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SPECIAL ATTRACTIONS Issue # 150 Vol. XIV, No. 5 A Taste of Horror: October 1989 11 If you hunt for nightmares, they will surely find you. Publisher The Dragon’s Bestiary — Stephen Inniss Mike Cook 12 In the lands of the mind flayers live their more monstrous relatives Editor The Sunset World — Stephen Inniss Roger E. Moore 18 welcome all strangers to their homeworld — with open tentacles. Assistant editor Fiction editor Fangs Alot! — The editors Anne Brown Barbara G. Young 28 A issue without is like a day without sunshine: the revised AD&D® 2nd Edition ! Editorial assistant Kimberly J. Walter The Well-Rounded Hunter — Dean Shomshak 32 “Cthulhu doesn’t scare me. I have a degree in art design!” Art director Paul Hanchette OTHER FEATURES Production staff Kathleen C. MacDonald Nobody Lasts Forever — David Edward Martin Gaye O’Keefe Angelika Lokotz 47 All good things must end (sometimes) in the MARVEL, SUPER HEROES™ game. Subscriptions U.S. Advertising Janet L. Winters Sheila Gailloreto The Serpent of Aledorn — fiction by John P. Buentello 52 If a sorcerer creates a monster, he does it for a reason. U.K. correspondent and U.K. advertising Role-playing Reviews — Ken Rolston Sue Lilley 60 Looking for new adventures? Here are five that make the search worthwhile.

The Role of Computers — Hartley, Patricia, and Kirk Lesser 68 Create a world, govern a nation, or whack with your trusty axe — all on your home computer.

Darkest Secrets — Marcus L. Rowland 78 There are some things your TOP SECRET/S.I.™ agent doesn’t know even about himself.

A Final Frontier of Your Own — John J. Terra 82 Boldly go where no gamer has gone before, in FASA’s ® universe!

Unspeakable Secrets Made Easy — Dean Shomshak 92 Curling up with a good book in ’s CALL OF CTHULHU® game?

D EPARTMENTS

5 Letters 40 TSR Previews 100 Dragonmirth 6 Forum 74 Gamers Guide 8 Sage Advice 96 Convention Calendar COVER This month’s cover is a particularly American blend of horror and by . Somewhere in the hills of western , a witch and her familiar check up on a scarecrow that guards her domain. What the scarecrow does when it finds an intruder is left to your imagination. The arrowhead in the picture (good luck finding it!) is dedicated to the times when Larry and his father searched for them on their farm.

4 OCTOBER 1989 The big one

On August 9th, I packed myself into my little blue Toyota and drove to Mil- waukee for the 1989 ® Game Fair with all the enthusiasm I would What did you think of this issue? Do you have Lesser, 179 Pebble Place, San Ramon CA 94583, have for going to the dentist, assuming a question about an article or have an idea for a U.S.A. new feature you’d like to see? In the United 4. We are still working on plans for a new my dentist were going to keep me in States and Canada, write to: Letters, DRAGON® graphic story but have nothing definite yet. his chair for five days and perform a Magazine, P.O. Box 111, Lake Geneva WI 53147, 5. At the moment, no root canal on me every 20 minutes. (As U.S.A. In Europe, write to: Letters, DRAGON computer game is in the works. However, you a TSR employee, I work at the TSR Magazine, TSR Ltd., 120 Church End, Cherry might be interested to know that upcoming Periodicals booth whenever we have Hinton, Cambridge CB1 3LD, United Kingdom. AD&D computer games from SSI, Inc. include such game fairs). I am pleased to in- the following (these are working titles only): form you, the readers, that the conven- Dungeon Masters Assistant, Volume II, for tion was a tremendous, stunning The vampire creating PCs and NPCs, with magical items; success, and I even enjoyed myself, Dragons of Flame, an action-arcade sequel to ® much as if my dentist had only forced revamped Heroes of the Lance, set in the saga at Pax Tharkas; me to run 128 miles over hot concrete of the Lance, before giving me a clean bill of health Dear Dragon: a strategic fantasy war The AD&D® 2nd Edition game is a great game about the DRAGONLANCE saga; and a warning to floss more often. system, but I was shocked when I recently DRAGONLANCE FRP, which uses the same Setup of the TSR Periodicals booth on Azure purchased the , Volume game system as and Wednesday went well, though our One. In the two-page entry for the vampire, the Bonds, and which allows a party to explore product boxes, which had the words Krynn in the time following the DRAGONLANCE second page merely repeats the text of the first. “DRAGON BOOTH” written on them in The illustration is different, but rather than Legends trilogy; Dragonflight, letters 4” high, were understandably going into the habitat and ecology of the vam- a dragon-riding flight simulator dropped off at the cafeteria and at the pire, the information on page one is repeated for the DRAGONLANCE saga; and Dungeon Bash, a sequel to in a upstairs auction room. After setup, word for word. your editors went out for Chinese food Is this error unique to my copy or is it com- dungeon environment. mon to all? If the latter, how does TSR, Inc. plan There are several Oriental-style computer and then went home to await Thurs- to rectify the situation? Perhaps a special insert games on the market, however; just consult day’s dreaded dawn, with the opening in DRAGON Magazine is in order. “The Role of Computers” column for details. of the MECCA Convention Center doors Paul Fraser to thousands of game-starved fanatics. Windsor, Nova Scotia This year’s game fair was scheduled Good hit, bad miss on the same weekend as the annual The error was common to all copies of the reunion of the 101st Airborne Division first run of that product—and we have the Dear Dragon: A couple of comments from down-under (“The Screaming Eagles”) and a large corrected text in this issue of the magazine, rap concert that was well attended by appropriately enough in time for Halloween. which might be of interest to your readers: 1. In reply to Robert Collins (“Letters,” issue hordes of Milwaukee police officers. By #142), the article “Good Hits & Bad Misses” contrast, the convention crowd of over [which contained critical-hit tables for the 10,000 gamers and spectators was well SSI & etc. AD&D game] has already appeared in a Best of behaved, with the exception of author DRAGON Magazine anthology. It is on page 65 , who made faces at me Dear Dragon: of volume V. whenever she walked by the TSR Peri- I’m just writing in to tell you guys what a 2. I have just purchased the 2nd Edition odicals booth. In return, I gave a fan of and great job you’re doing. But now I have a few Player’s Handbook ’s Guide. the DRAGONLANCE® saga a dime to go questions and comments. It struck me that you could publish corrections to the Bantam Books booth and tell 1. How about an article on for Orien- for these books in a ring-binder, hole-punched tal Adventures? format suitable for insertion in the Monstrous Margaret how much he admired her 2. I LOVED the cover artwork on issue #146. Compendium binder. This would keep all such writing (naming books she had never It was superb! corrections close at hand during play and save written), but this tactic failed miserably 3. Where do I send clues for “Clue corner” ? time in leafing through DRAGON Magazine for when the fan was so overcome with 4. I’m really going to miss SnarfQuest. Are that missing info. actually meeting Margaret that he there any plans for a new regular series? Tony R. Davison forgot his mission and probably his 5. I own Pool of Radiance, and I just love it. Sunnybank, Queensland, Australia name and address as well. Does TSR or SSI have any plans for an Oriental Many new and exciting game [computer-game] setting? 1. [Groan.] I had completely forgotten about products appeared at the convention. Jason Dunn the anthologized version of “Good Hits & Bad ® Calgary, Alberta Misses” when I wrote my reply to Robert Col- TSR had lots of AD&D 2nd Edition, lins. The error is all the worse since I worked books and supplements, 1. Any article on cantrips should fit the AD&D on that particular anthology. had the hardbound 4th-edition CHAM- 2nd Edition game version of the spell . 2. We think it would be better to simply run PIONS™ rules, and R. Talsorian had the The idea sounds okay, though we would be the errata on the 2nd Edition materials in the Hardwired sourcebook for its CYBER- choosy about the article itself. “Sage Advice” column (as we have done in issues PUNK game. FASA’s cyberpunk-fantasy 2. Thank you. We’ll let know #148 and #149). Players may photocopy the SHADOWRUN™ game was sold beside that you liked his work. errata and keep the material with their game 3. Send your computer-game clues for “The books; we don’t object to photocopying as long Role of Computers” to: Hartley and Patricia as it is for personal use only and not for sale. Continued on page 66

DRAGON 5 DRAGON® Magazine (ISSN 0279-6848) is published monthly by TSR, Inc., P.O. Box 756, Lake Geneva WI 53147, United States of America. The postal address for all materials from the United States and Canada except subscription orders is: DRAGON Magazine, P.O. Box 111, Lake Geneva WI 53147, U.S.A.; telephone: (414) 248-3625. The postal address for all materials from Europe is: DRAGON Magazine, TSR Ltd, 120 Church End, Cherry Hinton, Cambridge CB1 3LD, United Kingdom; telephone: (0223) 212517 (U.K.), 44-223- 212517 (international); telex: 818761; fax: (0223) 248066 “Forum” welcomes your comments and opinions thing else to add. While dragons rarely need to (U.K.), 44-223-248066 (international). on role-playing games. In the United States and be beefed up as much as suggested in “Give Distribution: DRAGON Magazine is available from Canada, write to: Forum, DRAGON® Magazine, Dragons a Fighting Chance,“ the author is quite game and hobby shops throughout the United States, correct in saying they are underrated. The Canada, the United Kingdom, and through a limited P.O. Box 111, Lake Geneva WI 53147, U.S.A. In number of other overseas outlets. Distribution to the book Europe, write to: Forum, DRAGON Magazine, problem is not in the physical aspects of the trade in the United States is by Random House, Inc., and TSR Ltd, 120 Church End, Cherry Hinton, dragon but in the mental. in Canada by Random House of Canada, Ltd. Send Dragons are smart, believe it or not. Further- orders to: Random House, Inc., Order Entry Department, Cambridge CB1 3LB, United Kingdom. We ask Westminster MD 21157, U.S.A.; telephone: (800) 638- that material submitted to “Forum” be either more, they have lived waaayyyy longer than 6460 toll-free except Alaska (call (800) 492-0782 toll-free neatly written by hand or typed with a fresh any human, dwarven, or elven party that ever in Maryland). Newsstand distribution throughout the marched up to any dragon cave. The surviving United Kingdom is by Seymour Press Ltd., 334 Brixton ribbon and clean keys so we can read and Road, London SW9 7AG, United Kingdom; telephone: understand your comments. dragons, by trial and error, have learned a lot 01-733-4444. about life in general. They will have a whole Subscriptions: Subscription rates via second-class The Executive Board of Atlanta’s ORIGINSTM ‘90 network of human spies and informants across mail are as follows: $30 in U.S. funds for 12 issues sent would like to clarify a few misconceptions the surrounding region (contacted while in to an address in the U.S. or Canada; £12 for 12 issues sent to an address within the United Kingdom; $50 in concerning our forthcoming convention on June polymorphed form, probably), who will warn U.S. funds for 12 issues sent by surface mail to any other 28-July 1, 1990. This letter is in response to a of the general power and renown address; or $90 in U.S. funds for 12 issues sent airmail to reader submission in issue #145’s “Forum.” of characters launching an attack. If a dragon any other address. Payment in full must accompany all subscription orders. In the U.S. and Canada, methods of Atlanta currently hosts four major conven- knows a party is coming, he might be in his payment include checks or money orders made payable tions each year; while each provides a gaming cave—and he might not. If he is in his cave, he to TSR, Inc., or charges to valid Mastercard or VISA component, only one expands it to a major focus will certainly have all manner of traps and credit cards; send subscription orders with payments to: guardians (perhaps unintelligent ones—a few TSR, Inc., P.O. Box 72089, Chicago IL 60678, U.S.A. In of the event. ORIGINS’90 is first and foremost a the United Kingdom, methods of payment include gaming convention, with the quality and diver- well-placed green slimes can wreak havoc on a cheques or money orders made payable to TSR Ltd, or sity of the games and gaming environment party), more than one escape route, and proba- charges to a valid ACCESS credit card; send subscrip- offered as its prime concerns. bly some cursed items marked by the dragon’s tion orders with payments to TSR Ltd, as per the above address. Prices are subject to change without prior While the cancellation of several secondary wizard mark (so that the dragon doesn’t use notice. The issue of expiration of each subscription is games due to a lack of registration may have them accidentally) lying around with the rest of printed on the mailing label of each subscriber’s copy of been a factor in Mr. Walker’s perceptions pre- the treasure. Certainly the dragon will not be the magazine. Changes of address for the delivery of alone in his lair; there may be a stone golem subscription copies must be received at least six weeks sented in his letter, this will not present a prob- prior to the effective date of the change in order to assure lem at an ORIGINS due to the overall number of concealed in a rock as well. Charmed body- uninterrupted delivery. attendees alone. As the National Adventure guards will protect their “friend” from the Back issues: A limited quantity of back issues is Gaming Exposition in 1990, nearly all of the top “greedy, power-hungry adventurers.” available from either the TSR Mail Order Hobby Shop (P.O. Box 756, Lake Geneva WI 53147, U.S.A.) or from tournament gaming associations in the U.S. will If the dragon is not in his lair, as will probably TSR Ltd. For a copy of the current catalog that lists join forces with our staff and GMs to provide be the case, he will perhaps polymorph into the available back issues, write to either of the above the finest in role-playing, board, miniatures, and shape of a henchman and offer to accompany addresses. the party on its quest to destroy a dragon. This Submissions: All material published in DRAGON computer gaming competitions. Magazine becomes the exclusive property of the pub- Nearly half of Mr. Walker’s letter focused on pseudohenchman will destroy the party’s items lisher unless special arrangements to the contrary are the negative images he perceived certain along the way and will eat other henchmen made prior to publication. DRAGON Magazine welcomes gamers may have presented. This is the furthest during the night, appearing astonished in the unsolicited submissions of written material and artwork; however, no responsibility for such submissions can be from the truth with respect to convention morning. The pseudohenchman will charm assumed by the publisher in any event. Any submission publicity in Atlanta, cited by some as “the heart characters and plant suggestions of devious accompanied by a self-addressed, stamped envelope of of the Bible belt.” Television, radio, and print sorts on the way to the cave. He will suppress a sufficient size will be returned if it cannot be published. grin as the party comes across the dragon’s We strongly recommend that prospective authors write media continue to feature Atlanta’s conventions for our writers’ guidelines before sending an article to us. in a positive and healthy light in both live and inner lair (actually a false one; the real one is In the United States and Canada, send a self-addressed, recorded programs and full-page articles. farther into the mountain), use all the cursed stamped envelope (9½” long preferred) to: Writers’ A final point that Mr. Walker presented con- items, be attacked by a mound of disguised Guidelines, c/o DRAGON Magazine, as per the above address; include sufficient American postage or Interna- cerned factors that the ORIGINS ‘90 committee goldbugs, carry off the gold-covered copper tional Reply Coupons with the return envelope. In took into account when selecting a single, self- pieces, and wonder where the darn dragon Europe, write to: Writers’ Guidelines, c/o DRAGON contained site for both the entire convention went, anyway. The pseudohenchman then stays Magazine, TSR Ltd; include sufficient return postage or IRCs with your SASE. and lodging. The Atlanta Hilton was chosen as a little way behind the party, polymorphs back Advertising: For information on placing advertise- our host site. It contains over 100,000 square into a dragon, uses a few breath weapons (not ments in DRAGON Magazine, ask for our rate card. In feet of convention facilities and 1,200 rooms fire, of course; that would melt all the party’s the United States and Canada, contact: Advertising that provide ORIGINS ‘90 with great versatility. valuable items), then picks up the party’s magi- Coordinator, TSR, Inc., P.O. Box 756, 201 Sheridan Springs Road, Lake Geneva WI 53147, U.S.A. In Europe, ORIGINS ‘90 will feature 24-hour tournament cal items and treasure and hauls it all back. contact: Advertising Coordinators, TSR Ltd. and open gaming, as well as continuous avail- Whether the dragon is in its lair or secretly DRAGON is a registered trademark of TSR, Inc. ability of food and beverage, a swimming pool accompanying the party, it will notify its dragon Registration applied for in the United Kingdom. All rights friends (if there are any) in other regions and to the contents of this publication are reserved, and and spa, and other hotel facilities from Thurs- nothing may be reproduced from it in whole or in part day nonstop till Sunday. have a sending spell ready to call for aid, just in without first obtaining permission in writing from the If readers have suggestions concerning game case. If the party is caught in any of the traps, publisher. tournaments they would like to see, modules there is nothing the dragon will like better than ® designates registered trademarks owned by TSR, Inc. ™ designates trademarks owned by TSR, Inc. Most they can provide or run (and we heartily en- breathing down on the group or just waiting other product names are trademarks owned by the courage both), or just about anything else, they until the entire party dies (which won’t take companies publishing those products. Use of the name of can write us at: ORIGINS ‘90, P.O. Box 47969, very long), then collecting all of the party’s any product without mention of trademark status should possessions. not be construed as a challenge to such status. Atlanta GA 30362. ©1989 TSR, Inc. All Rights Reserved. David Cody A letter to “Forum” that appeared a long time Second-class postage paid at Lake Geneva, Wis., Tournament Coordinator ago contained an example of a perfectly mis- U.S.A., and additional mailing offices. Postmaster: Send Ed Kramer played dragon. It showed how a group of 25th- address changes to TSR, Inc., P.O. Box 111, Lake Geneva WI 53147, U.S.A. USPS 318-790, ISSN 0279-6848. Convention Chairman level characters would not consider a dragon that came from the D&D Companion Set a With respect to the dragon articles that ap- peared in DRAGON issue #134, I have some- Continued on page 44

6 OCTOBER 1989

by

If you have any questions on the games produced by TSR, Inc., “Sage Advice” will answer them. In the United States and Canada, write to: Sage Advice, DRAGON® Magazine, P.O. Box 111, Lake Geneva WI 53147, U.S.A. In Europe, write to: Sage Advice, DRAGON Magazine, TSR Ltd., 120 Church End, Cherry Hinton, Cambridge CB1 3LD, United Kingdom. Combat and melee in the AD&D® 1st Edition game make up this month’s topic, with special advice on fighting hydras. All references to Guide and Players Handbook in this article are to the 1st Edition versions of those volumes. In all cases, the information in the AD&D 2nd Edition volumes takes precedence where there is a contradiction between those rules and this column. But first, a special word from the sage, then one from the editor. Illustration by Bob Giadrosich Why haven’t you answered my 27 letters, each with 57 questions on vention I attend, and seminars are not the What is the proper way to handle a my favorite game system? You said best place to answer rules questions. I’m fight with a hydra? Does the crea- you would reply if I sent an SASE not an encyclopedia of game knowledge. I ture’s effective hit dice drop as it with each letter. Why don’t you give rely on a big library and a large network loses heads? Will damage to the a seminar at the GEN CON® game of personal contacts to find answers, and creature’s body kill it? How do area- fair? If I come to Lake Geneva, can I few people would be entertained by effect spells such as fireball effect meet you and ask you questions? watching me flip through my books and the heads? How does one determine Although the “Sage Advice” in DRAGON consult my files while I struggle with a when a lernaean hydra’s regenera- issue #121 said the sage would make per- tricky question. Still, I do answer some tion ability is stopped? sonal replies, I receive so many letters that questions at conventions; just keep them Hydras do pose a few problems, espe- I cannot answer every one. (However, if short, and don’t interrupt me while I’m cially when magic is involved. I suggest the you don’t enclose an SASE, I cannot reply running a game. Also, some conventions I following rules for handling combat with a at all.) Usually I reply only to letters that attend collect written questions for me so hydra. have questions I can use in the column, so that I can use them in the column or work A hydra’s effective hit dice do not drop that all the readers get the benefit of my on them during the show and discuss the as the creature loses heads. With respect time. Needless to say, I don’t give extended results with anyone who is interested. to melee, each of a hydra’s heads is treated private interviews in Lake Geneva or Skip Williams as a separate creature. Each head dies anywhere else. when it reaches zero hit points, and excess If you want to increase your chances of Why are you still running ques- damage does not carry over to another getting a personal reply, do the following: tions for the AD&D 1st Edition game head. When all heads are reduced to zero 1. Look through your books for your now that the AD&D 2nd Edition hit points, the creature dies immediately. answers, and be sure to consult the in- game is on the market? Hits to a hydra’s body will kill it; the body dexes (if the books have them). Often, with DRAGON Magazine will continue to use has as many hit points as the total hit a little extra effort, you’ll find rules that material specifically for the AD&D 1st points of its starting heads. When the have eluded you. Edition game simply because so many body is reduced to zero hit points, how- 2. Keep your letter short. Decide what people use that edition. The 2nd Edition ever, the creature continues to fight as you really need to know, and stick to the has only been out for six months, but the long as it has at least one living head. It most important questions. As I’ve stressed 1st Edition game has been available for will then fight for an additional 2-8 rounds before, role-playing games involve choices over a decade. (Remember, too, that mate- or until the body is reduced to -20 hp. and decisions; don’t be afraid to make rial for one edition can usually be used A lernaean hydra’s regeneration ability some on your own. with the other with ease.) As time goes on, makes it a tougher nut to crack. The indi- 3. Include the title of the book and the we expect that more players will switch to vidual heads can be slain in the normal page number that contains the rule you the 2nd Edition game, and our coverage of manner; however, a fire source must be are asking about; this saves me a lot of that system will increase. We want to offer applied to each slain head or it will regen- page flipping. the most useful material to the largest erate. Burning hands is the easiest way to My work with the RPGA™ Network number of gamers. scorch the stumps or sundered heads. A keeps me busy at almost every game con- Roger E. Moore

