- with which he is proficient, at a penalty cient with a certain weapon and he or ing heads and could learn to shoot a “to hit” of 1 less than the normal non- she is already proficient with another crossbow, from the missile weapons proficiency penalty. For example, our weapon of the same skill, the character category, by spending the requisite time fighter, possessing all the weapon skills must train for two weeks of game time and paying the tutor’s fee. previously attributed to him, would be —-one week if a tutor is available. For Proficiency in the special skills cate- able to use a bastard sword one-handed example, a character proficient with a gory is handled differently. Only mem- at a penalty of -1 rather than -2, since he long sword may acquire proficiency with bers of the fighter class or one of its is proficient with a long sword already. a broad sword in one or two weeks, since sub-classes may ever acquire a special both weapons are in the long swords skill. A character may choose only one Training always requires appropriate skill. special skill among his or her initial pro- equipment, including the possession or If a character wishes to become profi- ficiency choices, and thereafter may only availability of an example of the weapon cient with a weapon which is not in the acquire one additional special skill with to be learned. Special skills may require same skill as any weapon already known, every third experience level gained, additional equipment; it is obviously dif- but which is in the same group as a pre- starting at third level; i.e. one at third ficult to train in ‘mounted fighting with- viously held skill, the character must level, another at sixth, another at ninth, out a mount. A tutor, if employed, must train for four weeks (two weeks with a and so forth. However, special skills ac- be at least equal to the student in fighting tutor). For example, the character de- quired after the initial weapon skills are ability and must, of course, be proficient scribed above now wants to learn to use chosen do not count against the number in the skill to be taught. A reasonable fee a dagger, which falls under this situation of allowed weapons; they are allowed (determined by the DM) must be paid to since that weapon is not in the long over and above the limits on proficiency the tutor. The DM should be especially sword skill, but is within the blade melee as spelled out in the Players Handbook. careful to assure that reasonable recom- weapons group. Acquiring a special skill from the same pense is offered when both the student If a character wishes to learn a weapon group as a previously held special skill and tutor are player characters.

24 SEPTEMBER 1982 FEATURED CREATURES OFFICIAL AD&D™ MONSTERS FOR YOUR CAMPAIGN

by Gary Gygax

©1982 E. Gary Gygax. All rights reserved.

We’re on a roll now, Gentle Readers. brought about by the inclusion of so Although the new creatures featured many monsters from the Lower Outer here are not as powerful as the Planetars Planes without inclusion of their oppo- and Solars of last issue, the Baku and site numbers from above. Next time we’ll Phoenix are no mean protagonists for deal with some of the more mundane Good. Taken as a group, these cham- monsters, of the sort usually encoun- pions of weal and right will certainly bal- tered by adventurers in the dank pas- ance any possible tendency towards Evil sageways of a foreboding dungeon. Baku FREQUENCY: Rare (Very rare) against opponents of man-size or under NO. APPEARING: 1 (2-5) 6 feet in height (if four-legged, etc.). A ARMOR CLASS: -2 baku can use simple devices, such as MOVE: 21” weapons or , in its short, prehen- HIT DICE: 12 + 12 sile trunk, so one will often have some % IN LAIR: Nil magic weapon or device when attacking. TREASURE TYPE: Nil (see below) Baku have the power to become invis- NO. OF ATTACKS: 3 ible at will and to remain thus until some DAMAGE/ATTACK: 3-18/2-12/2-12 action breaks the dweomer. Baku can SPECIAL ATTACKS: See below become ethereal and travel in this mode. SPECIAL DEFENSES: See below They can also travel astrally. MAGIC RESISTANCE: 20% Baku possess the following psionic INTELLIGENCE: Exceptional - Genius powers: Animal Telepathy (12th level of ALIGNMENT: Neutral good mastery), Body Control (6th), Body SIZE: L (9’ tall at shoulder) Equilibrium, Cell Adjustment (12th; as PSIONIC ABILITY: 180 + 2-24 fighter), Detection of Good/Evil (12th), Attack/Defense Modes: BE/FGI Reduction (12th), and Shape Alteration. LEVEL/X.P. VALUE: IX / 4,900 + 18 / h.p. The trumpeting roar of a baku causes all evil-natured creatures within a 4” ra- A baku is seldom seen in the wild, for dius to take 1-8 points of damage and most move invisibly in the communities make a saving throw vs. paralyzation or of man. On the Prime Material plane, flee in panic as if affected by a fear spell Baku prefer dwelling in semi-tropical from a 12th level magic-user. Baku can forests, and there groups will sometimes roar thus but once every four melee be encountered. Baku hate evil and will rounds. subordinate their usual timid and peace- Description: Baku have -like loving nature to combat malicious mon- heads with a trunk of only 4’ or so in sters. In this aspect, they secretly dwell length. A pair of upward-thrusting tusks amongst and serve the interests of hu- jut from the nearer portion of the lower mankind. Their true home is the Upper jaw, curving slightly backward. The fore- Outer Planes of Neutral Good. legs are stout and rhinoceros-like, while Despite its size and bulk, a baku can the rear legs are rather leonine. move rapidly. It attacks by means of a The body is draconian, terminating in a goring butt and two stomping attacks short tail. The back is scaled in horny with the forelegs, the latter possible only platelets.

D RAGON 25 Phoenix FREQUENCY: Very rare ly opts for more effective measures of has infravision to 120’ and double nor- NO. APPEARING: 1 (1-4) attack and defense. mal ultravision. A touch of its wing is ARMOR CLASS: -3 The piercing whistle of a phoenix ena- equal to a cure light wounds spell, with MOVE: 6”/39” bles it to act first in melee, since oppo- two touches possible for any given indi- HIT DICE: 20 nents within a 30’ radius are so affected vidual per day from the same phoenix. % IN LAIR: Nil by the sound as to give the phoenix a +3 Similarly, a touch of the bird’s comb TREASURE TYPE: See below advantage on its initiative die. With this gives an effect equal to cure disease. NO. OF ATTACKS: 1 or 2 advantage, the creature can use any of When hard pressed, the phoenix is DAMAGE/ATTACK: 2-12 or 1-8/1-8 the following spell-like powers, one at a able to cause spilled droplets of its own SPECIAL ATTACKS: See below time, one per melee round, at 20th level: blood to act as fire seeds of the holly SPECIAL DEFENSES: See below Affect normal fires, Audible glamer, berry type, one being created for every MAGIC RESISTANCE: 50% Blink, Blindness, Blur, Call woodland five points of damage taken by the crea- INTELLIGENCE: Genius beings (1/day), Control temperature, 10’ ture. In extremis, the phoenix creates a ALIGNMENT: Neutral good r., Continual light, Color spray (3/day), combination fire storm (of 2” high x 5” SIZE: M Dancing lights, Duo-dimension (1/day), wide x 8” deep) and incendiary cloud, PSIONIC ABILITY: See below Find the path (1/day), Find traps, Fire even if it has already used these powers Attack/Defense Modes: See below charm, Fire quench (1/day), Fire seeds previously. The result is a twice normal LEVEL/X.P. VALUE: X/ 12,800+ 30/ h.p. (1/day; see paragraph below regarding strength (40th level) effect with respect defense), Fire shield, Fire storm (1/day; to both spell-like powers — which termi- The phoenix, so rarely seen on the see below), Heat metal (3/day), improved nates the adult phoenix and leaves a Prime Material plane, is native to the invisibility, Incendiary cloud (1/week; gem-like egg behind. From this egg a Upper Outer Planes of Elysium. Of see below), Misdirection, Neutralize poi- new phoenix bird will arise in 20 days. course, the phoenix is quite capable of son (1/day), Polymorph self (3/day), In addition to their own language, dwelling in nearly any climate or even Produce fire, Pyrotechnics, Reincarnate phoenix can speak with all avians. They the void, since cold, heat, and like condi- (1/day), Remove curse, Remove fear (10’ otherwise communicate by limited tele- tions do not harm the creature. However, r.), charm, Veil (1/day), and Wall pathy or by means of empathy and tel- a phoenix prefers beauty and sylvan of fire (1/day). empathy of a limited sort. peace, so it will typically be found only in Additionally, the dance of a phoenix The phoenix can neither attack nor be such places on the Prime Material Plane. acts as a double-strength exorcise (40th attacked by psionic means. The crea- Unfortunately, the feathers of the phoe- level) spell and is effective against all but tures possess the following disciplines: nix command an average of 50 g.p. each; the greatest of evil magics— such as that Cell Adjustment (as cleric; 1/day, 20th its gem-like beak, talons, and eyes will of an artifact or relic. The phoenix needs level of mastery), Energy Control (3/day), go for a hundred times that, and its body only to spread its wings and voice a call Molecular Agitation (3/day, 20th level), is prized by alchemists seeking to make to dispel illusion or dispel magic. Probability Travel (1/week, 10th level). certain potions. Thus, an already rare A phoenix automatically detects evil, Description: A phoenix appears sim- creature is rarer still. detects charms, and detects magic. It ilar to a peacock, although it is far larger A phoenix in flight attacks with both of radiates a 10’ radius protection from evil. and its beak is longer in proportion. The its diamond-hard talons. When on the The creature can become ethereal and plumage includes bright violet, scarlet, ground it has but a single attack with its travel astrally or ethereally. It can be hit crimson and flame orange areas. Beak long, sharp beak. However, being both only by +3 or better weapons. and claws are of blue violet. Eyes are a intelligent and magical, a phoenix usual- The phoenix can never be surprised. it deep, glowing ruby color.

The feathers of the phoenix command an average of 50 g.p. each; its gem-like beak, talons, and eyes will go for a hundred times that, and its body is prized by alchemists seeking to make certain potions. Thus, an already rare creature is rarer still. . . .

26 SEPTEMBER 1982 Filling in the tints of the color wheel

by Richard Alan Lloyd

In the section on dragons in the mentioned in the Monster Manual: red, have been the product of matings be- AD&D™ Monster Manual, there are co- blue, and green. They, and the three tween two different primary-color drag- lors not mentioned that could be those of missing colors (purple, orange, and yel- ons. Most of these matings would likely additional evil dragons. Consider the low) together form the main part of the be the result of wizards’ experiments “color wheel” of primary and secondary chromatic dragon overspecies. since dragons, being intelligent, would pigments known to all painters: The origin of dragons is a subject in probably see only their own red, blue, or The three primary colors are red, blue, which can be found conflicting state- yellow species as beautiful or handsome. and yellow. Pairs of these colors can be ments. According to the Monster Manu- Nearly all such matings would produce combined to form the three secondary al, “spawns all of evil dragon- no eggs, or unhatchable eggs, due to colors, purple (red + blue), green (blue + kind.” Yet, dragons can be found in mat- genetic problems. However, certain pair- yellow), and orange (yellow + red). Ex- ed pairs of the same color, with young ings together with sorcerous potions cluding black and white dragons (the and eggs. Therefore, it seems that drag- and spells would result in crossbreeds former a mixture of every pigment, the ons can come from two sources: from that were not only viable but able to latter the absence of any pigment), only Tiamat, or from others of their kind. breed true with each other, thus starting three types of dragons whose scales Why not a third source? In the ancient the secondary-pigment branches of the have pigments of the color wheel are past, the secondary-color dragons could dragon overspecies. D RAGON 27 Yellow dragons tend to lair in seashore cave complexes or narrow gorges, or (less often) near high-salinity pools in inland salt flats created by long-dried oceans. Their coloring blends in with the yellows and whites of sun-bleached, salt-encrusted rock and sand. A will either attack with its claw/claw/bite routine or by its breath weapon — a cone of sodium chloride (salt) crystals 7” long and 2” wide at its base. The salt particles — byproducts of the creature’s diet — spray over anyone in its area of effect. If a victim makes a saving throw vs. breath weapon, this means the victim was in the act of turning aside and/or trying to cover his or her face, so the victim only suffers blindness for a num- ber of melee rounds equal to the hit dice of the dragon. Due to the caustic nature of salt in the eyes, any victim with a con- stitution of 10 or less must also save vs. poison or faint with pain for 3 or 4 (one- half the hit dice of the dragon, rounded up) melee rounds. For each two points of damage that such a victim has previous- ly taken, the faint is prolonged for one additional round. Yellow dragons are intelligent enough to keep track of who has been blinded, and will choose to go after still-sighted members of the party, returning in sev- eral melee rounds to try to finish off blinded ones before they recover. Failing to save vs. breath weapon means the victim was struck by the salt cone while unprepared and, in addition to the above effects, is also coughing and choking on salt in the nose, mouth, and lungs (or gills, if an amphibious or aquatic NPC is involved). A victim so af- flicted will fall unconscious from lack of air in 1-3 melee rounds and will die in another 3-5 rounds thereafter. The chok- According to the color-wheel theory, other attributes of the yellow dragon ing person is helpless, but a comrade the green dragon’s parents many gener- have been narrowed down to a set of can perform artificial respiration, forcing ations ago were blue and yellow drag- likely statistics: out enough salt in one round’s time to ons. The blue dragon is well document- prevent death. It will take another 3 or 4 ed; despite being rare, it is abundant Yellow Dragon (one-half the hit dice of the dragon, enough to have been seen by villagers FREQUENCY: Very rare rounded up) rounds to clear the salt and adventurers alike. Yellow dragons, NO. APPEARING: 1-5 completely. The victim may still be blind- however, are very rare (or perhaps non- ARMOR CLASS: 1 ed after this time until his or her eyes are existent) on the continent where most MOVE: 9”/24” cleansed of salt by tears and/or water. AD&D adventures take place; few, if any, HIT DICE: 6-8 Spells such as Transmute rock to mud have ever been seen. % IN LAIR: 30% will not affect the salt since it is a crystal, Since no yellow dragon has been cap- TREASURE TYPE: H not a stone. The salt is neither a curse tured locally for study, the characteris- NO. OF ATTACKS: 3 nor a disease; therefore, spells counter- tics of yellow dragons have been de- DAMAGE/ATTACK: 1-6/1-6/2-16 ing such afflictions are of no use. Ordi- duced by sages asking, “If a green drag- SPECIAL ATTACKS: Breath weapon nary water or any other harmless fluid on is the product of a blue and a yellow and possible magic use will dissolve the salt in 2 or 3 (one-third dragon, then what kind of dragon, mated SPECIAL DEFENSES: Nil the hit dice of the dragon, rounded up) with a blue one, could produce a green MAGIC RESISTANCE: Standard melee rounds. dragon?” A green dragon has the same INTELLIGENCE: Average Yellow dragons able to use magic gain armor class as a blue, so the yellow’s AC ALIGNMENT: Lawful evil a 1st-level spell at each of the first four would be the same or only slightly better. SIZE: L (30’ long) age brackets, and gain a 2nd-level spell A yellow dragon would be much smaller PSIONIC ABILITY: Nil at each of the remaining four age brack- than a blue, however, since a green Attack/Defense Modes: Nil ets, in the same manner as green drag- dragon is a full six feet shorter than the CHANCE OF: ons, with the spells selected randomly. blue parent. Speaking: 30% Yellow dragons save at +2 vs. metallic In a similar deductive fashion, the in- Magic Use: 10% poisons such as sodium or arsenic and telligence, magic-using capability, and Sleeping: 50% vs. chlorine or other poisonous gases.

28 SEPTEMBER 1982 Mating a yellow dragon with a red pro- have an underground stream running damage to everyone in a 1½” radius duces an orange dragon. Orange drag- through them. They tend to keep to the equal to the points the target alone ons are also very rare (or perhaps non- shadows, since their brilliant coloration would have lost in fire damage. The only existent) on the continent where most would make hiding in normal vegetation practical way to prevent a victim from AD&D adventures occur. The armor very difficult, and often begin their day’s catching fire is to drench him or her in oil class, size, and many other qualities of hunting at dusk. to prevent the sodium from contacting an orange dragon would be a hybrid of An orange dragon will either attack the air. All and armor must then the attributes of the red and the yellow: with its claw/claw/bite routine (bite is be removed and cleaned of sodium while 3d8-1) or with its breath weapon, liquid the objects are still oil-covered, which Orange Dragon sodium which is expelled in a stream ½” takes 7, 8, or 9 (hit dice of dragon) turns. FREQUENCY: Very rare wide and 6” long in a straight-line direc- There is, of course, an element of risk in NO. APPEARING: 1-4 tion from the dragon’s head, in the man- the pouring of oil, should the sodium ARMOR CLASS: 0 ner of black dragons. The dull silver- ignite just as the oil hits the victim. MOVE: 9”/24” colored stream of sodium oxidizes rapid- A favorite attack mode of orange HIT DICE: 7-9 ly when exposed to air; the oily saliva of dragons is to expel sodium into a river or % IN LAIR: 45% the dragon serves to prevent premature lake directly adjacent to a camped party TREASURE TYPE: H, S ignition in the mouth of the dragon. The (or a boatload) of adventurers. An aver- NO. OF ATTACKS: 3 sodium itself is stored in the digestive age-sized adult dragon would spit a DAMAGE/ATTACK: 2-7/2-7/2-23 tract in a nearly solid state, and is not stream of sodium “worth” 40 points fire SPECIAL ATTACKS: Breath weapon liquefied until powerful gastric and eso- damage into the water, and the explo- and possible magic use phagal contractions bring it up to the sion would cause this much damage to SPECIAL DEFENSES: Nil mouth. everyone within a 1½” radius— probably MAGIC RESISTANCE: Standard Victims hit by the sodium stream are leaving most party members hurt, and INTELLIGENCE: Very to high drenched, and as the saliva runs off and overturning or destroying boats. ALIGNMENT: Neutral evil the sodium is exposed to the air, a victim An orange dragon able to speak and SIZE: L (39’ long) will be engulfed in napalm-like flame, do- employ spells gains a 1st-level spell at PSIONIC ABILITY: Nil ing damage equal to the hit points of the each of the first three age brackets, a Attack/Defense Modes: Nil dragon. This damage is halved if the vic- 2nd-level spell at each of the fourth and CHANCE OF: tim makes a saving throw vs. breath fifth ages, and a 3rd-level spell at each of Speaking: 50% weapon. The sodium will ignite in 1-3 (10 the last three ages. An ancient orange Magic Use: 25% minus the hit dice of the dragon) melee dragon would therefore know three 1st- Sleeping: 35% rounds after covering the target. level, two 2nd-level, and three 3rd-level Sodium explodes when it comes in spells, selected randomly. Orange drag- Orange dragons lair in swamp, river, contact with water, so if well-meaning ons save vs. metallic poisons such as or lake areas, frequently living in caves friends of the victim try to wash the sub- sodium or arsenic at +4 and vs. fire (regu- that either open near water or perhaps stance off, the resulting blast will do lar and magical) at +2.

DRAGON 29 The third very rarely seen dragon type is the purple. Two well documented dragons, the red and the blue, may mate to produce a purple dragon. This is the strongest of the three missing dragon types, since its parents are the largest and most intelligent evil dragons.

Purple Dragon FREQUENCY: Very rare NO. APPEARING: 1-4 ARMOR CLASS: 1 MOVE: 9”/24” HIT DICE: 8-10 % IN LAIR: 55% TREASURE TYPE: H, T NO. OF ATTACKS: 3 DAMAGE/ATTACK: 2-7/2-7/5-27 SPECIAL ATTACKS: Breath weapon and possible magic use SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Standard INTELLIGENCE: High ALIGNMENT: Neutral evil SIZE: L (45’ long) PSIONIC ABILITY: Nil Attack/Defense Modes: Nil CHANCE OF: Speaking: 65% Magic Use: 35% Sleeping: 25%

Purple dragons can lair in almost any climate, but a lair will always be a deep complex of underground caves, free from any natural light sources. The breath weapon of a purple dragon is at its most startling in utter darkness. A purple dragon will either attack with its claw/claw/bite routine (bite is 2d12 + 3) or by its breath weapon, generating a bolt of energy in a straight line 1/10” wide and 10” long, similar to that of a blue dragon, but narrower. The bolt is a high-energy lance, a merging of the lightning and fire from the dragon’s blue and red parents. Victims take damage equal to the dragon’s hit points from be- ing fully struck; victims who make a save vs. breath weapon are only struck a glancing blow and take half damage. Both the victim and anyone else stand- ing in a 120° arc in front of the dragon’s head are struck blind for 8-10 (hit dice of General information other continent or atop a nearly inac- dragon) melee rounds due to the eye- To augment the attack-effectiveness cessible plateau, the frequency of each searing brightness of the beam. The table on page 30 of the Monster Manual, should be rare, so that conventional en- blindness is of half duration outside in attacking a yellow, orange or purple counter tables for dragons can be used. daylight, and of three-quarters duration dragon is subject to these penalties and Descriptions of these three dragons (round fractions up in both cases) in a bonuses: now complete the evil dragon overspe- torch-lit room underground. cies. A sage can easily trace the biology Magic-using purple dragons gain a Dragon’s Attack by: of the most distinctive dragon character- 1st-level spell at each of the first three Breath A E F W El istic, the breath weapon. The fire of the stages of growth; a 2nd-level spell at the Salt +1 — — +1 — red dragon breaks apart the sodium fourth and fifth stages; a 3rd-level spell Sodium — -1 — — — chloride (salt) of the yellow dragon, giv- at the sixth and seventh stages; and a Energy — +1 -1 — -1 ing sodium as a breath weapon for the 4th-level spell at the final stage. A magic- A = Air; E = Earth; F = Fire; orange dragon. The electricity-generat- using ancient purple dragon would know W = Water; El = Electricity. ing effect of the blue dragon breaks the random spells consisting of three 1st- sodium chloride of the yellow dragon level, two 2nd-level, two 3rd-level, and While the frequencies of the missing apart to form the chlorine breath of the one 4th-level . Purple drag- dragons are all listed as very rare, this green dragon. And the weapons of the ons take half damage from lightning and could simply imply that dungeon adven- red and blue combine to yield the energy fire attacks (regular and magical). turers are staying close to home. On an- lance of the purple dragon.

