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D RAGON 1 the point of using 29.92% of our space every month for new non-player charac- ters, just because that was the percent- age of respondents who said they want more NPCs. Rather, we’ll take all your preferences into consideration and try to give you more— or, at least, not any less — of everything you said you like. For the record, we promised free one- year subscriptions to five respondents Those of you who saw a copy of the SF as one of their favorite game topics. chosen at random. The lucky winners December 1981 issue of ™ Another point of interest, particularly are Chris Hunt, Bethesda, Md.; Evan may recall a readership survey to aspiring lawyers and Sage Advice Franke, Carmel Valley, Calif.; Robert form attached to the center of that issue. fans, is the subject of interpretation of Simpson, Colorado Springs, Colo.; Jeff Some of you — about 7,000 at last count rules. For board games, 61% of the re- Rentsch, Mendham, N.J.; and Edward — even filled it out and sent it in. We spondents said rules should be followed Rigdon of Chicago. Our congratulations thought you might be interested in the as closely as possible, and only 17% had to them — and, before we run out of results.... the opposite opinion. For role-playing room, there are a few people who de- Mr./Ms. Average DRAGON Reader is games, the percentages were 42% to serve credit for composing the survey usually male (95% of the time, at least) 37% in favor of following rules as closely and compiling the results— Gordon Gile and a little over 16½ years old. Get a as possible — but only 35% said their of the TSR marketing department and group of five DRAGON readers together, gamemaster actually followed the offi- Bryce Knorr of our staff for figuring out and four of them will be students. cial rules as well as possible, compared what questions to ask, and Jim Curtis DRAGON readers have been playing to 34% who felt the opposite way. and Maude Reek of the TSR Hobbies games on the average for a little more The single most important fact we computer department for totaling all the than two years, and most also serve as a “learned” (which we always suspected answers. And I’d also like to thank the DM for half the time they spend gaming. but never knew for sure before) is that members of the Academy.... Not surprisingly, heroic was you, the reader, want information on the the most popular topic for games among D&D® and AD&D™ games — as much, our readers. But showed and as detailed, as we can possibly give some strength we didn’t know it had; you. And we’ll aim to please. However, two-thirds of the respondents marked we won’t follow your likes and dislikes to

ragons don’t care much about how old they are, at least not on a year-by-year basis. But we humans who create and distribute DRAGON™ Magazine like Contents to celebrate every chance we get — and this is one of those times. DRAGON issue #62 marks the sixth SPECIAL ATTRACTION anniversary of our first publication. We’re glad to still be Chinatown: The Jaded Temple — An adventure around, and we’re glad that so many of you like it that way. for TOP SECRET® agents ...... 35 Leading off this month’s features is an anniversary tradition — we call it our “full-blown dragon section,” for reasons that OTHER FEATURES should be obvious once you see the painting on page 5. Our annual full-blown dragon section ...... 5 This month’s cover art doesn’t have a dragon in it, but nobody Faerie Dragon ...... 6 on this end is complaining. ’s striking scene of a Steel Dragon ...... 8 mighty knight ganging up on a group of goes well with the Grey Dragon ...... 9 latest installment of our series on the races by Con- Bazaar of the Bizarre — Evil dragon armors ...... 10 tributing Editor Roger Moore. The “rude, crude” half-orcs are GANGBUSTERS!™ Designer’s Notes ...... 11 examined in detail, along with five new orcish deities that are Pages from the — Long-lost spell books ...... 16 even ruder and cruder than the ruffians who worship them. The Scribe — A non-player character class ...... 21 With two exceptions, every article inside this issue pertains to Half-orcs — They’re rude and crude ...... 26 the D&D® and AD&D™ game systems. One of those exceptions The gods of the orcs — And they’re even worse!...... 28 is a big one — Chinatown: The Jaded Temple, an original The Feline Phantom — A tale that won’t fade away ...... 52 adventure written by Jerry Epperson for the TOP SECRET® Zadron’s Pouch of Wonders — What’s in it for you? ...... 62 game. The other is about the new GANGBUSTERS!™ game from TSR Hobbies, outlined for you by designer Mark Acres. REGULAR OFFERINGS In From the Sorceror’s Scroll, makes amends for Out on a Limb — Letters from readers ...... 3 the lack of official information about AD&D spell books. Follow- From the Sorceror’s Scroll — All about spell books ...... 14 ing that is Contributing Editor ’s imaginative Sage Advice ...... 24 piece describing some spell books that just might turn up in a Convention schedule ...... 50 treasure trove some day. Ed also provided The Scribe, a new Leomund’s Tiny Hut — Magic for merchants ...... 56 and expanded version of a non-player character type that was Dragon’s Augury: first described ‘way back in issue #3 of DRAGON Magazine. The Fifth Frontier ...... 70 As proof of the fact that things are not always what they seem, The Free City of Haven ...... 72 check out Leomund’s Tiny Hut, on the topic of “Magic for Off the Shelf — The latest in literature ...... 74 merchants,” and Zadron’s Pouch of Wonders, a grab bag that Wormy...... 76 you might not want to be left holding. Maybe it would make a What’s New ...... 78 good birthday present — if you’re not overly concerned about Dragon Mirth ...... 80 making it to your next birthday.... — KM

DUNGEONS & , ADVANCED DUNGEONS & DRAGONS, ADVANCED D&D, and TOP SECRET are registered trademarks owned by TSR Hobbies, Inc. ™ designates other trademarks owned by TSR Hobbies, Inc.. unless otherwise indicated.

2 JUNE 1982 Vol. VI, No. 12 June 1982

Publisher...... Jake Jaquet Editor-in-Chief...... rule system. The expansion volume will al- Editorial staff ...... Bryce Knorr “Welcome addition” most certainly contain some new player char- Marilyn Mays acter classes — such as Gary’s version of the Gali Sanchez Dear Editor: Barbarian, which will be previewed in the July Sales...... Debbie Chiusano I was pleased to find BEST OF DRAGON issue of DRAGON™ Magazine. For Hugh and Circulation ...... Corey Koebernick Vol. II for sale in my local hobby store. I was everyone who feels the same way, that should Office staff ...... Cherie Knull even more delighted to find NPC’s such as the be something to look forward to. — KM Anti-Paladin, Samurai and Berserker. “The Contributing editors. . . . Roger Moore Sorceror’s Scroll” held great interest for me Ed Greenwood and “Poison: From AA to XX” was a must! Has anyone ever thought of making a sec- ‘Gone too far’ This issue’s contributing artists: ond Players’ Handbook containing a few of Larry Elmore Jim Holloway the best NPC’s published in DRAGON Maga- Dear Editor: Phil Foglio Kyle Miller zine as player characters? That, of course, With regard to the article about science in a Paul Sonju Roger Raupp would require a sequel to the DMG with new in DRAGON #60: While I do Harry Quinn Dave Trampier combat tables and miscellaneous rules. This agree that all of Mr. Holthaus’ examples are David Larson would be a welcome addition to the AD&D correct and just, I think he has gone too far. family. Water running downhill is one thing, but cal- DRAGON Magazine (ISSN 0279-6848) is pub- Many times I have tried to play an Archer- culating the water pressure on a “normal” door lished monthly for a subscription price of $24 per year by Dragon Publishing, a division of TSR or Bounty Hunter in various cam- is something quite different, especially in a Hobbies, Inc., P.O. Box 110, Lake Geneva WI paigns, but the DM either didn’t have suffi- world where gods, , and ultra-power- 53147. cient information, or in some cases, he just ful magic take a hand in everyday affairs. wouldn’t try; thus, out comes the old Fighter, What actually happens as Malrob casts his DRAGON Magazine is available at hundreds of hobby stores and bookstores throughout the Cleric or Thief. Fly spell? Does the magic slow his descent as United States and Canada, and through a limit- In my opinion these rules need to be broad- it builds up power, but give him control only ed number of overseas outlets. Subscription ened. Don’t misunderstand me, I think the after the spell is completed? rates are as follows, with all payments to be made in advance: $24 for 12 issues sent to a U.S. AD&D game is the best role-playing game As for the CO and methane questions, any or Canadian address; $50 U.S. for 12 issues sent ever created and it takes up a great deal of my self-respecting or should know via surface mail or $95 for 12 issues sent via air time, but I guess I am just suffering from the of these dangers and how to handle them. mail to any other country. “Ole Druid Blues!” After all, they are “miners of great skill.” A limited quantity of certain back issues of In the tradition of all AD&D books, these Ragnor has an intelligence of 3 if he’s going DRAGON Magazine can be purchased directly two new books would not be a necessity to the to try to lift a spherical rock, which could be from the publisher by sending the cover price game, but would instead be just a supple- rolled. plus $1.50 postage and handling for each issue ordered. Payment in advance by check or mon- ment, a fine addition to the AD&D spectrum. If The weight (encumbrance) of 50 feet of ey order must accompany all orders. Payments there is controversy on an imbalance in the rope is listed in Appendix O of the DMG as 75 cannot be made through a credit card, and playing of one of these characters, I believe a gp. Breaking a rope requires more than 2,500 orders cannot be taken nor merchandise re- good DM would be able to handle it. There Ibs. or 25,000 gp of pressure — sufficient to served by telephone. Neither an individual cus- tomer nor an institution can be billed for a sub- have always been choices when creating a hold anyone’s trust, but one must take into scription order or back-issue purchase unless new character, but the ideas I have proposed account the position, age, and condition of prior arrangements are made. would open up even more options for the the rope before ruling that a rope has broken. The issue of expiration for each subscription AD&D player. The ceiling questions are good, but again I is printed on the mailing label for each sub- Hugh Weiler would trust the dwarf to use his mining abili- scriber’s copy of the magazine. Changes of ad- Worthington, Ohio ties (and the DM’s fairness) to help the party dress for the delivery of subscriptions must be overcome these slight problems. received at least 30 days prior to the effective date of the change in order to insure uninter- What Hugh suggests isn’t a bad idea, but it’s Any horse would instinctively shy away rupted delivery. based on a misinterpretation. The character from a chasm it could not jump. classes presented in BEST OF DRAGON™ The best way to figure out if a person could All material published in DRAGON Magazine becomes the exclusive property of the publisher Vol. II were not designed to be used by player carry something is to have him or her try. Any upon publication, unless special arrangements characters, but only as NPC’s with whom good DM would know the weight of the item to the contrary are made prior to publication. player characters might interact. Maybe we’ll and be able to compare it to the player’s DRAGON Magazine welcomes unsolicited sub- put out a volume of NPC’s some day, but strength. This is easier than figuring the vol- missions of written material and artwork; how- ever, no responsibility for such submissions can that’s what they’ll be — they won’t be por- ume and density and all the equations that Mr. be assumed by the publisher in any event. Any trayed as classes that players can choose for Holthaus uses. submission which is accompanied by a self- their characters. Olaf must look up the range of his spear in addressed, stamped envelope of sufficient size will be returned to the contributor if it cannot be Why not? For one thing, we don’t presume the Players Handbook, where it is established published. to have the knowledge or the power to drastic- as 30 yards — considerably shorter than the ally alter the fabric of the AD&D™ rules. desired 120 yards. DRAGON™ is a trademark for Dragon Publish- Classes for player characters are specifically Mr. Holthaus has brains and knows how to ing’s monthly adventure playing aid. All rights on the contents of this publication are reserved, defined and “limited” (though there is still an use them. But I don’t think such rigorous ap- and nothing may be reproduced from it in whole abundance of choices) in order to make the plication of physical and mathematical laws or in part without prior permission in writing game system as a whole work properly. Why belongs in the D&D and AD&D games. I am a from the publisher. Copyright ©1982 by TSR Hobbies, Inc. should a DM have to correct an “imbalance” chemistry major and I have a good knowledge anyway? A well structured role-playing game of the laws of nature. As a DM, I must re- Second-class postage paid at Lake Geneva, that isn’t tampered with to a great degree member that not everyone has had the same Wis., and additional mailing offices. shouldn’t — and in this case doesn’t — have education I have, so to be fair to the players I POSTMASTER: Send address changes to any imbalances to begin with. must “play dumb.” Common sense, not sci- Dragon Publishing, P.O. Box 110, Lake Geneva Those of you who’ve been following “From ence, must play the key role. WI 53147. ISSN 0279-6848. the Sorceror’s Scroll” know that Gary Gygax Roger Reinsmith is at work on expansion material for the AD&D Detroit, Mich.

D RAGON 3 4 JUNE 1982 It should come as a surprise to no one that we’ve always had a soft spot in our Our annual hearts for dragons. Every time a fair maiden gets lost, who gets blamed? When a bully wants to prove his manhood, who does he pick on? It’s no wonder that some full-blown dragons have to resort to trickery to keep their scales in one piece. “lnflato the Magnificent,” rendered in it-sure-looks-like-living color by Phil Foglio, - dragon section strates one dragon’s way of fooling a human fighter — which, as even us humans know, sometimes ain’t all that difficult. The five pages following this one make up our Sixth Anniversary Dragon Section, including descriptions of three formidable new dragon-types that make lnflato look like nothing more than the big windbag he is. Have fun.

D RAGON 5 Created by Brian Jaeger or pixies. Faerie dragons can become invisible FREQUENCY: Very rare at will. They are able to attack or employ NUMBER APPEARING: 1-6 magic or breath weapons when invisible. ARMOR CLASS: 5 (1 when invisible) They attack as 4 HD , biting for MOVE: 6”/24” 1-2 points of damage. However, the faer- HIT DICE: See below ie dragon is much more likely to use its % IN LAIR: 25% breath weapon of “euphoria gas.” The TREASURE TYPE: S, T, U in lair creature expels the gas in a two-foot- NO. OF ATTACKS: 1 diameter spherical cloud —just enough DAMAGE/ATTACK: 1-2 to give the target a good fateful. A victim SPECIAL ATTACKS: Breath weapon, failing to make his or her saving throw vs. magic use breath weapon will wander blissfully SPECIAL DEFENSES: Invisibility about for 3-12 rounds, during which time MAGIC RESISTANCE: See below he or she will be unable to attack and will INTELLIGENCE: High to genius have an effective armor class two places ALIGNMENT: Chaotic good worse than actual. The victim will be able SIZE: S (1-1½’ long) to keep his or her mind on the situation PSIONIC ABILITY: Nil and the surroundings, as long as he or ATTACK/DEFENSE MODES: Nil she makes a saving throw of intelligence CHANCE OF: or less on d20 during each round the Speaking: 90% effect of the gas lasts. As soon as a victim Magic use: 100% fails an intelligence saving throw, he or Sleeping: 40% she will completely lose interest in the matters at hand, indicating that the gas This chaotic offshoot of the pseudo- has had its maximum “euphoria” effect. dragon lives in peaceful, tangled forests The faerie dragon will never attack di- in all climes, often with a group of sprites rectly by any means unless cornered or defending its lair. However, the faerie tongue, plus the languages of sprites, 4th level: Fire Charm, Fumble, Halluc- dragon will use its magic at any oppor- pixies, , and the birds and animals inatory Terrain, Polymorph Other, Poly- tunity to wreak mischief on passers-by. in their area. They frequently use forest morph Self. Most (65%) faerie dragons will employ creatures to help them in their pranks. 5th level: Distance Distortion, Morden- magic-user spells as per a magic-user of Description: Faerie dragons appear as kainen's Faithful Hound, Telekinesis, the level indicated on the accompanying thin miniature dragons with long, pre- Transmute Rock to Mud, Wall of Force. chart; some (35%) will use druid spells. hensile tails, butterfly wings, and huge 6th level: Control Weather, Legend All their spells are chosen solely for their smiles. Their colors range through the Lore, Project Image. mischief potential. Offensive or defen- spectrum from red for the very young to 7th level: Limited Wish, Simulacrum. sive spells will never be learned unless purple for ancient individuals, as shown 8th level: Otto’s Irresistible Dance. the particular faerie dragon has thought on the accompanying chart. Females' up an exquisite prank using some such hides shine with a bright golden tinge in Druid spells spell. All faerie dragons will learn water the sunlight, while males have a silver 1st level: Animal Friendship, Entangle, breathing and legend lore at the first op- tinge. Faerie Fire, Pass Without Trace, Speak portunity. Though many faerie dragon Spell lists: Suggested spells for faerie with Animals. pranks are spur-of-the-moment affairs, dragons are given below. The Dungeon 2nd level: Charm Person or Mammal, months of preparation often go into a Master should keep in mind that spell Create Water, Obscurement, Trip, Warp single grand practical joke. choice is bounded only by the imagina- Faerie dragons enjoy swimming and tion of the possible pranks, and by the 3rd level: Plant Growth, Pyrotechnics, diving. In flight, they can hover, and are fact that a faerie dragon prank will never Stone Shape, Water Breathing. maneuverability class A. They eat fruits, have damage to its victims as its aim. 4th level: Animal Summoning I, Call roots, tubers, nuts, honey, and grains, Magic-user spells Woodland Beings, Control Temperature and have been known to go to great 1st level: Dancing Lights, Message, 10’ Radius, Speak with Plants. lengths to get a fresh apple pie. Sleep, Unseen Servant, Ventriloquism. All faerie dragons can communicate 2nd level: Audible Glamer, Forget, telepathically with one another at a dis- Levitate, Magic Mouth, Pyrotechnics. tance of up to two miles. They speak 3rd level: Fly, Phantasmal Force, Slow, their own language and their alignment Suggestion, Water Breathing.

Age Magic M-U Druid level H.P. Age Color level level 1 1-2 very young red 12% 2 2 2 3-4 young red-orange 24% 4 3 3 5-6 sub-adult orange 36% 6 5 4 7-8 young adult yellow 48% 8 6 5 9-10 adult green 60% 10 8 6 11-12 old blue-green 72% 12 9 7 13-14 very old blue 84% 14 11 8 15-16 ancient purple 96% 16 12 Created by Pat Reinken

Legends say that Ahi and Rahab are twins—that the steel dragon and the gray dragon emerged from the same egg, but somehow grew up as total opposites. They apparently are in- deed from the same hatch, and they are both known to be very powerful (some say that if they were to fight each other, neither would live), but the truth of their origin is lost in antiquity. This may be just as well, for these two dragons are not known for their hospitality and are said to not look kindly on trespassers.

Steel Dragon (Draco Ferrosus Carbo) hesitate to properly deal with trespassers and other intruders into his home. At FREQUENCY: Very rare regular intervals, the steel dragon visits NO. APPEARING: 1 the earth to feed and gather small trea- ARMOR CLASS: -2 sures from any evil characters he finds. MOVEMENT: 9"/48" The steel dragon can attach with the HIT DICE: 12 (96 hit points) usual claw/claw/bite routine of other % IN LAIR: 85% dragons or with one of three breath wea- TREASURE TYPE: H, S, T pons: a cloud (2"x2"x3") of poison NO. OF ATTACKS: 3 vapor that causes 2-12 points of damage DAMAGE/ATTACK: 1-6/1-6/3-24 and unconsciousness for 2-4 rounds; a SPECIAL ATTACKS: See below cloud (same size) of scalding water va- SPECIAL DEFENSES: See below por that causes 6-36 points of damage MAGIC RESISTANCE: Standard and blinds for two rounds; or a cone of INTELLIGENCE: Genius vapor 6: long (base diameter 2") that ALIGNMENT: Lawful good causes affected creatures to assume SIZE: L (60" long) gaseous form for 5-10 rounds. PSIONIC ABILITY: Nil Ahi can cast any magic-user spell of Attack/Defense Modes: Nil first through sixth level, but can employ CHANCE OF: only tow spells per day. The steel dragon Speaking: 100% can make himself gaseous at will and will Magic Use: 100% do so in order to get behind an oppo- Sleeping: 15% nent. In addition to this, Ahi's appear- ance to characters and other creatures is Ahi, the steel dragon, is a loner. He as a shifting, cloudy dragon-shaped lives high in the uppermost atmosphere mass of vapor. Because of this appear- of the Prime Material Plane in a castle ance, any opponent attacking the steel that circles the earth on the west wind. dragon with a weapon will always miss Although he is lawful good, Ahi will not on his or her first attempt to hit.

8 JUNE 1982 D RAGON 9 Evil dragon armors might be offered. At least half of the payment must be supplied in advance, with the rest due when the armor is delivered. by Roger Moore The magic-user must first successfully cast Enchant An Item on the armor, and then apply a second spell (which varies In an era long past, an intrepid dragon-hunter and his wizard depending on the armor type) to act as a catalyst, triggering the friend discovered that the hide of an evil dragon, if properly armor’s capability to resist a particular attack form. This second prepared, could be cut and formed into a suit of armor that spell must be applied (the casting must have been begun) provides protection against attack forms resembling the breath within 12 hours after the completion of Enchant An Item. If the weapon of the dragon from which it was made. magicking process fails, either because the casting of Enchant To begin the process, an evil dragon (white, black, red, blue, An Item is unsuccessful or because the second spell is not or green) of at least adult age must be killed, without the use of applied within the required time, the magic-user is under no magic and preferably by means of repeated attacks with blunt obligation to make another attempt free of charge. weapons. Even a single magical attack directed against a drag- The second step in the process depends on the type (color) on, whether or not the spell casting succeeds and whether or of dragon hide used. To complete white dragon armor, an Ice not the spell causes damage to the dragon, will ruin the protec- Storm spell must be cast on the hide; for black dragon armor, tive potential of the creature’s hide and make later attempts at the finished hide must be immersed in acid for 13-24 (d12 + 12) enchantment ineffective. If the dragon is hit with edged wea- hours; to complete green dragon armor, a Stinking Cloud spell pons, there is a chance the hide will be cut and marred to the must be cast on (around) the hide; for blue dragon armor, a extent that it becomes unusable as armor. For each successful Shocking Grasp spell is needed, and for red dragon armor, hit on the dragon with an edged weapon (regardless of the Burning Hands. None of these spells or substances will damage amount of damage done), add 5% to the chance of the hide the armor they are applied to; their function is to activate the being damaged beyond use. (Thus, if a dragon takes 20 hits innate resistance in the hide which has previously been from edged weapons, there is no chance that the hide will be “brought to the surface” by the Enchant An Item spell. thereafter usable as armor.) If and when the dragon is killed, the When the enchantment is complete, the armor will be essen- chance that the hide is spoiled must be exceeded on a roll of d% tially equivalent to +1 scale mail: armor class 5, movement 9”, in order for the armor-making process to continue. weight 15 pounds. In addition, each armor type/color affords The hide must be removed with care, and at this juncture a the wearer resistance or immunity to a particular attack form. very sharp edged weapon is essential to trim the hide as cleanly The special properties of each type are: and efficiently as possible. The instrument must be able to be White dragon armor — Resistance against white dragon controlled with precision, which means it can’t be any larger breath, winter wolf breath, Cone of Cold spell, and other than a standard dagger blade. If the character doing the skin- attack forms involving cold, ice, or frost. ning uses a normal (non-magical) blade, there is a 30% chance Black dragon armor — Resistance against black dragon that, despite his or her best efforts, the hide will not separate breath, slug spittle, anhkheg digestive acid, and other cleanly from the body and the resulting scraps of dragon-skin attack forms using acid or acid-like effects. will be unusable as armor. If an enchanted blade is employed, Green dragon armor — Resistance against green dragon the chance of failure at this step of the process decreases by breath, iron golem breath, Cloudkill spell, and other attack 10% for each “plus” of the instrument; thus, with any blade of +3 forms using poisonous gases. or greater, successful skinning is assured. Blue dragon armor — Resistance against blue dragon Once the hide is removed and transported to civilization breath, Lightning Bolt spell, storm giant’s lightning attack, (assuming the dragon wasn’t killed in the village square), the and other sorts of natural or artificial (including magical) services of skilled armorers, leather-workers, and tailors must lightning or electricity. be employed to fashion the hide into armor. This process takes Red dragon armor — Resistance against red dragon 21-30 days for each suit of armor, and prices for the needed breath, Fireball spell, and other attacks using heat or fire. services will be three times the standard rate. Only one set of “Resistance” includes these benefits: The wearer of the ar- armor may be fashioned from the hide of a single dragon. mor gains +1 on all saving throws against the specified attack The resulting suit of armor is equivalent to normal scale mail form. The wearer is unaffected by any attack of the specified in armor class (6), maximum movement rate (6”), and bulkiness type that does 6 points of damage or less in a round. In all cases, (fairly bulky). It weighs about 30 pounds, compared to 40 the wearer is entitled to a -1 modifier on each and every damage pounds for normal scale mail. The non-enchanted armor can die rolled (with a minimum of 1 point of damage per die). If the be worn “as is,” but if the non-magical armor is hit even once by application of this modifier reduces damage taken in a round to an edged weapon, it will not be able to be enchanted after that. 6 points or less, the wearer takes no damage (as stipulated Enchanting the armor must be done by a magic-user of 16th above). level or higher, who will insist on a generous payment in gold Although these suits of armor come from evil dragons, clerics pieces, or the promise (and proof) of some other benefit that and fighter-class types of all alignments may wear them.

10 JUNE 1982 “I grabbed the punk by the collar and a programmed instructional module, four ments, like leaping from one roof- slammed him hard against the wall of maps (three in full color), and a set of top to another. Matheson’s Ice House. It was just my counters which can be used in place of Observation is the character’s second day on the beat and I wanted it miniature figures. The programmed mod- skill at noticing hidden or unusual known that punks weren’t welcome in ule can be played after reading only the clues, and avoiding surprise. my part of town. That’s when he started Basic rules (about 18 pages) and does Presence is a number represent- spilling his guts. Seems he’d seen the not require the use of a game judge. ing how well a character interacts guy who knocked over the jewelry store Characters can choose careers as law with other personages. It is impor- the day before, seen him run from the officers, Prohibition agents, FBI agents, tant in dealing with NPC’s. store to the Lexington Hotel across the private investigators, reporters, or, of Luck is a number representing street. I thought about calling in for help, course, criminals. The basic systems the chance for making a saving but decided against it and started for the were designed to keep in the throw to keep a character alive in Lexington. If I could get a pinch this big game fast-paced and simple, allowing an otherwise hopeless situation. on my own, it would mean promotion for players to concentrate more on plot and Each character has a Driving sure....” character development in campaigns, score, the average of Agility and provided that they play well enough to Observation, which determines This is how it goes in the world of the live beyond first level! how fast he or she can safely hot- GANGBUSTERS!™ game, the new role- Characters have seven basic abilities rod around on busy city streets. playing system from TSR Hobbies, Inc., and characteristics, five of them gener- Hit Points are based on Muscle for recreating the world of the 1920’s and ated by dice rolls and the other two de- and Agility and range from a min- 1930’s. This article is designed to give rived from combining a pair of the origi- imum of 7 to a maximum of 25. DRAGON™ Magazine readers a peek at nal scores: The fighting systems were deliberate- the contents of the game and explain Muscle is the character’s physi- ly made as simple as possible. Fights are some of the major decisions made dur- cal strength. resolved in one-second turns. To fire a ing the design process. Agility is the ability to shoot weapon, a character sights the target Inside the box are a 64-page rule book, straight and perform difficult move- and rolls percentile dice against his or D RAGON 11 her Agility score. Of course, modifiers officers to the scene. It was all over in of the systems which had to be deleted are also applied, for other actions by less than two hours, and there was even may be published some day, if sufficient both the firing character and the target one additional character left alive: an as- interest is shown. and for cover, which can increase or de- tute federal agent who played dead be- Nevertheless, the game does have a crease the chance to hit a target. If a hit is neath a car and spent his time happily rich and varied campaign texture. That indicated, there is no need for a second memorizing license plate numbers! texture grew out of our second design die roll; damage is standardized accord- That playtest told us we had succeeded priority: We wanted a game which would ing to weapon type, Hand-to-hand fight- in meeting our first design priority. We be historically accurate for the period, in ing is resolved in a similar manner. had a game which was very rapidly two ways at the same time. We want his- The game uses a damage system which learned and simple to play, and which torically minded players to be able to distinguishes between wound damage, could be used to play shoot-‘em-up cops play out adventures similar to those that usually caused by gunfire, and bruise and robbers. With the inclusion of the really occurred in the days when organ- damage, usually caused by hand-to-hand programmed module, this meant that the ized crime was getting its first strong fighting. Characters reduced to zero hit GANGBUSTERS!™ game would be one foothold in American life, and at the points solely by wounds are dead. Char- of the most immediately playable de- same time we wanted players to be able acters who go down to zero due to a signs on the market. The real work in- to live out the exploits of the classic fic- combination of wounds and bruises, or volved designing campaign game sys- tional characters of the period as well. just because of bruises, are only knocked tems that would satisfy experienced This desire for accuracy resulted in a out for a while. role-players who want more than just number of crucial decisions. A set of Expert Rules, appended to the shootouts and fistfights. First of all, we were determined to let Basic rulebook, includes systems for At this point, the GANGBUSTERS!™ player characters become private inves- variable damage, hit location, boxing, game almost became one of the most tigators. As it turned out, that became a martial arts, and other elements which ambitious role-playing designs in the favorite occupation of our playtesters. It are fun but not necessary for play. history of gaming. At one point, cam- is also an added plus for the game judge The result is a game with as much ac- paign systems were written into the rules with only a few players. It is possible to tion as the players want. The action is which expanded the choice of player- run an entire campaign with only two or fast and tends to be deadly. In fact, in the character careers to include politics, three players who are private eyes, in- first TSR playtest, twelve player charac- law, business, unions, and even enter- vestigating classic murders or digging ters quickly became embroiled in a tainment. I was personally very fond of into the roots of organized crime. three-way gun battle between federal the system for entertainers; any starry- Second, the decision for historical ac- agents and two rival gangs. In the course eyed player character had a chance to be curacy in itself provided the basis for the of the fight, one gang managed to rob a “discovered” and make it big in Holly- balance between character careers. A bank, loot the other gang’s warehouse, wood. Sad to say, there wasn’t room to glance at the rules will reveal one major and get away with three characters alive cram an entire historical epoch into a fact: In the 1920’s, crime definitely paid, after causing a spectacular crash of the 64-page rulebook, and these additional and paid well. Bootleggers made huge car which was rushing six NPC police career systems had to be dropped. Some fortunes, sometimes almost overnight. While the cops and private eyes and re- porters are slogging through their ca- reers for $25 to $35 per week, bootleggers can be earning thousands of dollars per week and using the excess money to pay off the bosses of the men trying to catch them. This is definitely a historical reali- ty, and at first we were afraid the reality would unbalance the game. Criminals can make so much money so fast that there would seem to be little incentive for pursuing any other career in the game. History also provided the answer to this problem, however. In the game, as in reality, criminals in general have a short life expectancy, and the great majority of them live up to that expectation. Of course, there were a few top crime bosses who made hundreds of thousands of dol- lars in a single week. But for every boss who rose to the top of his, uh, “profes- sion,” there were hundreds of other peo- ple who wound up dead in the streets, riddled with bullets. The higher a rose in the ranks of organized crime, the bigger a target he became for all the punks and hoods who worked for him or worked for someone else against him. Any player character who plays a criminal and lives to make third level or higher has performed a mi- nor miracle. The second factor which kept crimi- nals in check was public opinion. The public will tolerate quite a lot, but sooner or later people will rise up in holy horror

12 JUNE 1982 when men are gunned down on the perience only by making money. How partner (a non-player character) to close streets in broad daylight. This is reflect- the player characters accomplish these down a speakeasy. Meanwhile, a repor- ed in the game by the public reaction goals is left up to them and the discretion ter player character was downtown try- rules. Whenever gang violence, which is of their game judge. In the campaign ing to solve a murder mystery, not know- usually necessary for profitable opera- playtest, many player characters came ing that two player-character private eyes tion of an underworld activity, gets out of up with very unorthodox ways of ac- were working on the same case. Our hand, the public will demand that the complishing their goals. player-character prohibition agent was politicians do something. The politicians, Finally, a word to those who would be taking bribes from speaks and turning even the ones who have been bought, judges: The GANGBUSTERS!™ game is the money over to the U.S. Attorney’s will listen. unlike other role-playing games in one Office, and a player-character FBI agent Newspapers play a major role in shap- major respect. Players are not placed in was hot on the trail of some stolen trucks ing public opinion, and that’s where re- a controlled environment, and they don’t being used by a local bootlegging gang. porters can have a big impact on the necessarily work together. This makes All of this was happening at once, so the events in a campaign. If he gets the okay judging the game very different from judge was pretty busy. from his editor, even a first level reporter running something like a D&D® or The key to judging such a game is to can write a series of articles which will AD&D™ game. When players are “down make sure that everyone gets an equal turn on the “heat” for quite a while. in the dungeons,” a judge has the oppor- share of your attention and that no one The third factor curbing player-char- tunity and the ability to limit the choices sits very long just watching you judge acter careers in organized crime is the available to them. (There are only four other players’ actions. Move your atten- dedication of a few honest law enforce- ways to go at the intersection of two cor- tion around among your players fre- ment officers, the famous “gang busters” ridors!) In a major American city of the quently, and they’ll be happy. If your of the period. This is the meat of the 1920’s, there are lots of places to go, lots players are mature role-players, they campaign game. Enlisting the aid of the of things to do, and players are going to should be able to handle the fact that press, developing street contacts, get- want to do them. Just to complicate they will sometimes “hear” or “know” ting around the paid-off political bosses things a little, they aren’t going to want to things that their characters shouldn’t and nailing “The Big Guy” is the dream do them together as a group. In fact, at know. If they aren’t mature enough to of any self-respecting player-character the beginning of a campaign, there may handle that, the judge can and should federal agent or police officer. be no reason to assume that players are design scenarios that will force that sort This aspect merged well with our third with, or even aware of, each oth- of cooperation. design priority: We did not want the ers’ characters. It is this flexibility which makes the game to glamorize organized crime. On For example, in our first campaign GANGBUSTERS!™ game a lot of fun to the contrary, we wanted a game which game playtest, a criminal character was judge and lot of fun to play. And fun is would enhance the perception of the busy robbing a jewelry store while the what role-playing is all about. We hope men who worked night and day for cop on the beat (another player charac- you have as much fun playing the game peon’s wages to keep the mob from dom- ter) was trying to convince his bribed as we did making it. inating American life. The campaign playtests indicated that we were suc- cessful in this as well. Most beginning players chose their characters to be criminals. Most ended up playing as some type of law enforcement officer af- ter their first and second criminal char- acters were either killed off or sent up the river for a long, long time. Finally, we wanted a game which would maximize the decisions left up to the players. This had several effects on the game system. First, we decided that rolled-up characteristics would be used to define only a character’s physical abil- ities, not his or her intelligence or inge- nuity. In the game, each character is as smart as the player who’s running it. Next, we left the choice of special skills entirely in the hands of the players. Players can spend experience points to gain or improve special skills, ranging from something as simple as hot-wiring a car to something as complex as detect- ing art forgeries. History and reality again came to our aid in deciding how to award experience points. The obvious and simple thing to do proved workable; in the game, player characters gain experience points by do- ing what their real-life counterparts tried to do. Reporters gain experience by scooping the competition on major sto- ries. Law enforcement characters gain experience by catching criminals. Pri- vate eyes gain experience by solving cases. Criminals, true to form, gain ex-