8 OCTOBER 1989 torch, flask of oil,. or flame tongue sword Weapon speed factors allow for compari- seems a high price to pay for the will stop a single head’s regeneration if son among weapons. The lower the speed option of having a good alignment. applied in time. Any successful hit on the factor, the quicker the weapon. Their most is in error. Assassins slain head will stop regeneration. A ler- common use (and the only use mentioned may use shields but not during a melee naean hydra stays alive as long as it has in the rules) is for breaking ties on initia- round in which the character is engaged one living or regenerating head (hits to the tive. When a tie occurs, compare weapon in the act of assassination. The alignment creature’s body not withstanding). speed factors; the lowest factor goes first. expansion was not an error. When any hydra is affected by an area However, on the first round of a melee, spell such as fireball or lightning bolt, the when the opponents are closing, the Can a character with a girdle of heads are treated as a single entities, with longer weapons have the advantage. The giant strength throw a halberd? the damage distributed as evenly as possi- advantage is also with mounted opponents When one of my players tried to do ble among the heads. Although the heads attacking or defending against unmounted this I allowed it, but with a big to-hit are separate melee targets, they are still opponents and with characters who are penalty. part of the same creature. The creature’s defending or attacking from above. Spell- You were correct. Pole arms are not body suffers as much damage as the heads casting time is equivalent to the weapon intended to be thrown, no matter what took in total (i.e., the hydra gets one saving speed factor. That is, a weapon with a the thrower’s strength. Anything, how- throw, but the heads and the body each speed factor of 3 is as slow as a three- ever, can be thrown with some chance of take damage). segment spell for purposes of tie breaking. success. For throwing a pole arm, we Spells that can kill a creature outright suggest a to-hit penalty of -4 at short such as death spell, power word kill, or How do you use the weapon to-hit range (10’ or less), -6 at medium range disintegrate kill the creature only if it fails adjustment tables in the Players (11-20’), and -9 at long range (21-30’). We its saving throw (if applicable). When Handbook (page 38) and Unearthed also suggest that you use these ranges determining a hydra’s resistance to such Arcana (page 27)? I don’t understand outdoors where other missiles have ranges spells, its effective hit dice are equal to its what they mean. measured in yards. A pole arm is far too starting number of heads (or peak num- The tables list the bonus or penalty long for a human-sized creature to throw ber, in the case of a lernaean hydra), and given to a weapon against the basic armor like a hand axe (so that the weapon spins its effective hit points are equal to the total types. For example, the line for Axe, Hand or tumbles), no matter how much strength hit points of all the heads (damage to the reads: -5, -4, -3, etc., for AC 0, AC 1, is available. Spear-type throws are possi- body notwithstanding). AC 2, etc., respectively. Full plate armor ble, but hits can inflict damage only if the A spell that affects one creature or a and shield gives AC 0, so a hand axe has a pole arm that is thrown has a spear point. limited area (such as magic missile or -5 to hit vs. full plate armor and shield. If Use spear damage (1-6) in this case, not burning hands) must be directed either at the target were wearing full plate armor pole-arm damage. the body or at one or more heads of the + 1 and using no shield, the adjustment is hydra, according to the limitations of the still AC 0. However, full plate armor alone What are the effects of total dark- spell. Spells such as charm monster, hold is AC 1, so you use the AC 1 column re- ness on combat? When last faced monster; or slow affect the entire crea- gardless of magical bonuses, and the hand with this problem, I simply ruled ture, as the beast effectively has only one axe has a -4 to hit. The same holds true that everything within the darkness —perhaps at the base of the necks for dexterity bonuses. These tables are for was invisible, and I applied the -4 inside the body. attacking humans, demi-humans, and to-hit penalty. —never for attacking monsters. You handled the situation correctly. What happens if a magic-user uses Use of the tables is strictly optional; they More information on the effects of dark- a sword when in desperate need? were included in the game mainly to sat- ness is given on page 32 of the Dun- If a character’s need is truly great, the isfy the real history buffs who know that geoneer’s Survival Guide. DM can allow any class of character to use certain weapons were much more effec- a weapon prohibited to his class. The tive than others on the medieval battle- What does the space requirement normal nonproficiency penalty applies field. listed for each weapon mean? (perhaps with an additional - 1 to hit). If a The space requirement is exactly that: player falls into the habit of declaring his What do the following weapons the minimum space a character must have characters in desperate need too often, look like: bardiche, spetum, voulge, in order to use a weapon. For example, a however, the DM should either disallow guisarme, halberd, and scimitar? fighter must be standing in a space at least the use of the prohibited weapon or give Some of the less-known weapons in the 4’ wide to use a battle axe. Space require- the character no experience award for AD&D game are pictured and described in ments are cumulative; therefore, two completing the adventure. Unearthed Arcana, pages 123-128. The fighters using battle axes side-by-side weapons depicted on these pages include would require 8’ of space. What are the effects of blindness everything on your list except the scimitar. and deafness on spell-casting? A scimitar is simply a curved broad sword Can creatures with at-will abilities Blinded creatures are unable to cast any used by Arabs and Saracens. If you’ve use such abilities while attacking? spell that requires a target, but spells that seen any movies depicting the Middle East Can they use several abilities in the can be cast on an area (such as fireball) or during the crusades, you’ve seen scimitars. same round, say one per segment? delivered by touch (such as cure light Creatures that have at-will abilities may wounds) may still be used. Deafness can What is a morning star? use one such ability, once per round, in cause spells with verbal components to be A morning star looks like a long, thin addition to normal movement or attacks. miscast and fail. The failure chance is up club with spikes or flanges at the business to you, but it shouldn’t exceed 20% (less end. The morning star in the AD&D game for spells with short casting times). The is similar to a mace but is longer and Can magic-users move during a cleric spell holy word has a deafness effect heavier. Some books on weapons identify a round when they cast spells? that causes spells to fail 50% of the time; ball and chain as a morning star, but this A magic-user must remain stationary this is due mostly to the extreme power of combination is considered to be a flail in only as long as the casting time of the the holy word, not merely the deafness. the AD&D game. spell. After casting a spell, the mage can move during the remainder of the round. What is the significance of weapon Why did Unearthed Arcana take For example, a fireball takes three seg- speed factors? shields away from assassins? It ments; therefore, the mage casting it could

DRAGON 9 have seven segments worth of movement kinds of paralysis in the AD&D game does the character instead, require a after casting the spell. See page 102 of the (paralysis caused by ghouls and ghasts, for proficiency in both long and two- Players Handbook for per-segment move- example) cause the victim to become rigid handed swords? ment rates. and immobile. In either case, paralysis Each weapon on the weapons lists re- quires a separate proficiency Although a Is it possible for a character to affects only the body, not the mind. The leave a melee without exposing his victim can still think and use psionics or bastard sword can be used one-handed with the same effect as a long sword, its back? any form of movement that does not re- larger size requires different handling. The DM might allow a character to back quire muscular effort. For example, if a out of a melee at half speed so that the character becomes paralyzed while using Likewise, the bastard sword requires opponent’s free attack would be frontal. a fly spell, he can still fly until the spell different handling than the longer and heavier two-handed sword. However, if a Some campaigns allow a friendly charac- runs out. ter to cover for a retreating character so Paralyzation is not permanent. It can last character is proficient in bastard sword, he may use that sword either way. that the extra attack is resolved normally anywhere from several rounds or turns to against the the character who is covering. as much as a day. It can be removed with a remove paralysis spell (which removes What is a bastard sword’s space Can fighters with multiple attacks paralysis of all types) or by a cure disease, requirement and speed factor when attack more than one opponent per neutralize poison, or dispel magic spell, used one-handed? round? depending on what caused the paralysis. The same as when it is used two-handed. Yes; so can monsters and the members Paralysis caused by undead creatures is of other character classes that get multiple disease- or fear-based; paralysis caused by If a fighter is specialized (or dou- attacks. living creatures is poison-based; paralysis ble specialized) in a bastard sword, does he get the specialization bo- How long does paralyzation last? caused by a glyph of warding or the illu- sionist spell paralyzation is magic-based. nuses when using the sword two- IS it permanent until cured? What The AD&D 2nd Edition Monstrous Com- handed and one-handed? cures paralyzation? What is paraly- pendium, Volume 1, lists the duration for A bastard sword is primarily a two- zation, really? handed weapon. For purposes of game In medical terms, paralyzation is the loss ghoul paralysis as 3-8 rounds and ghast paralysis as 5-10 rounds. Paralysis caused balance, it is best to limit specialization of sensation in part of the body as the by more powerful creatures lasts longer; bonuses to two-handed use (or let the victim’s brain, for one reason or another, player choose). no longer controls the body. The uncon- lich paralysis, for example, lasts until dispelled. trolled muscles relax, and the victim goes When a character gains profi- limp. Autonomic muscles, such as the Can a character with a bastard- ciency with a multipurpose weapon heart and lungs, are unaffected. Some sword proficiency also use long swords and two-handed swords, or

10 OCTOBER 1989

Embrac advanced as well: that gas spores were developed in the Underearth and have spread to other habitations, or that beholders and gas spores were both devel- oped by Illithids. This last is considered unlikely. Mold, brown. Brown mold is unaffected by the reddish light of the suns under which the Illithids live, and is common in the warmer regions. The forms encoun- tered there, however, do not drain heat from living creatures (Illithids apparently eliminate such varieties) and are often used to cool Illithid towers in the hotter part of the year. Shrieker: The shrieker’s habits are emi- nently practical on Illithid homeworlds. Any commotion is likely to attract a num- ber of predators, so only the most formi- dable creatures attempt to graze on a patch of shriekers.

Illithidae All of the Illithidae have four limbs with four digits each if they are terrestrial; all have tentacles arranged around a beaked mouth in some multiple of four; all possess both gills and lungs (though airbreathing Illustrations by forms use the gills only during periods of great exertion); and all have a tough skin typically covered with a slime that is proof The Dragon’s against the glues of such amorphs as the mimic and roper. All Illithidae have a larval form that lives for a period inside some other organism, typically a creature killed by its parent. Many of the Illithidae are equivalent to Bestiary mammals or reptiles of the surface world. The cessirid resembles a wolf, for in- stance, while the saltor is much like a monkey or baboon, and the kigrid fills the All life crawls where mind flayers rule role of a bear, pig, or hyena (the embrac is most like some carnivorous plants). It is possible to define other such equivalent by Stephen Inniss Illithidae by converting the statistics of typical mammals, reptiles, or dinosaurs. The homeworlds of the Illithids (mind most avoid and are avoided by Illithids. Armor classes are typically two or three flayers) and the depths of the Earth most Illithids do not prey on amorphs, which places better; hit dice are either quadru- thoroughly colonized by the Illithids, as seem to be unpalatable to them. Because pled or increased by six (whichever is described by the sages in “The Sunset amorphs are so commonly distributed less); and intelligences (for adult forms) World,” share a number of common fea- across the known worlds, it is likely that are increased by several points so that the tures. There are three major classes of Illithids allow them to breed where found usual range is from low intelligence to creatures always associated with Illithid or else transport them from world to very intelligent. Alignments are typically activity: amorphs (jellies, oozes, trappers, world for reasons unknown to others. neutral or evil. These creatures generally ropers, and company); fungi; and Illithidae exhibit some degree of magic resistance, (alien beings of which the Illithids them- Fungi and the more intelligent ones may have selves are the most notable examples). Gas spore. Gas spores were apparently psionic abilities, including disciplines ap- Some of these creatures are well known to developed as part of the Illithid defensive propriate to their modes of life. All are adventurers in the ; others are array. Domestic forms, though mindless, predators at least on occasion. Attacks known only from areas fully colonized by ignore Illithids but approach other life include the effects of the feeding tentacles, Illithids. Table 1 shows some life forms forms. The resemblance to the beholder is which may paralyze, kill, induce pain, or typically associated with Illithid lairs. too close to be coincidental, particularly possibly act as Illithid tentacles do. Skin since beholders are notorious allies of colors are typically some shade of purple, Amorphs Illithids in the Underearth. Despite this, red, black, or gray, or possibly white in Most of the amorphs are found in the gas spores are found on Illithid home- those forms that lurk near the icecaps and same regions of Illithid homeworlds as the worlds while beholders are not. Possibly glaciers. Illithids themselves, with the exception of beholders have been eliminated from the On homeworlds, where light is dim at a few such as the dun pudding of the homeworlds by the Illithids because of best and sometimes absent, all of these Sunside deserts and the white pudding of their potential for danger, or possibly the creatures are vulnerable to illumination the Nightland glaciers. Their ranges sel- Illithid worlds are simply too windy for equal to normal sunlight. Light of intensity dom overlap. Of the intelligent amorphs, beholders. Other hypotheses have been equal to a light spell or brighter causes

12 OCTOBER 1989

Though they are willing at times to negoti- ate with other intelligent creatures, they have little desire for anything but food and reproduction. In general, they are wily and treacherous. On occasion, if they are not hungry, cessirids will harry and torment prey for hours before killing it. Rivalry between cessirid packs is sharp, but. they will generally band together against other creatures. Reproduction is accomplished by depos- iting 1-3 larvae in the body of a victim. The juveniles grow quickly and seem able to prevent the decay of the corpse during their development. Adults guard the lar- vae until the latter metamorphose. For reasons not entirely clear, cessirids prefer intelligent creatures for larval food. Thanks to millenia of training and breed- ing, the dogs of the githyanki (kaoulgrim, from “Hounds of Space and Darkness,” in DRAGON® issue # 117) and the cessirids are fanatic enemies, and will fight one another regardless of other constraints (even magical charms). Szarkel, the dogs of the githzerai (from the same article and issue as kaoulgrim) will always avoid meet- ings with cessirids. Szarkel can detect the approach of cessirids within one mile, probably by detecting the use of the lat- ter’s psionic talents.

Saltors Embrac

FREQUENCY: Uncommon (common near them to strike at -1 to hit (if they are ALIGNMENT: Lawful neutral (evil Illithids) capable of attacks and have eyes). Addi- tendencies) NO. APPEARING: 1 tionally, in full sunlight, they take 1 hp SIZE: M (2’ at shoulder) ARMOR CLASS: 2 damage per turn. PSIONIC ABILITY: 90 MOVE: 3” The “frequency” values given for the Attack/Defense Modes: B,E/F,G HIT DICE: 11+22 following four Illithidae apply only to % IN LAIR: Nil Illithid homeworlds or subterranean lands. Cessirids travel in packs. A cessirid’s TREASURE TYPE: C These creatures are not encountered body is canine, with a large head, outsize NO. OF ATTACKS: 8 elsewhere. eyes, and a rending beak in place of teeth. DAMAGE/ATTACK: 2-8 each (tentacles) Note: A fraction of the Illithids whose There are four short tentacles around the SPECIAL ATTACKS: Paralysis, constriction, psionic strength is exceptional (5% chance mouth. Short spines jut from the back. surprise on 1-3, psionics if the total is over 275) have other psionic The skin is smooth, slimy, and pale gray in SPECIAL DEFENSES: Psionics abilities in addition to the usual Illithid color. The spaces between the toes are MAGIC RESISTANCE: 20% powers (determine as if for a human webbed. Though small, cessirids are INTELLIGENCE: Low magic-user). There is a 20% chance that shockingly powerful. ALIGNMENT: Neutral evil such an individual will have 0-3 (1d4 - 1) In combat, a cessirid leaps and bites at SIZE: L (10’ body, 20’ tentacles) additional attack modes and 0-3 additional its adversary, inflicting horrible damage PSIONIC ABILITY: 80 + 1d20 defense modes. with its outer jaws. The tentacles around Attack/Defense Modes: A/F the mouth cause a stinging and burning sensation upon contact with flesh (save vs. Embracs are solitary predators that lie in Cessirid poison for each bite that hits; failure yields wait for prey. They are slow and trouble a -3 penalty to armor class, saving to move themselves only when the supply FREQUENCY: Rare (common near Illithids) throws, and to-hit rolls) that lasts for 3-12 of game in an area has been exhausted. An NO. APPEARING: 1-20 turns. embrac’s body is short, stocky, and rather ARMOR CLASS: 4 Cessirids may use the following psionic sacklike in shape. It has stout limbs that MOVE: 18”//15” disciplines at the 6th level of mastery: are heavily clawed at the tips. These are HIT DICE: 8 + 16 body equilibrium, ESP and dimension used to anchor the embrac while it wres- % IN LAIR: 5% door They use these in the pursuit and tles with prey. The head is large and bears TREASURE TYPE: Nil detection of prey, or to escape if attacked a saw-edged beak. An embrac’s feeding NO. OF ATTACKS: 1 bite by a superior force. tentacles are as thick as a man’s waist at DAMAGE/ATTACK: 2-16 These creatures live in tightly knit their base, and taper to three separate SPECIAL ATTACKS: Poisonous bite, packs, working together silently and effi- points that serve as fingers. The tentacles psionics ciently to bring down prey of any sort bear numerous spikes and hooks on their SPECIAL DEFENSES: Psionics (they can communicate with others of undersides. The body color and pattern of MAGIC RESISTANCE: 5% their kind telepathically over distances of an embrac are variable: usually spots and INTELLIGENCE: Average up to 24’ at no cost to psionic strength). stripes in shades of black, gray, white, or