30 SEPTEMBER 1982 D RAGON 37

TIMELORDS An NPC class for the future, present & past by

Timelords are the elite military order of a mutated human race. Most members of this race do not differ from normal TIMELORDS humans (except that very few are able to cast spells), but a few 6-sided have mutated enough to be able, with proper training, to ma- Exp. Exp. dice for Level Chronal nipulate time. An annual competition among 16-year-olds of at points level hit points title energy least 15 intelligence determines which young men and women 0 — 2,000 1 1 Timeinitiate 1 will enter the Order of Timelords. They become Time initiates 2,001 — 4,000 2 2 Timeleader 3 after two years of intensive training and stimulation of the gland 4,001 — 8,000 3 3 Timechief 6 which enables Timelords to alter time. Only members of the 8,001 — 16,000 4 4 Timecommander 10 mutated race possess this gland, so Timelords are exclusively 16,001 — 32,000 5 5 Timemaster 15 non-player characters. 32,001 — 50,000 66Timelord 21 Timelords attack and save using the thief tables. Timelords 50,001 — 100,000 7 7 Timephilosopher 28 can use any weapon, just as a fighter, but gain weapon profi- 100,001 — 250,000 8 8 Chronos 36 ciency as a thief. Timelords may use any magic item usable by 250,001 — 400,000 9 9 Chronos, 2nd 45 all classes, plus all rings, potions, and any item which affects 400,001 — 550,000 10 10 Chronos, 3rd 55 time (such as a Staff of Withering). A Timelord may not wear 550,001 — 700,000 11 10+1 Chronos, 4th 66 metal armor while using his powers, because any large mass of 150,000 experience points per level for each additional metal near his skin prevents him from calling on his chronal level beyond the 11th. energy. Timelords may use wooden shields at any time, and Timelords gain 1 h.p. per level, and additional chronal metal shields subject to the above stipulation. Timelords’ hit energy points equal to the new level number, for each dice are 6-sided. level after the 11th. As a Timelord advances in experience levels, he experiments and gains powers. His chronal energy also increases, as shown in the accompanying table. Each use of a time-altering power Chronal powers costs one chronal energy point per power level of the ability Level One (usable by any Timelords) being employed; the power level also indicates the minimum Hasten Individual — Range 6” (self possible), duration 11-30 experience level of Timelord able to use the power. Timelords (d20 + 10) melee & rounds. Recipient moves 50% faster, including do not need to memorize powers. the gain of three attacks per two rounds if this or a better ability An unwilling target of a Timelord power is allowed a saving is not already possessed. This effect does not age the recipient. throw vs. wands. The time manipulations are not spells and Slow Individual — Range 6”, duration three turns. One crea- consequently are unaffected by anti-magic spells or devices, ture of size S or M may be affected. Victim moves at half speed though a Ring of Protection, for example, would affect the and attacks every other melee round. saving throw. Move Self Forward in Time — The Timelord disappears, then

D RAGON 33 reappears some number of rounds later in the same place. He the appointed time, unaware of what has happened to him. may use other powers while in “limbo,“ or change weapons, but he must return in the same place. Whatever he is carrying, even Level Five (usable by Timelords of 5th level or higher) another person, goes along with him. He must specify how Speed Group — This is similar to Speed Individual, but 2-16 many rounds forward he will move when he goes; the maximum beings of size S or M can be affected. is two rounds per experience level of the Timelord. (A favorite Slow Group of Monsters — This is similar to Slow Monster, Timelord tactic is to move forward in time so as to reappear but 2-16 beings of any size can be affected. while the hapless adventurers are “looking for treasure,” think- Move Enemy Group Forward in Time — Range 1”. All ene- ing the Timelord has teleported away.) mies within 10 feet of the target point are affected. The maxi- Move Object Forward in Time — Range 6”, maximum dura- mum number which may be affected is equal to the Timelord’s tion one turn per level of the Timelord. A non-living object not level (and remember that all get saving throws); the maximum near any living thing — for example, not someone’s armor interval forward is one round per level of the Timelord. — moves forward in time. Maximum volume is one cubic foot See Possible Future of a Person — This is similar to See per level of the Timelord. Possible Future of a Place, but the Timelord must touch the See Past of a Place — The Timelord can see a period of time person (who must be alive) and the maximum interval forward from the past of the place he occupies — a room, for example, is a number of days equal to the Timelord’s level minus four. but not an entire dungeon at once. The length of this period of Age Non-human Living Matter — Range 1”. The Timelord viewing is 10% of the maximum distance into the past the can age any creature which is not vulnerable to a Charm Person Timelord is able to reach, which is 5 days per level. For in- spell, with a maximum aging of 2½ years per level of the Time- stance, a third-level Timelord can see as far as 15 days into the lord. Victims are matured physically but not mentally by such past and can view a time period of 1½ days duration, starting aging. anywhere from 1½ days to 15 days prior to the present time. The Timelord may choose to view the past at an accelerated rate, up Level Seven (usable by Timelords of 7th level or higher) to 24 times normal speed (at which rate a day’s events would be Move Spell Forward in Time — The Timelord may move a shown in an hour of actual time). At the DM’s discretion, the spell cast by someone in his party, and which has a physical Timelord may fail to notice details — or perhaps even important manifestation (such as a wall of stone or a fireball) that he has facts — depending on how rapidly the scenes of past events are seen before. The spell gets a saving throw as though it were a racing through his view. magic-user of the spell’s level. The maximum interval a spell See Past of a Person — This is similar to See Past of a Place, can be sent forward is one round per level of Timelord, divided but a Timelord must touch the person or being in question. That by the level of the spell (round down to the nearest round). person or being need not be alive at the time. Partial Time Stop — This works like the ninth-level magic- Suspend Animation — This is similar to the psionic discipline user spell Time Stop, but only one creature is affected and a of the same name. The Timelord may suspend himself for a saving throw is allowed. maximum of one week per experience level. Age — Range 1”. This power ages anyone subject to a Charm Person spell, up to a maximum of 2½ years per level Level Three (usable by Timelords of 3rd level or higher) of the Timelord level. This effect may be counteracted by a Hasten Group — This is similar to Hasten Individual, but from longevity potion. 2-16 creatures may be affected, any or all within a range of 1”. Alter Past — Range 2”. The Timelord is able to attempt to Speed Individual — Range 6” (self possible), duration 10-30 alter some action which occurred in the immediately preceding (d20 + 10) rounds. Recipient moves 100% faster, including the round. Usually this will amount to someone rolling a saving gain of two attacks per melee round if such an ability is not throw again, or re-rolling an attack or damage die. The DM already possessed. When the duration expires, the recipient is must ensure that this is a limited power. When the power is used exhausted for an identical length of time, but (as with the in an attempt to adversely affect an opponent, that character or Hasten powers) is not aged. creature is allowed a saving throw. Slow Monster— This is similar to Slow Individual, but affects Temporal Stasis — Range 1”. This has the same effect as the a creature of any size. ninth-level magic-user spell of the same name. Slow Group — This is similar to Slow Individual except that 2-12 creatures of size S or M are affected. Level Eight (usable by Timelords of 8th level or higher) Move Own Group Forward in Time — A maximum of one Time Stop — This is similar to the magic-user spell of the creature per experience level of the Timelord, if within a 10-foot same name, but a saving throw is allowed. radius of him, may be moved forward in time. The maximum Superage — Range 1”. By aging the target at a rate, interval is two rounds per level of Timelord. Only those willing this power has the same effect as a disintegrate spell. However, to go may be affected. it can be reversed by another Timelord. See Possible Future of a Place — The Timelord can see a possible future of the place he occupies — a room, for example, Level Ten (usable by Timelords of 10th level or higher) but not a or a country. The maximum “distance” he may Time Stop Group — This has the effect of the magic-user see into the future is a number of days equal to his experience Time Stop spell, but a save is allowed. All affected creatures level minus two. The maximum period of time he may view is must be within 1” of the Timelord, and the maximum number 1/12 of his maximum “distance,” and this viewing may be ac- which may be affected is equal to the Timelord’s level. celerated as with See Past. The DM must select some fairly likely (or not-so-unlikely) event to show to the Timelord. Since Reversible powers the future is a matter of probability, not certainty, it is not Only the four aging powers (Age Non-living Matter, Age necessary for this event to take place when its time comes. Non-human Living Matter, Age Human, and Superage) can be Age Non-living Matter — Any matter or substance which is reversed by a Timelord. The experience level needed to per- not presently alive can be aged by use of this power. The weight form the reversed form is one higher than that needed for the limit is 10 pounds per level of the Timelord, and the maximum non-reversed form. Reversal can affect only a Timelord-caused amount of aging is 10 years per level of the Timelord. The change so that, for example, the reverse of Age Human cannot Timelord must be within 1” of the object of the power. For counteract the effect of a Staff of Withering. example, a magic-user’s robes (including all the material com- Timelords have been conceived primarily as “monsters,” not ponents stored therein) might be aged to destruction. as a non-player aid to adventurers, though on occasion they Move Single Enemy Forward in Time — Range 1”, maximum might prove helpful. Timelords should not be very powerful, but interval one round per Timelord level. The victim reappears at they can be puzzling and surprising to an adventuring party.

34 SEPTEMBER 1982

MONSTERS of the MIDWAY

DESCRIPTION OF COMPONENTS attempts but not including point-after- all players on that team receive an addi- MONSTERS OF THE MIDWAY con- touchdown attempts. tion of +2 to their normal movement fac- sists of the following components: A 5. Each hex on the field represents a tors, because they are able to get a run- playing field measuring 20 hexes by 14 distance of 5 yards; the end zones are 10 ning start. hexes, with end zones on both ends 2 yards deep, and the midfield line is 50 With two exceptions, all kickoffs travel hexes in width; a cardboard sheet con- yards from each goal line. “Hash marks” 12 hexes. In addition, a direction modifi- taining 240 player counters, 5 football are two hexes in from both sides of the er is applied after the 12-hex distance is counters, 2 ball-marker counters, and field; if a ball carrier is tackled in either of counted off. The path of the kickoff is several blank counters; a scoreboard the two hex-rows at the edge of the field, determined by the kicking team coach, with a down indicator and a display to the ball is spotted on the hex just inside and the 12-hex distance must be count- record the number of plays remaining in the hash mark on that side of the field. ed in a continuous line that never moves the game; a draft chart; and the rules laterally or backward. The ball is placed booklet you are reading. MOVEMENT in the hex at the end of this path, and the The Counters: Each player counter Each play of the game consists of one kicking team coach then rolls d6. The contains a picture and the name of the or more movement phases. A player’s ball is moved to the hex indicated by this player, plus a letter designating that movement factor represents the maxi- roll, which will be one of the six hexes player’s size and a number indicating mum number of hexes that counter can adjacent to the end of the 12-hex path. that player’s movement factor. Equal be moved during one phase. (See diagram on field.) numbers of counters are printed in con- No player can move into an occupied If a halfling is the kicker, the kicking trasting colors so players on one team hex unless that player is attempting to team coach has the option of adding a can be distinguished from those on the block, tackle, or intercept/defend against maximum of 2 hexes distance to the kick, other. a forward pass. Once a player enters an before the direction modifier is applied. occupied hex to attempt one of these If the kickoff travels into the end zone, THE DRAFT maneuvers, movement for that counter the receiving team must receive or re- Before a game can begin, each coach during that phase is ended. cover the ball before declaring a touch- (human player) must draft a team using At the start of a play from scrimmage back. If the kickoff ends up beyond the the draft chart which accompanies these (any play except a kickoff or a point- end zone, an automatic touchback is de- rules. (Of course, teams which were pre- after-touchdown attempt), all offensive clared and the receiving team takes pos- viously created can be used.) Each mon- players must take a -2 penalty to their session of the ball on its 20-yard line. If ster type has a point value indicating the normal movement factors (down to a the kickoff lands out of bounds on either “cost” of acquiring one creature of that minimum of 1). This applies only to the side of the field, the kicking team is pe- type. Every team must contain 10 players offensive movement phase immediately nalized one hex (five yards) and must — no more, no less — and must be built following the snap of the ball. kick over. using no more than 210 points. There is no cost in movement factors A kickoff can be received (caught on for a player who throws a forward pass, the fly) by a member of the receiving GENERAL RULES or for a player who either gives or re- team that moves into the hex containing 1. Unless otherwise specified in any ceives a handoff. the ball during the receiving team’s first rules which follow this one, all basic movement phase following the kick. A rules of football apply to MONSTERS OF STARTING THE GAME successful reception is determined as THE MIDWAY. After both coaches have drafted play- for a pass reception attempt (see charts 2. The team in possession of the ball ers to fill out their rosters, a coin toss is and tables). On a regular kickoff, there has four downs (plays from scrimmage) conducted to determine which coach will be no defenders (members of the in which to score a touchdown or a field gets to choose first from among the op- kicking team) in the hex; on an onside goal. Under no circumstances may a tions available at the start of the game. kick, a defender may well be present. If a team obtain a first down while it is on The winner of the coin toss can either successful reception is not made by the offense. choose to receive the kickoff, or can pick first member of the receiving team eligi- 3. Each team must have six players on which end zone his or her team will de- ble to make such an attempt, the ball is the field for every play. Offensive forma- fend. Note that the team defending the considered a fumble that must be recov- tions must include three players who north end zone will have the wind at its ered (see charts and tables). start on the line of scrimmage (one of back for the duration of the game. The Onside kick: An onside kick may be them being the one who snaps the ball to wind advantage gives that team an in- attempted on any kickoff. The ball will begin a play from scrimmage) and three creased range on all kicks (kickoffs, initially travel a number of hexes equal to players in the backfield (one of whom punts, field goal attempts) of one hex a roll of d6, with no direction modifier must receive the snap). Any player in the more than normal. applied after the kick itself (as with a offensive backfield can receive a snap, regular kickoff). If the ball does not cross run with the ball, attempt a forward pass, THE KICKOFF midfield, it cannot be recovered by the or hand off the ball to another member of On any kickoff, the ball is placed di- kicking team. Any number of players the offense. A lateral (essentially a for- rectly behind the kicking team’s 40-yard from either team may move into the hex ward pass in a sideways or backward line. The kicking team must position one containing the ball. Any and all members direction) is treated as a forward pass for player (the kicker) directly behind the of the receiving team who are eligible to game purposes. ball. The other players on both teams recover the kick can attempt to do so Defensive formations can be of any can be placed anywhere their coaches before any kicking team members (if configuration desired by the coach, with desire, as long as all members of the eligible) can try to recover it. no restrictions on how many players receiving team are on the side of the 50- If neither team recovers the kick after must be on the line or in the backfield. yard line nearest that team’s goal line. one phase of movement and recovery 4. The duration of a game is 25 plays, On the first movement phase of the attempts, the kicking team coach rolls d6 including kickoffs, punts, and field goal kicking team (just after the ball is kicked), and applies a direction modifier, thereby

36 SEPTEMBER 1982 determining a new hex where the ball is now located. If the result of a direction If this is the start of an offensive roll carries a short kick past midfield, the movement phase, the coach could kicking team then becomes eligible to send blockers B-1 and B-2 against recover the ball. If the direction roll takes defenders D-1 and D-2, hoping to the ball back toward the kicking team’s at least neutralize each of them. goal line and across midfield in that di- Another strategy would be to send rection, the kicking team can still recov- B-1 and B-2 to block in the hex er the ball since it had originally traveled occupied by D-1, while sending the required 10 yards. the ball carrier (BC) a way from the The kicking team coach can apply the direction of D-2. Then, if either of distance modifier for a halfling kicker on the blocks against D-1 succeeds, an onside kick as well as a regular kick- BC has plenty of running room and off. The coach must declare whether the D-2 will probably be too far away to halfling’s modifier will be used, and if so catch him. whether it will be one hex or two, before the die roll is taken to find the distance of the recovering team. The team without the blocking attempt and can function as the kick. the ball can then move and attempt to usual on the following defensive move- When an onside kick has been taken tackle the ball carrier. ment phase. and neither team has recovered the ball, 6. Continue alternating movement/ A result of “Neutralize” means the de- members of either team can attempt to recovery phases until a ball carrier is de- fensive player has been partially immo- block opponents, to prevent them from termined and that ball carrier either bilized, and cannot move for the follow- having a chance at recovering the kick, scores or is tackled. ing movement phase but can attempt a instead of making recovery attempts. tackle in an adjacent hex. This blocking maneuver cannot be used BLOCKING AND TACKLING A result of “Successful block” means by either team on a regular kickoff. Blocking and tackling are both related the defensive player can neither move to size. Each monster type is defined as nor attempt a tackle for the following Regular kickoff sequence: size S (small), M (man-size), L (larger movement phase. 1. Move ball 12 hexes (plus modifier than man-size), or G (). The Size Results of “Defender injured” are treat- for halfling kicker, if applicable); then Modifier chart (see charts and tables) ed the same as for “Blocker injured.” roll d6 direction modifier to determine lists adjustments to be made to the where kick lands. blocking or tackling die roll depending On any rushing play or on a pass play 2. Move kicking team counters (+2 to on the size of each combatant. after the receiver has caught the ball and movement factor in first phase after All blocks are attempted at the end of started to run with it, defensive players kickoff only). the offensive movement phase. Regard- can attempt to tackle the ball carrier 3. Move receiving team counters, If less of a blocker’s movement factor, only from an adjacent hex. Tackles can also any members of the receiving team are one block can be attempted by any be attempted by defenders in the same able to move into the hex containing the blocker in a single phase. hex as the ball carrier. No hex can be ball, roll to see if a reception is made. If a To attempt a block, an offensive player occupied by more than one would-be reception attempt fails, roll d6 for direc- must move into a hex occupied by a de- tackler unless it is the hex containing the tion modifier to determine new location fensive player. The offensive team coach ball carrier. of fumbled kickoff. then rolls d6 and applies the Size Modifi- Unlike blocks, tackles do not have to 4. Move kicking team counters and at- er (if any) to the result, referring to the take place at the end of a movement tempt to recover loose ball (if applicable) “Blocking and tackling results” chart to phase. A defensive player may attempt a or tackle kick receiver (if possible). find the outcome of the attempt. Two tackle once and only once during each 5. Move receiving team counters, at- blockers (but not three or more) can oc- set of offensive and defensive movement tempting to either recover the kick, block cupy the same hex if there is a defensive phases. A tackling attempt can be made for the ball carrier, or advance the ball player also present in that hex. If a de- by a defender during an offensive move- upfield. fender is being blocked by two players, ment phase any time the ball carrier 6. Continue alternating movement the offensive coach decides the order in moves into a hex adjacent to the defend- phases until a ball carrier is determined which blocks will be attempted. Only er. A tackling attempt can also be made and a ball carrier either scores or is one block must be made; the coach can at the end of a defensive movement tackled. call off the second attempt if the first one phase by any would-be tackler that is succeeds or if he decides not to make the adjacent to the ball carrier and did not try Onside kickoff sequence: second attempt. to tackle that ball carrier in the preceding 1. Kicking team declares halfling mo- A result of “Blocker injured for game” offensive movement phase. Exception: If difier to be used (if applicable); then roll means that counter must be removed the ball was handed off from the pre- d6 to determine distance of kick and from the field immediately and cannot be vious ball carrier to a new one during the move ball the required number of hexes used for the rest of the game. An injured preceding offensive movement phase af- toward the receiving team’s goal line. blocker can (and should) be replaced by ter a defender attempted a tackle, that 2. Move kicking team counters. If the a substitute that comes in at the start of defender may try to tackle the new ball ball has landed beyond midfield, kicking the next play — not the next movement carrier at the end of the current defen- team members may attempt to recover phase. sive movement phase. the kick. A result of “Blocker injured for next If more than one would-be tackler is in 3. Move receiving team counters and play” means that counter must be re- the hex containing the ball carrier, or if attempt to recover the kick. moved for the remainder of the current multiple tacklers are in different hexes 4. If neither team recovers the kick af- play and all of the next play. The injured adjacent to the ball carrier, the defensive ter one movement/recovery phase, roll blocker can be replaced at the start of coach decides in which order the tackles d6 for direction modifier to determine the next play by a substitute and can are attempted. The coach may elect to the new location of the ball. re-enter the game one play later. call off any possible remaining tackle at- 5. If the ball is recovered, that action A result of “Blocker defeated” means tempts at any time. ends the movement/recovery phase of the defensive player is not affected by On any tackling attempt, the defensive