D RAGON 13 in a magic-user’s career (having higher spell-level capacity than “beginning” books) are not supplied by a M-U’s master, but must be composed by the M-U in question as part of his or her training when the spell caster is trying to rise to the next experience level. This composition will take from 4-7 weeks for each new standard book; the book is composed during and after the time when other training exercises are taking place. The same costs/prices apply when such a book is being manufactured and composed: Any standard spell book re- quires a 1,000 gold piece investment for materials plus 100 gold pieces per level for each spell entered within the book, payable when a magic-user adds a new spell to his or her repertoire. (Entering a first level spell costs 100 gp, a second level spell costs 200 gp, etc.) A travelling spell book costs 500 gold pieces for materials. The cost of each spell contained within such a book in the same as the cost for entering a spell in a standard book. All travelling spell books must be fabricated by the magic-user, or otherwise discovered as treasure by the magic-user or his or her asso- ciates. A player character cannot automatically possess one at the beginning of his or her career.

by Gary Gygax Physical aspects of standard books A standard spell book is approximately 16 inches in height, ©1982 E. Gary Gygax. All rights reserved. 12 inches wide, and 6 inches thick. (The DM has leeway to reduce or enlarge this general size, although nothing smaller All information regarding spell books in AD&D™ gaming is than 12 x 12 x 6 inches or larger than 18 x 12 x 9 inches is currently inferred. This was not, Gentle Reader, by design. recommended.) The weight of a standard book is 150 gold Simply put, I overlooked it in the morass of getting three vol- pieces (adjusted upward or downward for varying sizes). The umes put together. In order to rectify that oversight, the follow- encumbrance value of such a book is equal to three times its ing rules are offered. When the ADVANCED DUNGEONS & weight (450 gp or thereabouts), although it is correct to assume DRAGONS® Expansion volume is completed (please don’t ask that a volume will fit within an otherwise empty backpack or me when!), the same rules will be included therein, although large sack. some minor changes are probable. In any event, stalwart read- The cover of a standard book is typically heavy leather — ers of DRAGON™ Magazine are again getting the straight dragon hide, gorgon hide, etc. — inlaid with metal so as to goods first! provide both extra security and a means to close and secure the book. Vellum pages are sewn together and secured to a fine, SPELL BOOKS supple leather spine backing. Pages are secured additionally When a magic-user completes his or her apprenticeship, it is by fine leather front and back pieces. It is also usual for such a assumed that he or she has one, or possibly two, spell books. A tome to have vellum stubs at intervals for insertion of additional Book of First Level Spells will certainly be possessed, and there pages, although this by no means allows for any increase or might be a Book of as well. The latter depends upon change in the number and types of spells the book can contain. the options of both the DM and the concerned player. The Notwithstanding any special protections placed thereon, a following applies to all spell books. standard spell book has a saving throw equal to that of “leather or book,” with +2 to dice rolls made to save against acid, fireball, Types of spell books disintegration, and lightning attacks. There are two different kinds of spell books: 1. Standard spell books, each of which contains up to Physical aspects of travelling books 36 cantrips, 24 spells of under 4th level, 16 spells of under A travelling spell book is approximately 12 inches tall, 6 7th level, or 8 spells of 7th, 8th and/or 9th level. inches wide, and 1 inch thick; 9 x 9 x 1 is likewise a good 2. Travelling spell books, each of which contains at working size. The weight of such a book is approximately 30 most one-fourth of the number of spells possible to be gold pieces, and encumbrance roughly 60 gp. Five such books contained in a standard spell book: 9 cantrips; 6 spells of will fit within a backpack, twice that number in a large sack. 1st 2nd, and/or 3rd level; 4 spells of 4th, 5th, and/or 6th The cover of a travelling spell book is strong, supple leather, level; or 2 spells of 7th, 8th, and/or 9th level. such as that from a giant cobra. The hand-sewn leaves of parchment are carefully secured to a fine leather backing and Cost of spell books glued to the spine. The whole is further secured by front and A standard spell book costs 1,000 gold pieces for materials back pieces of vellum. A small lock or leather ties are typically plus 100 additional gold pieces per spell level for each spell used to secure the whole. Pages are very thin and fragile, so contained therein. great care must be taken to care for the book when in use. The cost of a new magic-user’s or illusionist’s initial book or Notwithstanding any special protections placed thereon, a books is assumed to be borne by the new spell caster’s former travelling spell book has a saving throw equal to that of “leather master, so the fledgling spell caster will have one or two spell or book,” with no bonuses (like a standard book has) against books at no cost to him or her. Books which are prepared later certain forms of attack.

14 JUNE 1982 time the spell is learned and thereby immediately usable by the M-U doing the studying.

Illusionist spell books Illusionist spell books are the same as those of regular magic- users, with the following exceptions: 1. Standard spell books contain 24 first or second level spells, 16 third or fourth level spells, or 8 spells of fifth, sixth, and/or seventh level. If first level magic-user spells are known and used by the illusionist, he or she must have a new spell book for such spells; this tome is essentially a standard work for first level containing up to 24 spells. 2. Travelling spell books hold 6 spells of first or second level, 4 spells or third or fourth level, or but 2 spells of fifth, sixth, and/or seventh level. Starting spells for an illusionist player-character are deter- mined according to the preference of the player (subject to the usual “chance to know” roll based on intelligence). For addi- tional security, illusionists may opt to do their spell books using Illusionary Script, which would only be recognizable as such by another illusionist. A magic-user may not learn a spell from an illusionist spell book (and vice versa) even if the illusionist spell in question is the same in name (and perhaps other respects) as a magic-user spell. The magical forces released by the casting of “namesake” spells are similar to one another, but the way in which that magic is triggered differs from class to class. Except as noted above, treat illusionist spell books as magic- user spell books.

Cost of magic-user/illusionist spell casting While the cost of having a cleric cast needed spells is reason- ably well detailed in Guide, the cost of Value of spell books magic-user or illusionist spell casting was neglected. Rather A standard spell book has an Experience Point Value of 1,000 than give an extensive list of spell costs, the following set of points per spell level contained therein (considering cantrips as guidelines will enable the DM to determine a “reasonable” fee first level spells for this purpose), and a Gold Piece Sale Value for any spell. of 200 gp per spell level (but only 150 gold pieces for each Basic costs: A willing magic-user or illusionist will typically , if the book is of that sort). work for a fee of 200 gold pieces per spell level. Double the A travelling spell book has an Experience Point Value of 500 material component(s), or material components of at least such points per spell level contained therein (again, considering value as substitutions, is also considered to be a part of the cantrips as first level spells), and a Gold Piece Sale Value of basic fee. 1,000 gp per spell level (applies to all spells, including cantrips). Additional costs: Failure to furnish the material compo- As with any other magical items, spell books must either be nent(s) of a spell which has ordinary sort will incur a surcharge sold immediately or else the X.P. value taken. This holds true of 10% or three times the value of the component(s), whichever regardless of whether or not any tome is eventually sold. Thus, is greater. Any extraordinary component(s) bring a 100% sur- a spell book cannot be kept while a particular spell or spells are charge or three times such value, whichever is greater. Spells transcribed, and then the work be sold for G.P. Sale Value and which place the caster in danger (including such castings as the proceeds taken toward experience points. Identify, which causes a temporary drop in constitution of the caster) require at least a double fee, and guarantees will be Casting spells directly from books required as well. Spells which age the caster will be cast only if a In extremis the DM may allow a magic-user to cast a spell counter to such aging is awarded prior to spell casting, or else directly from any sort of spell book just as if the book were a the aging is insignificant to the caster. (A young will not be scroll. The book must be of appropriate sort so that the spell overly concerned about five years, although a ten times normal matches the profession of the caster, i.e. magic-user spell, fee might be charged!) magic-user spell book. The caster must have read the particular Magic item payment: A magic-user or illusionist will general- spell. The caster must be able to know and use the spell in ly accept some item of magic in lieu of cash or like valuables. In question. (Note that in this regard, reading directly from a spell such cases, the sale value of the item, adjusted downward by book differs from the use of scroll spells!) the general reaction of the spell caster to the individual request- Direct casting of a spell from a spell book automatically ing his or her services, is to be considered the base value of the destroys that spell. There is also a 1% chance per level of the item. The character and behavior of the NPC encountered will spell that the spells immediately preceding and following the always be the purview of the DM. Such character or behavior spell cast will likewise be destroyed. There is an additional 1% will, naturally, often affect costs and fees. chance that the casting of a spell directly from a spell book will Hostile spell casters: In general, a hostile spell caster will destroy the entire book. A Permanency spell, for instance, either charge at least double normal fees, or else he or she will would not prevent a spell from “disappearing” when cast in this simply refuse to cast any spell whatsoever — unless possibly manner; even though writing might remain on the page, that bribed to do so with some magic item. Any spell caster of good writing will no longer be magical in nature. alignment is quite unlikely to cast any spell for a character of These strictures apply whether a spell caster is using his or evil alignment in any event. Again, adjudication of such events her personal book or the book of another. Read Magic is re- is the realm of the DM. quired to read another mage’s spell book, and a magic-user can Spell casting under duress: Use the rules in the Dungeon learn a spell by reading it in another’s book. This learning Masters Guide for all magic-user and illusionist spell casting process requires 2-8 hours of study per spell level, after which under threat, magical influence, etc.

D RAGON 15 by Ed Greenwood

It is surprising how few spell books are found in tombs and ruins, given the great profusion of magic users running about, isn’t it? But perhaps not: the fascination and value of such works is enough to excite even the richest and mightiest passersby, and as a result, few of these books remain long undisturbed. The sage has records of a good many, however, whose whereabouts are unknown to him, and which he be- lieves presently lost to human use. (In- terested DMs may find these appropriate for use as dungeon treasures or as com- ponents of a mage’s Iibrary.) A selection of four sample texts from Elminster’s re- cords follow.

“Mhzentul’s ” waves. Mhzentul is remembered among the treasures presumably remained in Appearance: This tome is thin but mages for his works, the “Seven Lost evil hands. The evil mage Whisper is heavy, comprised of twelve sheets of vel- Rings of Mhzentul,” and the book that known to have found the rings, and is lum sewn to a binding of silk and pre- has come to be known as “Mhzentul’s suspected to have had the book also, or served with wax. It is said that the red- Runes.” at least access to it, but the whereabouts dish hue of the wax is due to dragon’s After Mhzentul’s death, a party of trea- of both since his rumored death are not blood, and this preserves the binding. sure seekers, with utmost care and at known. The truth of this rumor and the effective- great risk to themselves, overcame the Contents: The first four leaves of the ness of the ingredient are unknown. The traps and magics of Mhzentul’s moun- book contain a detailed, exacting, and binding is secured by silken cords to two tain abode and penetrated its innermost correct description — as attested to by pieces of oiled wood which have been rooms, but found neither the rings nor the sage Lhegrand, an expert on the covered entirely with stretched wyvern the book on the premises. Rumors of the storage of spells within physical objects hide, held in place by small triangular location of these treasures surfaced, cit- and substances — of the process of wedges of silver. Thus far, the wood has ing such a profusion of sources and al- creating a Ring of Spell Storing. (The not warped or broken, although curious, leged whereabouts that the items be- Dungeon Masters Guide briefly outlines finger-shaped scorch marks on the hide came legendary, but their true resting this process.) It is known that at least attest to the heat the volume has en- place remains a mystery. Some six win- four of the seven lost rings were of this dured. The book is not locked or bound, ters after the battle of the River Rising, type. and has no known traps. It is signed with the book is known to have come into the The five leaves that follow describe the the sigil of Mhzentul: grasp of the adventurer Uthmang, a half- process involved in creating rings that thief. He was immediately slain by would, upon command, become guard- the Red Wizard of Alail Thong, who in ian creatures under the control of the turn was defeated at Greenstone Keep creator, but Lhegrand believes that some by the priests of that place. It is not portions of the process have been (de- known what happened to the book then, liberately?) omitted. “I have not the skill but some two winters later it is said to nor the necessary components to enact History: Mhzentul was a powerful, re- have passed into the hands of Lhegrand the process,” Lhegrand writes, “but here- spected mage. His end, men say, came at the Sage, and it is from his catalogue we in I see no manner nor means for imbu- the battle of the River Rising, where he obtain the detailed description afore- ing the creature with any animation, nor became a pillar of living flame and burned mentioned. Lhegrand held the book only can I find any dweomercraft written for his way across the field, doing great briefly before he was waylaid and en- controlling the creature.” Even if this harm to the hosts of his army, and blazed slaved by orcs out of Darkhold, and here section of the work is indeed incomplete, straight away out into the sea, where his we lose track of both book and rings for it is still of immeasurable value, and flame was lost to view far out on the ‘some seven winters, throughout which would bring a high price from most mages. The third and final section of the work is more informal than the other two, con- sisting of Mhzentul’s notes on his re- search in fire magic. Lhegrand reports that many runes, glyphs, and symbols are written in special inks upon these pages, and a mage of sufficient level could with diligence glean the complete spells Fireball, Fire Shield, Fire Trap, and Delayed Blast Fire Ball from Mhzentul’s notes. The scope and thoroughness of Mhzentul’s understanding of magic con- cerned with fire, however, is such that careful study of the book will decrease the time needed to research any fire- related spell by as much as two weeks, Lhegrand estimates.

16 JUNE 1982 “Nchaser’s Eiyromancia” has gone through the years. Appearance: This tome is thin, bound Contents: The wizard Arbane, who in black leather, and bears the title Eiy- saw the book briefly while it was at Lus- romancia on the cover, stamped and in- kan (he was friend to the High Captain laid with mother-of-pearl. The edges of Suljack), reports that it contains four the tome have all about been protected magic-user spells: Nulathoe’s Ninemen with beaten copper strips, and these are (pronounced Nin-em-en), a unique spell fitted with two clasps. The clasps are un- of the fifth level used to protect and pre- latched by twisting a silver knob on each; serve a dead body; Nchaser’s Glowing if the bottom knob is twisted without first Globe, a unique spell of the fourth level twisting and removing the top one, a poi- which is used in the creation of luminous soned springs up the side of the globes, and the rare spells Part Water knob. The assassin Nathode says it is and Statue. (A “unique” spell is a spell coated with Type D (or equivalent inten- not commonly available, found only in sity) Insinuative poison, apparently re- the text in question or else believed to newed from a reservoir under the bind- have been first set down therein. In some ing. Nathode did not handle the tome cases it means only that the text in ques- himself, but observed its effect upon tion is the earliest surviving source of the another. His testimony verifies a folk le- spell.) The first of the unique spells was gend which says that all who try to open devised by Nchaser’s tutor Nulathoe, Nchaser’s Eiyromancia die. and the second is of Nchaser’s invention. Note that this spell does not heal wounds Nathode’s recollection dates back sev- By the kindness of Arbane the Mighty, or staunch bleeding. en winters, when the book was brought both are reproduced below. to the court of Lord Nasher by a mer- Nchaser’s Glowing Globe chant, one Furjur the Flippant, who told Nulathoe’s Ninemen Level: 4 the Lord that the tome was sold to him by Level: 5 Range: Touch a band of adventuring dwarves he en- Range: Touch Duration: Permanent countered in a clearing deep in the Duration: Permanent Components: V, S, M northern forests. One of the members of Components: V,S, M Casting Time: 4 segments Nasher’s court attempted to open the Casting Time: 5 segments Saving Throw: None book, with fatal results (this is what Na- Saving Throw: None Area of Effect: Special thode observed), and it was placed un- Area of Effect: One corpse Explanation/Description: This spell re- opened in the Lord’s library (Furjur had Explanation/Description: This spell quires a globe of blown glass of the fin- gifted it to the Lord in return for a char- serves to protect dead creatures of all est quality, and a spark. By the use of this ter). It was subsequently stolen during sorts against normal decay, magically spell the caster creates an effect identi- the riots of the Five Fires Rising, and its strengthening the joints of corpses or cal to a Continual Light spell centered present whereabouts are unknown. corpse limbs to keep them supple and within a transparent object, but with the History: The mage Nchaser has not usable. Its most prevalent practical use brightness of the light under the caster’s been seen for nearly twenty winters. Be- is to preserve dead comrades for placing mental control. Continuous control need fore his disappearance Nchaser wandered atop a bier in a sepulcher, or in hopes not be maintained; the caster can merely the Realms, working and seeking after that they may be raised. The magic-user exert concentration to change the cur- magic, and upon two occasions served requires fresh blood from a creature of rent luminosity of the globe, and it will as an advisor to a local ruler. On the the same race/species as the spell sub- continue to emit the desired amount of second of these occasions, while serving ject, and the dust or powder resulting light until a new mental command is re- the High Captains of the city of Luskan, from the crushing of a moonstone of not ceived (unless, of course, it should be Nchaser wrote the Eiyromancia and gave less than 7 gp value. As the words of the destroyed). Mental control may be main- it to the High Captain Taerl. Some time spell are spoken, the most vital areas of tained over a globe from a distance of 9” after Nchaser’s departure, the tome was the body (chest cavity, head and neck, per level of the caster (plus 4” per point stolen, and like its author it has wan- joints of extremities) are sprinkled with a of intelligence over 15). Control of a dered the Realms ever since. Alustriel, small amount of blood, and the whole globe cannot be wrested from another the High Lady of Silverymoon, had it body is then sprinkled with the moon- except by means of a Wish or Limited briefly, gifting it to a dwarf of the Citadel stone dust. The closing gesture of the Wish — or upon the death of the owner, Adbar. The dwarf never returned home, spell is the touching of the corpse, where- whereupon the expectant owner must and the book was lost again —and so it upon the spell will take immediate effect. touch the globe to take mastery over it.

“The Book of the Silver Talon” History: This book is believed to have his attempts seem to be evidence of an Appearance: This book is of papyrus, been the workbook of the famous and emotional attachment to the tome. As- twenty-six leaves sewn into a leather much-feared archmage Asmiak, the “One miak’s attempts to possess the book binding. The leather has been dyed black Without Fear,” when he was but an ap- have never been carried out personally, with some thick, durable dye that re- prentice to the wizard Thurl. The strong- always by agents. At least eight former mains supple and covers the hide deep- est proof for this belief comes from the owners of the book, all of them magic ly, preserving the tome somewhat. Into talon device set in the cover (the book is users of low level, have met death be- the front cover of this is inset a silver untitled and unsigned), which Asmiak cause of Asmiak’s servants, and other claw or talon (held by means of its nails, used at the time. This does not mean the owners of relatively higher levels have which pass through the hide and have book was necessarily his, but a study of narrowly escaped the same fate. Their been folded under shrewdly with a ham- Asmiak’s deeds reveals his recurring at- reports indicate that Asmiak employs a mer so as to close the grip), from which tempts to obtain the book (or re-obtain varied complement of servants, many of the book has gained its name. The edges it, assuming he once possessed it). This them not human. One survivor by the of the leaves have been painted red, indicates he knows the book exists, but name of Casimur, an ex-magic user who rather unevenly, mottling the border of its contents would be so superfluous to now runs the Whistling Wizard Inn, re- each page. him now, at the height of his power, that lates that he was slain by three gar-

D RAGON 17 goyles, who fled with nothing but that verbal component, and took the form of has a different verbal component than one book from among those in his li- a thin beam of flame like a rod or staff the accepted norm, and takes 3 seg- brary, and that he found this out when he extending from the caster’s forefinger. ments to cast. It has a fixed range of 6”, was subsequently raised by the cleric This beam can be varied in length from 2 and a fixed duration of 8 rounds. Similar- Steeleye. feet to 8 feet by force of will, but is ly, Asmiak’s Blink spell has a fixed dura- The adventurer Steeleye confirms this stopped (and deflected, at possible ha- tion of 4 rounds, caused by the differen- incident, and adds that the gargoyles zard to the caster) by stone, thick wood, ces in both verbal and somatic compo- were slain with a shower of silver arrows earth, and the like. Casimur, who retains nents (the level and casting time remain by the elves of the High Forest as the this spell in his books, notes that it can the same). creatures swooped low over the tree- be fanned back and forth rapidly by Asmiak’s Gust of Wind spell is an im- tops, looking for a place to rest. merely waving one’s finger, and is there- proved version; it emanates from a self- The gargoyles were flying east at the fore far more than a parlor trick for cut- chosen extremity of the caster, and is time, and Asmiak is rumored to live in ting ropes or lighting candles. thus directional — and the caster can that direction, far across deserts and The twenty-third page of the book, rapidly change this direction. Its somatic mountains. The book fell into the forest, which was beyond Casimur’s mastery component differs from the norm, and its but was not recovered by the elves, and when he possessed it, contains notes on material component is a sycamore seed somehow found its way to a bazaar some how to strengthen the spell’s flame into a cluster or milkweed seed (or similar winters later, where it was purchased by more potent weapon. This improved ver- seed, of the type having hairlike fibers the astonished Phandal. He in sion is of the second level of spells, and that enable it to be borne aloft on a turn exchanged it for other spells with the theurgist Alphon is thought to have breeze). the theurgist Alphon, who fled with the employed it when battling on the The last three pages of the book are book into a forest to escape repeated Evermoors. It takes six segments to cast, careful notes on the preparation of mag- raids against his property. It is not lasts for two rounds, and consists of a ical inks for all the first-level spells in the known how Alphon fared after that, but cone of flame extending 20 feet from the book. Users of the art will notice that the druid Rairun “Blackbrow” was the forefinger, 6 feet in diameter at its fur- these are not the only known ink formu- next known to have possessed the book. thest extent. The intonation of the verbal las for these spells. Note that the formula He tried to send it overland to a col- component dictates how hot the flames for Burning Hands will probably not league, but the caravan vanished in the work for writing the spell in its usual moorlands en route to its destination. form. Asmiak’s notes follow: Although no trace of the caravan itself The following instructions in each case was ever found, an adventurer named will make ink sufficient to write a single Shoon later came across the book in the spell. In such writing a quill from a magi- dungeons of a deserted castle and cal beast must be used. (Asmiak does brought it to the city of . not define “magical beast”; refer to p. There he sold it to the merchant Dera- 117 of the DMG for what is actually gus, who never had a chance to sell it, meant.) since his shop was robbed later the same night. The master thief Dunas is known Read Magic to have had the book one winter later, 1 ounce giant squid sepia and he traded it to an unknown magic- 1 large blue sapphire, powdered user for three magic weapons. The 1 medium carbuncle, powdered book’s whereabouts at present are un- (or substitute: 1 large rock crystal known. Dunas has been heard to say and 1 ’s eye he’s glad to be rid of the “Book of The alternatively: blue quartz equal in size Silver Talon,” and any who find it would to a man’s fist do well to conceal it, or risk attack from will be; they may be so hot as to create a and 2 eyes from a black falcon) the servants of Asmiak. breeze and cause target creatures to fall 1 drop of the writer’s blood Contents: The first twenty-two leaves back from the heat. The flame does +1 1 pinch of earth of the book contain spells, all written in damage (caster’s level +1, expressed in 1 sprinkle of water magical inks upon the papyrus in a hit points) ‘in the first round after being Powder the rocks and gems in a mor- slanted, beautiful hand, including the cast, and damage equal to one-half the tar, and to them add the blood, the earth, necessary runes, glyphs, and symbols caster’s level (rounded up) in the second and the water. Stir with a finger or a stick and notes on necessary conditions and round. Thus, a 7th-level caster does 8 (or anything, so long as it is not metal) components. The spells are, in order of points of damage to those struck in the and mix into a paste. Put this into a cru- their appearance in the book: Read Mag- first round, and 4 points to each victim in cible, and pass it into the tongue of an ic, Burning Hands, Comprehend Lan- the second round. Phandal dubbed this open flame. If eyes are used, hold these guages, Detect Magic, Erase, Write, Iden- spell the Flame Ray. in the flame just above the open crucible tify, Message, Shocking Grasp, Shield, Other spell variations are minor. As- and allow them to be consumed, so that Darkness 15’ Radius, Detect Invisibility, miak’s Darkness 15’ Radius uses a tiny any ash or juices produced will fall into Knock, Ray of Enfeeblement, Web, Wi- vial of ink smashed to the ground, serv- the crucible. Allow the crucible to cool in zard Lock, Blink, Dispel Magic, Gust of ing as the center of the spell effect, as a dark place. Then, under the light of a Wind, Infravision, Phantasmal Force, and well as bat fur. Thus, the spell cannot be waxing or full moon, pour the brew into a Protection From Normal Missiles. moved once cast, and the ink seems less flask or vial and stir in the sepia with a Peculiar to the work are slight varia- effective than pitch or coal, because the finger or other non-metal object. tions in the spells that appear to be As- spell lasts only 8 rounds, plus 1 per level miak’s own. The magician Phandal, who of the caster. Asmiak specifies giant oc- Burning Hands copied from the work spells he needed topus ink, but Casimur has subsequently 1 ounce giant octopus ink and noted the changes in those he al- experimented with giant squid sepia, 3 drops gold dragon or red dragon blood ready knew, notes that the Burning and reports that it also produces dark- or: 2 ounces fire phlogiston Hands spell developed by Asmiak (or ness, although of but 6 rounds (plus 1 or: 6 salamander scales taught to him by the wizard Thurl) took 4 per level of the caster) duration. Asmi- or: 1 efreeti horn segments to cast because of its longer ak’s version of the Ray of Enfeeblement 2 ounces green plant matter

18 JUNE 1982 4 ounces flesh thorn branch. Ensure that the branch is produced, but the quantities for sand, (from a meaty mammal, but not human then consumed in the fire. Let the fire water, mistletoe, lead, and the gems oth- or humanoid) burn out, remove the cooled mixture, er than the sapphires, remain the same. wood, 1 plank or log and pour it into a flask, taking care that 1 ounce giant octopus ink cloth, 1 scrap the object with the dweomer is not ad- 1/2 ounce ichor of slithering tracker parchment, 1 sheet mitted into the flask. 1 owl eye A fire must be built in a brazier, stoked 3 blue-green sapphires, as large until hot, and fed in full sunlight with the Erase and as fine as possible wood, cloth, parchment, flesh, plants — 1 ounce of giant squid sepia 1 ruby (deep crimson) all types of flammable or burnable things 1 ounce acid 1 piece of jet the spell will be able to affect. To this add 3 dozen caraway seeds, crushed 1 piece of obsidian the dragon blood or an alternative ingre- 1 chrysolite 1 spikenard (root) dient. Allow the fire to burn down, then 1 black pearl 1 pinch of sand remove one ounce of coals from the fire The gems must be placed whole into 1 drop of water bed by hand and immerse them in the the acid and allowed to dissolve. This 1/4 ounce of lead ink. The mixture should be stirred to can take up to two days. When the last 1 sprig of mistletoe break up the ash, but do not remove the trace of the gems is gone (there must be Boil the spikenard, mistletoe, and owl sediment from the ink container — let no precipitant), the acid should be boiled, eye in the ichor over a blazing fire. Pul- the undissolved solid settle to the bot- and while it is boiling vigorously, the verize and add the lead and the gems tom and remain there. Cover and keep caraway should be added. It will neutral- when the mixture is at a full boil, in the from air until cool. ize the acid and leave the resulting liquid following order: sapphires, jet, lead, ob- slightly hued, with a small amount of sidian, and ruby, sprinkling each over Comprehend Languages precipitant matter. This must be allowed the full surface of the boiling mixture. 1 ounce giant squid sepia to cool slowly, and then be stirred into Take the mixture from the flames, stir in 1 fresh tongue (from any mammal) the sepia with a rod or bar of cold iron. the giant octopus ink, and allow to cool 1 medium sard (onyx), or powdered sard uncapped in a windy place. Then add the of equivalent amount sand and the water, and allow the con- the brain of a sage (see note below) tainer to stand for a full day, making sure The sard should be crushed into pow- it is exposed both to brilliant sunlight der if it is not already in that form. The and bright moonlight. brain should be placed in a crucible and boiled, while the preparer sprinkles the Identify powdered sard into the fluid thus pro- 1 ounce giant octopus ink duced. The tongue (and any parts of the 1 clump of honey fungus plant brain not reduced to liquid) should be 1 bunch of fennel put whole into the heart of afire, perhaps 1 fist-sized piece of rose quartz suspended in a metal pot or otherwise 1 drop of holy water contained — the ashes of those ingre- 1 saffron plant dients must be kept separate from the 1 small, flawless diamond ashes of the fire’s fuel — and when the Bottle the octopus ink in a silver vial, fire burns down, the ashes should be and take it to the woods at night. Live stirred into the fluid first obtained. Allow honey fungus is found on rotting bark this mixture to stand for 13 hours, and and is readily identified by its pale green then pour it into a flask containing the glow. Pluck it from the bark and sub- sepia. Place the flask over a fire and Write merge it straightaway in the vial, adding bring the mixture slowly to a boil — do To set down the spell itself, the ink the drop of holy water immediately af- not stir. When the vapor given off darkens must be made as follows: terward. Cap the vial and warm it in a from red to black, take the flask away 1 ounce giant octopus ink small fire. Meanwhile, crush and slice from the heat and seal the contents from 1 pinch graphite the fennel and saffron into a bowl of wa- the air until use. 1 drop of the writer’s blood ter, and powder the rose quartz. Add the Note: Some users of the book report 1 basilisk eye powder to the silver vial, and shake. that the brain of any intelligent creature 1 whole plant (including roots), lady’s Then take the vial from the fire, and allow which uses and understands languages mantle it to cool in a dark place. Place the bowl may be used with success. Chop up the basilisk eye and the plant over the fire and let the water boil away. together, cover in a crucible, and burn to Powder the diamond and add it to the Detect Magic ash over a slow fire of seaborne drift- water during the boiling. Add the residue 1 ounce giant squid sepia wood or acorns. Add the graphite to the to the silver vial, seal, and place under oak, ash, and thorn branches sufficient ink, and then the ash. Stir once with a pure, fast-running spring water for at for a small fire wooden spoon or rod and then add the least six days. Store the ink in the silver 1 small sapphire, powdered drop of blood. Cover quickly, shake, and vial when not in use. 1 drop of the writer’s blood let stand in the moonlight for a night. 1 drop of spring water When employing the spell, the desired Message 1 object which radiates a dweomer writing must be copied with a special ink. 1 ounce giant squid sepia Heat the squid sepia in a fire built of Thurl says there are at least four known 1 human or humanoid oak, ash, and thorn. Place the object or formulas for this ink; the intent is to 1 human tongue (from a different creature partially or wholly in the sepia, create a neutral ink receptive to a dweo- body than the ear) and let it remain there until the fire has mer, so as to capture the essence of a 1 floral crown from an angelica plant burned out and the sepia is cool. While spell. The following ingredients will pro- 1 turnip the fire is strong, add first the powdered duce ink sufficient to write one spell, and 3 shoots of fox-tail grass sapphire, then the drop of water, and they may be increased proportionally; 6 hedge mustard leaves then the drop of blood, stirring the mix- add extra owl’s eyes, spikenard, and 1 drop of dew ture once after each is added with a sapphires to increase the quantity of ink Harvest a drop of dew from fern leaves

D RAGON 19 beneath the light of the full moon. Place 4 drops holy water Shield a cauldron of water over a fire, add the 1 sapphire, powdered 1 ounce giant octopus ink dew, and heat to a boil. Dice the organic 1 pinch powdered gold 1 human thumbnail ingredients separately, and add them to asafetida 1 pinch of iron (filings) the boiling mixture in the following order: balm of gilead 1 piece of rock crystal the tongue, angelica, hedge mustard, ginseng 1 pebble foxtail, turnip, and last the ear, stirring mace (or masterwort) 1 beryl well with a wooden rod or spoon after 1 star sapphire each infusion. Allow the mixture to boil The herbal ingredients must be burnt Burn the thumbnail to ash. Pulverize gently until the liquid is vaporized. Gent- to ash in an oak fire. This ash is then the rock crystal and the pebble separate- ly warm the sepia over a small flame. added to the ash of the lightning-struck ly, then do likewise with each of the two Scrape the residue from the inside of the tree in a small metal bowl (copper or gems. Heat the octopus ink over a small cauldron and stir it into the sepia. Keep gold is best). Add two drops of holy wa- fire but do not let it come to a boil. Add, heating the mixture for one hour, stirring ter and stir the mixture into a paste. Then stirring widdershins, the other ingredi- frequently. Allow it to cool slowly and add the powdered gold and powdered in this order: the pebble dust, the stand undisturbed for one day. sapphire and stir in the other two drops iron filings, the rock crystal dust, the of holy water. When this paste is tho- beryl dust, and the dust of the sapphire. Shocking Grasp roughly mixed, add it to the ink and heat Stir until all of these have been thorough- 1 ounce giant octopus ink to a boil, stirring until the paste is dis- ly mixed and partially dissolved, and 1 ounce of ash from a lightning- solved. Allow the mixture to stand out of then add the thumbnail ash. Allow to struck tree doors for a day and a night. cool slowly as the fire dies.