14 OCTOBER 1989 dull red that conceal the outlines of the short neck, and broad head. It has sharp HIT DICE: See Table 2 embrac. The skin is slimy and bears bony claws, and there are four tough, spiky % IN LAIR: 50% plates just under the surface. tentacles around the broad, beaked TREASURE TYPE: C in lair, M, L Embracs may employ the following mouth. The skin is black and the eyes a NO. OF ATTACKS: 5 (four tentacles plus psionic disciplines at the 5th level of mas- dull red. These beasts are cunning and bite or weapon) tery: empathy, ESP invisibility, and mind malicious, and generally unreliable. DAMAGE/ATTACK: See Table 2 bar. They may also produce illusions that In combat, a kigrid will strike with claws SPECIAL ATTACKS: Tentacles are like a spectral force at the 5th level of and teeth. If the forepaws both score hits, SPECIAL DEFENSES: Nil casting in all respects except that the the rear claws may be used for additional MAGIC RESISTANCE: 40% illusion has no potential to cause direct attacks. If the beak hits the opponent, a INTELLIGENCE: Low or average damage. The cost of this latter psionic saving throw vs. poison is necessary. A ALIGNMENT: Neutral discipline is two strength points per failed saving throw means the poison SIZE: S to M (see Table 2) round. causes swelling and pain that lasts for 2-5 PSIONIC ABILITY: Nil or 130 + 2d20 An embrac typically lies in wait, conceal- rounds (penalty of -2 to armor class, Attack/Defense Modes: Nil or A/F,G ing itself as best it can (surprising prey on saving throws, and rolls to hit). a 1-3 on 1d6). At the approach of prey, it Kigrids have the psionic disciplines of Saltors are akin to Illithids as baboons may attempt to lure it with some illusion ESP body equilibrium, levitation, and are to men. A saltor somewhat resembles that seems appropriate from an ESP scan. invisibility They are perfect mimics and a baboon in form, but it possesses four Anything that comes within 20’ is vulnera- often use sounds to deceive prey. Their tentacles about the mouth, three-fingered ble to the embrac’s tentacles. The tentacles tentacles allow them a limited ability to hands that bear opposable thumbs, the inflict 2-8 hp damage on the first and each manipulate objects, and they may rig ability to stand upright, and slimy skin. following round of combat unless the simple traps. Saltors are of varying color (generally victim forgoes other activities and makes a Kigrids generally avoid one another white or black, but occasionally gray, successful bend bars/lift gates roll. Those unless they are closely related; the more violet, or red), and of varying build and held by an embrac strike at -2 to hit. In powerful individuals generally regard the size according to the needs of their Illithid addition to the constricting damage, the less powerful as food. They reproduce in masters, though a few saltors live indepen- spikes on the tentacles exude a poison that the same manner as cessirids and em- dently and determine their own tribal causes paralysis for 2-12 turns unless a bracs. On occasion, large kigrids are used characteristics. A saltor’s statistics vary saving throw vs. paralysis is successful. by Illithids as beasts of burden; how this is with size, as shown on Table 2. Embracs are occasionally known to use accomplished without constant supervi- Within each size class there are two some of the few manufactured items that sion is unknown. distinct physical forms. The more common their body forms allow, and they have of the two is of typical baboonlike build: been known to stockpile precious goods the argid. The other sort, the jendrids, is for use as bargaining tools. They generally Saltor longer limbed (a foot taller than the statis- lair in caves or similar dwellings, and close tics indicate for size). Argids and jendrids the entrances with boulders if they detect FREQUENCY: Rare (common in Illithid are both agile climbers, but jenrids are formidable enemies. Embracs hold all areas) faster on the ground and slower in the other life in low regard. They reproduce NO. APPEARING: 10-40 branches. in the same manner as cessirids. Like ARMOR CLASS: 4 A saltor may attack with its tentacles cessirids, embracs are occasionally seen as MOVE: 12”@12” (argid) or 15”@9” (jen- and bite, or it may attack with tentacles servitors among Illithid communities. drid) and use a weapon. The tentacles have the

Kigrids Kigrid

FREQUENCY: Rare (common in Illithid areas) NO. APPEARING: 1-3 ARMOR CLASS: 3 MOVE: 12”//15” HIT DICE: 9+27 % IN LAIR: 20% TREASURE TYPE: C NO. OF ATTACKS: 2 claws and 1 bite DAMAGE/ATTACK: 2-8/2-8/2-16 SPECIAL ATTACKS: Poisonous bite, psi- onics, rear claws for 2-12/2-12 SPECIAL DEFENSES: Surprised only on a 1 in 10, psionics MAGIC RESISTANCE: 35% INTELLIGENCE: Very ALIGNMENT: Chaotic evil SIZE: M (5’ long) PSIONIC ABILITY: 90 + 2d20 Attack/Defense Modes: A,E/F,G,H

Kigrids may be found singly or in small groups. They are always hungry and will attack and eat any vulnerable creature. A kigrid is a stocky, four-legged creature with a short tail, powerfully built legs, a

DRAGON 15 Cessirids Illithids do, by destroying the of other creatures and planting their larvae to grow in the empty skulls. Wild populations of saltors are more variable than those controlled by the Illithids. The members of a group tend to be of the same type, size, and color, but these bands will include 1-4 exceptional individuals if they are far removed from an Illithid settlement. Exceptional saltors have 1-3 of the following psionic disci- plines, determined at random:

1d6 Discipline 1 Domination 2 Hypnosis 3 Dimension door 4 Dimension walk 5 Mind Bar 6 Astral projection

Wild saltors are generally found living in primitive circumstances. Large settlements or signs of sophisticated manufactures attract the destructive attention of the Illithids.

same effect as Illithid tentacles (q.v.), but Saltors of low intelligence have no psi- the time between implantation and death onic abilities; those of average intelligence is 2-5 rounds. A saltor makes tentacle have plus the disciplines of attacks at -3 against creatures whose levitation, ESP and body equilibrium, all at heads are more than 3’ higher or lower the 5th level of mastery. Among popula- than its own and cannot use tentacle at- tions controlled by Illithids, only the tacks at all against creatures whose heads smaller two sizes possess psionic power. are more than 5’ higher or lower. Saltors Saltors are bold if they outnumber their use crude spears that do damage as per opponents, and they are unswervingly the thrower’s bite (the variation is due to obedient when ordered by superiors. size). Spears are typically used either Their actions are always orderly and well before melee or against opponents that coordinated. Though they may be bred for cannot be touched. Unarmed saltors may almost any manual task and have diverse throw rocks (range 1”/2”/3”, short/ talents, they are universally cruel, take medium/long) for damage equal to the bite delight in tormenting and coercing lesser minus 1 hp, at the rate of one rock per creatures, and consider underlings to be round. the greatest delicacy. They reproduce, as

Table 1 Monsters Associated With Illithids

Amorphs Fungi Illithidae Ascomoid Carrion crawler Gray ooze Basidirond Cessirid Lurker above Fungus, violet Embrac Mimic Gas spore Illithid Ochre jelly Mold, brown Kigrid Pudding, deadly Mold, yellow Saltor Roper Obliviax A game convention is the perfect Scum creeper Phycomid place to make new friends who Slithering tracker Shrieker enjoy the same hobbies you do — Trapper Ustilagor whether you like boardgames, Crystal ooze Zygom Mustard jelly role-playing games, miniature , or just shopping around. If you’ve never attended Table 2 a game convention before, please Saltor’s Statistics check out the Convention Calen- dar feature in this issue for the Hit dice Damage Size game convention nearest you. 3+6 0/0/0/0/1-2 S (2’ tall) Take some of your own gaming 4+8 0/0/0/0/1-3 S (3’ tall) friends along, too — and make it 5+10 1/1/1/1/1-4 S (4’ tall) an experience to remember. 6+12 1/1/1/1/2-5 M (5’ tall)

16 OCTOBER 1989 DRAGON 17 Illustrations by Janet Aulisio

18 OCTOBER 1989 The Sunset World In the realm of the mind flayers

by Stephen Inniss From the opening address of the CXIXth annual meeting of the Imperial Association for the Advance- ment of Arts Magical, convened at the Koaadian Academy on Maskday in the moon of Galewake, in the seventh year of the reign of Irion. The speaker: Academican Fourth M. Sungale, leader of the Ninth Interplanar Expedition.

I am greatly honored to speak before so and Academicans learned in herb and reason we called our new home the Sun- august an assembly. Looking out among beast lore, and in the ways of the Under- set World, though we were to learn that you, I can see many who are my un- earth. To these scholars and their assist- its inhabitants know it as Ssirik Akuar. doubted seniors in scholarship, learning, ants were added two mages skilled in Traveling sunward, the lands grow hot- and originality of thought, and many no- spells of combat and protection; 12 repre- ter and more arid until at last the explorer, bles distinguished in deeds and lineage. I sentatives of the Order of Celestial Wan- comes to eternal noon, where water boils am humbly aware that my own achieve- derers; and a company of assorted hunters when it touches the parched earth. In the ments and station are less spectacular. Yet and warriors under the leadership of Lord opposite direction are the Nightlands, because of the nature of our expedition, it Aragson. Our Monzari guides brought two capped and covered with ice as the coldest pleased the Council to choose one whose lean, doglike creatures they called szarkel. regions of our own world. Between the knowledge is broad rather than deep, a The szarkel are imposing and graceful Sunlands and the Nightlands is twilit simple soul attracted as much to action as beasts, but difficult to control; we found habitable region: a ring, thickest at the to learning, and whose station is not so them to be a great hindrance and nui- poles and thinnest at the equator, between high as to bind with duties. So it is that I sance. We will present you with a short the glaciers and the salt flats that cover was selected as coordinator of our enter- monograph on the breed and its affinities; opposite halves of the glove. A chill wind prise, and so it is that I now present you I recommend that you attend that meet- blows from the Nightlands toward the with our findings. ing, for reasons that will become clear. warmth and water flows likewise first in Those of you who attended the Extraor- We discovered our destination to be an frozen glaciers, then in chill fresh melt- dinary Session of two years ago will recall alternate plane, surprisingly near our water, and at last in tepid, briny rivers. our mandate: to study all aspects of the own, yet in an unexplored direction. The This flow of air and water never ceases or Illithids—vulgarly known as mind flayers— journey was uneventful save for some changes in direction; the trees, bushes, especially their nature, origin, and pur- interesting observations of the Astral and the land itself are shaped by it. pose. The reasons for this were twofold. luminaries in that region. The Sunset World is not without its First, the findings of the late Academican The first sight of our destination was seasons, as we surmised from the broken Kratanitkul, whose investigations of Un- less than encouraging. We arrived on a and uprooted trees in the swamps around derearth societies had uncovered an ex- rocky mound littered with ruins, and sur- us. As seen from our encampment, the tensive and elaborate network of Illithid rounded on all sides by a swamp of shat- sun dips a little below the horizon after activity. Second, the urgent command of tered and decaying trees and sooty black the hottest season and rises a little above our Emperor Himself. This latter came grasses. We hurriedly pitched our tents its usual position before the warm hard on the heels of rumors concerning against a chill, damp breeze that brought a weather, but the change of seasons is the lands beneath the Gray Hills and the rotting smell from the stagnant waters and caused by its variation in size. Over the tragic but lucrative foray therein by the raised unpleasant sounds among the course of our stay, the sun shrank and the Sixth Legion Elite, and it was accompanied standing stones and sparse, black vegeta- wind chilled and weakened, only for the by a generous influx of funds. tion of our hillock. The only warmth is- sun to grow rapidly again to three times It has long been known that Illithids are sued from the sullen fires of a swollen orb the girth of our own Sun and the wind to foreign to our world. We therefore made half the size of our own Sun, perched a grow to a torrential gale for a brief hot it one of our primary objectives to study finger’s width above the horizon. We stum- season. This entire cycle takes no more these creatures at their point of origin. We bled in the blurred shadows and diffuse than 20 of our weeks. Fogs and mists are will explain to you the processes we used light, glancing upward now and then at common near bodies of water, as the to gain them, and what we learned in the the half-familiar stars that twinkled in a changes in temperature are so sudden and enterprise, but suffice it to say that we dark blue sky. A huge waxing moon, cop- great. Seen from our campsite, the moon managed to contact certain elements pery in that half-light, stood somewhat rises as a thin crescent near the sun, wax- among the githzerai. The two individuals past its zenith. Fleshy-leaved bushes ing until it sets toward the Nightlands; this who agreed to serve as our guides were writhed to avoid our touch, or grasped at occurs over a period of perhaps 10 of our members of the Monzari, one of the rebel passing arms and legs. There was a shrill days, after which it appears again to re- Sporting Clans. After long negotiations, keening, barely audible over the wind, peat the performance some 10 days later. they admitted that they knew the location from somewhere high above. From the The poorly drained land we first en- of the Illithid homeworld and agreed to darkness of the swamp came a bellowing countered is typical of the habitable belt. guide us there. and thrashing sound. Much of the region between the ice and Our complement consisted of represent- As we were to learn, this inauspicious the salty deserts consists of swamps or atives from each of the major Disciplines; site was, in fact, one of the safer and more shallow lakes. Deep bodies of water and two individuals most suited by training or habitable regions, and in one of its less mountains are rare. Water is most often temperament to the rigors of research in objectionable seasons. The sun seldom found in pools and seeps, and seldom in the field. We particularly sought Masters shifted far from its position, for which waterfalls or rapids.

DRAGON 19

This description will illustrate why the worst of the high wind by folding their which trappers may masquerade as gravel Illithids are found only in the under- leaves or by moving about in search of banks or sandy clearings, and where rop- ground regions of our world, where the shelter. In general, the plant life of Ssirik ers may conceal themselves among the light is dim at best and the air is often Akuar is more active than our own. To our stumps of the forests! Fortunately, these damp. Ssirik Akuar’s dim, red sun causes discomfort, we later discovered that these creatures were not a significant menace to them no more discomfort than torchlight plants may actively defend themselves our campsite itself once we posted guards. would, unlike the vigorous light of our against animal life, or even attempt to trap The second and dominant form of ani- own daystar which would blind them and animals for food, either with viscous mal life was more actively dangerous. burn their skins. The only element missing leaves and simple water traps for small While these were less familiar to students from their subterranean haunts is the creatures or with moving tendrils and of the Underearth, they do indeed have everpresent wind of the Sunset World. spiked branches or pits for larger crea- representatives in our own world. They When we had camped and surveyed the tures. Many of these plants protect them- include the Illithids, of course, but more area, we began simple investigations of the selves with secretions that make them surprisingly, they include the creature Sunset World’s animal and plant life. What painful and often dangerous to touch. known as the carrion crawler and possibly we had expected to be a relatively simple Fungoid life is abundant on the Sunset some other less-known denizens of the exercise proved to be most taxing and World and includes many motile forms. deep passages. Just as the dominant life hazardous, though rewarding enough in Here we encountered a surprise. Many of forms of our own world are of a common an academic sense. these lifeforms are sorts familiar to those plan, so too with the build of these crea- The plant life of Ssirik Akuar is black who travel the Underearth of our own tures. There is an internal skeleton of rather than green; green plants do not world. The significance of this at first chitin rather than bone. The skin is thick thrive in the available light. In the sun- escaped us. Unfortunately, not all of our and generally covered with a protective ward regions, some of these plants are researchers escaped the more aggressive layer of mucus (though in the sunward gray or silver due to the hairy or waxy fungi. regions it may be rough and sharklike surfaces that shed excess light and retain No less surprising was Master Temrik’s instead). There are two eyes, and in addi- moisture. In most regions, however, the identification of an entire suite of animal tion to lungs, even the air-breathing forms vegetation has the color of pitch. Some of life already known to inhabit the Under- have gills (those that cannot breathe water the larger trees and bushes are stream- earth: the amorphs, as she is pleased to employ these during periods of extreme lined in the direction of the wind, having call them. These include the crop of bone- exertion). Adults have four limbs with four oval-shaped trunks and sunward-pointing less and shapeless creatures commonly digits apiece. branches. Others grow rapidly in periods known as oozes, trappers, deadly pud- Creatures of the Sunset World generally of greater heat and light, and occasionally dings, ropers, jellies, mimics, lurkers, and go through a grublike larval stage in collapse under the impact of the strong the like. These, like the fungi, proved to be which they have a variable number of winds that follow. Still others avoid the a hazard. Envision a surface world in limbs; these larvae almost invariably grow

DRAGON 21 from eggs laid in corpses or masses of come too severe. scholar would be inclined to bring some- rotten vegetation, though there are also When our explorations of the Sunset thing so noisomely unpleasant home for some more sophisticated adaptions as in World’s natural history were well under- study, and often the body is in poor condi- the case of the Illithid. The carrion way, and we had achieved safety (though tion upon arrival, crawler is an example of a form which not comfort) in our base camp on the The Illithid is much like other members never reaches the adult stage but repro- mound in the swamps, we began to fulfill of the dominant form of animal life. The duces in the larval stage. A distinctive our primary purpose: an investigation of skin is mauve over most of the body and feature both in larval and adult forms is the Illithids themselves. At first, we ob- appears black in the light of Ssirik Akuar. the presence of tentacles around the served from a distance and investigated The iris and white of the eye are of the mouth in some multiple of four. These the numerous ruins we found. Later, we same dead-white hue; in strong light, the serve as organs of touch, taste, and smell, made cautious observations of isolated eye appears featureless, lacking any pupil. but their primary purpose is to capture individuals at closer range. By this means, However, in near-lightless conditions, a and manipulate food. To this end, the we gained a basic knowledge of the Illithid vertical slit is visible. Close examination of tentacles may be provided with suckers, and its habits. Eventually, we were able to the light-adapted eye shows a series of blades, or hooks, or covered with poisons supplement this with information gained small pinholes where the pupil closes. This that kill or subdue. The most advanced accounts for stories that Illithids have no forms carry special subunits that break off pupil, since adventurers generally bear a and act independently by injecting poison light source with them. It also vindicates or burrowing into the victim. The mouth the illustrator of Gryriak’s Bestiary, who consists of a complex collection of hard shows Illithids with narrow-slitted pupils. parts protected by an external beak. Presumably, a part of the Illithid dislike for The dominant life forms are found in light is the near blindness caused by the great abundance on the land, and include pupil’s extreme adjustment. a number of batlike forms as well as am- As frequently reported, the touch of an phibians. We had little occasion to venture Illithid feeding tentacle is deadly. Contrary into the larger bodies of water, but the to the usual accounts (doubtless based on purely aquatic forms we encountered (as observations made in the heat of battle), much like cuttlefish or as like fishes) the Illithid does not attach its tentacle to were of the same general plan as the ter- the victim and simply “draw out the restrial forms. Perhaps Ssirik Akuar also brain.” The process, as we have recon- holds the race known as the aboleth, structed it, is more complicated and a which shows a number of similarities to great deal more plausible. On firm contact Ssirik Akuar animal life despite notable between the Illithid’s tentacle and the divergence. The pressure of time did not victim’s head, a specialized subunit of the allow us to explore the possibility. tentacle detaches and burrows inward. The animals of Ssirik Akuar, particularly Once firmly lodged in the flesh, it bores those of the illithidlike body form, are through the skull with a drill-like struc- often sentient or semisentient. Many are ture and forms an extension that reaches even resistant to magical or psionic attack through the hole to touch the brain. Upon (the latter seems to be a side effect of the contact with the victim’s brain, it disrupts former). Some of these creatures are even all functions, thus causing instant death. psionically endowed. The Illithid must direct this activity at These animals are capable of long peri- extremely close range (thus the common ods of inactivity followed by periods of perception that the Illithid tentacle re- furious motion as they encounter prey or mains attached). Apparently, the Illithid predators. Their reflexes are exceptionally sends telepathic instructions to the killing quick, and they are strong and difficult to unit. We discovered by inadvertent experi- kill, as we discovered to our chagrin on ment that the burrowing halts if the Il- more than one occasion. All are voracious, lithid is slain or driven away, and that the as life in the habitable zones can be rather burrowing unit then becomes inactive and sparse. As a result, creatures of this world may be removed with a knife (although eat large amounts in short periods of time, there is a danger of infection). as the flesh and vegetation of Ssirik Akuar from the corpses of two confirmed soli- The “drawing forth” of the brain of the are prone to rapid decay even at low tary individuals which were provided for victim has (like most rumors) a basis in temperatures. In spite of the scarcity of us through the efforts of Lord Aragson fact. However, this follows the death of the food, some creatures of Ssirik Akuar grow and his men. All of this was time consum- prey rather than preceding it; in addition, to exceptional size. As formidable as they ing; for security, we had located our camp it is a protracted procedure. When the are in our own world, Illithids are unex- far from Illithid activity. prey cannot resist and the process is not ceptional in their own. Prior to our expedition, knowledge of likely to be interrupted, an Illithid places Though there is some specialization, Illithid anatomy was scanty. The typical its mouth in contact with the skull of the most of the beasts of the Sunset World are Illithid garment (both in our own world victim at the point of the subunit’s entry omnivores; palatable plants and subduable and on Ssirik Akuar) is a robe that con- and removes a flap of skin. At this point, animals are rare and not to be missed. ceals all but hands, feet, and head. Illithid some of the Illithid’s mouthparts function There are numerous large and small flying bodies are rarely recovered for study, as as bone saws. They produce a hole about forms which migrate back and forth over encounters with Illithids typically end in half a handspan in width. The Illithid then the habitable crescent according to the the death of their opponents or the rapid uses its complicated feeding apparatus to season and the creature’s preferred clime. retreat of the Illithids. In those rare in- remove and consume select portions of Likewise; some of the landbound crea- stances in which Illithids are defeated and the disabled brain. tures are migratory. Other forms are killed before they can retreat, the ten- It may seem that this is a rather involved sessile and lie in wait for the migrants, dency of the flesh to putrefy quickly is an mode of nutrition, yielding a small return retreating to burrows if conditions be- additional barrier. Only a dedicated for the effort and wasting a great deal of