D RAGON 37 coach rolls d6 and applies the Size Modi- Passing plays all defensive players in the same hex as fier and then reads the result from the By their nature, forward passes are the receiver immediately after the catch chart. more complicated than rushing plays. is made can attempt to tackle the receiv- A result of “Ball carrier injured for The procedure for a passing play is as er. If the receiver has a blocker in the game” or “Ball carrier injured for next follows: same hex and at least two defensive play” is treated the same as for injuries 1. A ball carrier can only throw a for- players are also present in the hex, the received in blocking. ward pass at the start of an offensive offensive coach designates which de- A result of “Ball carrier tackled” means movement phase, and only if that player fensive player the blocker is taking on. the offensive player is stopped at that type is permitted to throw passes. A pass That defender cannot attempt a tackle if point and the play is over. can be thrown immediately after a player the block is successfully executed, but A result of “Ball carrier slowed” means receives the snap from center. Throwing any other defender(s) present can try to the tackler has made contact, causing a pass is done at no cost in movement tackle the receiver, ignoring the pres- the ball carrier to lose 1 or 2 (depending factors. The ball can travel a number of ence of the occupied blocker. If no de- on the result) from its movement factor hexes equal to or less than the monster’s fender is present in the same hex when a for the next offensive movement phase. Range rating, in any direction desired by catch is made, the play from scrimmage A result of “Miss” means the tackler the offensive coach. continues with alternating offensive and did not succeed; the ball carrier can pro- 2. The offensive coach places the ball defensive movement phases, until a ceed as if no tackle had been attempted. in the hex designated as the target area touchdown or a tackle occurs. A tackle Results of “Tackler injured for next of the pass. cannot be attempted from an adjacent play” and “Tackler injured for game” are 3. Offensive team conducts all move- hex against a receiver that has just treated the same as other injury results. ment desired, with players attempting to caught the ball. either block an opponent (if a pass had 5c. A pass can be intercepted if at least PLAYS FROM SCRIMMAGE not just been thrown), move into posi- one defender is in the same hex as the On any play from scrimmage, the of- tion to catch the pass, or obstruct the intended receiver and the ball, and the fense has four basic play choices: a rush- path of a defensive player that might try offensive player fails to make a recep- ing play, a forward pass, a punt, or a field to intercept the pass. If an offensive tion. The defender(s) can then roll for a goal attempt. The sequence described player occupies the same hex as the ball reception, taking multiple attempts in below is followed before each play from at the end of its movement, that player any order desired by the defensive coach. scrimmage is run: may attempt a reception after all move- If any defender makes the catch, the ball 1. Offense sets up in formation (three ment for both teams in the phase has is intercepted and may be advanced to- players on line, three in backfield). been completed. Only one intended re- ward the opposing team’s goal line, with 2. Defense sets up in formation. ceiver can occupy a hex at one time. the former defensive team now becom- 3. Offense may shift formation or send Only linemen (players who line up on the ing the offensive team and continuing one player in motion. This player can line of scrimmage) can be receivers. If the play by taking a movement phase move laterally or away from the line of any player in the offensive backfield immediately following the interception. scrimmage up to the limit of its move- crosses the line of scrimmage before a If more than one defender was in the hex ment factor. pass is thrown, the play must be a rush- with the ball just before an interception, 4. Defense may adjust, moving any or ing play; a pass can no longer be thrown the ball carrier must be moved to a dif- all players up to the limit of their move- on that play. ferent hex than the blocker(s) at the first ment factors but not crossing the line of 4. Defensive team conducts all move- opportunity, since a ball carrier cannot scrimmage. ment desired, with one or more players occupy the same hex as any of its block- 5. Offense snaps ball to begin play. perhaps moving into position to attempt ers. The play continues until the ball car- There cannot be more than two open an interception or a tackle. If a defensive rier scores a touchdown or is tackled. hexes between the center and the re- player occupies the same hex as the ball, General rules on pass plays: If they are ceiver of the snap, and the direction of that player can attempt an interception beyond the line of scrimmage, offensive the snap must always be away from the (if the ball is loose) or a tackle (if a recep- players may not attempt blocks during line of scrimmage. Snaps are always tion has been previously made by the the movement phase after the ball is considered “complete” and cannot be offense). thrown. fumbled, regardless of how many hexes 5. Continue alternating movement A pass may not be thrown if the ball they travel. phases until one of the following events carrier has advanced beyond the line of occurs: (a)The pass falls incomplete; scrimmage. Rushing plays (b)The offense makes a reception and A pass may be thrown in any direction, The player who receives the snap can scores or is tackled; or (c)The defense including laterally or backward. Howev- try to advance the ball by rushing. At any makes an interception and scores or is er, a lateral or backward pass must result place on the field during a rushing play, tackled. in a reception or be treated as a fumble; the ball carrier can hand off to a team- 5a. A pass is incomplete, and the play an “incomplete” lateral or backward pass mate occupying an adjacent hex, at no is over, if no player reaches the hex con- does not end a play. movement cost to either player. The taining the ball in the movement phase handoff can occur when either or both of immediately following the throwing of SCORING the players involved have not begun the pass. A pass is also incomplete when A touchdown is scored when an offen- their movement for that phase, or when any eligible offensive receiver attempts a sive or defensive player enters the oppo- either or both of them have begun but reception and fails, as long as the ball is nent’s end zone while carrying the ball, not completed their movement for that not immediately intercepted. One team- or when (as with a pass into the end zone phase. Two players can be moved simul- mate may occupy the same hex as the or a fumble recovery in the end zone) a taneously only if they are brought to ad- intended receiver, but only one recep- player gets possession of the ball while jacent hexes and a handoff takes place tion attempt may be made by the offense in the end zone. It is worth six points. immediately thereafter. on any pass play. This is the only case A point after touchdown is scored by Following a reception by either team when two teammates can occupy the kicking the ball through the goal-post on a passing play, the ball carrier may same hex at the same time, if they are not uprights after a touchdown. Any player hand off to a teammate just as if the play both blockers. on the team that just scored a touch- was a rushing play. Handoffs cannot be 5b. A pass is complete when the in- down can attempt an extra-point kick. fumbled. tended receiver makes a catch. Any and The point is automatic for a halfling

38 SEPTEMBER 1982 D RAGON 39

MONSTERS of the MIDWAY 42 SEPTEMBER 1982 kicker; otherwise, a result of 1-5 on a roll the ball to the opponents, starting from It’s a punt: The offensive coach has just of d6 indicates success. The team that its own 20-yard line (instead of the 40, as designated B as the last hex on the path was just scored upon can try to block with a regular kickoff). traveled by the kick. He will now roll d6 any kick which would otherwise be suc- for a direction modifier to determine ex- cessful, as long as that team has at least PUNTING actly what hex the ball falls in to. If the one uninjured size L or size G player A punt, unlike a field goal, does not direction modifier is anything but a 1 or 2 available. The defensive coach desig- need to be announced ahead of the play. and defender D-1 has a movement factor nates an eligible player as the would-be As with all other plays from scrimmage, of at least 3, he can move into the hex blocker, and rolls d6; on a result of 6, the the offensive team must have three play- with the ball and try to catch it. block succeeds. After a blocked kick, the ers on the line of scrimmage at the start offensive coach rolls d6; a result of 6 of the play. means the blocker was stunned and The ball must be snapped back to the cannot play on the ensuing kickoff. punter, who cannot be more than four A two-point conversion is set up like a hexes behind the ball. The punter cannot play from scrimmage, with the ball spot- move or kick the ball during his team’s ted on the dark-outlined hex nearest the initial movement phase, but it can be the opponent’s end zone. The team that just first action the team performs in its next scored a touchdown can try to score two movement phase. A player is not eligible more points by advancing the ball into to punt after having moved from his orig- the end zone. Any recovery of the ball by inal position. the defense, such as a fumble recovery if a defensive player moves into the or an interception, stops play immediate- hex containing the punter before the ball ly. In all other respects, this play is run has been kicked, the punt is blocked. exactly as a play from scrimmage. Neith- The same procedure as for a blocked er type of point-after-touchdown attempt field goal is followed regarding ball loca- counts as a play, for purposes of deter- tion and recovery — except that the punt- mining the length of the game. er cannot recover a loose ball in the first A field goal can be attempted on any phase following the successful block. play when the ball is within range of the If a punt attempt is not blocked, the opponent’s goal posts (see charts and punting team coach must indicate the meaning that he will apply direction mo- tables). A field goal attempt must be an- path the ball will follow when kicked (to- difiers on three successive movement nounced as such by the coach of the ward a sideline, straight downfield, or phases (to simulate the ball bouncing kicking team. The kick is taken from one something in between). One of the blank from place to place) if the ball is not hex behind the line of scrimmage, and counters can be used to illustrate the line recovered in the meantime. He takes the the goal posts are located at the rear of along which the punt will travel. The first direction-modifier roll immediately, the end zone. With a regular play from kicking team coach then rolls 2d6 to de- and each succeeding one (up to the lim- scrimmage, the kicking team must place termine how many hexes (2-12) the ball it) at the start of each succeeding offen- three players on the line of scrimmage. will travel along that line during the cur- sive movement phase. The kicker is set up in the hex directly rent movement phase. If the receiving team recovers a loose behind the spot where the ball will be After the ball is punted, any offensive ball after a punt hits the ground, the re- snapped to. There must be a holder posi- team members who have not already covering player can attempt to advance tioned on the hex the ball will be snapped moved in the current phase may do so. the ball. If the punting team recovers a to; the snap can be to any one of the The defensive team then has an oppor- loose ball, the play is stopped and the three hexes behind the ball. Once both tunity to start converging on the spot receiving team is awarded a first down at formations are set up and the ball is where it looks like the ball is coming that spot on the field. snapped, the kicking team coach rolls on down. In the next offensive movement the “Field goal success” chart to deter- phase, the punting coach rolls d6 and FUMBLES AND FUMBLE RECOVERY mine the outcome of the attempt. adds the result (1-6) to the path followed A fumble occurs on any attempted re- If the kick is good, the defending team after the first (2d6) result, then applies a ception of a kickoff, a punt, or a lateral if can roll to block the kick, providing an direction modifier to determine the hex the reception fails. A fumble does not eligible blocker (size L or G) is in the where the punt comes down. occur if the reception of a forward pass formation. The chance for a successful If possible, a receiving team player fails; the pass is simply incomplete. A block, and the chance of an injury to the may move into the hex where the ball will fumble cannot occur on a rushing play, blocker, are the same as for a point after land and attempt a reception. A punt re- or as the result of a tackle on a ball carri- touchdown. ception is executed the same as a pass er. When a fumble takes place, the coach If the block fails, the kicking team is reception. If a player fails an attempted of the team that did not fumble applies a awarded three points. If the block suc- reception, a fumble has occurred and direction modifier to determine the loca- ceeds, the coach of the blocking team the direction modifier is used from the tion of the ball for purposes of attempt- rolls d6 and applies the result as a direc- point where the punt came down, in ing a recovery. tion modifier, starting from the hex the order to determine the new location of If two opposing players enter or oc- ball was kicked from. The loose ball can the ball. cupy a hex in order to attempt a fumble be recovered (as a fumble) and advanced The receiver may choose to let the recovery, the offensive player will roll by the recovering player. If the kicking punt hit the ground instead of trying to first for possession if the ball is located team recovers the fumble and does not catch the ball. If this is the case, the kick- on the offensive team’s side of the line of score a touchdown on this play, the ing team coach rolls d6. This result is the scrimmage. The defense will roll first if blocking team is awarded possession of number of movement phases (beginning the fumbled ball is located on the defen- the ball at the spot where the ball carrier with the current one) in which direction sive side of the line of scrimmage. The was tackled. modifiers will be applied if no player re- only exception to this rule, as noted A defensive player can score a safety covered the loose ball in the previous under “Punting,” is that a punter cannot (two points) by tackling the ball carrier in phase. Example: The punt comes down attempt a “fumble recovery” on a blocked the offensive team’s end zone. The team without a reception being attempted. punt in the movement phase immediate- scored upon then must kick off or punt The kicking team coach rolls “3” on d6, ly after the block occurs.

D RAGON 43 Blocking and tackling results Modified Blocking attempt d6 roll Tackling attempt Size Blocker injured for game -2 Ball carrier injured for game Blocker injured for next play -1 Ball carrier injured for next play modifiers Blocker defeated 0 Ball carrier tackled Defense Blocker defeated 1 Ball carrier tackled SMLG Blocker defeated 2 Ball carrier tackled S 0 -1 -2 -3 Neutralize 3 Ball carrier tackled M +1 0 -1 -2 Neutralize 4 Ball carrier slowed (-2) L +2 +1 0 -1 Neutralize 5 Ball carrier slowed (-1) G +3 +2 +1 0 Successful block 6 Miss Successful block 7 Miss Defender injured for next play 8 Tackler injured for next play Defender injured for game 9 Tackler injured for game

Fumble Recovery Table Field goal success Pass reception Players Recovery on Distance d6 roll (or interception) in hex d6 roll of: of kick to make Opponents d6 roll 1 1-5 3-4 hexes 1-5 in hex for success 2 1-4 5-6 hexes 1-4 0 1-4 3 1-3 4 1-2 7-8 hexes 1-3 1 1-3 5+ 1 9-10 hexes 1-2 2 1-2 11-12 hexes 1 3 1 (Halfling kickers add +1 (Adjust d6 result by amount of to d6 result) player’s receiving modifier, if any)

MONSTERS OF THE MIDWAY Draft Chart

QB Rec. QB Rec. Pts. Player type Mv Sz range mod. Magic Pts. Player type Mv Sz range mod. Magic 5 3 S 3 +3 Mirror image 10 2 M 10 — none 10 2 L 0 — none 5 1 S 3 +1 none 40 5 L 8 — none 10 4 S 3 +2 Invisibility, 10 1 S 6 +1 none 1 per game 20 3 M 8 -1 none 20 Lycanthrope 3 M 10 — none 20 Ettin 3 G 0 +3 none (Werebear) 4 L 2 +3 none 40 Giant, Cloud 4 G 30 +2 none 20 Man 3 M 10 -1 none 30 Giant, Stone 3 G 30 — none 20 Minotaur 3 L 0 — none 40 Giant, Storm 4 G 30 +2 Lightning bolt, 10 Orc 2 M 10 — none 1 per game 40 Satyr none 10 Gnoll 2 L 0 — none 140 Titan 6 G 30 — Mirror image 10 Gnome 1 S 6 +1 Change self, Change self: 1 per game Invisibility, 5 1 S 5 — none each 1 /game 10 Halfling 2 S 5 — none 20 Treant 3 L 6 +3 none

44 SEPTEMBER 1982 The defensive coach knows there are three mirror images on the field, but he doesn’t know where the real ball carrier (BC) is. If the offensive coach moves BC in the indicated direction, all three images (M-1, M-2, and M-3) must follow the same route from where they are located. In this case, no mirror image will run into a defender (and have to be removed). But this path takes both M-2 and M-3 into easy (two hexes away) tackling range for defender D-1. If D-1 tries to tackle one of them, he’ll find out it isn’t there. If D-1 guesses right and is able to move four hexes to get to the spot occupied by BC, he can end the play by making a successful tackle.

MAGIC movement phase. Should a mirror-image adjacent to an opposing player, the op- Certain player types have magic abili- counter come into contact with an op- ponent can attempt to block or tackle ties (which may or may not correspond posing player by virtue of mirroring the that player before the newly visible play- to abilities the same monsters have in the caster’s moves, that counter is removed er is able to move. AD&D rules). Whenever a magic ability from the field, and in this case the oppos- LYCANTHROPY: A lycanthrope (were- is used, it must be put into play at the ing player can still make a blocking or ) can change form at will, as many beginning of the player’s movement tackling attempt in that movement phase. times as desired during a game but al- phase; in other words, a player cannot A mirror-image counter cannot carry the ways at the beginning of that player’s take normal movement and then employ ball, receive a pass, recover a fumble, action in a movement phase. In human a magic ability in the same phase. How- block, or tackle. This spell cannot be form, the player is a normal man; in were ever, a player can use a magic ability and cast before the ball is snapped. form, the player is larger (but slower) then move later in the same phase. LIGHTNING BOLT: This spell must be and would perform better as a blocker MIRROR IMAGE: This spell will last for cast at the beginning of the caster’s or tackler than a human would. four movement phases after it is cast or movement phase and the results are im- until the actual caster is contacted phys- mediate. The bolt will never miss and can SPECIAL ABILITIES ically by another player. At the start of be directed at either the ball or a player. Certain player types have special (non- the caster’s movement phase, the coach If directed at the ball, the lightning bolt magical) abilities. Dwarves and gnomes of that player rolls d6 and divides the makes the ball dead — literally. The play are able to block size G players as if they result by two (round up) to yield a is nullified but counts as a play, just as if themselves were , with no penalty number from 1-3. This is the number of an incomplete pass had occurred. If the for their small size. Elves are treated as mirror images created by the spell. After bolt is directed at a player, the target size S creatures when a block or a tackle the number is determined, the coach of player will fall to the ground stunned and is attempted against them. and the casting player selects this number of must leave the game for the remainder of kobolds are treated as size M creatures blank counters, including one blank with the current play and all of the next play. when a block or tackle is attempted an “X” on the underside that will repre- A lightning bolt cannot cause a fumble against them. Minotaurs are treated as sent the actual player. All of the blank and cannot bring about a change of pos- size G creatures when used as blockers. counters are placed on the field. Each of session unless the casting of the bolt A hobgoblin will always cover or chase the images must be adjacent to at least causes a play to end, and a change of any elf on the opposing team, regardless one other blank counter, and all of the possession would have occurred at that of what the original formations looked images must “mirror” the movement of point anyway. like. (If there is more than one elf on the the caster. (Exception: If an image posi- CHANGE SELF: This spell lasts for up opposing team, the hobgoblin will go af- tioned between the caster and another to two movement phases. It allows the ter the closer one.) image is taken out of the play, the re- caster to change into any of the follow- Kobolds and orcs cannot be knocked maining counters need not be moved ad- ing creatures, complete with that crea- out of the game because of injury; treat a jacent to each other, but the image(s) ture’s abilities: bugbear, gnoll, goblin, result of “Injured for game” as “Injured remaining must still mirror the caster’s hobgoblin, orc, or kobold. Abilities in- for one play.” movement for as long as the play lasts. If clude size and movement factor, plus Treants are treated as size G creatures a defensive player occupies the hex be- any special abilities (see following sec- when a block is attempted against them, tween two non-adjacent blank counters, tion) possessed by that creature type. and are treated as size G with an extra the defensive coach can decide which The change can be cancelled at any time modifier of -1 to the die roll when a tackle counter will be revealed on a tackling prior to the expiration of the spell if so is attempted against them. attempt.) If a mirror image is forced to desired, as long as the cancellation takes Ettins are ferocious but stupid: Any run out of bounds, that counter is re- place at the start of the caster’s move- time an ettin starts a movement phase moved from play, but the action can con- ment phase. adjacent to a teammate, the coach of the tinue as long as the counter representing INVISIBILITY: This spell lasts for one ettin’s team rolls d6. A result of “6” indi- the caster does not leave the field. If an movement phase. At the start of the cas- cates that the ettin will make a block or opposing player comes into contact (in ter’s movement phase, when the spell is tackle attempt against his teammate. If the same hex) with a mirror-image coun- cast, a blank counter is placed in the hex this attempt succeeds, the teammate can ter or is in an adjacent hex (as on an where the player went invisible. An invis- take no further action in the current attempt to tackle), the blank counter is ible player cannot be blocked or tackled, movement phase. turned over to see if the actual caster has but can perform as a blocker or tackler if been contacted. If so, an attempt to the opportunity presents itself. At the CREDITS block or tackle that player is made as beginning of the movement phase fol- Design and development: Gali Sanchez usual. If not, the blank counter is simply lowing the casting of the magic, the Development and editing: Kim Mohan removed from play, and the opposing player reappears on any unoccupied hex Playtesting: Doug Niles, Roger Raupp, player that made contact cannot per- within range of the player’s last visible Gali Sanchez form any more action until the next position. If the player reappears in a hex Based on an idea by Spigett

D RAGON 45

In its heyday, the Celtic sphere of in- into their own beliefs. It has even been fluence covered all of the British Isles suggested that Druidism, the official re- and a sizable portion of Europe, span- ligion of the Celts in Britain and Gaul, ning the continent from Gaul to Asia Mi- was not of Celtic origin but had been nor. Though the tribes were never a uni- adopted by the Celtic invaders of Britain fied and centrally governed nation, they from the preceding population. were connected by trade routes and rela- The point of this article is not to be a tions; and there is evidence that many scholarly monograph on comparative traditions and beliefs were shared, as Celtic religions, which can be pretty dull well as many goods and manufacturing even for students of the subject, but techniques. rather to recommend corrections to the While certain deities and practices use of the Celtic mythos within the were universal to the Celts, it must be framework of the D&D® and AD&D™ remembered that these were a warlike games, based on the fact that each area people, expanding their territory by in- of the Celtic world held different tradi- vasion and subjugation. Because of this, tions and pantheons. In specific, it will they were constantly exposed to new deal with the Tuatha De Danann and the and different ideas and ideologies, which non-Tuathan figures presented in the were usually more or less incorporated DEITIES & DEMIGODS™ Cyclopedia.

D RAGON 47 Most of the figures presented in the The translation of Tuatha De Danann arrival in Ireland. We do know, however, DEITIES & DEMIGODS book as the Cel- is “People (or “Children”) of the God- that they “. . . came in dark clouds tic pantheon are actually members of a dess Danann.” (For the sake of simplici- through the air and alighted on a moun- group called the Tuatha De Danann, and ty, it is generally accepted that when one tain. . . .” A late account of this invasion are exclusive to the Gaelic Celts of Ire- speaks of “the Tuatha,” one is referring explains to us that Ireland was at the time land and Scotland. While there are sim- to the Tuatha De Danann.) This termi- occupied by a race called the ilar figures in other Celtic pantheons, nology would be roughly comparable, (Men of the Spear?), who were beaten and certain figures such as Nuada, Brigit for instance, to calling the Norse gods by the Tuatha at the First Battle of and also appear in place names and goddesses “the People of the God Mag Tuired. The account continues to and inscriptions on the European conti- .” describe the Tuatha as “. . . the most nent, Ireland is the only place where the handsome and delightful company, the Tuatha De Danann appear as a distinct The early Christian monks in Ireland of form, the most distinguished in group. It is possible that the authors of set out to prove that the Irish people their equipment and apparel, and most the DEITIES & DEMIGODS book have were part of the Christian fold by tracing skillful in their music and playing, the attempted to blend similar figures from their line of descent from Adam and Eve most gifted in mind and temperament several Celtic pantheons into one all- through a son of Noah. Unfortunately for that ever came to Ireland. The Tuatha encompassing Celtic pantheon in order present-day scholars, these monks were was the company that was bravest and to promote ease of play and to save also the first to write down the legends of inspired the most horror and fear and space; an in-depth examination of the the Tuatha. The original Gaelic creation dread, for the Tuatha excelled all the various Celtic branches could have easi- were lost, so we do not know peoples of the world in their proficiency ly filled half the volume! where the Tuatha came from before their in every art.”

erful Earth Mother of the ancient ma- triarchal religion. It was held that all life came from her and returned to her at ARMOR CLASS: -4 death, to then be reborn in a new form. MOVE: 12” A cursory examination of the legends HIT POINTS: 400 of the Tuatha De Danann would not re- NO. OF ATTACKS: See below veal Danann’s power and position in the DAMAGE/ATTACK: See below hierarchy, again due to the efforts of the SPECIAL ATTACKS: See below early Irish Christian monks, who mini- SPECIAL DEFENSES: See below mized all mention of her as part of an MAGIC RESISTANCE: 80% active campaign to stamp out the Earth SIZE: M (6’ tall) Goddess’ religion. It is only through fa- ALIGNMENT: Neutral miliarity with other Celtic sources con- WORSHIPPER’S ALIGN: Neutral cerning worship of the goddess that we SYMBOL: Wreath of mistletoe young things such as saplings, young can infer Danann’s true role as supreme PLANE: Concordant Opposition animals or children. There is a 5% chance deity of this pantheon. The inference is CLERIC/DRUID: 20th level druid that she will attack any creature attempt- not difficult to make when we take the FIGHTER: Nil ing to destroy such things. She is the rather obvious clue given in the name of MAGIC-USER/ILLUSIONIST: 30th level Goddess of Magic, and can cause trees, the pantheon itself, “Children of the magic-user stones and sods of earth to fight for her Goddess Danann,” but the inference THIEF/ASSASSIN: Nil by turning them into armed fighters. might not occur to anyone who was not MONK/BARD: 75th level bard (Use Random Encounter tables for hu- already with the goddess through PSIONIC ABILITY: II man fighters.) As a last resort, she can examination of Welsh, English and Bret- S: 19 I: 25 W: 25 D: 20 also summon the Wild Hunt, which will on sources. C: 25 CH: 24 appear in the evening of the day she It would be roughly analogous to call summons it. She carries a Staff of Power Danann the “Queen” and Nuada the Danann appears as a mature woman. and wears a Torc of the Gods. “Prime Minister” in the hierarchy, with Her motherly aspect makes her sympa- Danann is a watered-down version of the individual Tuatha taking roles as de- thetic to all living things, especially the Celtic Mother Goddess, the all-pow- partmental ministers and secretaries. “The Three Leaders of the Tuatha” are pictured below and described on the facing page: Dagda (left), Nuada (center); and (right).