“The Chambeeleon” Appearance: This tome is truly re- splendent. Its covers are sheets of pol- ished, iridescent abalone edged and cornered with beaten gold; its pages are of burnished electrum, into which script has been etched and runes, glyphs, sym- bols and characters are embossed or raised from the surface. The work is de- monstrably waterproof. The Chambee- leon (pronounced Kam-bee-lee-on) is probably worth 4,000 gp in materials alone. It is worth far more to a magic- user, however, because of its contents. History: The origin of this tome is un- known, but it is certainly of great antiqui- ty. Many legends exist ascribing its au- thorship to various sea gods and power- (Arbane’s rather brief description of ference from the norm in the spells con- ful beings, but nothing of the book’s the demon suggests that it was a succu- tained in the book: the Conjure Elemen- whereabouts is verifiable until Alaer, bus. There is no mention of a guardian tal spell as it is written therein will sum- holder of the Dolphin Throne an age demon in the legends concerned with mon only water , but these ago, mentions it in an inventory of the the book, so it is likely that the Mad Mage will be friendly to the caster and will nev- sea elves’ court at Thunderfoam. It was bound the demon to guard it, perhaps er attack him or her. borne away from that city at some later only for as long as Arbane was allowed Such an elemental may (5% chance) time, and reappears in the memoirs of access to its pages.) return to its own plane before the spell the Galadaunt, who found it on the All of the pages Arbane studied con- has expired, rather than attacking, and deck of an abandoned, drifting “ghost tained spells. From his notes, he gives us although friendly, it will act only upon ship” which he boarded off the Emerald this list: Water Breathing, Fly, Lightning the commands of the spellcaster, not Isles. He sold it to a magic-user whose Bolt, Fire Shield (cold flame version helping independently. name was not recorded, who we know to only), Ice Storm, Airy Water, Cone of have been the tutor of one called “The Cold, Conjure Elemental (see below), If one may trust the more doubtful Mad Mage,” who in turn was master to Disintegrate, Glassee, Part Water, - source of religious teachings, it must be the wizard Arbane. It is likely that the wrack, Cacodemon, Drawmij’s Instant noted that the priesthoods of at least Chambeeleon came into the Mad Mage’s Summons, Reverse Gravity, and Vanish. seven aquatic gods worshipped by var- possession, but it did not pass into the “From the Mad Mage’s casual comments,” ious creatures claim the Chambeeleon hands of Arbane, so we have only Ar- writes Arbane, he believes the book also as their own, and assert that the bulk of bane’s recollections to rely on for its contains the spells Imprisonment and its pages contain “the” record of the contents. The present location of the Prismatic Sphere, but at the time lacked Creation associated with their deity. If Chambeeleon, or even if it still exists, is any means to verify this. If the book is this is so, none have proved it. unknown. entirely full of spells, and each stands The sage Elminster has recorded do- Contents: Arbane said that he often alone on one page (as did those Arbane zens of powerful spell books and magi- read from the Chambeeleon as he was studied), then there may be as many as cal documents of all descriptions; the trained, but was only allowed to peruse fifty spells in the work not on Arbane’s preceding are but a sample. He writes certain pages. Many he glimpsed were list. One suspects, however, that there teasingly of scores of new spells, hither- beyond his understanding, but he re- are far fewer, and most of the unknown to unknown to magic users “at large,” members that the demon who guarded pages contain records or other writing. and now-lost powers cryptically held the book told him it had 66 pages in all Only the possessor of the work knows within the lost volumes. Adventurers may and none but Arbane’s master had ever for sure. bring word of more any day, he says, mastered them all. Arbane mentions one important dif- puffing contentedly on his clay pipe....

20 JUNE 1982 the SCRIBE non-player character

By Ed Greenwood

Akin to the sages and magic-users of the AD&D™ world are class, and may cast spells from all scrolls which the scribe can those few artists who combine extraordinary craftsmanship read. For example, an illusionist’s scroll would be unreadable to with a mastery of the social and magical uses of language and a scribe who had not learned the secret language of that pro- symbols — the scribes. Most scribes make their livings as ser- fession, although that same scribe could copy the unreadable vants to courts or large merchant companies, although a few do script, as detailed later — and many scrolls would require a free-lance work in large cities. Most scribes are keen students Read Magic on the part of the scribe wishing to use them, if the and collectors of maps, codes, fragments of lost languages, spells were not ones the scribe had encountered before. armorial bearings, signs, runes, and glyphs. Upon reaching the level of Atlar (11th), ascribe gains limited Scribes may be of human or demi-human racial (in- spell-casting ability. He or she may memorize 2 spells, plus 1 cluding crossbreeds), and of any alignment. The mercenary additional spell per point of intelligence above 16, studying to nature of a scribe’s profession and the breadth of views and gain them as magic-users do. For each level of experience ideas to which he or she is exposed lead most scribes to be of beyond 11th attained by the scribe, he or she gains the ability to neutral-oriented alignments. learn 2 additional spells; however, the variety of spells a scribe To become a scribe, a non-player character must have min- may cast is quite limited (see hereafter). Scribes are subject to imum ability scores of 16 in intelligence, 15 in dexterity, and 10 the same requirements of rest, material components, and free- in wisdom. Once the profession is undertaken, an individual dom from disturbance while casting that magic-users are. Just cannot lose scribe status by decreases in these ability scores like other spell-casting characters, a scribe cannot make a (although these changes may affect the performance of a physical attack and cast a spell in the same round. scribe). Scribes may not be multi-classed, nor may they have A scribe must acquire spells; they are not granted to him or two classes; their work and studies are too time-consuming to her by the gods. When first learning to use a new spell, a scribe allow for irrelevant training. Scribes possessing both intelli- must be tutored by a spell caster whose class employs that gence and dexterity scores of 17 or greater add 10% to earned spell, and who is personally familiar with the spell. Thereafter, experience points. the scribe can memorize the spell unaided. A scribe casts all Few scribes advance beyond the level of Scholar, and fewer spells as a magic-user, illusionist, or cleric of the same level as still attain the title of Scribe. Higher Atlars are rare indeed, and himself or herself, and in the case of the Glyph of Warding spell, are known by no special titles if they continue to advance in cannot cast glyphs restricted to a god of an alignment he or she levels. There are no restrictions to level advancement because does not share. of racial stock or ability scores. Note that the abilities (described hereafter) of a scribe in- clude the effects of a Write spell, but this does not require any SCRIBES TABLE I magic on the part of a scribe. 4-sided dice If a campaign includes new spells (not found in the AD&D Experience Experience for accumu- Level rules), such as those devised by player characters, a scribe points level lated hit points title given the opportunity to learn them will be able to use all spells related to symbols or script. A scribe is otherwise limited to the 0—2,250 Clerk spells listed in Scribes Table II, all of them cast exactly as 2,251—4,500 2 2 Amanuensis described in the Players Handbook. 4,501—9,000 3 3 Chirographer 9,001—18,000 4 4 Illuminator SCRIBES TABLE II 18,001—35,000 5 5 Scrivener Spells usable by scribes 35,001—60,000 6 6 Cartographer Comprehend Languages (as the 1st-level magic-user spell) 60,001—95,000 7 7 Scholar Confuse Languages (reverse of Comprehend Languages) 95,001—145,000 8 8 Limner Erase (as the 1st-level magic-user spell) 145,001—220,000 9 9 Scribe Explosive Runes (as the 3rd-level magic-user spell) 220,001—400,000 10 10 Master Scribe Glyph of Warding (as the 3rd-level cleric spell) 400,001—600,000 11 10+3 Atlar Illusionary Script (as the 3rd-level illusionist spell) 600,001—800,000 12 10+6 Higher Atlar Legend Lore (as the 6th-level magic-user spell) Read Magic (as the 1st-level magic-user spell) 200,000 experience points per level of experience beyond Symbol (as the 8th-level magic-user spell) 12th. Unreadable Magic (reverse of Read Magic) Scribes gain 3 hit points per level after the 10th. Note: Ascribe’s effective level as a spell-caster is equal to his or her actual scribe experience level minus 10; thus, when an In combat, a scribe has no weapon or armor restrictions, but 11th-level scribe first gains spell-using ability, he or she casts always attacks as a first-level fighter, regardless of level of those spells as though the individual were at the first exper- experience as a scribe. A scribe makes saving throws as a ience level of the class to which the spell belongs. fighter of level equal to his or her own scribe level. A scribe may A scribe can memorize a number of spells up to the limit employ all magic items not specifically restricted to another allowed by experience level and intelligence; the level of the

D RAGON 21 spells memorized does not matter. (For instance, an Atlar, im- trait of an individual to show to others, wanting to know if other mediately upon gaining spell-using ability, can memorize a pair persons have seen the individual in question. A successful of Symbol spells if he or she so desires, and is not restricted to result indicated on an attempt like this means the scribe has first-level spells like Erase and Comprehend Languages). A composed a clear, unmistakable likeness of the person. scribe may not devise his or her own spells, nor does a scribe Special ability C: Scribes are illustrators of exceptional skill, have the expertise to modify a known spell. and with experience they can master perspective, proportion, and the ability to capture the likeness of a being, even from Scribe special abilities memory. From practice of these faculties they gain the ability to Spell-casting is a power gained only through much study and correctly judge distances and sizes (area and volume), merely the development of a scribe’s distinctive special abilities. It is from quick visual examination. The accuracy of such judge- these abilities that will shape (and permit the continuance of, by ments increases with advancement in levels. putting food on the table) a scribe’s life. They are as follows: Special ability D: Scribes have the ability to recognize “at a All scribes have the ability to draft and execute records, glance” that symbols or script are magical in nature. With expe- letters, and documents of accepted local style and form, and to rience, they perfect the ability to identify the precise nature of a design motifs, armorial bearings, and illustrations acceptable particular specimen or specimens. A scribe can tell whether a as regards style and content, in local (and trading) society. certain inscription is a spell formula — but not what spell it is, Scribes are wordsmiths and artists; their work is always of good unless the scribe is familiar with that spell. A scribe can tell quality, and often contains codes, hidden messages, and sym- whether a piece of script or a written design is cursed, guarded bolism, either at the request of a client or out of a craftsman’s by Explosive Runes or Unreadable Magic, whether is it lllusion- pride in his or her work. ary Script or not, whether a particular rune is a Symbol or Glyph If a tutor is available, a scribe may acquire mastery of one of Warding or not (and if so, what its particular nature is, if the language per point of intelligence, in addition to the alignment, spell in question is familiar to the scribe), or whether an inscrip- racial, and common tongues already known by the scribe. If tion is normal script upon which Nystul’s Magic Aura or Leo- several inscriptions of some length are available, a scribe may mund’s Trap has been cast, and so on. (and this is the only case where a scribe may “teach himself”) This identification, if successfully attempted, will not trigger through study achieve a mastery of the written (not spoken) any release of magic connected with the symbol or script. Only form of a language — including codes and secret languages, one attempt per specimen may be made by a scribe. If unsuc- such as that shared by illusionists. This mastery, unless im- cessful, the scribe may not try again on a particular inscription proved by a tutor, will begin at 80% accuracy and increase by until he or she attains a new level. An unsuccessful attempt may 2% for every level the scribe attains thereafter. also (at the DM’s option) unleash any magic contained in pro- Special ability A: A scribe can copy inscriptions and script tective or “trap” spells upon the unfortunate scribe. (regardless of whether these are in a language known to the Atlars and Higher Atlars can make scrolls of spells whose scribe) and all symbols or representations (including protec- formulae they possess, and can inscribe protective penta- tive circles, runes, glyphs, and the like). This includes spell grams, circles, and signs, whether or not they know or compre- formulae — unless such are cursed or trapped in such a way as hend the spell in question. (For details of such protective in- to preclude a complete visual examination of them, or are scriptions, refer to the Dungeon Masters Guide and issue #56 of concealed by an Unreadable Magic spell. DRAGON™ Magazine.) There is a 10% chance of error in such At 5th level, a scribe gains the ability to perform this skill from activities, with a modifier of -5% if the scribe is familiar with the memory, the amount that can be retained in such a way increas- spell and has performed the action (making the scroll or rune) ing with level, intelligence, and wisdom (determined specifical- successfully before, and (cumulative with the first modifier) ly by the ). -5% if supervised by a spellcaster of sufficient level and proper The percentages given for this ability in Table III are to be class to cast the spell in question, and who has prior experience applied to codes or magical formulae only; mundane material with the spell. can be copied correctly with far greater ease (double the This chance for error is to be combined with that detailed chance of success given in the table, to a maximum of 100%). under “Failure,” DMG p. 117-118, when the manufacture of a Special ability B: A scribe can counterfeit the script and scroll is being attempted. Refer to the DMG, p. 121, for fees presentation of an original (given the necessary ingredients to charged by scribes for manufactured scrolls. The cost to a match colors of ink, and so on). The chance of fooling or customer for the creation of a scroll by a scribe will always be at convincing an individual familiar with the original increases least equal to the prescribed Gold Piece Sale Value for that with the level of the scribe, reaching a maximum of 99%. Note scroll, unless special circumstances prevail. that a copy can contain errors or omissions and still fool an Much of a scribe’s time is spent executing letters and docu- individual who is familiar with the original. A DM can also use ments, for the scribe is a master of the etiquette of both local this ability to govern situations where a scribe sketches a por- society and international politics and trade communications.

22 JUNE 1982 Such mundane work earns most scribes their bread and butter. than one extra roll is deserved) result as the measure of his or Most scribes seek employment with a sage or spell-caster, her performance of the task. preferring that over working for a court or a wealthy patron, and Each such successful innovation or exceptional execution is in turn preferring that second alternative over free-lance work, worth a base value of 500 Experience Points, modified by plus which tends to bring assignments either tedious or too difficult or minus 200 points at the DM’s discretion (taking into account to undertake at the payment offered. the circumstances and nature of the task, prior experience of the scribe in the particular field, and other variables). SCRIBES TABLE III If the roll fails, and no innovation or outstanding work is Percentage chance of success of special abilities performed, a scribe still gains at least one point of experience Special Experience level of scribe for successful completion (to the satisfaction of the scribe’s ability 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th client or patron, or if for the scribe’s own benefit, completion to A 25 33 42 52 63 75 88 99 100 100 100 100 a practical, usable form) of all tasks of moderate (or greater) B 15 25 35 45 55 65 75 85 95 99 99 99 complexity. C 5 12 19 26 33 40 52 64 76 88 90 96 A scribe can also gain experience by the study of maps or D 7 13 20 28 37 47 58 70 83 97 99 99 records new to the character, at the rate of 10-60 (d6 x 10) Note: All abilities reach their greatest chance of success at Experience Points for each such source consulted, as long as 12th level, and do not increase thereafter. the DM judges the source(s) to contain appreciable informa- tion new to the scribe. Advancement A scribe gains no direct experience awards for success in A scribe gains experience points through the practice of his combat or in the winning of treasure. or her craft: the perfect execution of a difficult portrait or de- To advance to a new experience level, a scribe who has sign, or the development of innovations in the format, content, accumulated the necessary experience points must study or accomplishment of a task. under another scribe or a sage, or must receive training from a Determination of an innovation or an exceptional or “perfect” bard or spell-caster plus an artist, a cartographer, or an - execution is governed by the DM, and may be found by rolling neer. If a scribe’s tutor is of a classed profession, he or she must percentile dice every time a scribe applies his or her skills to a be of a level higher than the scribe’s own present level. Tutors of task of moderate (or greater) complexity. A modified score of non-classed professions must be considered by the DM to have 96 or higher denotes such an occurrence. relevant knowledge or skills that will appreciably further the The dice roll is modified by +01 if the scribe has intelligence abilities of the scribe. A scribe of 10th or higher level will almost of 18 or higher, and by +01 for each week spent on the project certainly require the services of a tutor from one of the spell- (such time being considered as more or less continuous work casting classes to advance to a new level. on the project, the scribe’s attention being divided only be- Obviously, the level-by-level progress of a scribe tends to tween this work and his or her minimum physical needs). take much time — and most scribes will consent to provide For each previous innovation or exceptional execution a maps, letters, and on-the-spot dungeon surveys for adventur- scribe has made in work directly related to the task at hand, he ers only in return for large amounts of money. Time spent away or she gets another die roll, choosing the better (or best, if more from books, writing table, and easel is time wasted, you see....

DRAGON 23 Will a Clone spell alone restore a character to life when death happens really doesn’t matter: The point, for playing purposes, has occurred and the body has not been recovered? Is there a is that a mass being teleported is not able to properly re- limit to the number of times a Clone spell may restore a materialize inside a solid. Persons and/or objects that teleport character? low and end up inside a solid suffer “instant death,” of a sort Based on the spell description, there is nothing to prevent a such that only a Wish or similarly strong magic might be able to character from being “resurrected” by a Clone spell once or negate. more than once. The Players Handbook says that “if the origi- The DM may interpret the risks of teleportation liberally nal and a duplicate exist at the same time, each knows of the enough to allow characters a chance of surviving certain “low” other’s existence.” This indicates that a clone can exist at a time results. For instance, someone trying to teleport to the top of a when the original person is no longer alive. A character with sand dune might not suffer “instant death” on a “low” result, foresight — and a good friend who is capable of casting the because it might be assumed that the sand can be displaced by Clone spell — could do worse than to leave a little of himself or the teleporting mass. But in the best of such circumstances, the herself behind before going off on a perilous adventure. person(s) teleporting would be buried and immobilized under Note that the flesh sample needed as the material component 10 feet of sand, which means that whether or not the teleporta- of the spell must be obtained from the person to be cloned while tion “worked” is immaterial, since death by suffocation would that person is alive in order for the pseudo-resurrection to be almost certainly occur imminently thereafter. effected: “The clone will become the person as he or she exist- What’s wrong with the idea of teleporting a weapon into ed at the time at which the flesh was taken,” which means that a someone’s body? Well, first of all, here’s what’s right with it: The flesh sample from an already-dead person will yield only a description of the Teleport spell indicates that the variables clone that is just as dead. over which the spell caster has control are the destination and In order to properly monitor the chance for success of such a (indirectly) the probability of arriving precisely upon the sur- cloning attempt, the DM may make certain stipulations (which face of the solid substance that defines that destination. No players may or may not be aware of). Assuming that some trace mention is made of any ability to change or control in what of “life” must remain in the flesh sample in order for the spell to position or facing the teleported things will reappear. Since work, a means of storing and preserving the sample(s) must be teleportation of any sort occurs instantaneously (upon the cast- devised and maintained. Flesh that is allowed to decay and/or ing of the spell or the employment of an appropriate magic dry out could spoil the spell casting. item), the character(s) and objects being teleported will reap- It might be difficult, if not virtually impossible, for two clones pear in the same relative positions they occupied just before of the same person to be created non-simultaneously: Since it making the trip. Since the Teleport spell has no somatic com- takes 2-8 months for a clone to grow after the spell is cast, and ponent, it would be possible for a magic-user to cast the spell at least some measurable amount of time thereafter for the first while holding an unsheathed dagger. Likewise, a character clone to die, the flesh sample used for a second clone must employing a with teleportation power could as- have been preserved for at least 2 months longer than the first sume an “attack position” with the weapon and would reappear sample. There are only a few methods or devices which might in the same pose. make preservation possible for such an extended time. However, there is no guarantee that the teleporting person(s) If a character dies and, subsequently, two clones of that will end up facing in a desired direction —only the location can character come into existence at the same time, the two clones be specified. By this interpretation, a person trying to teleport would logically “each desire to do away with the other,” with the to a spot directly behind an intended victim might reappear results as described in the Clone spell description. One way or facing the victim’s back, or back-to-back with the target, or in the other, no two clones of the same character can coexist for any other configuration between those extremes. If someone longer than one week, because the clone created most recently insists on trying, the DM can determine the facing and position- would look upon the first-created clone as if he or she were the ing of the teleported mass randomly, and moderate the conse- original person. quences accordingly. And even if the “teleport attack” comes off as desired by the *** teleporter, it’s still an open question whether or not a non-living solid can “survive” being teleported inside another (living) sol- Why may a person survive teleporting into liquid or gas but id. A DM who prefers to discourage this activity could rule that if not into a solid? Can a person teleport beside an opponent so any part of the non-living mass being teleported reappears that his weapon would be lodged into the opponent’s head, inside another solid mass, the teleportation is ruined and the thereby causing instant death? person holding such an object suffers “instant death” just as if A liquid or gas can be displaced when a solid is introduced that person had teleported low into a solid. For the teleportation into it, the same way that you can sit in an empty bathtub or in to succeed, all of the matter being teleported must arrive in a one that contains water. It doesn’t work the same way with two space not already occupied by other solid matter, or else none solids; they don’t “mix,” just like you can’t take a bath inside a of the teleported matter — living or non-living — will be able to block of ice. The technical description or interpretation of what survive the trip.

24 JUNE 1982 In the description of Affect Normal Fires, it says that fires can depends in part on which particular kind of Continual Light was be increased in size and light to become as bright as a Light used to manufacture the ; the dispelling would be more spell. However, a Light spell casts only as much light as a torch. likely to succeed against the magic-user version of Continual Which is correct? Light, since that is a second level spell and the cleric and First of all, the question doesn’t describe Affect Normal Fires illusionist versions of the same spell are third level . the same way the Players Handbook does. The spell causes fires to “reduce in size and light” or to “increase in light.” A fire *** * can not “be increased in size and light,” according to the spell description. This literally means that, while you could reduce a Can a person talk under the influence of a Hold Person spell? bonfire 3 feet in diameter to a smaller flame (with a correspond- No, because talking or making vocal sounds of any sort ing reduction in light output), you could not make a small flame requires movement, even if only the vibration of a set of vocal into a fire of greater size by the “increase” application of the cords. Any character or creature under the influence of a Hold spell. The small flame would become as bright (i.e., throw off as Person or Hold Animal or Hold spell literally can’t much light) as a larger fire, up to the brightness of a Light spell, move a muscle, and it takes muscles to form sounds and to but would not take up any more physical space than it did expel the breath that carries the sound forth from its source. before. This would seem to hold true even for creatures that don’t It is true that a Light spell casts as much light as a torch. But produce sounds the same way human vocal cords do. Sounds there are lots of types of “normal fires” (able to be affected by are vibrations, and vibrations are created only when something the spell in question) that aren’t as bright as a torch to begin is set in motion. If a creature can make no motion or movement, with. According to page 102 of the Players Handbook, a lantern it can make no sound. is by definition not as bright as a torch (30-foot radius of illumi- Interestingly enough, the only occasion when sound is men- nation compared to 40 for the latter), and naturally that would tioned in the description of a Hold spell is for the Hold Plant be true of any other type of flame of comparable size. Any spell. That spell “prevents vegetable matter from making any source of flame or fire brighter than a torch (such as the afore- sound or movement which is not caused by wind,” according to mentioned bonfire) would, presumably, actually be diminished the Players Handbook. It stands to reason that this would apply in size and illumination by the use of the “increase” application to other Hold spells and other types of living matter as well. of the spell. * * * **** A second-level thief is drained one life level. In the next few I want to make a continual light wand (by casting the third days, he accumulates enough gold pieces and experience level cleric spell on a metal rod). In the DMG, under spell points to not only get back to second level, but to pay for a explanations, it says, “Darkness spells are the bane of this Restoration spell as well, Could the thief attain third level by device....” Does the darkness spell have to be cast on the rod application of his XP’s and then a Restoration (or vice versa)? itself in order to negate the light? If so, what would happen-if A character who wants to be restored has a fairly long time to someone holding the continual light wand (light exposed) find a cleric to cast the spell. And in the meantime, the character walked into an area under a darkness spell? Would the light be might very well acquire additional treasure and experience. cancelled, the darkness be cancelled, or both be negated? Whether or not the character actually “gets credit” for the Would the wand be negated if a darkness spell is cast in a experience points, though, should depend on what the charac- general area containing the wand, but while it is enclosed so ter’s (assuming a player character in this case) intentions were that the light isn’t visible? in the first place. Either a Continual Darkness or Dispel Magic spell can negate A second-level thief drained of one energy level becomes a a Continual Light spell, whether the light had been placed over first-level thief with 625 experience points. As soon as that an area or upon an object. Continual Darkness does not have to character accumulates enough experience points to qualify for be cast on the rod itself in order to ruin the light wand; the second level, “no further experience points can be gained until darkness negates not only the light of the spell, but also the the character actually gains the new level,” according to the magic which caused the rod to give off the light in the first DMG. The training period which the character must undergo to place. As long as the light wand is in, or is brought into, the area qualify for the new level in all respects will take at least 1-4 of effect of the darkness spell, both spells would cancel each weeks. other out. The same would be true if the wand were in a light- Even if the Restoration could still be attempted at this junc- proof container inside the area of effect: That container is not ture, it wouldn’t work, because the thief has already “restored” magic-proof, and it is the magic itself, not just the visible effects himself. Restoration, as the name of the spell strongly implies, of that magic, which is negated. only brings back an energy level when that energy level was It’s important to understand the difference between a light previously lost; the spell can’t “restore” a character to a level of wand of this type and an item which is actually enchanted to experience the character had never before attained. give off light, such as a Wand of Illumination or a Gem of Here’s where the character’s intentions come into considera- Brightness. When actual magic items are employed to produce tion. If the thief voices a desire to seek a Restoration after magical light, a darkness spell would at best only neutralize the suffering the energy-level drain, and if the thief actively pursues charge(s) currently in use; the item is not rendered unusable as that goal during the next 16 (or perhaps more) days of his life, a long as other charges remain. For example, Continual Dark- kindly DM might defer the recording of experience points for ness will negate the effect of a Gem of Brightness for only one that character, in effect “holding” the thief at first level so the day — or not at all, if the owner of the item expends charges to Restoration (if it comes to pass) will have its intended effect. offset the darkness. A continual light wand, on the other hand, Experience gained in the meantime could then be applied to the is no more than a stick with a spell cast on it. When that spell is character’s total after he has been restored to second level. dispelled, the stick’s light goes out for good (or until another But the same benefit should not accrue to a character who Continual Light is cast upon it). wasn’t Restoration-minded all along. If the thief only starts to Dispel Magic is effective against a continual light wand, again think about being restored after he happens to run across because it neutralizes the magic of the spell which was applied enough cash to pay for the spell casting, the experience he has to the rod. Dispel Magic cannot, as the spell description indi- gained in the meantime should not be deferred for later applica- cates, weaken or negate the power of a “specially enchanted” tion — the points are applied right after they are earned, and if item such as the Gem of Brightness. The success of Dispel the thief’s current XP total exceeds the 1,250 upper limit for first Magic against a continual light wand or other similar object level, he can’t be restored no matter how much he pays.