22 OCTOBER 1989 potential food. Indeed, this is so. The peripheral individuals or groups living in and visual clues with a prearranged plan if Illithid’s feeding apparatus is well-suited to what one may suppose is the primitive the quarry is psionically aware. If mental a wide range of other foods, including Illithid lifestyle. Like many of the Sunset control fails, an Illithid may use a blast of ordinary flesh as well as certain seeds and Worlds predatory creatures, Illithids must mental energy to kill or incapacitate its fungi. Illithids regularly eat a variety of locate scarce prey with a minimum of prey. Determined opposition usually plants and animals, as was confirmed both effort. Their semimagical abilities serve causes the Illithid to retreat for the simple by observation of gathering expeditions them well in this regard. The Illithid and logical reason that a weakened Illithid and from a catalog of the stomach con- chooses some safe burrow or cave and might not survive the journey home. An tents of our two specimens. Though Il- projects itself astrally in search of food Illithid in the savage state is no safer than lithids do seem to have a culinary while the body remains in a state requir- a human in our own swamps and jungles preference for the brain, and will select ing little nourishment. These explorations would be (perhaps less so). This habit that organ over any other, the primary require little energy and entail little risk. (which appears to have been learned in function of this most infamous habit is not When a source of food is located, the Illithid prehistory) might well be the expla- nutrition but reproduction! Illithid returns to its body and goes forth nation for the reported cowardice of Illithids are hermaphroditic and bear a either alone or in company, depending on Illithids encountered in our own world, poorly developed larva from an opening at the effort required to harvest or subdue where they are well known for fleeing any a spot equivalent to the human solar the food. An ability to pass over water and encounter that begins to go against them. plexus. An Illithid carrying such a larva However, such a hypothesis may be at will carefully remove the thinking parts of odds with what we later learned of the the brain from some prey animal and hunting habits of civilized Illithids. restore those parts which maintain the While solitary Illithids are widespread, body, carefully sealing off the blood supply the majority of Illithids on the Sunset to the regions it has destroyed. The tiny World live in settlements of between 50 larva is then inserted into the skull cavity, and 1,000 individuals. These settlements where it establishes a connection with the generally consist of burrows and a cluster nerves and blood vessels of the body. The of stone towers on the leeward side of a larva’s control is sufficient to allow for hill. Entrances to the complexes are never swallowing and digestion of food provided at ground level; they are only accessible by the adult. However, this is insufficient by air. This is presumably a precaution to support the growing Illithid. The host against vermin and large predators, as body gradually shrivels and atrophies as well as possible seasonal flooding. The the larva draws on its reserves. As the towers are of varying thickness and larva grows, it fills its host’s skull cavity height, and often have a cross section and then loosens the connection between determined by the prevailing winds. the skull bones so that the larva may ex- Ranged about the central towers are the pand upward and outward. When the host orderly fields and pastures that provide body is no longer useful, the larva meta- most of the settlement’s needs. Illithid morphoses and emerges as an Illithid of adults do not tend these; even junior mem- adult form, perhaps one-half to one- bers of the community merely supervise quarter of the normal size d&pending on the work of various enslaved creatures. the size and type of host. Highly intelligent Illithids abhor manual labor in any but hosts are preferred, presumably because the most refined form, and have reduced the skull can be expanded further and even the amount of labor that their slave possibly for subtler reasons associated species must perform through extensive with the development of psionic powers. alterations of the plants, animals, and In several cases, Illithids were observed fungi around them. Meat and draft ani- to carry out the initial series of operations mals and other servant forms are entirely without placing a larva. The reasons for obedient and dependent, in some cases this are unknown. Perhaps these were requiring special dietary supplements that failed attempts to complete the procedure, only the Illithids have the skill to produce. or perhaps frequent practice is necessary The various crops require little attention, so that all will proceed smoothly when the being largely self-regulating in form and larva is ready. naturally resistant to invasion by weeds. We understand that the process of larva Even the towers themselves are grown placement is a reconstruction; in no case mud unhindered and to levitate over diffi- rather than constructed, being treelike did we observe the entire process. Our cult terrain allows the Illithid to take a growths with stony skeletons. Many of the find of a partially developed larva in the direct route that involves little wasted Illithids’ creations serve multiple functions, dwelling of our second lone Illithid was energy and reduces exposure to possible as in the case of the fungi that provide invaluable, as were the results of closer hazards. Often the prevailing winds are light, absorb waste, and serve as carpet investigations made at a later stage. While employed in conjunction with levitation; and tapestry in Illithid dwellings. The most it is not certain from our results on Ssirik the Illithid will rise up and let itself be notable of the Illithid slave species is a Akuar that Illithids can carry out the carried downwind toward its destination. creature that has a form similar to that of entire cycle using human or humanlike This is typically done only at low altitudes a baboon—the most Illithidlike of Ssirik hosts, we strongly suspect so on the basis or in foggy weather because of the danger Akuar’s inhabitants. Nowhere did we of popular accounts and of hints dropped of airborne predators. observe human or humanlike slaves. Our by our githzerai guides. This has strong When prey is encountered at close quar- githzerai guides volunteered that the implications for attempts at negotiation ters, an Illithid’s ability to read and control Illithids of Ssirik Akuar have abandoned with Illithids; overtures from creatures minds allows detection and capture of this such practices. that are regularly used in such a fashion prey with a minimum of effort. If the Illithids of full-adult status spend much are not likely to be well received. Illithids are in a group, they may coordi- of their time in the hunt, in various politi- We observed a number of isolated and nate their activities mentally, or use verbal cal activities, in artistic and magical en-

24 OCTOBER 1989 deavors (including the shaping of new wilderness. guides became aware of our new plans, types of creatures), and in long periods of While no Illithids were observed to cast they grew greatly agitated. The Monzari meditation. The late Master Ponder Grey- spells, they are highly skilled in the pro- had become increasingly distant and un- mantle made a particular study of the duction of magical and psionic devices or helpful over the course of our stay, but hunting practices of the civilized Illithids substances, particularly various potions when we refused to reconsider our and followed several parties at a distance. (this last accords well with reports from course, they withdrew entirely to their He found that the Illithids prefer intelli- our own world that Illithids frequently tents and would say nothing further. gent life for such sport (if sport it is), and keep several potions in their store of trea- In the beginning, our operations were may pass up larger and less-intelligent sure). It seems that much of the special highly successful. Assistant Master Toliklos creatures for those that present a greater equipment wielded by Illithids both here will be able to present you with four challenge. These are by no means idle and in the Sunset World is crafted by the books of Illithid manufacture that cast a amusements; the Illithids who participate Illithids themselves. great deal of light on Illithid life, though risk serious injury or death. Despite this, Illithid art is seldom representational. they raise more questions than they an- while the hunters may feed on choice They seem to prefer abstract patterns of a swer. Much of what I have told you con- portions of the kill, they are seldom con- complex and angular sort, in colors that cerning the Illithids was supplemented or cerned to bring the remainder to their are rather muddy to the human eye. Their confirmed during this period. It was a settlements (even when the distance is few depictions are generally of violent time of great hope and great interest; it short). Their primary source of food is the scenes: hunts and conflicts between was, however, unfortunately brief as well. livestock and fields tended by their slaves Illithids. One particularly vivid mural What final error Academican Kratanitkul (and occasionally the slaves themselves). confirmed part of our story of Illithid made we will never know. I fear his end Expeditions may reach far sunward or far reproduction and provided an additional was not a pleasant one. into the icy lands, though Illithids show bit of information: it would appear that Fortunately, we had some warning: signs of discomfort in dry air or when the the ultimate triumph is to use other Il- Academican Kratanitkul and his associates temperature drops below freezing. The lithids as food for one’s larva. were tardy, but this was small reason for Illithids’ usual mode of attack is a well- Illithids produce numerous books and concern as the difficulties of travel on planned ambush at highly favorable odds scrolls, but we found those we examined Ssirik Akuar sometimes make for long for the Illithids. Pursuits of any length are to be either entirely factual or completely delays. More worrisome was the failure to rare. incomprehensible. If Illithids produce locate them through scrying spells, but Illithid political activity is poorly under- fiction, this is not immediately evident. these often go awry when the subject is stood even after our closest studies. Ap- Neither did we observe Illithids to erect within or beyond a large concentration of parently, Illithid society is divided into shrines or temples or spend any time in creatures resistant to magic. Our guides’ numerous tightly knit groups, all small and worship; reports that they have no deities dogs, the szarkel, gave us our first clear all mutually opposed, although they may are evidently correct. It is also notable that intimation of trouble. be allied with other cliques for varying Illithids seldom assemble in large groups It was the habit of the szarkel to run lengths of time. It appears that members except under the most unusual circum- about the camp unhindered. (This had of the same clique are often related to one stances. Only once during our stay did we been cause for considerable friction be- another. The typical Illithid embrace, an observe such an action. tween the githzerai and our own people interclasping of feeding tentacles, is sel- Iliithid meditation remains a mystery to because of the intractability of the dogs.) dom seen except with members of a us. We thought at first that astral projec- The creatures did so pow, but mostly at clique. The reasons for this embrace are tion took place during these sessions, but the perimeter, running back and forth, unknown, but it is probably that signals careful measurements showed this not to sniffing at the wind, and staring intently are exchanged; the tentacles are highly be the case. An Illithid engaged in astral into the distance. Their masters stood sensitive to taste and touch. Significantly, projection generally does so from a sealed rigidly at the entrance to their tents, as if each partner in such an embrace is at the room, whereas meditation seemed to listening. Abruptly, both dogs and githze- mercy of the other. This is the only known occur in any sheltered spot. Perhaps the rai entered their dwellings. During this gesture of faith among Illithids. Open missing worship of deities occurs during time, the githzerai spoke not a word to violence between cliques is rare and most these states, or perhaps these sessions are one another, and refused to acknowledge often occurs in the form of ambushes and merely a form of rest. Whatever the case, our questions. When Lord Aragson would assassinations rather than full-scale bat- this practice consumes a great deal of an wait no longer and followed the githzerai ties. What body of law or custom regulates Illithid’s time. in his desperation, he found their tents these procedures and prevents a condition We gathered much information from empty. We never saw them again. of anarchy is unknown. peripheral observations, from the two The assault was sudden. Lord Aragson The third major Illithid activity is the captures of which I have spoken, and from will give you the full account of it. It seems production of various artworks, books, a few daring forays into vacant Illithid that the Illithids were also overconfident. magical devices, and living creatures. This dwellings. Having mastered Ssirik Akuar’s While tragic, our losses were small in is the only sort of labor that confers sta- considerable natural hazards, and having proportion to the losses suffered by the tus. Most frequent is the production of operated undetected at the fringe of Il- force that came against us. It is well that new animals, plants, or fungi through lithid civilization for some time, we began we were prepared for a sudden depar- selective breeding or wholesale modifica- the final phase of our work. Here Aca- ture, however. When the Illithids re- tion The fields, stockpens, and slave quar- demican Kratanitkul’s particular gifts came treated from our unexpectedly strong ters contain many more odd individuals to the forefront: his ability to mimic the counterattack, we had time to make good than might be expected naturally, and the appearance of Illithids and their slave our escape before they could gather rein- various domesticated forms vary greatly species and even to counterfeit certain forcements. So far as we can determine, from settlement to settlement, apparently Illithid abilities proved invaluable. These we were neither pursued nor traced. Our in response to local fashions or conditions. abilities served him well in his investiga- journey homeward was as uneventful as Peculiarly, Illithids were seen in one in- tions of Underearth societies. Academician our outward faring, stance to be breeding a new version of one Kratanitkul and his assistants began a There is one matter I have left for the of the more formidable predators. This period of extremely close observation. last, and for a purpose. You will recall that would seem to indicate that there is some In retrospect, we had grown somewhat we were encamped on a ruin. There are yet undiscovered relationship between overconfident, perhaps pardonably so in many such on Ssirik Akuar, most of them Illithids and the creatures they hunt in the light of our prior successes. When our Continued on page 65

DRAGON 25

Vampire

CLIMATE/TERRAIN: Any land FREQUENCY: Rare ORGANIZATION: Solitary ACTIVITY CYCLE: Night DIET: Special INTELLIGENCE: Exceptional (15-16) TREASURE: F ALIGNMENT: Chaotic evil

NO. APPEARING: 1-4 ARMOR CLASS: 1 MOVEMENT: 12, Fl 18 (C) HIT DICE: 8+3 THAC0: 13 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 5-10 SPECIAL ATTACKS: Energy drain SPECIAL DEFENSES: + 1 or better magical weapon to hit MAGIC RESISTANCE: See below SIZE: M (5½’-6½’) MORALE: Champion (16) XP VALUE: Western 3,000 Eastern 4,000 Illustrations by and Jim Holloway Of all the chaotic evil undead creatures that stalk the world, none able to reach its coffin within 12 turns, however, its essence is more dreadful than the vampire. Moving silently through the breaks up and the creature is truly destroyed. night, vampires prey upon the living without mercy or compas- Sleep, charm, and hold spells do not affect vampires. Similarly, sion. Unless deep underground, they must return to the coffins in they are unharmed by poisons and immune to paralysis. Spells which they pass the daylight hours, and even in the former case that are based on cold or electricity cause only half damage. they must occasionally return to such to rest, for their power is re- At will, vampires are able to disperse their bodies into clouds of newed by contact with soil from their graves. elemental vapor and assume gaseous form. In this state, they are One aspect that makes the vampire far more fearful than many all but immune to attack and can escape from almost any confine- of its undead kindred is its appearance. Unlike other undead crea- ment. In addition, vampires can shape change so as to take on the tures, the vampire can easily pass among normal men without form of a large bat (hence the flying movement rate given above). drawing attention to itself for, although its facial features are Vampires can summon lesser creatures for aid. In a subterra- sharp and feral, they do not seem inhuman. In many cases, a nean environment, they will typically call forth a swarm of 10- vampire’s true nature is revealed only when it attacks. 100 rats or bats. In the case of the latter, these do not physically There are ways in which a vampire may be detected by the attack but serve to confuse and obscure the vision of the vam- careful observer, however. Vampires cast no reflection in a glass; pire’s foes. In the wilderness, a vampire will normally call upon 3- cast no shadows, and move in complete silence. 18 wolves for assistance. In all cases, the summoned animals arrive in 2-12 rounds. Combat: When engaging in combat, vampires are savage and At will, a vampire can use a spider climb ability and scale sheer fearsome opponents. They are physically very powerful, with a surfaces. Often, they will employ this power to gain access to Strength score of 18/76, receiving a bonus of +2 to hit and +4 to rooms on upper floors without alerting those on watch down- damage. The crushing blows of a vampire’s attack are so fierce stairs. This power also permits the vampire to seek refuge in that they inflict 5-10 points of damage. places which are all but beyond the reach of mortal men. The gaze of a vampire is one of its most powerful and danger- Despite the great powers which vampires obviously possess, ous weapons. Any person who allows the vampire to look into they are not without weaknesses of their own. The odor of strong his eyes will be affected as if by a charm person spell. Due to the garlic repels them and they will not approach it. Further, they will power of this enchantment, a -2 is applied to the victim’s saving recoil from the face of a mirror or lawful good holy symbol if ei- throw versus spell. In this manner, vampires are often able to pass ther of these is presented to them with courage and conviction. It posted sentries and surprise their chosen victims. is important to understand, however, that this will not actually Like all undead creatures, vampires exist in both the Positive harm the vampire in any way nor drive it off. Garlic will prevent Material and Negative Material planes at the same time. Their the creature from attacking or entering the area, while mirrors powerful negative essence allows them to drain two life energy and holy symbols force the vampire to find some means of re- levels from anyone they strike. If the vampire is making use of moving the offending object before it can be bypassed. In most some form of weapon in the attack, it cannot employ this power. cases, the vampire will seek to overcome these hazards with the Weapons of less than + 1 enchantment pass through vampires aid of its minions. For example, a charmed person might be called without harming them in any way. Even if attacked with and upon to attack someone who is holding the vampire at bay with a harmed by magical weapons, vampires regenerate 3 hit points per holy symbol. Another important point to keep in mind is that a round. If reduced to zero hit points, a vampire is not destroyed, lawful good holy symbol will affect the vampire regardless of the but is forced to assume gaseous form. Once in this state, it will at- vampire’s original religious background. Vampires which are tempt to flee and return to its coffin where, after eight hours of splashed with a vial of holy water or struck with lawful good holy rest, it regains its corporeal form. If the defeated vampire is un- symbols are burned by them, suffering 2-7 points of damage.

DRAGON 29 Vampire

Just as vampires can be kept at bay, so too can they be slain by attention. If the need arises, these pawns will gladly be sacrificed those who have the knowledge to do so. Any vampire which is to protect or further the ends of their master. exposed to direct sunlight is instantly rendered powerless and, af- Ecology: The vampire has no place in the world of living crea- ter one round, utterly annihilated. If the vampire can be im- tures. It is a thing of darkness that exists only to bring about evil mersed in running water, it loses one-third of its hit points each and chaos. Almost without exception, the vampire is feared and round, until destroyed on the third round. Last, a vampire can be hated by those who dwell in the regions in which it chooses to killed by having a wooden stake driven through its heart. In this make its home. The vampire’s unnatural presence is all-pervasive case, however, the creature can be restored simply by removing and will cause dogs and similar animals to raise a cry of alarm at the stake if further measures are not taken to ensure the fate of the the presence of the creature. vampire. In order for it to be completely destroyed, the vampire’s Vampires sustain themselves by draining the life force from liv- head must be cut off and its mouth stuffed with holy wafers (or ing creatures. Unless they have a specific need to create additional their equivalent). minions, however, they are careful to avoid killing those they at- In addition to its aversion to items like garlic and holy symbols, tack. In cases where the death of a victim is desired, the vampire the vampire acts under many other limitations. One of the most will take care to see that the body is destroyed and thus will not powerful of these is the creature’s inability to enter a home with- rise as an undead. out being first invited to do so by a resident of the dwelling. This does not apply to public buildings and places of business which, Eastern Vampires: by their very nature, extend an “invitation” to all. Once a vam- pire has been invited to enter a residence, it may come and go This breed of vampire is, if anything, even more frightful than its freely afterward. A common manner for obtaining permission to western cousin. Although they share many of the western vam- enter a home is the use of the vampire’s gaze to charm a servant or pire’s strengths and weaknesses, they have the ability to fade other inhabitant. from sight at will. Once they have become invisible, they receive Any human or creature slain by the life energy drain all of the normal bonuses which such a state normally bestows, of a vampire is doomed to become a vampire himself. Thus, those including being attacked at -4. These monsters are unable to who would hunt these lords of the undead must be very careful charm their victims, however, and cannot assume gaseous form lest they find themselves condemned to a fate far worse than at will as western vampires can. death. The transformation takes place one day after the burial of the creature. Those who are not actually buried, however, do not become undead and it is thus traditional that the bodies of a vam- pire’s victims be burned or similarly destroyed. Once they be- come undead, the new vampire is under the complete control of its killer. If that vampire is destroyed, the controlled undead are freed from its power and become self-willed creatures. In most cases, vampires do not lose the abilities and knowledge which they had in life when they become undead. Thus, it is pos- sible for a vampire to have the powers of, for example, a wizard, thief, or even priest. In all cases, of course, the new vampire be- comes chaotic evil.

