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DRAGON 1 Publisher: Mike Cook Editor-in-Chief: Kim Mohan Same difference Editorial Staff: Marilyn Favar Roger Raupp You probably noticed right away that Vol. VII, No. 11 May 1983 Patrick L. Price this issue of ™ Magazine Mary Kirchoff looks different from all the others in SPECIAL ATTRACTION Business manager: Debra Chiusano your collection. The fancy phrase for Office staff: Sharon Walton what we’ve done is “design changes.” Forest of Doom ...... 41 Pam Maloney The translation, in layman’s terms, is Prizewinning AD&D™ adventure Layout designer: Kristine L. Bartyzel that the magazine looks different. But Contributing editors: Roger Moore rest assured that, despite what you read in last month’s facetious policy state- National advertising representative: OTHER FEATURES Robert LaBudde & Associates, Inc. ment, the only changes we’ve made are 2640 Golf Road, Glenview IL 60025 for the sake of appearance. The Duelist — A new NPC ...... 6 Phone (312)724-5860 The new type face we’re using for text is called Baskerville (as in Sherlock The solo scenario ...... 16 This issue’s contributing artists: Susan Collins Dave Trampier Holmes). The new way of putting it in The ecology of the catoblepas ...... 22 Keith Parkinson E. B. Wagner columns is called “ragged right” (as in Jim Holloway Edward Atwood right-hand margin). The end result, in The whole half-ogre ...... 24 Roger Raupp Joshua Mittleman our opinion, is text that is more pleas- Jerry Eaton Roger Moore ing to the eye and more easily readable Relief for Traveller nobility ...... 26 Mike Carroll Jim Testa than the way we used to print articles. Photo finish...... 28 Phil Foglio We hope all of you agree with that opinion — and we’re sure that if you When it gets hit, it gets hurt...... 34 DRAGON Magazine (ISSN 0279-6848) is pub- lished monthly for a subscription price of $24 per don’t, you won’t hesitate to let us know. Damage to equipment year by Dragon Publishing. a division of TSR Hobbies, Inc. The mailing address of Dragon It’s time once again to hand out con- Non-violent Magic Items ...... 36 Publishing for all material except subscription orders is P.O. Box 110, Lake Geneva WI 58147. gratulations to another Module Design New tools of the trade ...... 58 Contest winner. The top-judged entry DRAGON Magazine is available at hobby TOP SECRET® paraphernalia stores and bookstores throughout the United in category A-2 is “Forest of Doom,” States and Canada, and through a limited designed and submitted by Scott Butler Thief’s climb leveled out...... 60 number of overseas outlets. Subscription rates are of Powassan, Ontario, Canada. We Adjusting D&D® experience rules as follows: $24 for 12 issues to be sent to an address in the or Canada; $50 U.S. know we have thousands of readers for 12 issues sent via surface mail or $95 for 12 from our neighbor to the north; this is A rare way of viewing the wish ...... 62 issues sent via air mail to any other country. All subscription payments must be in advance, and the first adventure we’ve ever published Patching cracks in Champions ...... 66 should be sent to Dragon Publishing, P.O. Box that didn’t come from somewhere in the 72089, Chicago IL 60690. The Sagittarian ...... 71 United States, but we don’t expect it to A limited quantity of certain back issues of be the last. with a four-legged flair DRAGON Magazine can be purchased directly from the publisher by sending the cover price The second-place winner in category FILE 13 followup report...... 78 plus $1.50 postage and handling for each issue A-2, entitled “The Gamehalls of Playing tips, new rules, and more ordered. Payment in advance by check or money Gyrond,” came from Curtis McQuirt of order must accompany all orders. Payments can- not be made through a credit card, and orders Nashville, Tenn. Third place went to cannot be taken nor merchandise reserved by tele- “The Icon of Palforin” by Mark Cutler phone. No customer can be billed for a subscrip- REGULAR OFFERINGS tion order or a back-issue purchase unless prior of Anaheim, Calif. Somewhere down arrangements are made. the line, you might see either or both of

Out on a Limb ...... 3 The issue of expiration for each subscription is these adventures in printed form — but printed on the mailing label for each subscriber’s first, we have a lot of other first-place From the Sorcerer’s Scroll ...... 10 copy of the magazine. Changes of address for the winners to take care of; you’ll be seeing The Inner Planes delivery of subscriptions must be received at least 30 days prior to the effective date of the change in those in the center of the magazine every Figure Feature: Weird . . . . .32 order to insure uninterrupted delivery. so often for the next year or more. All material published in DRAGON Magazine Up on a Soap box...... 74 becomes the exclusive property of the publisher Lastly, in the “in case it needs to be upon publication, unless special arrangements to said” department, we didn’t mean what Castles by Carroll ...... 76 the contrary are made prior to publication. V: Leeds Castle DRAGON Magazine welcomes unsolicited sub- we wrote in last month’s column. missions of written material and artwork; how- (Believe it or not, we’ve received some ever, no responsibility for such submissions can Game reviews: be assumed by the publisher in any event. Any letters from outraged readers who took Moon Base Clavius...... 79 submission which is accompanied by a self- it all seriously.) This is, quite obviously, addressed, stamped envelope of sufficient size will Grav Armor ...... 80 be returned if it cannot be published. not a 32-page magazine, and to the best Dragonmaster ...... 81 of my knowledge, the word “dragster” DRAGON™ is a trademark for Dragon Pub- isn’t used even once. Convention schedule ...... 86 lishing’s monthly adventure playing aid. All rights on the contents of this publication are reserved, and nothing may be reproduced from it What’s New ...... 91 in whole or in part without prior permission in writing from the publisher. Copyright © 1983 by Wormy ...... 94 TSR Hobbies, Inc.

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2 MAY 1983 hy is a reader of DRAGON™ Magazine like a 10th level fighter about to enter the first level of a dungeon? Because the biggest problem either one of them has is figuring out where to start. What you’re holding is the largest, the most colorful, and the most diversified issue we’ve produced since Bahamut was a pup. Inside are 11 articles and features devoted to the D&D® and AD&D™ games, weren’t detailed — it took seven pages just to plus more than a dozen other presenta- Priority problems cover the critters in the Manual, in tions designed to appeal to those of you addition to the five pages we “spent” describ- Dear Editor: ing the system, and that’s about as many pages who are also interested in other facets of The Attack Priority system in issue #71 is as we could afford for one article. Maybe Mr. the hobby of gaming. great! It is easy to understand, but I might get Hall or another writer will figure out modifi- At the head of the parade is “Forest of stuck on a few situations. First of all, what if, ers for monsters, and perhaps Doom,” an AD&D adventure that was when closing, the opponents are still not in we’ll use that list as a supplement to the origi- judged the best entry in category A-2 of attack range (due to movement base)? What if a nal article within another few issues. — KM our Module Design Contest. I wish I character is not closing but his opponent is? could tell you why it won, but that would Let’s say the character has set a spear to receive be giving too much away. the opponent’s charge. Hot on the heels of the cavalier class, And most importantly, what if the character Class criticisms is a spellcaster and is simply not using a weap- presented by E. in our last on? The way this system is written, it seems to Dear Editor: issue, is the duelist — Arthur Collins’ me that there is no way of determining things I feel that Mr. Gygax’s article on social sta- concept of a non-player character who like, would a charging fighter get in his attack tus was long overdue. It is highly useful in has an entirely different code of honor. before a magic-user could cast a spell? The creating a more logical and true-to-life cam- Speaking of EGG, Gary has a couple of point I’m trying to make is that not everyone is paign. However, I disagree on one point. Say- contributions in these pages — one direct going to attack after winning (or losing) ing that a character born to the Lower lower and one indirect. “The Inner Planes,” in initiative. class can only be a thief or assassin isn’t very his From the Sorcerer’s Scroll column, Mike Dujovne realistic. Of course, they couldn’t be a paladin, puts forth a consistent and colorful the- Indialantic, Fla. and they would have a lower starting money chance. But they could be pretty much any- ory on the structure of the AD&D uni- thing they wanted. However, this is a small verse. “The whole half-ogre,” composed Dear Editor: oversight in such a useful article. by contributing editor Roger Moore, I was very pleased with “Who gets the first Esa Clubb draws on an earlier piece of Gary’s work swing?” in DRAGON #71. I plan to use the Austin, Tex. and fleshes out what Roger calls “the best Attack Priority system in my AD&D cam- darn door-opener” you ever saw. paigns. But there are two things that puzzled Most of the time, an AD&D playing me about the article. Dear Editor: session is — and should be — a group First, there was nothing about missile weap- After reading the article on social status by endeavor. But there are times, as pointed ons and their attack priority. I found this quite Gary Gygax (issue #70), I’ve come to the con- disturbing. clusion that it is overall a good idea, but it out by Katharine Kerr, when “The solo Second, the monsters from the FIEND needs a little work. The main change I think it scenario” is the way to go. FOLIO were not included. I don’t know why needs is the rule that says “any character must As the second installment of what we — maybe because of space or time. have, at the least, a social status of but one hope will be a long-running series, I would appreciate it greatly if Mr. Hall or rank below that of his or her profession.” offered herein is “The ecology of the another writer could arrange an article con- This is totally absurd. Tell me that a lawful catoblepas.” Just about the only thing the cerning these topics. good fighter, son of a freed slave or peasant article doesn’t address is how to pro- Jeffrey Bonevich (LLC), cannot ever become a paladin. nounce the critter’s name — probably Kalamazoo, Mich. Throughout history, whatever prevented the because nobody’s ever been able to get sons and daughters of proud generals and The text of the article itself made it clear nobles from becoming some of the most close enough to one to ask it. (but apparently not clear enough) that the infamous of thieves and assassins? Lewis Pulsipher and Roland Gettliffe Attack Priority system is designed for use in I feel the Social Class Table die roll should have collaborated to produce “Non- melee situations — that is, occasions when be used to determine the class that the charac- violent Magic Items,” an extensive collec- combatants are using or intending to use ter was born into. This will have a great deal tion of objects that might be found hand-held or “natural” weapons. The rules of of bearing on that character’s history (which around the house —if you have a very the system don’t cover the use of missile weap- each player, according to the DMG, should unusual residence. ons or the casting of spells. It would seem that create). A high-level fighter lord, Master of the Miniature-figure buffs will appreciate a any “priority” system that took those attack Keep, will probably be more inclined to treat couple of double-page spreads: “Photo modes into account would be unbearably the peasants who work his land better if he complex, and in any event that wasn’t the was, in years long past, a peasant himself. Or, finish,” showcasing the handiwork of point of the article. it might make him treat them all the worse! Mike Sitkiewicz, and a group of “weird Mike’s question about “what if the oppo- If the social class rolled up during character monsters” assembled by Kim Eastland for nents are still not in attack range” is hard to creation is the one the character occupies at this month’s Figure Feature column. understand: If “when closing” an opponent is present, then why, for example, would a law- I’m running out of space long before “not in attack range,” then that opponent is, ful evil cleric, son of a great noble (UUC) and I’ve run out of things to talk about. But by definition, still closing and not in range, advisor to the king himself, be hanging around perhaps that’s just as well: Half the fun and the closing modifiers for that opponent with a low-life half- thief and a couple of of being a tough fighter in a tame dun- are used until the opponent is in range. That battle-scarred dwarven fighters? Never happen. answer is almost as confusing as the question, geon is not knowing what’s behind every Assume, however, that the same evil cleric’s but it seems like the only way to address the father was forced to flee the kingdom with his door — but still being sure that whatever issue. newborn son, or die, for plotting to overthrow it is, it’ll go down easy. —KM Lack of space is the primary reason why the king. He finally puts down roots in some creatures from the FIEND FOLIO™ Tome obscure part of the world, hoping to elude his

DRAGON 3 pursuers, and now makes a living as a money- enough to expose one’s teeth to the elements, , hypothermia, and death all occur changer in a small town. His son grows up but in practice, people keep them covered with sooner. A lot of liquids will freeze at this and eventually joins the priestly order of his their lips in cold weather.) temperature, and solids become more brittle. A choice. If he knows about his father’s past (in Mr. Collins uses the weather of the Hudson metal weapon, for example, is more likely to which case he also knows that “noble blood” Bay area to simulate the Pleistocene winter. In break if it strikes another hard object. flows through his veins), he might not want to this location, children play outside, people Since I will be designing both an arctic set- advertise the fact! take skidoo rides for fun, and life generally ting and an Plane of Fire in the says, in his article, that “if carries on normally — and has for centuries — next year, I would like to see an article on the the limitations on professions . . . start messing for those who live in this area. effects of temperature extremes. What are the up your campaign, you should make excep- Dungeon Masters whose knowledge of cold chances, exactly, of an iron sword breaking in tions. . . .” Agreed. So why bother making weather is entirely theoretical might be inter- melee at -60° F.? When will a glass vial melt? such limitations in the first place? ested to learn a few “atmosphere” details about When will a scroll burst into flames? J. M. Dombierer -20º F. To a person properly clad and out of Lois Sparling U. S. Navy the wind, -20º F. is quite pleasant in a dry cli- Calgary, Alberta, Canada mate and horrible in a humid climate. Packed snow creaks when you walk on it. Loose snow Judging by the first eight paragraphs of rustles. Frost forms on beards, scarves, collars, your letter, Lois, you’re probably as much of Chilly comments or wherever your breath reaches. an authority on temperature extremes (well, Frostbite sneaks up on its victims: After the one of the extremes, anyway) as anyone. The Dear Editor: initial pain when the affected area gets cold, next time it gets down to 60 below in your I recently had the opportunity to read issue there is numbness for quite a while before neck of the woods, take your sword outside, #68, containing “Thrills and Chills” by Arthur frostbite sets in. The first sign is that the area bang on a rock, and see what happens. . . . Collins and “Weather in the World of Grey- turns dead white. In severe cases the affected Seriously, the effects of temperature extremes hawk” by David Axler. While I found these extremity turns black and may have to be sounds like a good article topic. Perhaps articles interesting and useful, I was rather amputated. guidelines could be drawn up as part of a startled to read that “drinking hot beverages at Hypothermia is another serious danger. The larger discussion of what it’s like to live on the temperatures below -20º F. offers the possibil- initial symptom is shivering, Later the sufferer Elemental Plane of Fire, or the Para-Elemental ity that the drinker’s teeth may crack from the becomes drowsy and will eventually lie down, Plane of Ice,. or some other extreme environ- sudden temperature change” and “No one in go to sleep, and freeze to death. ment. Anybody want to take a shot at it? his right mind goes out in a Pleistocene winter At -40º F. it hurts to breathe, it hurts any- And, for the record, Arthur Collins lives in if he can avoid it.” These comments raised where the cold air touches exposed skin, and the Indianapolis area and David Axler is from suspicions in my mind that these gentlemen even a slight breeze feels like it’s burning you Philadelphia — mild climates, perhaps, to have lived their lives in mild climates. right through your clothing. Characters had someone from Calgary, but certainly not places Allow me to draw it to the attention of your better be dressed in furs or wearing a ring of where palm trees and coconuts grow. — KM readers that -20° F. is no big deal. Lots of peo- warmth to even step outside at this point. ple live in areas where a daytime high of -20 is I am pleased to report that anything below not unusual. Our teeth don’t crack when we -52° F. is beyond my experience. I have been drink our thermoses of coffee outside. (I don’t advised by others less fortunate in this regard Math mistake doubt that it’s a possibility if one is foolish that -60º F. feels the same as -40º F. except that Dear Editor: I am writing about a seeming error I noticed in issue #68 in the Sorcerer’s Scroll about the Fabricate spell. It says “If mineral material is worked with, the area of effect is reduced by a factor of nine; i.e., 1 cubic yard becomes 1 cubic foot.” I always thought there were 27 cubic feet in a cubic yard, so if the area of effect is reduced by a factor of nine, then it should be three cubic feet instead of one cubic foot. David Paxson Kalamazoo, Mich.

Right you are, David. There are 27 cubic feet in a cubic yard. But it seems this “seeming error” should be corrected by changing the “factor number,” not by altering the area (Turn to page 88)

4 1983 DRAGON 5 6 MAY 1983 THE DUELIST

A chaotic non-player character who likes to make people pay

by Arthur Collins

Rain fell steadily outside on the balcony, running off to fill through the door, led by the king’s new reeve, Lord Alfstan. the ruts in the road. The chancellor sat at his desk, his expres- Well, well, thought the man. Here comes the rent. sion as sullen as the sky, but lit by no flashes such as occasion- Then Holgrim glanced to the side and saw a rather fat, greasy ally brightened his office. The council meeting had not gone man approaching him. Wulfram the wool merchant — coming well. The king had scorned his advice again, and turned to the to me? Holgrim thought. It never rains but it pours, they say. He ever-more-popular young Lord Alfstan of Golvring, who kept chuckled to himself, just as old Wulfram cleared his voice and up his prattle about cleansing the government of corruption. said nervously, “Master Holgrim?” Honest men are dangerous, thought the chancellor. But what to Holgrim invited the merchant to sit, and heard his tale. They do? Thunder growled in answer to his mood. agreed on a price, and then Holgrim rose, saying, “It may take After a time, a change came over the chancellor’s face. Honest me a few days to attend to your business, Master Wulfram, but men are dangerous to others, he thought, but honorable men — I’ll see to it as soon as may be. Shortly, I may have to leave town young, valiant, noble, honorable men — they can be made a for a while.” Leaving the merchant to pay his bill, Holgrim danger to themselves. Quickly, he fetched writing materials and stood up, loosened his sword in its scabbard, walked up to the wrote a brief note, without signature or seal. He called for a dashing young royal favorite, and announced to the crowd at trusted lackey, gave him the missive, and said only, “Leave this large certain speculations about family life at Golvring Castle. with the innkeeper at the Laughing Trout.” The lackey glanced The crowd gasped, the innkeeper began to put his breakables at the address, which said only Holgim. The chancellor grinned below the bar, and Holgrim the Duelist set himself to practice as the messenger headed for the rain-soaked street below. . . . his trade.

“It’s going on right under my nose, Gunnar!” The fat man * * * almost choked on his outcry. His fellow merchant only sipped his beer and said, “Calm down, Wulfram. People will notice.” For as long as personal combat has been going on, there have But that hardly seemed likely in the roaring inn. Bawdy songs been specialists who would sell their prowess at it. Some have competed with three-score drunken men discussing everything sold their services as mercenaries; this article has nothing to do but the cursed weather. Smoke from the fireplace and steam ris- with them. Mercenaries tend to be group-minded and barely ing off drenched cloaks hung around the common room, shroud- proficient at arms; their place is to fill out a troop of soldiers. ing it in a thick haze. The emphasis in soldiering is on maneuver and cooperative Wulfram continued talking to Gunnar, in an angrier but effort. It is very fitting that most mercenaries in the AD&D™ quieter voice. “I’ve told her, I don’t want that young leech game are permanently 0-level fighters. Repeated and frequent around. But every time I look, there he is lounging in my chairs, success in one-on-one combat requires something that a mere eating my food, and making verses to my wife. And that’s not all soldier is not up to providing. The specialists in personal com- he’s making — I found one of his lute strings in my wife’s bat became not mercenaries, but duelists. chambers. She said she only took it there to compare it with her And so evolved a distinct kind of profession. In Roman times, spare strings; she said he needed a new one. But I’m not so old there were the gladiators, who made their way up from ignominy and slow that I’m blind.” Wulfram ended on a note of self-pity, to international honor through their individual skill alone; in such as often heard from rich, middle-aged men who marry Renaissance times, there were the fencing instructors, who young wives. His friend Gunnar made sympathetic noises, and taught young rakes how to duel (and live to brag about it) the then began to give him low-voiced counsel, pausing often to way that other specialists taught them how to dance or take look around as if he feared being overheard, finally pointing out snuff; and in all times, there have been the hired swords (“hired a figure in a corner booth. guns” in the Ole West), who have wandered about, fighting for In the corner of the Laughing Trout’s common room sat a glory, or money, or for lack of a better calling in life. The duelist very wet man. He looked neither old nor young, rich nor poor. non-player character class for the AD&D system represents this His dress did not particularly advertise his profession. Only the type of expert — one who makes his living by selling his skill in scabbard lying across his knees and his good gloves might give individual combat. one to guess that he made his living at arms. At the moment, he Typically, the duelist is of common birth. Serfs are given no was reading a hastily scrawled note given him a few moments opportunity to learn to bear arms, and nobles who take up arms ago by an equally drenched man. as a profession tend to become fighters or paladins. Sometimes, Sipping his wine reflectively, the man named Holgrim mused as with the Roman gladiators, duelists are of the lower class, on the ways of fortune. Not a job in sixteen days, he thought, though they might have wound up that way not by accident of and now this. . . . Not a bad fee, but how do I find the man birth but by running afoul of the law. Sometimes they are of the named in this document? lesser nobility — younger sons of younger sons, with no inherit- At that moment a group of young nobles came cascading ance to give them status and no mind to be soldiers. Sometimes

DRAGON 7 they are merely disaffected types, loners or even outcasts, whose just fighting ability to fit that mold, it takes a certain kind of only claim to fame is their reputation with their blade. person. The Fencingmaster’s customers are young men who This way of describing a duelist goes far to explain the align- desire to be accomplished at the skills of dueling — but who may ment preferences of the class. The duelist has little use for law as be incapable of actually becoming duelists. an ethical principle, whether the law involved is good, bad, or In a society or culture in which a gentleman is expected to be neutral. Besides the fact that their profession is often illegal skillful at arms (even if the gentleman is obviously unfit for it), (though they are sometimes used by the protectors of the law), the Fencingmaster’s school becomes a combination hangout, duelists also shy away from lawfulness because of their general gymnasium, betting parlor, and male gossip-shop all rolled into outlook on life: They see things in individual terms (me against one, and the Master himself is a man of reputation who is not you), not in group terms (us against them). To be sure, most only dangerous to cross but who can expel you from much of duelists are scrupulous about fulfilling contracts, but this is not society by simply barring you from his hall. A paradox: The a lawful-minded tendency so much as a matter of professional Fencingmaster has no place in society (being base-born and hav- (by definition, individual) honor. Besides, an unreliable duelist ing to work for his living), but he is in many ways one of the gets no contracts. keepers of the keys to society’s door, like the innkeeper of the Duelists, you see, have something of a code to live by, a parody most fashionable watering hole. And, like inns, there is no better of the knightly code of arms. The knightly code is born of law: place to hear certain kinds of news than a fencing academy. Arms are to be used to execute justice; fair play (not taking Athlete, hired killer, or patron of youthful nobility, the duelist undue advantage of an opponent) should influence behavior; the plays many roles, but he is always what he is. Grim or merry, warrior is part of an arms-bearing brotherhood pledged to defend devious or straightforward, famous or infamous, he stands on his the community. own merits. By contrast, the duelist lives by a highly individualistic (i.e., chaotic) code. Professional skill is exalted rather than the obliga- Experience Level Table tion to do justice: if the duelist’s conscience sometimes accuses 12-sided him of being a mere assassin, he tells himself he is just doing his Expe- dice for job (and doing it well, by thunder!). Professional pride is a more rience accumulated Level important consideration than “fair play” — a duelist, like a Experience points level hit points title knight, does not take undue advantage of an opponent, but a 0— 2,500 11 Beginner knight does this to be fair, while a duelist does it lest his reputa- 2,501 — 5,000 2 2 Brawler tion be besmirched. (This explains why a duelist will not use 5,001 — 10,000 3 3 Fencer poison or flaming oil in personal combat — these are tools good 10,001 — 20,000 4 4 Challenger 20,001 — 40,000 5 5 Gladiator THE DUELIST 40,001 — 80,000 6 6 Bladesman Minimum ability scores: 80,001 — 160,000 7 7 Master Bladesman Strength: 9 160,001 — 320,000 8 8 Superior Duelist Intelligence: 10 320,001 — 640,000 9 9 Expert Duelist 1 Dexterity: 15 (17+ = 10% bonus to earned experience) 640,001 — 960,000 10 10 Fencingmaster 2 Constitution: 9 (hit-point bonuses as for fighters) 960,001 — 1,290,000 11 10+2 Fencingmaster, 11th Racial stock: Human or half 1,290,001 — 1,600,000 12 10+4 Fencingmaster, 12th Hit die type: d12 1,600,001 — 1,920,000 13 10+6 Fencingmaster, 13th Spell ability: None 1,920,001 — 2,220,000 14 10+8 Fencingmaster, 14th Class level limit: 15 (Grand Fencingmaster) 2,220,001 + 15 10+10 Grand Fencingmaster

Armor & weapons permitted: I — Only duelists with 17+ dexterity can attain Armor: Leather this level or higher. Shield: None 2 — Only duelists with 18 dexterity can attain this Weapons: Dagger, scimitar (cutlass, sabre), quarterstaff, level or higher. bastard sword, broad sword, long sword, short sword Oil: No Grand Fencingmasters are not limited in number, as are Poison: No holders of top levels in the assassin, druid, and monk classes. No. of attacks per round: A duelist may have no henchmen until he or she attains at Duelist level 1-4: 1/1 least 7th level. Duelist level 5-9: 3/2 Of all fighter encounters in a city or town, 5% (roll of 1 on d20) Duelist level 10-14: 2/1 will be with a duelist. Duelist level 15: 5/2 Duelists are regularly engaged to slay people for hire (often by Weapon proficiency: “calling out” their opponents), and the fees for assassins’ work Initial no. of weapons: 3 are typical of duelist fees, for which the duelist gains experience. Non-proficiency penalty: -2 Likewise, the duelist gains experience points from the Assassi- Added proficiency/level: 1/3 levels nation Experience Points Table for every foe he overcomes in Alignment: Neutral good, neutral evil, chaotic good, single, open combat. Opponents so sought must be armed with a chaotic evil, chaotic neutral, or true neutral weapon, as opposed to being armed solely with natural weap- onry (such as many monsters have). enough for a cheap assassin or a stupid tavern brawler, but it Giving the duelist 12-sided hit dice is not intended to convey would be seen as a failure in the area of his professional skill and the impression that duelists are monstrous hulks, like sumo bravery for a duelist to do the same.) The duelist is a loner, wrestlers. As the DMG points out (p. 82), hit points “reflect both which means his worth is not measured by his attainments as a the actual physical ability . . . to withstand . . . and a member of a warrior class, but by his individual achievements. commensurate increase in such areas as skill in combat and sim- And so the world fears, admires, shuns, and brags of acquain- ilar life-or-death situations, the ‘sixth sense’ which warns the tance with the duelist, all at the same time. He is both and individual.” And again, “the balance of accrued hit points are villain. And he does have his place, not only as a hired sword (or, those which fall into the non-physical areas . . . .” In other in some cultures, as a professional athlete). Running a fencing words, a character taking damage in a long fight is not necessar- school, as many duelists do, is a very respectable occupation. It ily getting cut up so much as he is getting worn out; his concen- should be noted that what a Fencingmaster turns out of a fenc- tration lags, his arms get tired, his feet begin to drag, until he is ing school are not necessarily more duelists — it takes more than down to his last few hit points. That’s when one simple thrust

8 MAY 1983 might kill him, as it would any man — when he is open to the due to strength. The duelist then has the option to attempt his blow. By definition, a duelist is an expert at hand-to-hand com- parry when he is reduced to 12 hit points or less vs. this oppo- bat; his inventory of tricks, his professional skill, and his stam- nent, after the opponent has rolled a “to hit” die successfully, ina are superior to those of other fighter-types. By giving the and before damage is actually assessed. Should the duelist be duelist 12-sided hit dice, these superior abilities are expressed in down to 5 hit points or less, he must attempt to parry automati- game terms. A 10th-level duelist will average more hit points cally, since the minimum potential damage his opponent can than a 10th-level fighter, thus giving the former an appropriate inflict with a successful hit is 5 points — 1 with the sword, +l for edge in one-on-one combat; the duelist can outlast and wear out the magic, +3 for his damage adjustment. an opponent who is less skillful than he. As long as an opponent’s minimum potential damage is less A duelist is surprised only on a roll of 1 on d6, and his code of than the duelist’s remaining hit points, the duelist does have a “honor” makes him dislike attacking by surprise in a one-on-one choice in whether or not to attempt to parry the death blow. fight. (But he is no fool; survival is ultimately more important After all, this is a last-gasp trick, and he might want to keep it as than “honor,” and surprising an opponent is certainly not pro- an “ace in the hole” for one more round. Should the duelist be hibited.) However, he only gains experience points on the Assas- fighting more than one opponent, he may be forced to choose sination Table if the fight is entirely conducted in the open — which of two or more equally deadly blows he will attempt to unless his intended victim surprised him. Note that “open” parry; he cannot try this trick twice in a round. Life is full of merely means man-to-man, without surprise being used by the hard choices, isn’t it? duelist. It does not imply a public fight, nor does it entail a chal- Two-weaponed combat: Duelists take 1 less point off in penal- lenge conveyed through seconds. The DM will have to adjudicate ties for off-hand weapon swings in two-weaponed combat, but all situations that require a ruling on whether or not the duelist they will only fight in such a fashion against other two- will get experience points for a one-on-one fight. weaponed or plain old monsters. The duelists’ code When fighting opponents armed with weapons (other than forbids them to seek a two-weapon advantage over a one- missiles), the duelist gains bonuses to his armor class, simulating weaponed opponent, except in life-or-death situations. his superior skill in parrying blows. He also gains bonuses “to Resistance to fear: Duelists make all saving throws vs. fear hit” and damage (referred to in the table below as the “combat attacks at +2. bonus”) when fighting an opponent who is using a hand-held Identify magical properties: At 10th level and above, a duelist weapon. This bonus increases when the duelist is fighting an has a 5% chance per level of identifying the magical properties of opponent using the same weapon the duelist is using: weapons usable by his class. (One attempt per weapon per level.) Level of Combat Combat bonus vs. duelist AC bonus bonus same weapon The Fencingmaster and his school 1-3 +1 +1 +1 At 10th level (Fencingmaster) and above, the duelist has the 4-6 +2 +1 +2 option of establishing a fencing school. Such an establishment 7-9 +3 +2 +3 must be located in a large town or city, and must have adequate 10-12 +4 +2 +4 supplies and sufficient space for the exercises and activities that 13-15 +5 +3 +5 will go on there. Employment of a swordsmith is mandatory for Duelists use the combat tables and saving-throw tables for the such an establishment. The Fencingmaster will then attract stu- fighter class, and conform to the specifications of that class with dents to his school. regard to psionics and the use of magic items. In addition, they Hiring a Fencingmaster as a teacher will cost 200 g.p. a are considered as fighters for any other determinations not specif- month, and one can only be hired for a month at a time. Each ically mentioned herein. month of work with a Fencingmaster gains a student a 10% When fighting humanoids of size S or M in hand-to-hand cumulative chance of gaining a +1 “to hit” with a particular situations, the duelist (and his associates) gain a +10% bonus to weapon the Fencingmaster employs. Dice are rolled once, at the morale. The associates get this morale bonus only if they know end of the training, to see if the student gets the +1. This training the duelist for what he is — that is, a member of the duelist class. must be uninterrupted by adventuring, and there is a maximum 60% chance of gaining the bonus. If the roll fails, the training Duelists’ special abilities must begin all over again. A student earning a +1 with a particu- Parrying the death blow: If the duelist receives a hit from a lar weapon (e.g., a long sword) cannot earn a further bonus with weapon which would finally take him to 0 hit points or lower in that weapon by continuing to study with a Fencingmaster, no that blow, he gets a saving throw (vs. death). A successful save matter how long he or she trains — but the +1 “to hit” could be indicates no damage. On a second such death-blow attempt made gained in this way for more than one weapon, if the student during the same melee (but not during the same round; see engages in additional instruction. below), before the duelist has regained some hit points through The Fencingmaster can handle up to 30 students at a time, but healing or other means, a successful save indicates half damage if he goes out adventuring for more than 3 days in any month, from the blow (or the duelist is reduced to 1 hit point, if that is his students will suffer from his absence, because their training necessary to keep him alive). A third such saving throw in the will have been interrupted for too long — and the Fencingmaster same ongoing melee is not allowed unless the duelist has first will accordingly be deprived of the income those students would had some hit points restored. This special parrying ability ap- have provided. plies only to attacks with hand-held weapons made by weapons- The number of students a Fencingmaster has at a given time users. Thus, the duelist gets a save vs. a minotaur’s axe or a hill can be determined randomly by rolling 5d6 to see how many stu- ’s club, but not vs. a dragon’s bite, a pseudo-dragon’s sting, dents a Fencingmaster has, and adding one student to the result or a scythe-blade trap. for every 3 points of charisma the Fencingmaster has, up to a This special ability comes into play when the duelist is down maximum enrollment of 30. to few enough hit points so that his opponent’s potential maxi- Fencingmasters, unlike fighters, acquire no followers upon mum damage could kill the duelist with a single blow. The reaching name level (10th), even if they establish a school. opponent’s potential maximum damage, for purposes of this Duelists’ reputations have a tendency to get around, and they determination, is the maximum damage of the opponent’s weap- are known, or known about, to a greater extent as they become on, plus any bonuses that apply to the opponent’s damage fig- more accomplished. Most duelists will be aware of other duelists ure. If the opponent scores a hit, the duelist may attempt to parry of equal or higher level operating in the vicinity. Sometimes a the blow before dice are rolled to determine the actual damage. duelist will “call out” another duelist on his own initiative, just Example: An opponent with a strength of 18/03 using a +1 to prove himself. Grand Fencingmasters are more often revered long sword could potentially do 12 points of damage — 8 with than challenged, however, and this is also the case with many the sword, +1 for the magic, and +3 for his damage adjustment other duelists of great reputation and high charisma.