D RAGON 25 HALF-ORCS

Half-orcs, as everyone knows, are what orcs developed in regions generally hos- this situation. “How could we feed so you get when you cross orcs and humans. tile to life; survival was difficult, and only many hungry little mouths?” retorted They are not uncommon in the world of if a group worked closely together could one orc prisoner to a curious paladin. “If the AD&D™ game, and they do not enjoy it hope to collect enough food to get you have lots of brats and some of them good reputations among most popula- even a part of its numbers through the die, so what? They were the weakest . . . tions. One well-known authority describes year. While the group would have to the strongest ones will live and work for most half-orcs as “rude, crude, work together to collect food, distributing you, make you proud of their strength. crass, and generally obnoxious.” it was another matter. The strongest orcs Who wants weak sons? Your enemies Why do half-orcs seem to turn out this got the most food, and the weakest ones will kill you in your sleep if they see you way? What makes them tick? got none at all. (They were probably go- are protected by weaklings.” To better understand half-orcs, one ing to die anyway, right?) As can be inferred from the above needs to understand the non-human as- The very toughest orcs managed to comments, orcs prefer male children. pect of their nature. Orcs are probably receive more than just the bare minimum Though females are born only slightly the most common sort of humanoid of nourishment, enough to make life less often than males, much fewer of the creatures. They vary widely in physical more comfortable for them and give females survive to adulthood. Other appearance, but generally seem to retain them a certain degree of personal secu- demi-human races with sexual imbal- a vaguely human look, tinged with a hint rity. This also gave them the chance to ances have that property because of of something . . . else. explore more intellectual occupations natural reasons; orcs (and certain other In nearly all orcish societies, the social than food-gathering, like figuring out as well), however, are more philosophy is the same. Orcs are the ul- how to get more food and living space. likely to practice selective infanticide, or timate social Darwinists; only the strong The easiest opportunity to be realized otherwise forcibly adjust the ratio of and the clever survive, and the strongest was to take food and/or living space males to females. The emphasis in orcish and cleverest orcs are the ones who away from other folks, and these other society is on fighting ability to gain sta- manage to reach the upper social levels folks were usually other orcs. Intertribal tus and well-being; since they have less of their cultures: Orcs have no respect competition became fierce, and over the muscle than males, females generally for those weaker than themselves, and centuries many of these conflicts have lose out. Orcs believe that the only value are quick to step-and-fetch for those “evolved” into what seem to be eternal female orcs have is in bearing children stronger than they. They distrust all states of war between various tribes. (as many as possible) and keeping the overtures of friendship and love, seeing Orcs are nocturnal by nature. They clean. these as a cover for other, baser inten- prefer to catch prey when it is asleep and Orcish religion is interesting, too, be- tions; if they discover feelings of friend- less able to escape. Orcs have done this cause of the great extent to which the ship to be quite genuine, they immediately for so long they’ve developed infravision, orcs’ way of life mirrors the tenets of the attempt to manipulate events to take the the ability to see living objects in darkness religion they follow. By and large, orcs best advantage of them and gain the by their body heat. The development of do not well appreciate the consequences upper hand. infravision was assisted by the orcish of their actions beyond the immediate Orcs are like this because of the influ- habit of living in caves for protection. present (a byproduct of their low wisdom). ence of their deities (discussed in the Orcs tend to live in wilderness areas What they do, they do for the here and companion article to this one) and be- where the sky is heavily overcast and now, occasionally with some (but not cause of their own past. Sages have un- direct sunlight is non-existent or rare at much) consideration for the future. This covered much evidence showing that best. In magical universes such regions is probably due to the necessities of their are frequently found, their twilight harsh life; one does not have time to perpetually maintained by the forces of think of the future when one must worry magic cast by mortal or godling. In these about just getting through today. For places orcs will be much more active orcs. however, this reasoning applies They’re rude than is customary in the daytime, even to even when times are comparatively good the point of conducting raids and hunting, and food is plentiful. They continue to and crude, but it is at night when orcs really become worry primarily about now, not later. dangerous. This attitude is reinforced in their re- Though such lives of hard work and ligious ceremonies; no mention is made and so’s their danger have made most orcs rather of the future beyond the statement, oft strong and tough constitutionally, the repeated, that orcs shall rule the world point of view race has a short lifespan. A 40-year-old someday. It is interesting to note that orc has reached the virtual end of its Gruumsh, the major orcish deity, is one- natural life; the average orc lives for 12 to eyed; this means he has a narrow field of 26 years. As might be expected, orcs vision and no depth perception at all. have a very high rate of reproduction, The many tales about Gruumsh reveal but their infant mortality rate is quite that, indeed, he too appears prone to act high, too. Barely one orcish child in first and think about it later. When he three will see adulthood, and fewer still meets another godling who appears to will see old age. fail to notice him, or to give him proper None of this is any surprise to non- respect, he doesn’t ask why; he attacks. by orcs who have made even the briefest When Gruumsh’s moronic (and two- study of the race. But what shocks the eyed) son Bahgtru stubs his toe on a Roger casual observer is the degree of accept- huge rock, Gruumsh curses the rock and Moore ance, even preference, orcs express for tries to wrestle it. After breaking it into

26 JUNE 1982 styles, but even then will have some less savory aspects to their nature as well. The average human has a dislike for orcs and anything with orcish ancestry; half- orcs will find themselves the objects of prejudice in most human communities. Many half-orcs react to the local expectations of them in predictable ways (incidentally reinforcing those expec- tations). In other words, treat a half-orc as if it were dangerous and bad, and it will probably become dangerous and bad if it wasn’t already. Yet there have been examples of neutral-aligned half- orcs and even a few of good nature; most of these retain an unnatural (to many humans) affinity for lawfulness and obedience, but are otherwise acceptable company. Half-orcs raised in a human community are very unlikely to be able to speak orcish unless they have had formal study in it. Half-orcs have a variety of careers open to them, in whatever society they inhabit. Obviously, and most commonly, they make good fighters; orcish tradition strongly emphasizes personal combat and physical strength. Half-orcs are fairly good at thieving and banditry, but suffer from relatively small pieces with Bahgtru’s help, he pro- respectable position of power and influ- poor physical coordination and have claims a victory over the forces of nature. ence in his tribe. Aware that he is not a some difficulty in applying themselves Never mind that he and Bahgtru had full orc, the half-orc will probably constantly to improving their skills. Half- their feet cut by rock fragments, or that much superior to orcs and assume added orc thieves generally steal for the same they are so tired from breaking the rock arrogance and pride—thus successfully reasons as anyone else does, but tend to that they have trouble later fighting mixing the worst of human qualities with feel that they are especially justified in . The point had to be made, then the “best” of the orcish. These sorts of what they do by one of their laws of sur- and there. While Gruumsh will usually leaders are exceptionally dangerous, vival: he who cannot hold onto what he act with some forethought and planning, possessing enough foresight and intel- has, does not deserve it. They regard his rage is easily ignited, and it inevitably ligence to lead their tribes on much more their actions as necessary for their own clouds his judgment. With only one eye, widespread raiding, banditry, and war- existence, stealing because they have to, he has but one view of the world: his making than is usual for orc bands. not just because they want to. own. Orcish shamans and half-orc clerics Life is not all rosy for this type of lead- The assassin’s skills, by contrast, come imitate Gruumsh by plucking out one of er, of course; rivalries, jealousies, and most readily to the half-orc. By virtue of their eyes, hoping to gain Gruumsh’s intrigues will probably continue their casual regard for the lives of others, perspective. within the tribe against him unless he even of their own kind, the art of killing With a background like this, it is hardly becomes powerful enough to command has a certain appeal to those with orcish surprising that half-orcs are as they are. immediate obedience at the risk of swift blood. Half-orc assassins often come to Produced under questionable circum- destruction. A few cases are known of believe their actions are for the benefit of stances at best, half-orcs will usually re- half-orc females rising to positions of the world in general; they are culling out tain some properties of both species, power within a tribe; usually this female the unfit in the most direct way possible, human and orc, wherever they are raised. is either a warrior disguised as a male which brings out another of the orcish Those brought up in orcish society (the (who must flee or die if her deception is laws of survival: if something can be easi- male ones, at least) will be immersed in discovered), or a cleric for one of the few ly killed, it did not deserve to live. Who the previously described orcish social orcish religions that permit female sha- can resist the urge to be the one who philosophy. Though orcs have some mans or clerics. In no known cases have wields the scythe, who decides the fates degree of dislike for “half-humans” female half-orcs become as widely feared of others, who has the power of almighty among them, they are also aware that or powerful (personally or politically) as death in his hands? With their prefer- such beings generally possess more adapt- male half-orcs, though this is not through ence for a retinue of underlings, half-orc ability and cunning than a full orc, and any fault of their own. Orcish sexual assassins can create powerful guilds to have the potential to be stronger than the prejudice is deep and strong. support them, and may end up spread- average orc. Half-orcs raised in human society, ing their influence into many a court or Unless rivalry between the half-orc usually without the orcish parent present, government. and his peers ends his life at an early age, have a greater likelihood of adopting a Half-orcs who become clerics will the half-orc will usually achieve a quite variety of non-orcish attitudes and life- usually combine their clerical practices

D RAGON 27 with another career, most commonly as ployed only as slaves. , who are and elves do not frequently compete for a fighter or assassin. This is because only marginally weaker than orcs and the same living space or for the same half-orcs cannot advance very far in can hold their own against them at least foods. But a slightly deeper examination experience as clerics, and they will even- some of the time, are afforded more tol- shows that in terms of personality, pro- tually require another set of skills to keep erance than other small humanoids. bably no two races could be further them on even terms with increasingly But it is not other humanoids that orcs apart. For example: tougher adversaries. Half-orc cleric/ hate worst of all — it is other orcish Elves are able to see many sides of a assassin types are invariably death-wor- tribes. The roots of hatred run deep be- problem; orcs see but one. shipers, and strive to put themselves in tween conflicting tribes; the original Elves carefully examine the long-range better favor with their awful gods by per- cause of friction, if there was one, has consequences of an action, usually sonally bringing death to as many be- long since been lost to antiquity. Inter- before undertaking it, while orcs could ings as possible, within their religion and tribal conflicts are maintained by religious care less for anything but the present. outside it. bigotries; each tribe worships a particular Elves are very long-lived, while orcs Orcs and half-orcs generally dislike orcish patron god with interests that have one of the shortest lifespans among and avoid beings larger than themselves, (naturally!) conflict with those of other the humanoid races. unless (as in the case of ) the orcs deities. Even so, all tribes usually pay That list could be longer, contrasting feel they can manipulate them sufficiently, some homage to Gruumsh, the king of many other aspects of the races’ life- with promises of shared treasure and the orcish gods. styles, but a point has been developed. food, to make them useful to the orcish Another question concerning orcish Orcs and elves are opposites in nearly community as guards and/or heavy in- and half-orcish personality should be every way, and orcs resent the advantages fantry. Orcs and half-orcs dislike smaller addressed: Why do orcs hate elves so elves have, especially their long lifespan. humanoids because they are inevitably much? Superficial examination of the While elves do not particularly like orcs, weaker, and these races are usually em- question reveals little overt cause; orcs they think of them as a short-term problem

This is the tale the shamans tell, in the them the fields and meadows. Then the orcs will rule alone. This is why orcs camps of the orcs when the night is deep assembled gods turned to the orcish make war, ceaseless and endless: war on the world and dawn is far away: gods and laughed loud and long. “All the for the wrath of Gruumsh. In the beginning all the gods met and lots are taken!” they said tauntingly. The shamans tell other tales, too, that drew lots for the parts of the world in “Where will your people dwell, One- shed light on why things are as they are which their representative races would Eye? There is no place left!” in the world. Shamans tell of the battle dwell. The human gods drew the lot that There was silence upon the world between (the chief allowed humans to dwell where they then, as Gruumsh One-Eye lifted his elven god, whom the shamans call The pleased, in any environment. The elven great iron spear and stretched it forth Big ) and Gruumsh, in which gods drew the green forests, the dwarven over the world. The shaft blotted out the Corellon tried to shoot out Gruumsh’s gods drew the high mountains, the sun over a great part of the lands as he eye (sacrilege!) with his bow, but failed gnomish gods the rocky, sunlit hills, and spoke: “No. You lie. You have rigged the of course. It is not considered important the gods picked the lot that gave drawing of the lots, hoping to cheat me that Gruumsh started the fight by trying and my followers. But One-Eye never to paralyze the elven god with his spear; sleeps; One-Eye sees all. There is a place the shamans say Corellon deserved it for for orcs to dwell . . . here!” With that, not being properly deferential. Because Gruumsh struck the forests with his of this battle, orcs of all sects and cults spear, and a part of them withered with hate elves over all other non-orc races. The word rot. “And here!” he bellowed, and his The shamans’ tales of the battles spear pierced the mountains, opening between the dwarven gods and the orcish from above: mighty rifts and chasms. “And here!” and gods for ownership of the mountains the spearhead split the hills and made would weary the most ardent listener. them shake and covered them in dust. The orcs are drawn to the mountains by Make war, “And here!” and the black spear gouged their brutal majesty and stark barrenness, the meadows, and made them barren. while dwarves love mountains for their not love “There!” roared He- Who-Watches isolation and beauty, and for the ores triumphantly, and his voice carried to the that lie beneath them. ends of the world. “There is where the Many have also heard of the eternal orcs shall dwell! There they shall survive, battles on the plains of between the and multiply, and grow stronger, and a goblins and orcs, each side led by their day shall come when they cover the respective gods. No matter how much world, and shall slay all of your collected noise the orcs of this world make about peoples! Orcs shall inherit the world you joining their forces with the other human- by sought to cheat me of!” oids, all orcs are aware that there will be Roger In this way, say the shamans, did the room for one race in the end . . . and it will orcs come into the world, and thus did not be the goblins, the ogres, or any of Moore Gruumsh predict the coming time when the rest.

28 JUNE 1982 not worthy of prolonged consideration. —a hint that it would only take the loss of thinking about the results of their deeds, Orcs, on the other hand, are consumed his eye to break Gruumsh’s power as a and appear somewhat stupid to other with hatred for elves, and will slay them god, and that some being might be cap- more foresighted individuals because of out of hand whenever the opportunity able of bringing this about if he were not this. They dislike the weak, follow the presents itself. more careful. Though Gruumsh rails and strong, and quarrel with their equals. Orcish mythology has several tales of curses the elven gods through many lat- Again, this is not true of all half-orcs. But battles between elven and orcish deities. er stories, he never again tries to directly at least a vestige of these characteristics The most famous one occurs between assault them, and spends his fury on is present in nearly every one, regardless Gruumsh and Corellon Larethian, the mortal elves instead. Obviously, he took of their individual makeup. chief elven deity. The story goes like this, the hint. according to the orcs: Information for this article was taken Gruumsh ambushes Corellon in hopes In summary, half-orcs are often bound from the AD&D rule books, the Players of slaying him and drinking his blood, so to take on some of the less desirable Handbook, the , and the as to inherit his special powers; Gruumsh characteristics of their orcish parents, Dungeon Masters Guide, as well as the fails, of course, through his own short- especially if they are raised in an orc DEITIES & DEMIGODS™ Cyclopedia. sightedness, and Corellon shoots an ar- tribe. Some additional comments and insights row at Gruumsh’s eye. Half-orcs are generally tough, respect- were found in Master of Middle-Earth, by Though the arrow failed to blind ful of power, and seek to have power Paul H. Kocher. Though this latter book Gruumsh, apparently it was not intended themselves. They tend to measure one concerns the world of J. R. R. Tolkien, to. Elven stories of the same event (much another by the number and quality of much of the information therein is quite briefer than the tedious orcish versions) their followers, and they work within a usable in an AD&D setting, and the work say that Corellon meant the arrow as a group setting rather than on their own. is highly recommended to the serious warning to Gruumsh of his vulnerability Like orcs, half-orcs often act before student of role-playing.

encouraged to some extent by the orcish gods, who believe that this is the best way of eliminating the unfit and weak, and promoting the survival and growth of the strong. No attention is paid to the thought that it might also waste the best fighters’ talents, which might have been better directed against non-orc foes. A minor cult has been noted, repre- senting the only known orcish religion that doesn’t emphasize violence or warfare. Probably less than a hundred orcs belong to this sect, and most sages doubt that the being they worship is even a true god. It appears to have been started when a orc discovered an ancient picture of a female orc, reputedly the most beautiful of her race ever known. This orc and his followers worship the picture and bring it sacrifices of flowers, jewels, and candies. Only time will tell whether they worship a true goddess or just a picture; whether they shall fade away with time, or whether the orcs will someday all follow the ways of the The division of orcs into separate interests as strength, swordsmanship, mysterious goddess known as “Mispigie.” tribes (Evil Eye, Death Moon, Broken military power, the night, death, fertility, Following are descriptions of five of Bone, etc.) is usually made along cult hunting, and so forth. Each of them is the most powerful orcish gods besides lines. The tribal symbol is the holy symbol part of a rigid chain of command with Gruumsh, who is represented in the of the orcish god the tribe holds as its Gruumsh at the top. The relative positions DEITIES & DEMIGODS™ Cyclopedia. patron. Each patron god seeks to make of the gods in the hierarchy varies de- Any use of the word “cleric” in these his followers more powerful than those pending on the doing the telling, descriptions, when referring to those of the others, since their own power as they all seek to emphasize the power who use clerical spells granted by these derives from the relative power and might and glory of their own deity, sometimes gods, also includes shamans and witch of their worshipers. almost to the exclusion of mention of doctors, as described in the AD&D™ There are a large number of orcish Gruumsh himself. Dungeon Masters Guide, unless other- gods, representing such spheres of Warfare between tribes is actually wise stated.

D RAGON 29 pletely normal except for being chalk- Yurtrus white in color. Yurtrus has no mouth and doesn’t communicate; the orcs have a Lesser god way of saying “when White-Hands speaks” when they mean “never.” ARMOR CLASS: 0 Yurtrus is surrounded by a huge MOVE: 6” envelope of stinking gases out to 120’; HIT POINTS: 303 any mortal beings within this radius are NO. OF ATTACKS: 2 affected as follows: Those up to and DAMAGE/ATTACK: See below including 4 HD/levels as if struck by Dust SPECIAL ATTACKS: Disease of Sneezing and Choking, those up to 8 SPECIAL DEFENSES: See below HD/levels as if struck by a Symbol of MAGIC RESISTANCE: 75% Pain, and those of higher levels suffer a SIZE: L (12’ tall) -2 “to hit” with no saving throw. All ALIGNMENT: Neutral evil effects last while anyone stays within the (lawful tendencies) cloud of gas. WORSHIPER’S ALIGN: Assassins Yurtrus, in addition to his clerical spells, and those who worship or profit uses all death-magic spells of 18th level from death (orcs and half-orcs) magic-users. He may try to touch his SYMBOL: White hand on victims instead of using his spells; any dark background being he strikes loses 3-12 hit points and PLANE: Hades will catch 1-4 random diseases as well CLERIC/DRUID: 15th level cleric (use the listings in the Dungeon Masters (destructive spells only) Guide). The loss of hit points will be FIGHTER: As 13 HD monster permanent unless recovered by a Wish MAGIC-USER/ILLUSIONIST: See spell, on a one-wish-per-hit-point basis. below/Nil The clerics of Yurtrus wear pale white THIEF/ASSASSIN: 15th level assassin gloves made from the skins of non- MONK/BARD: Nil orcish humanoids, humans, or demi- PSIONIC ABILITY: VI humans, during their ceremonies. They S: 18 (+1, +2) I: 18 W: 11 D: 10 wear thin armor (equivalent to cloth) C: 17 CH: -4 woven of the same materials. In combat they use maces with the weapon’s head Yurtrus the White Handed is the terri- made in the shape of a white fist. When fying orcish god of death and disease. plague or disease strike the orcs, the He appears as a huge, vaguely orcish clerics of Yurtrus appeal to him for an giant covered with peeling, rotting green end to the illness with great sacrifices of flesh; his hands, however, appear com- prisoners and slaves.

Shargaas Shargaas the Night Lord lives in a tremendous cavern system below the fiery plain of one of the levels of Gehenna. Lesser god It is said that his caves extend infinitely, and are darker than the blackest night. ARMOR CLASS: 2 There no creature has sight but Shargaas MOVE: 18” himself and his orcish spirit servants. HIT POINTS: 265 Shargaas, though blinded completely by NO. OF ATTACKS: 3/2 light from the sun, can see perfectly well DAMAGE/ATTACK: 3-30 (+8) in darkness out to a range of a mile or SPECIAL ATTACKS: Ambush more. He can also climb any surface, SPECIAL DEFENSES: +2 or better even perfectly smooth ones, without weapon to hit; hiding; blindness slipping. In the days when he is said to MAGIC RESISTANCE: 65% have walked upon the earth, Shargaas SIZE: L (8’ tall) could also hide himself and his followers ALIGNMENT: Neutral evil so well that no mortal could detect his WORSHIPER’S ALIGN: Thieves, ambushes or lairs. assassins, and those who do evil As might be expected, orcish bandits by darkness (orcs and half-orcs) and half-orc thieves hold Shargaas as SYMBOL: Red crescent moon with their patron, as do other regular orc red skull between the horns tribes. Clerics of Shargaas are multi- PLANE: Gehenna classed (cleric/thieves or cleric/ CLERIC/DRUID: Nil assassins) if they are half-orcs; it is FIGHTER: As 10 HD monster rumored that even orcish shamans and MAGIC-USER/ILLUSIONIST: 7th level witch doctors have some small degree of illusionist thieving or assassination skill (probably THIEF/ASSASSIN: 16th level thief/ some 5-30% success at one or two abilities 15th level assassin like hiding in shadows, picking pockets, MONK/BARD: 10th level monk or assassination from surprise). The PSIONIC ABILITY: IV major religious holidays in the worship S: 20 (+3, +8) I: 19 W: 15 D: 24 of Shargaas are the times of the new C: 19 CH: 7 (24 to orcs) moon, when the sky is dark and cloudy.

30 JUNE 1982 accidentally (?) cause harm to those Bahgtru who command his services, especially if they fail to give him some respect. Lesser god It is said that Bahgtru once fought a tremendous reptilian monster from an- ARMOR CLASS: 1 other world, and slew it barehanded by MOVE: 9” breaking all of its legs. His symbol is HIT POINTS: 340 derived from this epic battle. Since this, NO. OF ATTACKS: 2 Bahgtru has never been known to use DAMAGE/ATTACK: 10-60 (+15) weapons or armor of any usual kind. He SPECIAL ATTACKS: Grapple wears little other than a great pair of SPECIAL DEFENSES: +2 or better cesti, or gauntlets, studded with steel weapon to hit; see below rivets, with which to beat his victims flat. MAGIC RESISTANCE: 35% Bahgtru is a huge, incredibly muscular SIZE: L (16’ tall) orc with dirty tan skin and dull green ALIGNMENT: Lawful evil eyes; his tusks, protruding from either WORSHIPER’S ALIGN: Lawful evil side of his mouth, are glistening white warriors (orcs and half-orcs) from gnawing on bones. If Baghtru SYMBOL: Broken thigh bone attacks and rolls a number 4 or more PLANE: Nine over what he needs to hit with both CLERIC/DRUID: Nil hands, he has grappled his opponent FIGHTER: As 16+ HD monster and will crush for 10-120 points of damage MAGIC-USER/ILLUSIONIST: Nil per round thereafter, without rolling again THIEF/ASSASSIN: 6th level assassin to hit. His skin is so thick and tough that MONK/BARD: Nil blunt weapons do only one point of PSIONIC ABILITY: Nil damage to him before they bounce off. S: 25 (+7, +14) I: 6 W: 6 D: 18 Clerics of Bahgtru must have a mini- C: 25 CH: 5 (22 to orcs) mum strength of 16, and must keep themselves physically fit. They cannot Bahgtru is the son of Gruumsh and wear armor, but may use weapons as Luthic the Cave Mother. Though scorned they choose. Those clerics who lose and derided for his stupidity and lack of their required strength lose their other self-will, no one says ill of his awesome powers as well, and will have their spirits might. Other orcish gods call upon him crushed in Bahgtru’s fists in the afterlife. for assistance; he is obedient, though his Stronger clerics of this cult may help incredible strength always exceeds the weaker clerics along to the next plane, expectations of others, and he may usually without the latter’s permission.

to Gruumsh, of course). llneval is the Ilneval symbol of the leader type, the one who plunges into battle with nothing but Lesser god victory and destruction on his mind. It is hinted that llneval covets Gruumsh’s ARMOR CLASS: -1 position as the chief god of the orcs; he MOVE: 12” has been said to have deposed one or HIT POINTS: 331 two other orcish gods, relegating them NO. OF ATTACKS: 2 to lesser status, in his climb to power. DAMAGE/ATTACK: 6-36 (+11) llneval is more of a “captain’s god” SPECIAL ATTACKS: See below than a god of the common orcish soldier; SPECIAL DEFENSES: Immune to Gruumsh is preferred by chieftains and missile weapons; +1 or better orcish kings, and Bahgtru by common weapon to hit warriors. Though Gruumsh does not MAGIC RESISTANCE: 55% trust Ilneval, He-Who-Never-Sleeps has SIZE: L (9’ tall) Bahgtru on his side, and this relieves ALIGNMENT: Lawful evil some of his concerns. WORSHIPER’S ALIGN: Lawful evil llneval wears a suit of red iron chain- warriors (orcs and half-orcs) mail, and wields a sword that slays all SYMBOL: Bloodied broadsword non-orcs it strikes (save vs. death at -6). PLANE: Nine Hells He cannot be touched by missile weapons CLERIC/DRUID: 8th level cleric because of his armor’s magical powers, FIGHTER: As 15 HD monster and is immune to non-magical weapons MAGIC-USER/ILLUSIONIST: Nil as well. He appears to be a very war-wise THIEF/ASSASSIN: 14th level assassin and confident being; his face and arms MONK/BARD: Nil are heavily scarred from the many battles PSIONIC ABILITY: Nil he’s fought, but the scars only increase S:23 (+5,+11) I:17 W:14 D:20 his appeal to his orcish followers. C: 23 CH: 8 (25 to orcs) The clerics of Ilneval, if half-orcs, use broadswords as weapons and are multi- When Gruumsh does not have time to classed cleric/fighters. Clerics of all sorts command his armies in Hell, he turns the (orcs and half-orcs) wear red metallic job over to his chief lieutenant, Ilneval, armor, and are expected to be good master of command and strategy (next military leaders as well as good clerics.

D RAGON 31 Luthic

Lesser goddess

ARMOR CLASS: 3 MOVE: 15” (12”) HIT POINTS: 287 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 5-20 (+7) SPECIAL ATTACKS: See below SPECIAL DEFENSES: Regeneration MAGIC RESISTANCE: 80% SIZE: L (8½’ tall) ALIGNMENT: Lawful evil (neutral tendencies) WORSHIPER’S ALIGN: Females (orcs and half-orcs), and those who need healing or sanctuary SYMBOL: Cave entrance rune PLANE: Nine Hells CLERIC/DRUID: 15th level cleric FIGHTER: As 12 HD monster MAGIC-USER/ILLUSIONIST: 12th level in each THIEF/ASSASSIN: 6th level in each MONK/BARD: Nil PSIONIC ABILITY: Nil S:19 (+3,+7) I: 18 W: 19 D: 14 is worshipped by males as well for her the victim is still alive can unwork this C: 20 CH: 12 (25 to orcs) ferocity and her healing powers. curse. Luthic appears as a huge female orc Orcs who follow her worship sometimes Luthic governs several spheres. She is who wears no armor, but has unbreak- rub dirt on themselves to ensure they will the goddess of female orcs, orcish fertility able black claws four feet long. Her hair have many children, and clerics use (more so for females; Gruumsh is the and eyes are dull black and her skin is earth in casting curative spells male fertility god), caves and caverns dark brown with a medium brown on the (though this is purely a symbolic gesture (which she digs herself), servitude (as nose and . When in contact with the and not a true material component of the she serves Gruumsh), and primitive ground, she regenerates 3 hit points per spell). Luthic’s worship is one of the few medicine, and she helps restore orcish round. that allow male and female orcs to become morale. In addition to her normal attacks, Luthic clerics; nearly all of the other deities Luthic is the deity closest to Bahgtru, may use magical spells to undo her permit male clerics only. Orcs in her her son, and he will follow her commands opponents. And if she hears anyone tribe (Vile Rune) generally dwell under- over all others’, even those of Gruumsh. abuse her name, orc or non-orc alike, ground, and seem to commit fewer raids Other orcish gods and goddesses fear she may (25% chance) choose to render against other creatures, though they are her great claws, which are so strong they that being susceptible to any disease, so especially fierce if their lair is threatened. can tunnel through solid rock. Orcish that the next time the victim catches Orcs guarding clerics of Luthic gain a +2 clerics call her the Cave Mother and even the most minor of ailments, it will bonus “to hit” from their ferocity and conduct her services underground. prove fatal within 2-7 days. Only the madness, but this also causes a -2 penalty Though she represents female orcs, she power of three Wish spells applied while to their armor classes at the same time.

CLERICAL QUICK REFERENCE CHART

Sphere of Raiment Holy Sacrifice/Propitiation Place of Deity Control Animal Head Body Color(s) Days Frequency Form Worship

Bahgtru strength ox bare loincloth n/a battle days before battle bones of battlefield enemies Shargaas night, thieves bat leather leather red & new moon monthly stolen items anywhere cap armor black llneval warriors n/a red metal red metal red battle days before and blood and anywhere helmet armor after battle weapons Yurtrus death, skeleton bare skins white full moon monthly living underground plague sacrifices crypts

Luthic caves, heal- cave bear fur cap leather brown & midwin- yearly treasures cave halls ing, females armor black ter’s day Clerics, shamans, and witch doctors occupy very important positions within their tribes, and are counted on to give advice to tribal chieftains on matters of warfare and inter-tribal relations. It is not uncommon for such clerics to inherit the position of chieftain themselves and govern the orcs directly. In either case, they should have a retinue of guards equal to that of a major orcish chieftain or king; see the Monster Manual for details.

32 JUNE 1982 D RAGON 33 34 JUNE 1982 D RAGON 35 ‘ ‘ I underestimated the people in Chinatown,’ ’ said Su Wing. The old

sifu sighed as he turned to his pupil, Ming “What happened to the driver and answered the radio operator. Lau. guard from the other van?” asked the Jarra stepped out of the car they were “Well,” he continued, “one is never too technician. seated in and leaned back in the open old to stop learning, especially when “I don’t know. Maybe they ran for help window. “I’m going to take a look inside. dealing with our own people. Who would or something. We just got back here as Be back quickly.” He crossed the street believe that Chinese would turn against fast as we could.” and vanished into the shadows near the other Chinese?” Almost anything being shipped in a warehouse. “But, master,” asked the initiate, “why Darcy Research van is valuable, at least In a few minutes Jarra reappeared was their resistance unexpected?” to someone, thought the technician. The next to the car. As he slid into the driver’s “It was expected, but not nearly in company’s vehicles had been victimized seat, he said, “The vans are in there, all such proportions. The tongs in China- by thiefs and hijackers before, but never right, but they’re guarded. I counted four town have fought among themselves for before had two vans traveling together men. The rear doors of the vans were years. We came to Chinatown expecting been taken at the same time. And these open, but I couldn’t see any sign of the to be treated with the respect we gained particular vans held something not only Dragonium containers.” in the old country, but instead we were valuable but dangerous: containers of “Which means they were taken away treated like enemy tongs. Now the other Dragonium, a scarce and deadly radio- by the rikshas!” tongs are joining forces to keep the Anfu active isotope. “Maybe,” said the agent. “Since it’s the out of Chinatown.” “Those fools,” said the technician. “I only lead we have, contact headquarters “There must be a way to stop them. wonder if they realize what they’re carry- and have them send somebody over to Anfu must be established in Chinatown,” ing for cargo? If the seal is broken on just that temple, while we watch this place.” said the initiate. “But the people would one of those containers...” he shuddered. never stand for a massacre of the tongs.” * * * * * “I realize this, but the fact remains that * * * * * the tongs must be removed and the peo- The temple looks harmless enough. It ple kept silent about our presence. If “Are you sure the vans are in there?” is located at the edge of the area of the only there was a way to do both....” asked Mark Jarra as he and his contact city known as “Chinatown.” The build- Su Wing lapsed into deep thought. An sat in their vehicle across the street from ing is constructed of wood and stone; idea began to form.... Yes, it might just a “derelict” warehouse. It didn’t seem most of the structure is obscured from work. His students were almost masters possible that the building, which looked view by a ten-foot-high stone wall encir- of kung fu themselves, and they did need like it would fall down at any minute, was cling the grounds. A clump of small, the practice. The execution of the plan the hiding place for the two Darcy Re- leafy trees blocks the temple from casu- would have to be flawless, but he felt search vans that had turned up missing ally prying eyes that look through the sure the students were capable. There the day before. But if his ever-reliable single wrought-iron gate in the wall. would be risks, of course, and just one contact in Chinatown was correct, this During the day, little activity can be unfortunate event would ruin the small was definitely the place. observed going on inside the temple foothold the Anfu had so far gained in As if to confirm the agent’s own grounds. Only an occasional glimpse of Chinatown. The risks he would take, and thoughts, Chou Yan Lee said, “Of course a fleeting shape moving in the front try to compensate for.... I’m sure. Do you think I would have ques- courtyard will reward the most persist- “Master?” tionable information on a matter of such of “snoopers.” The voice of Ming Lau drifted into his great importance?” At night, the area just inside the pe- thoughts, unbidden. “I know otherwise,” said the agent rimeter wall is illuminated in spots, and “Yes?” apologetically. “But I find it hard to be- human shadows can be seen moving in- “Have you chosen a course of action?” lieve that the vans were so easy to locate, side the temple itself when a body passes “I have. And I am presently going to especially when the police didn’t even before a lighted window. A lone guard retire to my quarters. Make sure I am not have a clue.” patrols the perimeter wall, his outline disturbed until morning,” said the sifu as “Well,” said Chou, “no vehicles have clearly discernible in the dim light, but he turned and walked toward the interior left this place, so the vans must still be in no one looking through the wrought- of the temple. there.” iron gate into the courtyard will see any “Yes, it will work,” he said under his “You forget,” said a voice behind them. other signs of movement outside the breath. “When I am through, it will work.” “Three rikshas left the warehouse a cou- temple building. ple of hours ago.” The inhabitants of Chinatown have * * * * * “Which reminds me,” said Jarra, turn- become apprehensive about the nature ing towards the radio operator, “what did and the purpose of the people inside the The technician was instantly upset our tails pick up on those three?” temple, and very little activity takes place when he heard the news. “All three drivers stopped at the same in the vicinity. No resident of the area will “What do you mean, the vans were location after each made several other willingly go near the little temple nor the stolen?” stops first. All three then proceeded to a building around the temple. Thus, wheth- “Just what I said,” answered the guard. storage warehouse and haven’t moved er night or day, there is little danger of “We were driving to the pier, and the next since.” temple inhabitants being observed by thing you know there’s gas all over the “What’s the place they all went to?” innocents who (if they were more cur- inside of the cab! The next thing I knew, I asked Jarra. ious or less fearful) might otherwise woke up in the street with Lucas beside “It doesn’t have a name; just an old have caused problems by informing the me, and the vans were gone.” temple on the fringe of Chinatown,” local authorities.