Habitat/Society: Vampires live in areas of death and desolation where they will not be reminded of the lives they have left behind. Ruined castles or chapels and large cemeteries are popular lairs for them, as are sites of great tragedies or battles. Vampires often feel a strong attachment to specific areas with some morbid sig- nificance, like the grave of a suicide or the site of a murder. When deciding on a course of action or planning a campaign, vampires move very slowly and meticulously. It is not uncommon for a vampire to undertake some scheme which may take decades or even centuries to reach its conclusion. Because of the curse of im- mortality that has fallen upon them, they feel that time is always on their side and will often defeat foes who might otherwise overcome them; the vampire can simply go into hiding for a few decades until the passing of the years brings down its enemies. Vampires are normally solitary creatures. When they are found in the company of others of their kind, the group will certainly consist of a single vampire lord and a small group of vampires which it has created to do its bidding. In this way, the vampire can exert its power over a greater range without running the risk of exposing itself to attack by would-be heroes. In general, vampires feel only contempt for the world and its inhabitants. Denied the pleasures of a true life, they have become dark and twisted creatures bent on revenge and terror. When a vampire creates another of its kind, it considers the new creature a mere tool. The minion will be sent on missions which the vam- pire feels may be too dangerous or unimportant for its personal

30 OCTOBER 1989

The Well-Rounded Monster Hunter

Investigators’ skills in the CALL OF CTHULHU® game ©1989 by Dean Shomshak

32 OCTOBER 1989 Chaosium’s CALL OF CTHULHU® rules provide a wide range of experience at any sort of mechanical re- pair. A specialist can therefore use a spe- skills for Investigators, but many more skills are possible that could cialty skill for nonspecialized tasks—but broaden the knowledge of player characters. For the benefit of In- not very well. An Egyptologist who hasn’t vestigators and Keepers alike, some new skills for this game follow, actually spent points on Archeology skill, for example, could try identifying a non- as well as some thoughts on modifying skill rolls to reflect special Egyptian artifact using his Egyptology skill circumstances. but at a greatly reduced chance of success A special note is needed concerning specialty skills. A skill called (say, at x 25%). Of course, a character Egyptology has appeared in CALL OF CTHULHU modules from could buy both Egyptology and Archeol- ogy, but this would be rather wasteful. Chaosium. While this skill is obviously a specialized form of Arche- Specialty skills cost just as many points as ology, no explanation is given as to the relationship of Egyptology regular skills, and there are no cost sav- and Archeology in terms of . I have attempted to ings for buying multiple specialties. Cer- tain specialty skills are meant for remedy this with rules that define specialized versions of a wide non-player characters, who don’t need to range of skills. be as versatile as Investigators.

Modifying skill rolls less-skilled characters (they didn’t have a New Investigator skills Not all tasks that require skill rolls are great chance of success originally, so they Fine Arts Knowledge: This measures equally difficult. For instance, it’s possible aren’t losing much). Both methods leave at a character’s detailed knowledge of the to use the Anthropology skill for both the least a small chance of success for less- history, techniques, and styles of the fine relatively easy task of identifying someone skillful characters. In contrast, subtraction arts (painting, sculpture, music, architec- as an ethnic Korean and the more difficult modifiers essentially rule that characters ture, literature, etc.). This skill can be problem of identifying a member of the with skill ratings below a certain percent- taken more than once, since the full skill obscure Ahapi tribe. Similarly, picking a age have no chance at all. I use all three rating is only for one art form; e.g., a cheaply produced padlock and a custom- methods, depending on which I think is comprehensive knowledge of music does built Swiss trick lock are both Locksmith- appropriate at the time. Note that modify- not give any greater skill at analyzing ing feats, but one is obviously more ing a roll to show a task as unusually easy architecture. In some cases, the Keeper difficult than the other. Situations like can only be done by adding to the base may relax this separation. A scholar of these occur with new skills as well as with chance or multiplying it by some amount music might have knowledge of opera; the old. A Keeper can handle them in one greater than 100%. Perhaps that tacky since an opera contains both words and of three ways. padlock gives + 15% or x 120% to a lock- music, someone skilled at either art form One way is to ask for multiple skill rolls, picker’s skill. could study an opera to learn who the which is logical if a task is unusually diffi- unnamed author was, his mental state, cult because of length or complexity. This Specialty skills what is obliquely referred to in the third has the net effect of multiplying the skill A character may be an expert in a single act, and so on. percentage by itself one or more times. facet of a skill, or he might apply a skill to The most common application of this With two skill rolls, for example, someone just one field. The aforementioned Egyp- skill is in evaluating Mythos-related works with a 50% skill rating has a 25% chance tology, for instance, is Archeology limited of “fine” art, both ancient and modern. A of success, a 70% rating has a 49% chance, to the cultures of ancient Egypt. Analo- character with Fine Art Knowledge could and 90% has an 81% chance. Probabilities gous specialized forms of Archeology can discover where and when an artifact or for other base ratings and numbers of be defined for other areas of the world: poem was created, what it symbolizes, the rolls are easily worked out with a pocket Assyriology (Mesopotamian cultures), sophistication of the artist’s culture, or calculator. Classical Archeology (Greece and Rome), even if the item is of “no Earthly style.” The simplest method of adjusting skill Pre-Columbian Archeology (the New Fine Art Knowledge is thus related to rolls is to reduce the chance of success by World), and so on. Archeology and Anthropology, and in some fixed amount. The Swiss lock, for Skills can have specialized forms. For some circumstances could substitute for example, might carry an automatic -30% example, an Anthropology specialist would them with a reduced chance of success. modifier on any attempt to pick it. Modi- be knowlegeable about the cultures of just Keepers should remember that Fine Art fiers like this will be familiar to players of one region of the modern world. Instead Knowledge uses elements of an aesthetic many other role-playing systems. of general Mechanical Repair, a character as well as a technical perspective. Finally, the Keeper can reduce the might specialize in auto repair, gunsmith- Cryptography: This skill measures the chance of success by some fixed propor- ing, or setting traps. Paleontology could be ability to create and break ciphers that tion by multiplying the character’s chance a specialized version of either geology or conceal messages. This does not include of success by some percentage. The CALL zoology. The only limit here is the Keeper’s codes, which are based on the arbitrary OF CTHULHU rules already have the judgment in determining what constitutes use of one word to mean another word or impaling roll for melee and the analogous a meaningful specialty. For instance, al- phrase; e.g., using “ham” to mean “arms special roll for skills, set at one-fifth the though Paleontology would be a useful shipment.” Codes can be invented by any- character’s normal chance of success. The division of geology in the game, crystallog- one and are virtually unbreakable, but skill descriptions in the rulebook also refer raphy (the study of crystal shapes) or they have several disadvantages. Codes to situations in which characters have only petrology (the study of rock composition, take a long time to construct, since so one-half of their normal chance of success. structure, and origins) probably would many substitutions are necessary. A need Other percentages, such as four-fifths not. The first is too limited a part of geol- might arise for a word for which no code (80%), three-fifths (60%) or one-third ogy, and the second is not versatile enough equivalent has been defined. Both sender (33%), could be used to reflect various to be useful in the game. and receiver must have code books giving levels of difficulty. A calculator is neces- Naturally, a character with a specialty the substitutions, and these books can be sary to use this method comfortably. skill is not totally ignorant of everything lost or stolen. All three methods have their advantages else in the “parent” skill; a master auto Ciphers, the true subject of cryptogra- and disadvantages. Multiple rolls favor repairman, for instance, may never have phy, hide messages by rearranging or characters with very high skill ratings. fixed clocks or refrigerators, but he would substituting words or characters accord- Multiplying by a fraction slightly favors probably do better than someone with no ing to a master plan understood by sender DRAGON 33 and receiver. Thus, instead of several ation is invaluable when attempting to speed calculations. thousand code-words, sender and receiver infiltrate a select organization or gain an Mathematics is occasionally useful in only have to remember the plan—a much enemy’s trust. This can be dangerous, investigations because so much of Mythos easier task. A simple example of a cipher is especially when criminals or cultists are magic and lore involves bizarre geometry. a sentence in which each letter is replaced involved. While neither Mathematics nor any other by the one preceding it in the alphabet (“a” Impersonating someone from another skill is sufficient to let an Investigator is replaced by “z“), and the result is then culture well enough to fool someone famil- learn a Mythos spell, it could make the written in reverse. In such a cipher, iar with that culture requires a successful learning easier in some cases. For in- “Cthulhu rises” becomes “Rdrhq tgktgsb.” Anthropology roll as well as an Imperson- stance, a character trying to learn the The message is decoded by reversing the ation roll. This can be avoided by intensive highly mathematical Gate spell from a letters, then replacing each letter with the coaching from someone familiar with the tome might be given a + 1 on the tome’s character that follows it in the alphabet. culture in question (who makes the appro- spell multiplier if he successfully makes a Although ciphers are easier to use than priate roll instead). This process takes Mathematics roll. Mathematics might codes, their disadvantage is that what many days, and ad-libbing is impossible. reveal that wall markings or a mosaic human ingenuity can hide, human ingenu- Impersonating someone who speaks a design symbolize strange multidimensional ity can locate. different language may require a Speak or non-Euclidean structures and relation- The initial rating for Cryptography is Language roil; impersonating an electrical ships, providing a warning to Investiga- INT%, because nearly everyone in the engineer might require an Electrical Re- tors. Finally, at the Keeper’s option, a Western world has been exposed to ci- pair roll; and so on. In some cases, these successful Mathematics roll may give an phers at some time during their childhood. extra rolls might be modified in the char- Investigator a bonus on another skill roll, Anyone can produce an extremely simple acter’s favor; in the latter case, for in- such as , Physics (see cipher, but such ciphers can be broken by stance, the character may only have to Chaosium’s Cthulhu Now supplement), or successive Idea and Know rolls, or by a talk like an electrical engineer, which is Cryptography. Cryptography roll at double the chance of easier than actually rewiring a circuit Painting: This skill allows a character success. Producing a difficult cipher re- board. The character might be given dou- to produce pictures by applying paint, quires a Cryptography roll at a double- ble the normal chance of success of the charcoal, crayons, etc. to a flat surface normal chance of success; it’s easier to Electrical Repair roll if talking is all that’s such as a canvas. Success at a Painting roll make ciphers than to break them. Such a required. means production of a fairly accurate cipher takes a normal Cryptography roll to This skill may also enable one character representation of what the artist was solve. If the cipher-maker’s roll failed, the to see through deception by others. Even trying to show. Although one can repre- cipher contains a flaw. This flaw would if a “performance” is good enough to fool a sent abstractions such as emotions or the introduce an equal chance of making the layman, (i.e., the deceiver made his Imper- Decline of the West through painting, in cipher impossible to solve or making it sonation roll), it might not be good enough game contexts this skill will be more often very easy to solve, using Idea and Know, to fool a fellow professional (defined as a used to create pictures of landscapes, or Cryptography x 2. character with an Impersonation skill of creatures, and artifacts. Memory fades A cipher can be designed to be difficult 50% or more). In this case, a resistance with time, after all, and not all things to crack, imposing a modifier on the Cryp- roll can be used. The would-be deceiver encountered in a Mythos investigation can tography roll needed to solve it, by apply would add his Impersonation percentage be photographed. Whether anyone else ing the same modifier to the creator’s skill. to 50%, and the target would subtract his will believe the paintings are of real things Someone with 40% Cryptography skill skill from that total to determine the and not, the product of a disordered who is trying to make a - 15% cipher thus chance that he was really fooled. Someone imagination is another matter. has a (40% - 15% =) 25% chance of suc- with high Psychology skill might be al- Philosophy: A character using this cess. The Keeper may still allow double lowed a similar roll. skill can argue, more or less intelligently, the normal chance of success when creat- Some impersonations can be carried out in the four main branches of philosophy: ing ciphers. (Multiple rolls don’t work well purely through voice, posture, and acting metaphysics (dealing with the ultimate here.) If the creator’s roll fails, the desired ability. Others may require makeup, spe- nature of reality), epistemology (the nature modifier is lost (but he won’t know it). cial clothing, or accessories like wigs and and limits of knowledge), logic (the study Cracking a cipher or determining that it false noses. Lack of such disguise elements and practice of valid reasoning), and ethics is beyond one’s abilities normally takes need not destroy any chance at imperson- (the study of good and evil). Such a charac- several days (Keeper’s discretion on exact ation, but Keepers will probably want to ter will also be familiar with philosophical number). Exceptionally easy ciphers take impose negative modifiers or require the trends of the past and present. Using this less than a day to solve, down to a few character to attempt a Fast Talk roll. skill, a character may guess at the belief’s minutes for someone with a Cryptography Mathematics: This skill has little in of another person after several minutes of rating of 50% or more. Once a cipher is common with Accounting. Mathematics is subtle questioning, assuming that the broken, of course, all messages in it are a science and also a branch of logic. It subject either doesn’t know or doesn’t care easily understood. deals with abstract quantities manipulated that the questioner is trying to learn some- Drafting: This measures a character’s according to equally abstract rules in such thing. This skill can also be used to dis- skill at producing useful, realistic draw- a way that unknown quantities or infor- guise true beliefs, somewhat like ings, whether of machine parts or land- mation can be derived from known ones. Impersonation (q.v.). Philosophy can thus scapes. It includes perspective drawings. Branches of mathematics include geome- be used to gain the confidence of cultists, Simple tools like a compass and ruler are try, algebra, calculus, number theory, politicians, and other sinister folk, since useful but not necessary. Drafting concen- group theory, and mathematical logic. people are more likely to trust those trates on static form and outline. Subtly Higher skill ratings indicate more pene- whom they think agree with them. curved surfaces, textures, and suggestions trating knowledge of mathematical princi- Finally, Philosophy can be used to in- of life and motion are more in the prov- ples and more ability to solve math- crease SAN, although this is less effective ince of Painting (q.v.). ematical problems. Although rulers, pro- and more dangerous than Psychoanalysis. Impersonation: This skill enables one tractors, or more sophisticated instru- In each week of intensive “philosophical to convincingly masquerade as someone ments may be needed to collect data for a analysis,” or month of less intensive analy- else. This is not merely playing a character problem, the actual mathematical work sis, the philosopher-analyst makes a skill on stage; it can be used whenever an usually requires nothing more than lots of roll and the subject makes an Idea roll. If Investigator wants to hide his true iden- paper, a pencil, and maybe a slide rule (or both succeed, the subject gains 1 point of tity, emotions, or intentions. Imperson- a calculator for modern-day campaigns) to SAN and may roll for an increase in his

34 OCTOBER 1986

own Philosophy skill. If the analyst makes Sage Continued from page 10 could be the missile’s actual target. If the a “special roll,” the SAN increase is 1D4 die roll indicates that an ally will be the (such as a kusari-gama in Oriental points—a breakthrough. If the analyst fails actual target and there are multiple allies does the character his roll, however, the subject is confused Adventures), fighting the intended target, randomly and disillusioned, losing 1D2 SAN. If the automatically gain proficiency with determine which ally is the actual target. subject fails the Idea roll, no SAN is gained the weapons that correspond with Roll the to-hit number. If the appropriate each function (in this case, with or lost. Like psychoanalysis, philosophical number for the target’s armor class is chain and kama)? analysis cannot raise a subject’s SAN rolled, then the target is hit whether or The situation is analogous to that of the higher than his Luck roll. It can, however, not the character firing the missile wanted be practiced on oneself. This is one reason bastard sword described previously. to hit that target. If the creatures in the Knowledge of the combination weapon why sages (master philosophers all) have melee are of different sizes, the larger does not necessarily allow use of its com- such high POW and SAN: Through years creatures are more likely to be hit. I sug- of continual self-analysis, they raise their ponent weapons. The techniques required gest a two-thirds chance (1-4 on 1d61 to hit SAN to the limit set by their Luck, then to use each of the weapons you mentioned the larger target when the height differ- trade in SAN for POW, thus raising their are different. The governing principle in ence is 2-3’ (ignore height differences of both of these cases is the no-free-lunch Luck rolls and increasing SAN. less than 2’). If the height difference is Play Instrument: This skill is analo- rule: You can’t get two or more proficien- more than 3’, allow the missile to hit the gous to Sing; the higher the rating, the cies for the price of one simply by select- larger target automatically if the firer better the performance. The character is ing a multipurpose weapon. wishes; otherwise, the chance to hit the also able to play more difficult musical larger target is 5 in 6. When do charging characters at- works. Some spells may call for musical Many campaigns exempt the magic tack? What are the effects of a accompaniment, making a Play Instrument missiles spell from this rule. Magic missiles charge? roll necessary. Note that characters must are assumed to unerringly strike their Charging monsters or characters may specify which instrument they are profi- targets. cient with, and each distinctly different attack normally at the end of their charge; instrumental skill must be bought sepa- exactly when depends on the reach of the Is it possible to use an object for rately. If two instruments are very similar, weapons being used (longer weapons attack nonlethal combat? How much dam- first). The charge movement, initiative, and however, such as violin and viola, skill age would a chair or bar stool do? with one instrument should certainly affects chance to hit. See the DMG, page 66, Yes, you can use odd objects for nonlethal carry over to the other. for more details on charging. combat. The amount of damage such objects Sculpture: This measures the ability to can do depends on their hardness and mass. make three-dimensional images in clay, How do high dexterity scores or a See Unearthed Arcana, page 107. stone, wood, or other media. If a Sculp- short sword of quickness affect initiative? ture roll succeeds, the character has accu- How far can objects be tossed or rately, recognizably portrayed the subject. High dexterity never affects initiative; it thrown? Like Painting (q.v.), this skill measures only affects only surprise. A short sword of The maximum range for any tossed technique; artistic vision is beyond quickness allows the wielder to attack object is 5” (a stone) or 3” (a flask of oil or quantification. first. This is not the same has having the a vial of holy water), as long as the object initiative; a thief-acrobat (for example) is reasonably compact. Large, bulky ob- cannot automatically evade each round jects have a maximum range of 2” or less, New Skills for Investigators simply because he has a short sword of depending on the situation. quickness. He must win the die roll before Skill Base he can evade. How do you handle gaze attacks? Fine Art Knowledge 05% A creature with a gaze weapon may use it on one opponent per round in addition Cryptography INT% Can missile weapons, other than Drafting 05% hurled melee weapons, he used in to any physical attacks. If the creature is Impersonation 10% melee? unintelligent, this will be a random oppo- Mathematics 00% No, missiles cannot be fired or hurled nent. Intelligent creatures may pick their Painting 05% when the firing character is in melee. Fur- victims. Any opponent who can see the creature can be subject to the attack. The Philosophy 05% thermore, bows and arrows are not melee Play Instrument 00% weapons and cannot normally be used in opponent who is subjected to the gaze Sculpture 05% hand-to-hand combat. A bow or crossbow attack must save vs. petrification. Some campaigns allow opponents to avert their Any specialty As original could, however, be used for pummeling (see Unearthed Arcana, page 107). eyes and become immune to the gaze attack, but such opponents attack and Can a character fire a missile into defend at a -4 penalty, and the decision a melee without hitting friendly to avert the eyes must be made prior to characters? If not, what is the both the initiative roll and anyone know- chance of hitting an ally? ing where the gaze will be directed. Some This depends on the situation. When DMs may rule that if an entire party is firing into a melee, use the following surprised, all must save against the gaze procedure: during the first surprise segment of the The character firing the missile declares encounter (several party members could which creature he is targeting. (Any of the accidentally meet the creature’s gaze dur- character’s allies who are fighting with the ing the confusion of the surprise segment). target creatures are potential targets for the missile.) Randomly determine which I seem to recall some rule about a target will actually be in the path of the penalty when a character makes missile. If the figures in the melee are more than one attack in a round. Is about the same size (e.g., human vs. hu- there such a rule? man, vs. dwarf), there is an equal We can refer to page 70 of the DMG for chance that either the enemy or an ally this answer. The reference states that a

36 OCTOBER 1989 DRAGON 37 character may use a second weapon in- round as he turns undead, although he the target is not immune to fire. A torch stead of a shield, provided that the second defends normally and may be able to may be used as a secondary weapon if the weapon is a dagger or hand axe. Other- move (DM’s option). DM thinks the situation warrants it. Apply wise, there is no penalty for multiple the “Attacks With Two Weapons” rule on attacks. The monk ability quivering palm page 70 of the DMG. If players attempt to does not work on creatures that are abuse the privilege, the DM might have a Is there any way to prevent a vor- struck only by magical weapons. character set fire to himself or his equip- pal weapon from severing the neck Looking at the DMG, I see that crea- ment. Have the torch either save vs. nor- if the attack roll is high enough? tures that are themselves immune mal blow as thin wood, or break. The fire No. However, the DM might choose to to normal weapons can hit other has a 10% chance of going out per blow. introduce some kind of protective magic creatures that are immune to nor- that would do this. Note the limitations mal weapons. Does the reverse hold How long does it take to draw a given on page 166 of the DMG. The DM true? That is to say, are those crea- weapon? might choose to introduce some additional tures that can hit creatures immune Any weapon can be drawn in one seg- limitations; for example, it would be im- to normal weapons immune to nor- ment (this effectively adds one segment to possible for a human to sever a cloud mal weapons themselves? Specifi- the weapon’s speed factor). Common giant’s neck unless the giant was bent over cally, are high-level barbarians sense, however, dictates that a character or the human was flying or levitating. immune to normal weapons and who draws a weapon during a melee will quivering palm? lose initiative to a character who has al- Will unholy water harm a paladin? The barbarian’s ability to hit those crea- ready drawn his weapon, unless the char- Yes. It is created by an evil ritual and is tures that are normally hit only by magic acter with the drawn weapon must use harmful to paladins and good creatures of weapons does not protect him from non- the segment that is required for the draw extraplanar origin such as devas and solars. magical weapons or a monks quivering in order to close to melee range. Note that palm. sheathing a weapon takes a bit longer; Can a cleric turn undead, then changing weapons carefully takes a full attack, run away, or cast a spell in Can a torch be used as a weapon? round (see Oriental Adventures, page 54). the same round? Or does he stand How far can a torch be thrown? there for a whole round, give up There are some instances when it is How come a low-level character shield and dexterity adjustments to desirable to use a torch as a second- gets only one attack per round? A armor class, and hope that the turn- ary weapon; is this allowed? one-minute melee round certainly ing works? Torches can be used as primary weap- allows time for several attacks, es- Turning undead is a separate activity. A ons; treat them as clubs for all purposes— pecially if the character uses a light cleric who turns undead may not fire even when throwing and inflicting weapon such as a dagger. missiles, melee, or cast spells in the same damage, assuming that the torch is lit and A single melee attack in the AD&D game

38 OCTOBER 1989 assumes the exchange of several blows. ment, and use the rules on page 107 of The player’s single attack roll represents Unearthed Arcana. The sap does no dam- the result of a series of attacks by the age unless a stun is scored. It has the character, not just a Single blow. See the chance of a large and hard object to stun, DMG, page 61, for more details. High-level and does normal sap damage (1-2) when a characters who are allowed multiple at- stun is scored. A sap is a weapon and tacks do not actually strike more blows; negates the initiative penalty for pummel- their greater experience merely allows ing attacks. Roll a 1d6 before each attack; them to strike a larger percentage of tell- a one indicates that the attack will strike ing blows. the head if the sap hits.