48 SEPTEMBER 1982 though I recommend he be considered a described in the book. Dagda’s cauldron 25th level druid and a 25th level magic- will magically produce enough food and user. I also recommend doing away with drink to satisfy any size group of people (also simply “Dagda”) is the twelve ethereal “clones,” since they or animals. Dagda’s sentient harp, in ad- the father-figure in Tuathan mythology, seem to be based on an incorrect ety- dition to the qualities assigned to it in the and so it is understandable that he was mology which translates Dagda as “Doz- DDG book, will fly to his hand upon described as a king in the DEITIES & en King.” Instead, I give him the ability to command if it is within the sound of his DEMIGODS book. Perhaps he once was, absorb power such that if he is magically voice. It will also play the three magical and the kingship changed hands in the attacked by clerics and/or magic-users, strains of Laughter, Sorrow and Sleep, unrecorded past; but the stories are ex- he will gain as many levels in these cate- which cause all within hearing to be plicit that by the time the Tuatha came to gories as half the total number of levels filled with joy, prostrated with grief, or Ireland their king was Nuada, and from of all the attackers combined, for the du- fall into a deep sleep from which they then on, Dagda never becomes king. ration of the combat, though the at- cannot be awakened. Each of these ef- “The Dagda” is interpreted to mean tackers themselves will suffer no corres- fects lasts for eight hours (no saving “The Good God,” an interpretation which ponding loss of power. Likewise, if a throw). The harp will not sound for any is supported by modern philologists. He group of spellcasters is fighting with but the Dagda’s hands, and there is a is the God of Druidism and Magic, and him, they may lend him power equal to 90% chance that it will inflict 8-84 points by himself can wield the powers of all of the total of their combined levels, but of damage to any character who tries to the Tuatha’s druids and magicians. then they may not take an active part in play it, except for a bard of at least 20th The statistics for Dagda given in the the battle. level. It cannot be broken, nor can its DDG book are fine for the most part, Dagda’s staff can kill and resurrect as strings be cut.

by the Tuathan bard Cairbre, and be- taking the kingship from him was not cause of the magical power inherent in due to cold-heartedness on anyone’s bardic satire, his fortune turned and be- part; it was simply dictated by long- Nuada was king of the Tuatha De Da- gan to decline. When , the son of standing tradition. nann when they landed in Ireland and , restored Nuada’s arm to Because of his kingly bearing, Nuada’s met the Fir Bolg at the First Battle of Mag flesh and blood, was finally driven Awe power causes a desire to swear feal- Tuired. It was during this battle that his out and Nuada was reinstated as King of ty to him, regardless of alignment (DM’s arm was severed, to be later replaced the Tuatha. discretion for alignment shifting and as- with a silver arm by Dian Cecht the Phy- The statistics for Nuada which should sociated problems). Nuada has a sword, sician, giving him the name Nuada Air- be changed are given below. Others can made for him by the Smith, getlam (Nuada of the Silver Arm). be used as they are found in the DDG which always hits and does 3-30 points Eventually, contention arose between book. of damage (plus strength bonus). His the Tuathan Lords and their wives over silver fist strikes as a +4 mace and does the fact that Nuada was no longer “un- MOVE: 12” 2-20 points of damage (plus strength blemished,” and according to tradition NO. OF ATTACKS: 2 bonus). could therefore no longer be king. In DAMAGE/ATTACK: 3-30 (+14) Since Nuada is not the God of War, his time, the women prevailed, and the king- SPECIAL ATTACKS: See below statistics related specifically to combat ship was given to Bres, the son of a Tua- WORSHIPPER’S ALIGN: Neutral abilities have been lowered. His levels as than Lady and a Fomorian Prince. CLERIC/DRUID: 7th level druid a druid and a bard have been lowered Both of these last points seem strange FIGHTER: 16th level ranger from those given in the DDG book, be- in light of the fact that the are MAGIC-USER/ILLUSIONIST: 5th level cause he is not known for any great skill repeatedly referred to in other stories as in each in these areas. Skill as an assassin is not a race of one-eyed giants and the deadly THIEF/ASSASSIN: Nil indicated in legend, nor does it seem to enemies of the Tuatha. We can suppose MONK/BARD: 7th level bard be appropriate to his character. He has that the marriage was political, intended S: 23 I: 23 W: 23 D: 23 some minor skills as a magic-user and an to promote peace between the two rac- C: 20 CH: 25 illusionist because the Tuatha in general es, but making a king of Bres seems to be are described as being highly skilled taking the effort too far. While Nuada is an excellent fighter, he magicians. His wisdom is increased to a As could be expected, Bres proceeded is not specifically the God of War. His level which seems more appropriate for to strip the Tuatha of their goods, mon- main attributes are his great popularity the king of a pantheon and his charisma ey, land and finally their dignity, for the among the Tuatha and his superlative is increased to accurately reflect the benefit of the Fomorian kings. Eventual- efficiency as a king. The loss of his arm high regard and popularity he is said to ly he was the victim of a scathing satire was a great blow to all of the Tuatha, and have enjoyed.

Nuada, the trio was called “The Three which was thereupon named “Ogham” Leaders of the Tuatha.” in his honor. It was actually Ogma who was the Tua- Ogma appears as a large man about 40 MOVE: 15” tha’s champion; he was a consummate years of age, in excellent physical condi- HIT POINTS: 390 warrior, skilled with any weapon and in tion. The percentage chances for his re- NO. OF ATTACKS: 3 any fighting style, and he fought all chal- warding of talented poets are approp- DAMAGE/ATTACK: 3-36 (+14) lenges of single combat made to the riate as given in the DDG book, and very SPECIAL ATTACKS: See below Tuatha. To make his description corres- astute, as is the paragraph in this section SPECIAL DEFENSES: See below pond with this information, he has been on secret names. SYMBOL: Open scroll behind sword given many of the attributes that had Ogma uses a sword made for him by FIGHTER: 20th level ranger been assigned to, Nuada in the DEITIES Goibniu that strikes for 3-36 points of & DEMIGODS book. damage (plus his strength bonus). The Ogma was Dagda’s brother, and when Ogma is also the Lord of Language, weapon enables him to fight up to three these two are considered along with and gave mortal druids the alphabet foes simultaneously.

D RAGON 49 offer his aid in whatever problem or cri- sis those people may have. He is con- cerned for the welfare of the Gaelic peo- Renowned for his great healing skills ple, and will occasionally bring Gaelic and compassion, Dian Cecht was after kings to his island to teach them wisdom all a Tuathan, and would not heal his and justice, and to give them magic people’s enemies if they were wounded The Isle of Man (Inis Manann) was items which will help them in their in battle against the Tuatha. There is also named for this powerful god, whose rulership. the story which tells of how, in a fit of name translates as “Sea Son of Wave.” Manannan’s aspect as a teacher is jealousy, he murdered his son Miach af- He lives on the island of further indicated in that it was he who ter being outdone in the matter of Nua- (Emain of the Apple Trees), also called raised and trained the great Tuathan da’s arm. For these reasons, his align- the Land of Promise, where particularly god-, Lugh. As a teacher, and more ment should be lawful good instead of noble and heroic Gaels go at death to specifically as Lugh’s teacher, Manan- neutral (as given in the DDG book). await rebirth on Earth. Here Manannan nan should have skill in classes which he plays host to the dead and to visiting was not given in the DDG book: 20th gods and demigods. level in both cleric and druid, 23rd level Manannan does not swim, but pilots each as M-U and illusionist, 18th level as the magic ship “Oceansweeper,” which a thief and 20th level as a bard. For the moves in any direction regardless of same reason, his wisdom score should During the Second Battle of Mag wind and current, and does not need be raised to 24, to match his intelligence. Tuired, which the Tuatha fought against sails or oars. While he is God of the Sea, Also recommended is a change in his the deposed Bres and his Fomorian al- he is not limited to that environment, and alignment, from chaotic neutral to neu- lies, Goibniu was able to instantly re- wanders freely on land. Here he will seek tral good, due to his concern and active place any Tuathan weapon broken in out certain people who have something involvement for the overall good of the combat. DM’s should use their own he wants, and in exchange for that will mortals in his dominion. judgement on percentage chances that a broken weapon will be so replaced by Goibniu, according to how important the are fleeing to the shore, they are over- battle is to the Tuatha or the cause of taken by and several of his sol- true neutrality. Like that for his brother diers. In a terrific battle, Cian slays nine Dian Cecht, this entry in the DDG book Cian, another of Dian Cecht’s sons, of the Fomorians, but Ethniu is struck was handled very well. plays a secondary part in all but one sto- down by a spear and dies at his feet. ry. While he is given no special sphere of Cian slips away under the magic cloak, influence, the tale (described below) having retained the halter and the child, suggests that Cian could comfortably be and again meets the old boatman at the made Patron of Fighter-Thieves. shore. He reminds Cian of their bargain Assigned to guard a magic cow be- and demands the child, but promises to longing to Goibniu, Cian is tricked into raise him as if he were his own son. When leaving his charge by the Fomorian king Cian disembarks on his own shore, the Balor, who has shapeshifted to the form old man reveals that he is Manannan of a young boy, and who promptly steals Mac , and the battered old boat sud- the cow. Upon discovering the decep- denly becomes Oceansweeper. Cian tion, Cian chases Balor to the shore. Af- hands over the boy, now gladly. Incident- ter a brief tug-of-war, Cian regains the ally, the boy’s name was Lugh. cow, but Balor escapes with the cow’s For Cian, the following statistics are magic halter. This halter was said to con- recommended: tain the Luck of the World, and wherever the halter was, the cow would follow it. ARMOR CLASS: 0 Cian swears to Goibniu that he will re- MOVE: 12” trieve the stolen halter from Balor’s keep, HIT POINTS: 250 which is on an island far out in the sea. NO. OF ATTACKS: 2 At the shore, Cian meets an old boat- DAMAGE/ATTACK: By weapon type man, who offers to take him to Balor’s SPECIAL ATTACKS: See below island in exchange for half of whatever SPECIAL DEFENSES: See below Cian brings back from there. Cian agrees MAGIC RESISTANCE: 10% to the bargain, and the two embark on SIZE: M (6’ tall) the voyage. The old man gives Cian a ALIGNMENT: Neutral good ring, which he explains will magically WORSHIPPER’S ALIGN: Neutral good open any lock he touches. In gratitude, fighter-thieves Cian offers the old man his rich cloak. SYMBOL: Man in a billowing cloak The old man exchanges cloaks with PLANE: Concordant Opposition Cian, and tells Cian that the cloak he FIGHTER: 18th level fighter now has will render him invisible. As THIEF/ASSASSIN: 18th level thief promised, Cian is able to enter Balor’s MONK/BARD: 10th level bard keep undetected. PSIONIC ABILITY: VI While searching the keep, Cian meets S: 20 (+3,+8) I: 19 W: 19 D: 23 Ethniu, Balor’s daughter. These legends C: 20 CH: 20 being what they are, Cian is said to have stayed on the island for almost a year, Cian normally fights with a +3 long and Ethniu eventually bore a son by him. sword which strikes for 2-20 points of Dian Cecht the healer (top) Finally, Cian and Ethniu devise and damage, and wears a cloak of invisibility and his son Cian (bottom). execute a plan to steal the halter. As they (the one he got from Manannan Mac Lir).

50 SEPTEMBER 1982 Lugh should have equal levels of skill in all applicable classes, to reflect his great proficiency in every craft (except Lugh was raised and trained by Ma- the assassin class, which is not appro- nannan Mac Lir to be the savior of the priate to any Tuathan figure). His physi- Tuatha. He first appeared by coming to cal description also warrants revision; the door of Nuada’s hall to seek a seat at no legends indicate a height of seven Nuada’s table among the artisans and feet, nor do they describe overly long nobility. When told that every seat was hands or arms, which would be consi- filled, he challenged and beat each god dered a physical deformity. Recalling in competition in his own craft, thereby the story of Nuada and Bres, it would be gaining from Nuada “The Seat of the unlikely for Lugh, the Tuathan ideal, to Sage” and the title of Samildanach, “The be anything but perfectly formed. The Man of Each and Every Art.” epithet “Long Arm” ought to be taken The DDG book calls Lugh a “druidical figuratively, not literally, to reflect how ideal” and gives him the skill of a 30th his skills encompass all branches of level druid. Manannan Mac Lir would knowledge. better qualify for that title, since he acts as a judge and teacher as well as a fighter SIZE: M (6’ tall) and spellcaster. Lugh is most certainly a SYMBOL: Crossed spear and oak leaf Tuathan ideal, since he has such great CLERIC/DRUID: 20th level in each Lugh, the Tuathan skill in all of the crafts the Tuatha prac- FIGHTER: 20th level ranger “Renaissance man” (above); tice. He should not be considered a 30th MAGIC-USER/ILLUSIONIST: 20th level level druid, since the legends do not in- in each dicate any overwhelming or dispropor- THIEF/ASSASSIN: 20th level thief tionate skill for him in this area. He has a MONK/BARD: 20th level bard great understanding of druidism, but no greater than his understanding of com- Lugh uses a magic spear which pro- Cairbre (below), bat, or smithwork, or baking bread. He is tects him from harm while in his hand, the light-hearted bard. the archetype of the “jack of all trades,” always hits, and does 6-36 points of something of a Tuathan “Renaissance damage. He also has a +4 sword which man.” strikes for 3-30 points of damage.

harmless, if embarrassing, pranks, but then will be treated to Cairbre’s stock of Tuathan mead and an evening of good ARMOR CLASS: 0 fellowship and lessons in the bardic arts. MOVE: 15” The rare bard who matches him note for HIT POINTS: 300 note — or even wins one of these compe- NO. OF ATTACKS: 2 titions — will be raised halfway through DAMAGE/ATTACK: 2-20 his next higher level and also gain Cair- SPECIAL ATTACKS: See below bre’s lifelong friendship, not to mention SPECIAL DEFENSES: See below considerable respect at the court of the MAGIC RESISTANCE: 50% Tuatha. Evil bards will fare somewhat SIZE: M (6’ tall) worse at his hands, and a serious bardic ALIGNMENT: Neutral good combat with such an adversary is some- WORSHIPPER’S ALIGN: Neutral good thing else altogether. SYMBOL: Harp For carrying out these competitions, I PLANE: Concordant Opposition rather like the system proposed by Jeff CLERIC/DRUID: Nil Goelz in the December 1981 (#56) issue FIGHTER: 15th level ranger of DRAGON’” Magazine. The percen- minded to take seriously things such as MAGIC-USER/ILLUSIONIST: 12th level tage chance to charm of the lower-level holy days, services or sacrifices. He in each bard is subtracted from that of the views his worshippers with a certain THIEF/ASSASSIN: Nil higher-level bard, and percentage rolls amount of bewildered amusement, think- MONK/BARD: 20th level bard are exchanged using the less adept ing them rather stuffy and silly for ob- PSIONIC ABILITY: VI bard’s regular numbers and the new fig- serving any sort of religious ceremony, S: 19 (+3, +7) I: 22 W: 22 D: 23 ure for the more skilled bard. Combat, of or even for taking him seriously enough C: 20 CH: 23 course, would continue until one bard to declare themselves his worshippers. prevails over the other. For a competi- In combat, he uses a +4 long sword Previously mentioned briefly as the tion such as this, six exchanges should which does 2-20 points of damage. He bard responsible for the satire which be the limit. A round ends in a draw if wears a Tort of the Gods, given to him in turned Bres’ fortune, Cairbre is a free- neither bard succeeds in making his roll, honor of the satire he performed on spirited sort who usually acts as Nuada’s and also if both bards succeed in making Bres. His harp, like the Dagda’s (though court bard. He occasionally performs at their rolls, since the effects of both non-sentient), will play the three strains Manannan’s feasts on Emain Ablach, charms will negate each other. In order of Laughter, Sorrow and Sleep (no sav- and is very fond of wandering the earth to win, one bard must make his roll and ing throw), and the lowest bass string, disguised as a mortal bard, seeking ad- the other must fail, both in the same when plucked, will shatter any non-mag- venture and amusement. He also enjoys round. If neither bard has won after the ical weapon within a 10-foot radius. The challenging mortal Bards to impromptu sixth round, then the competition ends harp will inflict 8-64 points of damage on bardic competitions. Losers of these in a draw. any non-bard or a bard of less than 23rd contests usually become the victims of Cairbre is a lesser god, but is too light- level who tries to play it.

D RAGON 57 Brigit (far left), daughter of the Dagda; Cerunnos (left), the essence of Nature; The Wild Hunt (facing page).

of nature, and he will gladly aid or even work alongside anyone striving for this goal. His charisma is based not so much For the sake of historical accuracy, ARMOR CLASS: 0 on his appearance as it is on his “aura,” Brigit is the triple-aspected daughter of MOVE: 24” which radiates to any creature a comfort- the Dagda. One of her aspects is God- HIT POINTS: 400 ing sense of what is “natural” and “right” dess of Poetry, another is Goddess of NO. OF ATTACKS: 3 to that creature. Healing, and the third is Goddess of DAMAGE/ATTACK: 6-60 Cerunnos can summon any wilderness Smithwork. However, the concept of a MAGIC RESISTANCE: 90% creature to his aid, including those of a triple-aspected figure can be rather con- SIZE: M (7’ tall) magical nature. He is not able to Gate fusing, and there is also the obvious ALIGNMENT: Neutral them in, however, and nearby creatures problem of overlapping responsibilities WORSHIPPER’S ALIGN: Neutral appropriate to the terrain must be de- with Goibniu and Dian Cecht. In this SYMBOL: A circle with a set of antlers termined by the DM. His summoning has case, the DDG book has presented an PLANE: Prime Material a five-mile radius. admirable compromise for the figure, CLERIC/DRUID: 35th level druid Cerunnos carries a heavy oaken staff especially the concentration on fire FIGHTER: 20th level ranger which strikes for 6-60 points of damage. which comes from the smithwork as- MAGIC-USER/ILLUSIONIST: 20th level His spell casting is instantaneous. pect. She should be played as described in each Sharp-eyed readers will note a major in the DDG text. THIEF/ASSASSIN: Nil discrepancy between giving Cerunnos MONK/BARD: 23rd level bard the power of a 35th level druid and the PSIONIC ABILITY: VI DDG book’s contention that 30th level or S: 25 (+7, +14) I: 25 W: 25 D: 25 above is unattainable for any being other C: 25 CH: 25 than Lugh. Saying that 30th level or above is unattainable sounds like an ar- Cerunnos appears as a large man with bitrary decision on someone’s part, and I Of the rest of the entries in the Celtic the hooves, legs and antlers of a stag. His can see no reason for it. No explanation section of the DDG book, most can be body is covered with the fur of a stag, of this statement was given. Perhaps it gone over quickly. and he wears a short, full beard. was only meant as an observation, to Cu Chulain, an Irish hero, is fine as The Horned God is the essence of Na- impress the reader with Lugh’s power. written. ture on the Prime Material Plane, and Of course, it would (and should) take so Arawn and Math are from the Mabino- hence cannot be killed. If his physical long for a to gain that gion, a collection of legends from the body receives 400 points of damage, his many experience points that it is proba- Brythonic Celts of England and , essence disperses, and he will form bly a moot question. In any event, Cer- and do not belong anywhere near the another body in 24 hours. unnos is here described as being the es- Tuatha De Danann. Like Nature itself, he is absolutely neu- sence of Nature — Nature personified. The Morrigan is the Celtic Goddess of tral, and may sometimes act in what He is the physical manifestation of the War, not specifically Tuathan, though seems to be a mindless manner. He can power of druidism, and I consider 35th she fought on behalf of the Tuatha at the be as violent and unrelenting as the level to be a conservative estimate of his Second Battle of Mag Tuired. strongest hurricane, but can also be as power. Cerunnos is druidism, not just a The DDG book’s source for Dunatis is gentle as a peaceful morning in May. His proponent of it. He is as much a part of a mystery; neither myself nor any of the responsibility is maintaining the balance Nature as the earth itself. authorities I have corresponded with has ever seen a reference to him, though the Welsh gives a brief mention single-minded and almost berserker of someone named Ossol, “under whose state. He will not speak until the Hunt is feet the highest mountain straightaway . He will not summon additional became a plain.” creatures, depending on his Pack until Silvanus is not a Celtic god (the name This entry in the DDG book is a truly killed, then he will fight alone. He will sounds Roman), though he is obviously wonderful bit of research and imagina- ignore all but the lowest-level of his based on Cerunnos, a universal Celtic tion, which I thoroughly enjoyed read- spells, preferring to fight hand-to-hand. god who is the personification of the ing. I wouldn’t change a bit of it, and only This single-mindedness is not a nor- male aspect of Nature. In one of his wish to work Cerunnos into it. mal condition for him, but Cerunnos can guises, Cerunnos is also Master of the When Cerunnos is on a Hunt, he is be just as violent, while retaining full Wild Hunt. influenced and driven by a power beyond control of his powers, when in a non- his control, which reduces him to a berserk state of mind. 52 SEPTEMBER 1982 CONCLUSION Such are the principal figures in the Gaelic mythos of the Tuatha De Danann. I have not attempted to deal with every name mentioned in the legends, and I have tried to limit the background histo- ries to a minimum on each figure, using them just enough to show the rationale for the suggested changes. I hope this article will be helpful to players and DMs in a Celtic milieu, and that it may inspire an interest in those who are not.