36 JUNE 1982 2. LOGGIA: An open-sided, roofed one who tries to sell one or more of the porch area connects the various sec- paintings to an art collector will get tions of the temple building. Pillars stand $1,000 to $10,000 for each painting sold, The areas in and around the temple on either side of the hallway at 10-foot but if the total price of all paintings sold are described so that Administrators can intervals. The roof is 12 feet above the at one time is more than $15,000, the art locate needed information quickly. Ba- floor of the hallway. collector will notify police authorities sically, each section of text contains four The crosshatched areas on the map (see the TOP SECRET rules for “Fencing sub-sections, as follows: represent silent-alarm pressure pads Purloined Goods”). These originals are (1) Number of area. Name of area. (40/60) which notify the Security Office owned by Su Wing, and are not stolen General description of furniture and (see #24) of trespassers. If a pressure merchandise. equipment found in the area. Concealed pad is seen before it is stepped on, the DAY = “A” lighting is in use (“B” when objects (concealment rating) and their observer will also notice a set of switches occupied). Roll percentile dice when en- descriptions, requirements for determin- on the edge of each pad, at floor level, tering the room: 01-75, room is unoccu- ing value, to whom they are valuable, that allow the pressure pad to be activat- pied; 76-85, Kwan Cheng and Sui Ying and how valuable they will be. ed and deactivated from any side of the Ho are cleaning the room; 86-99, Su (2) DAY = Lighting being utilized (A = pad. Wing and his students are eating at the natural, B = incandescent, or C = fluo- DAY = “A” lighting from courtyards. dining table; 00, all people mentioned on rescent) from 6 a.m. to 7 p.m. in this area. The loggia is unpatrolled during daylight the above list are present in the room. Names of denizen in the area at these hours, though there is a 5% chance of NIGHT = “A” lighting. This area is times (followed by a percentage chance encountering Kwan Cheng in the area at empty; there are no patrols inside the they are in the area at any specific time, any time of day. Main Hall at night. or the chance of returning after each NIGHT = “A” lighting; overall darkness, NOTES = Only the double doors lead- minute’s absence) and what they will be except for the light which illuminates the ing into the Exercise Room (see #15) are doing (followed by percentage chances courtyards. There is a 10% chance of an locked or alarmed (15/30) to notify the if multiple actions are possible). encounter with either Terrance Davis or Security Office (see #24) of trespassers; (3) NIGHT = Same as in “DAY” except Rodney Dangrey, who patrol individual all others are unlocked. this information is for the times between and opposing routes which cover the en- 7 p.m. and 6 a.m. Pitch darkness is natu- 4. QUARTERS: This room has a sleep- ral lighting at night, but this can be al- ing mat in one corner. At the foot of the tered to “DAY” lighting (if artificial light mat is a locked metal chest (—/15) con- is available) in one round. taining clothing and personal grooming (4) NOTES = Any pertinent data that equipment (comb, vanity mirror, tooth- does not fit into any of the above catego- brush and toothpaste, wash bowl and ries. Also included here is incidental in- pitcher, etc.) and a short-legged table formation the Admin might want to in- with a lamp (“B” lighting) on it and a troduce into the adventure. throw pillow beside it. DAY = “A” lighting is in use (“B” light- ing possible). There is a 25% chance that 1. FRONT COURTYARD: An open-air Kwan Cheng will be resting on his sleep- courtyard, with trees lining a stone path- ing mat. Otherwise, the room will be way and obscuring the view of most of unoccupied. the yard (treat as “target obscured” sit- NIGHT = “A” lighting is in use. Kwan uation for hit determination purposes). Cheng will be asleep on his mat, but if The pathway branches into two paths, any loud noises are made within 10 feet each ending in a set of stone steps lead- of his room, he will be awake and ready ing up 5 feet to the loggia (see #2). The tire loggia. Both use flashlights which to surprise prowlers. trees are 11-20 feet in height (determine illuminate a 3-foot area around the light. NOTES = Kwan Cheng is a 72-year- individually if necessary by rolling a d10 NOTES = Doors leading to areas #16- old, 7th-degree black belt in kung fu. He and adding 10 to the result). 19 are locked (—/30); doors to the main was formerly Su Wing’s sifu (master) be- DAY = “A” lighting. No patrols or deni- building (#3) are alarmed and locked fore Su Wing himself achieved that rank. zen in the area. (25/40), and give notice of trespassers to There is a dead-bolt lock on the inside of NIGHT = “B” lighting in the four cor- the Security Office (see #24). the room’s door, but the lock is never ners of the courtyard improve the vision used by Kwan Cheng. of anyone inside the courtyard to that 3. MAIN HALL: The walls and floor of possible in normal daylight. Morris Ever- this giant room are parqueted with dark 5. QUARTERS: This room has a sleep- hart has watchman’s duty on the outer wood, and the interior is tastefully deco- ing mat, and at its foot a metal chest wall (he patrols by walking on the top of rated in modern Chinese decor. The which is locked (—/15) and contains a the wall) and has a 10% chance of pass- western section of the room contains collection of diaries and scrapbooks ing a given point (cumulative per each 30 three small, short-legged tables, each written by Sui Ying Ho as well as clothing seconds of absence) at any time. He pa- accompanied by six large throw pillows. for all occasions). The room has a night- trols the wall in a clockwise direction. The eastern part of the room has a longer stand which holds a reading lamp (“B” NOTES = The gate at the front en- (also short-legged) dining table with lighting) and a book of Chinese history. trance is wrought iron and has a Diffi- twelve throw pillows around it. The walls DAY = “A” lighting is in use (“B” light- culty Rating of 45. Anyone attempting to have a variety of items hanging or lean- ing possible). The room is only occupied break it down will arouse Everhart, who ing against them, mostly paintings (a to- by Sui Ying Ho’s Siamese cat, Kio (Life will rush to the gate within 60 seconds tal of seven) and some canvas hangings Level = 6/Injury Modifier = 2). The cat will (and it will only take this long when he is of Chinese poetry. Anyone with an AOK not bother anyone entering the room. at the extreme other side of the wall). of 100+ in Fine Arts will recognize the NIGHT = “A” lighting. Roll percentile The gate is locked (—/40). Trees in the paintings as valuable originals by well- dice upon entering the room: 01-80, Sui courtyard have a 5% chance per foot of known Chinese artists. (All of the poetry Ying Ho is asleep on her mat (there is a height of being able to support the weight is the work of Su Wing, and would not be 50% chance that Kio will “meow” unless of a human. recognizable in the same fashion.) Any- the intruders do something to keep the

D RAGON 37 “ . . . I wish that Master Su Wing would not bring the trucks here. Not only do I fear for his safety, but for ours . . . ”

cat quiet); 81-95, Sui Ying Ho is reading in 100 feet of the crash. decorations. Beneath a false bottom (35) her Chinese history book (“C” lighting); there lies a manila envelope which con- 96-00, Sui Ying Ho is sitting at the table 7. STORAGE: This room is full of tains papers dealing with a new initiate writing an entry in one of her diaries (“B” shelves reaching almost to the ceiling. of the Anfu organization, Walter Moy. lighting). Some shelves are empty and very dusty. DAY = “A” lighting is in use. There is a NOTES = The door to this room is al- On other shelves are boxes marked “Uni- 45% chance that Walter Moy will be here. ways locked (—/30). If the agents exam- forms” and “Mats.” In the boxes are kung Otherwise, the room is empty. ine Sui Ying Ho’s diaries, a knowledge of fu exercise uniforms, guard uniforms, NIGHT = “A” lighting is in use (“B” the Chinese language (75+) is necessary police outfits, and a potpourri of other lighting possible). There is a 30% chance to understand what is written. After 1-5 uniforms. The boxes labeled “Mats” are that Moy will be practicing his kung fu minutes of reading, (roll a ten-sided die empty. routines on the practice mats. Otherwise and divide by two, rounding up) the DAY = “A” lighting is in use (“C” light- he will be asleep on his sleeping mat. reader will find some interesting entries: ing available). The storage area is devoid NOTES = The door is always locked “...I wish that Master Su Wing of personnel and is not patrolled, so that (—/30). If the room is occupied, “B” would not bring the trucks here. the chance of an encounter in this room lighting will be used. Walter Moy has the Not only do l fear for his safety, but with another person is virtually zero. same chance as Ming Lau of awakening for ours.... NIGHT = “A” lighting is in use. The because of noise from outside (see #8). “...My fears were unfounded. The room is always unoccupied and not pa- Walter Moy is a 21 -year-old, 1st-degree Master has decided to transport trolled at night. black belt who has just recently joined the stolen goods by riksha to the NOTES = The door is locked (30/45) the Anfu. He is particularly adept at mar- basement. I think they will use the and alarmed to notify the Security Office tial arts and was enlisted shortly after gymnasium entrance, though I can- (see #24) of trespassers. To search every aquiring his black belt; at his young age, not be sure until they get here. I do box in this room would require 30 min- this achievement is nothing short of a not look forward to that time....” utes for one man, proportionately less miracle. “...They have arrived. I am not time for more than one. For each 3 min- sure what the Master intends to do utes spent in normal search, there is a 5% 10. QUARTERS: This room has a with the metal cannisters, but he chance of being discovered by guards sleeping mat, short-legged desk, throw has told me that something will be patrolling outside the room, or of guards pillow, lamp (“C” lighting), and several done in the very near future. The being notified of intruders by people kung fu training manuals. future can not come too soon....” who pass near the room. The Adminis- DAY = “A” lighting is in use (“B” or “C” This last entry is dated on the day of trator will determine who, if anyone, will available). There is a 25% chance that the reading. show up to investigate. Mar Runck will be found reading one of his training manuals; otherwise, the room 6. KITCHEN: This room has several 8. QUARTERS: This room has a sleep- will be empty. food preparation areas and includes a ing mat and a dresser (containing extra NIGHT = When an individual enters stainless steel table, fireplace, oven, kung fu exercise uniforms, street cloth- the room, roll percentile dice: 01-85, Mar stove, and refrigerator-freezer. There are ing, and scrapbooks filled with clippings Runck will be asleep on his mat; 86-90, sinks and storage shelves, with dry goods from competitions won by “Ming Lau”). he will be reading his manuals; 91-95, he lined along the shelf edge, along one On the dresser are five trophies, all for will be found using a small radio, con- wall and a dumbwaiter in the northeast victories in martial arts tournaments. tacting his Russian agent friends at the corner (see map). DAY = “A” lighting is in use (“B” light- Soviet embassy in town and reporting DAY = “C” lighting is in use. Sui Ying ing possible). There is a 35% chance of his findings about the Anfu; 96-00, Mar Ho will be here 75% of the time, prepar- Ming Lau being found in this room, prac- Runck is out of his room (meeting a So- ing food for either Su Wing or the per- ticing his kung fu routines. viet contact). If the room is occupied, “B” sonnel in the basement area. NIGHT = “A” lighting is in use. There is lighting will be used; otherwise, “A” light- NIGHT = “A” lighting. The kitchen will a 75% chance that Ming Lau will be feign- ing is in effect. be empty at night, and it is not part of the ing sleep if enough noise was made prior NOTES = As can be gathered from the patrolled area. to anyone entering his room; otherwise, above description, Mar Runck is a Soviet NOTES = The kitchen has several he will be found asleep. agent investigating the Anfu operation in nasty HTH weapons: cleavers (HWV = NOTES = The door is always locked Chinatown. He will not jeopardize his 50), knives (50), and cutting boards (30). (—/30) during the day, and there is a 75% cover to help captured agents, but will The dumbwaiter can carry 125 pounds of chance the door is locked at night (Ming fight them as if he were a member of weight in its 4’ x 4’ x 4’ frame. Anyone Lau forgets sometimes). Anfu (though he can be influenced; see with an AOK of 110+ in Physics will know Ming Lau is a 28-year-old, 4th-degree the TOP SECRET rules on “Contacts”). this fact intuitively. Others will take some black belt. He is young, and acts very Mar Runck is a 23-year-old, 3rd-degree time to figure out the proper calcula- cocky when he knows his expertise is black belt. He is of Yugoslavian descent tions, but can eventually accomplish the greater than those around him, but is an and comes from a “history” of revolu- task. Anyone who weighs more than 125 introvert when around those with more tionaries; thus, he was prime material for pounds will cause the cable to snap, and skill. Su Wing is training him to be an the Anfu people to recruit from the So- will fall (inside the dumbwaiter) to the assassin. viets. Su Wing does, however, have his basement level 30 feet down. The falling doubts about Runck’s sincerity. character takes 2d10 damage; see the 9. QUARTERS: This room has a sleep- TOP SECRET rules, “Damage From Fal- ing mat, some practice mats, and a trunk 11. QUARTERS: This room has sever- ling.” The noise will alert everyone with- which contains some clothing and room al short-legged tables and pillows. There

38 JUNE 1982 are also several listening devices and 12. QUARTERS: This room has three Chou Leung packs a pistol at all times. their headsets on the tables. The listen- cots and several shelves containing food Chou Leung is a 21-year-old, 1st-de- ing devices include a parabolic micro- and cooking utensils. There is a con- gree black belt. He joined the Anfu hop- phone, worth $350 to the organization; a cealed door (10) leading to room #11. ing to get revenge on the government transmitter locater, worth $8,750; and a DAY = “A” lighting (“B” available). The that “killed” his father (he died a broken wired drop microphone, worth $15. The room is usually unoccupied, but there is man because of the welfare system). His wire from this microphone runs under a 10% chance that one and only one of mother committed suicide shortly after the floor and beneath room #10. There is the three surveillance agents from room his father’s death, so Chou Leung has also an all-wave radio scanner/, #11 will be asleep on a cot. Roll d6: 1-2, seen a lot of death and will not hesitate to worth $9,500, with three headsets con- Chuck Lee; 3-4, Sin Bo; 5-6, Howell deal it out in moderate doses. nected to it. Glennon. NIGHT = “A” lighting (“B” available). 14. QUARTERS: This room has a DAY = “B” lighting. Anfu agents Chuck There is a 30% chance the room is occu- sleeping mat, a dresser which contains Lee, Sin Bo, and Howell Glennon are pied by one of the three agents from clothing, a shelf holding several books manning the listening devices and keep- room #11; that agent will be asleep on a on martial arts and fighting techniques, a ing tabs on Mar Runck. Two agents (roll cot. Roll d6, finding the result as in the short-legged writing table with desk lamp d6: 1-2, Chuck Lee and Sin Bo; 3-4, “DAY” description above. (“C” lighting) and throw pillow, and a Chuck Lee and Howell Glennon; 5-6, Sin NOTES = This door is always locked filing cabinet containing information Bo and Howell Glennon) are watching (—/60) and is never used by anyone, in- about the Anfu operation in Chinatown. Runck, or at least listening in on him, at cluding the occasional occupants. The The documents, though they appear au- all times. door connecting room #11 with this one thentic, are worthless frauds. NIGHT = “A” lighting. Chuck Lee, Sin is never locked. DAY = “A” lighting (“B” available). Bo, and/or Howell Glennon are keeping There is a 10% chance that Su Wing will their silent watch. If Runck is out of his 13. QUARTERS: This room has a be found here working on his plans for room, roll on “DAY” watch table to de- sleeping mat and a large trunk, contain- Chinatown. In this case, he will have with termine which of his observers is gone ing clothing and personal paraphernalia him some quite authentic papers refer- from the room. Otherwise, all three (souvenirs from China, scrapbook of ring to the use of radioactive bombs as agents are in the room. youth, other non-important items), which “controls” on the people of Chinatown. NOTES = These agents, when not is locked (—/15). Also in the room is a Otherwise, the room will be empty and sleeping, wear infrared goggles which bookshelf holding a variety of anarchist- no such notes will be found. allow “night vision” to a limited extent. style books, and a short-legged table NIGHT = “A” lighting. Su Wing will They all wear rubber-soled shoes to min- with throw pillows. originally be asleep on his mat, but any imize noise. These pieces of special DAY = “A” lighting (“B” available). noise made prior to entering the room equipment are used only at night. The There is a 25% chance that Chou Leung has a 25% chance of waking him. Any door is always locked (—/45). will be reading in his room; otherwise, noise made while actually entering the Chuck Lee is a 25-year-old, 3rd-degree the place is vacant. room has a 75% chance of waking him, black belt from China. Sin Bo is a 22- NIGHT = “A” lighting. There is a 10% though he will feign sleep until he can year-old, 1st-degree black belt from Ko- chance Chou Leung will be found read- effectively attack. rea. Howell Glennon is a 30-year-old, ing (“B” lighting); otherwise, he will be NOTES = The door is locked during 4th-degree black belt from the Nether- asleep on his mat. the day (—/45); at night, a deadbolt is lands, a “free agent” employed for his NOTES = The door is always locked applied and so is an alarm (25/65) which expertise in surveillance. All are Anfu- (—/30) and jury-rigged to alert Chou notifies the Security Office (see #24), as trained agents: though they are not per- Leung of intruders (a small bell hanging well as Su Wing himself, of intruders. manently based in Chinatown, and will over the lip of the door will fall when Su Wing is a 56-year-old, 9th-degree act to protect any other Anfu agent — opened; there is a 5% chance the alarm black belt. He is the organizer and leader whether or not that agent is a suspected will fail, but deactivation is impossible). of the Chinatown-based Anfu organiza- infiltrator. Unlike the other students of Su Wing, tion. His cunning and intelligence during

D RAGON 39 a are matched only by his 17. QUARTERS: This room has a dages and first-aid medication, and sev- deadliness. The Administrator should sleeping cot, a night stand with a clock eral bottles of shaving lotion and co- strive to play Su Wing like the master he radio and a desk lamp (“C” lighting) on logne. The room is always kept clean, is, with the eloquence of a true noble it, and a large trunk, containing clothing and a very obvious dead-bolt lock is at- personality. Do not give agents an easy items and extra guard uniforms, that is tached to the inside of the door. time of it when they try to tackle Su Wing locked (—/15). DAY = “A” lighting (“B” lighting plus — he’s mean and he knows it! DAY = “A” lighting (“B” or “C” availa- fan when occupied). At any time, there is ble). Rodney Dangrey will be found a 5% chance someone will be using the 15. EXERCISE ROOM: The southern sleeping on his cot. He will not usually be bathroom. If so, roll d10 to determine two-thirds of this room’s floor is covered awakened by anything softer than a who: 1=Su Wing, 2=Ming Lau, 3=Walter with large padded mats for practicing gunshot, much less someone trying to Moy, 4=Mar Runck, 5=Chou Leung, kung fu routines. On the uncovered floor enter his room. He has been known to 6=Kwan Cheng, 7=Sui Ying Ho, 8=Morris are five single-unit saunas, a weight and sleep through the noise of a vacuum Everhart, 9=Terrance Davis, 10=Rodney bench-press machine, three punching cleaner being used in the same room. Dangrey. bags, and a set of barbells, plus some 30 NIGHT = “A” lighting. The room will be NIGHT = “A” lighting. The bathroom individual loose weights ranging from 5 empty at night and goes unchecked by will be empty and no one ever checks it to 20 pounds. A concealed door (10) on passing guards. while on patrol. the south wall opens onto the street. The NOTES = The door is always locked NOTES = The door is unlocked when door is a 20-foot-wide steel panel with (—/30). If agents enter this room while the room is unoccupied, locked (—/20) stonework attached to the street-side Dangrey is asleep, and don’t make any when in use. surface. When activated, it slides to the blunders or actual attempts to wake him west behind the solid wall adjacent to it. up, they can probably operate without 20. EXERCISE COURTYARD: This The area covered by the mats is part of a being disturbed; people passing in the open-air, very well cultivated courtyard hydraulic lift system which can raise and hallway, if they hear anything, will just has closely cropped grass and a large lower a 50-foot-square platform from the think Dangrey is up and moving around. willow tree (36 feet tall) growing next to a basement to ground level. The lift can giant flat-topped rock. Surrounding the only be discovered if agents move exer- 18. QUARTERS: This room has a courtyard, 5 feet higher than the court- cise mats off the floor in this area to re- short-legged desk, several throw pillows, yard itself, is the loggia (see #2). veal the surface beneath. a hammock, and a large metal trunk con- DAY = “A” lighting. There is a 30% DAY = “C” lighting. There is a 40% taining clothing, pistol-cleaning equip- chance that Su Wing and his students chance that Su Wing and his students ment, and several boxes of .32 cartridges will be here practicing “live combat.” If will be training in the room. for pistols. There is a concealed com- they are not on hand, there is a 25% NIGHT = “A” lighting. This room is un- partment (30) in the trunk bottom that chance that Kwan Cheng will be present, patrolled and unoccupied at night. contains a locked (—/10) wooden chest. helping to keep the courtyard immacu- NOTES = A master switch located in The chest contains the components for a late. Otherwise, the area is empty. the southeast corner of the room near Walther GSP Match Pistol (Rate=1 / NIGHT = “A” lighting. The courtyard the concealed door will activate the lift Ammo=5 / A=8 / C=0 / F=3 / P=4 / R=5 / will be empty, but intruders stand a 10% and cause it to descend to the basement Weight=49 oz.) that is worth $900 to any chance of being discovered after being (see Garage, room #40). The switch will handgun enthusiast. Someone with an in the area for one minute, with a cumul- be found automatically by any agent AOK of 90+ in Military Science can as- ative +1% to the chance for each minute, who searches for such a thing, but if a semble the weapon. they remain in the courtyard beyond the specific search is not made for the switch, DAY = “A” lighting (“B” available). first. To determine the guard who dis- there is only a 5% chance for an agent to There is a 75% chance that Terrance Da- covers the intrusion, roll d10: 1-3, Ter- notice the small device, and then only if vis will be asleep in here; otherwise, he is rance Davis; 4-6, Rodney Dangrey; 7-10, the agent comes within 10 feet of the wandering in the temple area and may Morris Everhart. southeast corner of the room. The door return (45% chance every 5 minutes). NOTES = Several ladders allow people leading to room #3 is locked and alarmed NIGHT = “A” lighting. The room will be to climb down from the loggia to the ex- (15/30) to notify the Security Office (see empty and is not checked by passing ercise courtyard. Anyone who jumps #24) of intruders. patrols, though any movement might be from the loggia down to the courtyard, checked out (5% chance that a guard will not using a ladder, could (5% chance) 16. QUARTERS: This room contains a enter the room; roll once for every min- sustain 1-2 points of damage from a sleeping cot, a writing table with a desk ute inside) by either Rodney Dangrey or twisted ankle or some such injury. The lamp (“C” lighting), and a dresser hold- Terrance Davis (50% chance for each). large branches of the willow tree can ing personal clothing and a carrying NOTES = The door is always locked hold 175 pounds of weight before break- case for an assault rifle. An agent with an (—/45), and the chance of being disco- ing. If there is a disturbance due to an AOK of 110+ in Military Science will be vered from outside the room at night injury or a tree branch giving way, roll able to identify the case as belonging to goes up by 25% if a light is used while in d10 to determine which guard arrives to a 7.62mm AKM. this room. (The door is not flush with the investigate the noise, using the list above. DAY = “A” lighting (“B” or “C” availa- door jamb, so light seeps out under the ble). There is a 80% chance that Morris door). The Administrator should apply 21. REAR COURTYARD: This open- Everhart is in his room. If he is, there is an this modifier when a light shows; then, if air courtyard is just as well manicured as 80% chance he is sleeping on the cot; the discovery roll would not have suc- the Exercise Courtyard (see #20), and otherwise, he is awake and cleaning his ceeded without the modifier, the agent the trees obscure vision just like those in rifle. was not heard, and the guard will enter the Front Courtyard (see #1). The pond NIGHT = “A” lighting. The room is al- intending just to turn out the light. has a large and varied supply of tropical ways empty at night and is never checked fish, ranging from harmless goldfish to by passing guards. 19. BATHROOM: This room contains the turkeyfish — whose skin is poison- NOTES = The door is locked (—/30). a single shower unit, a toilet, a sink, and a ous to the touch — and a variety of coral Anyone making unnecessary noise while medicine cabinet. The cabinet contains arrangements. The bridge and the cob- guards are passing outside the door runs aspirin and upset-stomach medication, blestone pathways are not unusual in the risk (Administrator’s discretion) of but no prescription drugs and nothing any way. The Storage Shed (see #22) being heard. illegal. There are several boxes of ban- dominates the northeast corner of the

40 JUNE 1982 temple grounds. see someone (Su Wing) enter the shed attempts are made to unlock either door DAY = “A” lighting is the only available. and not come out. (Su Wing has used the from outside the Security Office, a voice There is a 10% chance of encountering lift to reach room #23.) Otherwise, the over a loudspeaker will tell the occu- Kwan Cheng and Su Wing as they share shed is vacant. pant(s) to be patient until security files each other’s company in the courtyard. NOTES = To spot the metal plate, the are checked. If a second attempt is Otherwise, the courtyard is vacant. safe must be moved. No other procedure made, a ventilation duct will carry sleep- NIGHT = “A” is the only lighting. There is allowed. If the safe is opened and the ing gas into the chamber. The security is a 10% chance per minute (cumulative) alarm goes off, the Security Office (see personnel in #24 will then transport the of being seen by Morris Everhart as he #24) will be notified and will be waiting In incapacitated prisoners to the Detention patrols the perimeter wall. Also, the #23 for the intruders to enter. The thick Block (see #26). guards on the loggia have a chance of metal door to the shed has the world’s noting intruders, as described under #2. finest padlock on it (—/50). The lock will 24. SECURITY OFFICE: This room is NOTES = There is a 10% chance that withstand gunfire and refuse to open. If filled with a small but complete compu- anyone stepping into the pond will come hit by a shell larger than .30 caliber, the ter system, video monitors, alarm sys- in contact with a turkeyfish. The unfor- padlock will be jammed shut. If the one tems, and main overrides for the hydrau- tunate person will immediately be af- firing is within 5 feet of the lock when the lic lift systems and the lower level door fected by its poison (consider the effects shot goes off, he or she and all those locks (pneumatic doors only). There are similar to “convulsionary poison” as in within a 10-foot radius of that person will two chairs, one facing the one-way mir- the TOP SECRET rules for “Poisons: sustain 0-9 points of damage from frag- ror and the other on the monitoring Use, Effects, and Antidotes”). Tree height mentation (roll d10, subtract one). Roll screens. A concealed door (25) leads to should be determined and utilized as per d10 and add 10 for the number of shots a tunnel that connects with the sewers the procedure described under #1. the lock can sustain before it will finally (see #39). (There is another concealed Anyone with an AOK of 100+ in Animal fall off. door at the north end of the tunnel with Science will be able to identify the tur- the same rating). keyfish and thus be able (with Medical 23. SCREENING ROOM: A hydraulic DAY = “C” lighting. Thomas Haskins AOK of 30+) to apply the proper first-aid lift runs from room #22 down to this area. and Chai Chang man the consoles dur- treatment to offset the effects of the The room is devoid of furniture except ing the day shift. If a security breach is poison. for a (one-way, bulletproof) mirror on detected anywhere in the complex, roll the east wall. The south door is made of d10 to determine who investigates: 1-3, 22. STORAGE SHED: This shed has a steel and the east door is simple wood Thomas Haskins; 4-6, Chai Chang; 7-9, solid cement floor with walls and roof of (with an iron core for extra protection). Kwan Cheng; 10, Su Wing. cement block. It is full of gardening DAY = “B” lighting. No personnel will NIGHT = “C” lighting. Gregory Ben- equipment (rakes, lawnmower, spread- be found here. son and Shu Shing Lee are on duty. If a er, several bags of fertilizer and grass NIGHT = “B” lighting. Depending on security breach occurs at night, roll d10 seed, tool boxes full of tools), but the what occurs when agents investigate to see who investigates: 1-2, Gregory most interesting item is a large floor safe room #22, either Su Wing or the security Benson; 3-4, Shu Shing Lee; 5-6, Morris mounted on a cart. The safe is locked personnel may be in this location. Oth- Everhart; 7-8, Terrance Davis; 9-10, (10/60) and empty. If the cart is moved, erwise, the room will be empty. Rodney Dangrey. the person(s) moving it will notice that it NOTES = All persons who enter this NOTES: When a guard or other deni- was sitting on a metal plate. This is a room are screened by the Security Of- zen of the temple investigates a possible hydraulic lift going down to room #23, fice personnel (see #24). If the visitors security breach, use one of these two and is controlled by pressure studs on have clearance, the south door is un- methods to determine how long it takes the pad itself. locked from the Security Office to allow for the guard to arrive: (A) roll d10, with DAY =“A” lighting (“B” available). The access to the remainder of the basement the result equaling the number of min- shed is empty of personnel at all times. level. At all other times, the south door is utes until the guard’s arrival at the site, or NIGHT = “A” lighting. Agents in the locked (—/100), and the east door locked (B) calculate the guard’s location and vicinity of the shed might (10% chance) somewhat less securely (—/60). If any determine the distance and route he

D RAGON 41 must travel, then move the guard toward fice (#24). over his manuals at the table; otherwise, the site of the disturbance at the same DAY = “C” lighting. The room will have he is asleep in the bed. time players are taking their usual ac- no occupants other than those who NOTES = The door is always locked tions and movements. might have been captured previously in (—/30). Bobbick keeps a 9mm Walther The computer system in this room will the adventure by security personnel. P-38 U.N.C.L.E. under his pillow at night, yield a hard-copy list of Anfu agents NIGHT = “A” lighting. (There is a and has it on his person during the day. based in the United States, and the dimmer switch in the Security Office.) agents’ organization will pay $1,000 for Occupants, if any, as described in the 30. QUARTERS: This room has a bed, it, but only those agents with an AOK of DAY section above. a dresser containing guard uniforms and 75+ in Computer Science will be able to NOTES = The hidden camera has an normal street clothing, and a small table work the equipment in this fashion. infrared filter. The pneumatic door is with two chairs in one corner. locked (15/60) and connected to the Se- DAY = “A” lighting (“C” available). The 25. STORAGE ROOM: This room has curity Office alarm system. Anyone at- room is always vacant during the day. five sets of shelves, with each individual tempting to break in or escape the room NIGHT = “A” lighting (“C” when occu- shelf holding several crates and boxes. will attract one of the two persons on pant is awake). There is a 95% chance The noise of ceiling fans operating at duty in the Security Office at that time Thomas Haskins is in the room and, if so, high speed is immediately apparent, and (50% chance for each one). a 35% chance he will be awake, reading a the odor of gunpowder and gun oil in this magazine; otherwise, he will be asleep. room is almost overpowering. Each crate 27. QUARTERS: This room contains a NOTES = The door is always locked contains two dozen 7.62mm AKM as- bunkbed and a dresser (empty unless (—/30) and during the night, Haskins sault rifles. The boxes contain ammuni- the room is occupied). There is a small has a jury-rigged alarm system (30/30) tion cannisters, each holding 500 rounds table with four chairs, and a sink and placed on it. of ammunition for an AKM. Two dollies mirror set-up in one corner. leaning near the door can be used for DAY = “A” lighting (“C” available). 31. QUARTERS: This room contains a transporting the boxes and crates. There is a 75% chance the room will be bed, a dresser containing guard uniforms DAY = “A” lighting (“C” available). occupied by Donald Sims, a truck driver and personal grooming equipment, a This room is empty at all times. employed by the Anfu, if his truck has nightstand with a lamp (“C” lighting), NIGHT = “A” lighting. The room is just delivered a shipment of weapons or and a bookshelf with several books on empty. is picking up a shipment (see Garage, handguns and a complete collection of NOTES = The alarmed and locked #40, to determine the presence of the Soldier of fortune magazine, worth $150 (15/60) door is made of steel and operat- trucks.) to a collector. ed by a pneumatic mechanism which NIGHT = “A” lighting. Donald Sims, if DAY = “A” lighting (“C” available). The can be controlled from the Security Of- present, will be asleep in the bed. room is empty during the day. fice (see #24). If it is unlocked without NOTES = The door is always locked NIGHT = “A” lighting (“C” when occu- the security controls or broken open, the (—/30) when the room is empty, but pant is awake). There is an 85% chance alarm will bring security personnel to sometimes (10%) unlocked when the Chai Chang will be in this room and, if investigate. room is occupied. so, a 25% chance he will be awake, read- Anyone who enters this room has a ing his books or magazines; otherwise, chance of suffering adverse effects from 28. QUARTERS: This room has three Chai Chang will be asleep. the fumes that collect in here. Roll d10 sleeping mats, a short-legged table with NOTES = The door is always locked for each agent or NPC who enters and three throw pillows beside it, and three (—/30) and trapped (30/45). The trap, multiply that number by the character’s trunks containing clothing and shoes. when it goes off, releases sleeping gas Willpower. This represents the maximum DAY = “A” lighting (“C” available). and sounds an alarm which wakes Chai time, in seconds, that the character can This room is unoccupied during the day. Chang. Anyone caught in this trap will remain in the room before suffering the NIGHT = “A” lighting (10% chance that be taken to the Detention Block (see ill effects, which act the same as “lrri- “C” lighting will be in use). This is the #26). Shih Chang keeps a .22 double- tant” poison (see TOP SECRET rules), place where the three riksha porters re- action self load under his pillow at night but at only 50% normal severity (percen- side when they stay at the temple. There and in his back pocket during the day. tile rolls for losses in Physical Strength is a 50% chance that Fu Hsu, Hsien Yang, and Knowledge are halved before being and Ching Chan will be in the room, and 32. QUARTERS: This room contains a applied). If a character stays in the room if so, a 30% chance they are all awake bed; a large metal trunk which is locked for more than twice as long as his or her when the room is entered; otherwise, all (—/15) and contains street clothing, limit, treat the effects of the fumes as if a three are asleep. weapon-cleaning equipment, and per- second “dose” had been taken. This cu- NOTES = The door is locked (—/30) sonal grooming equipment; a portable mulative effect can be avoided if a char- during the day, but there is a 50% chance (cardboard) closet which contains guard acter leaves the room for at least ten it will be unlocked at night, whether or uniforms, evening suits, and shoes; and minutes between visits. not the porters are present. a gun rack which is locked (—/15). Anyone lighting a match or other flam- DAY = “A” lighting (“C” available). mable object in here stands a 45% chance 29. QUARTERS: This room has a bed, There is a 75% chance Gregory Benson of igniting the fumes throughout the a dresser containing grease-stained, but will be in this room and, if so, a 25% room. The effect of this is equivalent to laundered, clothing and personal groom- chance he will be awake, cleaning his 10 sticks of dynamite going off in an en- ing equipment, plus a table and two rifles; otherwise, he will be asleep. closed area. chairs in one corner and a shelf holding NIGHT = “A” lighting. The room is va- repair manuals for diesel and gasoline cant at night. 26. DETENTION BLOCK: This room engines. NOTES = The rifles (all unloaded) in has a pneumatic steel door and contains DAY = “A” lighting (“C” available, and the gunrack are: a .30 M1 semi-automatic several chairs and two steel-frame beds. in use when occupied). There is a 10% , a .22 Galil semi-automatic rifle, A mirror mounted on the wall above a chance that Howard Bobbick will be in a .303 Lee-Enfield bolt-action rifle, a .45 sink is actually a one-way plexiglass mir- here looking something up in one of his Thompson submachine gun, a 9mm ror and has a camera monitor on the manuals; otherwise, the room is empty. submachine gun, and a 7.62mm AKM other side. The entire room can be NIGHT = “A” lighting. There is a 35% assault rifle. In the cabinet drawers are viewed from a screen in the Security Of- chance that Howard Bobbick is poring 100 rounds of ammunition for each wea-