Unearthed Arcana (page 78) says The DMG gives a procedure on that a sap will stun an opponent if it page 70 for attacking magically hits him in the head when the head sleeping opponents, but what about is uncovered. Since there are no hit normally sleeping opponents? location tables in the AD&D game, The to-hit bonus vs. normally sleeping how do you determine if the sap hit opponents is +4. the opponent’s head? The DMG has a rule that says an intelli- gent creature can aim a blow at an oppo- nent’s head half the time (1-3 on 1d6). While this rule (see page 46) encourages characters to wear helmets, I think it’s a bit excessive. Try any of the following for adjudicating attacks with a sap: Any attack roll four or more over the minimum score needed to hit the target strikes the head. Strength bonuses don’t count when determining the minimum score to hit, but bonuses for rear attacks (including a thief’s back-attack bonus) and attacks on prone opponents do count. Treat the sap as a pummeling imple-

DRAGON 39 be an easy journey. Magical chaos still plagues the land, and both Cyric and the Lord of the Dead want the tablet they have. Great rewards await your heroes—but only if they can recover the second Tablet of Fate and make it to the City of Splendors alive! This module is the third in a series based on Richard Awlinson’s exciting Avatar Trilogy. Kendermore Suggested Retail Price: $6.95/£3.95 NEW PRODUCTS FOR DRAGONLANGE® Preludes, Volume Two Product No.: 9249 SEPTEMBER by Mary L. Kirchoff Tasslehoff Burrfoot is snared by a lady bounty PC1 Tall Tales of the Wee Folk AD&D® Monstrous Compendium, hunter who is assigned to return the light- D&D® Creature Crucible # 1 Volume Two fingered escape artist to his homeland. Uncle by AD&D® 2nd Edition accessory Trapspringer is prisoner to the venerable coun- This product is the beginning of a new line This product is the perfect companion to the cil of elders until Tas honors marriage for the D&D® game system. 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Murdock faced with dragons, dread monsters, and the recovered the first Tablet of Fate. To complete RAM unleashes its formidable powers against minions of Kranoch the King. their quest, the heroes must travel across the Buck Rogers and the New Earth Organization’s Suggested Retail Price: $3.95 world to Waterdeep, the City of Splendors, and freedom fighters. Buck is now forced to search Product No.: 8207 journey into the Realm of the Dead. But both for allies on the Inner Planets, but RAM has the Cyric and Myrkul, Lord of the Dead, want the Sun Kings—the royal family of Mercury—behind Tablets of Fate for their own dark ends. They it. The “normal” humans on Luna and the peo- will stop at nothing to recover the artifacts— ples of Venus are NEO’s only hope. RAM’s arm- NEW PRODUCTS FOR even if it means the destruction of the Realms! ies drive NEO closer and closer to the black OCTOBER Suggested Retail Price: $3.95 abyss of extinction. . . . 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This can find their way to the moons of the directly with a future map covering Kara Tur 36” x 57” map interfaces with the TM1 The Forgotten Realms, Krynn, Oerth, or beyond. PCs and the eastern Realms. Western Countries Trail Map to provide addi- can battle magic-user aliens in fantasy-powered Suggested Retail Price: $5.95/£2.95 tional adventure in the Known World. space crafts and search the Universe for trea- Product No.: 9401 Suggested Retail Price: $3.95/£2.95 sure and magical artifacts. Product No.: 9404 Suggested Retail Price: $18.00/£8.95 Product No.: 1049 * U.K. price includes VAT. TM3 Krynn AD&D® DRAGONLANCE® Trail Map FRE3 Waterdeep Unless otherwise noted: by TSR Staff FORGOTTEN REALMS™ module ® and ™ denote trademarks owned by TSR, Inc. This DRAGONLANCE® Trail Map details the by © 1989 TSR, Inc. All Rights Reserved. lands described in DRAGONLANCE® Chronicles, Midnight and your heroes have defeated the BUCK ROGERS is a trademark used under license from The the best-selling novel trilogy that began the God of Strife and recovered the first Tablet of Dille Family Trust. ©1989 by The Dille Family Trust. All Rights series. An excellent map for Krynn explorers! Fate. But their quest isn’t over yet! They must Reserved. Suggested Retail Price: $3.95/£2.95 now travel across the Realms to Waterdeep, all Product No.: 9400 in search of the second Tablet of Fate. It won’t

40 OCTOBER 1989

42 OCTOBER 1989

Forum Continued from page 6 though I’m reluctant to make high-level spells as Scrolls or spells up to fifth level can be ob- available as his system would dictate tamed, but due to the longer time to prepare challenge. In the letter, however, the dragon just Granted, nothing is more frustrating for a higher-level scrolls and spells, such a shop jumped out from behind a rock and attacked beginning player than sitting around watching would probably have only first- to third-level the characters; even so, the party lost one of its the rest of the party bash zombies while his spells in stock, unless the owner had a great fighters in the example. Now if the same party mage DOES NOT cast that sleep spell. Also, I deal of spare time, or a particular fourth- or had to work its way to the dragon’s lair, descend would have a hard time denying scrolls to a fifth-level spell was constantly required in the through caves (a veritable dungeon in itself) high-charisma spell-caster, who came back to his area—both unlikely events. Higher-level spells filled with who knows what, then finally meet mentor with a few bags of hard-won gold and a would have to be ordered, requiring a minimum the dragon at the bottom, while following all the couple of extra first-level spells—particularly in of one day per level of each spell to complete, suggestions in that long-ago “Forum” letter, I lieu of some of the other things a character assuming the mage has the ingredients to make don’t think the PCs would be so casual. They could buy with that money. For instance, 900 gp the ink for the scroll. (And that’s assuming no would have used up most of their spells by that could get the first-level spells alarm, message, errors are made!) time, and the dragon would have attempted to and magic missile for his spell book (assuming DMs are advised to keep the spell books kill the mage in the night, long ago. The charac- the PC doesn’t blow a learn-spell roll). Then the belonging to such shop owners fairly bare and ters would never know if one of them was character could use that gold to hire (again such shops distant. Players who have to go subject to the dragon’s charm or was actually using the 1st Edition Dungeon Masters Guide) through a lot of trouble to get a single spell will the polymorphed dragon. They wouldn’t know four mercenary bodyguards—a 4th-level fighter, be reluctant to go spell shopping without good which of their items had been switched for a 3rd-level fighter, and two 1st-level fighters— reason. PCs, being the most aggressive charac- cursed ones, what was in the dragon’s lair, who when the party next goes adventuring ters in the area, may stock up an impressive the dragon’s contacts were, or even if the But somewhere a line has to be drawn. It a supply of spells and items. A less aggressive dragon was there by the time they got there. game world exists in which anyone can walk NPC, even it considerably more experienced, The suggestions in “Give Dragons a Fighting into a magic shop run by a high-level mage, may not accumulate as many spells The typical Chance” were good, if only one such suggestion plunk down 2,700 gp, and get a wish scroll, you magic shop should have basic spells—i.e., those was used on a dragon. The nonspeaking, non- have a game world that is going out of control you feel safe handing out to the players magic-using dragons may be fit for lower-level Common low-level spells (except for name spells S. D. Anderson characters, but if you want to use them for or powerful spells like sepia snake sigil) should Whittier CA higher-level PCs, at least play them with the be relatively obtainable, if the mage has the brains they have. money or can provide suitable service. In issue #139’s “Forum,” S. D. Anderson wrote And if you ever do run into a dragon and kill Madden’s magic-using shop owners are proba- about a hypothetical battle in which a single 8th- it before it wakes up—sorry, it probably wasn’t bly ex-adventurers who decided to stay alive level PC fighter equipped with bracers of de- the real dragon. and let others do the risk taking. Since 11th- fense (AC 2), gauntlets of ogre power, a ring of Toby Myers level mages or higher can build a tower, attract protection + 3, a horseman’s flail + 3, 75 hp, Hamilton NY a body of men, etc., and retire as nobles, we can and a dexterity of 17 defeated 40 5th-level NPC assume the typical shop owner is no higher than fighters in chain mail and armed with scimitars The point Larry Madden makes [”Forum.” 10th level Exceptions do exist, but they show Each NPC had 32 hp, they attacked two at a issue #141] about scrolls is somewhat valid, up at the DM’s discretion. time, and whenever one dropped, another took his place. Eriana the PC was not allowed multi- 2. The opponents gain + 1 bonuses to their cation) or lose her grip on her weapon. Without ple attacks or weapon specialization. armor classes equal to the above penalty. a weapon, she would not last long. The NPCs are idiots to attack Eriana two at a Thus a character outnumbered 3 to 1 would One further factor to remember is fatigue. time. The whole situation seems rigged in her suffer a -2 penalty to his armor class, while his While Eriana’s opponents are replaced by fresh favor. She may have no specialization bonus but opponents would gain + 2 bonuses to their men as the fight goes on, she does not get any neither do her enemies, and all attacks are armor classes. rest. In the original example in issue #139, she made against her front, where she can use her The logic behind this modifier is that a charac- fights for over two hours without any breaks. dexterity bonus. In a realistic campaign, the ter cannot concentrate upon multiple opponents According to the Dungeoneer’s Survival Guide monsters aren’t going to be so kind to her. as well as he can upon a single opponent; dodg- (page 21), she would have to roll against her According to page 69 of the Dungeon Masters ing one attack may inadvertantly leave him constitution after the first hour and again after Guide (under the heading “Number Of Oppo- more exposed to another attack. Due to this 50 minutes if she makes this first check. If she nents Per Figure”), a single man-size figure can factor, a character must concentrate more upon fails either check, she becomes fatigued and be attacked by six man-size opponents at once. defense than on attack, so his opponents’ armor loses two points on every stat and suffers a Three will attack her from the front, two from classes improve. further - 2 penalty on all to-hit and damage the flanks, and one from the rear. Eriana’s -4 Using this modifier in the combat between rolls and saving throws. Furthermore, if she armor class takes a nose dive under these Eriana and the NPCs produces some interesting continues to fight while fatigued, she must roll conditions, to AC -1 from the flanks and AC 1 results. Eriana is outnumbered two to one (since against her revised constitution every 10 min- from behind. Eriana will now have to kill 35 only two of the NPCs are attacking her at any utes to avoid exhaustion and subsequent dou- NPCs just to keep them from completely sur- one time). Her armor class becomes -3, while bling of these penalties. rounding her. that of the NPCs becomes 4. She now hits them Ultimately, the fact remains that fighters Under completely average conditions, 12.5 hp only 90% of the time and so requires 134 (indeed higher-level characters in general) can damage per hit with a 95% chance of hitting rounds to finish them all. The NPCs now hit her defeat an incredible number of opponents with will take her 94 rounds to kill all NPCs. The 10% of the time and can kill her in 85 rounds. virtually no chance of losing. The very fact that NPCs’ scimitars average 4.5 hp damage per hit. Even factoring in Eriana’s three attacks every we can calculate the probable outcome of a The NPCs in front of her have a 5% chance of two rounds still requires 89 rounds for her to combat ensures that this is the case. The prob- hitting, the ones at her flanks have a 20% win. Close, but the NPCs would still be favored. lem is that there really isn’t any random factor. chance, and the one behind her a 30% chance. As far as specialization is concerned, remem- The to-hit and damage rolls are random, but Those helpless, faceless NPCs, now doing an ber that it is a two-way street; the NPCs could they do not allow for the possibility that an average of 3.825 hp damage per round, will cut also be specialized. Assuming that Eriana is inferior opponent will get lucky and deal out a her to ribbons in 20 rounds. Now it is Eriana double-specialized with her flail, she is gaining telling blow. As it stands, an would have to who finishes over an hour late. We can nudge two attacks per round as well as + 3 to hit and roll 20s every time in order to defeat even a the odds back in Eriana’s favor by giving back damage. She can now kill an NPC every round mid-level opponent with a decent selection of her multiple attacks per round and by giving (approximately) and thereby needs 40 rounds to magical items (and that opponent would have to her double specialization with the horseman’s finish them all. Give the NPCs single specializa- roll 1s). Such luck is not even worth consider- flail, but even with two automatic hits each tion with their scimitars. They now have three ing. This detracts from the game, for after a round and + 12 hp damage (average 31 hp per attacks every two rounds and gain + 1 to hit while you wonder why bother running a com- round), she still needs 36 rounds to kill only 35 and +2 on damage. Using these numbers (and bat when the outcome is so one-sided. of her 40 opponents. Her effort is heroic, how- the outnumbering modifier), they would kill her The problem seems to stem from the huge ever, since she takes 19 of her 5th-level oppo- in about 27 rounds. Not even close. number of hit points the average character has nents to the grave with her. In either of these cases, if the NPCs can sur- and from the fact that, in the AD&D® game, a The point is that PCs can be killed when round her with more than two opponents (up to character is either functioning fine with no outnumbered by lower-level opponents attack- six man-size attackers can attack a single man- problems (as long as he has at least 1 hp) or he ing intelligently, so giving them poison, five size figure), it would be over more quickly. is dead (or unconscious for more generous extra levels, or totally arbitrary to-hit bonuses is There are other tactics available to the NPCs, DMs). There is no point between these two quite unnecessary. In fact, the PCs will have to especially using the weaponless and nonlethal poles. While this does allow for a simple, fast use their heads or powerful magic to defeat combat systems as described in Unearthed combat system, it does lead inexorably to the such large groups. In the above example, Eriana Arcana. If the NPCs try to grapple Eriana, they problems described by S. D. Anderson. While it will win this bout if she can put her back to a gain a + 2 to hit until she can break the hold. If is possible to make a few alterations to the corner, but she will still take 24 hp damage. they try to overbear her, they gain a + 1 bonus system, ultimately, it needs an overhaul. The above is still a contrived example. Fight- to hit; should they succeed, she will be on the Stephen Jorgensen ers of 5th-level are rare, or at least they should ground with a -2 to hit and a + 4 to be hit (she Truro, Nova Scotia be. Suppose Eriana, armed as above, is fighting should also lose her dexterity bonus). The NPCs a small army of armed with broad swords could use this opportunity to bring more of (averaging 5 hp damage on a hit). She can auto- their companions into the battle with the at- I am writing in response to S. D. Anderson’s matically kill two orcs per round. The three tendant outnumbering results. Finally, they letter in issue #139. First of all, let’s look at how orcs in front of her inflict an average of could attempt to disarm her with their normal this situation would really turn out. (.05 x 5 x 3) = .75 hp damage each round. The chances to hit. Any hit by an NPC would require Eriana of Belargn, a powerful but not-so-wise two at her flanks deliver (.05 x 5 x 2) = .50 hp Eriana to roll an 8 or better (her save vs. petrifi- Continued on page 51 damage per round. The one behind her inflicts (0.15 x 5 x 1) = .75 hp damage per round. That’s a total of 2 hp damage inflicted on Eriana per round. It will take the orcs 38 rounds to kill her at that rate. Before she dies, Eriana will kill 76 orcs. Impressive, but I wouldn’t single-handedly take on the orcish invasion force if I were her. Ted Collins Johnson City TN

This letter is a response to S. D. Anderson’s letter on Eriana in DRAGON issue #139. In my campaign, I have introduced a combat modifier to deal with situations such as the one that he describes. Whenever a character (PC or NPC) is outnumbered by opponents engaged in hand-to- hand combat with him, the following adjust- ments are made: 1. The outnumbered character suffers a -1 penalty to his armor class for every extra oppo- nent that he is fighting; and

DRAGON 45

You aren’t likely to know what’s going to happen to your character if he dies. Even Nobody Lasts if you do, you’ll only have to deal with the aftereffects once. NPCs are a different case; they can drop like flies in tough campaigns. Judges should determine post- mortem effects beforehand, especially if the current adventure has a high risk of PC or NPC fatalities. The information Forever should be kept secret unless later events enable someone to puzzle it out. Since most PCs are unique individuals, post-mortem effects can be specifically But Death rarely has selected or randomly determined for each superpowered hero as appropriate. Simply roll 1d100 on Table 1 for random results. the last word on superheroes If the character’s powers are species abili- ties or are the results of processes used on a number of beings, one post-mortem effect should be sufficient for everyone in that group. The Judge should be prepared by David Edward Martin to decide how technologically produced superpowers are affected if the deceased equipment still operates after the death of its user or if such equipment is damaged Let’s think about the unthinkable—namely, death and its effects at the time of the user’s death. on your hero’s career in the MARVEL SUPER HEROES™ game. Death doesn’t usually change people physically. Oh, they don’t Post-mortem effects Table 1 lists the various post-mortem breathe, are no fun at parties, and have hygiene problems, but on effects that might occur when a superbe- the whole, not much else occurs to the ing dies. Of course, these effects may not recently departed. Superbeings are a apply if the superbeing was merely a normal (if athletic) human. different case. Because of the powers PM1/Total Loss: The body retains that some superbeings (or their su- none of the powers possessed by the de- perequipment) possess, death may ceased and remains physically unchanged. For example, when Changeling died while cause unforeseen events with the loss impersonating Professor X, his body was of the deceased’s conscious control. locked into that form. PM2/Reversion: The body retains none of its superpowers. It also reverts in death back to the deceased’s original form. Werewolves are an example of this. PM3/Partial Loss: The body loses some superpowers and retains others. Generally, those powers that required a conscious mind in order to operate are lost, while those powers that are a func- tion of body structure remain. For exam- ple, a dead Armadillo would still have an armored hide and claws. PM4/Retention: The body retains its superpowers, though it is, of course, un- able to use them unless converted into a zombie or animated by a possessing life force. Some powers are localized in partic- ular parts of the body. If those body parts are transplanted to another being, the recipient gains the superpowers inherent in those parts. For example, if the de- ceased had optical powers such as tele- scopic and microscopic vision, the transplanting of those eyes to another might give the recipient those powers. Such powers that remain decrease in rank as the body decays, but such decay halts if the parts are properly transplanted or stored. PM5/Self-Direction: The body’s powers turn upon itself. Each power re- leases a final, full-strength attack at the