DRAGON 9 The Inner Planes A new way to look at the AD&D™ world

by Gary Gygax

©1983 E. Gary Gygax. All rights reserved.

All Scholarly AD&D™ Game Aficionadoes are with allowing the four Elemental Planes to touch and interact with the torus used to illustrate the Elemental Planes. A depiction of each other. The vertices where the elements meet provide us six it is printed in the DEITIES & DEMIGODS™ Cyclopedia, and (count ‘em) Para-Elemental Planes, viz. Lightning, Magma, that is reproduced here below (Figure A) for easy reference. Dust, Ice, Vapor, and Ooze — all material substances, not condi- Note that, in the torus, the Para-Elemental Planes (Ice, Dust, tions, by the by! The four faces are the Positive Material, Nega- Vapor, Heat) occupy too much area. Discerning Students will tive Material, and Shadow Planes, plus the infinity of the Prime also remark that three of these intervening planes are denoted by Material Plane (which occupies the fourth face and is also some material manifestation, while the remaining one is desig- assumed to fill the interior of the tetrahedron). Also existing in nated by a condition. Thus, the logical question: Which one in the same space as all of that is the Ethereal Plane, which passes the series does not belong? Do not blame the Learned Authors of around, over, under, and through the whole shebang. Got it? the work in which the depiction occurs — I am the one respon- Excellent! It is a neat little package. Somehow, though, I am not sible for it, and I offer my apologies. too comfortable with the shape. It doesn’t exactly fit in with the Getting back to the point of this article: Another reference rest of the planar depiction, and the elements and para-elements illustration (Figure B, at right below), also from the DEITIES & don’t seem to be quite right. After sitting and fiddling with the DEMIGODS” book, shows the Inner Planes (Material, Elemen- thing for some time, I decided to take Steve’s thinking and apply tal, Positive, etc.). Isn’t it interesting to note how the Positive it to a cube. Take a look at this representation (Figure D, at the Material Plane sits upon the material multiverse as if it were a top right of the facing page), where the four major faces repre- plate? Observe also how the Negative one serves as a saucer for sent the elements of Air, Earth, Fire, and Water. (Let us leave the the same body? other sides for later.) If these odd relationships have troubled you, Gentle Readers, The direct intermingling of Air and Earth, or of Fire and half as much as they have disturbed me, you have been sorely put Water, is impossible in this system. This isn’t a bad idea, if I may upon. I, for one, could stand it no longer. After several hours of be so bold as to so state, since they are opposed elements. Direct rooting around in the mess which I laughingly term my files, I intermingling of the opposed elements should not take place, discovered my notes on the Inner Planes. Atop the heap was an and with the addition of the Positive and Negative planes into illustration of a tetrahedral structure for the Elemental Planes this system of viewing things (about which more below), it isn’t (Figure C, at the top left of the facing page) proposed by my necessary to have these opposites do so in order to gain a desired Worthy Confederate, Steve Marsh. material. The vertices between the pairs of Elemental Planes are It is easy to see that this form has the obvious advantage of the Para-Elemental Planes of: Smoke between Fire and Air, Ice between Air and Water, Ooze between Water and Earth, and Magma between Earth and Fire. These four Para-Elemental Planes are augmented by the intermingling of the Positive and Negative Material Planes with them, and in addition with the

10 MAY 1983 four Elemental Planes. By the addition of the two new factors, the Positive and Negative Material Planes, we gain eight new “Quasi-Elemental” Planes. THE INNER PLANES Consider the Positive Material Plane and Negative Material — Concordant Opposition Ochre Plane as occupying the two unaccounted-for faces of the cube, 1 Prime Material Turquoise each abutting all four of the Elemental Planes. These planes Elemental Planes: extend into the Prime Material Plane (the interior of the cube), 2 Air Blue just as do all of the other sorts of Elemental Planes. The border 3 Earth Brown between the Positive and Negative Planes exists in the Prime 4 Fire Red Material. It is the Plane of Shadow, which waxes and wanes 5 Water Green from place to place but always permeates the whole. Para-Elemental Planes: At the intersections where the Positive Material Plane directly 6 Smoke Pearl connects to the four Elemental Planes are found the following 7 Ice Aquamarine four Quasi-Elemental Planes: 8 Ooze Chocolate The Lightning plane (at the junction with Air), ranging 9 Magma Maroon from static electricity near the Plane of Water to sheet Quasi-Elemental Planes: lightning near the Plane of Fire. 10 Lightning Violet The Steam plane (at the junction with Water), ranging 11 Steam Ivory from vapor near the Plane of Air, through mists, to super- 12 Radiance Rainbow spectrum heated steam near the Plane of Earth. 13 Mineral Pink The Radiance plane (at the junction with Fire), going 14 Vacuum Ebony from dull hues near the Plane of Earth, through rainbow 15 Salts Tan colors, to a radiance of force near the Plane of Air. 16 Ash Grey (dark) The Mineral plane (at the junction with Earth), ranging 17 Dust Dun from metals and gems near the Plane of Fire, through stone, Others: to calcium near the Plane of Water. 18 Positive Material White Where the Negative Material plane touches the four Elemental 19 Negative Material Black Planes are found the other four Quasi-Elemental Planes: 20 ¹ Shadow Silver The Vacuum plane, at the junction with Air. 20 ¹ (Time) (Colorless) The Salts plane, at the junction with Water. -- Ethereal Purple The Ash plane, at the junction with Fire. ¹— Optional: Either assign 50% chance for each of The Dust plane, at the junction with Earth. the listed results, or ignore this result and roll again on The six sides of the cube are shown “flattened out” in a full- d6, treating 6 as a 1, to yield a result of 1 through 5. color, two-dimensional representation of this system accompany- ing this text (on the second page following). Remember that the Having proposed a cubic form for the Inner Planes, and given vertices and border areas representing the Para-Elemental and them color identifiers in addition, it is high time to get at the Quasi-Elemental Planes are shown as small areas here, but actu- next point. After all, when one is in the ethereal state and travel- ally they — just like the Elemental Planes themselves — are ing about, how is it that one locates anything? By color, of multi-formed and fluid and might manifest themselves, in small course. Assuming that the whole of the Ethereal Plane need not part or large, virtually anywhere. Similarly, the various elemen- be identified, since the adventurer is already upon it, then spots tal areas are themselves virtually as infinite as the Prime Material of color in the ether indicate that the substance impinges upon Plane, which is itself composed of their substances, plus the some other plane at that place. In this manner, the wanderer ether, plus more (time, for example). Thus, while the diagram encounters wavering bands of colored mists when trekking shows surfaces and areas bounded by lines, the Discerning through the Ethereal Plane. Reader must always bear in mind that depictions such as these Such curtains of vaporous color should occur at time intervals are merely tools for display of concepts, not exhaustive atlases of of every 12 hours, PMP (Prime Material Plane) time. The colors boundless spaces! should occur at random, as the ether is everywhere and nowhere In order to sum up the “cubic” theory of the Inner Planes, and at once. By identifying the hue, the adventurer is able to deter- to assign each plane a designating color, the following list of mine the proximity of another plane and which one it is. By planes and their colors is presented. For the sake of clarity, not peering into the misty curtain, the viewer is allowed to see the all the planes given in the following list are shown on the two- other plane, while he or she remains ethereal and hence invisi- dimensional rendering. This list is useful as a of informa- ble. Movement in both planes at once is accomplished simply by tion, and can also be employed to randomly choose one particu- being in the ethereal state and willing oneself to “enter” the, lar Inner Plane when such a determination is needed. other plane at the same time. When the traveler so desires, he or

DRAGON 11 she can abandon one or the other of the planes, either deciding viewer “positioned” as if observing it from a great altitude. The in favor of completely entering the particular non-ethereal plane, more the viewer concentrates, the closer becomes the prospect. A or turning elsewhere on the Ethereal Plane to see what else can direction can be determined, and a point of view can be made to be discovered. Note that this is somewhat different from travel of turn to that facing, as well as change perspective from distant to the astral sort. near and back again, all by continued concentration. To determine which plane is encountered, simply roll a Of course, all sorts of factors — magical, monstrous, and oth- twenty-sided die and read across the table. Both the Concordant erwise — might impede such viewing; a sheathing of impenetra- Opposition and Ethereal Plane are reached from either the Astral ble metal, for instance, precludes viewing another plane from the Plane, or by magical means, from any of the other Inner Planes Astral Plane. except Time. The latter plane abuts only the Ethereal Plane and The concentration of a viewer upon a pool of color allows Prime Material Plane directly, so the plane of Concordant Oppo- rapid scanning from the broad perspective to nearly any close- sition cannot be reached from the Plane of Time. range one, and when it is desired, the viewer can even material- With Roger Moore’s excellent article on the Astral Plane ize, going from astral to material form, upon the viewed plane. handy (see issue #67 of DRAGON Magazine), the DM can also With both more Inner Planes to visit and an easy-identifi- have fun with astral travel. The following list, giving color indi- cation system offered for them and the Outer Planes as well, the cators for the planes that border on the Astral Plane, is useful in range of AD&D™ adventuring is poised on the brink of new this regard. frontiers. More is needed, no doubt, regarding ethereal travel, creatures of other planes, and so on. Certainly the more venture- TABLE OF THE OUTER PLANES some DMs can begin here and now to include broad-scale adven- (and Concordant Opposition) tures in the Inner and Outer Planes as part of their campaign 1 Concordant Opposition Brown repertoire. 2 Happy Hunting Ground Emerald 3 Olympus Sapphire TSR SCHOLARSHIP FUND 4 Gladsheim Indigo Some Gentle Readers have been reading this journal for a suf- 5 Limbo Jet ficient length of time to remember when an eyebrow or two, 6 Pandemonium Magenta shall we say, was raised over my expressed opinion of amateur 7 Abyss Amethyst publications. (Those not familiar with this episode are 8 Tarterus Olive easily brought up to date: The materials published are suitable 9 Hades Rust for many purposes, including a replacement for toilet tissue, 10 Gehenna Russet starting fires, and assuring that sanitation workers remain 11 Nine Hells Ruby employed.) The amateur publications did not then, nor do they 12 Acheron Flame now, offer a reasonable training ground for aspiring designers 13 Nirvana Diamond and writers. 14 Arcadia Saffron About two years ago, someone was kind enough to put their 15 Seven Heavens Gold money where my mouth was. No, a superior amateur publishing 16 Twin Paradises Amber effort was not begun; an anonymous benefactor of adventure 17 Elysium Opal gamers contributed a large sum of money to enable TSR to 18 Extra-dimensional Space Terra Cotta create a scholarship fund. 19 Non-dimensional Space soot All of you should be aware that TSR granted five scholarships 20 Ethereal Purple in 1982. The sums were not vast — $2,100 each. They were, how- The cubic expression of the structure of the Inner Planes ever, the only such awards made strictly to game players, to the allows for more variety and a broader range of magic. Identifica- best of my knowledge. This is to remind RPGA™ network tion and travel to these places from the Ethereal Plane is now members that exceptional achievement in high school will place within easy grasp of the ambitious . Likewise, them in good standing for the potential receipt of such a scholar- the use of travel in the Astral Plane is facilitated by color identi- ship. Be sure to check into the possibility if you need funding to fication. Pools of color encountered astrally indicate that there continue your education. (Also, do remember that TSR is seek- the Astral Plane interlocks with one of the Outer Planes. ing personnel of high caliber, and will be in the years to come!) Unlike the “peering” method of ethereal exploration, where a Good Readers in a position to make a tax-deductible contribu- traveler can be in two planes at once, a color pool encountered tion should consider the fund as a most worthy one. We can eas- on the Astral Plane can be examined (but not actually entered) ily maintain the effort at its current level, but in order to enlarge through the use of concentration. The observer thinks of the the grants and expand the program, some additional help is place indicated by the color pool while gazing at the surface of needed. Donations should be made out to the TSR Foundation, the pool. This causes a view of the place to appear, with the c/o Bruce Blume, P.O. Box 756, Lake Geneva WI 53147.

12 MAY 1983 The inner A cube planes: to cut out

To a three- dimensional cube out of this page, remove it from the magazine (or have the color design copied by some means), mount the design on a piece of light cardboard to give it added strength and durability, and trim out the shape along the outermost black lines. Also cut along the diagonal lines radiating This is a two-dimensional out from the corner of the representation of the cubic brown (Earth) cube face. arrangement of the inner Score and crease the planes, as described in the underside of the design article by E. Gary Gygax along the fold lines on all that begins on page 10. four sides of each face, and The Para-Elemental and fold the flaps inward. Use Quasi-Elemental Planes tape or glue to fasten are identified for easy ref- matching flaps together; erence, either on the assembly will be easiest if “flaps” of the cube or just the Radiance, Steam, Salts, outside the colored area. and Ash planes (the pairs (For further clarification of flaps closest to the of which plane is which, “Earth” face) are brought refer to the list and color together first. key on page 11.)

DRAGON 13 (No, there’s nothing missing from your copy of this magazine. We left this page blank on purpose, so that anyone who wants to remove it and assemble the cube design on the preceding page can do so without destroying any valuable information.)

\14 MAY 1903 DRAGON 15 The solo scenario One-player parties are fun for two

by Katharine Kerr

Although it’s more fun and more usual rather than thinking only in terms of the chance to steal; fighters, to fight; and so to adventure with a good-sized party of opposition. The DM must consider who on through the character classes. From player characters, sooner or later every and what the PC is, then tailor the adven- this basic slant, the DM can develop a Dungeon Master needs to work out a sce- ture to take advantage of the PC’s plot for the scenario. Most plots and nario for a single player. At times, only strengths and prey on his or her weak- situations fall into one of two categories: one player of an established group will be nesses — without being so unfair that 1) a series of random encounters, and 2) a able to play in a given session. At others, challenges become either frustrating simple goal with opposition in the way. a new player may want to transfer in impossibilities or tedious pushovers. The first category is of course the eas- from another campaign and will need to The obvious considerations are the ier. The DM merely picks a situation — a learn the ways of the new game world. PC’s character class and experience level. dungeon, village, forest, or whatever — Most commonly, a single-player scenario The problem to be solved or the dangers and fills it with monsters or NPC’s with can benefit the rank beginner, bewildered to be overcome should be compatible whom the PC interacts randomly. If the by the rules and starting up a player with both. Although there must always gaming session is going to be short, or if character far below the experience level of be real risk in a scenario, the risk must be the DM is pressed for time, this solution the ongoing party. The DM also benefits one that the PC can overcome with good may be the better. from running a single-player scenario: gaming skills and a bit of luck. The DM The second category of scenario, how- Without a large party to keep track of, the needs to remember that the single PC has ever, is a lot more fun to run and to play. DM can do more actual role-playing and limited skills and cannot fall back on Here, the DM invents a goal for the PC to less record-keeping. other members of a party to make up for reach — an object to acquire, a task to be Given an opportunity to go through a his or her deficiencies. A magic-user will done, or a place to visit — and then pro- solo adventure, the experienced player be at the mercy of armed brigands with- ceeds to put difficulties in the way of has a chance to act independently, mak- out a fighter or two along; conversely, a reaching the goal. The difficulties can be ing all the decisions (as most of us have fighter has no way of detecting cursed natural dangers of terrain or landscape, always wanted to do). The beginner can objects without a magic-user or a cleric. direct opposition from hostile NPC’s, or learn the basic rules without feeling that even a random element of wandering he or she is an object of scorn or a frustra- . . . and the player, too monsters. tion to the other players. Not so obvious a consideration is the The goal should be consistent with the Yet despite all these benefits, planning character of the gamer behind the PC, but PC’s character class, alignment, and per- a solo adventure presents certain difficul- by taking this into account, the DM can sonality, but other than that, the DM can ties for the DM accustomed to group create interesting situations beyond the make this goal-plus-opposition pattern as play. A single player character will have a scope of normal group play. If the player simple or as complex as he or she wants. specific and very limited (compared to a is a rash hack-and-slash type, the DM can For instance, a simple pattern might be group of characters) set of abilities and present a problem that requires thought the goal of retrieving stolen property characteristics, and thus will be unable to to solve, or enemies that might turn into from an orc in the same town; a complex deal with all the usual circumstances of allies if the player can compromise. one, that of recovering a holy object from the game world. What’s more, even a very If, on the other hand, the player is the ruins of a temple, now the home of a high-level player character can’t be unduly timid, the DM can up his or mad hermit who wants the object for expected to conquer a vast crowd of ene- her self-confidence by presenting enemies himself. mies single-handed. Thus, if the DM whom he or she has a good chance of wants the scenario to be fair as well as overpowering. Without other players Opposition, passive and active challenging, he or she will have to look around who might get annoyed, the DM Developing the opposition for a single beyond the usual sort of adventure — the can also use these one-to-one sessions to PC can be tricky if the goal is to be both pre-set area crammed with monsters that get the upper hand over that constant challenging and attainable. The DM is the staple of gaming aids. This article of gaming, the loud-mouthed rule must consider passive opposition as well discusses the general principles of design- splitter. The trick, in any case, is to as actively hostile NPCs. If, for example, ing single-player scenarios, as well as develop an adventure that goes against a PC has to ford raging rivers, climb dan- some specific suggestions and ideas for the player’s natural grain, thereby gerous cliffs, and evade traps just to reach one-player adventures. expanding his or her gaming skills. a goal, the active opposition waiting at the end of the journey should be less for- Consider the character . . . Two kinds of plots midable than if he or she merely strolls The key to a good scenario lies in Basically, the plot of the scenario out of town to a meadow to meet the foe. thinking about the player character for should grow directly out of the character The opposition should also be of a type whom the DM is running the adventure, of the PC. Thieves should be given the that gives the PC a chance. To put a lone

16 MAY 1983 fighter up against a pair of high-level planning and running the adventure. encounters of varying emotional levels, magicians would be most unfair, for Two other groups of players, however, and of course combat. Although a ran- instance, as would the converse. As a gen- have special needs: the experienced player dom encounter series might seem best, the eral rule of thumb, consider the expe- coming from another campaign, and the DM should introduce some simple goal rience levels (or the hit dice, for monsters) raw beginner. to be reached in order to see how the new of the NPCs who will be actively oppos- Adding a new player to an ongoing player handles problem-solving and ing the PC. One of those NPCs should be group is a delicate matter, particularly if planning. (If the new player can handle of the same experience level or higher the new player is a stranger to the other neither, it’s best to know this right at the than the PC, but the total of experience gamers. Since all DMs have quirks and beginning.) levels of the group of opponents should personal definitions of ambiguous rules, At all times, the DM should encourage not be greater than twice the PC’s expe- the new player may be counting on pos- the new player to say what he or she feels rience level, nor should it be less than the sibilities that don’t exist in the new cam- about the DM’s conduct of the game; PC’s experience level. The DM should paign or, conversely, may be unaware of likewise, the DM should be open about also provide the PC with an opportunity stringent interpretations of certain rules. what he or she is thinking of the new or two to learn about the forces set A one-to-one game between the new player. If both parties consider their dif- against him or her. player and his or her new DM is the best ferences as friendly problems to be solved Some DM’s might think that this level way for both to learn each other’s style of rather than matters of life and death, their of opposition is too low, but remember play. By working things out in private, future play together will be much that a large number of weak opponents the DM and the player spare the rest of smoother and more enjoyable. can be deadly in a mass, and that the PC the group the annoyance of hearing them The absolute beginner represents a dif- has no one else to fall back on if he or she argue things out. Also, if the new player ferent kind of problem. It’s too easy for is injured early in the adventure. As an is simply not going to work in properly, DMs and experienced players alike to example, I once ran a scenario for a third- the DM can get this across to the player forget just how bewildering the rules, level fighter who was hired to guard a without embarrassing him or her in front mechanics, and minutiae of the AD&D™ temple treasure against thieves. The of the others. In a sense, then, the DM is system appear to someone who’s watched sticky fingers in question belonged to a putting the new player through his or her a game or two and thumbed through a pair of thief/illusionists, one third paces; at the same time, the player single book. The key word here is level, the other second. Although this deserves a chance to see how the new DM patience, and it’s much easier for a DM to doesn’t sound like much for a well-armed handles various aspects of play. be patient in a solo game than in a game fighter to face, the gnomes nearly suc- A scenario for this kind of player, then, with a group of players who are eager to ceeded in killing the PC and stealing the needs to be as varied as possible, moving get on with the adventure. treasure, simply because there were two of through different kinds of situations and By designing the right kind of scenario, them. While one made noise in one area, encounters rather than concentrating on the DM can guide the beginner through the other attempted to slip into the tem- one. It should include both indoor and the rules in graded steps, rather like a ple through another location — on and outdoor movement, plenty of NPC teaching-machine program. The DM on until the fighter was run ragged. By the time he subdued the gnomes, he’d been backstabbed and was down to 2 hit points. Once the DM sets the goal and develops the opposition to reaching it, there arises the question of motivating the PC to reach the goal in game terms. If the goal is something that the PC would normally seek on his or her own, the DM can use NPCs to spread the news that it exists in the given area. If a druid heard of a par- ticularly rich cache of mistletoe, for instance, he or she would doubtless go to cut it. Or, a thief would love to hear rumors about the richest man in town. On the other hand, the DM can also invent an NPC to hire the PC to perform a task, or request the PC to solve some problem. The standard example is the local worthy who begs a paladin’s aid, but the game milieu offers many other possibilities, some of which will be dis- cussed later. If the DM chooses to offer the PC a job for hire, the DM should keep other booty to a minimum, because the PC is already gaining gold (and thus expe- rience points) from being hired. Into the category of hires, of course, falls being quested or geased by an NPC, but in this case the booty can be more generous.

New players have special needs If the DM is designing a scenario for a player from an ongoing campaign, he or she will know the player well enough to have a fairly straightforward time of

DRAGON 17 needs to remember that such a scenario spell or swung a weapon, or even walked and ingratiate himself. Perhaps the DM can — and should — be so simple that it down a corridor with a torch as the only can arrange a brawl with the local yokels would bore experienced players. Killing a light. The DM must start by explaining in which our fighter pitches in on the giant rat is strictly ho-hum for a high- the simplest mechanics, move on to inter- party’s side, or some other such dramatic level paladin, but for a beginner it’s a real actions between the PC and NPCs, and moment. The approach of “This is Joe, thrill. finally present combat and complex set- he’s a fighter, and is it okay with you The very first game a beginner plays ups like crowded taverns. The first min- guys if he plays with us?” may work, but should never end in the death of the PC utes of the beginner’s first game in par- it’s a lot more fun to have Joe show off unless the DM has placed a convenient ticular need to be stripped down to bare his fighting skills in a situation where the resurrecting cleric or some such thing essentials to avoid confusion, frustration, admiring adventurers can watch. close at hand. Rolling up a character for and ultimately irritation between player the first time requires too much work for and DM. Specific scenario ideas the beginner to take the sudden death of An example of such a beginner’s game With both the general principles of that character with any kind of sports- should make things clear. After the new designing scenarios and the specific needs manlike attitude. Even the first adventure PC has been rolled up and fleshed out of the player in mind, let’s consider some can have risks, such as being beaten up or with some kind of background and per- specific ideas that can provide the seeds of robbed, but the DM should remember sonal history, the DM should give the PC scenarios for the overworked DM. Each that the point of the game is to have fun, some reason for being in the part of the group of suggestions that follows starts not to be bitterly disappointed in the first game world where the party that the PC with a generalized goal, then shows how twenty minutes of a playing career. If the will ultimately join is staying at the the general can be turned to the specific DM has the time, the ideal way to intro- moment. Suppose we’ have a young fight- for various character classes. From these duce the beginner to the campaign is in a er, just discharged from the local militia starting points, the DM can work out par- series of single-player scenarios, starting with some pay in his pocket (the rolled- ticular plots for individual players. with a simple walk-through situation and up coin). The DM tells the player that his 1. Acquiring a desirable object: Some- progressing to an adventure that does character hears that adventure and profit where, on a lonely hill or in a ruin, is just indeed carry potentially fatal risks. The can be found in a nearby town. what the PC yearns for. This particular . DM is also perfectly justified in warning During the journey to town, the player goal is perhaps the most useful scenario- the player that soon things will get much, can learn about movement rate, the need starter, having vast numbers of variations. much tougher. for rest, the passing of game time, and For instance, fighters will desire magic other such things in a very simple way. weapons and magic armor, which may be Back to basics for beginners The road can present NPCs and random hidden in a ruin, lost in the wilderness, To design these simple scenarios, the encounters in simplified outdoor condi- or in the possession of an NPC of oppo- DM must keep in mind what the player tions. Along the way, the DM can place a site alignment. An interesting variation needs to learn: everything. The beginner situation to explore: a simple abandoned for a ranger is a valuable horse, running has never entered a strange town, cast a hut, say, to be explored in daylight, half-wild, that has to be tracked and where indoor movement and the indoor tamed. turn can be introduced. From there, the Thieves want riches, and the single- PC might find a dark place (a ruined player scenario is a good way for them to house at night) in order to learn about steal without having to muck about in torches and mapping in the dark. In these dirty dungeons. A big-mouthed NPC simple settings the PC can have low-level could brag about his riches, or gossip combat experiences — a giant rat, a large with the thief about the local miser in his spider. The PC can also find his first trea- lonely villa, or perhaps the thief merely sure, say a hoard of ten copper pieces or a sees a wealthy individual walk past in bit of cheap jewelry. town and sets his or her heart on stealing After this, the PC will understand the said individual blind. Assassins may hear basic mechanics well enough to try a of a rare poison or a particularly fine simple scenario. Perhaps a farmer offers knife to be had. food and shelter in return for our fighter’s Magic-users yearn for magic items and help in killing a bothersome wolf, or a spells, but remember that they also have hermit might ask a young neophyte cleric to gather material components, some of to dispose of a single animated skeleton which are rare and can be made hard to in a shrine. Such scenarios will introduce obtain by the clever DM. Consider the clear goals and non-hostile interactions small canine statuettes needed for a repul- in order to train the new player to plan sion spell, for instance: The DM might ahead, think through the consequences of announce that the only pair to be had in his or her actions, and to see beyond loot- the entire area were lost in a ruin some ing to the possibilities of life in the game years ago. world. Druids need mistletoe, which the DM Ultimately, these beginning scenarios can ensure must be harvested in danger- should integrate the new PC into the ous conditions. For other clerics, the ongoing group playing in the campaign. desired object might be a particular By using imagination, the DM can intro- blessed mace or an important holy object duce new players in game-world terms that the cleric seeks not for him or herself, rather than falling back on the mundane. but for the sake of his or her temple. In our example, the new player finally The obstacle(s) standing between the reaches town, has a few encounters on his PC and the desirable object can vary own as he buys equipment, then hears a greatly, from mindless wild animals to rumor that an adventuring party is drink- NPCs actively seeking the same object ing in a certain tavern. There the new PC and determined to keep anyone else from meets his party for the first time, and it’s having it. The DM should remember to up to him to think of ways to introduce make the rewards as well as the dangers

18 MAY 1983 dependent on the PC’s experience level. 2. Guard duty: This goal of keeping danger may be a band of unskilled brig- For example, allowing a second-level someone or something safe can also be ands. The assassin makes a good enemy fighter to acquire a +5 sword would widely varied. Fighters are the most for a rash hack-and-slash type player. seriously unbalance a campaign; a +1 obvious choice for guards, either as per- Part of the player’s job in this case is to dagger would be more suitable and more sonal bodyguards or watchmen over use thought and guile in an attempt to likely to be guarded by the kind of ene- threatened property. A rich merchant may figure out the assassin’s disguise and to mies that this level of fighter could over- worry about thieves, or a lord a sworn anticipate where the attack will come — a come. A low-level thief had best be re- enemy who seeks blood vengeance. A trav- real learning experience for the unthink- strained to robbing the weak and the eler going through wilderness may pay a ingly violent. helpless for a few gold pieces, but a high- ranger a pretty penny to accompany him. 3. Acquiring information: This goal is level thief could be introduced to the A paladin might volunteer to guard a most suitable for a player in a long- local miser’s villa, filled with traps, cleric from evil enemies. Other classes, running campaign. If the game world has alarms, and armed guards, with a vault however, can also do guard duty if the a highly developed political situation or a containing jewels and bags of gold. circumstances are right. A cleric or druid war in progress, the PC can be hired by A good variation on the “desired might be sent to guard a holy spot one side or another to spy. Although object” theme is to have the PC quested, against desecration by undead or an evil thieves and assassins make the best spies, geased, or simply hired to obtain the cleric; likewise, some treasure of their a magic-user or cleric might well take on object for someone else. In this way (if the temple might be threatened. A magic-user a temporary job of this sort if he or she DM is dealing with an honest PC, at any might be hired to turn back a magical feels the cause is worthy of it. Since heav- rate) the DM can have the desired object attack against an NPC. The magic-user ily armed strangers look too suspicious to be most magical and wondrous without might also have a particular magical item be successful spies, fighters are unsuited introducing it into active play later in the that others want to steal from him or her. for this kind of job unless they can suc- campaign. Another variation is to have Thieves, by their nature, do not usually cessfully convince the spied-upon that the desired object be an item of stolen make reliable guards for someone else, they are mercenaries with no attachments property which the PC is retrieving, but if they have booty, it might attract to either side. either for him or herself or on hire. The other felonious sorts who want an The opposition to a player who is spy- opposition (the original thief or thieves) unearned share of it. ing will consist of anyone who discovers can be easily adjusted to the PC’s capabil- In all of these cases, the opposition the truth about the spy. The warlord or ities. Still another variation is the rescue, wants the property or the person that the ruler in question will be highly aware of where the desired object is another char- guard is looking after. If property is at the danger from spies, as will his loyal acter. Fighters can be hired to free some- stake, thieves are most likely the ones subjects. Strong rulers will probably have one being held for ransom; magic-users, coming after it, either on their own or their men check out any strangers in their to break evil enchantments; clerics, to hired by an NPC of another class. If the territory. The spying PC may well meet a exorcise evil spirits; rangers, to track item being guarded is a character, the counterspy, too, who will entice him or down a missing person in the wilderness. opposition may be a hired assassin, or the her with bits of false information, then

DRAGON ultimately turn the PC over to the author- The PC will have to track down the still enjoying the game. The DM who ities if he or she doesn’t figure out what’s enemy, then challenge him or her to wants a dungeon-like setting for a single- going on. honorable combat (if the PC is one of the player game should choose above-ground Besides political spying, the player good alignments) or merely dispatch him ruins to be explored by daylight. There from an ongoing campaign can also or her (if the PC has a more flexible sense can still be a dark corner, or a tunnel or undertake a scouting mission for the rest of honor). The enemy should be on guard two, in the environment, but the mechan- of the party. The party may have heard against such an attempt, and would have ics of such a setting won’t interfere with an interesting rumor of treasure to be guards and other obstacles around his or play. gained or a wrong to be righted; on his or her person. Vengeance makes a particu- Perhaps the best setting for a series of her own, the single PC can check out the larly good single-player scenario for an random encounters for a single PC is the rumor and scout out the possible dangers. assassin PC. The master of the assassin’s town or village, simply because towns are The single player can also hear the rumor guild can announce that someone has full of people of varying races who may for the first time and do the scouting for cheated the guild and send the PC off to or may not give the PC trouble. The PC an adventure that the DM has planned for avenge the insult. Of course, the assassin may find him or herself cheated by a dis- the whole party. may simply be hired to do away with honest merchant, involved in a tavern For example, a cleric or magic-user of someone as a single-player adventure, but brawl, challenged to a duel by an insulted good alignment might hear reports of evil adding the vengeance theme dignifies the noble, falsely imprisoned by a scurrilous activities in some nefarious temple, or a craft. sheriff, seduced and then robbed by a paladin might hear of a lord who is 5. The random encounter series: Aside handsome thief of the opposite sex, and oppressing the poor and generally from the goal-plus-opposition pattern, so on. On a brighter note, the PC may engaged in wrongdoing. After tracking discussed in detail above, the other typi- also meet assorted variant-class NPCs, down rumors of treasure, a thief might cal category of scenario is a series of ran- like alchemists or astrologers, who may decide that he or she needs the party’s dom encounters in a given area. If the offer good advice and friendship. Another help in obtaining it. DM has little time to plan a plotted sce- interesting idea for the DM is to set up In these cases, the opposition consists nario, such a series has much to recom- the town gaol and have the unfortunate of those who have something to hide. An mend it, but even here the DM should use PC thrown into it for a night. The evil warlord, for instance, would be gen- imagination to avoid the “just another medieval-style gaol was generally one erally displeased to hear that a paladin is dungeon” syndrome. Underground set- large room where criminals and vagrants hanging around his fortress, and will no tings offer too many unfair difficulties for of all descriptions were shoved in doubt take steps to have the do-gooder even a very high-level PC operating on together. Any number of interesting removed. his or her own. Besides having to fight encounters can arise from such a 4. Vengeance: If a trusted friend or enemies, the PC is responsible for all the situation. henchman of the PC has recently been mapping, lighting, and hauling of either The wilderness is another good setting murdered, or if the PC is foully insulted supplies or booty, which adds up to more for a random series of encounters for a by an NPC, then vengeance is in order. than a single person can handle while single player, as long as the DM keeps the opposition and dangers fair and compat- ible with the PC’s experience level and character class. The DM can also give the adventure a bit more meaning by suggesting a reason that the PC is in the wilderness, such as traveling or a hunting expedition. A druid gathering mistletoe or a magic-user searching for material components might meet all sorts of interesting things in the woods besides wild animals and mon- sters: brigands, madmen, hermits, evil spirits, and so on. A cleric might go to visit a holy (or unholy) spot and find it inhabited by hostile beings. In short, even when the DM has no time to plan an elaborate scenario, the adventure should have some purpose and some game-world “reality.”