42 JUNE 1982 pon. The door to the room ‘is always mirror, a paper-towel dispenser, and a double-locked (—/30 and —/45). Anyone shower in one corner. Floor; walls and with an AOK of 110+ in Military Science ceiling are covered in ceramic tile. There will be able to recognize all of the wea- is a closet next to the shower which con- pons in the gunrack; other less know- tains clean towels and a hamper for dirty ledgeable persons might not be able to. ones. DAY = “A” lighting (“C” lighting plus 33. QUARTERS: This room’s contents fan when occupied). There is a 5% chance include a bed,. a locked (—/15) metal someone is using the bathroom. Roll trunk in one corner, and a small table d10: 1-2, Thomas Haskins; 3-4, Chai with two chairs in another. The trunk Chang; 5-6, Gregory Benson; 7-8, Shu holds guard uniforms and street cloth- Shing Lee; 9, Howard Bobbick; 10, Su ing. Scattered on the table are a variety Wing. If the room is occupied, there is a of newspapers and magazines contain- 25% chance the occupant will be in the ing articles about the recent upheavals shower. in Chinatown. NIGHT = “A” lighting. The bathroom DAY = “A” lighting (“C” available). will be empty, and no one ever checks it. There is an 85% chance Shu Shing Lee NOTES = The door is always unlocked will be in his room and, if so, there is a unless the room is being used for a 25% chance he will be poring over these shower; then it is locked (—/15). papers and articles; otherwise, he will be asleep. 36. DINING HALL: This room has five NIGHT = “A” lighting. The room is va- long eating tables with two long benches cant at night. on either side; four lounge chairs in a NOTES = Many of the locations named semicircle around a television set; two in the articles (the specific nature and pinball machines; and a dumbwaiter details of this information is left to the which leads up to the Kitchen (see #6). Admin’s discretion) are fronts for Anfu DAY = “A” lighting (“C” when occu- activity. Shu Shing Lee is in charge of pied). There is a 10% chance that 1-5 security for Anfu in Chinatown, and he persons will be in here. If the room is has the responsibility to check on press occupied, roll d10 and divide by two coverage of Anfu-related crimes, or in- (rounding up) to determine how many cidents where the organization might be persons are present. Then roll d10 as under suspicion of ill deeds. His door is many times as needed to determine who always locked and dead-bolted (—/50) they are (disregarding duplicate results): from the inside when he is present; oth- 1-2, Su Wing; 3-4, Gregory Benson, 5-6, erwise, it is just locked (—/30). Shu Shing Lee; 7-8, Howard Bobbick; 9, Shu Shing Lee is a 25-year-old, 3rd- Thomas Haskins; 10, Chai Chang. degree black belt in kung fu. He packs a NIGHT = “A” lighting. There is a 5% .22 pocket Beretta wherever he goes. chance that 1-2 persons will be here (roll d10: 1-5 = 1, 6-10 = 2). Roll d10 to deter- 34. VENTILATION CONTROL: This mine who is present: 1-2, Thomas Has- room is three-quarters filled with ma- kins; 3-4, Chai Chang; 5, Fu Hsu; 6, Hsien chinery and consoles. It contains the air Yang; 7, Ching Chan; 8, Gregory Ben- cleaning and recycling units necessary son; 9, Shu Shing Lee, 10, Howard to keep the underground complex habit- Bobbick. able. It also is the core of a gas-emission NOTES = The doors are always un- system which dispenses gases (such as locked. The Admin should refer to the sleeping gas) into rooms from the venti- “Notes” section of #6 for details about lation ducts. The main electrical fuse the dumbwaiter. box for the complex is also in this room. DAY = “A” lighting (“C” available). 37. DRY GOODS STORAGE: This Next issue: This room is empty during the day. room is filled with shelves, and each NIGHT = “A” lighting. This room is or- shelf has a variety of dry goods stacked dinarily empty at night as well. on it. NOTES = The steel door to this room is DAY = “A” lighting (“C” available). The C always locked (—/60). Anyone entering room is vacant. HA this room will not be able to hear people NIGHT = “A” lighting. The room is not G approaching outside, due to the high occupied. M noise level inside the room. To shut NOTES = The door is locked (—/15) at A down the electrical system requires an all times. T agent with an AOK of 45+ in Electrical Engineering — or, a bullet in the fuse box 38. COLD GOODS STORAGE: This will suffice. Regardless of the method room is a walk-in freezer. On the shelves An AD&D™ used, the electrical failure will alert one that line the walls are a variety of per- of the on-duty personnel from the Secur- ishable foods. adventure by ity Office (see #24). He will have a flash- DAY = “A” lighting (“B” available). No light in hand, though he probably won’t one is in this area during the day. Larry DiTillio have a weapon ready. NIGHT = “A” lighting. No one will be encountered here at night. 35. BATHROOM: This room has four NOTES = The freezer door will swing toilet stalls, three basins beneath a large shut and lock automatically if measures

DRAGON 43 aren’t taken to keep it open. There is no same path as the sewer and water mains cinity have two minutes to escape or be opening mechanism on the inside. The are plastic-protected electrical and gas overcome by the gas. door is made of steel and must be forced mains. All concealed doors in the Sew- open (Difficulty rating of 70). The tem- ers have a Concealment rating of 25. 40. GARAGE: This garage contains a perature in the room is a constant 15 DAY = “B” lighting. There is a 5% complete workshop and sets of tools as degrees Fahrenheit; without proper at- chance of encountering Howard Bob- well as plenty of parking space. In the tire a person could freeze to death very bick as he follows the mains to either the southernmost area is a hydraulic lift quickly. There is enough air in the refrig- Garage (#40) or the long hallway leading which leads to the Exercise Room (see erator to last one person for four hours. If to his room (#29). #15). On the western side of the Garage more than one person is trapped, divide NIGHT = “B” lighting. No one will be is a dolly and several metal cannisters the four-hour limit by the number of found in the Sewers at night. (containing the radioactive isotopes). people to yield the time left before death NOTES = The chance for a person to DAY = “C” lighting. Roll percentile due to oxygen starvation. For every ten slip on the slime-covered flooring of the dice to determine what is occurring in minutes a trapped person or persons Sewers is 25% if the person is moving at the Garage: 01-10, Nothing is occurring, spends in the freezer, there is a 10% “running” speed, 10% for “walking” nor is anyone around; 11-45, A van is chance that someone will come on the speed, and 1% for “crawling” speed. This being unloaded of its cargo (stolen wea- scene to rescue (capture) the trapped chance is rolled every 30 seconds for pons, mostly AKM assault rifles) by individuals. To determine who does the every person to whom it applies. When- Howard Bobbick; 46-75, Two vans are rescuing, roll d10 once on the occupant ever a slip occurs, the agent slipping being loaded with stolen weaponry by table given in #36 for the appropriate makes a percentile die roll against his Howard Bobbick; 76-99, Howard Bob- time of day. Coordination score. If the roll is made, bick is working on repairing a van; 00, no damage is done. If it is failed, the The hydraulic lift is moving a van up into 39. SEWERS: This area is part of the agent takes “V” damage (as described in the Exercise Room. Howard Bobbick is city’s sewer system. The walls and floor the TOP SECRET rules, Combat Table watching its ascent. are covered with slime which makes Explanations and Results). Any person NOTES = All of the vans are standard footing treacherous. Above and beyond knocked unconscious by a fall is in im- vans (see TOP SECRET rules, Vehicle the danger of slipping, the mains contain mediate danger of drowning; see TOP Movement Rate Table) and are worth about two feet of water (which is enough SECRET rules, Execution Table, for de- $5,000 apiece to the organization. Being to drown a prone, unconscious person). tails on damage sustained if the victim is stored here are the containers with the At the street intersections outside the not saved in time. missing isotopes inside. Since the agents’ four corners of the temple complex are Projectile combat inside the sewer mission should be only to determine the steel ladders which ascend to manholes. system is very dangerous. There is a 10% location of the isotopes, agents should (Only the two manhole ladders at the chance of a stray bullet puncturing a gas attempt to make their escape immediate- east side of the complex are illustrated main and flooding the area with deadly ly after determining that the cannisters on the lower level map.) Following the gas, in which case all persons in the vi- contain the isotopes.

The chart below lists the equipment or denoted by a QRC letter, and ( ) if a V = Valuables found on person, in possessions normally carried by non- silencer is attached. the form of cash and jewelry. player characters, plus the languages I = Identification is found on per- W = Person has walkie-talkie that each non-player character can under- son; if marked “+” then the ID is allows communication to all others stand and speak fluently, and some gen- forged. with similar unit. eral guidelines on the nature of each K = Keys are found on person, if Languages: NPC’s personality. marked “*” then keys are to the per- CH = Chinese KO = Korean Equipment designations are: son’s quarters and work area (if any); EN = English RU = Russian A = Armament found on character if “+” then keys are for all rooms. GE = German

NAME A I K V W CH EN GE KO RU Personality Guidelines Gregory Benson (e) * * $11 42 80 - - 79 erratically abrasive, scrupulous Sin Bo j * * $43 85 40 - 86 - cruelly arrogant, truthful * Howard Bobbick g $86 40 94 42 40 40 well-spoken pessimist, liar Ching Chan * * $40 85 44 40 79 81 perceptive, diplomatic, honorable * Chai Chang (e) * $98 83 82 - - 82 trusting, friendly, truthful Kwan Cheng + 96 94 - 87 - precise, diplomatic, honorable Rodney Dangrey (j) * * $24 * 63 79 - --loquacious, rude, vengeful Terrance Davis * $73 * 87 93 40 - 52 perceptive, easygoing, friendly (f) * Morris Everhart (n) * $12 * - 83 --- moody, taciturn, deceitful Howell Glennon e * * $93 * 54 77 78 77 77 obsequiously friendly, honest Thomas Haskins (k) * * $67 40 79 - - - barbarically hostile, liar Sui Ying Ho b + 84 69 - 83 - kindly, modest, honorable Fu Hsu * $15 86 85 - --carelessly aloof, honest * Ming Lau * $98 94 75 61 - 60 altruistic, diplomatic, scrupulous Chuck Lee (e) * * $56 79 81 --80 violently domineering, deceitful Shu Shing Lee t 83 62 - - - calculatingly cool, unscrupulous * $32 Chou Leung I * 95 40 74 85 40 mischievous, aloof, honest Walter Moy * $32 58 84 46 - - studious, solitary, truthful Mar Runck c + * $42 86 40 - 93 94 cruel, taciturn, liar Donald Sims * $92 66 94 40 - - pessimistically abrasive, deceitful Su Wing + 98 72 54 43 61 obsessive, courteous, deceitful Hsien Yang * 40 89 80 - - 42 obsequious, retiring, honest

44 JUNE 1982 SU WING KWAN CHENG MING LAU

WALTER MOY MAR RUNCK CHOU LEUNG

The chart below lists the personal characteristics of each EV = Evasion; HH = Hand-to-Hand Value; WR = Wrestling Value; non-player character who may be encountered by agents in- SV = Surprise Value; LL = Life Level. side the temple, plus particular information or knowledge each Information or knowledge possessed by a non-player char- character possesses, denoted by an asterisk or a number in the acter is coded by letters, as follows: appropriate column. D = Dangerous turkeyfish in the pond (see #21). All people are males except for Sui Ying Ho. Names printed in E = Existence of a lower level is known (see #23-40). italic type are non-combatants; they will not fight, but will K = Hydraulic lift is hidden under exercise mats (see #15). defend themselves if they cannot flee. R = Radioactive isotope containers are in garage (see #40). Abbreviations for characteristics are as follows: PS = Physi- L = Hydraulic lift is hidden in storage shed (see #22). cal Strength; CH = Charm; WL = Willpower; CO = Courage; KN = S = Location of sewer entrance areas known (see #39). Knowledge; CD = Coordination; OF = Offense; DC = Deception; B = Black belt in kung fu; number is level of achievement.

NAME PS CH WL CO KN CD OF DC EV HH WR SV LL D E K R L S B Gregory Benson 90 86 38 65 58 49 57 76 68 158 147 144 13 * * * * * * Sin Bo 39 55 89 67 67 106 87 61 81 120 126 142 13 1 Howard Bobbick 68 20 28 96 100 66 81 58 43 111 149 101 10 * * * * Ching Chan 61 26 85 80 00 85 83 53 56 117 144 109 15 * * * * * * Chai Chang 86 59 41 18 63 104 61 39 82 168 147 121 13 * * Kwan Cheng 70 101 120 103 127 102 103 102 102 172 173 204 19 * * * * * * 7 Rodney Dangrey 70 13 82 77 41 89 83 45 51 121 153 96 15 * * * Terrance Davis 95 29 37 62 83 34 48 46 32 127 143 78 13 * * * Morris Everhart 107 14 108 25 19 64 45 20 39 146 152 59 22 * * * Howell Glennon 81 90 35 50 108 82 66 70 86 167 147 156 12 4 Thomas Haskins 83 99 95 43 49 50 47 71 75 158 130 146 18 * * * * * Sui Ying Ho 10 95 75 43 63 59 51 69 77 87 61 146 09 * * *** Fu Hsu 72 09 45 05 34 23 14 07 16 88 86 23 12 * * * Ming Lau 109 93 96 86 96 109 98 90 101 210 207 191 21 * * * * * * 4 Chuck Lee 105 61 95 48 73 63 56 55 62 167 161 117 20 3 Shu Shing Lee 84 30 54 43 23 83 63 37 57 141 147 94 14 * * * * * Chou Leung 113 84 59 83 114 84 84 84 84 197 197 168 17 * * * 1 Walter Moy 81 90 74 80 78 110 95 85 100 181 176 185 16 * * * 1 Mar Runck 110 36 91 103 71 108 106 70 72 182 216 142 20 * * * **3 Donald Sims 95 21 50 93 55 95 94 57 58 153 189 115 15 * * ** Su Wing 129 90 127 111 124 100 106 101 95 224 235 196 26 * * * * * * 9 Hsien Yang 59 56 30 74 54 69 72 65 63 122 131 128 09 * * *

D RAGON 45 The temple, ground level

Scale: 1 inch = 50 feet, 1 square = 10 feet

46 JUNE 1982 This adventure contains a few rule Lower level elaborations or alterations the Admini- strator should be aware of. Some of these changes are optional; using them Scale: 1 inch = 40 feet, 1 square = 10 feet will slow the game down, but not using them will make the action less realistic. 1. MARTIAL ARTS: In martial arts terminology there are several levels of achievement, called “belts.” The ranks below expert level are each denoted by a belt of a different color, beginning with white and ending with black. Expert lev- els are all designated by black belts and a measure of degree, 1st through 10th. The TOP SECRET rule system assumes that agents who have received training in martial arts are at about the fourth level, or “red belt.” In this text, the term “ex- pert” refers only to those with black belts. The 10th-degree black belt is next to impossible to attain (an agent will never attain this level of mastery); beyond the 5th-degree black belt, there is essential- ly little difference between one expert level and another. The following guidelines form a sim- plified system for playing out the com- plex art of martial arts fighting. (A) All Martial Arts Combat Tables in the TOP SECRET rules are in effect ex- cept where altered below. (B) Experts in martial arts, when at- tacking or being attacked by opponents not trained in the martial arts, receive the following bonuses: They receive their black belt degree number as a damage modifier, either as an addition to damage caused or a subtraction from damage received. An expert who is a 5th-degree black belt or higher is entitled to up to 3 Defenses and up to 4 Attacks, with 4 Actions total allowed each turn. Aside from all else that takes place in a turn of HTH combat, the expert martial artist has a 3% chance, per degree of black belt ability, of render- ing an opponent unconscious by the pinching of a nerve or pressure point. (For length of unconsciousness, see TOP SECRET rules, Unconsciousness Chart.) (C) Experts in martial arts, when at- tacking or defending against opponents also trained in the martial arts, receive the following bonuses: They receive their black belt degree number as a damage modifier, an ad- dition to or subtraction from damage as appropriate. If the opponent is also an expert, then each fighter’s damage modifiers apply. It is possible to take damage when attacking. When combating an opponent who is a 4th-degree black belt or lower, an expert who is a 5th-degree black belt or higher is entitled to take up to 3

D RAGON 47 Defenses and up to 4 Attacks, with 4 locks, stated in seconds. gineering to repair sabotaged equipment. Actions total allowed each turn. If 3. CONCEALMENT: All concealed ob- 5. INTERCOM/PHONE SYSTEM: The both combatants are 5th-degree or jects have a “concealment rating” from intercom/telephone system is a self-con- higher, this benefit does not apply to 01 to 50. This number represents the tained unit. In each room a normal look- either one. percentage of a searcher’s Knowledge ing push-button telephone is located on The ability to render a foe uncons- score that must be rolled (less than or the wall near the door. It acts as a normal cious by pinching a nerve or pressure equal to) on percentile dice to discover telephone, but is also a means of com- point is negated when an expert fights the object. munication to all rooms in the temple someone (such as a player-agent) There is always a 5% chance (01-05 on area, except those rooms and areas usu- who has even the slightest amount of percentile dice) of discovering a con- ally unoccupied. The intercom system training in martial arts. cealed object when not searching. If a try works in this fashion: (D) An expert in martial arts, when based on Knowledge is not successful, On the phone’s key pad, push the “#” facing an opponent armed with a fire- allow a second roll to see if the 5% button followed by the buttons repre- arm, is at a slight advantage compared to chance pays off. Likewise, there is al- senting the letters “C-O-M-I-N-F-O” (The a non-expert. The expert has a base 5% ways a 5% chance (96-00 on percentile number is 266-4636.). The telephone will chance of avoiding a projectile fired at dice) of failing to see the concealed ob- ring twice and be answered by the secur- him or her. This is modified by 3% per ject, even after a successful search roll ity computer with the following message degree of black belt attained above the based on Knowledge. If that roll indi- in English: “What person do you wish to first. For this roll to succeed, the expert cates the finding of a concealed object, converse with?” It waits for the caller to cannot attempt any action during the roll again; a result from 96-00 indicates say the name (which must be in the same turn in question except for dodging the that the searcher did not find the object form as the names are given in the NPC projectile(s) fired by one opponent. If after all. descriptions). If the person exists in its the dodging roll succeeds, treat the shot In all attempts to find concealed ob- files, it will respond. The truck driver, as a miss. If the roll fails but falls within jects, only persons who state they are Donald Sims, and the three riksha por- 25% of the number needed, damage sus- actively searching should be allowed ters, Fu Hsu, Ching Chan, and Hsien tained from the projectile is reduced as any rolls for success or failure of that Yang, are not in the computer’s directory under (B) above, depending on the de- search. and will not yield a positive response. gree of black belt ability the expert pos- 4. HYDRAULIC LIFTS: The temple If the name is valid, the computer will sesses. However, at least one point of has two hydraulic lifts that function as respond with, “I will connect you.” The damage is always taken. If the roll fails elevators. The mechanisms which oper- phone will ring at the desired person’s by more than 25%, the shot hits and no ate the lifts are separate from each other, usual location (or another site, if the damage may be negated due to black- each located at the base of the respec- computer has been instructed to reroute belt expertise. tive hydraulic lift. someone’s incoming calls), and the con- 2. ALARMS AND LOCKS: All doors Lifts will, when in the “extended” or versation can proceed. are equipped with locks which are in “up” position, have a dead-bolt safety If the person named does not exist in plain sight (concealed doors are excep- lock engaged. This will remain engaged, its directory, the computer will send an tions); thus, describing locks as “(con- preventing the lift from descending due alarm to the Security Office (see #24) cealment rating/lock rating)” is not ne- to an excessive load, until the release and respond to the caller, “I am sorry, cessary. Likewise, alarms are easily cir- catch is thrown (a lever is located on the but no one by that name exists in my cumvented once they are found; thus, upper portion of the lift) or the dead-bolt directory. Are you sure that is the proper they only need a “concealment rating.” mechanism is moved manually from name?” The computer will continue to Thus, most lock-and-alarms systems in below, which can be a risky activity. repeat this question, or a very similar the temple are described together, as It takes two minutes for either lift to one, and will pause for several seconds “(alarm concealment rating/lock rating).” ascend from the lower level into an “up” between messages, buying time for The key to a door, if it is used, will deacti- position where the dead-bolt safety is guards to arrive at the caller’s location. vate any locks and alarms (except for engaged, but the trip down only takes 30 It will take no more than 2 minutes for a special alarms which are so designated seconds after the dead-bolt is retracted. guard to respond to a false phone call. in the text) on the door it is used on. Anyone with an AOK of 75+ in Hydraul- The person dispatched to the site of the The time spent deactivating locks or ic Engineering will be able to dismantle call will be one of the two console opera- alarms is equal to the “concealment rat- the lift and render it inoperative. It re- tors on duty in the Security Office at the ing” for alarms and the “lock rating” for quires an AOK of 100+ in Hydraulic En- time (50% chance for each).

If agents escape with the information given in the rules, use these tables: 90: Automatic death of agent, no they want, they only need to leave the escape possible. area of the temple map (over the wall, CHANCE OF REVENGE through the gate, or through a manhole) 40 or less: No revenge extracted; CHANCE OF INTERCEPTION in order to reach safety. However, if recheck after one month. 40 or less: No interception occurs. anyone is left alive inside the temple, the 41-75: Agent’s possessions (those 41-75: Agent-is captured; roll on Anfu will seek revenge in the agent’s fu- not on person) are stolen. “Capture By the Enemy” table in TOP ture, through “Complications.” If this 76-80: One member of agent’s im- SECRET rules. adventure is used as a segment of a mediate family is executed. 76-89: Agent is shot; roll for dam- campaign game, the following guidelines 81-85: Agent captured by Anfu, age. (No further pursuit.) should be used: which will attempt to execute the 90: Agent is killed by pursuers, no captive. escape possible. A. The TOP SECRET rules concerning 86-89: Agent is victim of attempted “Complications” will be in use unless assassination, survives it if 50% of If no complications occur, the agent in modified by the following. Willpower is equalled or not exceeded question gets away without a hitch and is B. In place of the complication tables on percentile dice. free to continue functioning normally.

48 JUNE 1982 D RAGON 49 Convention schedule

NORTHERN NEW ENGLAND GAMING CONVENTION, June also be held in Portland, Me. Contact: convention director John 11-13 — This new event will be held at Southern Maine Tech in Wheeler, 245 Water St., Bath ME 04530. South Portland, Maine. For more information, contact Maine Games, 10 Exchange St., Portland ME 04101, or Dragon’s Keep, ASGARD ‘82, July 9-11 — The largest gaming convention in 93 Ocean St., South Portland ME 04106. Atlanta, to be held at the Airport Sheraton. Details are available from Asgard ‘82, P.O. Box 90952, East Point GA 30364. ® EAST II CONVENTION, June 17-20 — Widener College in Chester, Pa., is the site for this second annual TSR ARCHON 6, July 23-25 — Stephen King (Guest of Honor) and Hobbies-sponsored event. An extensive schedule of gaming (Toastmaster) are among the dignitaries expect- competitions is offered, including a wide range of official ed to attend this science-fiction gathering in St. Louis, MO. The AD&D™ tournaments created especially for the convention. site is the Chase Park Plaza hotel in St. Louis. Memberships Guests of honor will include AD&D creator E. Gary Gygax, cost $16, and can be ordered by writing to Archon 6, P.O. Box peerless painter Duke Seifried, and fantasy artist Tim Hilde- 15852, Overland MO 63114. Information is available by phone brant. Admission for the weekend is $12 at the door. More at (314)521-9690 or (314)727-8607. information is available from GEN CCN East II, P.O. Box 756, Lake Geneva WI 53147, phone (414)248-8050. ORIGINS ‘82, July 23-25 — One of the longest-running and largest gaming conventions is located in Baltimore this year. RIVER FOREST MICROCON, June 18-20 — Sponsored by the For information, write to P.O. Box 15405, Baltimore MD 21220. Forest Gamers Club and the River Forest (Ill.) Community Center. All types of gaming will be represented. For details, FANTASY FAIRE, July 30-Aug. 1 — will be the contact the River Forest Community Center, 414 Jackson, Riv- guest of honor for the 12th running of this event. Location will er Forest IL 60305, phone (312)771-6159. be Griswold’s Inn in Fullerton, Calif. Memberships are $12 each by mail until July 10, $15 thereafter (at the door only). Daily HEXACON, June 25-27 — All types of gaming events will be admissions will also be sold at the door. For more information, featured at this Canadian convention, to be held at the down- contact Fantasy Faire, c/o Fantasy Publishing Co., 1855 West town campus of the University of Toronto. Convention registra- Main St., Alhambra CA 91801, or call (213)337-7947. tion is $12, and must be paid by Juhe 15. Contact: Hexacon, 42 Rogers Road, Toronto, Ontario, M6E 1N7. TEXCON 1982, Aug. 6-8 — To be held in Austin, Tex. For more information, send a self-addressed, stamped envelope to David INCONJUNCTION 2, July 2-4 — A science fiction and fantasy Ladyman, 8028 Gessner #1805, Austin TX 78753. convention at the Indianapolis International Airport Hilton Inn. Guests of honor will include Frank and Wendy & GAMEFEST ‘82, Aug. 7 — A one-day gaming event for the Richard Pini. Registration is $12 at the door. Contact: InCon- benefit of the Kennewick First Lutheran Church. Registration is Junction 2, P.O. Box 24403, Indianapolis IN 46224. $3. For details, send SASE to Adventures Unlimited, c/o Glen Allison, 1306 W. Pearl, Pasco WA 99301. MYSTICON II, July 2-4 — The site of this convention is the Sheraton Inn, Salem, Va. For details, write to Mysticon, Box 6th annual BANGOR AREA WARGAMERS CONVENTION, 1367, Salem VA 24153. Aug. 7-8 — The University of Maine campus in Orono, Me., is the site of this event. Admission is $5, payable at the door only. NANCON 88-V, July 2-4 — The fifth running of this popular For more information, send SASE to Edward F. Stevens Jr., 32 Houston-based convention will be held at the Adam’s Mark Masonic St., Rockland ME 04841, or phone (207)596-0338. Hotel. Registration fee is $13 until June 13, $18 thereafter. For more information, send a self-addressed, stamped envelope to GEN CON® XV Convention, Aug. 19-22 — The granddaddy of Nan’s Game Headquarters, 118 Briargrove Center, 6100 West- all role-playing game conventions, sponsored by TSR Hobbies, heimer, Houston TX 77057, or call (713)783-4055. will again be held at the University of Wisconsin-Parkside cam- pus between Racine and Kenosha. For complete preregistra- MAINECON - SUMMER ‘82, July 9-11 — The warm-weather tion information, see the brochure elsewhere in this issue of version of last February’s Mainecon event, this convention will DRAGON™ Magazine.

50 JUNE 1982

Fiction by Gordon Linzner

he river of school children flowed see what we discussed? Is the staff going ever since I started here. This summer past her hips, occasionally rising crazy or not?” may be his last.” T to her ribs, but Evelyn Slade was “You told me yesterday this exhibit Evelyn touched van Hoff’s shoulder in exceptionally tall and stood firm against featured six fully grown Siberian tigers.” sympathy. “Why wasn’t Rajah moved to the current. The stream engulfed the “Three mated pairs. Yes.” Wild Asia? There seemed to be plenty of monorail she’d just stepped from, then She nodded. “I counted seven.” room.” split into a score of individuals motivated Gerrold mopped his high forehead “We tried,” van Hoff replied. “At first, by only one thought: Grab the best seat. with a handkerchief. “That’s a relief . . . in he refused to leave the transfer cage. All viewing locations were, by design, a way. Still, you don’t really know any When we finally got him to move, he equally good; but try telling that to a more than I’ve told you.” went to a corner of the compound and nine-year-old New Yorker! Fortunately, “I know a few things you forgot to tell laid down with a sigh. Then we let the one ride above the Wild Asia exhibit — me. For example, you do have more than young ones in, and they didn’t get on at where Bronx Zoo visitors watched from six grown Siberian tigers in this zoo.” all.” The keeper rolled up his uniform’s mobile “cages” as animals roamed in “Of course we do. That’s the problem.” sleeve. His left forearm bore a deep scar. comparative freedom — had proved “I’m not talking about just Wild Asia. “I got this saving Rajah from his fellows.” sufficient. Those animals are young, healthy spec- Evelyn stared at the great cat lying on Farnsworth Gerrold hurried to greet imens. But you must have older beasts, his left side, oblivious. “So Rajah saw the her. Even without the previous day’s visit too — I doubt you’d put them to sleep.” compound,” she observed. “Gerrold, to her Gramercy Park office, he would “What an idea!” Gerrold exclaimed. your stranger first appeared in Wild Asia have recognized Evelyn Slade. The pale “No, the older cats are kept in the lion the day it opened, a few years ago?” sun-reflecting hair, the ice-gray eyes, house, near the Botanical Gardens The sweating man nodded. “Right. We the tall frame and confident posture: entrance.” originally put it down to excitement — These were her trademarks. Today she “Including at least one Siberian?” miscounts by our staff, but later we had wore a thin cotton safari outfit, for the “Well, there’s Rajah...” to admit the situation was real. Six tigers May morning was unseasonably hot. “That’s an original name.” Gerrold gave left the indoor cages at Wild Asia’s cen- Gerrold carried his suit jacket over one Evelyn a sharp look, but her grin made a ter in the morning; six returned at night. arm, and his tie was askew. confrontation pointless. “Let’s look in on And there were seven in the compound “Miss Slade,” Gerrold gurgled, offer- Rajah,” she added. for most of the day. We searched at ing his free hand. “I’m sorry to be late.” Treading the asphalt paths away from night, but found nothing.” Evelyn smiled down at the rumpled the featured exhibits — the monorail “You wouldn’t. Please open the cage, man. “Don’t be so quick to spare others’ cars also slide over the African plains Mr. van Hoff.” feelings. I arrived some time ago to form and South American pampas — Evelyn Van Hoff’s eyes dilated. “Open the my own impressions before proceeding.” and Farnsworth found the crowds thin. cage?” he repeated. “You’ve seen Wild Asia already?” At this time, less than an hour after open- “Unless there’s a better way to let me “Just now. Incidentally, the red-headed ing, the old lion house attracted less than in.” girl giving the monorail tour —what rela- a dozen visitors. Gerrold mopped his face. “You’re not tion is she to you?” Rajah was the only representative of going inside with that animal, are you, “Susie’s — she’s my niece.” Gerrold his species in the building, so his out- Miss Slade? The zoo has an obligation stiffened. “Have you been pumping her?” door area was larger than the other cats’. —we can’t be responsible . . .” “Now you’re being paranoid,” Evelyn His keeper, a stocky, rust-moustached “Even old tigers have teeth and claws,” chided. “The jawline and shape of the man named van Hoff, claimed that Rajah said van Hoff. nose are too similar for coincidence. I spent most of his outside time sleeping Evelyn shrugged. “All right. You know only wanted to say that Susie’s quite in the shaded rear. my terms, Gerrold. I get paid anyway, if good at her job.” “Poor fellow,” van Hoff murmured, you interfere with my investigation. If Gerrold’s cheeks reddened. “Thank gently rubbing a smooth, cool bar of the you don’t want answers...” you,” he replied. “But, tell me . . . did you cage. “I’ve tended him for twelve years, “Oh, we want them. The mystery has

52 JUNE 1982 gone on for this long only because we Five minutes passed as an hour for the didn’t know how to solve it. If my sister- anxious men. Abruptly, Evelyn withdrew in-law hadn’t mentioned hiring you to rid her hand, murmured soothing words, her of an, uh, uninvited presence, we’d and backed away from the peaceful fe- never have found someone with your line. Van Hoff offered an unnecessary experience in these matters.” hand as she climbed out of the cage. “I know. People dislike talking of such “Lock the door quietly, please,” Evelyn things for fear of appearing mad, and told the keeper. As he obeyed, she walked rightly so. Still, I prefer word of mouth to to a bench facing Rajah’s cage and sat formal advertising. It keeps the percen- down, brushing strands of silver hair tage of cranks down, and my rates are from her face. high enough to compensate for long pe- Gerrold plopped down beside her. riods of unemployment. Now, Mr. van “What was all that about?” he demanded. Hoff, will you open the cage?” She fa- Evelyn glanced at the cloudless sky, vored the keeper with an irresistible yawned, and eyed her client coolly. smile. “Confirming my guess,” she replied. “Your Rajah lifted his head as the key scraped extra tiger is Rajah.” in its lock. Feeding time already? Per- “Impossible.” haps they’d changed the hour. Well, he “Improbable,” she corrected. “Anything could work up an appetite, if necessary. that occurs is, by definition, possible. He had nothing to do but eat and sleep . . . The seventh tiger is Rajah’s projected and dream. image. While his body sleeps here, his Evelyn bent double to squeeze through mind travels south to Wild Asia. The the low door. Van Hoff closed but did not technique is simple ... I’ve done it myself. lock it. The silver-haired woman might It takes an enormous reserve of energy, want to leave in a hurry. Rajah was a of course, but Rajah’s got nothing better moody beast. to do, does he?” Retaining her crouch, Evelyn cautiously “The tiger in Wild Asia is young, virile; approached the aged animal. “Steady, healthier-looking than our new stock. Rajah,” she said, reaching for the golden Look at Rajah! Loose flesh, shriveled chain about her neck. “That’s a good muscles, missing teeth, a cataract form- boy. I won’t hurt you.” ing over the left eye . . . I’m not boring you, Rajah growled, rolling onto his stom- am I?” ach. His muscles were underexercised Evelyn stifled another yawn. “The im- and overaged, yet he could spring to his age is not the reality, Gerrold. Do you feet faster than most humans could react. picture yourself as you look now, or as His nostrils quivered at Evelyn’s unfamil- you did thirty years ago? I suggest you iar scent, and his ears flattened against have van Hoff take a close look at your his skull. He tolerated petting from van mystery guest. He’ll confirm the beast Hoff and his assistants, but he was too looks exactly like Rajah in his prime.” old not to be leery of strangers. “Why would the other tigers tolerate Evelyn’s right hand drew the chain of his presence? You heard van Hoff; in- her golden necklace out of her blouse. At stant hostility when we introduced them.” its end glinted a pentagonal pendant: an “You’re not listening. Rajah is not all-purpose, though not all-powerful, tal- physically there. He poses no threat to isman the woman was rarely without. the younger animals, and vice versa.” She let this hang loose, swinging it back “We can see him. Why don’t they?” and forth with slight movements of her Evelyn sighed. “They do. It doesn’t neck muscles. As the charm swayed, matter. Animals understand this sort of Evelyn talked to the animal in a soothing phenomenon far better than most hu- voice. mans.” And ask fewer stupid questions, Rajah wheezed. His ears rose, and lids she added silently. covered his round, liquid eyes. He slept. Gerrold yanked off his tie, rolled it into Evelyn crept to his side and stretched a ball and shoved it into a jacket pocket. her right hand forward. She patted his “Assuming this is so...” mane, stroked his powerful flanks, get- “It is.” ting his sleeping form used to her touch. “What do we do about it?” Then she lightly placed her fingers on Evelyn shrugged. “Why do anything? top of Rajah’s skull, between the ears. No one is being harmed. The affair has Her eyes shut. She froze in that position. gone on for years and, as van Hoff point- “Petrified with fear,” van Hoff whis- ed out, Rajah won’t last much longer. If it pered. “Didn’t realize what she was get- really bothers the staff, you could have ting into. I’d better pull her out before the animal put down.” Rajah becomes upset.” “Without valid cause! Unheard of.” “Leave her be,” said Gerrold, wiping “Then leave him alone. Now I offer you his lips. This is her normal procedure.” another choice: you can buy me a nice At least, Gerrold’s sister-in-law had de- big lunch, or I can buy it myself and put it scribed something like this trance when on my bill. I’m starving.” Evelyn was at her home. This situation Gerrold turned to face the woman. couldn’t be too much different. Could it? Seated as they were, their eyes were Gerrold unknotted his tie, leaving it nearly level. Her bizarre theory was per- draped about his neck. suasive. Angrily, he tore his gaze away.