All Marvel characters: ™ & © 1989 Marvel Entertainment Group, Inc. All Rights Reserved. DRAGON 47 body. This flurry of activity may destroy, it had during its superpowered phase, l Combine old powers into new hybrid transform, or otherwise alter the dead such powers most likely reappear. forms; or superbeing. If such self-directed attacks If the body is restored to a pre-super l Add powers resulting from the means are of higher rank than the deceased’s state (for example, a dead Thing being used to resurrect the deceased (for former Health, the body may be burned, revived as a mid-20s Ben Grimm), such example, bionic implants to maintain disrupted, or even disintegrated outright. powers might not reappear. Of course, the the restored life force may possess Afterward, the remains are inert and potential for later development of powers additional abilities). possess no remaining powers. For exam- remains (the revived Ben would still have ple, if the deceased possessed a petrifying his potential for mutation). Mental powers Immortality and longevity power, the body may suddenly transform may reappear if they were a function of Now that you’re depressed, let’s deal into a rock statue. the physical structure of the brain or if with powers that help your PC avoid that PM6/Self-Destruction: The body’s the original life force returns. unknown country from which few explor- powers turn upon itself. The deceased’s If the deceased is cloned, you must ers return. power ranks are totaled and converted consider whether the deceased’s powers P21/Immortality: The Players’ Book of into a self-destructive blast of equal rank. were genetic in nature. If the powers the MARVEL SUPER HEROES Advanced If the blast is of higher rank than the were not genetic, the clone is assumed to Set deals with this power. However, you deceased’s former Health, the body is be the same as the deceased’s pre-super might want to know a few details, such as burned, disrupted, or disintegrated. For form. If they were a function of the de- how old your pet immortal appears (Table example, when the android Hyperion died, ceased’s genetic code, the clone may be his body dissolved into protoplasm. How- physically the same as the superbeing’s Table 1 ever, no matter how destructive the blast, original superbody. Powers that were Post-Mortem Effects for its effects do not extend beyond the body. based on later mutation or modification Superbeings The nature of the self-destruction should are not necessarily present in the clone, be characteristic of the deceased’s body or but the potential is there for recreation of 1d100 Post-mortem effect powers if possible. those missing powers. For example, a 01-25 PM1/Total Loss clone of Ben Grimm would be human, but PM7/Explosion: The body’s powers 26-54 PM2/Reversion exposure to gamma radiation might make erupt in a single explosion as the body 55-69 PM3/Partial Loss spontaneously detonates. The deceased’s the clone orange, rocky, and superstrong. 70-84 PM4/Retention power ranks are added together and con- If the clone is possessed by the original’s 85-91 PM5/Self-Direction life force, mental or magical powers will verted into a single explosion of equal 92-95 PM6/Self-Destruction rank. For propriety’s sake, let’s assume probably reappear, although the clone 96-98 PM7/Explosion that organic beings completely disintegrate may have initial difficulty in using familiar 99-00 PM8/New Power with little mess. Robots, cyborgs, and powers in an unfamiliar body. inorganic parts become shrapnel. If the Sometimes conditions transplant the deceased was sufficiently powerful, his deceased’s life force into a new body. Table 2 death could mean the demolition of large These “body transplants” give the hybrid a Apparent Ages of Long-Lived or parts of the countryside or even the combination of the life force’s mental or Immortal Superbeings planet. Again, the nature of the destruc- magical powers and the body’s physical tion should be characteristic of the de- powers. For example, Walter Langkowski 1d100 Apparent age (years) (formerly the orange-furred, male Sas- ceased’s body or powers. 01-07 Baby (under 2) PM8/New Power: For reasons un- quatch) was restored to life in the white- 08-14 Child (2-11) known, the death trauma causes the de- furred Sasquatch form that was once 15-29 Teen (12-19) Snowbird’s body. Langkowski thus re- ceased’s existing powers to transform into 30-58 Young adult (20-40) a new power. The power is selected at tained the ability to transform between 59-80 Middle age (41-60) random and may have nothing to do with the white Sasquatch form and a human 81-94 old (61-80) the previously existing powers. The body body, but that body was Narya’s female 95-00 Very old (81+) emits this new power uncontrollably, form. (Fortunately, that little oversight has much like a isotope emitting radiation. The since been corrected.) body is not immune to this power; if the 2) and how old that being actually is (Table new power is destructive, the body soon Resurrection as remodeling 3). Later, we’ll also consider what happens disintegrates and the power ceases to Resurrection is a handy way to alter or if an immortal becomes mortal. function. However, if the power is useful redefine a superbeing’s powers. Super- P22/Longevity: Adam Sonfield, a or even valuable, the deceased may be- powers result from a complex interaction MARVEL SUPER HEROES game player, come a valued commodity. In the rare between a life force, a physical body, and reminded me that a greatly increased event that this new power somehow ne- (perhaps) external forces. Death, even as a lifespan is not necessarily the same as gates death, the character rises like Laza- temporary state, alters the equation. Play- Immortality. Longevity does not automati- rus from the tomb. ers and Judges should agree on the overall cally include immunity to disease, aging, effect the resurrection will have on a or bodily destruction, and someone with A question of resurrection superbeing’s powers. Examples include: Longevity merely has a greatly increased— In comic books and their role-playing l Retain the same powers but generate but finite—lifespan. systems, death is reversible. Beside its new ranks for them; When creating a character with this obvious effect on the character, what l Trade randomly selected powers for power, you need to determine both the effects does revival have on his powers? new powers; actual age of the PC (Table 2) and his ap- The answer is: any effect. It depends on Throw out all powers and generate new l parent age (Table 3). In the case of the what killed the being the first time, what ones; recently born (those under 100 years old), happened to the body, and how revival l Alter the ranks of a randomly selected the apparent age should be middle age or occurred. The Judge should decide which number of Physical Abilities; younger; otherwise, how would you know of the following states applies. l Keep only mental and magical powers (if the hero was long-lived? Physical resurrection occurs when the this is a new body); The total lifespan of someone with Lon- body is returned to at least minimal Health l Keep only physical powers (if this is a gevity is determined by his power rank. and a life force is restored or developed. If new life force); The power rank number is cubed, then the body is restored to the same condition

48 OCTOBER 1989 multiplied by 70 years (current average Normal life: Character is now a normal normal life expectancy withers to a mum- human life expectancy) to generate the individual of his apparent age with a nor- mylike state. If his age exceeds four times probable lifespan of the being in question mal life expectancy. If the power can be his normal life expectancy, the is (see Table 4). For beings with other lifes- later restored before a natural death oc- apparently lifeless. Consciousness remains, pans, multiply the modifier in Table 4 by curs, he continues living on as if little had though, and the “mummy” is free to use its the lifespan common to that race. For happened. If death occurs meanwhile, an other powers as best it can. If the Longev- example, a field mouse with Typical Lon- immortal might still resurrect himself if ity or Immortality power is later restored, gevity could reach an age of 216 years. the power is restored to his remains. the character might regain his previous In such cases where the actual age of a Sudden aging: The character rapidly appearance, depending on the circum- hero is greater than his expected lifespan, ages to his true age but doesn’t necessarily stances and the Judge’s discretion. assume the character was either affected die. A character whose age exceeds his Aging and death: The character rapidly by a process or event that further in- mining the effects of disease on a long- ages to his true age. The shock tends to be creased his lifespan (for example, being a lived PC. If the Longevity rank is higher fatal, especially if the character’s actual time traveler) or that he is aware that his than the Endurance number, it can also be age is more than twice that of his normal remaining days are few in number. In used to determine the character’s rate of life expectancy. Rapid decomposition oc- either case, this extension can lead to all healing. curs in 1-100 turns; the remains attain a sorts of plot complications. Is the charac- The player should also determine the state similar to that of a normal body the ter trying to complete a final task before character’s aging rate. Does he age in a same age as the recently deceased’s actual dying? Is he trying to do something to steady but incredibly slow rate? Does he prevent death and renew his as-yet- suddenly gain a year’s worth of aging once Table 5 unexplained extension? each century? Although this information Aftereffects For Loss of Remember that a long life expectancy might have little game use, the informa- Longevity/Immortality includes no guarantee of actually living tion will help flesh out your PC’s long life that long. PCs are still prey to accidents. story or give motivation to long-lived NPCs’ 1d100 Effect For example, consider the case of a mad machinations. 01-40 Normal life scientist who, having just completed a 41-60 Sudden aging process that gives him a potential lifespan Quick exits 61-00 Aging and death of thousands of years, promptly trips on a But what happens to an immortal or power cord and dies of a fractured skull. long-lived character if that power is re- age. Bodies under 4,000 years old are A character’s Longevity rank can be moved or negated? Roll 1d100 on Table 5 mummified; those up to 10,000 years old added to his Endurance rank when deter- for the answer. become skeletons, and those older than that collapse into dust. If the power is restored to an immortal’s remains, the immortal can eventually return to life Table 3 (traditional vampires are an example of Actual Ages of Immortal or Long-Lived Superbeings this). Longevity-powered characters re- quire aid from such powers as Resurrec- 1d100 Actual age (in years) Birth era tion or Self-Revival before they can regain 01-06 Under 100 Modern industrial era their previous physical conditions. 07-39 100-500 Post-Renaissance 40-67 501-1,500 Dark Ages Marvel, Marvel Universe, Marvel Super Heroes, and 68-79 1501-4000 Classical period all Marvel characters, names, and likenesses are Ancient, post-Ice Age trademarks of Marvel Entertainment Group, Inc. 80-88 4001-10,000 Copyright 1989 Marvel Entertainment Group, Inc. All 89-94 10,001-100,000 Cro-Magnon, Ice Age Rights Reserved. 95-97 100,001-10,000,000 Primitive man 98-99 10 million-5 billion Various prehistoric eras 00 5 billion + Before Earth was created

Table 4 Life Expectancies of Long-Lived Superbeings

Life Rank Modifier expectancy (years) FE (2) 8 560 PR (4) 64 4,480 Ty (6) 216 15,120 GD (10) 1,000 70,000 EX (20) 8,000 560,000 RM (30) 27,000 1,890,000 IN (40) 64,000 4,480,000 AM (50) 125,000 8,750,000 MN (75) 421,875 29,531,250 UN (100) 1,000,000 70,000,000 Shift X (150) 3,375,000 236,250,000 Shift Y (200) 8 million 560 million Shift Z (500) 125 million 8.75 billion C1000 1 billion 70 billion C3000 27 billion 1.890 trillion C5000 125 billion 8.750 trillion

DRAGON 49 50 OCTOBER 1989 Forum Continued from page 45 design the numbers based on the character they friends. Reading AD&D game materials has wished to create—end of problem and the adventurer, passes the castle of the evil Lord helped me escape from loneliness, too. beginning of some great role-playing fun. Badguy. A patrol of Lord Badguy’s elite hench- Matt Foster Second, I will discuss cheating while playing. I men in all) sees her. Eriana uses her wisdom Wichita KS (40 have a simple rule: Play however you like, and of 4 and decides to attack the henchmen. There cheat if you like, but no one can do anything would be no rules for this bout. In the AD&D I am writing to comment on S. R. Oldson’s that will spoil the fun of other players (or you’re game, combat happens in the dungeon or wil- “Forum” letter in issue #146. I have been a DM out of the group). I point out to the players that derness, not in a ring. To recreate this fight for only three years, but I certainly see his cheating against the game is like cheating in properly, we must consider several things. point. When I first began playing the D&D solitaire—who are you cheating? No one is First, let’s give back Eriana’s 3/2 attack rate. game, my players and I really enjoyed gaming. allowed to take issue with another player who is We’ll use the rules from the 1st Edition Players Recently, however, we’ve gotten tired of the Players suspected of cheating. As a result, one of two Handbook and the 1st Edition DMG, so forget more sophisticated modules in which the char- things happens: The cheater quits in disgust about weapon specialization for now. acters must solve some mystery or prevent when no one seems to care whether he cheats Second, consider the experience of the face- some civil war. or not (if I haven’t already had to ask him to less NPCs; this is where things really start to go Mr. Oldson’s call for a “long, challenging, leave) or he sees the point and starts to enjoy wrong. Do you think these people got the dungeoneering game that requires player intui- the game as it is meant to be played. tion as well as knee-deep, blood-and-gore fight- 18,000 + xp of 5th-level fighters by guarding a If one or more players are familiar with the ing” is well justified. Besides, how many players castle? Come on! My bet is that many of these module we are about to play (I have always fighters were retainers or former adventurers. and DMs want to see DUNGEONS & DRAGONS® used commercial modules strung together by an If Eriana is of 8th level and has games become PAYROLLS & POLITICS with the bracers of overall story line in my campaign), I alter it as defense (AC 2), gauntlets of ogre power, a ring fighters, clerics, thieves, and mages replaced by though it had already been visited once in the ambassadors, lawyers, district attorneys, and of protection + 3, and a horseman’s flail + 3, past and is now repopulated and redecorated you might think that someone only three levels IRS agents? (with new traps). The characters who have been lower might have at least one magical item. In my opinion, a good D&D adventure in- here before can then “remember” anything they Also, who says that these fighters have no to- volves a deep, dark dungeon or other mysteri- like and can advise the party accordingly. hit or damage bonuses? These people are 5th- ous, forgotten area with a theme like “clear the As often as possible, I ask the players to roll level fighters, not peasants! I bet that many of swamps of the foul lizardmen” or “delve into the certain dice without first telling them why they them have strengths that produce to-hit or ancient city and retrieve the Talisman of are doing that or whether they should want a damage bonuses. Light before they destroy it!” Granted, all hack- high number or a low (though they always ask). And finally, who says the NPCs can only face and-slash adventures would get dull before If honesty in a particular roll is crucial to the Eriana two at a time? If Eriana is in a dungeon long. Those who desire these types of modules success of an adventure, I roll it myself. or the wilderness, 40 NPCs could swamp her. need to play arcade games in which all you need Though there are honest mistakes made (and I They can attack from the front, sides, and rear. do is kill. Modules should be balanced with the make about half of them), the players usually Assuming 10 NPCs could get at her at once, right amount of fighting and the right amount pick them up without much bickering, and that’s 10 attacks per round. Compared to of thinking. (Oldson’s example of module S1 The everyone seems to have a good time. Eriana’s previous 3/2 attack rate, I would now is excellent, as the module was Dennis Rudolph well written.) say she is in trouble. Prince George, British Columbia Please keep what I have said in mind when Now we’ll run this combat again, using most of the calculations used by S. D. Anderson. writing modules. I would also like to encourage others who support the ideas expressed by Mr. Eriana needs 127 swings to kill all the NPCs. Most of the letters in “Forum” deal with peo- With her 3/2 attack, rate it will still take her 84 Oldson and myself to write to “Forum” in order ple who regularly play their favorite RPG with a to state their opinions and encourage module rounds to kill all of our faceless NPCs. One NPC group of friends. This makes it easy to forget writers to design more modules of this nature. needs 340 swings to get the 17 hits he will need the number of people, like myself, who find to kill Eriana. But now with 10 NPCs facing her Lee Loftis RPGs very interesting but for one reason or Greenville SC at once, they need only 34 rounds to take her another can only seldom, if at all, play an actual down! tabletop game. Low and behold! Before Eriana can kill half of Before I go much further, I need to explain With all the talk about changing the AD&D our NPC friends, she is dead! And this is without two of the ways in which people play RPGs. game rules so that magic-users can have more giving some of the NPCs magic items, strength Some people enjoy being with friends and power and clerics can use edged weapons, one bonuses, bonuses from attacking from behind, playing a game with endless horizons. They do thing has never been considered: How will these etc., etc. Not even giving Eriana weapon speciali- not bother with particulars such as spell dura- rules work in your campaign? zation can save her this time. tions. Others play with friends and have a The campaign I am in would make most What’s the moral of this story, Eriana? The similar attitude, but the DM is familiar with and players shudder. Rules (ones that are written in next time you foolishly attack 40 NPCs, bring uses all rules, and the player is and does like- the book) are freely tossed aside to accommo- along the rest of your party. Then maybe it will wise. This is the type of play normally seen at date whims of the DM. (Actually, we have sev- be a fair fight. conventions. I’m not saying one style is right or eral DMs, but what was stated still applies.) For Tom Foottit wrong, but I enjoy amassing books and other instance, lycanthropy is not a curse. Some Kanata, Ontario literature on the AD&D game, and with all the players pursue it because they know it gives reading I do in place of playing, I have become a their characters greater prowess, and the I read with interest the articles on cheating in strict follower of the latter example. negative aspects are easily done away with. issue #144, and I thought you might like to I do know several people who regularly get Some DMs have very powerful NPCs who can know how I deal with some of those problems together and play a few rounds of the AD&D provide lycanthropy and the control of that in my campaign. game, but their DM doesn’t even keep track of power to a player. These NPCs will do it with a First, I will discuss cheating when rolling time in the campaign! I also enjoy play-by-mail minimum of whining from the PC. The result is ability scores for a new character. As a DM, one games (PBMs) and computer RPGs (written a character able to assume animal form at will of the first AD&D game rules I ever took issue about in issue #145’s editorial) that can be and a character immune to nonmagical or silver with was the experience-point bonus system. substitutes for those not in a group. While weapons. (One person started a PC as a lycan- Why should a character who already has it easy certainly fun, I disagree that computer RPGs thrope at 1st level.) with high ability scores be rewarded for suc- can replace a campaign in which each character Monster PCs are common; dragons, mino- cessful adventuring with extra experience is controlled by a different person. taurs, minor deaths, and others exist and flour- points? This ruling simply widens the ability gap I would also like to mention Michael Town- ish. Reincarnation into a new (and usually more (through quicker advancement) between charac- send’s letter in “Forum” issue #145, in which he powerful) form is common, but some reincarna- ters. I told my players to add up their charac- says he did not have many friends in high tions start at 1st level. (How they go into a ters’ ability scores and subtract that sum from school because he was bussed to a handicap- tavern without everyone else leaving or attack- 90. A negative value is a percentage penalty, a accessible school. He spent many hours in its ing is beyond me.) positive value is a percentage bonus. I then told library reading fantasy and science-fiction books A variant spell system exists for both clerics them to arrive at the scores any way they as an escape from loneliness. I am not physically and magic-users. NPC classes presented in pleased. They could roll numbers and design a handicapped, but manic depression and ex- DRAGON Magazine are widely used, and so are character based on the result, or they could treme shyness have kept me from making many Continued on page 98