Set your standards high Although imagination and consistency should be vital parts of every scenario, they are especially important in the single-player version. The interaction of a group of player characters creates plot and conflict within even the most routine scenario, but with only one player and the DM involved, the scenario has to be strong to avoid a kill-and-loot tedium. If the DM starts by considering the charac- ter of the PC, then keeps in mind what the game world has to offer for an adven- ture, the task of designing a single-player scenario will be easy — much easier than it might seem! — and the result much more fun to play.

20 MAY 1983

The ecology of the by Chris Elliott and Richard Edwards

The debate about the nature of the avoid killing each other — or themselves, leather and silver armor; and a scattering catoblepas did not keep the proverbial for that matter — with their death-ray of commercial-minded wizards and man in the street awake at night, but it gaze? And how, in the name of the wizardly priests preserving a dignified had for generations added fuel (as if fuel Mnoren, did they breed? silence. On the other side were the natu- were needed) to the intense rivalry A magical creature, the wizards ralists, dressed in all shades of brown and between the Wizards’ and Naturalists’ patiently explained, wouldn’t need to green, accompanied by almost as many Guilds of To-Zen. The problem was one breed, would it? tame hawks, hounds, birds and dragonets. of demarcation. The naturalists could not All right, retorted the naturalists, then And all around the upper gallery was deny that there were creatures of magic, how come there are so many of them? Is crowded a mob of curious citizens, ea- and magicians could not help but admit some deranged thaumaturgist turning gerly speculating on the outcome of the that nature could at times achieve feats them out as an occupation? evening. worthy of any wizard — but each side And so the debate continued, with each Suddenly, as if on a signal, silence fell naturally wanted to claim the most side having enough evidence to support over the hall. Bel-Ami, a stocky, bearded bizarre beast for its own. And when it its unshakable conviction that it was man in a curiously patterned green robe, came to bizarre, the catoblepas certainly right, but neither having proof conclusive came in from the side entrance leading an qualified. enough to convince the other side. extraordinary creature. The height of a To the wizards, a beast with the body of On one particular night, earth- man, it shuffled nervously on its huge a buffalo, a huge tail and neck, the head shattering revelations were promised back legs and muscular tail, whilst its of a warthog, and a gaze that slew was when the naturalist Bel-Ami, newly small forepaws twitched agitatedly and its clearly a magical beast, and they bitterly returned from an expedition to study the delicate head swung this way and that, rejected the jibe of the naturalists that creature, was to address a capacity crowd eyes, ears and nose straining in all such a beast, magical or not, would in the Alchemists’ Guild Hall, chosen as directions. strangle on its own contradictions. The neutral territory. Inside the ancient “I expect you’re all wondering what beasts had been seen, said the wizards, vaulted hall, with its roof blackened by this little fellow is doing here,” said the which proved that they existed, but any the fumes of countless demonstrations famous naturalist. “Well, after much observer rash enough to meet the gaze of and its air pervaded by the sour reek of patient and often dangerous observation a catoblepas died instantly — and what brimstone, the audience fell into three in some of the wildest country in To-Zen, more proof did one need of the beast’s very different groups: I can reveal that, far from being just magical origin? On one side of the hall were tight knots another grazing animal, as we had for- Fair enough, said the naturalists, but of black-robed apprentices surrounding merly thought, this is a male catoblepas!” they pointed out that the catoblepas had splendidly gowned master sorcerers; hard- This remark immediately prompted a been sighted in groups. So, how did they faced wizards, many in elaborately chased general uproar in the hall.

22 MAY 1983 Catoblepas (or, looks can be very deceiving)

“No, please — please relax! — no, he’s connected the female catoblepas with the “As yet I can only speculate on the rea- perfectly safe, but he does hold the key to small herds of grazers that were always sons for this division of the species; it the mystery. You must all have read the found in the same area, following at a may ensure a fitter breeding stock, or classic description of, as we call it, the discreet distance, and realized that they allow better use of existing food resources ‘cat’ in the Bestiary of Xygag, although were two forms of the same species! than the more conventional way, or both, how he worked out that its eyes are “The male, poor fellow, is not immune or neither. Anyhow, enough talk. I’m ‘bloodshot’ escapes me, and for a beast to the poison cloud, and normally keeps open to questions from the floor.” ‘horrible beyonde alle description’ he well clear of the female. But in the mat- During the course of his speech, all the goes into a fair amount of detail! ing season, the female exudes a scent magicians in the audience had been “Well, as far as he goes, he’s right, but which drives the male wild with a lust growing more and more restless. Now, he didn’t realize that they were only the that frequently overpowers his instinct one of their number burst from the female of the species. From my studies, I for self-preservation. He must try to wait audience with a horrified cry. have established that the female is a large until a solitary female is feeding with her “You can’t be serious! This must be omnivore, feeding mostly on ooze and head buried in the ooze of the swamp. your warped naturalist’s idea of a joke!” water plants dredged from the swamps it Then, sprinting up to her, he dodges the “Never more serious, I assure you,” lives in, but gaining an important part of heavy tail normally used as a defense, responded Bel-Ami. its diet from animals it has killed. And mates very quickly, and sprints off again. “But, this is awful! When we heard no, she doesn’t kill them with her deadly “Six months later, the small, deer-like that you had an astounding revelation in gaze, but with her breath! young are born. Since they are exposed to store for tonight, we were going to “The female catoblepas secretes a gas, mild doses of the toxin before birth, they upstage you. My apprentices have gone deadly to anything except the female are immune to it. They are all weaned out on an expedition to kill a catoblepas catoblepas, that is belched out in an together, but at the end of the first year and bring it back as proof of its magical invisible cloud. The effective range is something very strange happens. The nature.” only about sixty feet before it disperses, young scatter, and differentiate into sexes “That’s quite possible. They can be but within that range, the only chance of — a minority of females which remain killed.” escape is to run faster than the cloud immune to the toxin that they have “I know that, and you know that — expands. The gas is equally deadly if begun to secrete, becoming fatter and but how far are they going to get with a breathed in or absorbed through the skin. thicker and eating flesh as well as plants; polished shield?!” “It was obvious from the time that I and the males, which undergo a radical started to form this hypothesis that the change in their body chemistry, losing (An earlier version of this article ‘cat’ was immune to its own poison, but their immunity to the toxin and becom- appeared in Dragonlords — Yet Another it was not for a long time afterward that I ing fast-moving herbivores. Fantasy & Sci-Fi Roleplaying Magazine.)

DRAGON 23 The whole half-ogre Ideas for finishing what EGG started by Roger Moore

In From the Sorcerer’s Scroll in issue rules can exclude half-ogres from being the ogre parent — including all knowl- #29 of DRAGON™ Magazine, E. Gary player characters, but can use them as edge of any language but common and Gygax discussed the addition of new — NPCs, henchmen, and hirelings. other human tongues. and reasonable — character races to the Some work is needed to flesh out the There are a number of advantages and AD&D™ game. (Editor’s note: This race, whether for use as player characters disadvantages to being a half-ogre that column was reprinted in the BEST OF or non-player characters. Half-ogres may Mr. Gygax’s article did not address. On DRAGON™ Vol. II anthology, under the become fighters or fighter/clerics only if the positive side, their greater size and title “Humans and hybrids.”) In particu- used as player characters; NPCs are mass allows half-ogres to use bastard lar, he outlined the game parameters of allowed to be clerics only, in keeping swords one-handed and still get the full the half-ogre, the offspring of human and with the guidelines in the Players Hand- damage figure of 2-8/2-16 from such a ogre parentage. book. Dungeon Masters might amuse weapon. Greater size and strength would From what little I’ve heard about the themselves with a rare bird who has some also allow the use of a rod of lordly might campaigns other people in the world very low level (2nd at highest) thief or or hammer of thunderbolts to better have, I’ve noted, as he has, that half-ogre assassin abilities, to throw a wrench into advantage. Like all beings but humans, characters do enjoy some measure of players’ plans. Half-ogres can advance to half-ogres are immune to lycanthropy. popularity. Despite the limitations the an unlimited level as fighters, but cleric Large shields would prove to be easier to half-ogre has in intelligence, dexterity, advancement stops at fourth level. manipulate for a half-ogre than a human, wisdom, and charisma, and regardless of In addition to learning common, and offer the best protection for such a the other obstacles a half-ogre may ogrish, orcish, and tongues from large body. Protective rings, bracers, and encounter in an AD&D™ environment, their ogre parent, half-ogres may learn amulets may be used by the race. the race does constitute an enjoyable one additional language as well but no On the negative side, half-ogres are alternative to humans, dwarves, and the more. The base movement rate of half- never psionic. The alignment tendency like. Those who prefer “pure” AD&D ogres is 12”. toward chaotic evil makes the acquisition Half-ogres range from 7’ to 8’ in height of henchmen and hirelings difficult, and (80 + 4d4 inches) and weigh between 315 can lower loyalty scores (as noted in the and 425 pounds (305 + 10d12). Skin color DMG). The cost of armor and clothing is and hair color is variable but tends to be high, perhaps two or three times the brown, greyish, black, dull yellow (skin norm for any other . Half- only) or one of the above with a slight ogres, once slain, will stay dead unless grey-green hue. Most half-ogres have raised by a wish or the use of a rod of human-like eyes, though about 20% have resurrection, requiring the same number the white pupils common to ogrekind. of charges as a half-orc of the same class. The initial age of a half-ogre when his (However, poisoning may be reversed or her adventuring career begins is 15 + using the appropriate cleric spells, as 1d4 years for fighters, 20 + 1d4 years for with any other character.) When struck by clerics, and 24 years for fighter/clerics. An any weapon, half-ogres will always take aging table for half-ogres, developed damage as size L beings (Beware those along the lines of the one on p. 13 of the two-handed swords!). They are also too Dungeon Masters Guide, appears below; big to ride anything but a huge horse or for the effects of aging, also see the DMG. an elephant, neither of which is readily available or of low cost. Young Adult: 12-18 years Going deeper into the rules, there are Maturity: 19-40 years even more factors working against the Middle Age: 41-80 years half-ogre. Numerous magical items that Old Age: 81-110 years vary in effect with the user’s weight Venerable: 111-140 years become less effective when used by a being that weighs an average of 370 Alignment for player characters is a pounds. Magical boots, brooms, armor, touchy subject, since most adventuring robes, cloaks, and magical walking or fly- groups are full of paladins, rangers, ing steeds either won’t fit, won’t work patriarchs, and evil-hating neutrals. very well, or won’t work at all for a half- Player characters can become true neutral ogre. Enterprising DMs may insert a or chaotic neutral to circumvent this potion of half-ogre control into the problem, making a few steps in the direc- appropriate place in the chart on potions tion of chaotic evil when no one is look- of human control in the DMG, and leave ing but generally maintaining a workable such lying about for discovery by enemies balance of alignments. I would not per- of the half-ogre. The +3 hammer sonally prefer to allow a good-aligned (dwarven thrower) and hammer of thun- half-ogre player character in a game, and derbolts will affect a half-ogre as they will if I had to I’d remove all the influence of a full-blooded ogre. Even as big as they

24 MAY 1983 are, half-ogres aren’t big enough to fully Grond, the two best half-ogres in our employ either the mattock or the maul of campaign) that this article is dedicated. the titans. And half-ogres, whether PC’s Now, go forth and beat those or NPC’s, are -2 “to hit” against dwarves into little pieces! and -4 “to hit” when fighting gnomes, because of the skills of those smaller races I. Half-Ogre ability scores at battling bigger folk. Strength: 14-18 l After all that, one wonders why half- Intelligence: 3- 12 2 ogres as player characters would be any Wisdom: 2-12 3 good — as Mr. Gygax pointed out. Well, Dexterity: 3-12 4 in a few words, half-ogres are the best Constitution: 14-18 5 darn door-openers in the whole universe. Charisma: 2-8 6 Those wimpy little kobolds clutch their 1 — Roll d6: 1 = 14; 2 = 15; 3 = 16; ridiculous little spears and whine in uni- 4 = 17; 5 or 6 = 18. Fighters with 18 son when 7’6” of solid muscle smashes strength add +25% on roll for excep- their door to splinters and walks in, and tional strength, up to 18(00) even other larger monsters tend to have maximum. serious reservations about attacking ² — Use 3-10 if human parent is unless they belong to the kamikaze school below norm in intelligence. of combat philosophy. Half-ogres might 3 — Use 3-10 if human parent is be able to cause or half-orcs to call below norm in wisdom. off attacks, or relate to ogres and on 4 — Use 3-10 if human parent is a friendly basis (they all go back a long below norm in dexterity. way together), and can absolutely terrify 5 — Roll d6, applying the result local human populations into leaving the the same as for strength. half-ogre’s party alone, simply by smiling 6 — Double the charisma score and revealing those fangs that Daddy or for effective score vs. ogres and Mommy Ogre left them. other half-ogres. These influences and potentials are subtle things, certainly, and DM’s may II. Racial preferences not always take them into account. If the Half-ogres are preferred (P). player enforces this sort of attitude by Half-orcs are tolerated (T). emphasizing, in delicate ways, that his or Humans are regarded neutrally (N). her character is bigger and tougher than All others are hated (H). anyone else in the party, other people Note: These work both ways. will tend to go along with the idea. Wishes or the appropriate magical man- III. Special characteristics uals and tomes may bring a half-ogre’s Infravision range is 60’. weak characteristics up to more accept- The languages of ogres, orcs, and able levels, and help even out some of the trolls are learned only if the ogre par- imbalance the player might perceive. It is present. should be noted that there is no difference Two hit dice of the appropriate type in maximum ability scores for male and are gained at 1st level; progression is female half-ogres. Both can have up to as normal at 2nd level and above. 18(00) strength, though only as fighters or Half-ogres have swarthy, dull com- fighter/clerics. plexions with dark, lank hair. As pointed out earlier, having half- ogres as player-characters is up to the DM The preceding guidelines are para- and the kind of campaign he or she wants phrased from information contained in to run. I believe they have some merit, at the original article, “The Half-Ogre, least as NPC’s, and can add interesting Smiting Him Hip and Thigh” in From new perspectives to the game. It is to the Sorcerer’s Scroll, DRAGON issue #29, them (in particular to Gi-Joe and John by E. Gary Gygax.

DRAGON 25 Relief for Traveller nobility by Paul Montgomery Crabaugh standing 13; a 5 is social standing 14; and This is assuming that the heir or a 6 is social standing 15. spouse does not stage a revolt, which The nobility of the Traveller® universe It should be noted that a Duke does not occurs at the referee’s option. has gotten kind of short-changed. There run a subsector or sector automatically; A revolt must be put down by the fast- are a fair number of nobles, but their that is done by Grand Dukes, who have a est means possible. Failure to do so will exalted social standing is just a hexadec- social standing of 16, the equivalent of result in the loss of noble rank. (An imal digit in their UPP. It serves no the Princes who rule small client states. estateless knight does not need to worry function. Even those who enter the Noble A new noble is any character who about this.) If it is a popular rebellion, it “service” in the Supplement 4 rules basi- began with a social standing of 10 or less may be crushed or subverted by any cally become crackerjack handymen, who (a 10 probably indicates that the character means. If it is the above-mentioned may or may not possess some money and was an unrecognized but known illegiti- referee’s-option revolt by an heir or a who might, if lucky, get a ship which can mate relation to nobility), who attains spouse, the rebel must be executed in sin- scarcely generate enough revenue to noble standing through mustering-out gle combat, since the rebel has a fairly operate. benefits and the like. strong claim to the title himself (herself) What happened to the landed estates, It is also, of course, possible for a per- already. (There are no restrictions regard- the retainers, the political importance? son to start as a lower-level noble and be ing the sex of the person holding the Even the influence-shorn aristocracy of advanced through such benefits. Such noble rank; that person’s spouse is the England are better off — and it can people are still considered to be old nobil- immediate heir, their first-born child hardly be argued that the Third Impe- ity, although the family is probably noted next, second-born third, and so forth. rium is more democratic than Great for undergoing a resurgence. Unmarried nobles with no children leave Britain. All nobles have an estate, generally a no title when they die; the line So to provide relief for the nobility, or, minor world. This world generally shares disappears.) more accurately, get the nobility off relief, a system with at least one other inhabited Operating expenses for the estate are here are offered some rules additions for world, the one initially mapped. The invisible to players; the estate’s economy people with a social standing of 11 or referee should choose a location for the operates the same way the economy of a better: world and then create it more or less in non-estate world of the same size does, There are two types of noble: new and accordance with the Book 3 rules: Star- including providing official living quar- old. The old nobility are those persons port (usually closed to general traffic), ters for the ruler; therefore the character coming from families that have long been size, atmosphere, and hydrographics are may assume that a palace suitable to noble and have not necessarily done any- rolled normally. Population is equal to his/her rank is always on tap. This thing to earn their positions. The new the social standing of the noble minus 10 includes sufficient funding to maintain nobility are those persons who have been (new nobility have a 50% chance of hav- any ships the noble possesses, and to pro- granted noble standing by a grateful ing a population one level lower; old vide charter transportation, at least Imperium. nobility recently promoted have a 50% within the system, in the absence of such The latter are far more common than chance of population equal to their orig- ships. the former, because the nobility is inal social standing minus 10). Govern- In addition to this, the noble may expected to take an active role in Imperial ment type is determined by a roll of 1 die: acquire operating capital for his/her own interests, and, the Universe being what it 1-2 is type 3; 3-4 is type A; 5 is type B; 6 is ventures by taxing the population over is, that implies a fairly high casualty rate, type C. Law level might be initially set to and above their normal rate. This tax is high enough that whole noble lines are 2d-2; however, it may be varied at whim levied once at the beginning of the year, wiped out with depressing frequency. by the noble, who is not subject to it in and amounts to CR 1000 per inhabitant. Old nobility is considered to be repre- any event. Technology is determined This is the average figure for all taxes col- sented by a character who rolled a social normally; however, a wide variety of lected, including taxed businesses. The standing of 11 or 12 initially. If a 12 was imported goods will be present, lifting exact population will have to be deter- rolled, there is a chance that the actual the effective tech level substantially. mined by the referee; the nominal tax standing is even higher. In such a case, A noble with a social standing of 11 revenues for the various population levels roll 1 die: On a result of 1-3, the social who has a population for his estate of 0 is are: Population 1, CR 10,000; population standing is indeed 12; a roll of 4 is social considered to be landless, without retain- 2, CR 100,000; population 3, MCR 1; ers, estate, or income. population 4, MCR 10; population 5, There is, inevitably, a chance that the MCR 100. loyal retainers at the estate will not prove It is up to the refereee and the players to be all that loyal. Each year, the referee to find ways to disperse these funds, in will (secretly) throw 10+ to determine if a such things as investments, supporting revolt will take place that year. If it does, Imperial interests (e.g., toppling non- the timing will be chosen by the referee. loyal governments) and so forth. The DMs are based on the noble’s behavior revenue of a Knight requires very little during the previous year: Subtract the dispersal; it is scarcely more than pin number of months spent in residence money. The tax revenues of a Duke, on from the number of months not in resi- the other hand, will probably require the dence and apply this figure as a DM to character’s nearly full-time attention to the roll. If the noble did not collect taxes properly manage. at the beginning of this year (see below), Of course, a character may wish to a DM of -1 is imposed. If the noble’s heir forego taxation in order to reduce the or spouse spent time in residence while chance of revolt during the year; just as the noble did not, a DM of -½ per each having MCR 100 to play with is a lot of month so spent, rounding fractions up, is power, so can having that money cut off imposed. be quite a fall.

26 MAY 1983 A noble who enters the Noble “service” In the preceding chart, a number in Using these rules may force a change in may acquire a yacht, the family excursion front of a ship type indicates multiples of the options available to certain characters craft, as outlined in Supplement 4. How- that type. — notably the higher-ranking nobles. ever, in addition, there is a good chance System defense boats, express boats, These characters, possessing private fleets that any noble will have one or more express boat tenders, and close escorts, and enormous financial resources, will other ships available to him or her. To although belonging to the noble, are find some of the more common types of determine this, roll on the following ships considered by the Imperium to be adventures (raids on private facilities, table. New nobles receive a DM of - 1. semi-official; their use should be consis- running marginal trading ventures, and tent with Imperial policy, and they may so forth) either uninteresting or out of Die Social Standing be called upon by the Imperium during character. (“Milord, wouldst thou please roll 11 12 13 14 15 crises to perform official tasks. lend me your frag grenades?“) Such char- 0 ------To find descriptions of these ships, you acters should instead become involved in 1 — — — — S Sf 2S, Y may have to hunt around; although all high-level politics, planet-wide economic 2 -- S A2 Y Sf, Y are described in GDW’s various publica- struggles, and other similarly large-scale 3 S Al Sf R SDB+J tions, they were culled from a variety of projects. 4 S A2 Y L 4B, T sources. notably Book 2 of the Traveller At least it will be a change from stand- 5 Al Sf R Sf, Y 2CE rules, Supplement 4, and Supplement 7. ing in welfare lines. 6 A2 Y L CE * Abbreviations: — — = none S = Scout ship Sf = Safari Y = Yacht Al = Free trader A2 = Far trader R = Type “R” subsidized merchant SDB+J = System defense boat with jump shuttle L = Lab B = Express boat T = Express boat tender CE = “Gazelle” class close escort * = Free design: 1000 tons of ship at tech level 15, any cost.

DRAGON 27 Homecoming is a photographic interpretation of one of my favorite short stories by Ray Bradbury. The haunted house is a wooden HO model that I’ve had around for many years. Two spots cross-light the scene, the one coming from the right using a blue gel over the lens to enhance the night effect. A third spot was used in another variation on this scene, this one covered with a yellow gel and projected up through a hole in Photo the base to light the interior of the house. finish: Lights, camera, life!

Many of us who are serious photo- revitalized by the many new miniature a diorama. After the photograph is made, graphers are actually frustrated artists. “characters” that became available when the setup is broken down, and often ele- Not having the talent to draw, we use our fantasy role-playing games became ments in one setup are recombined for cameras to create “works of art.” But in popular. another picture. most photographic situations, we must As a writer-producer of audio-visual Once you get started in creating minia- shoot the world as we find it, our artistry programs, I have spent a lot of time on ture worlds for photographs, you’ll come being limited to selection, composition, motion picture sound stages. My basic up with more ideas for photo situations and lighting. approach and many specific techniques than you can possible develop. A climac- Only by creating our own “worlds” in have been adapted from the soundstage to tic episode in a D&D® game may suggest miniature can we have complete control the tabletop. Each background setup is a photo idea. A movie, story, fictional over all of the elements in our photo- created for a specific picture. No attempt character, or musical composition may graphs. My interest in this special phase is made to make any of the elements yield an idea, as was the case in three of of photography lay dormant until it was permanent, as is the case in constructing the photos shown here: Danse Macabre, Photographs and text by Mike Sitkiewicz

28 MAY 1983 Between Two Evils depicts a pair of heroic figures remi- Danse Macabre was inspired by the “spooky” art compo- niscent of Fritz Leiber’s superheroes, Fafhrd and The Gray sition of Saint-Saens. The tombstones were taken from an Mouser. As so happens so often in those stories, we find our HO kit by Bachmann. Two spotlights were used, a white heroes in a tight spot, defending themselves back to back. backlighted key light and a fill light with a blue filter.

Homecoming, and Between Two Evils. A Ektachrome 160 Tungsten film. The temporarily holding things together and photo idea may “spin off” an unusual shutter was set on automatic, the lens upright. miniature figure, like the eagle and rider stopped down to f22, and the basic expo- Probably the most dramatic single fea- in Air Attack. Or, a picture may be dom- sure was bracketed 2/3 stop, plus and ture you can bring to your tabletop pho- inated by a photographic technique, as in minus. tos is a projected background. All of the Dragon Fire. Besides your “cast” of miniature fig- photos shown here, except for Between ures, you’ll want to have on hand a selec- Two Evils, use a projected background. A Technical information tion of real rocks, twigs, sand, and earth. suitable rear projection screen can be eas- The essential equipment you need to Some artificial landscaping products sold ily made by taping a sheet of good- get started in shooting miniature fantasy in hobby stores for railroad layouts can quality tracing paper to a wood or card- photos includes a single-lens reflex also be useful. HO models are smaller in board frame. For a light source, any camera, a “macro” lens, a tripod, and scale than 25mm figures, but can be use- standard 35mm slide projector can be two or more small spotlights, preferably ful as background elements. used. If you’re an active and organized with barn-door closures. Your “grip” kit should include, at the photographer already, chances are that The photos on these pages were taken least, a variety of small “C” clamps, some many of the slides you have in your files with an Olympus OM-2 camera, using a kind of clay, and masking tape. The clay will make good backgrounds for photos Soligor 35-70 Auto Zoom lens and Kodak used by florists is the best I’ve found at of your fantasy worlds.

Air Attack is dominated by a “flying” eagle figure, sus- Dragon Fire is the result of a double exposure. A piece of pended above the terrain by means of a lug on its wingtip acetate was taped over the original photograph, and the that fits into a notch in the base of the figure. Wedging this “smoke” was drawn on this acetate with a black marker base between two rocks and swinging the eagle 180 degrees pen. The “fire” coming from the dragon’s mouth war creates the illusion that the bird is in flight. In lighting this scratched on a high-contrast piece of black film, covered by scene, and all scenes with rear projected backgrounds, care a red gel, and double-exposed into the “smoke” area. must be taken to keep light from bleeding onto the rear pro- jection screen and washing out the projected image.

DRAGON 29

FIGURE FEATURE:

Text by Kim East land

Photos by PINNACLE PRODUCTSTM MINIATURES Scheibe Studio A division of Grenadier Models, Inc. with eight exquisite creatures suitable for Price & Pine Sts. 15mm or 25mm play. The prehistoric crea- Holmes PA 19043 tures are anatomically accurate, making them Stegosaurus and Triceratops equally desirable as gaming monsters or col- (Sculptor: Andy Chernak) lectors’ pieces. Suggested retail price is $12 for Pinnacle has four new products on the a set, which includes figures, paints, a brush, miniatures scene, among them a dinosaur set palette, and painting guide.

RAL PARTHA 5938 Carthage Ct. Cincinnati OH 45212 Personalities Line Pictured: Armored Giant Mounted on War Elephant (Sculptor: Tom Meier) Talk about weird monsters — who would have thought of an ugly giant riding a partially armored elephant? Tom Meier and Ral Partha did, and the result is a remarkable casting that comes in only two pieces. The detailing is nice; interesting touches include tusk, trunk, skull, and leg armor for the pachyderm and Roman-type armor, massive bracers, and a studded club for the “big boy.” Of particular note is the determined and belligerent look on the giant’s face. Suggested retail price: $6.00.

SAXON MINIATURES P.O. Box 121 Rockville MD 20850 Cerberus Cat &Attack Cat w/Rider (Sculptor: Conan Scanland) Once again, Saxon has produced some really fine, large, one-piece mon- sters. The Cerberus Cat has all of the strength and suppleness of an actual “big cat,” yet at the same time seems perfectly natural with its three snarling heads. The rider of the Attack Cat is a bit slight for 25mm scale, but it could be passed off as a jockey-sized rider or a member of a smaller race. In any case, it lends a realistic air to the bulk of the powerful-looking mount. Suggested retail price: $2.98 for the Cerberus Cat, $3.50 for the Attack Cat.

32 MAY 1983 WEIRD MONSTERS

ASGARD MINIATURES c/o The Armory 4145 Amos Ave. Baltimore MD 21215 Large Sadistic Line Pictured: Dragon Lizard w/Sword & Mace and Dragon Lizard w/Lance Possibly the most creative line of monsters to come along in quite a while is Asgard’s strange “LSD” line. The bipedal, four-armed lizards all carry weapons (usually multiple weapons) and have well sculpted scaly hides. Figures from this line are ideal for the gamer who wants to spring a “little surprise” on his fellow players. Suggested retail price: $1.20 each for the figures shown.