D RAGON 53 “I can’t go to the board with that story!” Gerrold entered van Hoff’s pungent of- he exclaimed, focusing on the sleeping fice, stepped around a crate of freshly tiger. “You’re a lovely woman, Miss Slade, delivered meat, and picked the receiver and could charm the into buying off a brown-stained desk. hot coals...” Hysterical sobbing came from the She raised a pale eyebrow. “That might earpiece. be interesting,” she mused. “What’s wrong, Susie?” he asked. “But you’ve overreached yourself this time. You have a fine way with animals, Susie sniffed. “I’m sorry, Uncle Farns- but if you expect me to believe that a wild worth. I know you hate to be bothered, animal could create an astral projection . . .” but no one here will believe me, even Evelyn suddenly stood, hoisting her- with a train full of witnesses.” self up with a hand on the man’s shoulder. “Calm down, Susie. What won’t they Gerrold winced at the unexpected believe?” strength in her grip. “You know that big tiger everybody “My job is to get results, Gerrold, not sees? The one that disappears when the to argue about them. I advise you to urge other cats are called in for the night?” the board to pay my bill promptly. My Gerrold’s jaw muscles tightened. “Did collection agents sometimes use . . . he vanish?” unpleasant methods. I’ll beat the restau- “No, he’s still there. But about five rant, saving you a seat at my table.” minutes ago, maybe ten, he had Gerrold watched the investigator company.” walking quickly towards the children’s zoo and the restaurant beyond it. He “Another tiger?” shook his head. Her words rang true, but “No. A woman. She had long silvery where was the proof? If the board did hair, and she was petting the tiger on the nothing, if things continued as they were, head, as you’d. pet a kitten, and she how could the directors know whether looked up at me and smiled...” they’d been conned or not? The phone receiver slipped through Van Hoff had returned to his normal Gerrold’s nerveless fingers. Van Hoff duties after relocking Rajah’s cage. Now jumped forward to catch it before it he stood on the stone steps of the lion struck the desk. Startled at the keeper’s house and shouted at the perplexed sudden motion, Gerrold stared at him Farnsworth Gerrold. through glassy eyes. Then he said: “Telephone,” he called. “It’s your niece. “Talk to her, van Hoff. Calm her down, She’s been calling all over the zoo.” will you? I’ve got a luncheon date.”

54 JUNE 1982 D RAGON 55 Many Dungeon Masters have numer- have a guild for each possible profes- a nail in place prior to striking it with a ous town/hamlet/city adventures as part sion, nor will some towns require that a hammer. The duration of the Hold would of their regular campaigns. In these lo- person join any particular guild if he/she be only 1 segment, just long enough for cales, adventurers can buy and sell items does not wish to. Thus, even though the carpenter to take the swing with the and find out information by visiting guilds are usually a strong force in socie- hammer. However, the carpenter could shops, inns, and taverns. On rare occa- ty, some proprietors will be independent. use one Hold cantrip over and over sion, a shop might sell/buy a magic item A profession is usually taught by again, for perhaps up to an hour, while to/from an adventurer. means of the apprentice system. Some- he pounded home nails one after the It must be understood, that for all of times an apprentice will learn everything other. If he stops nailing or uses some the treasure in the average AD&D™ world, from the single person he/she works for. other cantrip, then the Hold cantrip is the average tradesman or merchant will Other times there will be a succession of cancelled. rarely have an inventory valued teachers because the profession has var- The average merchant or tradesman is at over 50 gp. Many an AD&D player ious grades within it; for instance, some- 33% likely to know one useful cantrip. feels that he can run to the local black- one training to be a mason might have The other two-thirds will not have any smith and buy a horse using a 250 gp different teachers for each step of the knowledge of even the most simple mag- gem, or that he can go into a weapon process, going through apprentice ma- ic. If the merchant or tradesman knows shop and sell a +1 weapon for 2,000 gp. son, mason, grand, mason, master ma- at least one cantrip, there is a 50% The blacksmith wouldn’t know a 250 gp son, grand master mason, and so on. chance that the figure will have know- gem from one worth 10 gp, nor would he Professions are often beset by outsid- ledge of more than the one . have the gold to give “in change” in any ers who either want to learn the trade For each magic-using tradesman or case. The shop owner probably has nev- without contributing to the guild (in merchant, roll on the following table. er seen 100 gp at one time, much less some set way), or others who try to take A number or range of numbers in par- 2,000. money from the guild and its members entheses after a listing indicates the Only a few guildsmen and tradesmen through unfair taxation, outright theft, number of cantrips usable by a figure in are truly rich and have adequate coinage and the like. Thus, many guilds will teach a single day. A number in brackets re- to deal in the real values of the magic a proprietor some minor magics that presents the figure’s daily capacity to items that might be found in the world. If range in power somewhere between use Mysteries (explained hereafter). A they do have such wealth it will be hid- cantrips (see From the Sorceror’s Scroll number set in italic type inside paren- den, protected or both. If their merchan- by E. Gary Gygax in issues #59, #60, and theses represents the number of first dise includes one or more magic items, #61 of DRAGON™ magazine) and sec- level magic-user spells the figure can these will not be left lying on the counter ond level magic-user spells — but only use, and a number in italic type inside for everyone to see. grand masters of a guild might be able to brackets indicates the ability to use a I have encountered numerous games cast a spell equivalent to a second level second level magic-user spell once per where the party wanders into town, finds magic-user spell. day. the “magic shop,” and then, under cover In order to learn these minor magics, of darkness, robs the place of its good- the learner must have a minimum intelli- Spells known and usable ies. Alas, in most cases the DM makes gence of 9 (as for magic-users), though a 01-50 No other cantrip known. (1) the shopkeeper some poor zero-level minimum wisdom of 10 can be substitut- 51-65 1 other cantrip known. (1) figure who is helpless to protect his in- ed for the weakest of these magics, the 66-70 2 other cantrips known. (1) ventory from the haughty and cantrips. Those spells equivalent to a 71-74 3 other cantrips known. (2) ferocious fighters who roam the streets first level or second level magic-user 75-76 4 other cantrips known. (2) of his little town. Any time a DM gives spell need intelligence as a basis for their 77 5 other cantrips known. (3) players something for nothing, he is de- casting; wisdom cannot be substituted. 78-80 2-5 (d4+1) other cantrips. (1-2) priving them and himself of a great deal The various types of minor guild mag- 81-81 2-7 (d6+1) other cantrips. (1-3) of fun. Here, to solve this particular prob- ic can vary from profession to profes- 83 3-8 (d6+2) other cantrips. (1-4) lem, are a few ways to make shopkeep- sion. Cantrips like Stir, Mix, Clean, Wipe, 84-85 2-5 other cantrips, 1 Mystery. ers tougher. Dry, Moisten, and Hold are quite com- (1-4) [1] mon and apply to many professions. 86 3-8 other cantrips, 1 Mystery. Guild magic These very minor magics have no attack (1-6) [1] Most professions found in the towns, potential; that is, they cannot cause 87-89 3-8 other cantrips, 2 Mysteries. cities, and other population centers of an damage directly. They can, occasional- (1-6) [1] AD&D world have organizations which ly, cause distraction or have defensive 90-91 3-8 other cantrips, 3 Mysteries. teach, regulate and protect the organiza- value. For all practical purposes, any (1-6) [1] tion’s members. These organizations are cantrip could be used if a direct, useful 92 3-8 other cantrips, 1-4 Mysteries. usually called guilds. There are guilds purpose for it can be demonstrated with- (1-6) [1-2] for masons, carpenters, clothiers, weav- in the guild/profession. For example, 93-95 3-8 other cantrips, 2-5 Mysteries. ers, and so forth. Not every town will Hold can be used by a carpenter to keep (1-6) [1-3]

56 JUNE 1982 96-97 3-8 other cantrips, 2-5 Mysteries, the bell will cause it to ring once. 1 first level magic-user spell. 4. Drowsiness: This can be applied to (1-6) [1-3] (1) any person or group of persons who add 98 3-8 other cantrips, 2-5 Mysteries, up to no more than 4th level or 4 hit dice. 2 first level magic-user spells. Men-at-arms, 0-level figures, and mon- (1-6) [1-3] (1) sters of less than 1 hit die equal one level 99 3-8 other cantrips, 2-5 Mysteries, each for this calculation. The victim(s) 1-4 first level magic-user spells. must be inside a 20-foot-square area no (1-6) [1-3] (2) more than 40 feet away from the mer- 00 3-8 other cantrips, 2-5 Mysteries, chant. There is no saving throw. The vic- 1-4 first level magic-user spells, im(s) will feel drowsy for 1 round, and 1 second level magic-user spell. during that time is -2 to hit and -2 on (1-6) [1-3] (2) [1] initiative rolls. The victim(s) will not feel obliged to move unless a direct danger Cantrips and Mysteries, as well as to it/them exists. The magic affects all magic-user spells, are read from books. creatures that are vulnerable to a Charm The “chance to know each listed spell” Person spell. as per Intelligence Table II in the Players 5. Glue: This magic is applied to an Handbook must be rolled for cantrips item and another surface of less than and mysteries as well as regular spells, one square foot each (the binding sur- with wisdom substituted for intelligence faces, that is). The two surfaces will stay in the case of a figure with low intelli- bound together for 5-20 rounds. Since gence who still might be able to cast the the surfaces must be touched to each minor magics (cantrips and mysteries). other within a l-segment span, the spell Cantrips take 15 minutes each to read, as can almost never be applied to another do mysteries. Rest prior to reading must living being but is usually used to make be a full 4 hours. an item in the shop pilfer-proof for a few minutes. Mysteries: more minor magics 6. Grab: This can be applied to any Mysteries are very minor forms of single immobile object that weighs 10 magic used to protect a professional pounds or less and is not already being from attacks and to protect his shop and held by a living creature. If the shop- goods from theft and other forces. The keeper casts Grab on an item (range 30 common mysteries are these: feet, duration 1 turn), the magic will hold it fast in place. A character or creature 1 Alarm 7 Hound with strength of 18(01) or greater can 2 Appreciate 8 Lapse break the Grab, at a percentage chance 3 Bell 9 Lock equal to its exceptional strength number. 4 Drowsiness 10 Pacify 7. Hound: This is cast on any living 5 Glue 11 Panic creature of animal intelligence that can 6 Grab 12 Spin be trained to be alert, such as a bird or a cat. When the dwoemer is cast on the 1. Alarm: This magic will allow the animal (who is allowed a saving throw of shopkeeper’s voice to become four times 9), the animal will bark like a large dog louder than normal for one round, so instead of its normal sound for a period that he/she can call for help. The volume of one minute. The duration of the magic of the voice will not directly affect the is 6 hours or until the animal “barks.” If offending person, but might cause him the animal makes its saving throw then it or her to run off. cannot bark; alas, the shopkeeper can- 2. Appreciate: This is used on a person not know for sure if the spell has taken to get him or her to see more quality in an effect or not. item. It can cause the victim to pay up to 8. Lapse: This is applied to one figure 20% more than he or she would have at a time. If the intended victim fails a paid for an item, because now he or she normal saving throw, he or she is effec- is convinced of its higher value. The vic- tively paralyzed for 3-12 segments— but tim is allowed a saving throw if the item is if and only if no attack from the caster of valued at under 10 gp; a save at +2 if the the magic is forthcoming. If the caster value is 10-99 gp; a save at +5 for items moves to physically harm the paralyzed valued at 100-199 gp, and a save at +8 if figure, the spell breaks instantly. Some- the value is 200 gp or more. Appreciate one else could attack, of course, but if cannot convince someone an item is the paralyzed figure can see the attack magical in any case. If the victim makes coming, he or she is allowed a second the saving throw, he or she will not buy saving throw instantly. Another saving the item unless the price drops by at throw is allowed after any successful at- least 40%. tack on the victim, to see if the blow 3. Bell: This uses an actual bell as a “breaks” the paralysis before the Lapse material component. The dwoemer is duration expires. Such a paralyzed fig- cast on the bell after it is placed near a ure has some small amount of mobility door or some item that the shopkeeper left, so he or she cannot necessarily be wishes to guard. The duration of the bell killed outright. is 8 hours or until the bell has sounded. 9. Lock: The material component for Any living thing coming within 3 feet of this magic is a key that exactly fits the

D RAGON 57 lock in question. A skeleton key will not 12. Spin: This is used on a single per- do, but an exact duplicate of an original son at a maximum range of 20 feet. If the key would suffice. The shop owner holds intended victim fails a saving throw, he the key and makes a locking or unlock- or she will spin around for the next 2-8 ing motion to open or close the lock in segments. He or she cannot attack, but question. Range of the magic is up to 40 can defend (at -2) while pirouetting. feet. The magic can be used to lock and unlock (or vice versa) the same lock with All mysteries take 1 segment to cast. one application, if the two actions are They begin at the start of a melee seg- done within 10 minutes of each other ment and end at the end of the segment. and the key never leaves the caster’s If the DM considers all blows with wea- hand during that time. pons to land in the middle of a segment, 10. Pacify: This is applied to a single it will be simple to determine if the at- person who is badly disposed toward the tempted casting of a mystery is ruined by shopkeeper (but open melee cannot have a blow or by the touching of the spell- occurred). The Pacify magic will change casting shopkeeper. the person’s frame of mind for 2-5 rounds. Targets of under 4th level obtain Guild languages no saving throw; those of 4th level and The guilds and trades that use can- above obtain the standard saving throw. trips, mysteries and actual magics have Range is 20 feet. Pacify is usually used to developed their own languages and prevent melee and as a way to ease a symbols for the text of these spells. person out of the shop before the magic Thus, if a magic-user found a book of wears off. This spell is not a charm, and merchant cantrips and mysteries, the thus the shopkeeper cannot obtain ser- magic-user could not use them without vices, information or goods from the casting Comprehend Languages first. person. Once the language of a certain magical 11. Panic: This can be applied to one text is understood, Comprehend Lan- figure by touch. He or she (again, only guages would not be needed again to “persons” can be so attacked) is allowed decipher that particular spell, cantrip, or a normal saving throw. If it fails, the per- mystery any time it is written by some- son will run away for 5-20 segments, but one in that particular profession. For in- will not drop anything held in any case. stance, if a magic-user found the Glue The victim can defend himself or herself mystery in the book of a carpenter and if chased or attacked. The victim is only learned and used it (he must still roll the afraid of the shopkeeper. % chance to know), he would not auto-

58 JUNE 1982 matically be able to use it if he found it in 80-82 Friends ure. A merchant who can cast simple the book of a goldsmith, since the lan- 83 Jump cantrip magic, regardless of spell capa- guages used to write the two versions of 84-86 Light city, still has 1-6 hit points and still fights the magic would be different. Read Mag- 87-88 Darkness as a 0-hit-die figure, but obtains the sav- ic will not break the language barrier of a 89 Magic Missile ing throw (vs. magic only) of a first level cantrip or a mystery. 90 Nystul’s Magic Aura magic-user. A merchant or tradesman If a master guild member knows a first 91-92 Protection from Evil who can cast a mystery obtains the sav- level or second level magic-user spell, it 93-94 Push ing throw of a first level magic-user will be written in the language of the 95-99 Shield against all attack forms except breath guild and is likewise unavailable to any 00 Sleep weapon, A merchant who can cast a first full-fledged magic-user who might find level magic-user spell still has 1-6 hit the merchant’s book. Second level M-U spells points and attacks as a 0-hit-die figure 01-16 Audible Glamer but has the full saving throw capability of Guild masters’ spells 17-18 Detect Evil a first level magic-user. A merchant who The spells known by master guild 19 Detect invisibility can cast two first level magic-user spells members are usually defensive or infor- 20-28 ESP will have 2-7 hit points. A merchant who mational. The following spells are the 29 Fools Gold can cast a second-level magic user spell ones most often known by guild masters: 30-39 Forget will have 3-8 hit points. 40 Invisibility Some merchants and tradesmen are 41-43 Knock ex-adventure-class figures who have de- First level M-U spells 44-50 Leomund’s Trap cided to settle down and give up adven- 01-12 Unseen Servant 51 Levitate turing. Such ex-adventurer-class figures 13-20 Comprehend Languages 52-54 Locate Object (or men/women-at-arms) retain their pre- 21-27 Hold Portal 55-60 Magic Mouth vious abilities and may add, if they are 28-34 Mending 61-67 Mirror Image guild or trade members, some minor 35-42 ’s Floating Disc 68 Pyrotechnics magics if they possess the required intel- 43-50 Ventriloquism 69 Ray of Enfeeblement ligence (or wisdom). However, learning 51-54 Write 70 Rope Trick minor guild magic once a person has 55-57 Affect Normal Fires 71-80 Scare been an adventure-class figure is much 58 Burning Hands 81-88 Strength less likely, so only 15% of such figures 59 Charm Person 89 Web will know any minor magic, as opposed 60 Detect Magic 90-00 Wizard Lock to the 33% figure for merchants who 61-67 Enlarge never were adventurers. 68-74 Reduce Merchant characteristics Merchants and tradesmen may teach 75 Erase The average merchant will have 1-6 hit the cantrip they know to their spouses 76-79 Feather Fall points and will fight as a zero-hit-die fig- and children if they work in the shop (on

D RAGON 59 the job) with the guild member. They For added protection, the merchant via a spell. The most common of these may teach cantrips only, however, and can also hire a thief or assassin to place a are Magic Mouth, Snare, and a Glyph of not mysteries or magic-user spells — un- trap. The cost to place the trap will be Warding. Some magical traps can be less the spouse or child enters the guild about equal in gold pieces to the number reset each night so that the merchant or trade in the usual manner. representing the percent chance the thief can set the trap up and then go to bed. or assassin has to set the trap success- This is surely true of the Magic Mouth, Foiling theft fully. That chance should be the same as which could be placed on an object that Merchants and tradesmen who cannot the chance to remove a trap. is covered during the day or not even cast cantrips, mysteries or low-level Failure to set a trap successfully means brought out during the day, and then magic-user spells and who are not re- the thief or assassin will take full damage exposed at night for the would-be thief tired adventurers can still protect their from the trap. Thus, very few thieves or to trip. goods from theft. The easiest solution is assassins will set traps that might cause Your DM may rule that a Glyph of a series of well-placed locks. Larger cen- injury. This is especially true of traps Warding cannot be placed on a carpet. If ters of population might have complex containing poison needles. A poison- this is allowed, however, this provides a locks that reduce a thief’s chance to pick needle trap with lethal poison in it will great defense: Just roll the rug up in the them by some set amount, perhaps down cost at least double the usual price. morning and put it away until the next to as low as one-half of the original Some thieves and assassins will refuse night. Naturally, there are more potent chance for success. Complex locks to set such a trap. magics like Symbols and Explosive should sell for about 1 electrum piece Traps able to be set by thieves involve Runes that might also be available, for a per percent of this reduction (with a re- simple mechanics and not collapsing much stiffer price. Any magical protec- duction of 50% being maximum, as de- floors or ceilings, two-ton blocks, or the tion for a merchant’s shop will cost quite scribed above). like. Most thieves will set traps that a few gold pieces. Example: A thief has a 35% chance to sound an alarm (like ringing a bell or The merchant can employ one or more pick a lock. If a shopkeeper spends an gong), cause something to fall (like a guards for his goods at night or even extra 10 gp on a complex lock, the thief’s bucket, can, or pail), or cause minor during the day. That is what town guards chance is reduced by a 20% proportion, damage (the classic form is a crossbow are for, by the way. The guard a mer- to (35% — (.2x.35), or 28%. If the thief’s trap, though some spring-loaded traps chant employs can be an adventuring- chance were 80%, the same amount of can also be set effectively to throw darts). class character even if the employer is reduction would take the chance down Poisons and liquids to coat daggers, zero level himself. After all, money is the to 80% — (.2x.80), or 64%. A run-of-the- darts and bolts are quite expensive. Such key factor here, not level. mill padlock would cost anywhere from liquids will dry out and/or become impo- The merchant can buy a dog or other 1-100 silver pieces. Standard door locks tent with time; usually the more potent animal (monster?) to guard his property. sell from 3-300 silver pieces. Locks for the liquid is, the faster it will dry out or A guard dog can stop many a robbery strong doors, the type found in dun- lose potency. before it starts. If the merchant has a geons, on temple doors, in jails, and so The merchant can also hire a magic- golem, basilisk or cockatrice, however, forth likely cost from 1-20 gp. user, cleric, or druid to set a magical trap so much the better!

60 JUNE 1982

Zadron’s Pouch of Wonders

You don’t know what you’ll get until what you’ve got is gone

by Phil Meyers and Steve Bill another item will appear in the pouch. (if ever) in a different treasure hoard. The When a new item appears in the pouch, pouch will not produce new items for Zadron’s Pouch of Wonders is a sort of the old item becomes useless and disap- anyone other than its owner, but the magical grab-bag inside which a great pears, but the new one is ready for use. If owner can allow others to use items tak- variety of magic items can be found. It an item from the pouch is destroyed by en from the pouch. However, items be- appears to be an ordinary leather pouch any other means, or if an item is put back ing used by other characters will disap- with a drawstring made of silk. When in the pouch (if possible), that item will pear instantly when the creation of a new found the pouch will be closed, and ex- be replaced by a new item. (This does item is indicated, regardless of the cir- amination will reveal that the pouch con- not apply for some of the “cursed” items; cumstances (see preceding paragraph). tains some sort of small object. To utilize see individual item descriptions.) The last item drawn from the pouch the magic of the bag, a character must The 5% chance for a new item to be (the one that fills the pouch’s limit) will open the pouch and draw the item out. created is always assumed to be rolled at remain in existence and usable until the The first character to do this after the the start of the day in question. If a new next time the creation of a new item (ac- pouch is discovered becomes the owner item is indicated, it will be created im- cording to the 5% chance per day) is of the pouch. mediately — unless the pouch’s owner is indicated. When this occurs, both the ex- Each pouch will produce from 11-30 using the item, and the loss of the pow- isting magic item and the pouch will dis- (d20+10) items for its owner and then ers of the, item at that particular time appear. The owner of the pouch can teleport away to another treasure hoard would directly endanger his or her life. In keep any item from the pouch as long as to be found anew. However, only one such a case, the creation of the new item desired, subject only to the eventual dis- item from the pouch can be in existence will not take place until the pouch’s appearance of the item. at any given time. Every time an item is owner stops using the old item. To determine what the pouch con- drawn from inside it, the pouch will re- If the owner of the pouch is killed, the tains, roll on the table below for the type main empty for the next day, but thereaf- pouch will teleport away as if it had of item produced, then refer to the spe- ter there is a 5% chance per day that reached its quota, and will next turn up cific tables A through L.

62 JUNE 1982 Roll 3: A stone egg out of which hatches a diately begin to choke himself or herself (d12) Type of item produced full-grown, hungry xorn. The xorn de- to death, doing 2-8 points of damage per 1 An egg (Table A below) mands from 2,000—8,000 gp value (2d4) round. Only a Remove Curse, Limited 2 A glove (B) in precious metal or everything the owner Wish, or Wish spell will prevent the vic- 3 A crystal sphere (C) has, whichever is least, or else it will at- tim’s eventual death. The glove will have 4 A rock (D) tack. It disappears if satisfied. no effect if worn by the owner of the 5 A figurine (E) 4: A white egg out of which a full- pouch. 6 A vial (F) grown giant eagle hatches. The eagle 5: A glove that allows its wearer to cast 7 A miniature wagon (G) can speak the owner’s language and will one of the Bigby’s Hand spells, except 8 A bag (H) serve the pouch owner on the same for Bigby’s Crushing Hand, once per 9 A card (I) terms as the dragon in (1) above. day. 10 A piece of rope or string (J) 5: A white egg with pink stripes, out of 6: A glove which, if used in place of a 11 A small box with a button on it (K) which a highly intelligent white rabbit weapon, will cause the wearer’s fist to 12 A wand (L) appears. The rabbit can speak the pouch become a +2 weapon, do 3-6 points of owner’s language and will serve as a damage per hit, and stun (for 1-6 rounds) Table A: Eggs (roll d6) scout (or whatever) for as long as the opponents that fail their saving throw vs. All creatures hatched from eggs will owner desires. The rabbit is AC 6, 3 hit magic when hit. The latter property is emerge in the third round after the egg is points, no attacks, 50% magic resistance. effective only against creatures size M or drawn from the pouch. As with all crea- 6. A glass egg out of which an unseen smaller. tures conjured by the pouch, those servant (80% chance) or an invisible hatched from eggs do not age. stalker (20% chance) hatches. Either will Table C: (roll d8) 1: A copper egg from which a small, serve as described in the corresponding 1: A large crystal sphere that opens to young copper dragon emerges. The spells, but duration is unlimited, except reveal 2-5 small (1-inch diameter) crys- dragon speaks, uses magic, and will as noted above. tals that glow dimly from within. Any serve the pouch owner. It can, however, sound originating within 1 foot of a crys- only be commanded to fight for the Table B: Gloves (roll d6) tal will be reproduced at the same vol- pouch owner 3 times (battles). Other- 1: A small, light leather glove that turns ume by the other crystals, regardless of Wise it will fight only in self-defense. into a pair of Gauntlets of Power their location, allowing easy communi- 2: A golden egg out of which a golden- when it is drawn. cation over any distance, but not be- colored goose hatches. The goose fol- 2: As (1) above, but Gauntlets of Dex- tween planes. lows the pouch owner around unless terity are found instead. 2: A large crystal sphere that opens to forced to do otherwise, and appears to 3: A glove that allows its wearer to cast reveal a pair of glass balls, each one 3 be very rare and valuable. There is a 1 in a Push spell, once per round, for up to 6 inches in diameter. Looking into one of 3 chance each day that the goose will times per day. them allows the viewer to see anything become a living Symbol of Discord for 1 4: Anyone besides the owner of the within sight of the other one. By turning turn at a random time. pouch who puts on this glove will imme- the crystal around the viewer can see an

DRAGON 63 entire 360 degrees, just as if he or she viewed. The crystal is not teleported. Wish spell is used, or until the stone dis- were standing where the second crystal 8: A marvelous crystal that is hollow appears. The stone imparts 50% magic lies. The system works both ways, allow- and contains small white flakes and a resistance to the holder, allows regener- ing a creature holding the second crystal clear, colorless liquid. Shaking it causes ation of lost hit points at 3 points per to see the original viewer. Creatures with the flakes within to swirl in patterns round, and effectively, blinds the holder infravision can see infravisually through wondrous to behold. to the sight of any living and animate the crystals. creatures, making the holder -4 “to hit” 3: A lens-shaped crystal that allows Table D: Rocks (roll d8) and damage (plus all other appropriate anyone looking through it to detect invis- 1: A small stone with a word of com- penalties for blindness). This blindness ibility as per the second-level magic- mand written on it. When the word of does not extend to non-living creatures user spell. command is spoken within 3” of the such as undead or inanimate living things 4: Anyone besides the owner of the stone, it grows into a 10-foot-diameter such as trees and plant life. pouch who holds this 3-inch-diameter boulder in 1 segment. Speaking the word 8: A stone that clings to iron or steel by crystal becomes magically imprisoned of command a second time causes it to means of a mysterious unseen force. inside it, but suffers no other ill effects. shrink back to normal size. The boulder The imprisonment lasts until the crystal will not reach full size in an area less than Table E: Figurines (roll d8) disappears of its own accord when a new 10 feet wide or 10 feet high. Characters 1: A golden lion (just one); see Figu- item appears in the pouch. and creatures can be trapped and im- rines of Wondrous Power. 5: This irregularly shaped crystal be- mobilized by the expanding stone, but it 2: An onyx dog. gins to glow with a blue light whenever will not enlarge enough to cause them 3: A serpentine owl. hostile or potentially hostile creatures actual damage if they are so trapped. 4: An ivory goat (one, selected at are within 5”, and glows more brightly as 2: A pebble which turns into a Stone of random). the hostile creatures get nearer. It also Controlling Earth Elementals. 5: A marble elephant. detects such creatures as trappers, lurk- 3: A Stone of Good Luck (Luckstone). 6: A bronze figurine of a warrior with a ers above, and piercers. 4: A Stone of Weight (Loadstone), word of command written on the under- 6: A Crystal Ball, but this one is only 3 which will appear to be a Luckstone. side of its base. When the word of com- inches in diameter and is usable by the 5: A Brick of Flying, which if thrown mand is spoken, the figurine becomes a owner of the pouch, regardless of his or hard will fly through the air. real warrior that serves the owner for up her class. 6: A large hollow stone that rattles if to 3 turns once each day. The bronze 7: Also a Crystal Ball as (6) above, but shaken. Breaking it open reveals 2-5 warrior has the following statistics: AC this item is usable by any character. loun Stones inside. -2, 40 hit points, 6th-level fighter, 18(01) However, if anyone but the owner of the 7: A triangular piece of stone that strength, 18 dexterity. The warrior uses a pouch views a hostile creature through glows with a purple light. Once the stone +1 composite shortbow, twenty +1 ar- the crystal for 2-5 (number changes is touched by anyone but the owner of rows, a +1 longsword, and a Javelin of on each use) rounds, the viewer is tele- the pouch, the toucher cannot be rid of it Piercing. None of these items are magi- ported to the place that was being until a Remove Curse, Dispel Evil, or cal in the hands of other characters.