BIBLIOGRAPHY Folklore of the British Isles, Elenor Hull The White Goddess, Robert Graves Women of the Celts, Jean Markale A Celtic Miscellany, Kenneth Jackson Origin and Growth of Religion (Celtic Heathendom), John Rhys The Mystic Arts in Celtic Britain, Charles Squire The First Battle of Moytura, J. Fraser Celtic and Legend, Charles Squire The Mysteries of Britain, Lewis Spence Celtic Mysteries, John Sharkey Celtic Wonder Tales, Ella Young Battles and Enchantments, Norreys Jephson O’Conor Celtic Heritage, Alwyn and Brinley Rees Faiths in Celtic Countries, Evans-Wentz Treasury of Irish Folklore, Padraic Colum The Golden Bough, James Frazer Ancient Irish Tales, Cross and Slover The Riddle-Master of Hed, Patricia McKillip The Welsh Mabinogion, various editions by various compilers

D RAGON 53

Convention schedule

SUNCOAST SKIRMISHES ’82, Sept. 18-19 — At the Convention Center in Tampa, Fla., sponsored by the Flori- da Historical Gamers. Among the special guests will be Duke Seifried of TSR Hobbies. Contact: Suncoast Skirmishes ’82, 4006 Wallace Ave., Tampa FL 33611, phone (813) 831-1762.

MASSCON 1982, Sept. 18-19 — The fourth annual gaming event sponsored by the University of Massachusetts Strategy Games Club. For more information, contact Dennis Wang, 11 Dickinson St., Amherst MA 01002, (413) 253-9472.

BABEL CONFERENCE ’82, Sept. 24-26 — A science-fiction convention to be held at the Holiday Inn East in Grand Rapids, Mich. For information, send a SASE to Babel Conference ’82, c/o Dave Marshall, 1160 36th St. SW, Wyoming Ml 49509.

AUGURY I, Sept. 25 — A gaming event to take place at Ashland Community College in Ashland, Ky. Contact: Jim Thompson, 2304½ Sanders Rd., Ashland KY 41101, (606) 324-1801.

TOL-CON ’82, Oct. 2-3 — The Scott Park Campus of the Uni- versity of Toledo is the site for this gaming gathering. For more information, send a SASE to Mind Games, 3001 N. Reynolds Rd., Toledo OH 43615, or call (419) 531-5540 weekdays be- tween 4-8 p.m.

WIN GAMES II, Oct. 8-10 — For details of this convention, write to the Univ. of Manitoba Wargames Club, Box 80, University Centre, Univ. of Manitoba, Winnipeg, Manitoba, Canada.

OCTOCON IV, Oct. 9-10 — Author and artist Ralph McQuarrie will be the guests of honor at this SF and fantasy event at the El Rancho Tropicana Hotel in Santa Rosa, Calif. Contact: OctoCon, P.O. Box 1824, Santa Rosa CA 95402.

COUNCIL OF THE FIVE NATIONS, Oct. 9-11 — The seventh annual running of this gaming event will take place at the Studio of Bridge and Games in Schenectady, N.Y. For more information, write to the Schenectady Wargamers Association, Studio of Bridge and Games, 1639 Eastern Parkway, Schenec- tady NY 12309, or phone (518) 346-3773.

ROCK-CON 9, Oct. 16-17 — Miniatures, boardgames, role- playing games and dealer booths will highlight this event, to be held at Rockford Lutheran High School in Rockford, Ill. For details, contact Cliff Wilson, 14425 Hansberry Road, Rockton IL 61072, phone (815) 624-7227.

AKROMINICON, Oct. 22-23 — This SF/fantasy/gaming con- vention will be held in the University of Akron Student Center. Admission for both days is $6 in advance, $8 at the door. For more information, contact Tim McFadden, 660 Kling St., Akron OH 44311, phone (216) 535-6280.

FALL SCI-FI CONVENTION, Oct. 29-31 — Role-playing game competition is just one of the many attractions at this gathering. The site is Griswold’s Inn in Fullerton, Calif. Memberships are $7.50 each by mail until Oct. 10; admission at the door is $15 for the weekend. For information, phone (213) 337-7947 or write to Fall Sci-Fi Convention, c/o Fantasy Publishing Company, 1855 West Main Street, Alhambra CA 91801.

WORLD FANTASY CONVENTION ’82, Oct. 29-31 — To be held at the Park Plaza Hotel in New Haven, Conn. Guests of honor will be , , and Donald Maitz, with Charles L. Grant as toastmaster. Information is available by writing to ’82, P.O. Box 8262, Hartford CT 06108.

D RAGON 55 56 SEPTEMBER 1982 of the Lawland

Advice on making cree of a ruler, unwritten trade and trail dangerous and undesirable tasks. customs, or merely the will of the strong- Another solution (and one ideal to a your world ‘legal est being. DM wanting to shift play to a new set- AD&D adventurers tend to run afoul of ting) is banishment — the exile of an such laws all too frequently, and the DM individual by order of a ruler or govern- who wants to keep player characters ment. This involves the outlaw taking an alive (rather than merely having the oath to leave the country within a stated by Ed Greenwood blackguards hanged for any offense) number of days. (Refusing to take the must inevitably make use of some local oath, before assembled witnesses, usu- Know, O traveller, that caravan fees system of specific punishments. ally means the person refusing banish- are high for a good reason: such over- Such punishments may include any or ment will be put to death.) A banished land travel is dangerous. Travel in any all of the group including confinement, person is usually told what route to take place is unsafe if one knows not local enforced service or labor, confiscation out of the country and where to leave its laws and those things which underlie of property, and infliction of physical borders. them. Fair speech from a survivor should pain. We shall examine these in detail In medieval England, banished per- not be taken ill. Wherefore. . . soon enough. sons might be slain by the superstitious Travelers are advised to beware of pe- commoners, and so had to wear a white Adventurers in an AD&D™ world may culiar local laws and customs. For ex- gown and carry a cross (signifying that meet a fascinating variety of govern- ample, “in Ulthar no man may kill a cat.”¹ they were under the protection of the ments, beliefs, and customs if they trav- Local religious beliefs may prohibit the church). Upon reaching the port of de- el. Too often, however, one kingdom speaking of certain names or the use or parture, an exile-to-be had to live on the seems just like another; all play occurs in wearing of sacred (or accursed) sym- seashore until ship passage was avail- a quasi-feudal society that is perhaps bols, substances, or colors. able. During this wait, the outlaw had to best described as “romantic medieval,” If caught and convicted, miscreants depend on local monks for food and was spiced with enough individual freedom will find the nature and severity of penal- required to walk into the sea until com- to account for widespread trade, party ties varies, depending upon the align- pletely immersed, once a day, under the and individual adventuring, strife, and ment of those making judgement and the eyes of the local sheriff. the bearing of arms. This is fun and not in existing rules regarding sentencing. Outlaws of wealth and influence could itself bad, but it can breed monotony and Criminals are often specially marked (by hire a ship to take them and their proper- robs a world of the depth and color dress — or lack of it — and/or symbols ty from England, and arrange for future which is born of making the atmosphere branded or painted upon the body), and income to be sent to them. But those and society of (in my an unwitting stranger whose appearance lacking friends and money were usually campaign) the imperial city of Water- resembles that of a criminal may be sur- put aboard a ship by port officials re- deep different from the serene, rustic prised at the treatment he or she receives. gardless of the wishes of the ship’s cap- beauty of Deepingdale far inland. Some large measure of common (or at tain — and were often thrown overboard Religion, politics, customs, govern- least economic) sense can be expected at sea, put ashore on an island or desert- ment, laws and their enforcement; all are in the written or stated laws of any area. ed coastline, or enslaved. linked in describing a society and should However, a nation that exists by trade is When England was at war, banishment be considered together. The Dungeon not going to have laws that reflect casual usually proved unworkable. Most out- Masters Guide notes (under “Duties, Ex- or relentless, consistent hostility toward laws were merely compelled to leave the cises, Fees, Tariffs, Taxes, Tithes, And foreigners. On the other hand (again log- settlement where the banishment order Tolls” at p.90) those taxes and eccentric ically), such a nation may well have laws was served, and thereafter allowed to local (read: nuisance) laws that travelers that prohibit foreigners from acquiring wander free. Most took sanctuary in a often run into problems with, and indeed control or ownership of the all-too-scarce church or abbey (joining a crowd of these are generally most important in soil, or any vessels of that country. A thieves and those fallen from political play — but they should not be devised or further example of the logic behind most favor who lived on the monks’ dole in all altered in isolation. A DM must always state or imperial (but not, as we shall see, such places), or became poachers and ponder the effects of a law or a legal religious) laws involves a look at capital highwaymen in the forests or marshes, change, considering all of the elements punishment. like the man made famous in legend as listed above which are linked to it. No All societies have had the death penal- Hood. one set of “basic” or cornerstone laws ty, but this is often used only when life is A change of government, of course, can be offered in an article such as this; plentiful. A good man-at-arms, years in can put a banished or tied-to-the-sanc- each DM must evolve a system that the training, is too valuable to kill except tuary-of-a-church character back in fa- matches the elements as they are in the when he is mutinous or must be made an vor — and freedom — again, but in other various kingdoms of his or her own example of, for some deliberate disobe- situations a church could be more dan- world. What can be of help is a brief tour dience or other. Slavery was an oft- gerous than the palace. of the elements involved. practiced alternative — instead of one The two most common medieval-era Every land has its laws — whether they meal for the dogs, the captor got the lawmakers (and enforcers) were the are a code laid down by a court, the de- life’s work of a man, usually at the most church and the state. If the latter was one D RAGON 57 man, his justice was as inconsistent and tulated in the AD&D system points to- the present) abounded — and these lo- intemperate as the man himself. If church ward harsh religious punishments, for it cal customs and taboos were often as and state were one, or if the church had a assumes a world in which gods of oppos- strong, or stronger than the laws of free hand to dispense its justice, laws ing alignments and interests are locked church and king.² Outsiders entering a tended to be without exception harsh in continuing conflict through their community were often regarded with and unforgiving. Theocracies (refer to worshippers. suspicion for the mere fact that they the Theocracy of the Pale in TSR’s Note further that the distance between were outsiders — in more than one fan- WORLD OF GREYHAWK™ Fantasy Set- common sense and some religious doc- tasy novel the author carefully points out ting) are by nature intolerant. trines makes guessing as to specific reli- that “stranger” and “enemy” are one and Because religions are based upon be- gious tenets a perilous affair; religions the same word in a local language — and lief, often belief (“faith”) without sup- are often not even self-consistent, let any transgression of, suggestions con- porting facts or “real” conditions, reli- alone consistent with surrounding “real- trary to, or ridiculing of local customs gious rules and the enforcement of same ity.” Adventurers should be wary of as- and taboos they committed won them tend to be most dangerous. Unfamiliar to suming that followers of a god of the the enmity or open hostility of the locals. a stranger because of this loose connec- forest will revere trees, for instance; in To threaten the beliefs of a community, tion with reality (and at times, common religions, nothing “necessarily follows.” as to threaten those of a religion, is to sense), such rules are inadvertently con- Thus far we have covered two types of threaten its very existence — and its travened often and with ease. Adherents law: that of the government or ruling au- members will act accordingly.³ of the religion are not easily induced to thority, and religious law. There is a third Until rapid, dependable means of show mercy to wrongdoers (and almost type of unwritten “law” ignored in most transportation and communication be- never will they “turn a blind eye” or make AD&D play, and it may well be consi- come available to all, most dales and exceptions from holy justice), because dered the most important: local customs, other geographically isolated communi- they believe (often blindly) in their reli- , and beliefs. ties will be self-contained, largely cut off gion. Challenging the religious beliefs of In our real world, only in the last from the outer world. The fewer travel- such people is seen by them as a direct hundred years have customs and folk- ers, the fewer new ideas — and the less threat (and the challenger as an agent of lore ceased to be governing forces in tolerance for differences from local ways an opposed religion — “servant of the everyday rural life. In medieval times and beliefs. The spread of literacy will devil”) because they have based their lot they touched upon almost every act in also increase tolerance and weaken un- on the religion — and to threaten it family and village life, providing the ritu- thinking belief in the old ways, but the threatens the very meaning and worth of als, preferred conduct, and rules for ut- tenacity of superstitions is shown in our their lives. most happiness, security, and prosperity. own society by a great array of supersti- At the same time, religious judgements Dark superstitions and taboos (often tious sayings that, half-hidden, remain seldom vary from a traditional code, set remnants of fallen, forgotten cultures today, along with the thinking that goes down and modified by high priests and and religions, divorced from any dis- with them. This can be illustrated by extant “holy writings.” The universe pos- cernible meaning or reason for being in such expressions as “There’s no harm in trying,” which once meant literally that — according to the beliefs of the speaker (and the community) — there was noth- ing wrong or dangerous about the act in question. Many ancient rituals (such as Twelfth Night fires, placing a cake upon the horns of “the best ox in the stall” to be tossed in the air, and baking a hawthorn globe each New Year while last year’s globe was carried burning over the first- sown wheat) were concerned with the fertility of the farm. Ploughing and pul- ling matches are two of the few such customs that survive to this day. No mat- ter what the fantasy setting, where there is agriculture there are sure to be rituals for the best time to sow and to harvest (such as with the phases of the moon, or in concert with certain weather condi- tions or natural changes like the opening of certain blossoms), and rules to be fol- lowed for avoiding death or ill luck and for gaining good luck. The DM, of course, must judge the ac- curacy of such beliefs (such as “never fell a tree by moonlight”) as far as the party is concerned. Even if the beliefs are incorrect, the DM should remember that they must at least be based on some- thing real or correct. Such beliefs are not restricted to farm- ers. held that iron would not weld when lightning was near, although they set out troughs and barrels to catch “storm water,” which they believed par- ticularly effective for tempering iron.

58 SEPTEMBER 1982 Countless other examples can be found.4 who rule will control the citizenry (in- Some general comments, however, Note that local lore and the religious cluding player characters) by means of can be made as to how to handle local situation will determine what form of go- laws. enforcement forces and prisons — and vernment is tolerated — and if govern- Regardless of exactly what laws a DM how not to handle them. ment is imposed by force, or becomes creates for his world, they will be broken The discipline and training of local unpopular after its establishment, how by player characters sooner or later (in guards/watch/militia/constabulary will well it will be obeyed. Locals may pay the AD&D world, usually sooner), and determine their reactions to any situa- only lip service to some laws and taxes, then — it’s punishment time. tion. The better the training of the guards, or worse (does anyone remember the The forms and aims of enforcement the more difficult will be the lot of adven- Boston Tea Party?). are up to the DM, and must be tailored to turers seeking to dupe or escape them. The support of the ruled (by accepted match the other elements of society in Trained, experienced guards, for exam- custom and belief) lends stability to a each local situation. For example, given ple, will seldom be in awe of magic, and government. This in turn allows weak this imaginary example of law enforce- will know effective tactics for when they rulers to keep their positions, at least for ment, think on what it reveals of the so- encounter spellcasters in battle. Expe- a time. ciety of Zeluthin: In that city, political rienced guards will leave fewer avenues Most countries of any size, wealth and prisoners are always strapped to their for escape when confining persons — influence have reached that condition by cell doors, feet off the ground and facing and will take special care of extraordi- the stability of popular (or at least, ac- inwards into the darkness, so that the nary individuals, such as adventurers. A cepted) rule. In any land where commu- backs of their heads are visible through party may find itself stripped — clothes nications and travel are only as fast as a the barred cell doors. Punishment in Ze- can conceal, or even be, weapons — and good horse, the government must be luthin is a delicate art consisting of ma- then chained securely to walls in sepa- both strong and accepted by the popu- nipulation of facial, head and neck mus- rate cells (in such a manner that move- lace — or its rule will extend only as far cles with fingers and long, delicately ment of hands and speech may be im- as the immediate reach of its weapons. curved and fluted metal instruments — possible) and watched over carefully Raw power is, at best, an unstable from behind, through the cell door. (one to one) by guards who are relieved form of government (and just as shaky Strangulation is never employed; it is the often. Unknown to player character pri- for a legal system). It has a tendency to height of coarse bad taste; but much in- soners, a magic-user may be spying on blow up in the ruler’s face — just ask formation is extracted by somewhat less them through use of Clairvoyance, Clair- Robespierre. violent extremes — such as when hungry audience, ESP and related spells. Many types or structures of govern- are let in to the darkest corners of Guards with good training and resour- ments exist, some of them quite noveI.5 the cell. ces may have monsters (war dogs, for DMs should also remember that the Another city would find Zeluthin’s example) which are trained to aid them “king” of Aluphin may command mighty habits disgusting or criminal; a DM must in fighting intruders/rescuers or inmates hosts of warriors and speak with authori- carefully make government laws, local attempting to escape. Too many AD&D ty backed by gods, whereas the “king” of religions and attitudes consistent. adventures involve a party of player the adjacent realm of Berdusk may be only a war leader whose rule extends as far as the swordpoints of his bodyguards. Bruce Galloway, in his book Fantasy Wargaming (Cambridge, Patrick Ste- phens Limited, 1981) reminds us that this variance in real power among nobles with the same title was true in our real world, too: English kings were relatively strong, except during times of roy- al minorities and disputed succes- sion. They held wide personal es- tates, and maintained the nucleus of their own standing army. A net- work of royal officials exercised justice and administration even within the lands of their nobles. By contrast, the French kings were weak, little more than primi inter pares (“first among equals”) in comparison with strong dukes and counts. had what might be considered impossible — a strong monarch, but also dukes and margraves . . . akin to kings themselves. . . , with its pattern of city-states and rural duchies ow- ing little or no allegiance to any monarch, needs different treat- ment again. Whatever the actual balance of power within a country and between different countries — and remember, this is not something set in stone by a DM to be stable and unchanging forever; power can and should shift constantly — those

D RAGON 59 characters sneaking and ambushing how they are regarded by the populace, matters to the players, and you will make their way through an unbelievably stupid in relation to “rightful” authority (local play far more enjoyable and memorable and unorganized defensive corps who government). The actions of the two — and a DM owes it to his or her players make no attempt at internal communica- types are often very similar. to give them an active, living world to tion. Slain or missing sentries go unno- Mention of the attitude and regard of engage their interest, rather than a color- ticed, and guard patrols walk past or the populace brings us to the backbone ful background of artificial, lifeless im- through treasures or areas they are sup- of local life and character; the ever- mobility through which characters are posed to be guarding without routinely moving and changing, vital force behind allowed to rampage. examining their charges (so that party the laws, customs, and other elements: This latter condition in a campaign members hiding in shadows, behind al- politics. In the article “Plan Before You dooms play to eventual boredom, until tars, or in dark rooms are undetected).6 Play” (DRAGON™ issue #63), we looked the playing activity ceases altogether. If The discipline of a guard corps will at politics on a large scale: the trade the setting has no interest for the play- also determine its treatment of prison- links, tensions and history that shape ers, no apparent life of its own, it must be ers: highly disciplined guards will act empires and denote wasteland and im- continually fed with the energy and ex- according to rules, and will respect any poverished areas, viewed broadly upon a citement of new characters and charac- legal rights prisoners are considered to map. ter classes, new treasures, new monsters have. Usually, confiscated goods will be But more important in AD&D play is and magic and traps . . . and when the carefully itemized and stored (for return the to-and-fro of local human interac- players grow jaded or the DM runs out of when or if the prisoners are set free), tion, the politics of everyday life in a vil- ideas, the whole campaign runs down. punishment of prisoners confined to a lage or a kingdom. A DRAGON reader Even the gaudiest trappings cannot sus- special code, and prisoners will (at least) can refer to the previous Minarian Le- tain interest; one grows used to throne be given food, water, and conditions of gends series or the currently running rooms if one is a fighter in the party that confinement conducive to survival.7 World of Greyhawk columns for excel- conquers one kingdom after another, Guards lacking such discipline may lent examples of the large-scale politics just as one grows used to dark caverns do anything to prisoners they think they of fantasy worlds, but small-scale poli- and locked chambers underground if can get away with — and in the case of tics (beyond ’s Thieves’ World, one lives like a mole, in an endless dun- outlanders without apparent rank or in- which deals with the desert city Sanctu- geon with nothing to do but fight. fluence, this can include various means ary) is something each DM must devise If a DM does not have the time or liking of death-dealing, selling into slavery, on his or her own. for careful crafting of local politics, his- and all manner of theft. Development of local politics will give tory, a cast of characters, and the like, a Good characters (and players) who any campaign depth and believability, simple solution is to sketch out the basic are shocked at this tendency would do and at the same time create reasons and history and geography of a region, and well to remember that the essential dif- impetus for characters to undertake ad- begin play within its borders, in the midst ference between a policeman and a pi- ventures (and players to role-play). Make of a civil war. rate is how they regard themselves, and a world seem real, so that what occurs The disorder, lawlessness, and intrigue