CITADEL MINIATURES U.S. P.O. Box 12352 Cincinnati OH 45212 Fantasy Tribe Orcs Pictured: Orc Riding Giant Wyverm (Sculptor: Tom Meier) This highly unusual, five-piece figure is the vanguard of Citadel’s orc line. With his barbed lance and deformed fangs (a delightful feature of all of Citadel’s new orcs), this fearless rider sits upon his pterodactyl-like mount. You can even see his provisions slung over the wyvern’s neck. This should be a favorite with fantasy gamers, dioramists, and miniature army gamers alike. Suggested retail price: $7.98.

For the record . . . Diligent dragon-lovers should have noticed that the descriptions for the Superior Models and Saxon Miniatures dragon photos in last month’s Figure Feature were accidentally reversed. Unfor- tunately, we didn’t spot the error in time. Our apologies to all parties involved.

MASTERPIECE MINIATURES P.O. Box 8986 separately, which is a big help to col- Salt Lake City UT 84108 lectors on a limited budget. The ele- Air Elemental, Griffon, and mentals are cast in innovative poses Fire Elemental and are quite easy to paint. The grif- Masterpiece Miniatures has been fon comes in three easy-to-assemble around for a while, but has recently pieces, and is a good-sized miniature expanded its efforts. Almost all of the with nice detail. Suggested retail price: company’s offerings are packaged $1.99 each, Griffon $2.50.

DRAGON 33 reduced to the point where one cannot possibly hit with it, nor to the point where it can do no damage. Thus, it can- not take any more “hits” beyond the point where it takes a roll of 20 to hit with it, or below the point where it does at least 1 point of damage. A character who rolls a natural 1 while When it gets hit, attacking with a blunt weapon will find that the weapon has slipped from his hand. A strung weapon will snap a string, and thus misfire, on a roll of 1. A weapon it gets hurt with a wet string need only roll a natural 2 for the string to snap. A pole arm or staff will crack on a roll A system for equipment damage of 1. A saving throw must be rolled each round thereafter vs. crushing blow. Fail- ure to save at any time means the haft by Arthur Collins snaps. A hurled weapon is not damaged the way other types might be, but rolling a Why don’t heroes ever seem to spend (same for a helm); leather or padded natural 1 means that the wielder time sharpening their swords? Everybody armor will absorb two such blows before (thrower) of the weapon may be tempo- else has to. How come Theobald the it is useless for protective purposes; ring rarily off balance. Unless the wielder Magnificent never gets his shield banged mail can take three blows, studded leather (thrower) rolls his dexterity or less on up, or his sword notched, or his helm three, scale mail four, chain mail five, d20, he is off balance, loses all dexterity cloven? Wear and damage to equipment splint mail or banded mail six, and plate and shield AC for bonuses that round, are concerns of every fighter making his mail seven. Magic armor adds absorption and is -(1-4) in rolling for initiative. way in a mutable world, but not, it seems, ability according to its magical bonuses; (That is to say, he loses 1-4 segments from of characters in the AD&D™ world. for instance, chain mail +2 will absorb whatever his party rolls for initiative.) The simple fact is, though, that seven blows before it becomes useless. A fighter engaged in combat without nothing lasts for ever. And without spe- Each time a piece of armor absorbs a weapons occasionally might not use the cial care, nothing lasts as long as it blow, by failing to make the save, its AC weaponless combat table. In this case should. Arms and armor are not excep- protection drops by one factor. Chain (when, essentially, the fighter’s bare fist is tions. Sharp edges, to stay that way, must mail (AC 5) becomes chain mail -1 (AC treated as a weapon), a roll of natural 1 is be honed occasionally. Nicks and dents 6), then -2, and so on. A shield +1 does considered the same as a result for a have to be fixed. Rust will get you sooner not cease to be magical, but it drops to a hurled missile, described above. That is, or later, even if you sent all your equip- shield +0 after taking such a wallop, and the fighter is off balance, and must roll ment to Z-Bart. Following are some sug- then is a ruined, unmagical shield after d20 vs. his dexterity or suffer the same gestions for easily implemented rules to one more damaging blow. Damaged penalties as for a hurled weapon that goes add this dimension to your game. armor will stay so until repaired by awry. someone skilled in the craft. The cost, in Damage to armor gold pieces and time, of such repair is a The ravages of rust and time When a combatant rolls a natural 20 in minimum of 3 days and 25 g.p. for each If a character neglects to have his melee, his or her opponent (if armored) damaging blow the armor has absorbed. swords and such attended to, or his armor must roll a saving throw for his armor vs. Magic armor cannot be repaired by an gone over by an armorer at least four crushing blow. The armor gets magical ordinary armorer or smith without its los- times a year, then the DM can assess the plusses (if any) as bonuses to this save, ing its dweomer. user of that equipment a penalty of -1 on plus any other bonuses that might apply. every saving throw rolled for the equip- A shield, if one is being used by the char- Damage to weapons ment, due to neglected rust and wear and acter or creature that is hit, will take When a combatant rolls a natural 1 in tear. This deficiency can be remedied by damage until it is rendered useless; after combat, his weapon is adversely affected. simply having the equipment seen to that, the armor itself will absorb the An edged weapon becomes notched each (cleaned, polished, etc.). At the DM’s blows. Failure to make this saving throw time a 1 is rolled, and it takes a -1 penalty option, the same penalty may be applied means one’s shield is broken (or at least “to hit” and to damage. A normal sword for every week spent in a tropical or severely damaged), or one’s armor is rent. becomes a sword -1. A magical sword +1 marsh environment (or the like) without Armor and shields can absorb as many becomes a magical sword +0. Magical the character cleaning his equipment. It dents and rents as the number of AC fac- edged weapons get a saving throw vs. takes a full day to go over an entire suit of tors the item provides. Thus, a shield will crushing blow (non-magical edged weap- armor and all of one’s weapons — but it’s take one good blow before it is broken ons do not). No edged weapon can be a day well spent.

34 MAY 1983 DRAGON 35 Non-violent Magic Items One hundred ways to keep players guessing by Lewis Pulsipher and Roland Gettliffe

In most FRP campaigns, virtually to the speaker’s telepathically expressed every magic item found is more or less desires. directly related to domination or combat. 07: A white stone of a material resem- Yet in a non-technological society, it bling marble. It is about the size and follows that some magical items would be appearance of a stone in the game of constructed to serve the rich and powerful “Go.” When it is thrown against or onto in other ways, for practical or luxurious a hard object inside a room, it reasons, rather than as a means to gain “explodes,” and all dirt and dust in the power or wreak havoc. In a way, magical room — non-living matter only — disap- items might take the place of modern pears. The command word “clean” must technological conveniences — but only be spoken as the stone is thrown. Found for those who can afford them. in lots of 10-100, packed 12 to a box in If one forgets “realism” and looks at wooden boxes similar to large this from a referee’s point of view, such matchboxes. non-violent or luxury items are a most 08: A dark green glass bottle, about the desirable addition to the campaign. First, size of a half-gallon milk carton, with a these are magic items that player charac- screw top. Any liquid placed in the bottle ters can acquire and enjoy without will maintain its current temperature increasing their power, unless they’re indefinitely while inside. The bottle is most ingenious. Second, adventures can light and fairly fragile. be built around characters’ attempts to 09: A large wood-and-glass hourglass sell or otherwise dispose of luxury items filled with yellow particles. It records the which the characters don’t want to keep. passing of eight hours when turned over, A rich and interested buyer must be after which a deep chime rings out ten found; for some specialized items, this times. task might not be at all easy. Then the 10: A mechanism of gears, a projecting item must be taken to the buyer, with all lever, and three broad wooden “leaves” the potential dangers that entails. . . . emanating from a hub, a little like a And the buyer may be less than honorable clover but with each “leaf” tilted out of when buying time arrives. 04: A normal-looking straw broom. line with the next (like a modern electric Non-violent items are not hard to Upon the utterance of the proper com- fan, in other words). When someone devise, especially if you don’t mind mand word (written in common on the turns or pedals the lever-handle, the fan duplicating modern convenience items end of the handle), it will sweep out the pushes forth air which is magically such as toasters or hair dryers. For those room it occupies. It does not operate out- cooled to a temperature 20 degrees lower without the time to do this, below is doors. It will attempt to sweep out all than the surrounding environment. given a list of items (roll d% for random unprocessed organic material such as dirt, 11: A 9-inch round iron pan with the selection), some of obvious derivation and leaves, and living and dead animals and runic S embossed on the handle. Any some unique. Game referees can have fun insects, even humans. The reverse of the food fried in this pan is magically spiced describing items literally, with elabora- command word, or completion of the to the cook’s taste — quite a boon in tion added as requested by players. For task, stops the broom. areas where spice is scarce. example, don’t blurt out, “It’s an abacus” 05: A glass ball (several colors possible) 12: A carved miniature wooden chair. (item #70) — let the players figure this about two inches in diameter. When At a command word (carved in an ancient out. Command words can also be fun — a someone breaks the ball, places his or her language on the underside of the seat), it few examples are given in the text. face and upper body in the resulting expands to a full-size chair. Useful for colored smoke, and thinks about the kind travelers and some officials. 01: A small black scarab. Anyone carry- of cosmetic treatment he or she desires, it 13: As above, but a padded couch rather ing it will not be bitten or stung by will’ be instantly accomplished. One per- than a simple chair. common insects. son per ball, cosmetic effect only (not an 14: A one-inch cube of a hard, whitish, 02: An intricately carved mahogany actual disguise). Generally found in lots translucent material, with slightly miniature bed in a bag of woven string of 3-18. Different colors may signify dif- rounded edges and corners. When placed (netting). When placed underneath a bed, ferent capabilities. in no more than 16 ounces of liquid at an it drives away all bedbugs and mosquitos. 06: A rune-covered brush of dragon- initial temperature of no more than 130 03: A round, iron 9-inch pan with a bone and animal bristles. Upon the utter- degrees, it will slowly cool the liquid to runic “F” on the handle. It will automat- ance of a command word (written in 35 degrees and maintain it at that ically heat anything placed therein to fry- elvish ), the brush will begin to temperature indefinitely. It will not affect ing temperature (and it’s non-stick). groom the hair of the speaker, responding more than 16 ounces, and if placed in a

36 MAY 1983 liquid hotter than 130 degrees it will 24: A miniature tree, about three inches semblance of whatever it faces. Normally disintegrate. high, made of an unidentified material. this is used for extremely accurate por- 15: An ordinary-looking oil lamp When carried, it adds 20% to a person’s traits. The result looks like a very realistic which, by use of the proper command chance of successfully climbing a tree. (It painting — not like a photograph shot words, may be programmed to light and was made for a lame sylvan elf.) with a wide-angle lens. extinguish itself at a specific time each 25: A hemisphere (circumference about 28: A bedroll sewn along the edges so as day (with a variable of up to half an hour 10 inches) of hard but flexible material to make it a large bag (in other words, a per day). Used to convince outside similar to tire rubber. A steel hook is zipperless sleeping bag). Anyone sleeping observers that someone is present in a embedded in the round side. When the in this bedroll will remain dry, regardless room. The command words become vis- flat side is placed against a fairly flat, of rain, snow, or other moisture, unless ible when a little wine is placed inside the smooth surface, and the command the bedroll comes to lie in more than one otherwise empty lamp. “adhere” is spoken, the object sticks to inch of water. It remains dry inside even 16: An ordinary-looking needle. To use the surface with a strength equal to a if covered with snow. the needle magically, a person says wizard’s lock. The command “dishere” 29: Appearing to be an ordinary leather “sew,” and it will continue to sew a stitch (diss-here) causes it to cease sticking. backpack, this one contains an other- on a straight line until ordered to “stop.” 17: A quill pen. Anyone using it can write twice as fast as normal, with no loss of legibility. These pens are usually found in lots of 2-12, since the quills do wear out. The pens are appropriate for normal writing tasks, but not for the magical scribing of (for instance) scrolls or spell books. 18: A clay plant pot (size varies). Any insect entering the pot, or alighting on a plant growing in the pot, will die if it is a species harmful to that plant. Usually found in groups, not singly. 19: A one-inch obsidian cube and a metal tuning fork four inches long. When the fork is struck, the sound is reproduced from the cube as well as from the fork, provided the cube is no more than three miles away. 20: An eight-sided lantern. Each side shines with a different color, and the colors periodically rotate from face to face at intervals of 10 seconds to 5 minutes, depending on how far a button on the bottom is pushed in. 21: A hollow wooden tube, closed at one end, with a slot in the side. This is a herding whistle. Each type attracts a dif- ferent herd animal and has a distinctive note. When an animal of the appropriate Smaller versions are often found. This dimensional space which allows up to 30 species hears the whistle (which is quite kind of item has obvious uses in a kitchen cubic feet of material to be placed in it, loud), it must move to within 25 feet of or closet, but could also be useful to a provided that no single object is more the whistler and maintain that position, thief. It will not work in extremes of heat than five feet long. The backpack offers following him or her if necessary. or cold, however. no reduction in the weight of the mate- 22: Two miniature metal ’s 26: A blue pill about the size of an rials carried, however. anvils, one red, the other black, each aspirin tablet, usually found in a group 30: An ordinary-looking canteen. Any about one inch in all dimensions. If the of 2-20. When covered with spittle, the water which has been in the canteen for black one is placed in a fire, the red one pill expands and changes within 10 at least 24 hours will be purified; how- will heat to the temperature reached by seconds, becoming a gallon of water. Cus- ever, deliberately concocted poisons will the black one. The anvils are useful for tomarily, one would dab the pill in one’s be unaffected. boiling stews or for keeping food warm at mouth and then quickly pop it into a 31: A leather drawstring purse about some distance (maximum range 30 feet) waterskin or bucket to expand. If the pill the size of a small fist. Whether it is full from a fire. is left in the mouth, the water may (5% of coins or holds only a few, no noise 23: A wooden drawer, about 12 by 18 by chance) drown the victim as it expands emanates from the purse. (Other objects 9 inches high, which may be inserted into and is forced into the lungs. (This chance in it make a normal amount of noise.) a suitable desk, wall, etc. When anyone rises to 50% if no one is present to help 32: A pair of wooden knitting needles . who opens the drawer speaks the name of the victim. Back-slapping or some similar that enable the user to knit at double his an object inside it, the object pops up at action will help the victim to expel most normal speed. the front of the drawer, within easy reach. or all of the water out through his 33: This is a box of gears and cogs, If several similar objects, such as sheets of mouth.) If the pill is swallowed, the vic- with a crank handle protruding from one paper, are placed in the drawer, the per- tim’s stomach may burst (10% chance), side. When the crank is turned, heat son placing them may speak a word killing him, but in any case it will cause emanates from the top of the box, more which becomes the code word for one incapacitating discomfort. heat as the crank is turned faster. particular object in the group. The draw- 27: A canvas stretched on an ordinary Through magical means, the energy of er’s magic works only when it is in a artist’s frame. When a magic word is motion of the crank is magnified and proper receptacle of the correct size. spoken, the canvas magically takes on the turned into heat sufficient (with steady

DRAGON 37 cranking) to heat a medium-sized room in wearer. It does not force them out of an 49: An ordinary horse’s nose feedbag. winter. area or location, however, so it could not Many horses can feed from this nosebag, 34: This is a box about 12 by 12 by 2 be used, for example, to clear a bed of yet it will continue to be full of grain. inches. When a person steps onto it, fleas. However, if more than 10 different horses numerals indicating his weight appear in 44: Two black flexible oval objects, feed from the bag in one day, the magic is his mind’s eye. Only the user can see the each about an inch long, connected by an lost forever. No grain can be poured from numbers; they do not appear on the box inch-long flexible white strap and, from the bag. itself. opposite sides of the ovals, by another 50: A wine cup. Once per day this cup 35: This blanket automatically main- strap about ten inches long. (In other turns ordinary water within it into high- tains a comfortable temperature for words, like a pair of swimming goggles quality wine. No magic word is required. anyone sleeping under it. It cannot main- without the transparent plastic.) When 51: A strongly constructed metal box tain a temperature difference of more the ovals are placed over the eyes, held on (size can vary) with a key. When the user than 30 degrees, however, from the by the straps, the wearer can see under utters the word of command (“heel”), the ambient atmosphere. water twice as well as expected, and no box stays exactly where it is presently 36: This is a 6-inch-long stick in the water touches his eyes. located, even if the user lets go. It is shape of a miniature candle snuffer — a stick with a hook at the end, ending in a bell without a clapper. When it is pointed at a candle while the word of command is spoken, the candle will be snuffed out, regardless of the range as long as the can- dle is visible. It will not work on lanterns, torches, lamps, etc. — only candles. 37: This object, made of an unknown substance, is formed in the shape of an ebony candle with a flame atop it, the whole being about 4 inches high. When- ever an excessive amount of smoke is present (even just from cooking), it emits a wailing, ululating beep. (Naturally, this cannot be used in rooms heated by poorly made fires!) 38: This is a bronze miniature bucket, complete with a bronze inner surface which looks much like water. If the bucket is brandished at a fire, as though water were being thrown from it, the fire acts as though a normal bucket of water had been thrown on it, except that no chemical reaction (such as the reaction of sulfur with water) takes place. The bucket can be used repeatedly on the fire. It has no effect on anything except ordinary fire. 39: An ordinary-appearing set of cutlery which enables the user to eat in 45: This carved stone miniature door, anchored to the ether, and any force accordance with the standards or manners about 4 by 1½ by ½ inch, can be tuned to a strong enough to move it will inevitably of the group he is eating with. particular door, set of doors, or gate by destroy it in the process. 40: A thick, creamy-oily concoction, use of the proper magic words. Thereaf- 52: This is a black, covered pitcher or which may be in virtually any type of ter, when its knob is pressed, any such cylinder with one button on it. Objects container. If a quantity is used to cover a door or gate within 20 feet will swing are placed in the cylinder, the button is scar, within a few days the scar will open by itself. pushed one or more times, and the lid is slough off and the skin will appear to be 46: This is a large leather glove. When closed; the item then blends, smashes, and exactly like the skin around it. This is a person puts his or her hand into it, the breaks up whatever is inside. However, if much sought after by the vain “upper fingernails of that hand are painted and anything harder than food or similarly crust,” and is fairly common, because it is polished to a color that will most suit his soft materials is blended, the item will difficult to avoid acquiring scars from or her present attire. (A matched pair is probably permanently cease to function. childhood diseases, if nothing else, in a needed to do both hands.) Chunks of ice are about the hardest usa- non-modern world. 47: This is a wooden ladder 10 feet ble material, and only if they are in a 41: A robe of chamois-lined natural long. The user may at will cause it to supporting liquid. The number of times wool or fur which keeps the wearer 10 expand to a maximum of 50 feet in the button is pushed determines how degrees warmer than would be expected length; it will retain the same strength it long the smashing goes on. of a non-magical robe of similar had at the 10-foot length, but remember 53: A large oil lamp. Although it materials. that it is a wooden ladder, not metal. appears to be nothing more than an ordi- 42: Black arm wrappings. An insom- 48: This 9 by 5 by 3 inch box contains nary flame, the light of this lamp is equiv- niac (or anyone else) wearing these sleeps several miniature metal figures playing alent to ordinary-strength sunlight for soundly and comfortably. instruments. When the command word is purposes of growing plants indoors. 43: A piece of jade carved in the shape spoken, the figures emerge from the box Without the special oil or without the of an insect one inch long, suspended and play simple popular tunes for five lamp itself, there is no magic. Generally, from a light chain. This amulet keeps minutes, then return unless the magic the lamp will be placed in the center of fleas and other insects of similar size from word is spoken again. The music is about an array of plants. The wick and oil approaching within three feet of the as loud as a person speaking normally. extend far up a slender cylinder in order

38 MAY 1983 to be above the plants, yet shed light bird, its magic prevents the bird from get- simply won’t understand. The harness is down on them. ting out of the building it occupies, particularly useful for mules and camels. 54: These leather, calf-high dress boots except when carried out by someone. The 68: A horse’s saddle. This saddle will can be brought to a brilliant shine by a band is too small to fit any bird larger never fall off a horse, even if the straps are single swipe of a cloth. Events violent than a hawk or a macaw. undone and the rider is inexperienced. It enough to break through the leather will 62: A gold-colored metal pen with a can be lifted off in the ordinary way. destroy the shine permanently. replaceable quill tip. Only statements 69: Another saddle. This one enables 55: A pair of onyx dice. The dice will believed to be true by the writer can be even a novice rider to remain on a speed- give whatever result the roller desires. written with this pen. ing horse, provided the rider is in control 56: A wooden log about eight inches in 63: Any item of clothing (but not of his own faculties. diameter and two feet long. Regardless of armor). This magically fits any person 70: This is a wooden frame, about 8 by how often this log is burned, it remains who tries it on. It wears out through 10 inches, across which several heavy whole and ready to burn again the next normal use. wires are “strung” parallel to one day. (It burns out as a normal log would, 64: This appears to be an ordinary another. On each wire are ten wooden but leaving a large husk rather than a stone oven. There is no place for feeding balls. (In other words, an abacus.) When

pile of ashes, and then “regenerates” over the fire, however; the oven is heated via a mathematical formulae involving the course of the following 18 hours.) As connection with the elemental plane of numbers and simple operations (add, sub- a bonus, it is very easy to . fire. A small number (10%) of these ovens tract, multiply, divide) are spoken near 57: A bone-and-bristle brush of untidy are defective, however, such that a crea- the object, the balls shift about and the and uninviting appearance, this imple- ture from the fire plane may come answer to the equation is spoken aloud ment nevertheless immediately untangles “through” the connection (5% chance per by a disembodied voice. the hair of anyone who uses it, without month, non-cumulative, for any defective 71: A stuffed chair. Although this chair pain. oven). looks and is extremely comfortable, 58: A blank parchment scroll. Anything 65: This looks like a curved metal pipe anyone sitting in it cannot go to sleep. (It written upon it can be read only by the closed at one end. When the command was made for a doddering family patri- writer and by those whose names are writ- word inscribed on the side is spoken, hot arch who didn’t want to embarrass ten on the scroll. It can be reused several air streams from the open end. It is ordi- himself.) times, until the scraping required to narily used to dry things, especially hair. 72: Any article of clothing. This need remove the old ink has worn through the 66: A soft chamois cloth one foot never be washed because it sheds dirt parchment. square. This cloth magically polishes when left in a dark place overnight. 59: Any woman wearing this necklace anything it is rubbed against, imme- 73: Any kitchen knife. This utensil of polished non-precious stones appears diately, provided that it is possible to pol- always retains a sharp edge. to be attired in elegant, expensive clothes ish the object. Human faces, for example, 74: This is any prosthesis (artificial appropriate to the place and time of day. cannot be polished. arm, leg, etc.). The item magically ena- 60: An ordinary rug. When a command 67: An animal harness/bridle. When bles the “wearer” to hide the fact that he word is spoken, the rug rises up and placed on a recalcitrant beast, it forces the has lost a limb, eye, etc. It won’t necessar- shakes itself free of dust and dirt. (It does creature to obey the ordinary commands ily allow full use of the body part as not take itself outside.) The rug may be of of its master. It will not, however, force though it were “real,” but the magic will any form, from a small throw rug to a an animal to do something it is afraid of prevent any observer from noticing the large carpet. (for example, run into a fire), nor will it wearer’s inability to use it fully. 61: This is a very small flexible strip of have any effect when unusual orders are 75: A flat oval stone, about half an inch metal. When placed around the leg of a given — the beast being given the orders thick and four inches long. When placed

DRAGON 39 between two hands, the stone becomes to sweep any room it is in when the two inches long. When it is placed on an very warm. magic word is spoken; it stops when open scroll, it holds the scroll open and 76: A chess set or other game set. This another word is spoken. flat, regardless of any tendency in the item plays against a person, moving the 82: A lady’s fan. At a command word, scroll to roll itself up. pieces magically. It gives a creditable but the fan will continue to move in the same 90: A metal box the size of a breadbox. not truly expert game. pattern (if any) it was moving in just Anything put into this box is magically 77: A miniature brass boot. When before the word was spoken; typically, to preserved from the effects of time. For rubbed against the worn heel or sole of a continue to fan the lady while she attends example, food therein will be as fresh, shoe or boot, restores it to its original to other things. when removed, as the day it went in. strength and thickness (but without a 83: An ordinary lamp which ignites 91: An ordinary oil lamp. This lamp, “new” appearance). Usable once per day. when the proper command (“let-there- however, needs no oil in order to burn 78: A small, dark-crystal, covered bowl, be”) is spoken within 15 feet of it. indefinitely. rather like a sugar bowl. When the user 84: A leather rectangular case about 12 92: A short hollow wooden tube with a places both hands on the covered item, by 9 by 5 inches, capable of holding many slot cut out of it. This whistle attracts all and speaks the name of a delicacy (e.g., separate scrolls or papers. Any scroll or animals of a given type, usually some herd animal, within hearing. 93: An oil lamp. This lamp automati- cally ignites whenever any person approaches within 10 feet of it, going off when no person is within 10 feet. 94: A soft suede leather pouch (size var- ies). Any glass or ceramic item in the pouch will not break as long as the pouch itself is not penetrated or des- troyed. For example, a hammer blow on the pouch would not affect the glass, unless the hammer blow was so powerful that it broke through the leather. 95: A small pouch containing 2-12 pills, each shaped like a huge teardrop. If a pill is dissolved in water, and the water is immediately consumed, any effects of alcoholic hangover being experienced by the drinker will disappear. 96: A nondescript small box. For approximately eight hours after a button on the side is pushed, this item is set to make a cacophony of noises similar to the approach of a large group of people when, and only when, a person comes within five feet of it. (The idea is to scare off burglars.) 97: Two circles of glass, in the same plane, connected by an odd-shaped piece of metal with projections; from opposite “caviar”), the bowl fills with one ounce sheaf of papers put into the case is magi- sides of each glass circle, perpendicular to of same. The magic may be used 10 times cally inserted among the contents in the plane of the glass but parallel to each a week, whether all 10 times for the same alphabetical order, if the person putting other, extend thick metal wires which item or for a mixture of items. Only the item in the case enunciates a word to hook at the end. This contraption (which delicacies “implanted” in the bowl may represent the item. will obviously be understood to be spec- be produced. Such bowls usually are 85: This looks like a wooden sundial tacles, to characters in a world where implanted with 1-6 delicacies; a particu- without numerals, about four inches in spectacles are known to exist) enables the lar one might produce caviar, frog’s legs, diameter. Close examination will reveal wearer to see at night twice as well as fried ants, gooseberry jam, and port salut that there are 16 marks rather than 12. would be expected. (This is enhanced cheese. When the command word is spoken, the , not infravision.) 79: A dull gray stone ball the size of a “fin” or “hand” of the dial points due 98: Any utensil or plate. When left in a child’s marble. When placed in open air north. It does not work underground. bucket overnight, the object sheds all dirt, (as opposed to a bag, pocket, or other 86: A wooden . When used with which gathers on the bottom of the closed container), the stone attracts all the proper words, the wand points toward bucket to be discarded. While in the unintelligent avians which pass within 50 any animal lost by the person holding the bucket, the object cannot be reached by feet. Each avian will approach the ball wand, or by his employer. The wand insects, and no odor is emitted. and stay within five feet for five minutes, cannot detect any animal over the 99: A cloak (for outdoor wear) or ring unless frightened away, as (for instance) horizon. (for indoors). Anyone wearing this item by the obvious presence of unfamiliar 87: An elegant wooden pipe. A person appears to be 5- 10% lighter in weight humans. (This is used by the rich to smoking this pipe can blow beautiful, than actual. Generally, the effect is to enhance bird feeders, rock gardens, etc.) perfect smoke rings at will. make overweight people look normal or 80: An ebony flute. When a magic word 88: A glass half-gallon open pitcher. normal ones look quite slim. is spoken, the flute plays a haunting tune Each day up to five gallons of water can 100: A simple silver band ring. The (something like Greensleeves) for five be poured from this pitcher, provided it wearer of this ring is able to speak and act minutes, without human participation. has not been tightly covered at any time in a courtly manner, regardless of his 81: A broom. Like the classic broom of in the preceding 24 hours. upbringing or familiarity with social Sorcerer’s Apprentice, this one will begin 89: A ceramic object shaped like a scroll conventions.

40 MAY 1983

FOREST of DOOM An adventure for AD&D™ players Designed by Scott Butler

For as far back in time as the tales of attention, and should be left for the local Now, another such opportunity is history stretch, the area bordering what is militias to deal with. A splinter group being offered to a band of adventurers now the Lands of Launewt has been a within this majority has a neutral out- who seem more stalwart than any who foreboding, practically impenetrable look; its members realize the dangerous have gone before them. A young lord of forest. When the lords who ruled the var- potential of a united enemy, but hesitate the Council of Launewt, after seeing his ious borderlands united to form the to believe that there is a single force capa- father die in a recent raid on his family’s Council of Launewt a century ago, the ble of consolidating and unifying all the home village, has collected a few scraps of forest was in the same physical condition evil humanoids of the forest. information that he hopes will demon- as it is now: thick, dark, and expansive, Such differing opinions don’t mix well. strate that the threat of an evil invasion is said to be so dense at the center that sun- As a result, the Council of Launewt is in indeed real, and will encourage this new light pervaded the foliage only on the turmoil, its normally well-ordered group of adventurers to seek even more brightest days. decision-making process now paralyzed. information — and avenge his father’s The forest is also, as it has always been, Nothing is being done, even to the extent death at the same time. home to all manner of vicious animals of preparing a contingency plan just in “ are not the most reliable and evil-minded denizen. The animals are case the minority turns out to be right. source of information one could want,” generally only dangerous when one The council members predicting a says the young lord, “but there seems intrudes on their territory. The more mass invasion have gathered physical good reason to heed something I heard intelligent evil creatures of the forest, evidence and information to support their about just three days ago. Several of these however, often come out to the border- position: items like small, strange darts vile creatures were killed during one of lands to make trouble. In even the oldest smeared and smudged with a harmless, their raids into our countryside. One of historical accounts, mention is made of fungus-like substance; stories like those them, just before it died, became delirious sporadic raids by the evil creatures on vil- told by men who claim to have ventured and babbled almost incoherently about lages and outposts in the borderlands. close to the forest’s edge in pursuit of an someone or something called ‘Arron’ — These tribulations have long been a fact evil band, and then turned back after perhaps the name of a leader, or the name of life for the citizens of the Lands of glimpsing dark, shadowy shapes in the of a ruling order the goblins pay homage Launewt — bothersome, sometimes to the underbrush. to. One of the ’s babblings trans- extreme, but usually not mounted by a None of the evidence gathered so far lates roughly as ‘victory will belong to large enough force to do any lasting has swayed any of the other council the noble.’ damage. members, though. They assert that the “We know that goblins are certainly On rarer occasions, the forest dwellers darts are simply ordinary objects, and not ‘noble’ — and, from what we have have collaborated in organized mass since the fungus coating is harmless, it learned about them, they do not see them- assaults. The provinces and communities must be symbolic, and not dangerous, in selves as noble. These words, if they are of the Lands of Launewt have defenses nature. As support for their position, they more than just the ravings of a mad gob- that are not easily breached — but large cite examples of strange short swords and lin, seem to point to the existence of an villages have been known to be overrun other weapons recovered from the sites of evil force stronger and more devious than and plundered by hordes of attackers. The battles — their blades so pitted and the goblins themselves. But the exact cumulative effect of a series of these poorly worked that they bear mute wit- nature of this force is still unknown to us. organized assaults can be devastating — ness to the inferiority of the creatures who “I strongly suspect,” continued the stripping from an area the size of an forged them. The tales of dark shapes in young lord, “that the creature or organi- entire province virtually all the area’s the trees they dismiss as nothing more zation called ‘Arron’ is responsible for material wealth and a good portion of its than , stories invented by terrified pulling together the evil creatures of the able-bodied citizenry. peasants and soldiers as a way to gain a forest into a fighting force that threatens Two generations of men have come certain measure of notoriety — or to hide the life and property of every resident of and gone since the last time a group of their cowardice. the Lands of Launewt. As revenge for my such assaults took place — but now there In hopes of obtaining conclusive evi- father’s death, I want proof that the evil is evidence, at least in some people’s dence to support their position, several designs of Arron have been ruined and minds, of a conflict that threatens to members of the minority faction have the threat to our homeland destroyed. I escalate into another costly war. A minor- sought the aid of small groups of adven- offer you 5,000 gold pieces as a reward, ity faction in the Council of Launewt turers who would be willing — for a plus the gratitude of everyone in the believes that the so-called sporadic raids price, of course — to brave the evils of the Lands of Launewt. Even those who have have, of late, become systematic and pur- forest and get at the truth of the matter. foolishly refused to recognize the threat poseful; several villages have been plun- During the last few weeks, several bands will see the wrongness of their views dered in a short time. of explorers have set out on missions into when your proof is put before them.” But most of the council members have the forest. So far, none of them have been After the adventurers accept the young turned a deaf ear to the assertions of their heard from — meaning, perhaps, that lord’s offer, he concludes his instructions more cautious fellows, insisting that the they have met and fallen to stronger to them with a brief description of how to raids do not fall into a pattern and main- adversaries, or perhaps that they have get to the edge of the forest. It is at this taining that occasional conflicts of this thought better of the whole idea and point, on the fringe of the unknown terri- nature are not worthy of the Council’s decided to not enter the forest after all. tory, where the adventure begins.