64 JUNE 1982 7: A jade sculpture of a palace. One stylus is used to fill in the blank, the con- tion); or the magic-user spell Power turn after being drawn from the pouch tents of the vial become the potion named Word, Kill, to name a few. the figurine starts growing, doubling in on the label. Until then, the vial contains size each round until it becomes a real poison. Table G: Miniature weapons (roll d10) palace, 200 feet on a side and 100 feet tall 3: When this opaque vial is opened, the All miniature weapons will enlarge to at its apex. It will crush other structures one who opened it (including the owner the full size of a normal weapon of the or objects out of the way as it grows, but of the pouch) instantly assumes gaseous type within 1 round after being drawn it will not grow while the sculpture is form and is sucked inside the vial. The from the pouch, unless the item’s de- underground. vial then reseals itself and flies back into scription indicates otherwise. 8: A limestone figurine of a leprechaun, the pouch. The victim can be released if 1: This miniature boomerang grows which immediately animates into a real a character reaches into the pouch, into a full-sized boomerang. This wea- leprechaun when drawn from the pouch. withdraws the vial, and reopens it. The pon is usable outdoors or in large open The leprechaun will plague the pouch trapping and releasing powers of the vial spaces only (minimum range 3”, maxi- owner and only the owner for the rest of will work alternately in this fashion until mum 10”). It always hits, does 2-5 points the day, attempting to steal the pouch at the item is destroyed or disappears. of damage, and returns to the hand of the every opportunity (without bringing phy- 4: An iron Flask which will not be thrower on the round after each hit. sical harm to the owner). If the lepre- empty. 2: A small net that enlarges into Zad- chaun is able to steal the pouch, the 5: An Eversmoking Bottle. ron’s Net of Apprehending, a special owner must catch the leprechaun within 6: A “wheezing bottle” that sucks air or version of the Net of Entrapment. It has the same day (automatically retrieving any gas in and out on alternate rounds, an intelligence of 25 and an ego of 20, the pouch in the act of catching the le- with a capacity each time of 125 cubic like a magic sword, and victims’ saving prechaun), or both the pouch and the feet. If the bottle is stoppered at the right throws are at -4. Its purpose is to capture leprechaun will disappear. The lepre- moment, it can be used to store a gas for thieves; when this net is thrown on a thief chaun disappears at the end of the day in release at a later time. the captured thief is instantly teleported any event. 7: A vial containing a potion that will to the nearest jail interested in the thief. effectively raise any character 2 levels of If the gains control of the owner of the Table F: Vials (roll d8) experience for 1 day, with appropriate pouch or the owner of the net (if it is 1: A small ceramic vial that is able to increases in abilities. given away), it will force that person to hold up to 10 gallons of any liquid with- 8: A vial holding a potion that causes use the net against any thief encoun- out increasing in size or weight. It draws the imbiber to regenerate 1 hit point per tered (possibly another party member). or pours at the rate of 1 gallon per seg- turn, even after apparent death, for 1 3: A small arrow that enlarges into an ment, but if the vial is broken the entire day. The regeneration does not extend apparently normal arrow. When fired, contents of the vial are instantly released. to magical attack forms that cause death this arrow will never miss (although it 2: A bottle with a label that says “Po- without doing hit-point damage, such as may not hit the intended target) if a tion of —”. A stylus covered. with the druid Finger of Death spell; the cleric target is in range, and if it comes to a ink is tied to the side of the bottle. If the spell Destruction (reverse of Reincarna- corner it will turn 90 degrees and con-

D RAGON 65 tinue on its way, hitting the first charac- quired) for as long as the club is held. become Gauntlets of Ogre Power, and ter or creature it contacts and doing 4-9 The wielder always retains his or her the belt a Girdle of Hill Giant Strength. If points of damage. 50% of these arrows original personality. The ogre has the this item is drawn a second time the turn right, 50% turn left. The arrow will character’s hit points, or 33 hit points, name of the hammer will be different, continue turning corners to the limit of whichever is greater. The club is a +1 and of course scrambled as well. its range, until it hits something or can weapon that does 2-11 points of dam- 8: A bag containing a suit of invisible go no further. age. The polymorphed character attacks clothing. Anyone wearing the clothing is 4: A tiny catapult with a command as an ogre if it has 33 hit points or less, made invisible as per a Ring of Invisibili- word written on it. When the command and attacks as the normal character ty, but this effect is limited to persons word is spoken, the model becomes a would if it has more than 33 hit points. and creatures acquainted with the wear- full-size heavy catapult. Speaking the er. To strangers, only the clothes are in- word a second time reduces the catapult Table H: Bags (roll d10) visible, not the wearer. Naturally, the to a miniature again. This process can be 1: A Bag of Holding. magic clothing does not work if the repeated. 2: A Bag of Tricks. wearer also wears non-magical clothing 5: A small hammer that enlarges into a 3: A Bag of Useful Items, similar to a underneath. Hammer +3, Dwarven Thrower. Robe of Useful Items, but the bag is usa- 9: This bag is found to contain trea- 6: A Sling of Seeking +2, seven +2 sling ble by any class, and the items within are sure. This is because it is a Bucknard’s bullets, and one sling bullet that ex- miniatures, easily recognizable, that be- Everfull Purse. The money found in the plodes as a 5-dice fireball, as the spell, come the real items when desired. purse, as well as any money produced by on impact. 4: A bag, brown in color, that contains the purse later, will not disappear when a 7: A small sword that becomes a Sword two sandwiches, an apple, and a cookie. new item appears in the pouch. of Dancing. 5: A small sack that is found to contain 10: A bag that functions as a Bag of 8: A small sword that becomes a +1 a small sack. That small sack is also Tricks until used in the presence of an Luck Blade with 2 wishes. The wishes found to contain a small sack, and so on, enemy. Then it becomes a Bag of Mon- cannot be used for selfish purposes, or ad infinitum. ster Summoning; the creature it produces else the sword will disappear and a new 6: A Bag of Devouring. will be a hostile monster which will at- object will appear in the pouch. 7: A magic bag that no one but a dwarf tack the bag owner and his or her com- 9: A+1 sword with disarming ability; an can open. It contains what appears to be panions. The monster is selected at ran- opponent must save vs. magic when hit a worn-out leather belt, two rusty gaunt- dom and will be of a level corresponding or drop his/her/its weapon. An opponent lets, a cheap blacksmith’s hammer, and a to the summoner’s level, as follows: that has already lost its weapon must scroll on which are written the letters summoner level 1-2, monster level 1; save or lose its shield. Unarmed oppo- “DEEHNRRTU.” When these letters are summoner level 3-4, monster level 2; and nents or those using natural weaponry rearranged, they spell “THUNDERER,” so on. are not affected. the name of the hammer. When this 10: A club that polymorphs its wielder name is spoken, the hammer becomes a Table I: Cards (roll d8) into an ogre (no system shock roll re- Hammer of Thunderbolts, the gauntlets 1: A card with a picture of the area

66 JUNE 1982 where the pouch owner is standing when 7: A set of 2-5 magic message cards. 6: A rope which, when stretched taut the card is drawn. Anyone studying the When the command word is spoken, one across a doorway or corridor, takes on card intently for 1 round at any time af- of these cards, if a message has been the color(s) of its surroundings so as to terward will be teleported, without error, written thereon, will teleport to the hand be 95% undetectable. When a creature to the place pictured. of the one to whom the message is in- tries to step across or over it, the rope 2: A card with a picture of fate holding tended. An extra card (aside from the 2-5 animates and acts as though a druidic a balance on it. The DM rolls secretly and message cards) is provided, containing Trip spell had been cast. One fourth determines whether the card holder (in- the command word and other appro- (25%) of these ropes act like a Snare cluding the pouch owner) will be +4 or -4 priate instructions. spell instead. Only the pouch owner or on saving throws for as long as the card 8: A card stating, in prominent letters, the owner of the rope (if it has been given is held (equal chance for either). If the that the pouch owner is wanted dead or away) can safely retrieve the rope if it is result is negative, the effects will persist alive by the nearest local authorities, of the latter kind. until a Wish spell is used to negate the with a picture of the pouch owner, and 7: This rope is unremarkable save for effect or until 2-8 weeks have elapsed, offering a 10,000 gp reward. When this the fact that it constantly levitates in a regardless of what happens to the pouch card is drawn, 100 copies of it will appear vertical orientation, with the bottom end in the meantime. in prominent places within a 50-mile ra- staying three feet off the ground. Up to 3: A card with a picture of a red dragon dius of the location where the pouch was 10,000 gp weight can be tied to the rope sitting on a huge pile of treasure. Writing opened. The copies do not disappear and supported thereby. If this limit is ex- at the bottom of the card says, “Wish you when a new item appears in the pouch. ceeded, the rope sinks slowly to the were here. Love, Gorgo.” ground until the excess weight is taken 4: A card with a spell (level 2-7, of the Table J: Ropes and strings (roll d8) off. It requires very little effort to pull the appropriate class) written on it, usable 1: A rope that allows a Rope Trick spell rope and its load along. by the viewer as if it were a scroll spell. If to be cast with it, as a 10th level magic- 8: This rope appears to be a Rope of the pouch owner is a non-spellcaster, user, once per day. Usable by any class. Entanglement until it is used against the card will be blank until it is given to a 2: A Rope of Entanglement. enemies. Then it will entangle the one spell-casting character. 3: A Rope of Climbing. trying to use it (including the pouch 5: A random card from a Deck of Many 4: A Ball of Endless String, a sphere of owner) and as many of his or her friends Things. All effects and results persist af- string 4 inches in diameter that never as possible. ter the card disappears. winds down to nothing no matter how 6: A blank card on which the first view- much string is drawn from it. Table K: Boxes (roll d6) er other than the pouch owner is magic- 5: A rope which, when thrown to the All of these items are 3-inch-square ally imprisoned, becoming a picture on ground, animates and “dances” to the cubes of an unknown metal with a circu- the card. If the card is damaged or de- amusement of all. Lively music from out lar red spot on one face. When the owner stroyed, the victim suffers appropriately. of nowhere accompanies the dance, of the pouch presses the spot, the magic The imprisonment lasts until a new item which lasts for 2-5 turns. The rope can of the box is activated. appears in the pouch. dance up to 3 times per day. 1: This cube acts as a limited Cube of

D RAGON 67 Force. When the red spot is pressed a the appropriate form change occurs. charges. force field goes up, as follows (roll d6): The three respective chests are wizard 2 or 3: Any one of the following , 1-2, keeps out living matter; 3-4, keeps locked, and only the pouch owner can with 2-5 charges: Frost, Fire, Lightning, out non-living matter; 5-6, keeps out open them freely. Fear, lllumination, Polymorphing, Con- magic. Charges operate the same way as 4: When the spot on this cube is juration, or Paralyzation. Select a wand with a normal cube of force. Determine pressed, a set of red numerals appears at random by rolling d8. one of the three effects above the first above the red spot. The numerals begin 4: One of three types (roll d6): A Wand time the cube is used, and the cube will with 10 and count down one number per of Magic Detection, Enemy Detection, or perform the same way thereafter. segment thereafter. Pressing the red spot Secret Door & Trap Location, with 11-14 2: A Cube of Frost Resistance. again after the first pressing resets the charges. 3: Pressing the red spot on this cube count to 10, and pressing it 3 times in 5: A wand that emits a Gust of Wind, as causes it to become a 4’x2’x2’ treasure rapid succession (within one segment) the spell, at a cost of 1 charge. It has 2-8 chest on wheels. The red spot appears makes the red numerals disappear. If charges. on the center of the lid of the chest. and when the count reaches zero, the 6: A wand like one of the ones in (4) Pressing the spot a second time causes cube explodes, doing 10-60 points of above, except that it acts as a Rod of the chest to become a large, enclosed damage to all creatures within 10 feet, Cancellation when its last charge is ex- wagon drawn by 2 draft horses with a half that amount to all others within 30 pended, affecting all magic items within 4’x5’x2’ locked compartment built in. feet, and causing structural damage a 5-foot radius of the wand. The red spot appears on the center of the equal to twice that caused by a Horn of 7: A wand that detects life— that is, the lid of this compartment. Pressing the Blasting. Creatures who make their sav- life force — of any creature within 3”, spot a third time turns the wagon into a ing throw vs. magic at -4 take half dam- including hidden or invisible creatures, 4”x3”x1” stone cottage with a hearth, age. The cube can be thrown, by hand or for 1 turn at a cost of 1 charge. It has 2-8 furniture, and a built-in stone chest of with a sling, but will not explode prema- charges, It will not detect the life force of the same dimensions as the wagon turely no matter what happens to it. creatures smaller than a mouse. compartment with a red spot on its lid. 5: This “Pandora’s Box” releases 4-16 6: This item, Zadron’s Wand, has 11-14 Pressing this spot causes the cottage to hostile monsters, all of which attack the charges, and performs as follows: become a small cube again. Pressing the one who released them (including the (wielder’s choice) for the appropriate red spot 3 times in rapid succession will pouch owner) when the red spot is expenditure in charges: Wall of Force, as cause this item to revert to a small cube pressed. The level of each monster is the spell, for 1 charge; Mirror Wall (des- no matter what form it was presently in. selected at random by rolling d6, the re- cribed below), for 1 charge; Disintegrate, Any objects not originally part of the sult being the level of the monster, but on as the spell, for 2 charges; and Prismatic cube, such as persons who may enter a result of 6, roll again using d8. Spray, as the spell, for 3 charges. A Mir- the cottage or the wagon, are left un- 6: When the red spot — the “panic but- ror Wall has the same effect as the Wall changed and unharmed when the item ton” — is pushed, all non-hostile crea- of Force spell, but creatures may freely changes form. The lone exception to this tures within 6” must save vs. magic at -4 pass through the wall, and only crea- is treasure placed in the chest on wheels, or flee in panic for 3-12 rounds. This in- tures on the same side of the wall as the which will remain intact when other form cludes the box-holder as well. spellcaster (wand wielder) can see it. changes occur. Anything in the chest Creatures on the other side, which is a moves to the compartment in the wagon, Table L: Wands (roll d8) mirror, see themselves. Magic cannot or to the stone chest in the cottage, when 1: A Wand of Magic Missiles with 11-14 pass through the wall in either direction.

68 JUNE 1982 D RAGON 69 Fifth Frontier War is complex but cohesive

Reviewed by Tony Watson given on the map. Borders between the Zhodani Consulate, its allies the Sword FIFTH FRONTIER WAR is a grand Worlds and Vargr, and the Imperium ap- strategic science-fiction game set in the pear in color, and important Xboat routes marvelously involved future history that are shown as well. Rimming the hexagon- Game Designers’ Workshop has created al interstellar map is a series of square for its TRAVELLER™ role-playing game. displays corresponding to the worlds in Because of this tie-in, FFW is billed as the respective quarter of the mapboard. “TRAVELLER Game 4,” though one need Each of these boxes gives information not be familiar with the TRAVELLER sys- on a world’s characteristics, and also tem. FIFTH FRONTIER WAR is a fine serves as a holding box for ground ar- game for those interested in SF gaming mies occupying the planet. on the “macro” level but who find role- The game has a lot of counters, 720 to playing not to their liking. be exact, but only two-thirds of them re- What FIFTH FRONTIER WAR shares present combat units, the remaining 240 with TRAVELLER is its “historical” set- being used to record percentage losses ting, and a very good one it is. Through to ground troops and systems defense the plethora of TRAVELLER play aids boats (SDBs). Starship squadrons are and science-fiction games put out by depicted by counters bearing the type GDW (going back to 1977’s IMPERIUM), (either battle, cruiser, scout, assault or a coherent and succinct body of infor- tanker), jump rating (number of hexes mation on the history, politics and eco- the squadron can move on the map), a nomics of the Imperium and its neigh- refueling code (streamlined, partially bors has come into being. The result is a streamlined or non-streamlined), and most comprehensive and interesting numerical ratings for attack, bombard- background for a series of SF games. ment and defense. Troop counters re- In a sense, FFW both draws from and semble those used in most historical contributes to the developing future his- , utilizing standard military tory. The “War” of the game is the fifth symbols to denote type (with some mod- confrontation between the Zhodani Con- ifications — present-day military scien- sulate and the Imperium, both sprawling tists don’t have to deal with lift infantry or galactic empires bent on controlling the jump troops). Numbers on the troop Spinward Marches, the scene of the war. counters indicate strength and tech lev- The Zhodani-Imperial enmity and the el; in addition, some units are elite, and increasing hostile activity in the Marches this is shown by a dot on the counter. are familiar to TRAVELLER players, and As usual, GDW has made effective use provide the political and motivational of color to denote political affiliation, co- framework for the war. lonials and regulars, and special troops; At the same time, FIFTH FRONTIER the Sword Worlds and Vargr, while allies WAR, as a game system, expands the of the Zhodani, are printed in separate versatility of the setting by providing the colors, and the Imperial Marines, mer- means and methods for conducting con- cenaries, and Zhodani psionic troops flict on a strategic level. TRAVELLER are all done in different colors as well. and FFW are both set in the same future FIFTH FRONTIER WAR has a relative- context; where the former deals with ac- ly complicated sequence of play, divided tions of individuals and conflicts on a into reinforcement, movement, combat, man-to-man scale, the latter offers squad- and plotting and reorganization phases, rons of starships and vast armies of which are further subdivided into steps. combat troops battling over dozens of Fortunately, some events, like reinforce- worlds. Both, however, spring from the ment, do not occur every turn, and same future history, a testament to the movement, because of the plotting and care and concern the people at GDW fleet rules, is relatively simple. Fortunate have applied to backing up their SF indeed, for the combat phase can get games with good science fiction. rather involved. FIFTH FRONTIER WAR chronicles the All movement in FFW is space move- Zhodani attack on the Spinward March- ment. The TRAVELLER universe postu- es. The map depicts portions of eight lates a situation where the speed of interstellar subsectors and 146 star sys- communication is linked to the speed of tems. For each system, the starport class, travel; that is, interstellar messages move presence of a gas giant (both are impor- at the speed of the carrying starship. The tant for refueling considerations), bases, effect of a communications lag like this high population (if applicable), and on the conducting of a military cam- amber and red zone classifications are paign is obvious. News of events taking

70 JUNE 1982 SDBs may bombard enemy units on the planet with their bombardment factors. Losses are expressed in percentages for the ground troops, and results can be affected by the tech level of the target. Finally, after attacking troops have had a chance to land from space, surface combat is resolved. In this step, ground units are allocated to attack other sur- face units in any combination desired. The current strength of a ground unit depends on the losses (if any) it has tak- en. For example, a brigade (10 factors normally) has a factor of 8 if it has sus- tained 20% losses. Formations generally have the same combat factor regardless of affiliation; all divisions have factors of 20 at full strength, for example. Factors are compared to create an odds ratio. Tech level has an important effect on combat; the difference between tech levels is the number of columns shifted in the more advanced unit’s favor. Once again, losses are measured as a percen- tage of the affected unit’s factors. The die roll is subject to modifiers for hostile environments, making combat on planets with inhospitable atmospheres deadlier for both sides. place on distant planets will be weeks in ling their combat factors and rolling on Unfortunately, the precision and real- the sending. Strategy would have to be the appropriate table of the “space” CRT. ism of FFW’s combat system is obtained planned on out-of-date information. To The die roll can be modified by the tacti- at a cost in time and complexity. Players simulate this in a game context, a plot- cal ratings of the commanding admirals. must accustom themselves to five differ- ting system was devised. Starship squad- Combat results are expressed in defense ent processes for resolving combat and rons, and any ground troops they are factors that must be lost, and can be sat- learn to use each efficiently. The use of carrying, are grouped into fleets, the isfied by reducing squadrons (flipping percentage losses for ground troops and number of which varies for each side, the counters over) or by eliminating full- SDBs serves admirably to depict the at- depending on the turn of the game. Only strength or already-reduced units. trition of an extended campaign, but it fleets may move, their movement being Starships attacking a system may then also tends to drag out the game, requir- pre-plotted either four turns (for the have to deal with indigenous System De- ing players to re-calculate the current Zhodani) or five turns (for everyone else) fense Boats (non-starships used to de- strengths of a number of units on a ahead of the actual move. Both sides fend a system). No counters are used to number of worlds every turn. One can have counters representing admirals represent SDBs; their number is recorded not really fault the designers (Marc Miller, who can, by virtue of their strategic abili- in the world boxes. The two forces fire at with supplemental help from John Astell ty, modify the number of turns ahead each other using different CRTs, with and Frank Chadwick); they have pro- which their fleets must pre-plot. This the squadrons taking losses as in squad- duced a very fine game on the topic, but plotting system works well, capturing ron-to-squadron combat, and SDBs tak- it is involved to play. The four- to six- the feel of a situation where each side ing percentage losses. Results can be hour playing time suggestion on the has limited information about the ene- affected by the tech level of the SDBs game box seems very optimistic. my’s whereabouts and intentions. Move- and whether they are in passive or active FFW has its share of chrome. The ment and plotting is further complicated mode. Zhodani can station a number of Ine by the refueling rules. After each move, This step resolved, squadrons and Gevar guerrillas on Imperial planets, and squadrons must refuel either from gas giants, oceans, or friendly tankers or starports. Oceans and gas giants are more readily available than high-quality starports, especially to the attacking Zhodani, but non-streamlined ships take an entire turn to refuel from such sources. FFW shows some real imagination in its combat systems, with an emphasis on the plural. Within the combat phase, ship squadrons battle other squadrons and then any defending SDBs, followed by bombardment of surface units and, final- ly, combat between ground troops. Each type of combat is distinct from the oth- ers, and each of the resolution processes (there are five Combat Results Tables) seems particularly suited to the kind of conflict being simulated. Starships attack one another by total-

D RAGON 71 the secret base from Twilight’s Peak Imperial forces deployed on the map are FIFTH FRONTIER WAR is a good (TRAVELLER Adventure 3) crops up, mostly colonials, generally not as effec- game, but it may be a bit involved for too. The Zhodani also have psionic tive as regulars. Colonial reinforcements some players. It certainly succeeds in its Guard units (the Zhodani are ruled by a from Rimward enter on turn six, and reg- intention of simulating a large interstel- caste of psionic nobility). The Imperium ulars follow beginning four turns later. lar campaign. The game has detail and has a Vargr mercenary admiral in its em- By then the Imperium stands a good realism. If it plays something like a his- ploy, reflecting the fragmented state of chance of pushing the Zhodani back and torical simulation, that’s because it es- Vargr society, and there are rules to cov- possibly capturing enough worlds to sentially is one, considering the meticu- er the black globe generators on four win. Victory is determined by points lously prepared background the game is Imperial squadrons. gained by the capture of worlds, usually drawn from. The game is well balanced. The Zho- equal to the tech level of the world in FIFTH FRONTIER WAR retails for dani enjoy the advantages of surprise question, with subsector capitals worth $14.95, and is available at game and and concentration, and can be expected double. The game ends when one side hobby stores or by direct mail from to seize control of a number of border achieves an automatic victory by points, Game Designers’ Workshop, P.O. Box planets very early in the conflict. The or when both sides agree to an armistice. 1646, Bloomington IL 61701. Free City of Haven has a life of its own Reviewed by Arlen P. Walker Events in Haven will run their own back of the package, but all of Game- course. The players will be able to speed lords’ catalog notices as well. I laid out How many times have you asked your- them up somewhat, or perhaps redirect my hard-earned money for a complete self what self-respecting thief would tag them slightly, but rarely stop them en- city, and received only one-third of one. along with a bunch of would-be giant- tirely. Which is, after all, as it should be If Gamelords intended to produce two killers just to be graciously allowed to —a city has much more momentum than more volumes of Haven when this one risk his life by opening a chest (after first any small group of vagabonds. was written, why didn’t the company in- carefully disarming half a dozen traps Haven’s aristocracy is not merely list- form prospective buyers of that? One that were placed there)? While a thief ed and given wondrous power. These cannot help but wonder how many “mi- might do this once or twice, he would favored few are given detailed histories, nor” volumes might be needed to com- never make a practice of it. dreams to be realized, and weaknesses plete the three “major” ones. It is easy to Thieves are predators, and the rest of to be preyed upon. There are no invinci- see how a detailed description of a city humanity is their natural prey. So if they ble rulers in Haven, only a group of so- like this one could require a sizable cash want to prosper (and who doesn’t?), they cially powerful men with sometimes ir- outlay in order to get all the parts. must make their lair in or near large con- reconcilable differences, giving birth to It has long been a principle of mine centrations of prey: in other words, cities. the political intrigue which is a fact of life that I neither buy any more products Given the above, it was only a matter of in virtually any city. from, nor encourage anyone else to buy time before the people at Gamelords, Information on the shops and deni- from, a company I feel to have deceived Ltd., perpetrators of the excellent Thieves zens of Haven is not presented in a fash- me in such a way. I resent “snequels” as Guild series of scenarios, would come ion conducive to on-the-spot reference. a low-class way to hook future sales onto out with a city module. The statistics are all bunched in an ap- today’s products, and consider them to And what a city! Haven is its name, and pendix, with no clues therein as to where be nothing better than a literary bait- such is its function. There are choice the detailed descriptions for each char- and-switch game. Yet... Gamelords pro- pickings in this city for any thief in the acter are located in the main text. The duces consistently worthwhile products, Empire. Twenty-five scenarios are out- NPC descriptions precede the descrip- and Haven is no exception. Maybe it’s lined in the packet — many of them ripoffs tion of the borough each frequents, but time to, as they say, rethink my position. from literature (but well done ripoffs) — an NPC’s probability of being in any giv- To be sure, Haven is playable. Howev- and many more lie sleeping beneath a en place at any given time can only be er, from a practical standpoint, the large, thin coverlet of guidelines, suggestions, found in the description of the place, not rather cumbersome overall map of the and background, waiting only for your in the description of the character. city is difficult to use in the confined imagination to awaken them. While some would consider this form spaces of dorm rooms or tiny apart- Each of the scenarios is described in of organization a disadvantage, there is a ments. Also, a path on detailed neigh- two parts: a brief paragraph or two of (perhaps hidden) advantage to it. This borhood map XIX vanishes into the river players’ information and a much longer approach forces anyone who would of adjoining neighborhood map XX. section called GM’s Notes. The players’ referee an adventure in Haven to com- In the back-of-package blurb, Game- section contains the common knowledge pletely read the material beforehand, to lords calls Haven “the biggest and best about the scenario (correct or not) while become familiar with the whole cloth fantasy city ever published.” But by what the GM’s section details The Truth. Most from which the scene was cut. Ultimate- measure? In terms of land area or popu- of the scenarios will require the players ly, this can only add to the enjoyment of lation, it seems Haven must still bow to to use something besides brute force to the players. Jakalla, and in terms of the level of power solve the problems they face. The Free City of Haven is sold as a of its denizens, to the City-State of the But if you purchase Haven expecting complete package with “eleven detailed World-Emperor. But by virtue of the only a passive backdrop for these scena- neighborhood maps.” The narrative cov- sheer volume of description, Gamelords’ rios, you’ll be sadly mistaken. Moreso ers all of the city, but on the inside cover claim is right: Haven is “the biggest.” than any city I’ve ever played in, Haven is we find it takes 36 of those “neighbor- And, even considering the objections alive. Its inhabitants are not mere NPC’s, hood maps” to cover the city. Where are mentioned above, the second part of the but real people, with lives, plans, and the other 25? In the introduction (page claim is indisputable: The Free City of secrets of their own. Its business estab- IV) preceding the narrative, in small Haven is indeed “the best.” lishments are completely detailed, from print, is an announcement about two The package has a retail price of $14.95 hours of operation to regular customers, more “major volumes” to come. Unfor- and can be found in game stores or or- from the personality of the owner to tunately, mention of those volumes was dered from Gamelords Ltd., 18616 Gros- where he keeps his cashbox. left out of not only the description on the beak Terrace, Gaithersburg MD 20879.

72 JUNE 1982 D RAGON 73 on colonies and in the gigantic transport WAR OF OMISSION — ships that took them from the planet. Kevin O’Donnell, Jr. The agrarian life of the colonies is BANTAM BOOKS — $2.75 harsh and primitive, and they are denied 0-553-20281-2 most of the science that keeps ship life fairly comfortable. Scientific knowledge In Kevin O’Donnell’s future, there is a is the ships’ only bartering tool for raw revolution in the United States. The re- materials and so, it is dealt out slowly. volt comes about not because of physi- The colonies resent this; the Ship dwel- cal atrocities, human rights, or depriva- lers resent the colonies, etc. tion, but is born from too much control. Everyone who lives aboard the ships The government has its hands into ev- must survive for a month on the surface erything. Taxes are absolutely to the Iim- of one of the colony worlds. This keeps it. Government agencies tell the people the populations of the Ships from getting how to do everything, from how to heat too big, as well as weeds out the un- their homes, to how to paint the rooms healthy, unimaginative, and unlucky. The inside them. The revolution is one of the hero of the book, Mia, is none of these middle class, of ordinary people fed up things. She is a normal, healthy, intelli- with the bureaucracy and interference gent young woman, trying to get on with all around them. It is also a revolution the business of growing up. Although which has an unstoppable weapon—the her home reality might be quite different Tisser. from that of most teenagers today, her Short for Time-Space Separation Unit, the Tisser is a device which wipes out chunks of space-time, then knits the REVENGE OF THE HORSECLANS — edges of reality back together, leaving Robert Adams no memory of the places, people, or Signet Books — $2.50 things that vanished. 0-451-11431-0 War of Omission is a frightful book. It is a story of people pushed to the wall, Robert Adams’ Horseclans novels are and what they do to protect their individ- always a good bet for searing action and ual rights. It also shows how easily life in well-paced, intelligent sword and sci- this country could be brought to a grind- ence. This latest adventure, Revenge of ing halt if the delicate balance of supp- the Horseclans, is one of the best yet. lies, pipelines, power cables, and other The story starts with a call to battle. systems are disrupted. O’Donnell pulls The Thoheeks of Morguhn is dying, and no punches; he shows the world fairly his eldest son Bili is summoned home —good and bad people on both sides. from soldiering to claim his throne. He is honest in his appraisal of what it Members of the noble houses and the would take to get the government “off priesthood, who feel the lands the Horse- people’s backs,” and what kinds of sacri- clans hold are rightfully theirs, try to en- fices and dangers are involved in such a gineer rebellions before Bili even ac- move. cepts his inheritance. Bili decides to fight, and the result is a story of the heart- iest pulp stock. Adams is a true master of this type of story, which springs from the storehouse of story lines which made characters such as Howard’s Conan and Burroughs John Carter the reoccurable problems, and the problems of those heroes they were. Although he might not around her, are things that happen every be able to make women’s hearts throb day, and have for as long as people have with torch-lit romances if he were to gathered in groups larger than three. switch fields, there should be little need The beauty of Rite of Passage is that for him to bother. He has carved out a none of these things are trumped up; this sizable audience for himself with his fan- is not a teenage-exploitation novel, glar- tasy novels, one that shouldn’t desert ingly written to fan the flames of some him for many a year to come. current adolescent problem. This is a book about sensible, normal, typical youngsters growing up. Not out to shock RITE OF PASSAGE — Alexei Panshin or educate, but merely to entertain, Pan- Pocket/Timescape Books — $2.50 shin has created a totally lived-in world, 0-671-44068-3 and populated it with real, understand- able people. We can identify readily with The year is 2198; Earth is long dead the feelings of the people in this book; it from nuclear wars. Humans survive only isn’t hard. All one needs a memory.

74 JUNE 1982 he invents one. His science is not as good as Jules Verne’s, but his stories are. In Napoleons, a handful of the little corporal’s veterans, fleeing Moscow’s snows in 1812, are kidnapped by the For- truns. These aliens created a paradise for themselves and are too busy having fun to bother to defend it. In fact, it’s been so long since the last Fortrun had to defend himself in any way, that they simply forgot how. The solution: Get a handful of crazy savage humans to lead robots into glorious combat. With nice surprises in the ending, and an enjoyable, although somewhat card- board, cast of characters, this one de- serves attention.

THE WARLOCK UNLOCKED Christopher Stasheff ACE BOOKS — $2.75 0-441-87325-1

When Christopher Stasheff wrote The Warlock in Spite of Himself, everyone wondered what he’d for an encore. Daw Books — $2.25 0-87997-716-7 Wonder no more: The Warlock Unlocked is the perfect sequel. Filled with Sta- Jack Vance’s name doesn’t come to sheff’s own amusing brand of sword and most science fiction fans’ minds as sorcery and science fiction, this book is quickly as some of the stars of the genre funfilled, exciting and amusing. — Larry Niven, Arthur C. Clarke, or Isaac A long time in the future, the Pope Asimov, for example. receives a letter from the official Vatican DAW Books attempted to change this archives. It has been kept in the Vatican over the past year, releasing a number of for a thousand years, waiting to be deli- Vance’s earlier works. The Gray Prince, vered to the proper pope on the proper which combines with date. When the pope (it is addressed to old-style pulp science fiction, is a highly the correct pontiff even though it is a entertaining novel that holds up as well thousand years old) opens it, he finds today as it did when first published a the following message: “On September decade ago. 11, 3059 (Terran Standard Time), a man The book tells of the return of Schaine named Rod Gallowglass will begin learn- Madduc to her home planet of Kory- ing that he is the most powerful wizard phon. When she left five years earlier, the born since the birth of Christ. He dwells several intelligent species who lived on on a planet known to its inhabitants as Koryphon did so in relative harmony; ‘Gramarye’ ” — and nothing more. upon her return, she finds them locked in The note sends the holy city’s trouble- bloody turmoil. Moreover, the leader of shooter, Father Aloysius Uwell, to Gra- the revolution, the Gray Prince, is an marye to find Rod Gallowglass, and also alien fostered in her own household as a to discover just what is going on. What child. Schaine must work desperately to Father Al finds is a planet founded by the undo damage she inadvertently did; while S.C.A., along with witches and warlocks her home world is torn apart around her. that make up one of the year’s best. Vance’s expertise as a story-teller shows through in this one at a level some technical science fiction writers can only dream of obtaining.

THE NAPOLEONS OF ERIDANUS Pierre Barbet Translated by Stanley Hochman DAW BOOKS — $2.25 0-87997-791-1

The idea of aliens and humans inter- acting and destroying one another is certainly not new. The idea of aliens coming to earth and kidnapping humans for some purpose is not new either. So what makes Barbet’s The Napo- leons of Eridanus so original? His light spirit of adventure. If he needs a machine,

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