60 SEPTEMBER 1982 such a setting offers will get a party off to must be quickly dispelled. Governing is with force of arms to take back a good (exciting and offering wide expe- work, and a DM should see that those what is mine. rience in fighting) start. Players should who enjoy such work are happy in their Lord Lyran be forced to take sides and become in- thrones, and those who are not cannot of the family Nanther, volved; fantasy readers may recall the safely delegate the tasks of ruling to oth- Melvaunt excitement of Roger Zelazny’s five-vol- ers if they wish to retain power for long. This sample letter is from my cam- ume Amber series, which was primarily a Few medieval rulers were rich, in cash paign; the players do not (yet) know family struggle for control of a multi- terms, and fewer still spent most of the whether “Lord Lyran” is a pretender or a verse. From such a rocky start, play can taxes they collected on living high; rath- legitimate claimant to the lordship of shift into more conventional AD&D terri- er, most of a ruler’s money was needed (local history is incomplete tory, perhaps with involvement in the in- to cover military expenses (the training, and contradictory on the subject). A trigue and politics of a large city with outfitting, boarding, and salaries of any quick look at Doust Sulwood, the Lord of warring guilds and the like and eventual- standing army, plus militia and/or mer- Shadowdale (a player character), and ly, when the successful, experienced cenaries), and the repair, expansion and his plateful of problems will demonstrate players seem ready for it, player charac- addition of ships, buildings, and fortifi- the depth, excitement, and constant ad- ters may have a crack at gaining control cations. Trade and the support of inno- ventures generated in a campaign by lo- of their own territory. vations in industry and medicine are cal society and politics. This territory should be small, so that a other areas of expenditure a ruler should Doust Sulwood is lord of a farming DM can concentrate on individual NPCs keep in mind. community surrounded and largely iso- to make the place seem real, and so Even if a lord finds his subjects happy, lated by elven-inhabited woods. It is a players can identify with their holding no priesthoods or guilds opposed to his stop on a major overland trade road, and — seeing it as a specific region with its rule and no apparent problems, he can has successful, if unspectacular, local own character and beauty — and at the always find something like this affixed to industry (a weaver, a smith, a wagon- same time seek to expand it. The DM his castle door one morning: maker/woodworker, and of course an should also ensure that the players act to To Doust Sulwood, inn). Doust has a few local problems: keep their lands, becoming involved in resident in Shadowdale: collecting taxes (the dalefolk had been trade and diplomacy as well as battle. Recently I have learned that you without a lord or taxes for some years The notion that lands are a rosy source have taken the title, authority, before his arrival), settling local feuds of revenue, which novice players may and lands that are rightfully mine. and ferreting out a lycanthrope among get from the Players Handbook (i.e., a Shadowdale has been my family’s the townsfolk, and dealing with incum- 9th level fighter who establishes a free- since the death of the lord Joadath, bent power groups: a band of adventur- hold can automatically and effortlessly sixty winters ago. I shall come for ers (all more powerful than the players, collect 7 silver pieces per month from my throne ere spring. If you think and used to being the local champions “each and every inhabitant of the free- your claim stronger than mine, and heroes); the Circle (a group of druids hold due to trade, tariffs, and taxes”), send word back — or I shall come and rangers who work with the elves to

DRAGON 67 preserve the forest against fire and farm Such playing conditions make for ex- many DMs use a world in play — and expansion); and a few powerful solitary citement and good role-playing. Players such overmanipulation quickly sours NPCs who could topple his lordship if are interested in the campaign because players who feel that, rather than playing they decided against him. All of these every adventure becomes (through cause the roles of adventurers, they are por- power groups have their own interests, and effect) important, not just in terms of traying helpless pawns at the mercy of a and all of the them have more personal treasure and experience gained, but in vindictive god. DMs who believe that this power than the Lord and his party. Both terms of social consequences. Moreov- is precisely how players should feel will the elves and the druids have (player er, with such a lot going on, the interac- probably have stopped reading this arti- character) representatives/spies in the tion of players and NPCs generates ad- cle long ago. DMs who find enjoyment in party. ventures; there is always something creating a fantasy world they can share From outside the dale there are influ- meaningful to do. This sense of purpose and delight in with other people will, I ences too. Many nearby rulers and priest- serves to sustain interest over lengthy hope, find what has been said here hoods have, or are about to, send envoys campaign play, makes the fantasy set- useful. to Lord Doust, seeking (nay, demanding ting seem more real, and makes success- and often bribing or threatening) allian- ful play more satisfying: Players gain a Notes ces, allowances of free trade and the real sense of accomplishment when they 1 — H.P. Lovecraft, The Dream- powers to establish temples and tithe the complete sticky diplomatic negotiations, of Unknown Kadath, published in pa- populace. At least two dale lords are eye- gain allies, find a path through intrigue, perback by Ballantine, 1970 (and recent- ing Shadowdale as a possible addition to or destroy long-standing foes. And in ly reprinted), p. 8. A similar law is in ef- their own lands — and the player charac- this increased enjoyment of play lies the fect in Rome today. ters have made special enemies of a se- real value of such an approach to the 2 — The strength of such beliefs as a cretive network of evil mages and clerics AD&D game. code of behavior is illustrated by a who wish to control all overland trade It may seem odd to increase the en- phrase known in modern legal practice: between the rich coastal cities and the joyment of fantasy role-playing by in- Multa non vetat lex, quae tamen tacite lands about the Inland Sea. Shadowdale creasing the problems and difficulties of damnavit, which translates to “Some occupies a strategic location on the car- the setting (so that it seems you’re not things are not forbidden that are none- avan route, and the party has — at first theless silently condemned.” unwittingly, and then in careful self- 3 — In his excellent study of fantasy, defense — slain many members of this . . . the escalation of Imaginary Worlds (Ballantine, 1973), Lin evil “network.” Party members have also treasure, monsters and Carter reports one of master fantasy wri- died in the running battle, and with the ter Lord Dunsany’s touches of realism: spring thaws their surviving comrades character experience the human nature displayed by the ar- may face a network-sponsored army in- will ruin a campaign . . . chers of Tor, who shoot arrows of ivory vading the dale. At the same time, the at strangers, lest any foreigner should — now apparently allied with some a world requires careful come to change their laws — which are githyanki — seem to be stirring in the attention to NPC bad laws, but not to be altered by mere depths. Lord Doust’s tower was built by foreigners. Another chapter in Imaginary the drow, and it once guarded the en- activity, so that player Worlds, entitled “On World-Making,” is trances to their vast subterranean realms. characters are not the essential reading for DMs who have not The dark elves were driven into the extensively explored . depths over a hundred winters ago, and only source of action in Carter discusses the “sound” and suita- the exits were blocked. Now they seem an otherwise lifeless bility of fantastic names, as well as pro- to be returning, and have kidnapped one viding a fast, logical geography lesson. of the dalefolk (which the party subse- backdrop. 4 — On the shelves of most libraries quently rescued) to learn details of so- one can find books dealing with local ciety and property in the dale. customs and tradition. One example is To Doust’s ears also comes a constant role-playing at all, but still in our real Folklore and Customs of Rural England flow of news about current events, com- world battling banks and taxes and (by Margaret Baker; London, David & ing to Shadowdale via caravan, and the computer mistakes and boneheaded bu- Charles [Holdings] Limited, 1974), which party can learn much of movements and reaucracy), but it works. Bigger and is chock full of readily usable local lore political actions by careful attention to more scaly monsters, flashier magical — but there are many similar sources. and interpretation of the “current news treasures, and wittier, nastier traps are 5 — For types of government, refer to daleside.” exciting — for a while. But the escalation the DMG and D&D® module X-1, The All of the aforementioned conflicts of treasure, monsters and character expe- Isle of Dread, and to L. Sprague de and challenges come to the party, made rience such an approach causes will ruin Camp’s The Goblin Tower (New York, up of characters with personal problems a campaign even before boredom sets Pyramid Books, 1968) and its sequel, and interests of their own. In Lord Doust’s in. The Clocks of Iraz. case, he is a cleric of Tyche, the goddess To handle a world requires careful at- 6 — Movie buffs may recall the scenes of luck, who wants her followers to lead tention to NPC activity (both groups and in Monty ’s Life of Brian in which daring, chancy lives. This was an easy individuals), so that player characters at least a dozen Roman guards repeated- creed to follow when Doust was a land- are not the only source of action in an ly search a small set of apartments with- less adventurer; but now, when he wishes otherwise lifeless backdrop. If this is out detecting the Judean resistance to build his strength and act with caution done carelessly or with too heavy a fighters, who stand behind tapestries, and deliberation in the face of all these hand, the result is the familiar “carrot crawl under the tables, and dive into dangers and demands, he finds himself and prod” approach to stirring wicker baskets in attempts to hide — and torn between Tyche’s dictates (which he players into action. Treasure, fame and of course remain in full view all the time. must follow if he expects the goddess to power are the carrots players pursue; 7 — These will include light, ventila- grant him spells, and if he wishes to rise hostile armies, hungry monsters, and tion, sanitary facilities, the dignity of pri- in her service; that is, gain levels) and his various enemies in turn pursue the play- son clothing or the right to retain one’s own enjoyment of adventure, and the ers, serving as the prod that forces them own clothing, acceptable or even com- necessary prudence of a ruler in such a to react. The nickname of this technique fortable temperatures, and a relatively delicate and dangerous situation. comes from the unsubtle way in which quiet, odor-free environment.

62 SEPTEMBER 1982 W A R ! Conflicts provide characters with reasons to “live”

by Lewis Pulsipher

The original conception of alignment dungeon, the very existence of which is gods, a la Moorcock, although the war in fantasy role-playing, as expressed in probably unexplained and most likely may become a sitzkrieg for a while as all the DUNGEONS & DRAGONS® rules — inexplicable. sides regroup their forces. Law, Neutral, and only, without a In particular, when a Good/Evil align- The five principal types of Important Good-Evil access but with Law tending ment axis is part of the game, you will Struggles are described below in order to be good and Chaos tending to be evil have to explain to those who sincerely of likely length, from longest to shortest. — has often been criticized as too simple play good-aligned characters why their Intensity might be related to length, to adequately reflect the diverse motives characters ‘spend much of their adven- since the more intense struggle is likely one finds in any human population. But turing time exterminating living beings. to exhaust all participants sooner than the introduction of alignment, an idea Players of the older persuasion, the “Be the less intense, but intensity is some- not found in earlier wargames, did ac- thee for Law or be thee for Chaos?” thing the referee can manipulate with complish what may have been its pri- crowd, don’t need explanations: they relative ease. mary purpose: to set the stage for the know that, even if much of the world political, social, philosophical, and reli- seems to be at peace, the conflicts never Religious war gious conflicts which gave characters a really end, and Evil (the new substitute As mentioned above, the religious war reason for adventuring other than mere for Chaos) must be destroyed! But the is likely to be very long, though not at all lust for blood and gold. rest will undoubtedly enjoy the game times bloody. In a game world that uses When I first played and read the D&D® more and believe in it more if there is deities, it is almost certain that the reli- rules, there was no doubt in my mind that some Important Struggle in which they gious war will be instigated by the dei- conflicts of this sort would dominate ev- can participate, if only on the fringes. ties, though minor struggles might be erything. Perhaps those who had not Moreover, the very existence of this solely the work of megalomaniacal or read ’s Elric series, struggle can help you devise new adven- fanatic priests or rulers. The term “reli- from which the idea of alignment could tures, as well as helping you persuade gious war” doesn’t mean a kind of con- have been derived, could not appreciate the players to embark on . The flict between princes and high priests to the intent. At any rate, in many of those struggle isn’t necessary, but its existence gain political advantages, or to subdue early D&D worlds, where players ex- will certainly improve a campaign. competing religions. It defines a war of plored “dungeons” and cared nothing The purpose of the rest of this article is extermination, in which adventurers act about the rest of the world, the idea of to describe some Important Struggles as the agents of their deities. Most likely large-scale conflicts was neither needed which might affect your world. Of course, the deities do not participate directly, un- nor heeded, and every character tended it is possible to change from one strug- less the potential benefit far outweighs to act neutrally, whatever his or her nom- gle to another as time passes, depending the risk, but they communicate with the inal alignment. on how catastrophic you allow the old great men and women of the land and Yet when you come to creating a world conflict to become. A war between two require their devoted followers to work or part of a world for your campaign, no countries is the simplest example of an incessantly toward the goal of defeating matter what game rules are used, you Important Struggle which can be ended the enemy. In a way, the war is a contin- must start to think about motivations and quickly and cleanly by a victory, the uous, perhaps never-ending Crusade, about the struggles which dominate or death of a leader, or some other non- with no quarter asked and none given. In highlight the area where the player char- obvious ex machina. On the other most cases it will be Good against Evil acters live. As players gain experience hand, the religious war is unlikely to end rather than Law against Chaos, if formal they want more than a run through a without an apocalyptic battle among the alignments are used, but complications

D RAGON 63 can certainly arise. Some true neutral and similar species such as elves. Or dominated by one organized sect. This is deities — if any exist — may attempt to some race relatively less prominent in the struggle between an orthodox estab- maintain a balance, while others will try most worlds, such as , might in- lishment and heretics — that is, those to ignore the whole thing; the same can stead be very numerous in a particular who profess to worship the same god but be said for true neutral people. Perhaps milieu, and at war with humans. who do so in a manner condemned by the deities and their followers will have a Probably most satisfying is to develop the establishment. distinct objective, such as obtaining adversary races more capable than the If the religious establishment has the some artifact left behind by the Elder goblinoids, perhaps a race able to use support of the political state — or gov- Gods (now thought to be dead). In magic. The drow (dark elves) used in erns the state — then it can persecute the Moorcock, where the “Cosmic Balance” some D&D modules are of this category. heretics without fear of retribution from is personified, the objective of both Law Then the racial war really amounts to the law. This situation can be particular- and Chaos was the complete destruction something, because the non-human race ly interesting when the establishment of the opposition so that their way could needn’t rely solely on numbers in order seems to be reprehensible in some way, dominate the world; and along with that, to give the humans problems. so that many of the player characters are the Cosmic Balance itself had to be Of course, some humans are going to seen by the establishment as heretics. destroyed. prefer to cooperate with the enemy rath- It is possible for an entire religious or- Now this kind of religious war may be er than with the establishment (whatever ganization to fall away from the deity’s altogether too overwhelming for your that might be); one could even arrange “true path” (there are many examples in taste, and understandably so. It requires things so that the adversary race seems a recent history), so that a group profess- from the deities an interest in men’s af- more deserving winner than the humans, ing to worship a lawful good deity might fairs greater than some are willing to as in Moorcock’s Eternal Champion. Or, actually be lawful neutral. The deity will credit to them, even though the deities humans need not be directly involved, as recognize this, and refuse to deal with need not intervene directly on the mate- in the struggle between dwarves and the establishment, but the common rial plane. One might put this kind of war orcs. As long as the two races engaged people won’t realize it, or be able to do in the background of a campaign — are numerous or powerful, there are op- anything about it if they do. The estab- though I can hardly believe that there portunities for small groups of humans lishment will go on collecting tithes, would be no competition at all — and — the adventurers — to be drawn into building temples, and persecuting here- deal with lesser struggles. the conflict. In general, the larger the tics. (It is left to the reader to decide number of intelligent races you have in whether any church which professes to Racial conflict your world, the greater the chance of a be Good could condone persecution of In this category, there’s always the old racial conflict of major proportions. heretics; certainly, it would seem, minor standby, orcs vs. dwarves or elves. But heresy would have to be tolerated, if not other races may become involved in war Heresy approved, even in a lawful good church. against each other. The goblinoid races The next struggle again returns to the At worst, the church might exclude mi- as a whole could be at war with humans topic of religion, but only within an area nor heretics from its formal worship.)

64 SEPTEMBER This is a type of conflict good for put- may become involved: the middle class, heartedly support the eventual victor, ting players in unusual situations, and guilds, or the professional army, for in- this could be their opportunity to be one which you can heat up or cool down stance. The situation can be beautifully awarded land for a barony. as you wish, merely through a change in confused and confusing, and the players church leadership or a change of heart can be frequently faced with decisions War between states by a church’s ecumenical council (or which may affect their characters’ stand- Finally, there’s the good, old-fashioned whatever body determines church poli- ing with one political group or another. war between two countries. This will be cy). It’s also a struggle which can be Insofar as the situation is more than two- more interesting if the player characters conducted simultaneously with some of sided, however, it is somewhat harder to are living in a country where they are the others. run effectively than some of the other foreigners, or which they dislike (or are conflicts discussed above. disliked in) for some reason. Do they Internal political struggle abandon their friends and associates to It’s not only in matters of religion or Many political struggles have econom- move to another country at war with the race that intelligent beings can have dis- ic components or roots; in some cases first one? Do they stay and risk becom- agreements. In the political sphere, one there may be no armed struggle at all, ing involved fighting for a country they can find a country’s nobles aligned in a except covertly, but player characters dislike? power struggle against the monarch and can be profoundly affected nonetheless. As an alternative, the player charac- his or her supporters. This can also take ters might live in a border area, while the the modified form of a three-way strug- A somewhat different form of political two warring countries lie just beyond the gle, among on one hand, a struggle within a country is modeled on border. Do the characters sympathize divine emperor on the second, and a the old Persian Empire. A local governor with one country enough to help it shogun (de facto dictator or warlord) on (satrap) might attempt to raise a rebel- against the other? Do they mind their the third, as in medieval Japan. against the emperor, probably to own business — or at least try to? Does The emperor is too sacred to be overthrow him, possibly to form an inde- one country try to hire them for espion- harmed, but there is a struggle to ar- pendent nation. If the distances involved age or other intelligence operations? range the succession. The emperor tries are great enough (requiring a quite large Will the government in their area of resi- to gain support from the nobles in order empire so that communication by horse dence allow them to become involved? to regain rule of the country. The nobles, takes weeks) this struggle can go on for meanwhile, want to rule their domains several years. And more than one satrap When you create a world, as opposed without interference from any central might rebel, of course. The player char- to a dungeon-plus-village environment, government (though some may arrange acters, caught in the middle, must de- keep the Important Struggle idea in this by selling their support to the sho- cide whether to try to ignore the conflict mind. This approach to game mastering gun in return for a free hand at home). — which would be difficult unless they can add motivation and meaning to a Depending on the commercial and in- leave the empire — or to support the campaign beyond the “usual” thievery dustrial level of the area, other factions satrap or the emperor. If they whole- and purposeless violence.

D RAGON 65 That's no pizza — — it's the Pong papers !

by James (Pong) Thompson til the enemy’s ambush, and they often retribution. One small problem is that it as reported by “Agent X” die with confident smiles on their faces. is sometimes hard to verify the kill. To enter hostile territory undetected is Someone else might accidentally set off (Agent’s note: While sifting through vital; an assassin’s main weapon is sur- the booby trap or drink the poisoned the garbage can behind the agency prise, and surprise cannot be maintained drink; the person coerced or conned into where the TOPSECRET® game is made, by blowing up the front door. When killing the intended victim may kill the I discovered this unshredded document checking out a building, do not just walk wrong person or fail utterly. An agent hidden inside an empty pizza box. After around it; check out the adjacent build- using the indirect method must “return scraping off some tomato paste, cheese, ings, the roof, and even the sewer system to the scene” at some point and verify and Canadian bacon, I was able to clear- of the area. Not only might an agent dis- that the intended victim actually died. ly read most of the contents of the doc- cover a way to gain entry undetected, he Sometimes verifying a kill after the fact is ument. The author of this paper is none may ascertain a method of carrying out as easy as checking the obituaries in the other than the infamous James Pong. the mission without endangering himself. morning paper, and other times it is vir- Apparently Merle M. Rasmussen, the In order to evaluate an enemy’s posi- tually impossible. Administrator, asked Pong to write a tion, it is important to determine the Assassinations by the indirect method short guide for those in the assassina- quality of its defenses: the sophistication can be divided into two subcategories: tion bureau. How these papers ended up of the alarm system, the number and those using booby traps and those using in the trash is hard to determine, but the quality of both guards and guard ani- intermediaries. Booby traps are devices value of the message is unquestioned.) mals, and also whether the local police designed to be activated by some action will interfere. These factors, which are so of the intended victim: lifting a coat FOREWORD often ignored, will always affect the out- triggers a bomb, stepping onto a carpet I am James Pong, the most skilled and come of a mission. Only after thoroughly fills the room with poison gas, or open- experienced assassin in the world. I cur- reconnoitering the enemy will the expe- ing a briefcase ejects a knife at high rently serve as the personal bodyguard rienced agent proceed in developing a speed toward the chest of the intended of Merle Rasmussen, the Administrator. plan of attack. victim. The danger, as mentioned be- He has noticed that new agents some- fore, is that the booby trap will kill the times lack imagination in carrying out Methods of assassination wrong person by accident and warn the their missions. Rather then let them con- There are two main types of assassina- intended target that his life is in danger. tinue in this fashion, he asked me to jot tion, direct and indirect. A direct attack is If the booby trap does kill the wrong per- down some helpful hints. I quietly point- one where the assassin is the obvious son or fails to kill the target, then at- ed out that I was an assassin and not a and immediate cause of the victim’s tempting to verify the kill may endanger writer, and that nobody taught me how death. The assassin pulls the trigger, the agent. to work with such impressive efficiency. plunges the knife, or delivers the karate For the second category, there are Merle tiredly nodded his head and said chop. Since the agent is immediately in- several ways an agent may procure an he would do the writing instead, except volved, he can easily determine whether intermediary. He may pay, con, or coerce that now with this added workload, he the victim has actually died. One disad- an intermediary to kill for him. An agent didn’t know when he would have time to vantage of the direct method is that the who hires someone else to do his killing cover up that Minden affair— and there- agent is in the vicinity of the execution. will not last long as an assassin. Not only by keep me out of the hands of the local Innocent bystanders can witness the as- is such an act a danger to security, but if authorities. At that juncture, I became sassination or naively try to prevent the the agent’s administrator finds out, the very agreeable. The notes that follow are success of the mission. If the intended agent may find his hired hand is now my way of passing along valuable tips for victim is forewarned, he will run — or being paid by the agent’s administrator new agents — and keeping my tail out of worse, he will fight back. The direct meth- to kill the agent himself (refer to Agent jail at the same time. od is more dangerous than the indirect, Wilby ZL189). but usually quicker, and its results are Getting someone to kill another per- Reconnaissance more certain. son by conning the intermediary into do- One thing I’ve noticed is that new Most agents ignore the benefits and ing it is effective; however, it can only be agents do not reconnoiter enough — if at advantages of the indirect method. This used on certain rare occasions. In all my all. I cannot count the times I have seen a method enables the agent to leave the years of experience, I have only used this team walk straight up to the front door of vicinity of the mission entirely, or to method once. An enemy agent escaped a complex, kick it in or blow it up, and watch unobserved from a safe distance. one of my ambushes even though he was then go right in. Usually the team mem- There is no immediate and obvious link seriously wounded. I traced him to a lo- bers are very proud of themselves for between the assassin and the victim, and cal hospital, and disguised as a doctor I penetrating so easily; this pride lasts un- the agent is in no danger of immediate entered his room and convinced the