42 MAY 1983 For a party of 4-8 characters, each of 4th-7th level First place, Module Design Contest category A-2 GENERAL INFORMATION its superiority over the others by wreak- might be called a masterpiece, were its The preceding background informa- ing more havoc and plundering more origin and purpose not so shrouded in tion will give players sufficient facts to treasure than its competitors. evil. While the construction was proceed- understand the history of the area, in One noble house has gone to great ing, dark from the house of Erihn addition to providing a purpose for the lengths to formulate a scheme designed to began to methodically make subjects and journey into the forest. The background assure its rise to the top of the noble hier- allies out of the evil humanoids who live includes some hints that dark elves () archy. This house, led by a noble named in the forest, working toward the day are behind the organization of the evil Erihn (“Arron”), has achieved the con- when they could consolidate enough evil forces within the forest. struction and occupation of a huge power to overrun every community in the A general description of the motives of above-ground fortress, deep inside the evil Lands of Launewt. the drow will be helpful to the DM in forest. It serves as a base from which the The raids that have taken place in giving the adventure a logical foundation drow, and various evil creatures in their recent weeks were disguised to appear as and, if desired, incorporating this adven- service, can raid the prosperous Lands of isolated incidents, but their increasing ture into an ongoing campaign. The rul- Launewt, stripping the country of its frequency and ferocity suggest to some ing forces in the drow underworld are valuables and riches and funneling pris- members of the council that they are noble houses, whose actions are some- oners and possessions by caravans back to really the first skirmishes in a massive times influenced by the merchant clans the dark elves’ underworld home. assault which could descend upon the they are allied with. Inter-house rivalries The fortress took years to build, but the Lands of Launewt at any time. As the pervade drow society; one faction or passage of time has little significance to members of the adventuring party will another is always trying to demonstrate elves; the end result is something that discover when they reach the site of the

DRAGON 43 fortress, the threat of an all-out assault is a very real one indeed. Except where otherwise specified, the drow encountered in the forest and within the fortress conform in all respects Cross-section to the description of the dark elves in the FIEND FOLIO™ Tome. diagram

THE FOREST of tree The Forest of Doom is a thick, dark curtain bisecting a peninsula, cutting off the Lands of Launewt (located at the tip of the peninsula) from the rest of the con- tinent. It is a band 30 miles wide and more than six times that long. There is no way to go anywhere on foot from the Lands of Launewt without passing through the forest. (Player characters and other adventurers new to the Lands of Launewt are assumed to have approached the country by sea.) The forest, in addition to providing the surrounding environment for the drow fortress, can also be built into an extended wilderness adventure. This expansion is particularly appropriate if this adventure is being integrated into an ongoing campaign — several parties of adventurers may go into the forest, but perhaps not all of them will come out. It is a thoroughly evil place. No good- aligned creatures will be encountered inside the forest; otherwise, treat it as a faerie/sylvan forest setting in a temperate climate. A suggested random encounter table is given below. The chance of a random encounter is a roll of 1 on d6, and should be checked every hour.

Encounter table d% roll Creature type Number 01-02 Al-mi’raj 1-10 03 Ape, carnivorous 1-6 04 Basilisk 1-2 05-11 Bear, brown 1-2 12 Beetle, bombardier 1-8 13 Beetle, boring 1-8 14 Beetle, stag 1-8 15-20 Boar, giant 1-3 96 Weasel, giant 1-4 rate for overland travel). Negotiating the 21-27 Bugbear 5-12 97 Whipweed 1-2 underbrush entails a great deal of noise, 28 Cockatrice 1 1 98-00 Wolf, dire (Worg) 3-8 so that any creature’s or party’s chance of 29 Dragon, green (young) 1 1 — 75% likely to be encountered being surprised is halved — unless those 30-35 Drow Patrol 2 ——2 while airborne. attempting to surprise remain motionless 36-41 Goblin 5-30 2 — A drow patrol encountered in and quiet. 42-43 Gorgon 1-2 the forest will be composed of 2- 12 The thick overhead growth starts to 44 Groaning male drow fighters, all of 2nd level, blot out daylight almost as soon as one 45-48 2-12 sometimes (20%) accompanied by 1-8 sets foot inside the forest. At a point only 49 Lycanthrope, werebear 1-2 bugbears. Commanding the patrol a few hundred feet inside the forest 50 Lycanthrope, wereboar 1-2 will be either a fighter of 4th-7th level perimeter, the light conditions are similar 51-52 Minotaur 1 (70%) or a magic-user of 5th-8th level to twilight on a cloudy day. The darkness 53-55 Ogre 2-8 (30%). Note: All drow encountered out- gradually deepens as one moves closer to 56-59 Orc 3-24 side the fortress will be using ordinary the center of the forest until, for a radius 60-63 Quaggoth 2-12 armor (chain) and weapons, not spe- of five miles around the drow fortress, the 64-65 Skunk, giant 1 cial items of drow manufacture. forest is as dark as night. Even on the 66-67 Snake, giant, poisonous 1-3 brightest day, the sun produces no more 68-78 Spider, huge 1-12 The forest springs up abruptly at the light than a full moon. 79-86 Stag, giant 1-2 edge of the Lands of Launewt. It is thick The center of the forest’s evil activity is 87-89 Stirge 2-20 and dark, with no patch of land within it located, logically enough, in the exact 90 Su-monster 1-4 that could be called a clearing. There are center of the forest. If the adventurers are 91 Tick, giant 3-7 no paths, and the forest floor is covered actively seeking the drow fortress but 92 Toad, giant 1-6 with a thorny underbrush that inhibits have wandered far from its location, the 93-95 Troll 1-4 movement (two-thirds normal movement DM can point them in the right direction

44 MAY 1983 by the use of subtle clues: a deepening of checks made every turn after the party FIRST LEVEL the darkness as they move toward the cen- gets inside. If an encounter is indicated, Elevation ranges from -5 feet (below ter, and vice versa; the fact that encoun- refer to the table and notes below to ground) to +65 feet (above ground) tered creatures (intelligent ones, at least) determine the creature type involved: will tend to retreat in the general direc- 1. Sentinel Posts: If adventurers tion of the fortress; and other indicators Fortress Encounter Table approach the fortress from the north, they of this sort. d10 roll Creature type Number will be spotted by drow sentinels located Any time the adventurers are within 1-2 Quaggoth 2-8 behind concealed doors that are 10 feet one mile of the fortress, there is a 20% 3-5 Drow 2-4 + leader above ground level. There is a secret door chance per turn of movement that they 6-8 Slaves 2-8 + guard at ground level between the two sentinel will discover one of the many trails that 9-10 Bugbears posts. radiate into the forest from the drow for- Quaggoth groups encountered inside Characters approaching the tree will be tress. There are 18 such radiating trails, the tree will be unarmed. These creatures fired upon as soon as they are within spaced at roughly 20-degree intervals. are servants of the drow whose main pur- medium range if they do not give the They have been cleared to make it easier pose is to shepherd and supervise slaves proper signal, which consists of dropping for slaves to forage raw materials (for the working inside the fortress. one’s weapons and continuing to advance purpose described below) from the imme- Drow random encounters inside the empty-handed. If a party attempts to bluff diate area around the fortress. tree will be with groups of 2-4 plus a its way into the fortress, the female elf at leader, with a 30% chance that each char- sentinel post (b) will use her detect lie THE FORTRESS acter in a group is a female. The non- ability to try to determine the truth of the The headquarters for the house of leader types are all 2nd level fighters (AC characters’ statements. If a full-scale bat- Erihn’s evil campaign is a phenomenally 2, MV 12” or 15”, HP 11 each, #AT 2, D tle breaks out at the base of the tree, the huge tree, with a trunk measuring 180 sword 1-6, dagger 1-4). The leader of a fighters at each sentinel post will fire feet in diameter at the base. The tree, party who is male will be a 3rd level their missile weapons at the rate of one most likely related to the sycamore fam- fighter/magic-user (AC 2, HP 13) who shot per round. Meanwhile, the ily, is made of relatively soft wood. Large can cast burning hands, shield, and mir- fighter/magic-user will go inside the tree sections of the inside of the trunk have ror image in addition to the innate magic and attempt to sound an alarm inside the been hollowed out to form rooms and ability possessed by all dark elves. The bugbear barracks (area 2). The bugbears passages, but the tree is so massive that leader of a party who is female will be a will arrive on the scene via the secret door these cavities have not weakened it struc- 3rd level fighter/cleric (AC 2, HP 20, D in 10 rounds after the sentinels start their turally. The tree is alive; it is nourished mace 2-7) with the ability to cast cure missile fire. When the bugbears engage by a wide, shallow river that passes light wounds, remove fear, and chant in the party, the two sentinels will drop within a few hundred feet to the south of addition to the innate spell abilities pos- down from their elevated posts and join the trunk, and in addition it is being con- sessed by all female dark elves. Any drow the melee. tinually fertilized by a procedure devised encountered inside the tree, randomly or A. This post is occupied by a 3rd level by the drow which is carried out through otherwise, will be using the special drow male drow fighter (AC 3, HP 20) who the efforts of several dozen slaves. weaponry and armor. benefits from 75% cover as long as he is at On the north side of the tree, opposite Slaves are various human, demi- the post and protected by the half-open the river, are two semicircular trenches, human, and humanoid creatures who concealed door. He has a + 1 buckler, +1 each 15 feet wide and 10 feet deep and have been captured and put to work sword and dagger, and a light crossbow separated by a 50-foot-wide walkway. maintaining the fertilizer system, serving plus 10 darts coated with sleep poison. These trenches are always kept at least food, and doing other sorts of mainte- B. This post is occupied by two elves: a half full of fertilizer, which consists of nance. Slaves encountered randomly male fighter/magic-user of 2nd/3rd level decaying organic matter gathered from inside the fortress will not be working on (AC 4, HP 14, #AT 1, D sword 1-6) and a the surrounding forest as well as a the fertilizer pit (see the descriptions of 3rd level female fighter (AC 2, HP 19) compost-like mixture that is manufac- area 6 and area 7 in the first level), but armed identically to the sentry at post A. tured inside the tree. For most of every will be engaged in other sorts of activi- The magic-user can cast magic missile, day, all except for the darkest hours of the ties. Slaves are all AC 10, MV 9”, HD l-l, hold portal, and detect invisibility in night, slaves are kept busy gathering raw HP 3, and unarmed (usually carrying addition to his innate magical abilities. materials from the forest, hauling water buckets or sacks, if anything) and con- in buckets from the river to inside the nected at the waist by 5-foot-long chains. 2. Bugbear Barracks: All of the bug- tree, and bringing out buckets of sludge A group of 4 or fewer will be guarded by bears in these three chambers who are to deposit in the fertilizer trenches. an unarmed quaggoth; a group of 5 or able to do so will respond to a general If a party approaches the fortress by more will be guarded by a single bugbear alarm within 10 rounds, donning scraps way of any of the foraging trails, there is with a wooden club. of armor and taking up weapons as they a 10% chance every 3 turns, cumulative, of Bugbears will only be encountered on go. All of the doors leading between these encountering a group of 3-6 slaves. The the first level (ground level) of the for- chambers and into the corridor are closed slaves will be supervised by 1 bugbear, if tress; for random encounters on the other but not locked. there are 3 or 4 slaves in the group, or by levels or in the passageways between lev- A. These sleeping quarters contain 2 bugbears if 5 or 6 slaves are working els, roll d8 instead of d10 to determine the eight sets of sturdy double bunks around together. (For detailed descriptions of creature type. Each bugbear in a random the walls. Seven of the beds are occupied these creature types, see the notes follow- encounter will be armed with a long by sleeping bugbears (AC 5, MV 9”, HD ing the Fortress Encounter Table below.) sword or a mace (50% chance for each). 3+ 1, HP 14 each, #AT 1, D 2-8 or weap- The bugbears are not especially bright, on). They will awaken instantly if and not overly anxious to engage in com- There are no stationary light sources intruders enter the room without being bat. They will probably (60%) believe any inside the fortress. Servants and slaves absolutely quiet, and will fight fiercely, plausible reason for the party being in the will carry lanterns or torches for illumi- using their natural attacks. Each bugbear vicinity of the tree, and in that event they nation when such equipment is neces- has the equivalent of 1-8 g.p. somewhere will be willing to let a party advance sary. The fortress has no stairs as such; on its person or nearby in its personal toward the fortress unopposed. chambers located at different elevations belongings. The chance of a random encounter are connected by rough-hewn, sloping B. This is a common kitchen and din- within the tree is a roll of 1 on d6, with passageways. ing hall, currently occupied by three

DRAGON 45 Cross-section diagram of sludge pit

groups of bugbears, classified according to their states of inebriation: five coma- tose bugbears (effective AC 8, MV 0”, HP 6 each); six highly inebriated bugbears (AC 5, MV 6”, HP 10 each, +3 due to state of inebriation = 13, #AT 1, D 2-8) who strike at -5 “to hit”; and four moderately inebriated bugbears (AC 5, MV 9”, HP 10 each, +1 due to state of inebriation = 11, The slaves will not take any aggressive #AT 1, D 2-8) who strike at -1 “to hit.” action and will not flee except in a life- Those who are able to move will start a or-death situation, realizing that their fight at the slightest provocation. If char- chances for survival outside in the forest acters sample the drink the bugbears are are virtually nil. consuming, they must save vs. poison to avoid suffering paralyzing cramps and 5. Armory: This chamber is separated sickness for 1-3 rounds thereafter. from the corridor by a thick wooden door In an alcove in the northern part of the C. This is another sleeping area identi- bound with iron and closed with a large, room is a 5-foot-diameter hole that leads cal in configuration to chamber 2A. Nine intricate metal lock (-10% to any thief’s to the lowest depth of the fertilizer pit of the bunks are occupied by comatose chance to pick it). A glyph of warding located beneath this level. Slaves draw fer- bugbears (effective AC 8, MV 0”, HP 6 has been cast on the door; anyone who tilizer up from the pit by lowering each) who will not awaken even under picks the lock and attempts to open the buckets into the hole on ropes and extreme provocation. door without neutralizing the glyph will winches, then pulling them back up with take 1-10 points of damage unless a save full loads of the sludge. The buckets are 3. Spider Lair: This chamber, ear- vs. paralyzation is made. then carted outside, and their contents marked for possible future use as slave Inside the chamber is a storehouse of dumped into the trenches that ring the quarters, is presently the home of a giant weapons and armor. The following are northern edge of the fortress complex. spider (AC 4, HP 22) which hangs sus- all of drow origin: five javelins, two light The two sets of double doors between pended from webbing attached to the 20- crossbows, 30 crossbow darts, four +1 this area and the outside of the fortress foot-high ceiling. It will scuttle silently short swords, two +1 daggers, two suits of are wide open any time slaves are on along the webbing and drop down on any +1 chainmail, three +1 bucklers, and two duty. The slaves work in pairs, filling character who advances more than 10 feet packets of drow sleep poison, each suffi- their buckets with sludge and then going inside the door to the chamber. The floor cient to coat 10 crossbow darts. One of the out through the northern doorway, head- of the chamber, except for a 10-foot packets is trapped with a needle - ing for the fertilizer trenches. Once every radius right inside the door, is covered nism that will be activated by anyone 1½ turns, two different slaves return from with tough, sticky webbing that will who handles the packet without first dis- the trenches, entering through the north- entrap a character who comes into con- arming the trap. The handler must save ern doorway, with buckets to be re-filled. tact with it. vs. poison at -4 to avoid being affected by It only takes one turn for a pair of slaves the sleep poison. to load their buckets and leave again, 4. Slave Quarters: This “barracks,” Also in the room are several sets of which means that for five minutes out of nothing more than a hollowed-out area ordinary armor and weapons (chainmail, every fifteen the northern end of this devoid of furnishings, is where slaves are bucklers, short swords, daggers, light room is vacant. quartered when they are eating or sleep- crossbows) used by the drow when they The southern doorway opens onto a ing. At any given time, from 11-30 slaves go outside the fortress. short corridor leading into the storeroom; (d20 + 10) will be present, overseen by a directly across the room at this point is pair of quaggoth guards stationed at the 6. Storeroom and Sludge Well: Stacked another corridor which leads to area 7. opening in the southeast corner. If the along the walls of this large chamber are Once every 1½ turns, two slaves enters the guards are attacked or threatened, they various sacks and crates of foodstuffs and southern doorway, laden with sacks of will run outside, abandoning the slaves, trade goods, but not gems or jewelry or raw materials or buckets of water from and attempt to re-enter the fortress by way other valuables. This material is booty the river, and disappear into the long of the secret door at area 1 or the double from various raids that has not yet been corridor. doors leading to the storeroom (area 6). transported back to the drow underworld. The slaves who work in this area are

46 MAY 1983 First level (ground level) Scale: 1 square = 10 feet

DRAGON 47 not strictly supervised or even necessarily corridor. If the quaggoth outnumber the character weighing more than 120 watched over. However, bugbears and intruders, they will fight ferociously until pounds (including his or her possessions) quaggoth are constantly roaming the and unless the battle seems to be going steps onto the membrane, or if it is hit or rooms and corridors of this level, and can against them, and the survivors will then punctured with a weapon, the membrane be expected to rush to the scene if they try to escape the area. will rupture. Water will cascade out, fill- hear sounds of excessive activity, or some ing the chamber and quickly rising to sort of disturbance. 9. Stirge Nests: This chamber is reached inundate the level part of the corridor after passing through a locked door on nearest the chamber. Characters must save 7. Fertilizer Chamber: This featureless the south wall of area 6, going up a nar- vs. strength on d20 to avoid being swept room, in the exact center of the tree row, curving corridor, and opening an off their feet and back down the corridor. trunk, is located at the end of a steeply unlocked door in the northwest corner of Failure to save means that the victim ascending corridor that rises to 65 feet the chamber. The door in the southwest takes damage equal to his or her armor above ground level. The corridor is corner of the room is locked. class rating, plus 1-4 points (but never separated from area 6 by a set of wooden The northern wall of this room is lit- less than 3 points altogether), from con- double doors that (like the doors in area tered with holes about six inches in tact with the thorns. A character wearing 6) are only closed and locked during the diameter each. (The holes also open onto the ring of swimming when the mem- few hours each night when the slaves are the outside surface of the tree, as indi- brane is ruptured will be able to swim to not working. cated on the map; however, the passages higher ground (further back in the corri- The floor of the chamber itself is level. are so twisted and convoluted that no dor) without taking any damage. In the center of the room is a 10-foot- light gets through them from the outside diameter hole that serves as a receptacle world to the inside of the chamber.) 11. Drow Barracks: All of the doors for the water and raw materials (dumped These are the nests of a swarm of angry leading off the corridor to this three- into it by slaves) that combine and stirges (AC 8, MV 3”/18”, HD 1+1, HP 5 section area are closed and secured with decompose into sludge. It is this sludge, each, #AT 1, D 1-3 plus blood drain). simple latches — not locks. Opening any which settles to the bottom of the pit Every round that at least one character or one of them, or making any measurable beneath this area, that is hauled up creature is in this room, 1-3 stirges will noise anywhere near a door in the level through the hole in area 6 and taken out come forth from their nests and attack the part of the long corridor, will alert all of to the fertilizer trenches. (See the cross- nearest target. Any character bold (or the occupants of the section in question. section diagram on the preceding page.) stupid) enough to thrust an arm into one A. This is a barracks for drow females. Pairs of slaves come up the corridor of the holes will have equal chances of Six living areas, each containing a cot and into this chamber every 1½ turns. It finding a stirge, 1-3 gems of 20 gp value and a wooden chest, are along the walls, takes only a moment for each two each, or both. If a nest is occupied in such partitioned off from each other with silk workers to dump their burdens into the a case, the stirge therein gets an imme- curtains. One curtain, in the northwest hole, and the return trip down the corri- diate attack and automatically hits the corner of the room, is open. Sitting on dor and into area 6 takes only a round or intruder. her cot (if the party achieves surprise) will two. Consequently, the corridor and the be a female dark elf preparing to go on chamber are unoccupied more often than 10. Water Trap: This irregularly guard duty. She is a 4th level fighter (AC not. As with area 6, the slaves working to shaped chamber is located behind an 2, MV 15”, HP 25, #AT 2, D sword 1-6 or keep the sludge pit full of raw materials unlocked door and at the end of a curv- dagger 1-4) with +1 chainmail, a +1 are generally unsupervised, but there are ing, gently descending corridor which is buckler, and +l weapons. guards continually roaming around the very smooth and has a thin film of water If she is not aware of the party’s pres- area who might be (randomly) encoun- over most of it, making it even more ence before they open the door to this tered, and there is almost always at least slippery. The walls of the corridor are chamber, she will immediately scream an one quaggoth in area 8, which is adjacent covered with a mass of thorny material. alarm which will be heard by the occu- to the fertilizer chamber. Characters who attempt to negotiate the pants of section B. If she has been alerted sloping passageway without taking some to a possible disturbance, she will be 8. Quaggoth Quarters: This chamber is precautions against the slipperiness must poised for battle when the party opens the “decorated” with large, strange-looking roll their dexterity or less on d20 every door (and perhaps will have been ready- furs that cover most of the floor. The only round to stay on their feet. Failure to ing a spell in the meantime). The elves other objects of note are two wooden make this roll means the character has from section B will arrive to assist her on chests on the westernmost wall. The lost his balance and hit the thorns for 1-4 the round after the party enters the larger of the two is unlocked and holds points of damage. The corridor levels out barracks. several more of the strange furs. The over the last half of the distance between Each wooden chest that is investigated smaller chest is locked; it contains an the door and the chamber, so that move- will be found to contain ordinary (non- abundance of wood shavings with 80 ment becomes considerably easier: In this magical) clothing, personal items, and copper pieces and 50 silver pieces scat- section of the corridor, a character must the equivalent of 2-12 platinum pieces. tered throughout the pile. The chest can fail two consecutive saves vs. dexterity (as B. This is a cooking and eating area be unlocked with a key which is found described above) in a single round to take containing two large tables and a total of beneath one of the furs on the floor. any damage from the thorns. 12 chairs. The doors leading to sections A There are 10 such furs, and there is a 10% If characters travel to the end of the and C are closed but unlocked. Seated cumulative chance that the key will be corridor, they will see a chamber of no around one of the tables are three male found under any one of them. special note, except that the floor is dark elves, two of them wearing black There will be from 0-7 (d8-1) quaggoth, covered with a semi-transparent mem- chainmail and the third one more casu- unarmed and asleep, in this room at any brane. Hung on a single large thorn, just ally dressed. The two elves in chainmail given time. The door to the chamber is above the floor right at the end of the cor- are 2nd level fighters (AC 4, MV 12”, HP always closed, but never locked. However, ridor, is a pouch which will be spotted by 17 and 12, #AT 2, D sword 1-6 or dagger it is a very noisy door — if precautions anyone who examines the wall. The 1-4). If they are intruded upon, they will are not taken by anyone opening it, the pouch contains a ring of swimming. immediately draw their +1 weapons and movement of the door will disturb any This chamber is relatively close to the attack. quaggoth inside the room. If the creatures river, at a spot where the water table is The third elf is a fighter/magic-user of inside the room are outnumbered, they exceptionally high. The membrane is 4th level (AC 8, MV 12”, HP 15, #AT 1, D will try to flee into area 7 and down the holding back a large pool of water. If any dagger 1-4). At the first sign of any sort of

48 MAY 1983 disturbance, he will shout an alarm that 12. Anteroom: The corridor leading to the liquid by a taller companion. A char- will be heard by the occupants of sections this chamber is sealed off from the main acter who is not immediately submerged A and C, and those elves will join the corridor by a locked door. The passage must save vs. constitution on d20 or be fight on the second round thereafter. slopes gradually downward until opening overcome by the stench. Failure to save Instead of getting into the melee, the onto a room that is little more than an will cause the victim to become dizzy and third elf will attempt to stay away from extension of the corridor. The chamber is keel over into the liquid, with the same the action and cast spells. In addition to empty and featureless. chance for suffocation thereafter as for the innate magical abilities possessed by shorter characters who become all male drow, this magic-user can cast 13. Sludge Chamber: The door leading submerged. forget, shatter, burning hands, shield, and to this room is securely bolted. It also push. happens to be watertight — a fact that 14. Tentamort Lair: If characters stay This room contains little of value — will become obvious when anyone lifts on the main branch of the long corridor some miscellaneous foodstuffs and ordi- the single bolt. As soon as the door is and do not notice and pass through the nary utensils; plus a set of dinnerware freed, it will burst open, releasing a secret door, they will attract the attention spread out on the table the elves are stream of thick, black liquid that will of a tentamort (AC 3/1, MV 1”, HD 8, HP occupying. The plates and cups are made cover the floor of room 12 to a depth of 10 per tentacle, 20 for body, #AT 2, D of hammered silver and are worth a total five feet before the flood subsides. This 1-6/1-6 plus special; see FIEND FOLIO of 75 gp. room was the original outlet for the Tome) that resides in the chamber to the C. This is a barracks for drow males, sludge pit, where slaves went to fill their south. This chamber is separated from identical in configuration to the female buckets with fertilizer for the trenches. the adjacent corridor by a curved wall barracks (section A), except that there are The outlet was poorly engineered, how- running the length of the corridor at this no partitions separating the sets of cots ever, and the sludge backed up into the point — except for a two-foot-high open- and chests. Sitting on a bed in the south- room, making it necessary to block the ing between the wall and the floor. It is east corner of the room is a 3rd level chamber off from the rest of the complex through this opening that the tentamort fighter who is unarmored (AC 7, MV 12”, and build another outlet (in area 6). will attempt to attack with its tentacles. HP 18, #AT 2, D sword 1-6 or dagger 1-4), The sludge is not harmful in itself, but To attack the body of the monster, char- but with his weapons close at hand. He the stench of such a large quantity of the acters must slide themselves through the will shout for help if the room is broken stuff can be overpowering. A character of slot and carry the battle into the room. into, and then will attempt to hold off the five feet or less in height will be sub- The tentamort will not try to move invaders until the elves from the kitchen merged in the sludge within five seg- through the slot to escape an attack, and area arrive to join the fight one round ments after the door bursts open, and will can draw its tentacles back into the room later. suffocate within a number of segments if it desires to attack an intruder. Each of the chests in this room con- thereafter equal to his or her constitution If characters detect the secret door, tains ordinary clothing and personal score, unless the victim can get back to move through the passage that leads off items, plus the equivalent of 1-10 plati- the sloping corridor in time, or unless his it, and exit through the other secret door, num pieces. or her head is lifted above the surface of they can avoid the tentamort and gain

DRAGON 49 access to a small, empty chamber with a conjunction with another panel at the locked door on its west wall. This door- rear of the chamber — when the door way leads to an ascending passageway panel is closed, the rear panel is open, that spirals up inside the trunk and even- and vice versa. tually leads to the second level of the The way to get a rat out of the room fortress. without actually entering the chamber is to open the panel on the door, place a SECOND LEVEL small amount of suitable food in the Elevation ranges from 200 feet to 300 chamber, and slide the panel shut again. feet above ground level This action opens the rear door to the small chamber, allowing one rat to move 15. Snare Trap: The ascending, spiral- into the feeding area. Characters will be ing passageway ends at an archway that able to see through the mesh covering the opens into the outside air. A small panel and know that this has occurred wooden door (actually a false door) is in (always within one round of the time plain sight along the inner wall of the food is placed in the chamber). Then corridor right at the end of the ascent, someone must slide the panel open again, and seems to lead back into the tree. kill the rat before it can escape, and throw There is light here in the outside area — the carcass to the owl to allow the party just enough illumination to make out unimpeded access to the rope bridge. general features, such as the door. (Once they figure out what the rats are Pulling open the false door will trigger for, characters may also figure out that a trap. A rope of entanglement will lash it’s a good idea to kill two rats and save out from inside the false doorway, wrap- one to give to the owl on their return ping itself around the legs of the charac- trip.) ter in front of the door and continuing to push outward until it “shoves” the victim 17. Owl Nest: The passage leading past off the branch. This activity all takes the rat cage opens onto a large branch. place virtually instantaneously — the vic- Thirty feet from the opening is an tim being held cannot react quickly assortment of twigs and small branches enough to grab a handhold, and no one — the nest of a giant owl (AC 6, MV else in the vicinity is able to keep the 3”/18”, HD 4, HP 25, #AT 3, D entwined character from falling off the 2-8/2-8/2-5). branch. Twenty feet from the opening and ten The rope is 50 feet long, with its other feet away from the owl’s nest, an 80-foot- end anchored to a post inside the false long rope bridge is anchored into the doorway. A victim who, is pulled off the branch, extending across to another branch by the rope will dangle in the air branch that allows access to area 18. If against the side of the tree, roughly 40 characters approach the rope bridge feet below the branch and more than 150 without first tossing a dead rat in the feet above the ground. direction of the owl, the bird will screech The rope of entanglement will remain a warning and move toward the party, stretched out to its full length and will attempting to cut off their access to the not attempt to entwine other characters bridge. It is possible for one character, or unless they try to grab it or sever it. This two at most, to run to the bridge and rope can entangle up to four man-sized begin to move along its length before the creatures before its length is “used up,” at owl gets within attacking range — but in which point the first character grabbed by such a case, the character(s) on the bridge it will have been pulled back up to a will be the owl’s preferred target, and point just below the branch. If the rope is they will be hard pressed to keep their severed or untied from its mooring within footing on the bridge while the owl is the false doorway, any characters being hovering over them and swiping at them held by it who aren’t also anchored to the with its claws and beak. branch will plummet to the ground. The bird will try, first and foremost, to force characters to retreat back along the 16. Rat Cage: The door to this room is bridge to the branch containing the nest. different from all the others in the for- If the characters do not retreat, the owl tress. It is made of metal mesh reinforced will make a direct attack, attempting to by wood strips, with a sliding panel in either disable the invaders or knock them the bottom of the door. (The entire door off the bridge (a fall from this height is also hinged and can be unlatched and would almost certainly be fatal). If no one opened wide if anyone cares to enter the tries to move immediately onto the room.) By looking through the mesh, bridge, the owl will take up a defensive characters can see a large number of giant position at the entrance to the bridge and rats inside the chamber. try to keep the party from moving any There are 15 of these rats (AC 7, MV further into the fortress. 12”//6”, HD ½, HP 2 each, #AT 1, D 1-3 Characters who are still on the branch plus disease). They are used as food for will not be able to offer any direct assis- the giant owl nesting in area 17. The slid- tance to those on the bridge, except possi- ing panel at the bottom of the door opens bly through magical means or by attack- to reveal a chamber large enough to hold ing the bird with missile weapons. If one rat at a time. This panel works in characters on the bridge demonstrate an