66 SEPTEMBER 1982 TOP SECRET guard to help me restrain the “convuls- more than one option is a threat. main after the target has been killed) ing” patient while the nurse adminis- through the escape. tered the “sedative.” There is no denying Penetration While the target is in transit, not taking that the guard and the nurse were gulli- Once reconnaissance is complete and full advantage of the defenses he would ble; lying to an innocent bystander to get the method of assassination has been have if he were stationary, he is more aid in an assassination rarely works — determined, penetrating the defenses of vulnerable, which makes this a more and almost never works as well as it did the enemy is the necessary next step. ideal time to attack. The team may find it in this example. When the assassination is of the direct best to flush the target out if his defenses Coercing someone into killing is a type, there are three ways it can be car- are too strong. One simple way of doing technique I have personally used to great ried out: the combat method, the com- this is to split the team into two parts and effect. My usual method is to strap a mando method, and the disguise method. send one half in to chase the target out, bomb to the chest of an innocent by- The combat method should only be while the other half waits outside the stander and hold the remote control in used when the assassin or the team is defensive perimeter to do the killing. my hand. This person is now my slave, fairly certain that their firepower exceeds Another way is to set off a bomb, or start willing to do anything I wish; he will kill that of the target and his friends. Also, a fire, flood, or some other catastrophe for me, or perform other tasks I would this method should only be used when to scare the target away from his de- consider too dangerous to do myself. time is a major limiting factor and a fenses. The main disadvantage in this Often all I ask is for him to meet my proper reconnaissance and plan of at- tactic is that the target may never be intended target face to face; I then blast tack cannot be organized. convinced to leave his fortress, and the my target, the person strapped to the Simply, the combat method is the as- attempt to flush him out may give him all bomb, and anyone else within a half- sassin or team charging through the de- the more reason to stay locked up. block radius into various assorted sizes. fenses straight toward the target. Losses Of course, there are many other ways are expected but predicted to be min- The disguise method works well in to coerce someone to kill: blackmail, imal; the priority is on executing the certain situations, but it does have some kidnapping, threatening loved ones, target, not the welfare of the assassin or serious flaws. In many cases, no matter brainwashing. Care must be taken in his team. Fellow agents, if placed on one how good his disguise, the agent will be applying these methods, since they are of these “suicide squads,” should make searched and have weapons found on almost always highly illegal. An agent sure the possible sacrifice is worth the his person removed. This would leave must make certain the person he is potential gain from the success of the the disguised assassin with only those coercing is sufficiently convinced that mission. Personally, I’d never volunteer very concealable weapons that would he has no other option but to do what he for this kind of task. not be found by a search, and his bare is told. A person with only one option is The commando method is the most hands. Also, no matter how good the both a slave and a weapon; a person with common way of penetrating the enemy’s disguise and the fake identification, defenses. The assassin attempts to sneak there is always a chance they will be by guards unseen, to bypass or nullify seen through, or at least checked out. electrical and mechanical alarm systems, The only thing a disguise does is put the and then (when he gets close enough to agent in the proximity of his target, usu- the target) kill. Ideally, he will kill his ally for a very short time. Therefore, the target unnoticed by the guards and will agent must work fast. Again, meticulous be able to sneak out the way he came in reconnaissance is necessary to improve or by another planned route. If not, he the chance of success. Particular atten- must fight his way out. tion must be paid to the escape, once the A careful and detailed reconnaissance victim is assassinated, because usually is necessary for a smooth commando the assassin’s cover will soon be blown. operation. There cannot be too much planning in an assassination of this type. Escape Each second should be accounted for, It is a general rule that the more sloppy from the initial penetration of the target’s an assassin is, the more difficult his es- defenses to the culmination of the act cape will be. Ideally, an assassin would and (assuming some resistance will re- kill his target undetected and would not need to escape. However, even the most carefully planned assassination can run afoul, so the need for an escape route is part of every mission. A good escape route will take the as- sassin from the place of the assassina- tion to a place of safety without being detected by the enemy. It should provide for alternate routes in case the agent is being followed and cannot shake his pursuers. Many times. . .

(Agent’s note: Unfortunately, this is where the document ends. I do not know whether Pong ever finished the article, or whether Rasmussen kept the rest. I will continue searching the garbage can behind their headquarters at regular in- tervals just in case.)

DRAGON 67 UP ON A SOAPBOX

In gaming, your style will tell

by Lewis Pulsipher play classically he can be predictable, attempted to throw Fischer off stride by unimaginative, overcautious; he won’t making unusual moves. He hoped that When gamers discuss their preferen- get clobbered, but he may find himself Fischer wouldn’t be able to correctly an- ces they usually concentrate on the pur- consistently falling short of victory. A alyze all the unusual positions. But pose behind a , the realism poor player who wants to play classically Fischer’s knowledge of the game is un- (simulation) vs. playability question. tends to let his pieces mill around, ac- matched, and by countering Larsen’s Should the game be designed primarily complishing very little. He just doesn’t ploys, Fischer won the match 6-0. to reflect/reproduce history — even a know how to get started, so he plays Larsen’s moves were probably not the made-up history such as a science fic- ultra-cautiously and goes nowhere. best possible, but if Fischer had not pre- tion novel? Or should history be subor- The perfect Romantic looks for the viously determined what would be the dinated to the need for an interesting, decisive blow that will cripple his enemy, best line of play to follow in each case, he easy-to-play game? psychologically if not physically (on the might have lost. In other words, players talk about board). He wishes to convince his oppo- The Russians have been known as game styles, not playing styles. This nent of the inevitability of defeat; in some masters of the draw. Two Classical play- could be because many gamers are in- cases, a player with a still-tenable posi- ers contesting a heavily analyzed game different players, content to play a game tion will resign a game to a Romantic like chess can often finish in a draw, a few times and then put it aside rather opponent when he has been beaten though Fischer shows that the very fin- than attempt to learn the best moves and psychologically. est Classical player can find new and strategies. With hundreds of games on The Romantic is willing to take a risk in superior lines of play to slowly over- the market, this attitude isn’t surprising. order to disrupt enemy plans and throw whelm an opponent. (Fischer is also But two basic game-playing styles do the game into a line of play his opponent known as a master of the psyche-out; no exist, no matter the game being played. is unfamiliar with. He looks for opportun- doubt he has a Romantic streak in him.) Harkening back to the well-known ities for a big gain, rather than “only” Let’s get closer to standard wargames nineteenth century distinction in music, trying to maximize his minimum gain. A and adventure games. Starforce Alpha painting, and other arts, I call the two flamboyant (but at best only probable) Centauri is designed to favor the Roman- styles the Classical and the Romantic. win is his goal. He may make mistakes, tic player. The designer has said that the The perfect Classical player tries to know but he hopes to seize victory rather than game is like two karate masters maneuv- each game inside out. He wants to learn wait for the enemy to beat himself. The ering, looking for an opening for a - the best countermove to every move his Romantic player tends to be a little slop- gle, decisive blow to end the contest. opponent might make. He takes nothing py about seemingly minor details; if he The option to move in overdrive, farther for granted, paying attention to little de- gets in his decisive blow(s), he won’t than permitted normally but with a tails which probably won’t matter most need to worry about little things — and if chance for a potentially disastrous fail- of the time, but which in certain cases his big coups fail, those little things ure, is custom-made for the Romantic could be important. He dislikes risks — won’t make a difference in the overall player. not that he never takes risks, but he pref- result. When a less than top-class player On the other hand, Stellar Conquest is ers a slow-but-steady, certain win to a tries the Romantic style he tends to at- a game of many options and much detail. quick but only probable attempt at victo- tack a lot, taking risks without good rea- The articles about Stellar Conquest ry. He tries not to be overcautious, how- son. Usually the risks will catch up with which have appeared in DRAGON™ Mag- ever, for fear of becoming predictable. him. A poor Romantic player specializes azine and other publications indicate He tries to maximize his minimum gain in banzai charges, forced marches, sin- how much mastery of the game is re- each turn — as the “perfect player” of gle-handed attacks, and dissipation of quired to play it well. mathematical game theory is expected effort and strength to no good purpose. In Afrika Korps the Romantic, playing to do — rather than make moves and Some examples and further explica- the German side, might risk a 2-1 or 1-2 attacks which could gain a lot but might tion are desirable. Chess is a game attack on Tobruk, while the Classical leave him worse off than when he started. which leans to the Classical approach, player would besiege the place and go A cliche among football fans is that the epitomized by the style of American on toward Alexandria, expecting that if best teams win by making fewer mis- Bobby Fischer and all Russian players in he played well he would either force the takes, letting the other team beat itself. general. But Romantics play the game, British to abandon Tobruk or he would So it is with the Classical wargamer, who too. Some years ago Fischer met Bent take their home base. concentrates on eliminating errors rath- Larsen in a match to determine who Diplomacy, though without any overt er than on discovering brilliant coups. would go on to the next round of the chance factor, is a good game for both When a less than top-class player tries to World Championship elimination. Larsen Classical and Romantic players. The ne-

68 SEPTEMBER 1982 The Classical wargamer concentrates on eliminating errors. . . . The perfect Romantic looks for the decisive blow that will cripple his enemy. gotiations and alliance structures give hates more than losing to an inferior both types plenty to work with. The player because of bad dice throws. For Classical player tends to be better at tac- this reason, he avoids the more Roman- tics and strategy; he prefers long allian- tic games, such as Starforce, because in ces to continuous free-for-all, for there such games even a poor player will oc- are too many risks and incalculable fac- casionally luck out and win. (This is one tors inherent in such a fluid situation. reason why there are more Romantic The Romantic tends to prefer the fluid than Classical games — more people will state, and his big weapon is the backstab. play the former because the less skillful The D&D® and AD&D™ games, to players still have a chance to win, as they name two prominent examples of role- do not in a Classical game.) While the playing games, are unusual insofar as good Romantic player is inclined to oc- there is no player-enemy, but both play- casionally take a calculated risk, the ing styles can be discerned. The Classi- poor Romantic is prone to gamble quite cal player tries to avoid a reliance on often (usually because he can’t think of dice, though he must accept the occa- anything better to do), and once in a sional melee (where luck tends to aver- while he’ll hit the jackpot. age out). He hates to roll a saving throw. Don’t confuse the intuitive player with He likes to devise thorough, sometimes the Romantic. Many good players de- complicated plans to defeat a monster or pend on intuition rather than study and trap with a minimum of risk. The Roman- logic to make good moves, yet the moves tic doesn’t mind risking a saving throw can be either Classical or Romantic. A against spells (or whatever) in order to Romantic player can also be a very cere- get in his blow at the enemy. Sometimes bral or intellectual player who happens he likes to rely on guile and bluff. The to prefer the Romantic style. Some peo- second-level character who pretends to ple would refer to Classical players with be a 20th-level magic-user and slaps a derision as “mathematical” players. It is dragon in the face must be accounted a true that Classical players are concerned Romantic! with odds and expected losses (though There is nothing a Classical player this alone doesn’t identify or qualify a person as a Classical player). Nonethe- less, Classical players do quite well in non-mathematical games. If you can identify your opponent’s playing style, you may be able to take advantage of it. A Romantic may be suckered into an area which looks weak but is not. A Classical player may be un- able to react effectively to unusual moves. Obviously, this discussion of playing styles is simplified; no one is wholly Romantic or wholly Classical, and some people are Romantic when they play some games and Classical in other games. Whatever style your oppo- nent uses, recognizing it is the first step to taking advantage of his weaknesses.

D RAGON 69 (player) pointed out that when the weapons came in contact with the wall, the shadows would naturally “follow” the weapons and be touching them on the wall and therefore strik- ing the umbra. Also, how can the umbra pos- sibly have such a low armor class? How hard can it be to hit a shadow with a shadow? (It wouldn’t take much physical exertion.) Can an umbra parry? Does the shadow of a shield do any good? Ms. Berger had an excellent idea, but left quite a lot to be desired. Rob Sylvain Hampton, N. H. (From page 3) and work together, cooperating to defeat violence and evil, devil-worship and the oc- mutual foes. And, as we’ve said many times in You’re right, Rob, about the shadow of a cult, that they’re so popular that many people these pages, the most interesting campaigns weapon “following” the weapon to the target. spend lots of time playing them. are those that challenge players to use their This will happen virtually every time a flesh- Well, that last accusation may be true: many wits to conquer their foes. “Hack ’n’ slash” and-blood character battles an umbra, be- thousands of people do spend a lot of time campaigns exist, but neither this magazine cause there’s no way an umbra can be located playing the D&D and AD&D games. Just as nor this company encourage such behavior. between a light source and the character’s many other people spend a lot of time playing “The D&D game promotes devil-worship weapon (which would make shadows trail baseball or golf or tennis or watching televi- and the occult” — Only someone who takes away from the umbra). As the DM, you could sion. Any hobby presumably carries the po- the game materials totally out of context rule that a weapon attack cannot hit an umbra tential for being too absorbing and time- could make this statement (and sadly, that’s if the weapon strikes the surface the monster consuming. But that doesn’t mean all hobbies exactly what some of our critics do). Sure, is covering. The attack must obviously be an should be banned, does it? and devils can be found in the games attempt to hit the umbra with the weapon’s As for the other observations made by cer- — along with many other monsters and crea- shadow; the player must specify that his or tain self-appointed critics . . . tures, all on paper, as numbers and statistics, her character is purposely missing the sur- “The D&D game encourages violence and for one purpose and one purpose alone: to face with a weapon attack, and then carry out glamorizes evil” — Nothing could be further give the players something to battle against. that attack so that the shadow of the weapon from the truth. Sure, there are evil monsters They add flavor to the game, which, our critics falls across (through?) the umbra as the wea- and characters; otherwise there wouldn’t be fail to remember, takes place in a fictional pon is swung or propelled. Hitting the wall anything for the forces of good to defeat. Any world of . doesn’t hurt the umbra, just as hitting the um- who uses the game rules in In this world, as in the many worlds de- bra does no damage to the wall it’s on. the manner they were intended to be used scribed in the great works of fantasy litera- How do you handle it when somebody — and any player in that DM’s campaign — ture, there are “gods” that can play a role in makes a big shadow of his sword? Let him try will get the message loud and clear: It pays to the lives of the mortals who make up the to score a hit with the shadow, if he’s figured be good. The most successful and longest- world. In this world, magic exists. But anyone out the way to do it. The procedure for doing lived characters are those who disdain evil who attempts to make more of it than that, has that seems to be adequately spelled out in the simply not bothered to read the rule books. article. Can an umbra parry? It probably The D&D and AD&D games don’t encourage wouldn’t think to do that, because it’s not very evil, etc., any more than the MONOPOLY smart, but that’s up to you. Does the shadow game causes its players to become ruthless of a shield do any good? As indicated in the real-estate barons who evict widows and or- text, only if it’s a shield with a magical bonus. phans. Nobody who wins a MONOPOLY game An umbra’s shadow-attack will simply pass is deluded into thinking they can go out and over a normal shield, just like it would move spend all that lovely play money, are they? over any other solid surface it contacts before Certainly, in our democracy, our critics are reaching the target. entitled to their views. But so are we. And if As for the question on the umbra’s armor you know someone who has received an in- class: My idea of an umbra is a shadow with correct impression of our hobby, you don’t rough edges, such as might be created in the have to let that misconception continue. In- light given off by a flickering torch or lantern. vite that person to roll up a character and see It changes shape almost continually as cer- what the games are all about. We think that’s tain areas fade and others grow darker, and the best argument anyone could make for the maybe it can only be damaged by a shadow- hobby. strike that hits it where its shadow-essence is And, try to remember how the games are strongest (darkest). No matter how you de- intended to be played. We can’t keep anyone fine the “reason, “if one is necessary, it seems from playing the game in an improper fash- proper to make this shadowy creature hard to ion, but we hope your characters and cam- hit (harder than a shadow or even a wraith), paigns will always live up to the standards we considering the way it must be hit. — KM try to maintain. — KM

Umbra troubles ‘One of the best’ Dear Editor: Dear Editor: The Faerie Dragon in issue #62 of DRAGON I decided to try putting an umbra (from Magazine is one of the best monsters pre- DRAGON #61 ) up against the play- sented ever. Especially useful was the infor- ers in my campaign, and found that it brought mation on what Faerie Dragons eat and detail up many problems. Naturally, they at first hit of the creature’s activities. In “Pursuit and the umbra itself on the wall with their wea- Evasion of Pursuit” in the DMG, food is listed pons. I said it didn’t appear to have any effect. as a distraction. But a monster will not stop for Then they realized what to do, and one of any kind of food, only for those which are them got an idea to wave his sword close to normally eaten. What a creature eats should the light source, in effect making a giant become mandatory information for all mon- shadow of a sword. Smart, but how do I han- sters, just like AC, treasure type, and so forth. dle it? So, I said that it ran away. Jeff Kraus When I told them about the monster, one Port Washington, Wis.

70 SEPTEMBER 1982 The Dragon Publishing 1982 Module Design Competition Dragon Publishing is looking for a few good modules. If you are the more strict, than for previous contests. If you intend to enter, be sure proud creator of an adventure or scenario for any of TSR Hobbies’ your entry is composed and submitted in accordance with all the role-playing game systems, and you think your work compares favora- regulations spelled out in the following text. An author’s failure to bly with modules previously published in DRAGON™ Magazine, we comply with all the rules will almost certainly result in the automatic invite you to enter your manuscript and maps in the Dragon Publishing disqualification of that entry. 1982 Module Design Competition. Contest entries will be accepted for any of the categories listed This contest is much larger in scope than the design contests we’ve below. Each contestant may enter different modules in two categories, held in the past. Many of the rules are different, and some of them are but not in three or more.

adventure or scenario can be of any general type — indoor, outdoor, The categories urban, rural, or a combination of environments. A-1: A “dungeon” adventure designed for from 4 (minimum) to 8 D-1: The same as category A-1, except the dungeon adventure (maximum) ADVANCED DUNGEONS & DRAGONS® characters of should be designed for 4-8 DUNGEONS & DRAGONS® characters of levels 1-3. The “dungeon” should be a self-contained adventuring en- levels 1-3, and should be constructed in accordance with the D&D® vironment consisting of a number of interconnected encounter areas. Basic Rulebook. The total area (in scale) of the rooms, chambers, corridors, and other D-2: The same as category A-2, except the dungeon should be for 4-8 features of the “dungeon,” plus the spaces separating those elements, D&D characters of levels 4-14, and should be designed in accordance cannot exceed 60,000 square feet on any one level of the dungeon, and with the D&D Basic and Expert Rulebooks. there can be no more than 120,000 sq. ft. in the entire adventuring area. D-3: The same as category A-4, except the wilderness module should The design can include as many levels or sub-sections as desired, as be for 4-8 D&D characters of levels 4-14, and should be designed in long as the overall space limitation is met. The “dungeon” can be accordance with the D&D Basic and Expert rules. subterranean (as with an actual dungeon), above ground (a castle or D-4: An “all others” category for D&D modules that do not belong in fort), or a combination of both environments. Dungeon modules in one of the other three categories. Included in this category, for in- other categories must also meet these requirements. stance, would be wilderness adventures for characters of levels 1-3, A-2: A dungeon for 4-8 AD&D™ characters of levels 4-7. and aquatic or underwater adventures for either levels 1-3 or 4-14. Any A-3: A dungeon for 4-8 AD&D characters of levels 8-11. D&D module using a set of D&D rules published previous to the Basic A-4: A “wilderness” adventure for 4-8 AD&D characters of levels 1-3. and Expert sets automatically falls into this category. In any case, the This is an adventure in which all, or virtually all, of the activity takes module must be playable by a party of 4-8 characters. place outdoors. The environment may include some artificial (non- natural) structures or enclosures, or natural phenomena such as caves, G-1: An adventure for 4-8 characters using the ™ which have to be entered to be investigated, but the total area of all such rules that takes place in a “dungeon” environment; that is, an enclosed enclosures cannot exceed 5,000 square feet (in scale). There is no limit or self-contained structure. on how much space the outdoor environment can occupy, but it should G-2: An “all others” category for GAMMA WORLD modules for 4-8 be apparent that a “wilderness” area measuring hundreds of miles on a characters that do not belong in category G-1. side would be impossible to describe fully within the maximum allow- able page count of an entry (see general rules). Wilderness modules in T-1: A mission for 4-8 TOP SECRET® characters, designed so that other categories must also meet these requirements. the primary objective of the mission is one that can be best carried out A-5: A wilderness adventure for 4-8 AD&D characters of levels 4-7. by a member or members of the Assassination Bureau. A-6: A wilderness adventure for 4-8 AD&D characters of levels 8-11. T-2: The same as category T-1, except that the primary objective of A-7: An aquatic or underwater adventure for 4-8 AD&D characters of the mission is related to the activities best performed by a member or either levels 1-3, levels 4-7, or levels 8-11. The adventure can begin on members of the Confiscation Bureau. dry land (presuming that characters will need to equip themselves and T-3: The same as category T-1, but designed to use the skills of one or prepare for a shipboard or underwater journey), but all of the adventur- more members of the Investigation Bureau in fulfilling the primary ing activity thereafter should take place on or in the water, or on a piece objective of the mission. of land (such as an island or peninsula) that can only be reached by T-4: A mission for 4-8 TOP SECRET characters that does not qualify traveling on or through an aquatic environment. for one of the other three categories. The primary objective of the A-8: An urban (town, village, or city) adventure for 4-8 AD&D charac- mission cannot be directly related to any of the objectives listed on the ters of levels 1-5. An urban adventure is one that takes place inside, or “Table of Missions” in the TOP SECRET rule book. For instance, agents (partially) in the immediate vicinity of the borders of a town, village, or could be imprisoned at the start of an adventure, and their “mission” city. could be to break out of prison without outside assistance. Since the A-9: An urban adventure for 4-8 AD&D characters of levels 6-10. objective of escaping imprisonment does not directly relate to any function listed on the “Table of Missions,” this module would be an B-1: An adventure or scenario for the BOOT HILL™ game. This acceptable entry for category T-4.

entry, but may serve as helpful information for an artist illustrating a General rules prize-winning module which is to be published. Accessory illustrations provided by a contestant will not be published unless they are of Be sure the module you intend to enter fits the qualifications for one professional quality. of the 20 categories. You must fill in your name and address, the title of Manuscripts must be typewritten on good-quality, 8½ x 11-inch white your work, and the category you are entering on the entry blank (see paper. Computer printouts are acceptable if the characters are clean the other side of this page), and also include that information on the and dark; if you’re not sure, get a new ribbon. Typewriting must be first page of the manuscript. As specified on the entry blank, all entries double-spaced or triple-spaced; a manuscript with no space between become the property of Dragon Publishing and cannot be returned. the lines cannot be edited and will not be judged. Photocopied manu- Every module consists of at least two elements: the text (manuscript), script pages are acceptable if the copies are, in the opinion of the and any maps or schematic diagrams that are needed to play the judges, legible and easy to read. adventure. A contest entry should include any diagrams or illustrations A manuscript must contain at least 5,000 words and no more than that are essential to the understanding of the text. Optionally, a contest 12,500 words. Pages should have a margin of at least one inch on all entry can also include accessory illustrations (artwork). The presence sides, and each page should contain no more than 250 words. At the or absence of accessory illustrations will not affect the judging of an (Continued on next page)

D RAGON 77 rate of 250 words per double-spaced page, a manuscript should have includes material from DRAGON™ magazine and any TSR™ module or from 20 to 50 pages. (If your word count per page is slightly less than game accessory, material from any other company’s product(s), and 250, the manuscript may contain slightly more than 50 pages and still fit new items and creatures devised by the author. the maximum-length requirement.) Exceptions to this “official” rule will be granted for minor additions A contest entry can contain as many maps, diagrams, and illustra- (not alterations) to a game system, to cover an aspect or function not tions as you feel are necessary, within the surface-area limitations (for addressed in the rules which is essential to the playability of the mod- maps) given under category A-1. Inaccurate or incomplete maps will ule. Minor additions to the rule system must be identified as such at the disqualify an entry. Maps need not be of reproducible quality (pub- places where they appear in the text, and must be mentioned (with lished maps will be redrawn by our staff), but should be original works page-number references) in a cover letter accompanying the entry. (not duplicates or photocopies). Black drawing ink, black felt-tip A manuscript will be judged, first and foremost, on originality, playa- markers, and black or blue ball-point ink are acceptable mediums; bility, and adherence to the rules for which it was designed. The techni- pencil, colored pencil or markers, and/or crayons are not. cal quality of a manuscript is also important — almost as much as the An entry must be derived directly and entirely from the official pub- main criteria of originality, playability, and “legality.” Manuscripts lished rules for the game for which it is designed. For the AD&D game, which contain several examples of misspelling, improper word usage this includes Guide, Players Handbook, Monster and sentence structure, and inaccuracy or incompleteness in descrip- Manual, and ™ Tome. For the D&D game, this includes tive passages will not be judged as favorably as entries that do not the DUNGEONS & DRAGONS game Basic rulebook and/or the D&D exhibit those qualities. game Expert rulebook, or (for an entry in category D-4) an older edition Contest entries must be postmarked or otherwise registered for send- of the D&D rules, such as the Collector’s Edition. For the BOOT HILL, ing by Dec. 30, 1982. We’ll notify you of our receipt of an entry if a GAMMA WORLD, and TOP SECRET games, any rulebook from any self-addressed card with return postage is included in the parcel with edition of the boxed game is acceptable. Monsters, character types, the entry. Contest entries or questions about these rules should be magic items, spells, technological items, weapons, and other beings or addressed to the Dragon Publishing Module Design Competition, P.O. things not mentioned in the rulebooks are prohibited. This prohibition Box 110, Lake Geneva WI 53147.

third-place entries in any category for which cash prizes are not given, Prizes and also to third-place entries in categories for which first-place and second-place cash prizes are given. The first-place merchandise prize Cash prizes will be awarded in every category for which at least five is a two-year (24 issues) subscription to DRAGON magazine, plus a entries are received, as long as the first-place module is judged to be of complimentary copy of every non-periodical publication (such as fu- publishable quality. The first-place cash prize in each eligible category ture BEST OF DRAGON™ collections and the annual Dragon Publish- will be at least $200 and no more than $400, and will vary according to ing fantasy art calendar) released during the one-year period following the number and overall quality of entries received for that category. A the declaration of winning entries. The second-place merchandise second-place cash prize amounting to one-half of the first-place cash prize is a one-year (12 issues) subscription to DRAGON magazine, plus prize will be awarded to the runnerup in any category in which the a free copy of other products as for the first-place prize. The third-place first-place entry qualifies for a cash prize, whether or not the second- merchandise prize is a one-year subscription to DRAGON magazine. place entry is judged to be of publishable quality. All prize-winning contestants will receive a certificate of Merchandise prizes will be awarded to first-place, second-place, and to commemorate the occasion.

72 SEPTEMBER 1982 Campaigns for the keyboard

Reviewed by Bruce Humphrey

WIZARDRY (Sir-tech Software, Inc.; $49.95; for Apple II with 3.3 DOS, 48K) Wizardry is a role-playing fantasy game for up to six players. Each player can generate one or more characters, deciding on such things as race, align- ment, and abilities. Up to six characters may adventure at one time. Play begins in town, where characters buy supplies. Adventuring is very similar to a D&D® or AD&D™ game, with a variety of mon- sters, many individualized rooms, and a 10-level dungeon to contend with. Utili- ties, passwords, saving (storing) charac- ters, and various character options are featured. There is so much good about this game, it’s difficult to decide where to begin. The variety of monsters, originali- that the player(s) must decide are nu- though magic-users and clerics (priests ty of the rooms, and intricacy of the merous. Marching order is important, and bishops) have a number of spells, characters will excite any dedicated fan- since only the first three characters in they are not sufficiently different, and tasy role-player. the group can melee. Upon meeting an many players end up with a variety of Generating characters can be a game enemy group of monsters (you can sur- attack spells, but no defense. in itself. The player decides on a name prise them, if you’re lucky, or be sur- A DM might well use the Wizardry pro- and race for the character, whereupon prised, if you’re not), each character can grams as alternate modules (the second the computer hands out basic attribute fight (if it is one of the front three), parry, of the series is “Knight of Diamonds”, the scores (for strength, IQ, piety, vitality, run (if one character runs, they all do, no one reviewed here is “Proving Grounds agility, and luck) and points for the play- matter what the other choices; truly a of the Mad Overlord”), and many players er to distribute among them, enhancing unified group!), use a magic item, cast a and DMs can learn something from this certain abilities as he or she desires. The spell, or dispel an undead (for clerics program. A bargain at its price, and not player then decides such things as the only). Enemy monsters include orcs, easily beaten or solved, I recommend it character’s class and password, if a kobolds, men (some “scruffy”), dogs, to anyone tired of mediocre programs password is desired. This feature lets dragons, creeping coins (?!), skeletons, and ho-hum dungeon encounters. players store characters to which no vorpal bunnies, insects, were-creatures, other player has access. giants, and many others, and the compu- AKALABETH (by California Pacific; Play then proceeds in the town, where ter does not always tell you exactly what $34.95; for any Apple) the adventuring group is collected and they are — at least not right away. After a Akalabeth, subtitled “World of Doom,” supplies are purchased. The store has battle, as long as any of the party is still is a fantasy role-playing game for one magic items for sale, if you have the mon- alive, experience points and treasure player. For each adventure, the player ey. Later, once the party returns from the may be awarded. Frequently, in lieu of creates a character who can be either a dungeon, wounds can be healed at the immediate income, a chest is found, and fighter or magic-user, using computer- hotel (by resting in rooms of varying the characters have to decide whether to generated statistics for strength, dexteri- quality), or characters can be resurrect- open it, check it for traps, or leave it. ty, stamina, and wisdom. Play starts in a ed at the temple. Trading items and mon- Characters can start out as fighters, town, where the character buys wea- ey among the characters in a group, re- magic-users, priests, or thieves, and can pons and food. Then he sets out on the covering wounds, buying items, and ask- become lords, , ninjas, or bish- wilderness map, looking for a dungeon ing the temple clerics for help can all be ops once they reach higher levels in their in which to adventure. Along the way, he interesting and involved experiences. original class. So there are dual goals — may find the castle of British and be giv- The dungeon is the heart of any role- one being a gain of levels, the other the en a quest. Once in the dungeon, the playing “maze” game, and the Wizardry reaching of a point where characters player sees the tunnels as his character dungeon is awe-inspiring. Each of the have the option of switching to one of the would, through 3-D graphics. The small ten levels has numerous corridors, mon- more powerful classes. text area under the scene is used for sters, treasures, and rooms, but it is the All is not perfect in Wizardry, but the character status updates and encounter individuality of many of these which in- flaws are minimal. The game tends to notices. trigues and enchants. Some areas can- process information slowly, since nearly The primary goals in this game are not be entered unless a group possesses all commands result in a disk access by survival and the completion of your as- an item of treasure from a certain other the program. A flaw in the program’s se- signed quest. And should you complete room. Other rooms can teleport charac- curity strategy allows a player to turn off the quest, killing the creature you were ters, or turn them around, so mapping is the computer when it looks like a charac- told to and returning to the castle of Brit- no simple task. Add to this the “window” ter is about to die, then recover the char- ish, you will probably be sent on another effect of seeing these mazes in three di- acter via utilities. Also, it would be nice if mission. I don’t know if there’s an end to mensions, as well as colorful depictions the players could see the monsters in the this process, since my longest playing of monsters, and adventuring gains a dungeon setting, instead of on an isolat- session (eight hours) resulted in four (pardon the expression) new dimension. ed view, but this is less important than successive quests and no end to the Character activities in the dungeon the previously mentioned problems. Al- game.

D RAGON 73 Akalabeth is a poor cousin in relation character into either (essentially) a li- and all of their attributes affect their to Wizardry and some of the other recent zard man or a toad. survivability. role-playing computer games. In fact, if The dungeon is dull. I counted no You have a choice of four city areas to it were not for the three-dimensional more than a dozen monster types, and terrorize: New York, the Golden Gate, view of the dungeon, the old Adventure few of them have individuality (thieves Washington, D. C., and — naturally — programs did it better. The fact that the steal character belongings, and grem- Tokyo. The maps of these cities are mar- game is over two years old does not ex- lins steal vast amounts of food, to name velous, especially once some of the city cuse its limitations. since excellent ar- two). Their appearance on the screen is is destroyed or burning and bustling cade games were being put out at the a bare outline, like ghosts in a “B” movie. with fearful mobs. This is when the army same time as the debut of Akalabeth, and As far as I found, there are no rooms in enters, and things get tough. The tanks, those show much greater imagination these dungeons, just long tunnels. Thus, artillery, and infantry are hard to kill and and computing skills. treasure chests are scattered without can hit the monster more easily than the What’s wrong with Akalabeth? First, any regard for lairs or guardians, result- local police can. Victory for the monster it’s almost entirely a random adventure, ing in essentially “found” treasures. And depends on how long it can survive and meaning that the dungeons have no in- the treasures themselves leave much to destroy. dividuality, the characters no depth. be desired, usually consisting of a wea- Many aspects of the game are a treat. Monsters guarding treasure is a non- pon and some spare change — no such The rules are written in a light-hearted existent occurrence here. One dungeon thing as magical weapons here, aside fashion, referring to the reader as if he is like another, with the same old tunnels from the amulets magic-users need to were a movie monster getting ready for a and creatures: There is nothing to do in cast spells. Actually, I found the most fun afternoon of destruction. It does get the dungeon but look for chests and de- devastating attack is usually by the you in the mood to play the game. It is fend yourself when attacked. , who steal roughly half your surprisingly fun to destroy and burn — Characters are little more than collec- food when they come upon you, even if like living out all those old movies — and tions of random numbers. They can buy you are carrying enough food to feed just like in those movies, there is no food and weapons, fight in the dungeon, three towns and every monster in the blood. There is even a mad scientist who or be quested by British, but they remain dungeon. Starvation is a frequent danger. is, as an individual, more deadly than any two-dimensional. Only fighters and mag- Mental starvation is a danger, too, and other unit. He can hit you with a draining ic-users are available as classes, so each if a computer game can cause such, this weapon which causes the monster to character seems like many others. The one will. A novice may find it diverting for slow with each turn, until it moves no two classes are not that different, since a time, at least until he makes his third longer and is just a target for those pesky magic-users get just two fewer weapons, completed quest — only to be sent on army units. Play in general is fast-mov- while commanding an arsenal of all of still another. A veteran role-player will ing, the player being allowed only a lim- four spells! The “magic” cast by M-U’s is laugh off the program quickly and return ited time for each move (which makes dreary: ladders up or down, a damage to his AD&D™ manuals. the game simulate “real time,” as well as spell, and a spell which changes the being arcade-like) — and once hit by the CRUSH, CRUMBLE AND CHOMP(by mad scientist, the monster’s turn to act Automated Simulations, Inc.; $29.95; for comes more and more infrequently. Apple, TRS, and Atari (reviewed on Ap- The game system isn’t perfect, from ple II) the player/monster point of view. A mon- Crush, Crumble and Chomp (CCC) is ster cannot enter a building square with- a role-playing game for one player which out destroying the building first, and if a combines strategy and arcade play. The building located just off the screen map player becomes a monster from the old is blocking your movement off the map, Japanese monster movies — Godzilla, tough; you can’t see it, or destroy it, so Rodan, etc. — or even King Kong. Play is you have to pick another route. The depicted on a screen map which is 1/16th monsters, even the flyers, move very of the city map in memory; should the slowly, having to alter their facing to turn creature walk beyond the edge of the corners; it is especially irksome to un- screen, a new map is put up. The mon- dertake a full turn just in order to swing ster is chased by (or chases; the tables the creature’s head to a new angle. turn rapidly) a number of human units Hunger is another difficulty, since cer- — tanks, infantry, helicopters, squad tain creatures get hungry so quickly they cars, and panicky mobs, for instance. must continually feed. The rules men- The monster’s (your) objectives, depend- tion the option of saving the game being ing on the scenario, are to keep well fed, played, which could come in handy in a destroy as much as possible, and stay long scenario, but my disk would not alive — none of which is easy. respond to the prescribed commands. A The player can take the part of a giant final problem is with the conclusion of spider, a “Glob,” a biped -type the game itself, since the monster has to (Godzilla, but they call it “Goshilla”), a die, no matter how well you do. The , a flying reptile, or a giant octo- game goes on until this happens, with no pus/squid. And if you have the disk ver- goal for the player except putting off the sion, you can grow your own monster inevitable. This is a bit unsatisfying. type. Once the monster is ready and The game is satisfying, however, from placed in the city, the player’s options a fun-to-play standpoint, and that counts are vast. Actions like jumping, breathing more. The graphics are good; the game fire, stomping, atomizing, digging, swim- design overall is excellent. In general, it ming, eating, grabbing, casting webs, plays much like the SPI game Creature and looking around for victims are all that Ate Sheboygan, with the added thrill possible, depending on your creature’s of actually seeing the flare of battle. In- abilities. Monsters have basic attributes expensive for what you get, I consider of strength, armor, healing, and speed, this one of my best computer-game buys.

74 SEPTEMBER 1982 A dynamic duo from GDW

Reviewed by Tony Watson able to sell their cargo of laser weapons information about the chamax and builds and are in poor financial shape. toward the bottom-line solution to the The ubiquitous Keith brothers, Andrew It is at this time that an alien spaceship problem. and William, designers of some of the lands on the planet. Its occupants, how- This is a nicely presented double ad- very best in adventures and play aids for ever, are not an unknown intelligent venture. I was impressed with the wealth the TRAVELLER™ system, have returned race, but a horde of chamax. What en- of detail and information included. The again, this time in one of Game De- sues is a series of eight distinct situa- possibilities and options for each scena- signers’ Workshop’s line of double ad- tions, or mini-scenarios, that can be rio have been considered and outlined ventures. The merging of their talent and played or ignored at the ref’s discretion, and the referee should have little trouble GDW’s usual high production standards though it is recommended that the first in administering them. For TRAVELLER in The Chamax Plague / Horde should and last of the group always be played. players looking for an exciting and har- leave no TRAVELLER ref dissatisfied. The situations are military engagements rowing adventure, The Chamax Plague/ Although The Chamax Plague and fought between the local tech-6 militia Horde seems made to order. Horde can be employed as separate ad- (into whose service the off-world party This double adventure has a retail ventures, the two also share a consider- has been pressed) and the alien invad- price of $4.98 and is sold at game and able amount of information. A referee ers. The situations are tense and excit- hobby stores, or by direct mail from could link the adventures together in an ing, and should prove a real challenge to Game Designers’ Workshop, P.O. Box extended campaign stretching over many players. Each incident offers a bit more 1646, Bloomington IL 61701. play sessions. The situations and mate- rial are challenging enough to warrant such attention. Rail buffs will love this one Chamax / Horde seems to have a solid SF pedigree; this reviewer detected bits by Gary Gygax load of sugar to Toronto when a “Wildcat of Heinlein’s novel Starship Troopers, Strike” prevents all (further) movement the movie Alien and those late 1950s This is not an exhaustive analysis of on your line. Strikes, hurricanes, floods, “space creature” films that crop up late EMPIRE BUILDER, the new game by and snow all lurk within the deck of de- at night on weekend TV schedules. This Mayfair Games, Inc. My Worthy Col- mand cards. This adds considerable is not to say that the approach used is league, Mike Gray, game designer ex- spice to the play of the game. unsophisticated: quite to the contrary, traordinaire and fellow railroad-game Empire Builder is not a game for the the scenarios are well thought out, intel- , claims to have done all that; so we whole family — unless they all happen to ligent and challenging. will all await his revelations in a future be either hard-core gamers or avid rail- In The Chamax Plague, the player issue. I merely wish to tell you how much road buffs. It is a game for those who group, representing the crew of the free fun the game is — and it is great fun! enjoy contests which are short on rule- trader Mudshark, intercepts a derelict Empire Builder, aptly subtitled a “Con- reading and long on playing enjoyment. pinnace owned by the mining company tinental Railbuilding Game,” is for two to It is a game to be played by those who InStarSpec. As a result of the rescue, six adult players. It contains a map of the like game playing. As such, Empire they are asked to journey to the planet continental United States and southern Builder is the best boardgame to come Chamax and search for the rest of the Canada, a four-page rule booklet, a chart out in a long time. In my opinion it is the ISS survey team. Little is known about of loads and cities, destination and event best available, being more complex and Chamax, save that ruins found there in- cards, counters for loads and train types, challenging than the simpler sort and dicate that an advanced culture once a box of crayons, play money and six not as tedious and complicated as those flourished on the world. On Chamax, the metal locomotives as game markers. The at the other end of the spectrum. party discovers the survey team’s ship, map is marked off in 50-mile spaces with Empire Builder is available in many the ruins and the cause of the survey dots, triangles (mountains), and cities. stores, or by direct mail from Mayfair team’s distress — the chamax. Each contestant must devise his or her Games, Inc., P.O. Box 5987, IL The creatures that come to be known own rail network based on the demand 60680. It has a recommended retail price as the chamax are not literally bug-eyed shown on the cards dealt. Thus, after an of about $20 — and it’s worth it! monsters, but they’re close enough. The initial pair of construction turns, each designers have taken care to insure that player typically does some railroad build- these animals are not ludicrous or unbe- ing, moving, and load pickup/delivery. lievable in their abilities. The six-page Victory goes to the first player to hold section on the chamax covers their $250 million or more. characteristics, abilities in combat, life The strategy of Empire Builder is sim- cycle, and physiology, and is a laudable ply to build the most efficient rail system example of the kind of detail and back- in the shortest amount of time at the least ground that makes a great TRAVELLER possible cost. This allows accumulation adventure. Bill Keith’s illustrations are of money and attainment of victory con- extremely useful on this account. ditions. Tactical decisions involve many Horde is something of a sequel to the things, including cities served, loads first adventure. The scene is a parsec carried, the type of train being run, and away, on the world of Rashev. The party, positioning of track to be built. These either the same group that explored decisions are complicated by opponents’ Chamax or a new bunch, are stuck on builds, demand cards drawn, and event this low-tech backwater planet while cards which have a nasty way of popping awaiting parts for the failed fusion drive up just when you least want them. For of their free trader. They have been un- instance, you might be about to deliver a

D RAGON 75 76 SEPTEMBER 1982 DRAGON 77 78 SEPTEMBER 1982 D RAGON 79 80 SEPTEMBER 1982