50 MAY 1983 Second level (upper level) Scale: 1 square = 10 feet

intention to retreat back to the branch meal. During this time, the party can avoid falling off. The danger of slipping containing the nest, the owl will break off move onto and across the bridge without and falling can be negated if characters any direct attack it may have made and resistance. move across the bridge cautiously, going allow the retreat to take place. The rope bridge is somewhat rickety, at half their normal movement rate — The owl’s nest contains two eggs which but strong enough to support a fully which should still give them plenty of the bird will defend to the death. If char- armored human (or any smaller creature). time to get across the bridge and through acters move toward the nest, the owl will Characters who attempt to negotiate it at the passage into area 18 before the owl abandon any characters on the bridge and their full normal movement rate have a gets hungry again. move to protect its eggs instead. 5% chance per point of dexterity to make All of these possible problems can be it all the way across without losing their 18. Corridor of Captives: This long, avoided if the bird is fed one of the rats. It balance and possibly falling. If a charac- curved corridor has no features except for will snatch up the carcass and retire to its ter loses his balance while on the bridge, many pairs of wrist and ankle shackles set nest, taking five rounds to devour its he or she must save vs. dexterity on d20 to into the walls — and the unfortunate

DRAGON 51 creatures connected to those shackles. It is a “holding hall” for prisoners of the drow, humanoids who have been cap- tured out in the forest as well as inside the fortress and who, for one reason or another, are unsuitable for slave work. The door leading to this area is locked on the inside but can be opened easily from the outside. It will swing shut and lock behind any character or group who enters the corridor if it is not propped open. The corridor has no light sources of its own; as soon as the door is opened, much wailing and whimpering can be heard coming from the darkness ahead. After ascending the ramp up to the main part of the corridor, characters will be able to see (if they have a light source) the first of the prisoners. He has been here longer than any other prisoner, and he looks it: emaciated, near death, and delirious — of no use to the party, either for assistance or information. His wrists and ankles are shackled and bound to the wall by foot-long chains imbedded into the wood, holding him in something of a spread-eagle position. The chains and shackles are ordinary iron. The shackles cannot be broken open without causing fatal injury to the pris- oner being held by them. (They can be opened by using the key possessed by the guard in area 19.) The chains can be snapped by repeated blows with an edged weapon at least as long and as heavy as a long sword. Each chain takes 24 points of damage before breaking. Additionally, a chain cannot be dam- aged at all unless it is struck while draped across a surface harder than the surround- ing wood — the stone or metal head of a hammer, for instance, would suffice. If a chain is struck while it is simply lying against the wood wall or floor, the force of the blow will dent or splinter the wood beneath the chain, and the iron will not take any damage. The ends of the chains are imbedded so deeply into the wood that any attempt to loosen them by chop- ping away at the wall or floor will be futile. Sets of chains and shackles are spaced about 20 feet apart along both the outer and inner walls (at the places marked on the map), staggered so that no two pris- oners are closer than about 10 feet from each other. There are a total of 17 sets of shackles, and 10 of them are currently in use. Seven of the other nine prisoners that characters will encounter on their way through this corridor are almost as bad off as the first victim — able to do nothing but scream and wail, begging for their release. They are unarmored, in very poor health, and would not be of any measurable benefit to the party if they were released. Some of them may actually beg the adventurers to end their suffering, instead of screaming to be freed. The two healthy prisoners — captured most recently of all — are shackled in the

52 MAY 1983 last two spots in the corridor, at the foot The shadows cast by the partitions are The possessed character will reluctantly of the ramp that leads to area 19. The first designed to conceal the presence of a move along with the rest of the characters is a female dwarven fighter (AC 5, MV 6” shadow demon (see the FIEND FOLIO into area 21, all the while trying to per- if freed, HD 1, HP 7) who is armored but Tome), whose inert body lies in the suade the party to turn back. If these weaponless. She will follow the adventur- corner (at the spot marked “x”). The pleas fall on deaf ears and the rest of the ers if freed, and will be willing to assist demon has cast a magic jar, causing its characters persist in their desire to move them in any way she can that does not life force to be contained within the gem deeper into the fortress, the conflict will involve a direct threat to her life. The that is hung around its neck. come to a head when the first party second is a 3rd level female human The demon will try to take over the member reaches the bottom of the narrow magic-user (AC 10, MV 12” if freed, HP 9) mind of the first character who ramp that ascends into area 22. whose only remaining spell at this time is approaches to the outer edge of the parti- The demon, acting through the charac- magic missile. If freed, she will react the tion, or who comes through the narrow ter it has possessed, will employ its spell same way as the . passageway and moves toward the gem. If abilities and the physical attack abilities no one heads for the northeast corner and of the possessed character in order to halt 19. Guard Room: This sparsely fur- characters decide instead to move to the the party’s progress at this point. (The nished, irregular chamber, located behind opening to area 21, the demon will demon does not want to move any farther an unlocked door, is occupied by a 2nd attempt to magic jar into the mind of the from the magic jar gem than it has level male drow fighter (AC 2, MV 12”, first character who moves through the already, for fear of getting out of range of HP 15, #AT 2, D sword 1-6 or dagger 1-4) narrow opening. the gem and making it impossible for the who is “guarding” the prisoners. The For purposes of determining the specif- demon to transfer its life force back to the captives in the corridor don’t need to be ics of the victim’s saving throw, consider receptacle.) Unless the possessed character looked after closely; basically, the guard the demon’s combined intelligence and is knocked unconscious or otherwise re- in this area is only responsible for mak- wisdom scores to be 28. If the victim (or strained, he or she will fight fiercely in an ing sporadic checks of the corridor to see intended victim) of the magic jar makes a attempt to disable or destroy the party if if any prisoners have died. When he finds saving throw after being possessed, the more gentle forms of persuasion have not a body, he unlocks the shackles holding it demon’s life force will be cast out of the produced the desired result. and arranges for the remains to be trans- character’s mind and back into the gem, If the party is somehow able to neutral- ported to the fertilizer pit. A key, which and the demon will not be able to attempt ize or immobilize the possessed character fits any of the shackles in the corridor, is the same feat again. and force him or her to keep moving with on a cord around his neck. The character whose mind is taken over the group, the demon will voluntarily The guard is accustomed to hearing the by the magic jar will act accordingly, abandon the possessed character when the delirious moans and groans of the pris- doing its best (as the demon would do) to character’s body reaches the top of the oners, and will not be alerted to the pres- foil the party’s attempts to proceed ramp leading into area 22. The demon’s ence of intruders by any sounds or state- further inside the fortress. The demon life force will travel instantaneously back ments the captives might make. He will will have access to its darkness and fear into the magic jar gem in area 20, and the be automatically surprised if the party spell capabilities while in the body of the once-possessed character will regain con- approaches the door with caution and possessed character, and will also use the trol of his or her mind. The demon’s life pulls it open quickly. character’s available physical attack abil- force will be back in the monster’s physi- The guard will be able to hear if any ity to best advantage. The demon will not cal body if and when the party comes attempt is made to release a prisoner from immediately reveal its presence inside the back along this route on its way out of any of the five sets of chains closest to the mind of the possessed character — unless the fortress, and will attack if door of this room. If this occurs, he will another character tries to steal the gem encountered. burst from the room, attacking only if a which is being used as the magic jar lone character is the adversary. If out- receptacle. The possessed character will 22. Perilous Pool: The only noteworthy numbered, he will try to flee in a counter- fight to the death to prevent this. feature of this oblong chamber is a shal- clockwise direction, heading back out of low pool containing what appears to be a the corridor and toward the first level to 21. Farther from the Jar: If the demon’s shimmering liquid. Any and all charac- sound an alarm. He will only engage in magic jar takes effect, no matter where ters who move to within 5 feet of the edge combat if an opponent stands in his way, this occurs, the possessed character will of the pool while facing toward the pool and under no circumstances will he lead immediately begin to try to get the rest of will see their reflection in the surface, and the party clockwise through the corridor the party to turn around and leave the will soon discover that the pool is actu- and deeper into the fortress. fortress the way they came. The resis- ally a type of mirror of opposition. tance will be somewhat passive at first, as Duplicates of characters who look into 20. Shadow in the Shadows: This the possessed character tries to talk the — the pool will come into being one round roughly square chamber lies behind a others into abandoning the adventure, later, so that the mirror’s true nature will heavy wooden door that can be locked but the possessed character will put up no not be immediately evident to the party, from the outside but is not locked at the physical resistance right away if the party and more than one character might present time. The room is pitch dark, and keeps moving through the entranceway approach the pool before its delayed- even if the chamber is illuminated by into area 21. This chamber is empty and action magic goes into effect. light sources carried by characters, the has no distinguishing features. Any duplicate created by the magic of northeast corner will remain shrouded in (If the player of the possessed character the mirror will attack only the character shadow. This is because a four-foot-high demonstrates a desire to do something who was duplicated, ignoring the pres- partition of wood (indicated on the map else, the DM may have to indirectly reveal ence of any other party members who by dotted lines) has been built up, closing to all the players that something is amiss, may be in the room, unless or until off access to the corner except through a by making it clear that the actions of the another party member joins in the attack narrow passageway along the north wall. possessed character are now being con- against someone else’s magical adversary. Characters who advance close enough trolled by the DM and not the player of to the partition to see over the top of it that character. But in no case should it be 23. Cleric’s Chamber: This room, will spot a gem in the corner of the necessary to reveal the exact nature of the located behind an unlocked door, is the chamber, glowing with a faint red color situation; the fact that a character is pos- study and living quarters of a female and seemingly suspended in the shadows sessed is something that the players drow cleric of 4th level (AC 7, MV 15”, a few inches off the ground. should have to figure out for themselves.) HP 21, #AT 1, D mace 2-7). She will be

DRAGON 53 oblivious to the presence of characters in chance of taking full damage and a 30% 27. Erihn’s Chamber: This is the living the area outside her chambers, because chance for half damage.) Any character quarters for the drow noble Erihn, the she is deep in meditation, praying for who lowers himself carefully into the area commander of the fortress, and his replenishment of her spells. Her medita- of the spikes, once they have been “discov- henchman Tarmar. The room contains tion will end at precisely the moment a ered,” will not take damage from the two beds strewn with silk coverings, one character pulls open the door to her quar- descent. of them set off from the rest of the ters (but she is susceptible to being Twenty feet from the foot of the ramp chamber by silk curtains; two desks; and a surprised). leading up to the third level, the catwalk single wooden chest. In addition to the innate magic abili- opens out into a clearing. Right at the The desk on the north wall belongs to ties possessed by all female drow, this edge of this clearing (at the location Erihn. In its compartments and drawers cleric has the following spells: cure light marked “x” on the catwalk), the party’s are material components for Erihn’s wounds, protection from good, sanctuary, progress will be impeded by a powerful spells, plus a set of ledger books in which silence 15’ radius, and spiritual hammer. (32 hit points) giant spider that has been the commander keeps track of plundered If outnumbered, she will attempt to trained to attack any non-drow character goods that have been transported back to escape into area 22 and from there into or creature who advances this far into the the drow underworld. The books are writ- and through area 24, using her superior chamber. The spider will begin its attack ten in drow language, which is unintel- movement rate to outdistance the intrud- by dropping a bundle of webbing on the ligible to anyone not familiar with the ers and warn the occupants of the first character in line, and on the same dark elves’ secret writing. Inside a drawer uppermost level. round will then drop itself down from the that is wizard locked are Erihn’s spell The room contains ordinary furnish- darkness above and attack either the char- books, plus a letter signed by Erihn and ings of no particular value, plus a acter ensnared in the webbing or the next bearing his personal seal. The spell books wooden chest that is locked and protected character in line (50% chance of each). A contain instructions for all the spells with a poison-needle trap. Anyone who character holding a light source above his Erihn currently carries (see the descrip- opens the chest without finding and re- or her head and actively scanning the tion for area 29) plus jump and fire trap. moving the trap will take 2-8 points of ceiling of the chamber has a 20% chance The other desk, against the west wall, damage from the needle and must save vs. of detecting the presence of the spider just belongs to Tarmar. In its drawers are a poison or fall unconscious for 2-5 turns. before the creature drops its webbing, jeweled dagger (non-magical) worth 200 The chest contains ordinary clothing and thus negating the spider’s chance to sur- gp, some writing implements, and a par- personal items, a suit of +1 chainmail prise the invaders. tially completed report on the recent sized to fit a female elf, 20 gold pieces in a Any character in the area of the spikes activities of the drow which includes a leather pouch, and three gems worth 10, must move slowly (at a 3” rate). In addi- section relating how three promiment 25, and 125 gp. tion, characters in the spikes must save vs. members of the Council of Launewt have dexterity on d20 every round to avoid been bribed into siding with the drow 24. Catwalk Challenge:. After going up stumbling and taking 1-6 points of and trying to discourage concern on the the ramp leading from area 22, characters damage. part of other council members. will find themselves on a narrow catwalk The wooden chest bears a fire trap elevated slightly off the floor of the THIRD LEVEL which was cast upon it by Erihn. Inside chamber and set off from the surrounding Elevation ranges from 300 feet to 350 are 200 silver pieces, 150 gold pieces, 300 area by a wooden ledge three feet high feet above ground level. platinum pieces, a scroll with ESP and and six inches thick. The catwalk is too jump inscribed on it, a small pouch con- narrow to allow anything other than 25. Drow Barracks: This chamber is taining 500 gp worth of gems, and a +1 single-file passage through this chamber. used by male drow for sleeping and stor- dagger of drow manufacture. The door to The terrain on either side of the catwalk ing their personal belongings, but is only the room is wizard locked. appears to be overgrown with mush- occupied when the male barracks on the rooms and other sorts of fungus. The first level is filled beyond capacity. The 28. Meronal’s Chamber: This room, catwalk twists around, following the path door is unlocked. slightly smaller than the quarters occu- indicated by the dotted line on the map, The room contains six cots and the pied by Erihn and Tarmar, contains a and eventually leads to the base of a ramp same number of wooden chests, plus a large, round bed with silk coverings in that ascends to the third and uppermost small table and two chairs. Only two of the center of the floor; a desk and chair level of the fortress. the six living areas are presently being along the east wall; a small wooden altar The area around and beneath the cat- used; each of the (locked) wooden chests in the southeast corner; a small, free- walk has been magically altered by a hal- in those two areas contains ordinary cloth- standing closet along the north wall; and lucinatory terrain spell. The surface of ing and personal items, plus (in one) 7- tapestries of silk on all the walls. This is this chamber is actually covered by a se- 12 platinum pieces and (in the other) two the living area of Meronal, a female who ries of jagged wooden spikes that have gems of 25 gp value apiece. The room is Erihn’s consort and (for the moment, at been chiseled out of the floor. The spikes will be unoccupied, unless any of the least) his second in command. are all between 2 and 3 feet tall and are dark elves from area 29 have retreated into The door to this room is trapped with a very closely packed together. If a charac- this chamber. glyph of warding that will explode for 16 ter vaults over the ledge framing the cat- points of fire damage if it is not bypassed. walk, the hallucinatory terrain will be 26. Drow Barracks: This room, for The closet contains ordinary clothing and dispelled as soon as that character drops females, is identical in contents and con- clerical vestments owned by Meronal. down on the outside of the ledge and falls figuration to area 25, except that curtains The desk holds incense and other sorts of onto the spikes below. A character will divide each living area from the others. clerical items of no particular value. The always take damage from the spikes, but As in area 25, only two of the six living tapestries are all of no great value, except has a chance to make a saving throw for areas are currently being used, and the for one behind the altar bearing a portrait half damage. The chance for taking full only items of value in the chests in those of a huge spider with a female head that damage (4-16 points) is a base 100%, mod- areas are (in one chest) 11-20 gold pieces is worth 200 gp. The altar has a secret ified downward by 10% for each armor and (in the other) a pair of non-magical compartment in the front (same chance to class factor the character possesses — not necklaces worth 30 and 50 gp apiece. As locate as for a secret door) that contains a counting bonuses for dexterity or other with area 25, this area will only be occu- gold statue of Lolth, the drow spider- advantages. (For instance, a character pied if any of the elves from area 29 have goddess, that is studded with gems and with a “real” armor class of 7 has a 70% retreated into this chamber. worth a total of 3,000 gp.

54 MAY 1983 Third level (uppermost level) Scale: 1 square = 5 feet

DRAGON 55 29. Hall of Homage: This spacious point between any of the surrounding detect invisibility, ray of enfeeblement, chamber is located at the top of a wind- pillars, the drow guards will stand at the shatter, lightning bolt, protection from ing ramp that leads up from the second ready, prepared to beat off any assault normal missiles, and wall of ice. He level. The double doors at the top of the directed toward them or the occupants of wears a ring of wizardry which doubles ramp are not locked, but they have a the thrones. his first-level spell ability. Erihn wears +2 Leomund’s Trap cast on them, and they The guard on Erihn’s left is his chainmail and uses +1 weapons, all of are so massive that a strength of at least henchman Tarmar, a 5th level fighter drow manufacture. Around his neck is a 13 is needed to pull one of them open. (AC -4, MV 12”, HP 33, #AT 2, D sword pouch, attached to a string, which con- The room is principally used for wor- 1-6 or dagger 1-4). His chainmail, sword, tains 5 platinum pieces, a gem worth 100 ship ceremonies and celebrations. It is and dagger are all +2 items of drow gp, and a metal stamp that produces a mostly open space, with massive pillars manufacture. The other three guards are seal identical to the one found on the let- of wood arranged in a rough circle all 3rd level male fighters (AC 2, MV 12”, ter inside his desk (see the description for around a center clearing where the activi- HP 24, 20, 16, #AT 1 or 2, D crossbow area 27). ties are conducted. These pillars are inte- dart 1-3 plus poison, sword 1-6, or dagger Starting on the tenth round after a con- gral parts of the tree that were not l-4) with +1 weapons and +l chainmail of flict breaks out in this chamber, any and chopped away when the cavern was hol- drow manufacture. all dark elves from the lower levels who lowed out, primarily so that the tree Meronal is an 8th level cleric (AC -1, are still alive and able to fight will arrive would not be overly weakened by a full- MV 15”, HP 55, #AT 1, D mace 2-7) who on the scene, entering the room at the rate scale excavation of the chamber. They are has the following spells in addition to her of one per round thereafter. The “rear gently curved and tapered at the top and innate magical abilities: bless, command, guard” will attempt to block off the exit bottom so that they blend smoothly into cure light wounds (×2), protection from back to the ramp, while at the same time the ceiling and floor of the chamber. good, chant, detect charm, hold person mounting enough of an offensive to In the center of the chamber are two (×2), snake charm, resist fire, cause blind- direct the invaders’ attention away from ornately carved and engraved wooden ness, feign death, remove , cure the occupants of the thrones. Erihn and thrones. The one to the west is Meronal’s, serious wounds, and speak with plants. Meronal will refrain from physical com- and the one to the east is Erihn’s. Both Erihn is a fighter/magic-user of 7th bat as long as possible, staying behind thrones are currently occupied by their level in each class (AC 0, MV 12”, HP 45, their guards and using their spell-casting owners, and each seat is flanked by a pair #AT 1 or 2, D crossbow dart 1-3 plus poi- powers to complement the fighters’ of guards. Under no circumstances will son, sword 1-6, or dagger 1-4) who has the attacks. If the battle goes against them, the dark elves in this chamber be sur- following spells in addition to his innate the dark elves will try to flee through the prised by the arrival of invaders; as soon magical abilities: friends, hold portal, double doors and down the ramp — but as even a single character advances to a magic missile (×4), message, feather fall, in no case will they surrender.

56 MAY 1983 DRAGON 57 As the saying goes, it’s a poor workman any or all of them in the agency’s inven- Bottle with secret 2# $30 who blames his tools — and, to tarry that tory. Of course, this list may be added to, compartment reasoning one step further, it’s a pool or some of the specifics regarding a cer- Looks like an ordinary bottle full of agent indeed who doesn’t even have the tain item may be modified to bring them liquid with the lid still sealed. The bottle tools to put the blame on. Weapons and in line with other particulars of the agen- will twist apart to reveal a space about basic equipment are, obviously, essential cy’s activities and procedures. 1½” in diamater and 5” in height. parts of any TOP SECRET® agent’s pos- The following list gives the name, sessions. But firepower and everyday weight in pounds (if significant) and cost Calibration control 3# $85 items don’t go nearly far enough to fill in dollars of each item, all printed in This device is used to set and reset the needs of an agent, or group of agents, boldface type, plus any other pertinent timers, either for time locks on vaults or assigned to perform a mission. What fills information about the item. timer detonators on bombs. the gap are the many and varied objects Some of the items (those with names known as “tools of the trade.” printed in italic type) are special, for one Camouflage fatigues — — $40 The Character Construction section of reason or another, and thereby are diffi- Includes cap but not boots. the TOP SECRET rule book includes a cult for the agency to obtain. The Admin- short list of such tools. Suggestions for istrator should inform agents desiring Coat/jacket with 6# $40 expanding the roster of available equip- special equipment that a wait of 1-5 secret pockets ment are offered below. Agents should weeks (generate a number randomly or Pockets are hard to find unless you realize that the availability of any of these specify a certain length of time) will be know where to look; impossible to pick new “tools” is up to the discretion of the necessary before such equipment can be this kind of pocket. Administrator — and, conversely, the delivered. In general, the agency will not Administrator should appreciate an attempt to obtain special items for low- Code/cipher books 1# $10 agent’s need for certain special items that level agents unless they are involved in a Each book contains different codes and would enhance his or her chances for suc- very important mission. ciphers used by different countries. cess on a particular mission. After all, an Ciphers are distinguished by type: uni- agent and the agency employing that per- Acid —— $75 literal, multi-literal, keyword mixed, re- son are supposed to be working toward Price is for 1 gill (4 fl. oz.). If used as a versed alphabet, double keyword, etc. the same goal — the successful comple- weapon, unprotected skin suffers type X tion of a mission. It is unfair, and may be damage; clothing being worn on or over Doctor’s bag 5# $120 downright foolhardy, for an agency to the affected area reduces this to type W Includes stethoscope (useful for listen- deny a piece of equipment to one of its damage. ing through walls), scalpels, syringes, operatives if the need for that equipment needles, sutures, anesthetic, and other is obvious. Bolt cutter 8# $25 assorted paraphernalia. With all of the foregoing in mind, A heavy-duty tool primarily used for Administrators are invited to look over cutting the shafts of padlocks and heavy Ether, bottle 2# $35 the following list of “tools” and include chains. Price is for a 10 oz. bottle; normal dos- age is 2 oz., which can be effectively administered with a handkerchief, When the handkerchief is held over a person’s nose and mouth, the victim’s Willpower is reduced by 5-50 points (d10 × 5) for each round the victim is disabled.

First aid kit 4# $20 Contains six roll bandages, gauze, tape, disinfectants, alcohol, plus ammonia inhalants or smelling salts.

Flare, hand-held ½# $4 Self-igniting cap; burn duration of 30 minutes.

Floor plans/blueprints -- $20 Available for most buildings, except

58 MAY 1983 military installations or special private a hammer, a set of 10 open-end or box Skin graft, fake —— $120 buildings. wrenches, a hacksaw, pliers, and 100 Looks and feels like a 6” square (max- assorted screws, nails, nuts, and bolts. imum size) patch of skin; can be used to Glass cutter —— $3 conceal small-sized and small-bulk items Movie camera 8# $160 (knives, wires, etc.) by placing graft over Grappling hook 20# $40 with sound object. The material will adhere to real Comes with 150 feet of rope. Much better for reconnaissance or skin until pulled off. blackmail than a standard 35mm camera. Jeweler’s glass —— $30 Spray paint —— $4 Useful for examining documents to see Nitroglycerin 2# $175 Useful for all sorts of mischief, such as if they’re counterfeit, and (of course) for Price is for 1 quart (32 fl. oz.), equiva- leaving death threats on walls and paint- estimating the value of gems and jewelry. lent in explosive power to six ounces of ing windows so they can’t be seen plastique. If detonator is attached, there is through. Lie detector 25# $175 a 15% base chance (-5% for an agent with Can be carried in a suitcase or the Weaponry knowledge of 60 or higher) of Starlight scope —— $730 trunk of a car. Persons tested must roll accidental explosion if the item is Adjustable from 3x to 9x magnifica- d%; a result greater than the person’s dropped or handled roughly. tion. Usable outdoors only; +90 to PWV Deception score minus 50 indicates that a during daylight hours, +70 to PWV at lie was detected — but there is always a Pen flashlight —— $3 night. minimum chance of 5% that a lie is not Battery life of 6 hours. detected. Straitjacket 5# $125 Pocket language —— $4 A person being held in a straitjacket Lock 2# $3 dictionary must roll his or her Evasion score minus Either a combination or keyed lock, Provides translations for most common 100, or lower, to escape. useful for re-locking gates, etc. after an words from one specific language to agent has cut off the original lock and another specific language. Super glue —— $3 passed through the barrier. After this adhesive sets properly, the Portable radio with 2# $25 surfaces it joins are virtually impossible Map, city/country —— $1 police band channels to separate without a solvent (such as ace- Useful to facilitate travel in and around Will only monitor police channels. tone). It can be used to fill keyholes, glue the strange places that agents are always papers to a desk, and so forth. being sent to. Shoes with hollow —— $30 heels Wig or false beard —— $40 Mechanical tool kit 20# $15 Compartments useful for concealing Adds +30 to Deception value while Contains a dozen assorted screwdrivers, very small items. worn.

DRAGON 59 Thief’s climb should be leveled out by John T. Sapienza, Jr. doubles at every level from third through fight as well as the cleric, at least at high fifth, when it reaches 9,600 — and at sixth levels. This sounds reasonable enough, The DUNGEONS & DRAGONS® level, the point requirement is 20,000. until the progression in hit points for the Expert Rulebook adopted a more uni- The author’s contention, brought out two classes is examined. The thief starts form set of experience scales for the var- more specifically in the text that follows, off his career getting four-sided dice for ious character classes than was contained is that the progression would have been hit points up to L9, while the cleric gets in previous editions of the game rules, regular, like all other classes, if the thief’s six-sided dice up to that level. Clearly, starting with a given figure for second requirement for second level was 1,250 this indicates that clerics are intended to level (L2) and doubling that figure at instead of 1,200, so that doubling that have greater staying power in melee than every level thereafter until L8 (with an figure at every subsequent step would still thieves. But at L10, this analysis reverses, unexpected rounding down for fighters at have brought the figure to 20,000 at sixth for thieves are given +2 hit points per that point). The L8 experience-point level, but without the uneven jump from level, while clerics receive only +1 hit total is then used as the figure to be added fifth to sixth level that presently exists in point per level. for every level thereafter. This system the thief’s experience-point table.) It seems that the treatment of thieves works well in keeping the different classes After L6, the thief’s experience-point with respect to their rate of progression in spaced evenly apart in their progression requirement then doubles evenly up to L8 the D&D® Expert Rulebook shows confu- to higher and higher levels of ability. like the other scales, and for the transi- sion of purpose. Accordingly, below is The major exception to the regularity tion to L9 the L8 figure is used, as the given a suggested new policy for the of the system is the scale for thieves. system seems to call for. However, at L10 treatment of thieves in combat: Because the thief’s starting figure at L2 and above the increment between levels is Thieves are basically not a fighting (1,200 points) does not directly correlate not the 80,000 XP one would expect, but character class. The last thing a thief to the figures for that level for other rather the 120,000 XP increment used also wants is to get into a fight, since the poor classes, the XP scale for thieves produces for fighters! thief carries light weapons that are easily “odd” numbers from L3 through L6, This produces unexpected results. A concealed but are no match for a fighter’s when it is rounded up to what it would thief’s progression in the combat table is heavier armament. And the thief wears have been had the starting number been in groups of four levels, so that at levels practically no armor, so getting into a in accord with the starting figures for the 1-4 the thief needs a 15 to hit an oppo- melee with an armored and heavily armed other classes. nent in chainmail and shield, at levels 5-8 opponent is plain folly. The proper func- (Editor’s note: Thieves need 1,200 the thief needs a 13, and so forth. For tion of a thief is to steal things by stealth points to reach second level; that figure convenience, a group of levels used as and quickness of wits, not to engage in units of progression on the combat table frontal assaults. The thief, when operat- is referred to hereafter as a “combat ing in a party of fighters, properly func- class.” A cleric also progresses in groups tions as a scout. All of this leads to the of four levels to reach higher combat conclusion that the thief should fight less classes, but the cleric is on a more expen- well than the cleric, for the latter wears sive XP scale than the thief, and so you heavy armor and is trained for combat would expect a thief to hit more accu- almost as well as a fighter. The cleric is a rately on average than a cleric. This is second-line fighter as a primary function true for combat classes 2 and 3, which are of the class, and this is reflected in the reached by a thief at 9,600 and 160,000 XP cleric’s protection, in the form of the respectively, and reached by a cleric at armor the class is allowed to use and the 12,000 and 200,000 XP. But because of the hit points a cleric receives. change in the XP cost for thieves at L10, This can be provided for in the rules by the thief falls behind the cleric in reach- making only a few changes. The most ing combat class 4 and above. obvious changes are in the XP scale, One might think that the reason for which would now start at 1,250 XP at L2 this arrangement is the decision of the and double evenly up to 80,000 XP at L8. game designers that the thief should not Thereafter, thieves would add 80,000 XP per level. Thieves would receive one four- sided die for hit points at each level up to L9, and +1 hit point per level thereafter. Clerics would receive one six-sided die for hit points per level up to L9, and +2 hit points per level thereafter. Progress for thieves on the combat table would be in units of five levels per com- bat class, instead of the present four lev- els. (For consistency, thieves would also drop their current saving throw table, and use the magic-user saving throw table, which is similar to the current thief table, but is in units of five levels per progression.) This change in the thief’s combat abil- ity advancement will keep the thief’s prog- ress consistently behind that of the cleric, which is the design goal.

60 MAY 1983

A rare way of viewing the wish High-level help comes once in a lifetime by Lewis Pulsipher wish to serve his purposes? Or, approach- Obviously, this is a most powerful tool, ing from another direction, why would and players tend to hold on to wishes (or In many campaigns, wish spells are the god somehow store in an item the bury them where their friends can get at extremely rare. In the known world in my ability to force him (the god) to grant a them) for dear life, because a wish is as campaign, for example, there is only one wish to whomever possessed the item? good as life when used this way. I have good magic-user able to cast a wish spell, The wish as a form of divine intervention never seen a wish used merely to resurrect and perhaps one evil M-U as well — no just doesn’t make sense. one person, or for the minor purpose of one is certain. And these are non-player Consequently, borrowing from Michael changing one round of melee, or for characters, of course. No player character Moorcock’s Elric/Corum series (from transporting a party from one place to will ever reach such exalted heights, but which, presumably, the struggle between another — it is too valuable to be wasted even if one did, he would be so involved Law and Chaos was borrowed for the this way. But if someone tried any of with other affairs that as DM I would not D&D® and AD&D systems), I prefer to these, I would probably allow it. be concerned with the details of granting think that a Cosmic Balance, a personifi- Occasionally a player will, perhaps wishes to him. cation of the balance between alignments, foolishly, wish to increase one of his abil- A few wishes do exist in the world, grants wishes. The Balance being a dis- ity numbers. The Dungeon Masters occasionally on scrolls but usually on tant and terrible entity, not merely a god, Guide states that a wish can raise a char- swords or rings. A player character would it is unlikely to grant more than a few acteristic above 16 only by increments of be very fortunate to have the use of one wishes a year, but they will be powerful. one tenth, so that ten wishes would be wish spell for himself by the time he Other explanations can be put forth; at required to raise one from 16 to 17. This reached tenth level. Or, to put it another any rate, the Powers who grant wishes are is obviously a means of limiting power in way, one might expect all players in the not akin to the anthropomorphic gods we those worlds in which wish spells are rel- campaign to acquire a total of one or two know from such sources as the DEITIES atively common, and I do not think it wishes per real year. In these circumstanc- & DEMIGODS™ book. should apply to rare wishes. Look at it es of scarcity, I believe that the wish The person contemplating a wish this way: A player’s character ability spell can be more powerful, and less sub- negotiates, in effect, with the Powers, to numbers are pure luck (and I require one ject to failure, than in worlds where their determine what is likely to be possible 3d6 roll per ability, not any of the super- frequency is considerably higher. and what is not. In practice, this means methods described in the Dungeon Mas- First, I treat a wish not as something to that the player may discuss the possible ters Guide). A player presumably earns a be spoken into the void. Who grants a uses of the wish with the DM, who will wish, but he doesn’t earn or necessarily wish? Is it just another spell, arcanely give more or less information in his reply deserve his ability numbers. Conse- pulling energy from the fabric of the uni- as he likes. Oblique rather than direct quently, if a player is willing to use up verse? No — despite the existence of wish answers are common. The DM’s objective his life-saving wish, I will allow him to as a ninth-level spell, I believe that it is is to guide the player so that he won’t raise almost any characteristic to 18. Gen- more reasonable (or at least more believ- waste the only wish he may ever use. A erally, this characteristic will be his prime able) to think of the wish as an extraordi- foolish player may still foul up his wish ability (intelligence for a magic-user, nary event caused by some non-mortal by ignoring the hints of the Powers, but a strength for a fighter, etc.) or his constitu- power in conjunction with the mortal more cautious player can usually get a tion, to increase his hit points and there- making the wish. But if one follows good idea of what the wish might do. In by his chances of survival. The actual AD&D™ rules, even the greater gods are many cases it will not be necessary for the limits of the increase depend on the char- rarely able to cause wishes, so there must character to give exact wording to the acter’s other numbers and on how deserv- be some higher, disinterested Power (or wish; the Powers will know what he ing he is (in my subjective judgment, as Powers) which grant the wish, and which wants. well as the judgment of the Cosmic Bal- certainly will not manipulate the wish to Because the wish is so rare, and derives ance). Generally, the higher a character’s serve its own ends. After all, if a mere god from the most powerful beings in the numbers are, the smaller the increase. — “mere” in AD&D terms at any rate — universe, I permit the traditional use The other use of a wish in my cam- grants a wish, won’t he manipulate the given as an example in the original D&D paign has been to raise the level limits of rules, but not in the newer versions: a non-human character. For example, an Someone may wish that a party of adven- elven magic-user with 18 intelligence turers had never set out, or had taken a cannot rise beyond 11th level. With a different route, thereby avoiding a trap or wish, he is able to rise to 13th level when a fight which killed many or all of them. he acquires sufficient experience. No In such cases, the players are not allowed actual experience is awarded. ever to return to the scene of the disaster I (as the Powers) discourage other uses with a party, because they know what of wishes, such as gaining experience happened — although, in their charac- points. If a player is unwise enough to set ters’ minds, it never happened. (A clever his wishes against the suggestions of the player might wish that the event had not Powers, he’ll deserve whatever punish- occurred, but that the characters would ment or failure you mete out to him. know what would have happened; but I These methods work well in my cam- usually rule that this is stretching the paign, where the wish as a mere spell is wish too far.) It is sufficient to say that virtually nonexistent; on the other hand, the wish has the effect of subliminally my methods would ruin a campaign in warning the party never to go that way which wish spells and 18th-level wizards again, because the same disaster might are plentiful. Each DM must adjust occur. methods to suit his world.

62 MAY 1983 D RAGON 64 MAY 1983 DRAGON 65 Patching the cracks in Champions From creating a character to keeping a job

by Paul Montgomery Crabaugh Champions system, buying powers and 1d12 per attribute; for average NPCs, roll attributes to match. 1d20; for very competent NPCs, roll 3d10 CHAMPIONS, the flagship product of Another problem is the various Hunt- and add 1d4 × 5 points of power or abili- Hero Games, is marvelous news for all us eds and Dependent NPCs attached to the ties. An exception should be made for comic-book fans: finally, a superhero various characters. A strict reading of the Comeliness, which should be 1d20 + 10. game that actually sets out to simulate rules generally results in each of perhaps Another problem is timing. It’s some- what occurs in comic books — the pow- half a dozen heroes having a couple of times difficult to figure out how the var- ers, the fights and so forth. For the most dependent NPCs apiece and one to three ious characters can get together in one part, Champions does its job quite well. hunting groups, since nobody has the place at one time for a scenario. For Only some minor problems, most of same dependent NPC and almost nobody bookkeeping purposes, try borrowing which are easily solved, have come up in overlaps the Hunteds. This can get con- from another game, Superhero 2044 by the course of play. fusing, not to say hazardous. Rather than Gamescience. As is done in that game, One problem at the beginning of everybody rolling for their various hunt- require characters to plot out their activi- adventures is that people don’t already ers and dependents showing up, the ref- ties for the week in four-hour blocks, have a character generated. They may not eree should select one or two heroes at showing what time is allotted to sleeping, have the ability to come up with a com- random and roll only their hunteds and to work, to patrol and so forth. There are plete conception of a superhero on the NPCs, holding down the number of certain requirements for upkeep in terms spur of the moment, especially if they extraneous elements that stir themselves of time per week; the hero can’t patrol the have little interest in the comics to begin into the scenario. (Don’t worry, Aunt streets 24 hours a day, 7 days a week. In with. One fast solution I’ve found is to May will undoubtedly get hers next terms of four-hour “blocks,” the appropriate another game: Villains & week.) requirements go something like this: Vigilantes from Fantasy Games Unlim- Speaking of dependent NPCs, a way of First and foremost, the basics. A charac- ited. That game has the saving grace that generating their attributes so as to pro- ter must set aside 14 blocks per week for you can actually roll a superhero up vide a bit more variety is to roll the sleep, +1 block of sleep for each period of quickly, with no imaginative input. Do attributes rather than assume they’re wakefulness exceeding 5 consecutive precisely that; then, when you’ve got a average across the board unles otherwise blocks (20 hours), +1 more block of sleep V&V hero, convert him or her into the indicated. For incompetent NPCs, roll if there are more than 4 sleep periods of

66 MAY 1983 less than 8 hours (2 blocks) each. No for equipment. Transportation is limited $50,000 per year may be expended on more than 3 blocks (12 hours) of sleep can to bus or taxi. Time required per week to large purchases. In addition, the character be taken consecutively. In addition, a support this lifestyle is 1d10 blocks (roll is assumed to have limited computer character must devote 1d6 blocks per each week for the amount of time and/or lab facilities and specialized train- week to socializing and mundane needed). This standard of living is so ing facilities. The character can support responsibilities. poor it is actually treated as a Disadvan- several other characters indefinitely at a The question of allotting time leads in tage, worth 5 extra build points that can good standard of living, barring secret to the most noticed omission in the be applied elsewhere. identity conflicts and such. This lifestyle Champions rules: the lack of systems Average — The character has a typical, requires 5 blocks of time per week and governing money, work, and so forth. middle-class lifestyle. The character can costs 10 build points. How much equipment can a character occasionally (once a year) make a major Very Wealthy — The character is posi- afford? How much time is spent at work? purchase of equipment or whatever, of tively rich, and lives by clipping stock Other questions turn up along the same about $5,000 in value. Transportation is coupons. Owns several cars, as well as at lines. by car or taxi. Time required to maintain least one aircraft (possibly a jet) and one It would probably be possible to come this lifestyle is 10 blocks per week. This is boat. This lifestyle requires 2 blocks per up with a list of jobs, income from those the “default” lifestyle; it costs nothing week and costs 20 build points. jobs, shopping lists of equipment and so and is worth nothing in build points. Extraordinarily Wealthy — Your basic forth, but the existing Champions rules Above average — This is the realm of billionaire. The character owns anything provide a way to include day-to-day liv- the upper middle class. The character can in the way of transportation short of ing more painlessly. make one major purchase per year of space shuttles or aircraft carriers — and The way it works is that a certain $15,000 (or, of course, several smaller maybe them, too. This is a very high- standard of living is “purchased,” just purchases). Typically, the character owns profile lifestyle. It requires 1 block of like a power or talent. The various life- a home. Transportation is by a car of rea- time per week and costs 30 points. styles are non-specific, so that exactly sonably good quality and recent vintage Student — Similar to “Poor,” but a where the hero lives and whom he or she (the character may own two cars, or per- student has limited access to lab and works for are left to the players to define; haps only one). This lifestyle requires 10 computer facilities. Requires 8 + 1d8 however, the general social level, degree blocks of time per week to maintain. (A blocks per week; costs 5 build points. of wealth, and available methods of lifestyle which requires 10 blocks per Instead of merely being wealthy (or transportation are specified. The better week is normally an 8-to-5 job.) The cost poor) as a result of some more or less off a character is, the higher the point of this lifestyle is 5 build points. ordinary endeavor, a character can own a cost of his or her lifestyle. The various Wealthy - The character is very com- business, industrial plant or other such lifestyles are these: fortably well off. Transportation is typi- facility. This provides a standard of liv- Poor — The character is constantly in cally by any one of several cars, or one ing equivalent to one of the lifestyles de- danger of eviction. All money goes to good car and one yacht or aircraft. The scribed above, depending on the size of food, clothing, and rent; none is available character owns a good-sized home. Up to the business involved. In addition, the

DRAGON 67 character has access to all the facilities the The four types of business endeavors business (or whatever) owns, at least to are these: the extent that use of those facilities does Small Business — Similar to “Above not devalue or damage the business. The Average” lifestyle, with the character hours are longer for a self-employed being the owner of a shop or personal character, as a general rule, and those business. This option requires 10 + 1d10 hours are variable from week to week, but bIocks per week and costs 10 points. on the other hand they are also more flex- Medium Business or Small Factory — ible; the character is less constrained by Similar to “Wealthy” lifestyle. This an 8-to-5 routine. Also, he or she can to endeavor requires 3d6 blocks of time per some extent modify working hours by week and costs 15 points. taking long lunches, refusing all calls for Large Business or Medium Industry — a while, closing the shop, and so forth — Similar to “Very Wealthy,” this option although excessive use of this privilege requires 3d8 blocks of time per week and will damage the business. This flexibility costs 30 points. also reduces friction with the character’s Large Industry or Ruler of Small secret identity. Country — Similar to the “Extraordinar- ily Wealthy” lifestyle, this option requires 3d10 blocks per week of time and costs 40 points. One final note: Something missing from the original rules is the concept of official sanction. Some heroes are affil- iated with the government (at some level) and garner extra brownie points that way. A license, badge, or ID card can be very helpful when dealing with recalcitrant authorities or annoyed citizens. There are four levels of official sanc- tion. Each successive step up the ladder of authority brings an increase in the amount of power that can be brought to bear in the above-mentioned situations. Local Sanction is generally some degree of attachment to a city’s police force. This sanction costs 5 build points and allows the superhero to do such things as poke around in areas the police have secured. State Sanction can indicate something like membership in the state militia, or perhaps the possession of a private inves- tigator’s license. Benefits are similar to local sanction, but can be used in most places within the state giving the sanc- tion. It costs 10 points. Federal Sanction can be a wide variety of things: membership in an “official” superhero group, “” clearance, mem- bership in the CIA (or some fictitious organization), and so forth. This is help- ful in dealing with authorities at all lev- els of government, and can even be used to impress authorities in other countries — to a degree. It costs 15 points. International Sanction is relatively rare, and typically indicates membership in some supranational organization, which can be helpful in dealing with authorities anywhere, any time. It can be a hindrance if the authorities view the member as a nuisance (actually, this can be a drawback to any of the sanctions). One such organization in the comics has its headquarters in a vehicle that appears to combine dirigible and helicopter tech- nologies in one ungainly whole; there are others. This costs 20 points. That should do it; your heroes can now feel completely fleshed out and free to join the colorful, if dangerous, world of the comics.

68 MAY 1983

The Sagittarian

Fiction by Jessica Amanda Salmonson

For many days the greatest hunter he had nocked his arrow and let it fly. After the blow, Ain could neither among mortals stalked the most fabulous The great stag veered with speed match- breathe nor see. The antlers had provided stag to dwell on Earth. It was fitting that ing that of the mountain wind that sud- a cushion against his being crushed, yet these two should meet: Ain of the Arrow, denly blew through the canyon. Elo he was too jarred to take any kind of who killed nine wolves on his first hunt caught the arrow on a part of one antler, action. He clung blindly to those antlers, when still a child, and the stag Elo, where it stuck as if shot into the limb of a fighting for his breath and his vision. whose antlers were a nest of thorns upon tree. The animal bellowed, and Ain Stunned as well, Elo backed away from which many a would-be slayer had been thought it sounded like a boast. the wall, staggered, and charged again — impaled, tossed into the air, and impaled The unusually sudden wind was blow- this time with less of an impact, but again. ing directly in Ain’s face. Flying dust enough of one to break off more of the Ain followed the crafty spoor over stung his eyes. He furrowed his thick antlers’ points. One more blow like that grassy meadows, into reedy cypress- brow as he brought another arrow over and Ain would certainly be killed, for too shadowed swamps, across scrub plains, his left shoulder. The stag was now too few antler-branches remained between through highland forests, onto Mount near to dodge the second arrow as easily him and the wall. Ain’s legs held fast Pilak, and eventually into the stony as the first, and Ain let the shaft speed around the stag’s wet muzzle. As his canyons of the craggy mountain itself. forward. Though it did not fly on a fatal vision and senses returned, he moved his Along the way, he had lost and found the trajectory, the arrow pierced Elo’s neck; hands near his thighs to grasp a dagger in tracks of Elo a hundred times. Over most however, the stag rushed on, seemingly each hand. Then the third impact came. of the trek, the signs of the stag had undaunted. Ain’s bow went flying from A piece of shattered antler burst remained continuously two days old. Of his grip as he was caught on the stag’s through Ain’s back and out his belly, sev- late they had been fresher, meaning that antlers. He was pierced multiply, but ering his spine. Yet it hurt less than the Ain was finally closing the distance superficially, in the chest and belly. other, less damaging blows. He knew the between them. The tracks he found on Ain clung to the huge pair of antlers, wound was fatal, yet he felt neither fear this day were made within the hour. refusing to be shaken off or thrown into nor sorrow. It was a fine death for a hunt- With his aurochs-horn at his lips, Ain the air, weighing down the head with his er — and it would be a fine death for Elo arched his back and blew a fierce chal- body’s considerable bulk. He was in pain, as well. Ain brought both daggers down lenge like that of a warrior stag. Before but ignored it. He entwined his legs in in clenched fists and thrust them to the the echo of Ain’s long hoot had died the branches of the antlers, so Elo could hilts into Elo’s eyes, wrenching the blades away, he was answered by a call of equal not hope to easily unseat him. up into the stag’s brain. Then Ain fell ferocity. Elo tried to scrape his antlers on the from his perch. Ain blew once more upon the curved ground, but could not loosen the He was paralyzed in the legs from his horn, then tossed it over his back to hang unwanted passenger. Ain was mad with broken spine. He was a mass of blood, the alongside his quiver. He strung his bow ecstacy in his ride and, feeling the piece of antler still protruding from his and felt for the placement of the daggers aurochs-horn flopping against his long middle. Even in this state, he remembered on his hips; everything was secure. Ain beard, held tighter with his legs, so that his training in the temple gymnasiums stood with his bow in one hand, an arrow he might snatch up the horn in both where perfect muscle tone and mastery of in the other. Clattering hoofbeats hands and blow it aloud. His boast was the body were religiously pursued. There resounded from several directions, at first bigger than a bellowing stag’s! He was no reason to this remembering, for faint but soon becoming nearer. Elo had boasted to the wind and the gods, telling death was certain; but for however long never fled from a challenge, and it seemed them to see how he rode. He laughed, he remained conscious, Ain was bound to he would not flee this time. even while knowing he was in peril strive for every added moment of life. He The sound of hooves stopped before because he had no way to dismount — willed his wounds to cease bleeding and Ain could discern their origin from the except in death. his pain to fade. Untrained folk might echo. He looked about at the crags and The stag ceased its wild antics and ran have called it sorcery; but it wasn’t that. fissures of the canyon’s stone walls and into a wind which howled up the canyon Yet, not even the vast will of Ain of the wondered from which place the stag like a wave of an unexpected flood. The Arrow could hold death forever at bay. would bound. He stood fast, ready. His powerful legs of the beast beat upon the The hunter lay quietly, breathing golden beard fell like a woman’s locks ground, against the wind. Then, to Ain’s slowly, his mind calm, waiting for the upon his broad chest. His stone-grey eyes surprise, the purposeful charge turned end. His vision was clear now. He looked were bright like winter skies. His yellow abruptly toward a solid wall of stone. to where the stag was standing tall and hair was bound in a linen headband. He On seeing his unwilling mount’s regal. An arrow pierced its neck; its seemed calm, but the muscles high on his intent, Ain stopped his laughter. His eyes antlers were ruined; its eyes dripped with bare arms tensed and twitched, evidence grew round. He sought to untangle him- blood and gore. Yet it was a strong beast, of his impatience. self from the antlers, to leap upon the its body still drawing heavy breaths while “Come out, Elo!” His voice was reso- stag’s back, but Elo’s suicidal dash was dripping rivulets of blood and sweat. Its nant, yet the pitch was fairly high. “Do too swift. With a terrific jolt, the stag ran mind had been destroyed by the knives; not be a coward!” head-on into the stone wall. Parts of the the stag was unable to think or move. Ain heard hooves directly behind him antlers shattered, Ain screamed what Though unaware of the fact, Elo awaited and reeled about. Within another instant, sounded like his name: Aaaaiiinnn! death, too.

DRAGON 77 Ain noticed the terrific wind had gone, the smile instantly vanished. “No,” he more understanding generations. I’ve had but was uncertain when it had passed. It said. The word was profound. few visitors beyond the Great Stag, whose had come only for the duration of the bat- The light continued to grow. Ain felt body is now yours. tle, perhaps sent by some elk-god to aid his chest heaving, as though he had run “Hate me if you will; kill me if you the stag in the initial charge. Now there to the flame rather than walked casually. must. I no longer care for life nor love, was quiet, except for the snorting of the He remembered for the first time that he now that my books are written and hid- mindless stag and the heartbeat of the had broken his back. He wondered how it den deep in a cave, and now that you broken hunter. could be that he was standing. No physi- have slain Elo.” “Elo,” the man whispered. “You have cian could mend a man with a broken A strange look came into the old man’s killed me.” He tried to move his legs, but back. Curious, he tried to raise his leg — eyes. It might have meant hatred, sadness, they were stone. He tried to raise his and he succeeded. But when he put it horror, or any number of emotions dis- head, but could only turn it slightly and down, it made an odd clack, as though guised by the leathery webbing time had then could not move it back. His arms his foot were made of wood. etched upon his face. The sorcerer began could still move, but the only thing he The expanding light shone upon grey, to tremble. He continued: “Elo, dead. could think to do with them was cross wooden walls. The old man blew out the Elo, whom I raised from a yearling. them over his chest. He added, “But I candle, but the light remained, and the Whom I rode into exile. Who was wild to have killed you, too.” blue smoke from the wick wound about everyone but me. . . .” The world became a blur. The stag like a stinking worm. Tears sprang from the old man’s sullen before him appeared to be covered with “For what you are about to see,” the eyes. In a burst of fury, the aggrieved sor- pleasant fuzz. Then, to Ain’s surprise, the old man said, “you must have no fear.” cerer raised his staff. Ain caught the de- shape of a man, blurred like everything Ain was suddenly weary. Although he scending weapon by the shaft with one else, walked up and stood beside the stag. had no desire to lie down, he had a desire strong hand and twisted it from the sor- It seemed to be a ghost. An , to sleep — to sleep standing up. He cerer’s gnarled fist. He threw the spear- thought Ain. An angel come for my soul bowed his head upon his golden beard — cane aside. The sorcerer turned to balance and that of Elo. He tried to clear his eyes and before his eyes closed, he saw below himself against a table and hide his tears. to see the apparition better, but his vision his torso the legs of a stag! His head shot Ain moved his legs — one, then the grew worse. Ain thought, Can it be twi- up. He looked over his shoulder — and next, then the next, and the last, experi- light so soon? saw the body of a stag! mentally. He felt power in those limbs, The angel came nearer, moving like a His stone-grey eyes were suddenly wide but power not yet at his command. Step doddering old man. He seemed to be car- and awake. Hatred blossomed in his by careful step, he neared the table that rying a barbed staff, but Ain could not be breast. “Sorcerer!” he cried. His long held his quiver of arrows, his knives, his certain in the growing darkness. Angel or arms reached forward and grabbed the belt, bow, horn, and scarf. These, one by ghost, it was talking to him; however, evil magic-doer by the throat. “Turn me one, he retrieved: The belt he fitted Ain could not understand, for waves of into a beast, shall you!” Ain’s teeth were around his waist; the knives he attached ocean-sound roared in his ears. bared, the white standing out against his so that they hung against his stag’s lower Then, all was darkness and darkness curly beard. His fingers clenched the half; the horn he hung around his neck; was all. An eternity seemed to pass wizard’s throat tightly. the quiver filled with arrows and the bow quickly, during which there was peaceful The old sorcerer did not fight. He made he slung across his back; the bandana he silence. Ain walked through a tunnel at no attempt to speak a spell, nor to weave tied around his long hair. his leisure, seeing a light far ahead. one with his fingers, nor even to struggle He knew this bitter wizard had per- “Shall I come to the light?” he asked like an ordinary man. The villain’s eyes formed his wicked sorcery as punishment the dark. bulged red. His face turned bluish- for the slayer of his pet. He had doomed “To the light,” the darkness answered. purple. Ain had never killed anything Ain to walk with the flesh of the creature The darkness spoke like an old man. Yes, passive, and he felt repulsed that even he hunted and killed. All the same, there Ain thought, darkness was old. such as a sorcerer should die without rais- was truth to the old one’s demented rea- Ain sauntered; there was no hurry. He ing a finger. Ain threw the old man hard soning: Four legs were better than none wanted to whistle, but his mouth against the wall. at all. It was better to be a man-stag than wouldn’t pucker, so he hummed. The The sorcerer rubbed his throat, to never walk. At least this way he was light in the distance grew brighter and coughed, then clutched his way up the still a hunter! nearer. wall until he stood at the place where With slightly better mastery of his legs, “It’s not much further,” the old voice he’d been thrown. He limped to a nearby Ain backed into the doorway. His hooves of darkness said with odd compassion. spot to fetch his staff, a pole which was clattered on wood. Before he turned to go “Shall I go more swiftly?” Ain asked. barbed at one end. Ain tried to back away, out and away, he said, “I thank you for “No, no. There is time,” said the dark. thinking he was to be attacked by that my life and these legs. I will walk with The tunnel was long. He had first spear-cane. But he could not work his pride! From this day on, I will go by the thought the light was at the other end. four legs very well, and he stumbled. name of Elo-Ain. Even in your retreat, But he reached the light and saw that it Before he caught his balance, he saw that you are bound to hear tales about me, if was only a candle flame; the end of the the old man used his weapon only as a only from the birds and the wind. You tunnel was still lost in darkness. The walking staff and did not mean to fight. may have intended revenge, but I think it flame hovered in limbo, no wax beneath “I did what I thought best,” the old is a favor.” it. So! It was not the darkness that spoke, man said. “You could have lived, but Though he loathed his new form, Ain but the flame. without the use of your legs. Would that would not reveal his true feelings to the “I am here,” he told the flame. have been better than this? sorcerer. Having said his piece, the man- “Almost, yes,” the flame encouraged. “Elo was my oldest friend — how stag bolted from the door, following a The aura of the flame grew, expanded. could I let him wander mindless until he path into the canyon. Ah-ha, thought Ain. There was wax starved or stepped blindly from a cliff? I The sorcerer retrieved his staff and beneath it after all! And a fist clutching could not allow him such a fate; I owed hobbled to the doorway in time to see the the candle. Who is that clutching the him too many favors. He bore me to familiar rump of an old friend vanish candle? It was a stranger, Ain saw: an old Mount Pilak after I was cast from my around a large tree, the short tail raised as man. country for what others believed were evil a flag. “Are you the angel?” asked Ain. practices. Since then, in my solitude, I “We will see,” whispered an old voice. The old face smiled toothlessly, then have written books of magic for future, “You will see. . . .”

72 MAY 1983

All for all, not one for one Selfish motives have no place in gaming

by Roger E. Moore wrong with recognizing players for their playing games have character-generation personal ability; one could draw a paral- systems which split up the various skills There is a peculiar practice (peculiar to lel with the Olympics, if one wanted to and abilities into “character classes” or me, anyway) going on in the role-playing stretch it that far, and point out that most “prior service tables” (like the AD&D™ world in which contests are held to give awards there are for individual effort. and Traveller games, respectively) to out an award to the best individual Unfortunately, role-playing games are promote interdependence among group player, instead of to the best-performing not structured by and large for individual members; no one character can have all team of players. Granted, it’s nice to con- competition. While any one player may the powers needed to accomplish a mis- gratulate someone who has done a superb have a character who is quite powerful, sion. If this were so, it would tend to job of role-playing, problem solving, nearly all role-playing games are make group adventures unnecessary; why leading the group, or even just keeping designed so that it’s difficult for just one split treasure with someone when you can the atmosphere light and enjoyable. On character to successfully resolve any one get to it by yourself? Instead, in the the other hand, this practice tends to scenario. It takes the combined skills and AD&D™ game system there are fighters, misplace the more important emphasis of efforts of all the group members to meet magic-users, rangers, paladins, thieves, a role-playing game, and can lead to and defeat the obstacles that the game and so forth, each with their own skills more problems than one might expect. referee cares to put in the way of achiev- and talents. In Traveller there are It could be argued that nothing is ing the adventure’s goal. Most role- Marines, Doctors, Scouts, Pirates, Mer- chants, and other services. Even game sys- tems like Runequest and Call of Cthulhu, which allow any one character to develop any number of skills, are set up so that it is impossible to be an expert at every- thing; someone may be good at thieving, another good at fighting, and someone else good at spell-casting, but no one can do everything. (If so, then someone is either cheating or has played continually over several years, working their skills up.) Combat in particular calls for coor- dinated effort; one person, even a Conan- type, cannot stand long against a horde of orcs, baboons, Zhodani, or Fungi from Yuggoth without some help from friends. Of all the games in which I’ve partici- pated, as a player or as a referee, group cooperation has been the one element that most affected whether or not a group was going to succeed on a mission. Peo- ple tend to have an exaggerated idea of how important their individual charac- ters are in a game, and often lose sight of this point. Some will do all they can to become the “shining star” in the group, making themselves obnoxious with their insistence on not cooperating. If this sort of individuality is too strongly encouraged over group effort, there is an excellent chance the adventure will disintegrate into petty bickering and heavy-handed struggles for the position of King of the Heap. in the extreme, this will produce assassinations and fighting among group characters even in the mid- dle of a critical adventure. One scenario I

74 MAY 1983 refereed, an expedition into a fire giant’s which many-dice fireballs flew and tech- my wizard will go with you to the Cav- lair, was aborted at the outset when one nological weapons, long hidden on erns of Doom, but he isn’t gonna help group member had his character kill off group members from previous expedi- anybody out of trouble. . . .“? Do you another character; this act could be tions, were pulled out and used. The bat- remember those times as being particu- defended by the player’s claim that he tle ended in the disintegration of the larly entertaining? played his character within his align- offending character and a spontaneous Try the other viewpoint. Think of ment, since he had an evil thief and the ten-minute celebration by the surviving those adventures in which everyone victim was a paladin. But now the group members. It is one thing to be an outlaw seemed to be having a good time, not just was in no shape to carry on the adven- from society; it is another, and more fatal, one person by himself. Was everyone ture, the guy playing the paladin quit, thing to be an outlaw from a group. involved in the adventure in some way? and the adventure was over for the day The other extreme is possible, too. I Did people have a chance to use their before it had begun. Another group, more had a character introduced into one skills, to share in the combat, and get a tightly coordinated and more determined, group and then discovered that the other share of the loot at the end? Did people played the same adventure on a later day players were in the habit of killing new work together, or was it dog-eat-dog? and had the honor of smashing the lair. characters, so their characters could take Sure, we all recall someone who showed Players generally want to cooperate the newcomers’ gold and magical items. an aptitude for figuring out traps, direct- with each other, and people who don’t My character got lucky and escaped, with ing the group, giving needed advice, or play by the rules (the unwritten ones the help of the character of a friend of telling jokes that had everyone rolling on about cooperating) can find themselves mine (who was also almost slain by the the floor. But didn’t other characters have facing down the most dangerous of all other characters). But we never gamed their moments in the sun, too? opponents in any game: an enraged with that group again. Months later, one The true mark of a good role-player, in group of player characters. It is truly of the cutthroat players saw me and asked any game system, is the ability to work amazing just how effectively and com- why I never came back. Some people have well with others. It is all well and good to pletely one character, regardless of power a difficult time seeing the obvious. have a +5 Holy Sword, and 18’s in all of or level can be greased by everyone else How many times can you recall having one’s characteristics, but if one cannot get (unless the DM decides to pull strings and your character play second fiddle to along with other players and interact prevent this somehow). One of the most another character in a role-playing game? effectively with them, one might have personally satisfying incidents of this sort How many people can you recall who trouble finding groups who will accept I’ve heard of involved some players played as if this game was some kind of him to game on a regular basis. At worst, (friends of mine) who were having trou- “survival of the fittest” competition, in one might find that his character is being ble dealing with one player’s character which they intended to be Numero Uno? eyed as another potential enemy to be who always seemed to try to dominate the What about adventures in which no one eliminated. Groups are made up of indi- gaming sessions, break group rulings, wanted to do the same thing, and cooper- viduals, but individuals must learn to act and so forth. Matters came to a head one ation was hard to get without a lot of as a group if they plan to get anywhere evening, and an epic battle ensued in hurt feelings and comments like, “Okay, on a role-playing adventure.

DRAGON 75 76 MAY 1983 DRAGON 77 Time, and the Money, Goon Show (not necessarily in that order) by Tom Wham I. TIME (more properly, the passing thereof) one level, has a more deadly effect against Steady and Slow Recently TSR employees got their copies of DRAGON™ issue games than it does against Fast sellers and Hot Items. #72 with the FILE 13 game therein. Fortunately, nobody took it If you are losing, sandbag (save) the following cards: New too seriously, and I have not yet received any death threats. I fig- Production Employee Hired, TV Advertising Push, and any ure this is mostly because the game is about what TSR used to be other cards that move a game up in Sales. like three years ago. Nowadays life is more complicated — the If you are winning, you would be well advised to sandbag the path a game takes these days is so complex that no one person Copyright Dispute, Complete Revision, Building Fire, and Lost could hope to describe it in a lifetime. All my games usually end in a Sea of Paper cards. If these are in your hand, they can’t be up in a new place they call “storage.” used against you! Running out of ideas, by submitting all 13 of your games as II. FILE 13 (the game, not the wastebasket) soon as possible, will give you more “card power,” since you can Anyway, some friends who work in the darkest recesses of the instantly replace all Game Submission cards you draw. Dungeon Hobby Shop asked me to teach them how to play the game. Obligingly, I cut out a game and mounted all the pieces. III. MONEY (the new rules) The night of the big game, we all chuckled at the improbable Don’t worry, the changes are minimal. Play a normal game as things that were happening to our inventions. outlined in the rules. (Editor’s note: Is there such a thing as a As the game wore on, I was alarmed to discover that everyone’s normal game??) Each time the deck is exhausted, play stops games were dying dreadful deaths. For two hours it looked as momentarily, and all players collect royalties on their games though the evening would end with all our precious little inven- according to the following schedule: tions stacked in File 13. It was at this moment that I realized that the cosmetic changes Kim and I had made also changed the flow For each game in: Collect: of the game. The game we were playing had only been playtested 2 players 3 players 4 players in the solitaire version! Hot Item $60,000 $45,000 $30,000 Just as I was really afraid that all was lost, my players rallied, Fast $48,000 $36,000 $24,000 the game got close, and someone won. The four-player version Steady $32,000 $24,000 $16,000 had taken more than two hours to play. Out of this great exper- Slow $20,000 $15,000 $10,000 iment (and others) came the following clarifications, strategy Break Even $12,000 $ 8,000 $ 4,000 hints, and — of course — the inevitable optional rules. Turkey $ 4,000 $ 3,000 $ 2,000

Clarifications: The 36 Hour Work Week and 35 New Execu- One player should keep a running score on a sheet of paper. tives cards can cause a bit of consternation, because not every The player who drew the last card from the deck gets to move his move is simply forward or backward — there are shades of gray. or her games before royalties are counted up. When the game Therefore, it is ruled that both cards move all games out of the ends, royalties are counted one last time. The player with the Playtesters area (either “forward” or “backward” to the Product most money is the winner. (Lest you think you’re getting rich, Review Board, depending on your point of view). remember that once through the deck represents two years of real A move forward from the Product Review Board can only go time — and don’t forget to pay your taxes!) to Cost Analysis. A move backward can never take a game into File 13. In similar fashion, a Bad Review card played against a IV. THE GOON SHOW (or, the True True Story) Turkey game has no effect. When a choice of paths exists, the It has rightly been pointed out to me, by a fellow fan of the All person who plays the card makes the decision on which direction Leather Goon Show, that Eccles is spelled Eccles and not Echols. to send the game affected by the card. Thanx to my electrocution teacher and the BBC. The message on a card speaks to the owner of the game on Kim Mohan’s flattering article about the “true story” of FILE which it is played. The Vice President Hates Your Syntax card 13 was, like most good journalism, mostly true. Actually, I didn’t refers not to the holder of the card, but to the syntax of the game think up all those silly names. An early version of the game con- against which the card is played. tained blank counters, and players, as they submitted games, The Building Fire card will only send a game submission back wrote their own names on the blanks. Credit must therefore go to the “game box” if you have been energetic enough to make a also to people like Brian Blume (whose Foxcrap & Bantam got box for your copy of the game. the axe), Bob Waldbauer, and an old copy of The Strategic Review. Strategy hints: It never pays to be the front runner. Success lies And, in conclusion: The way to my bedroom is not through in looking like you’re losing, so that other people play their bad the computer room. (I include this correction for the sake of any cards against each other, but not on you. If you have a choice interested single women.) You go through the back porch, enter between moving a game of yours forward (with a card) that is via the back door, cross the kitchen and the kitty poop room, go close to Sales or a game that is in Cost Analysis, move the one in up the back stairs, through the back hall, open the door and go Cost Analysis. Don’t be in too much of a hurry to go into Sales down to the end of the main hall. Knock at this point; if there is until you can hit it with several titles at once. no answer, take the door on the left, pass through my office, and A Bad Review, or any card that moves a game in Sales down turn left. I should be in the next room sawing logs.

78 MAY 1983 Moon Base Clavius is too basic

Reviewed by Tony Watson counters, an 18-page rules booklet, and a three correspond to the main phases of 21” × 16” map. The latter is appropriately the large battle: the initial assault, the The date is Oct. 28, 1996. The setting is dull, given the terrain in question, and is fighting around the colonies within the the American mining and colonial facili- done in white and shades of gray, with Clavius crater, and the landing of the ties of Moon Base Clavius. Just at Earth- red for the installations. Marines. The fourth scenario is a cam- rise, the forces of the Soviet Savyetskaya The game’s mechanics are pretty sim- paign game that links the others together. Lunaya Armia attack the installation. ple. Since only one type of unit uses The shorter games play very quickly (30 Armed with small arms (modified for the ground movement, and those pieces are minutes or so), and the campaign game lunar environment) and dreaded nuclear not in play for most of the game, move- can be knocked off in a couple of hours. mortars, the Soviet troops push back the ment is extremely easy to play since ter- I was a bit disappointed in Clavius. U.S. Air Force defenders. The siege con- rain usually has no effect. In effect, the The situation seems to be one that could tinues, the attackers ever tightening the vast majority of the units in the game can be dealt with in a very exciting manner, ring, until Nov. 1 and the landing of the move 10 hexes a turn. Combat procedures elite U.S. Marine Corps First Specialized are more involved and actually somewhat Battalion. Within a few days, the Soviets’ innovative. Infantry- type units must morale failed and all Soviet forces outside attack from adjacent hexes, while mortars Earth surrendered, leaving America the and self-propelled batteries can bombard dominant force in space. opponents from two hexes away. The While the above paragraph may sound total strength of the attacking units, like something of a neo-conservative except for nuclear mortars, is divided by dream, it is actually a brief summary of the number of defending units. Nuclear the introduction and rationale for Task mortars, if available, are added to this Force Games’ MOON BASE CLAVIUS. total (and thus are very useful units in the The situation described certainly has the game), and the resultant strength point potential to be a very interesting and total is indexed with the type of terrain exciting game situation. Unfortunately, the defender occupies to yield a number Clavius fails to deliver on these counts. that must be rolled to kill the target. Each The product is typical of Task Force’s unit in a defending stack is rolled for zip-lock games in its physical aspects. separately. The components include 108 die-cut Clavius has four scenarios. The first but the game comes off rather flat. While the combat system is nicely crafted, it’s not very decisive, and the game generally Grav Armor: A game turns into a series of little slugfests. Some of the more interesting aspects of the rules are rendered rather impotent in to give tanks for actual play. For example, the map has a number of mining installations, but they do not affect combat or serve as objec- Reviewed by Tony Watson weaponry, defense, range and EW (elec- tives. Their main purpose seems to be to tronic warfare) capability. anchor the ends of the US. monorail sys- Tanks just never seem to go away in As mentioned before, the game’s maps tem — which itself is another problem. wargaming; the armored fighting vehicle are geomorphic, and with six separate Ostensibly, its purpose is to speed the remains the object of a perennial love sections, that means an amazing amount American troops around the map, since affair with game players. This romance of configurations are possible. Five kinds they can move an unlimited distance per has fostered such a strong sentimental of terrain types are included, but their turn on the system. However, the unas- attachment that a number of games have exact nature and effect upon play vary sisted movement rate of a unit usually stretched the longevity of the tank far into with the scenario. For example, hexes allows it to get where it needs to be with- the future. Titles such as Helltank and containing green markers could be out the monorail. Also hindering the the very populare Ogre spring to mind. forests, icefalls, or rough terrain, depend- monorail’s usefulness is the fact that The latest entry into this derby of futur- ing on the scenario being played. This units using it cannot enter an enemy zone isitic AFV games is Heritage’s GRAV rather clever system allows the map to of control. ARMOR. By many standards, from the simulate the surfaces of a host of different Perhaps the biggest disappointment in size of units simulated by the counters to planets. Each hex is fifty kilometers in the game is the “big event,” the landing the geomorphic map pieces, GRAV scale, so the entire map surface represents of the Marines. In the third scenario and ARMOR is “simply” Panzerblitz set in a very large area. the campaign exercise, they arrive with the 31st century. GRAV ARMOR uses a rather distinc- too few turns left in the game to be of This is one of Heritage’s “Dwarfstar” tive sequence of play that keeps both much use. line of pocket-size games. The compo- players involved throughout the turn. The idea behind Clavius is a good one, nents include six card-stock, full color, 4” Basically, one player moves while the but the game begs for some chrome, × 7” geomorphic map pieces, 154 counters other fires. The player who is moving something to spice it up meaningfully. in three basic colors, two dice, an infor- deals with one unit at a time; the firing As is, it quickly becomes a dull exercise. mation sheet and a twenty-four-page rule player can halt that unit’s movement and MOON BASE CLAVIUS was designed and scenario book. All the components fire at the unit with any unit of his own by Kerry Anderson. It sells for $4.95 in are attractive and of good quality, and in that meets the conditions for combat. most game stores. this respect the game is certainly worth its This system allows for a high degree of $5 price tag. simultaneous activity and neat little tacti- Most of the counters in the game each cal tricks, such as having one unit draw represent a company, consisting of either fire so that other units can rush or bypass ten vehicles or a hundred infantrymen; a position. It also requires players to con- other counters are included for fighter sider possible attacks beforehand, since craft, cities and forts. The units have units must move into position, braving quite a variety of ratings on them: elec- enemy attacks, before getting the oppor- tronic warfare value, attack and defense tunity to fire themselves. factors, range and movement points. In A unit can fire only at those units that addition, there is a silhouette and a nota- are both within the firing unit’s range tion indicating the type of weapon the and have been detected by that unit. unit is equipped with. These weapons Detection is a function of the firer’s EW include missiles, particle beams, gatling rating and the terrain that lies between lasers and magnetic bolts, each of which and in the defender’s hex. Each hex has a has its advantages in certain circum- rating for the type of cover it provides; if stance. The countermix includes a sizable the would-be attacker’s EW rating is selection of models of anti-grav tanks and greater than the cover of the intervening hovertanks with various combinations of terrain, he may attack. The detection con- cept is an odd variation on the more tra- ditional line-of-sight rules used in most tactical games. However, in GRAV ARMOR, the path of fire does not neces- sarily have to be a straight line! The rules for resolving attacks are sim- ple enough, but manage to consider the important factors of terrain, weapons type, and electronic warfare equipment as well as attack and defense strengths. The attacker totals his EW value, his attack factor and any bonus for weapon type (such as firing particle beams at infantry or hovercraft). The defender subtracts the total of his defense value, EW rating, and the value of the terrain he is in. One can easily see the importance of a good EW rating; it not only helps in detection of enemy units, but aids in both attack and

80 MAY 1983 defense. To resolve the attack, the column easily. With a little work, enterprising lend the game a real tactical feel. The relating to the final differential (ranging players could even come up with some wealth of different units and the versatil- from -10 to +10) on the results table is simple campaign versions of the game, ity of the maps and terrain rules allow the consulted and two dice are thrown to see linking scenarios together. simulation a number of different situa- if the target is hit. A hit destroys anything GRAV ARMOR is not a particularly tions on any type of world. While not in except infantry or forts; the former can be innovative game, but it is certainly solid, the classic mode of Ogre, GRAV disrupted for one move, while the latter well thought out, and quite playable. ARMOR is certainly a worthy addition to can take partial damage. The catchy graphics, the variety of unit the genre, and is recommended for those As befits a science-fiction game, GRAV types, and the unusual move/fire phasing interested in futuristic tank games. ARMOR does include some space forces. The most potent of these are space fight- Dragonmaster ers and “ortillery” — orbital artillery. The fighters are represented by counters just like tank units, and since they can A classy-looking card game move anywhere, they are pretty handy lit- tle devils. Ortillery consists of invulnera- Reviewed by Glenn Rahman has individual artwork. The colors are ble weapons placed in orbit that can fire rich; the detail and poses are imaginative, down on enemy targets in much the same DRAGONMASTER, published by powerful, and evocative. This artwork is way as ground units fire. Rounding out Lowe, a division of Milton Bradley, is a the best selling feature of the game. this section are rules for drop ships to fantasy card game for three or four play- The object of the game is to accumu- carry units down from space, jump ers, ages twelve to adult. Its components late the greatest value in jewels after a troops, and grav descent from orbit for are of the highest quality, consisting of a certain number of hands are played. A some armored units. deck of thirty-three character cards, five three-player game has fifteen hands; a GRAV ARMOR comes complete with special “hand” cards, one rank-order four-player game has twenty. The dealer five scenarios, set on as many worlds, that card, four score charts, a thirty-four-page of a round is called the Dragonmaster; pit the forces of the Lerlim Empire rule book, sixty plastic “jewels” (repre- each round consists of five hands. The against the rebels of the Panumatic senting diamonds, emeralds, rubies, and dealer has the first lead, and subsequently League. One of the weak points of the sapphires), and a cloth drawstring pouch the lead passes to the player who takes the game is its lack of context; exactly who to store the jewels in. trick. The leading player presents a card the two sides are and why these battles are The cards are printed on thick paper of one of the four suits; the other players important is glossed over. Still, the scenar- stock and are exceptionally handsome. must follow suit if possible. The highest- are interesting tactical situations and There is one dragon card and four suits, ranked card of the suit led wins the trick. are reasonably well balanced. The struc- each of which has a king, queen, prince The Dragonmaster/dealer examines the ture of the game would allow for addi- (or princess), wizard, duke, count, baron cards he has dealt himself, then chooses tional scenarios to be constructed fairly and fool. Each of these thirty-three cards one of the “hand” cards. This hand card

DRAGON 81 describes certain prohibitions (such as the round; if unsuccessful, he pays a fine “Don’t take any wizards”). After the first to the Dragonmaster. hand is played, the Dragonmaster selects The Expert game is like the Advanced a different “hand” card to affect the game, but allows a “secret powerplay”. If second hand of the round, and so on until no player wants to declare a formal pow- five hands are played. At that time the erplay, any player (except the Dragon- Dragonmaster/dealership passes to the master) may try to covertly attain the card player on the dealer’s left. requirements for one of the powerplays, These “hand” cards are the key to the with the same rewards and risks. action. Each time any non-dealer takes a Unfortunately, powerplays of any type card that violates the prohibition in effect are so hard to bring off successfully that during a hand, he must pay a fine in jew- they are seldom attempted. This is not els to the Dragonmaster. Naturally, the important, however, because even the Dragonmaster attempts to manipulate the powerplay rules cannot disguise the fact tricks to force as many prohibited cards as that DRAGONMASTER is a bland and possible on to the other players. simplistic cardgame. It would have been The Advanced game features the addi- far better had the designers tried to work tion of a “powerplay” rule. The dragon some real fantasy features into the course card is added to the deck; the player who of play. As it is, there are no duels, no receives the dragon must either discard it , no magic objects, no heroics — in or declare that sometime in the round he short, nothing to justify the fantasy will attempt a powerplay. If he chooses to theme of this game. discard it, the Basic game is played for Yet, this reviewer is reluctant to com- that round; if he declares his intention to pletely write off a game of such high pro- powerplay, he must during one hand of duction values. The game’s first-class the round select a “hand” card, the components can easily be cannibalized for reverse side of which describes the terms use in any of a number of sword and for a successful powerplay. (These sorcery role-playing games — the jewels powerplays are usually a simple inversion can be used for currency, or for awards of the “hand” card’s basic rule. He might, given by the game master, and the cards for instance, opt to try to capture all the can be used to represent the player char- wizards during the round). If successful, acters or the NPCs encountered in the the player immediately receives a contri- course of play. Unfortunately, as a game bution of jewels from all the other players in itself, DRAGONMASTER cannot be and becomes Dragonmaster for the rest of recommended.

82 MAY 1983 DRAGON 83 Beginning with the June 1983 issue (#74) of Dragon Publishing rates and policies: DRAGON™ Magazine, our readers and our advertisers Payment for space purchased in the Gamers’ Guide will benefit from a new feature — the Gamers’ Guide. must accompany an advertiser’s insertion order. Since The Guide will offer a wide selection of advertise- rates for space in this section already reflect a 20% reduc- ments and notices directed specifically at the ever- tion over regular display rates, no further pre-payment growing audience of game hobbyists. It will be a place discount is available. Rates are as follows: for growing businesses to tell readers about their wares, and a place for established businesses to publicize pro- Per column inch 1x 6x 12x ducts of interest to gamers. All of the advertisements in (column width = 2 5/16”) $52 $48 $44 the Gamers’ Guide will be grouped on one or more pages, so that readers and potential customers will get a Sizes available in the Gamers’ Guide range in great deal of information without having to leaf column-inch increments from 1 column ×2” (min- through a lot of pages. imum) to 1 column ×5” (maximum). Advertisers who are interested in obtaining space in the Gamers’ Guide should be aware of the following All display advertising in the 1/12 page size will be policies and procedures: discontinued effective with issue #74 of DRAGON Mag- azine — except for advertisers who are currently under Federal regulations: contract for display space of that size. In such cases, con- 1. Customer satisfaction must be guaranteed. If a pro- tracts will be honored until they would have normally duct is unsatisfactory, the customer must be allowed to expired. return it within 10 days for a complete refund. 2. Products must be delivered exactly as advertised. No Advertisers purchasing space in the Gamers’ Guide substitutions will be allowed without permission from may not combine it with regular display space for the the customer and with the option for a refund. purpose of obtaining a greater discount for frequency. 3. If a time period for delivery is specified in an adver- tisement, the advertiser must make every effort to deliver All physical materials for advertisements in the merchandise within that period. If no time period is Gamers’ Guide must be furnished camera-ready. Illus- stated, delivery must take place within 30 days of the trations, if any, must be in the form of line drawings. time an order is received. The customer must be No photographs or illustrations which require halftone informed of any delay beyond the stated period, and reproduction will be allowed. must be given the option of taking a refund if such a delay is undesirable. For information on insertion deadlines or any other 4. The publisher reserves the right to refuse advertis- details, write or phone Bob Dewey, c/o Robert LaBudde ing for products or services considered to be inappro- & Associates, Inc., 2640 Golf Road, Glenview IL 60025, priate or unsuitable. phone (312)724-5860. Index to advertisers

Name of firm or product Page(s) Name of firm or product Page(s) Adventure Games ...... 4 Fox Games ...... 5 American Creative Games, Inc...... 80 Game Designers’ Workshop ...... 19 Armory, The ...... 30,31 Gamelords, Ltd...... 12 Avenue Artworks ...... 68 Gamemaster Hobbies ...... 4 Bandersnatch Leathers ...... 58 Game Systems, Inc...... 27 Berkeley Game Co...... 88 ® XVI convention ...... 87 Castle Creations ...... 88 Grenadier Models Inc...... 21 Cbaosium Inc...... 25,74 Gryphon Games ...... 62 Chicago Style Products ...... 4 Hobby Game Distributors, Inc...... 63 Citadel Miniatures ...... 67 Indicia Associates ...... 18 Columbia Games Inc...... Inside front cover Iron Crown Enterprises...... Back cover, 1 Companions, The ...... 17 Judges Guild ...... 68 DB Enterprises ...... 82 Mayfair Games ...... 25 Dragontooth Inc...... 20 Middle Hawk ...... 68 Dragon Tree Press ...... 60 Order of Maninga, The ...... 26 Dungeon Hobby Shop ...... 66 Palladium Books ...... 83 Dungeon Publications ...... 24 RAFM Co...... 35 Dunken Co., The ...... 66 Ral Partha ...... 73 EastCon convention ...... 85 RPGAW Network ...... 65 Entertainment Concepts, Inc ...... 77 Task Force Games ...... 61 Fantasy Engineers ...... 80 Tin Soldier, The ...... 12 Fantasy Games Unlimited ...... 27,59,82 TSR Hobbies, Inc...... Inside back cover Fantasy Worlds Unlimited ...... 60 Viking Games Inc...... 81 FASA ...... 75 Wizard’s Comer, The ...... 79 Flying Buffalo Inc...... 79

84 MAY 1983 DRAGON 85 Convention schedule

MARCON XVIII, May 13-15 — Author James P. Hogan will be per day or $2 for all three days. For more information, send a guest of honor at this SF/gaming event at the Quality Inn self-addressed, stamped envelope to Keith Payne, Rt. 1, Box 794, Columbus, 4900 Sinclair Road, Columbus, Ohio. Memberships Winfield WV 25213, or call (304)757-9519. are $12.50 until April 15, $15 thereafter. Contact: Marcon XVIII, P.O. Box 2583, Columbus OH 43216, phone (614)497-9953. GENGHIS CON V, June 17-19 — A gathering for gamers in Denver, Colo., featuring board games, role-playing games, mini- TEXARKON 1983, May 13-15 — A SF/fantasy/gaming conven- atures, and computer gaming events. Reasonable on-campus tion to be held in Texarkana, Ark. Scheduled guests include housing is available. For details, contact the Denver Gamers Andrew Offutt, Richard and Wendy Pini, and Robert Asprin. Association, P.O. Box 2945, Littleton CO 80161, phone For more information, send SASE to Texarkon, 1021 East 29th, (303)798-1404. Texarkana AR 75502. KOMMAND CON ‘83, June 18-19 — At the Ohio National C. W. I. CON ‘83, May 20-22 — A gaming event, sponsored by Guard Armory in Mansfield, Ohio, this event has something for Chicago War Gaming Inc., to be held at The Odeum in Villa every type of gamer. For more information, write to the Kom- Park, Ill. Role-playing games, board games, seminars, an auc- mander’s Wargaming Club, P.O. Box 2235, Mansfield OH 44905. tion, and a dealer area will be among the attractions. More information is available from Chicago War Gaming Inc., P.O. STARS, SPELLS & SHELLS, June 18-19 — A mini-con staged Box 217, Tinley Park IL 66477. by the Game Masters’ Guild of Waukegan, to be held at the Zion Ice Arena in Zion, Ill. Admission is $2 per day or $3.50 for the CONQUEST IV+10, May 27-29 — Author Kate Wilhelm will be weekend. Contact the Friends Hobby Shop, 1413 Washington St., Guest of Honor at this SF convention, to be staged at Howard Waukegan IL 60085, or call (312)336-0790 after 2 p.m. Johnson’s Central in Kansas City, MO. Membership fee is $12 until April 30, possibly higher thereafter. For details, contact SEAGA ‘83, June 24-26 — A wide range of gaming activities is ConQuest IV+10, P.O. Box 36212, Kansas City MO 64111. scheduled for this event to be held in Norcross, Ga. For informa- tion and registration details, write to SEAGA ‘83, P.O. Box M. I. G. S. IV, May 29 — The fourth annual gamefest sponsored 930031, Norcross GA 30093. by the Military Interests and Games Society, slated for the Kitchener-Waterloo Regional Police Association Recreational EASTCON, June 24-26 — More than 3,000 gamers are expected Centre, RR2, Cambridge, Ontario, Canada. The event will run to attend this gathering at Glassboro State College in Glassboro, from 10 a.m. to 10 p.m., and admission is free. For information, N. J. The organizing group is a combination of the people who write to Les Scanlon, President M.I.G.S., 473 Upper Wentworth have helped stage Origins, GEN CON® East, and PennCon con- Street, Hamilton, Ontario, Canada L9A 4T6. ventions over the past several years. Seminars, demonstrations, and tournaments will be offered involving most major games WARGAMERS’ WEEKEND, June 3-5 — The seventh annual and gaming activities. The convention also includes many events event staged by the Newburyport (Mass.) Wargaming Association of particular interest to science-fiction enthusiasts. Plenty of and Chris’s Game and Hobby Shop. Pre-registration fee (dead- space for open gaming will be provided, and food and housing line June 2) is $2 for Friday, $3 for Saturday or Sunday. For are available on the site. For a pre-registration form and more details, contact Chris’s Game and Hobby Shop, 1 Hales Court, information, send a self-addressed, stamped envelope to EastCon, Newburyport MA 01950, phone (617)462-8241. P.O. Box 139, Middletown NJ 07748.

DALLCON ‘83, June 4-6 — A convention for gamers at the Dun- POLYCON ‘83, June 24-26 — Sponsored by the Society of fey Hotel in Dallas, Texas. For information, write to Dallcon ‘83, Wizards and Warriors of Cal Poly, San Luis Obispo, this event P.O. Box 345125, Dallas TX 75230. promises a large variety of games and related activities. More information can be obtained by writing to the Society of Wizards R. F. MICROCON III, June 10-12 — Sponsored by the Forest and Warriors, P.O. Box 168, Julian A. McPhee U.U., Cal Poly, Gamers Club, to be held at the River Forest Community Center, San Luis Obispo CA 93407. 414 Jackson, River Forest IL 60305. For more information, write to the above address. TEXCON 1983, July 2-4 — An extensive schedule of games and related events will be offered at this convention in Austin, Tex. I, June 10-12 — The first fantasy gaming convention For details, send SASE to David Ladyman, 8028 Gessner #1805, ever in Lexington, Ky., to be staged at Lexington Catholic High Austin TX 78753. School. For registration information, contact convention coordi- nator Steven J. Isert, c/o Unicorn Adventurers, P.O. Box 12666, ARCHON 7, July 8-10 — A SF and gaming convention slated Lexington KY 40583. for the Chase Park Plaza Hotel in St. Louis, MO. Gene Wolfe will be Guest of Honor, and the list of other guests includes X-CON 7, June 10-12 — Author Poul Anderson will be among names such as Joe R. Haldeman, Ed Bryant, and Wilson “Bob” the guests of honor at this SF convention, to be located at the Tucker. Memberships are $12 until June 1, $18 thereafter. To Olympia Spa and Resort in Oconomowoc, Wis. Registration fee preregister or obtain more information, write to Archon 7, P.O. is $10 until May 10, $15 thereafter (half price for children under Box 15852, Overland MO 63114. 12), payable to X-Con 7 at P.O. Box 7, Milwaukee WI 53201. A convention brochure and other information can be obtained by NANCON 88-VI, July 29-31 — Another running of the conven- writing to the above address. tion that has become a tradition in the Houston area. To be held at Stouffer’s Greenway Plaza Hotel in Houston, and featuring a HUNTCON II, June 16-18 — This second convention effort of full range of role-playing, board game, and miniatures events, the Dragon Hunters’ Guild is sponsored by the Fountain Hobby plus more. For further information, send SASE to Nan’s Game Center in Winfield, W. Va. Several AD&D tournaments are Headquarters, 118 Briargrove Center, 6100 Westheimer, Houston scheduled, plus other contests and special events. Admission is $1 TX 77057, or call (713)783-4055.

86 MAY 1993 DRAGON 87 three recognized tide patterns. Mr. Axler’s tide pattern description could easily be accurate, and would not necessarily have to conform to Mr. Roberts’ experience. A good explanation of tides is given in Chapter 11 of Marine Navi- gation I: Piloting, by Richard R. Hobbs. Dan Laliberte . Miami, Fla.

Art advocate

(From page 4) However, there are two other recognized Dear Editor: (volume) of effect. It’s our feeling that Mr. patterns known as diurnal and mixed tides. In In issue #71 of DRAGON, I especially Gygax meant for the area of effect to be his article on weather, Mr. Axler described a enjoyed the Deities & Demigods of the World reduced from one cubic yard to one cubic foot, diurnal tide pattern. This pattern is observed of . I was also greatly impressed by which should have been stated as a factor of 27 along the northern shore of the Gulf of Mex- the artwork that accompanied the article. Mr. instead of a factor of nine. — KM ico, the Java Sea, and the Tonkin Gulf. These Easley did an outstanding job. His drawings areas experience only a single high and a sin- made me think to myself, “Not only does this gle low water each day. A mixed tide is a blend magazine include an abundance of relevant of semidiurnal and diurnal tides, characterized game playing information, but it also features Just one more tide by large variations in heights of successive some of the more outstanding artwork and high and low waters. Its tide cycles are also illustrations in magazines such as this one.” I Dear Editor: longer than the semidiurnal cycle. Mixed would like to commend Mr. Easley, Mr. I feel that some further clarification of tides cycles may be observed on the U.S. Pacific Trampier, and the many others who have as set forth in David Axler’s article (issue #68) coast and many Pacific islands. drawn for DRAGON, for their visual contribu- and commented on by Jonathan Roberts (issue If lunar gravitational effects were the only tions. After all, some pictures are worth more #70) is called for. First of all, my experience as forces affecting a planet surrounded by an than a thousand words. a seagoing officer in the U.S. Coast Guard envelope of water having a uniform depth, we Jim Parks caused me to cringe upon reading Mr. Roberts’ might expect to see the textbook semidiurnal Lebanon, Tenn. comment that “. . . anyone who’s spent time tide pattern described by Mr. Roberts. Tides, near or in the ocean knows that there are two however, have not read the textbook. They are Our sentiments exactly, Jim. Illustrations high tides each day.” I’ve spent considerable influenced by the gravitational effects of not can be and should be more than just stuff that time “on or near the ocean,” and I know that only the moon, but also the sun, acting in con- fills the spaces between blocks of type. We’re not all areas experience the semidiurnal tide junction with the centrifugal force arising proud of the artwork we use — and of the peo- pattern he is obviously familiar with. The from the earth’s rotation. They are further dis- ple who create it — and it makes all of us feel a lunar gravitational effects he describes are torted by the ocean basins and their continen- lot better when we know people are noticing accurate as far as he has taken them. tal boundaries. This gives rise to not one, but and appreciating the pictures we print. — KM

88 MAY 1983 1983 Strategists Club Awards

For the ninth consecutive year, Dragon Publishing After all eligible ballots have been counted, six will will honor outstanding members of the hobby gam- be picked in a random drawing, and the voters who ing industry by presenting the Strategists Club filled out those ballots will receive free one-year sub- Awards. And, as always, we need your help to scriptions to DRAGON Magazine. (Winners who determine who the award winners will be. are subscribers at the time of the drawing will receive extensions on their current subscriptions.) Readers of DRAGON™ Magazine are invited to cast their votes for the most deserving entry in each of Only new products released during 1982 are consid- seven categories. The award recipients will be ered eligible for the 1983 Strategists Club Awards. announced at the Strategists Club Banquet, to be This does not include second (or subsequent) print- held on the evening of Thursday, Aug. 18, at the ings, or re-releases of products which were first GEN CON® XVI Convention. made available in 1981 or earlier.

The seven categories in which Strategists Club Awards on a single ballot, and each voter is only allowed to turn will be given are listed and described below, along with in one ballot. Every ballot must include the voter’s signa- short definitions (when necessary) of what sorts of pro- ture and mailing address. Illegible or improperly marked ducts qualify for those categories. Write the name (and the ballots will be discarded as soon as they are received. manufacturer, if you know it) of the product(s) you wish to vote for in the space(s) provided — and note that it is Mail your ballot to Strategists Club Awards, c/o Dragon not necessary to vote for a product in every category. Publishing, P.O. Box 110, Lake Geneva WI 53147. Do not include a ballot in the same envelope with any other cor- This printed form need not be used to vote if you’d rather respondence. Ballots must be postmarked no later than not damage your copy of DRAGON Magazine; a photo- Aug. 1, 1983, in order to be eligible for the tabulation and copy or a reasonable facsimile (handwritten or typewrit- in order for the voter to be eligible for the drawing for free ten) of the ballot is acceptable. Only one person can vote subscriptions to DRAGON Magazine.

OUTSTANDING BOARD GAME OUTSTANDING GAME PLAY-AID For any game designed to utilize a playing surface to regu- For any product designed to assist, expand, or otherwise late or record position or movement of playing pieces dur- facilitate the playing of an existing game (excluding mag- ing play — not including games which have a playing azines, newsletters, and other periodical publications): surface but use such a surface only as a graphic device or visual aid:

OUTSTANDING MINIATURES RULES:

OUTSTANDING ROLE-PLAYING GAME For any game designed to require role-playing on the part of game participants, and which does not need a playing surface (like that of a board game) to be played: OUTSTANDING MINIATURE FIGURE LINE For any line of figures for which the entire line or the major portion of it was released in 1982:

OUTSTANDING GAME, OPEN CATEGORY For any game which does not qualify for either the Board Game or Role-Playing Game category: OUTSTANDING GAMING MAGAZINE

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DRAGON 89 90 MAY 1983 DRAGON 91 92 MAY 1983 DRAGON 93 94 MAY 1983 DRAGON 95 96 MAY 1983