DRAGON 51 52 OCTOBER 1989 he miles had lost their numbering quite a ways back for Fordan and his beast. He found himself wishing for The company, something rare for him, when he came upon Bowren. The village was small by the standards of the day, no more than a handful of dwellings set back into the hills and kept from sight by the Serpent stacks of greenwood that dotted the countryside. Fordan saw its smokelines first and followed their scattered trails along the sky until he reached their earthbound source. There was no one about as he led his horse down the of Aledorn single cut path that served as the village’s road. His ears soon picked up the reason why. A chorus of voices all lifted in song came from the single large building in the area, a squat, wide-sloped hall with wooden steps that sat squarely in the center of the village. Fordan listened to the voices, frowning at the piteous tone to their chant. He turned his beast toward the nearest dwelling and dis- mounted with a great swing that brought a loud protest by John P. Buentello from his legs. He knocked at the hardwood door. The noise brought no reply, so he settled down to wait, taking in the village with his eyes as he continued to listen to the chanting coming from the hall. There wasn’t much to see. The land surrounding the village seemed rich—rich enough to support crops that would have fed many more homes than this. What fields he could see in the distance were not particularly well tended. A threadbare patch of soft corn battled with en- croaching wild-weed that no one had bothered to root out. A number of thresh and heartgrass fields were visible. They were sparsely kept and sickly looking. Fordan wondered if perhaps blight had struck this place, That meant work for him, for he carried cures to the local types in the pouches slung across his horse’s back. Blights were good trade for him. They brought a high price to cure these days, though he did not particu- larly care for the havoc they wreaked on the countryside. No matter. If there was blight here then he would end it, for a fee that would not heavily strain the resources of the village. He was watering his animal when the chanting stopped. It died down so evenly that he was unaware of it, and so the inhabitants of Bowren saw him before he saw them. He was not an impressive sight, a diminutive man with straight brown hair that fell to his shoulders, with a thin but neatly cut suit of cloth covering his broad frame. A stiff breeze coming from the low fields caught the cloak that hung on his back, spreading it full to reveal the craft emblem drawn there. A few of the villagers looked to his horse and saw the pouches and sacks with which he worked his magic. His hands they now saw as firm and practiced, and when he at last turned to face them, they caught the look of power that lay behind his eyes. Fordan had never felt the need to put fear into people. His calling did that well enough. Any man in his right mind looked with care upon a sorcerer. Illustrations by Janet Aulisio One of the villagers, an elder with the history of his lifetime plain on his face, approached him while the others divided to their homes. Fordan studied the man before

DRAGON 53 him, noting his speech and manner, and wondered at the wizard’s power lay in his potions and not in his mouth. peculiar oath he was made to swear by. “Perhaps you can be of help to us,” the elder finally “Do you pledge upon the wrath of Aledorn’s Serpent said, looking to his empty bowl. that you are a righteous and good sorcerer?” the elder “Perhaps, but I do not do favors for the asking. How man asked. would you pay me?” Fordan was well acquainted with the latter part of the The other man smiled, but it was a brutish thing that oath. Simple minds tended to separate what was human did not fit his face. “We will pay what you ask. There is from a sorcerer, and thus invest in him either good or money enough among us. It is well hidden and protected evil. He’d given up trying to explain the many shades from discovery.” between the two long ago. It was Fordan’s turn to smile. At least the elder hadn’t “I am righteous enough,” he said, “and so swear by lost all his superstitions about sorcerers. “I work for my your god.” He did not notice the angry look that tempo- money. Before I can do so, however, I must know what rarily swept the other’s face. It was a mistake he would there is to be done. You say there is no blight?” not have made in his younger years. “I offer my services Tarah shook his head. “No. If a blight of those horrible to you.” monsters was upon us, then Bowren would no longer exist.” The villager nodded once, scratching at the shade of “What horrible monsters?” beard at his chin. “I am Tarah, elder of Bowren. Your “Have you heard of other sorcerers in these parts?” services are welcomed here, sorcerer. I pray that they are Tarah asked. “Of a man called Aledorn?” up to the task.” “I’ve never traveled this way. He is unknown to me.” “I stand behind the results,” Fordan replied. “I do the “Well that he should be,” Tarah replied. “He was put job I’m paid for, nothing more or less. What I ask will into the ground by good people some time ago, but not depend on what I have to do. If the blight is great—” before he cursed all those who had brought him to his “There is no blight,” Tarah replied. death.” Fordan looked to the fields again, his interest piqued. “How did he die?” Fordan was not interested in hearing Surely these people did not mean to starve themselves about the curse, for if it was mere superstition that the vil- purposely? He’d seen no roads that they could have used lagers now fought, then he was out of luck. There were sor- to bring food into the village, and even these great woods cerers who would chant away a curse and leave others could not hold enough game to support them. behind believing themselves saved, and poorer for it. He had “Come, sorcerer,” Tarah said, taking his arm. “Others never chosen that particular path. Better to deal with the will see to your animal. There are no other villages for here and now and leave the afterworld to the charlatans. miles, so you must have come a great way. We will eat and “We killed him,” Tarah said flatly. Fordan looked to his rest for a time.” eyes and saw that the man spoke the truth. He did not The idea sounded none too bad to him, but he eyed the look sorry for it, nor did he turn his gaze from the sor- men who came at the elder’s bidding to take the reins cerer. He took a single drink from the water flask that lay from his hand. “Take care with those brews,” he told them next to him on the table and swallowed. “There was just sternly. “See that you don’t open them accidentally. The cause for it.” light may spoil their power, or worse.” “There must have been, for you to take such a chance,” The men nodded, backing a bit from the animal. He Fordan answered. “Was it he who brought the trouble to watched as their eyes strayed to his cache of supplies. your village?” Nothing there could harm them in its present raw state, “After a time, yes. Aledorn appeared among us one but he preferred that no one be tempted to ransack his day, looking for work he could perform. He showed us things. how he could make it easier for us to live by the power of Tarah’s home was a large, one-room dwelling that pos- his potions and brews. We asked what he wanted from us sessed but a single window. The roof had been raised to in return, and he told us that he was seeking a new home. allow a small loft to be constructed. From that loft he His old one had lost faith in him. Since he was useful, we heard the sound of children’s voices. He did not have to allowed him to stay. It would have been better for us if we guess at the subject of their discussion. Tarah’s wife, a had forced him to go.” small woman even to him, said little and stayed near her Fordan nodded. He had yet to find a people who felt place at the fire while Tarah sat and ate with him. comfortable living beside a man who could cure your The food, a thick stew which surprisingly held much worst illness or end your life in the space of a heartbeat. flavor, explained little about the villagers’ problem. There As a rule, he had found people feared that which helped were a number of vegetables, though not many, and them the most. chunks of meat he guessed to be rabbit. From the way “Aledorn was good to his word for a time,” Tarah went Tarah devoured it, Fordan guessed that it was not their on. “He cured our ills and made the crops grow. He usual fare. A religious meal perhaps, to be eaten after the promised to care for us in return for our faith in him, but services they had attended. He finished it silently and did even this proved to be a lie. Our fields began to turn, not ask for more. more from neglect than anything else, for he forbade us to Tarah asked him many questions, perhaps to keep him work unless the signs seemed right. from asking any of his own. Fordan gave only the answers “Finally we asked him to go. He would not, so we he wished known. The elder seemed to know much of forced him out. Even then he returned, demanding that sorcerers. He talked in a manner that indicated he knew a we obey him. It was after we had driven him off the sec- 54 OCTOBER 1989 ond time that the serpent appeared.” heavy garments he wore. Fordan kept silent, watching the elder as the memories The sounds of the serpent met them first. As he made played across his face. “Could this creature have come his way down the path, Fordan listened to the cry below. naturally from this place?” It was a dry, sucking sound of flesh against flesh. When it Tarah shook his head, his eyes growing hard. “It is a grew loud enough to indicate that its source was directly fearful thing. A beast from another realm. It served Ale- in front of them, they stopped. Tarah took Fordan out a dorn’s bidding. It was too large to kill. We tried anyway, few paces to the edge of the fields, pointing into the with- each time losing more men. It ate up our fields, destroyed ered rows of grain. our crops, and preyed on those it could catch.” The overgrown grass and towering woods made seeing “Why didn’t you offer to pay the sorcerer to remove it?” difficult. He could just make out a dark form moving Tarah’s expression showed what he thought of such a among the rows in the field. His eyes finally adjusted to notion. “One night Aledorn returned, perhaps to ask us the gloom, and he saw the creature plainly for the first for just such a payment. We caught him near the edge of time. All thoughts of the cold left him. the village. The serpent was not with him. We killed him It was a huge thing, a beast as surely as Tarah had and burned what remained.” called it. The sight of it raised a deep fear within Fordan. “And the serpent?” He felt the desire to flee, to leave such a monster far be- “We thought it would vanish after we had destroyed hind him. He held his ground and watched, taking note of Aledorn, but we were wrong. It’s still out there some- every possible detail of importance as his trade had where. It doesn’t attack the village directly any longer, but trained him to do. it still destroys the fields. We dare not allow the children to It was not a serpent, although its sheer size would have go far.” Tarah’s expression turned hard with anger. “Our caused anyone seeing it to call the monster by that name. village is dying.” Its head, if that was what it truly was, lay at the far end of Fordan sat and brooded about the serpent. His thoughts the field. He could see it consuming entire stalks of grain brought him nothing of use. A sorcerer’s brews could do through a great slit of a mouth wide enough to swallow a many things, and while he had a notion of what it was small calf whole. Aledorn had actually done, he would have to see for him- The creature’s body took up the entire length of the self to be sure. Even then he wasn’t certain there was field. Fordan saw the bloated line of its form undulate in anything he could do. the grass. The fading light caught the curve of each ring “Do you know where this serpent dwells?” that formed the segments of its body. There was a sheen to “It appears around dusk,” Tarah said. “Before that, it it that he knew to be slime, and when the light fell upon it, seems to stay somewhere in the woods. After it takes its fill the reflections mirrored the fear of the men around him. of our fields, it disappears again. None of us have dared to “Your Aledorn chose carefully when he created his ser- follow it.” pent,” he said slowly. He began to take a mental inventory “I will wait until dusk then, and see what I can do.” of the supplies he carried. Although not trained in such Fordan rose from his place and excused himself, step- practices, he’d heard of sorcerers who were able to greatly ping outside to draw a fresh breath into his lungs. Even increase the size of a living being. It had probably been with the open window, Tarah’s home carried a dark, op- relatively simple for Aledorn to put together a potion that pressing air to it. He couldn’t see how people managed would make a worm grow to such proportions. such an existence. Better to be out on the open road where “Can you kill it?” Tarah asked, his tone suddenly at least you had land and sky, and a good horse to take anxious. you anywhere the roads turned. Fordan considered for a moment longer, then nodded. He checked to see that his animal had been properly It would not be an easy thing, especially if Aledorn had bedded, watching the villagers as they went about their gone to the extra trouble of protecting the creature from business. He kept his mind from Aledorn and his serpent. normal forms of attack. Tarah’s account of the attempts to It would be best for him to see the creature with as little kill it seemed to confirm that he had. forethought as possible. He didn’t need his mind cluttered “Yes, I can kill it.” while he worked on a way to destroy it. Behind him, he heard a single reflexive sigh escape The day’s riding eventually began to tell on him, and from the lips of the other men. Tarah looked to them, Tarah gave him a spot in his dwelling to rest. The elder’s drawing their silence, then turned back to Fordan. “Do it wife handed him a coarse blanket and left him. Fordan then. Kill Aledorn’s murderous serpent.” slept without dreaming. When he felt the hand on his “I can do it. You may have my word on it. But first we arm, he came awake immediately. The inside of the dwell- must agree on a payment.” ing had grown darker, and Tarah’s shadowed form loomed “What do you ask?” above him. “Fifty coins.” “Come,” he said. “The serpent has been spotted in the A few of the men began to object angrily. Tarah made a southern fields.” single motion, and others silenced them quickly. The elder They joined a group of men outside. Tarah led them to nodded and put out his hand. “Agreed.” a small ridge that marked the village boundary. Beyond Fordan took the hand firmly in his own. “I will have to the ridge, a path had been cut that led down to the fields. be paid first.” The dry breeze of the day had whipped itself into a cold “What if you fail to destroy the serpent?” wind, and Fordan found himself shivering despite the “I will return the fifty coins and be on my way.”

DRAGON 55 Tarah said nothing, fingering his beard in the darkness. ture will truly die.” “The killing must be done first. After that we will pay “How must we kill it?” you. That is how it must be.” Fordan shook his head. “First let us see if the potions Fordan saw no use in arguing the point. The villagers do their work.” had been betrayed by a sorcerer once. It was natural that They waited until midday, when they were sure that the they would not so easily place their trust in another. Be- serpent was gone from the fields for the day. Tarah took sides, there were ways that he could insure his payment. two of his own hens and gave them to the sorcerer. Fordan “Agreed.” forced the potions into them with practiced hands. Within They watched the serpent until it got dark enough for moments, one of the hens became still. Fordan checked to torches. Fordan asked Tarah to lead him back to the vil- see if it was still living. He gave each animal a sign of lage. Behind him, he could still hear the thrashings of the blessing and announced them ready. creature. Its dull scent seemed to hang forever in the air Two men chosen by Tarah took the hens into the low before him. fields and staked them there. The serpent had gone in the Fordan took his time unloading his animal. He waited early light, leaving behind only a remnant of the southern until Tarah and the other villagers had disappeared into field. Fordan watched from the ridge. After the task was their dwellings before he unpacked the vials and jars he’d accomplished, he left to repack his brews and load a fresh carefully padded into the horse’s packs. cache of supplies onto his animal’s back. He chose only what he thought he would need, carefully Dusk came before Fordan was aware of it, and only repacking the rest. From one pouch he took a handful of a when he saw the villagers gathering near the low ridge did strawlike plant and gave it to his animal. The weed did he realize that the time had come to see if his potions not do much beside allow the beast to regain some lost would do their work. He caught up with the others, strength, but they both had been journeying long, and it watching his footing in the flickering darkness, and fol- made sense to be able to leave swiftly if the need arose. lowed them to the edge of the ridge. Tarah did not move from his place on the floor when The great serpent was already feeding. It consumed Fordan re-entered the cottage. Fordan sat on the blanket more in a single mouthful than a man could in a week. provided for him, feeling the cold comfort of the ground Fordan watched as its massive head moved from side to beneath. He commanded his mind to relax, waiting for side, pushing through hard ground and brush without the feeling that would tell him he was ready to begin. effort. When it came, he began to mix and grind the powders he At the near edge of the lowest field, the one conscious hen carried. If he was watched, he was not aware of it. sensed the creature’s presence and began thrashing against Long after the bulk of night had passed, he laid his the rope tied to it. The movements were almost impercept- pestle aside and covered the pair of flasks he had pre- ible, compared to the serpent’s wild motions, but as Fordan pared. He closed his eyes, savoring the darkness, and watched, the serpent began to move forward, drawing close. slept. Somewhere just at the edge of his hearing, he could Its speed was so great that it reached the hens in seconds. still make out the sounds of the great serpent prowling in Fordan felt himself grow colder in the darkness as he the darkness. watched it swallow them both without stopping. Tarah and the rest of the village men were waiting when A few of the villagers began to step down the ridge to- he arose. He left the dwelling, the morning light stinging ward the fields. Picks, shovels, and sharpened blades ap- his eyes, and greeted their stares by holding up the pair of peared in their hands. Fordan held them back, watching flasks before them. the serpent as it continued to feed. There seemed no “These should do the job,” he said, wishing now that he change in the quick movements along the great body. The had not robbed himself of extra sleep. “There are specific creature’s size gave it strength even against his potions. steps that must be taken if the potions are to work properly.” Fordan knew it would take time. He told the villagers to Tarah nodded. “What must be done?” be patient. “You must get the serpent to swallow them both.” That time came later in the night. In the grey light of Tarah’s eyes grew perceptibly wider. “How are we sup- the moon, he saw the serpent begin to slow. The great posed to do this?” body seemed to become suddenly sluggish. The head con- “Take the potions and give them to two of your hens. tinued to thrust forward, weaving snakelike through the Stake them out in the low fields. The serpent will do the tall grass. The great maw opened once, revealing the rest.” bloodied blackness beneath, before the head slowly low- “What will the potions do?” one of the villagers asked. ered itself to the field floor. “The first will remove any magic that Aledorn has “Now, sorcerer,” Tarah said, a large cutting blade in his placed upon the creature,” Fordan said, fingering the own hands, “what must we do so that it will die?” flask. “The second will paralyze the serpent soon after it “I would like to be paid,” Fordan said. has eaten it. I pray that the serpent does not require that “After we have destroyed the serpent.” his prey be moving, for the hen will be stilled soon after Fordan shook his head. “I will tell you the method after you force this into it.” I am paid.” Tarah looked at the two vials, his face as expressionless He stared into the eyes of the elder, seeing the hatred as always. “Then the serpent will die?” that had been growing there since he had first entered the “No. You must destroy it after it becomes dormant. It village. Fordan had thought long on the village’s plight must be done in a prescribed way, so that the cursed crea- during the previous night. It had occurred to him that a

56 OCTOBER 1989 people once betrayed by a sorcerer would have a done so. Pay me.” neverending hatred toward them all. “If you do not leave now, you will die here.” “You will tell us how to kill it,” Tarah said. He gripped Fordan looked amused. “I am a sorcerer.” the handle of his blade so it caught fire in the moonlight. “Sorcerers die like other men,” Tarah said. He looked “Tell us if you wish to go on living.” back to the others. “We have proved that before.” “I would be interested in hearing more about Aledorn,” Fordan nodded slowly. “So you have. I wonder if there Fordan said without fear in his voice. “Perhaps he did was a reason for Aledorn choosing a serpent to be placed betray your people, perhaps not. I find it hard to believe among you. A sign, perhaps?” that he was as evil as you say. He could not have become a “Leave us or die.” Tarah’s voice had become hard and sorcerer without work and discipline. He would have angry. He drew a blade stained in dark blood. needed the aid of another of his kind. We’re usually more Fordan got on his horse without another word and rode careful about whom we allow to learn our trade.” off, leaving the village of Bowren and its people behind. “You will tell us,” Tarah repeated, “or we will kill you He did not stop riding until the surrounding countryside and take our chances with the serpent.” had lost its familiarity once more. There was a long jour- Fordan looked around to see the villagers gathered ney ahead of him before he would feel safe from this place. around him. Anger and fear flashed in their faces. He He followed a slow-moving stream until it took him looked at the weapons they now held tightly in their down beyond the far side of the mountains. There he hands. Such weapons would kill a man as easily as they dismounted and settled down on the soft grass next to the would a serpent. bank. Low in the eastern sky he saw the stilted plumes of “Take your sharpest blades and go down to the ser- hearth fires. Somewhere in the valley there would be a pent,” he said slowly, watching the others about him. village where he could find work. He would be careful this “You must sever it across the width of its body, and do so time to demand payment first. many times over. You must take each piece of flesh and The sun was low over the hills when the boys came bury it deep, and say a prayer of holiness over it to re- from the shadows of the trees. Fordan watched as they move the curse. Only after this is done will the creature settled along the bank in groups of two and three. A few remain dead.” of them were carrying poles for fishing. Others carried Tarah took a step forward. “If you lie, we will give you sacks from which they pulled handfuls of wriggling bait. to the serpent.” One of the older boys broke away from the others and Fordan kept his own voice even. “I gave you my word came to sit next to Fordan. His skin was as dark as the The creature will be destroyed. Then I must be paid, for I surrounding woods. Fordan guessed he was from the vil- wish to leave.” lage in the valley. Tarah said nothing. He turned from him to lead the “Have you ridden far?“ the boy asked. He watched the others into the field. Fordan watched while they worked. others pulling fish from the stream. The moonlight gave strong shadows to the figures as they “Far enough,” Fordan answered. He noticed the sack carried their bits of burden from the fields to be buried. the boy held and reached for one of the worms that still He watched until they had carried off the last piece before lay moving. he went back to the village. “As natural a food for fish as fish are for you,” he told He had his beast watered and ready when the elders the boy, “but difficult to find at times.” came back from the fields. Dawn was drowning the last The boy smiled. “Sometimes we can’t. Then we use shadows of night, and their dirty, smeared forms were a raw meat. The fish prefer the worms.” contrast to the others gathered to hear the news. A num- Fordan took a knife from his belt. As the boy watched, ber of the elders stopped to quiet the growing crowd. Oth- he sliced the worm into several parts across its width. ers led by Tarah crossed the center of the village to where “Strange creature, this. It has the power of life from Fordan waited. death. Use only a portion of your bait. Slice the other as I “You must go now,” Tarah told him. have done and throw it away into the woods. Each part “I intend to do that,” Fordan said, facing them, “as will grow into a new worm itself, and you will not lack for soon as I am paid.” luring fish to you.” “We have no money. You must go.” The boy looked at him with rare innocence in his eyes. “You gave your word that I would be paid in return for “What kind of magical creature is this?” killing the serpent. I have done that.” Fordan smiled. “Not magical at all. A common creature.” Tarah shook his head. “You have done only what is “And each one will grow another from its parts?“ right. A sorcerer placed the serpent among us, and now Fordan looked at the writhing sections of the worm in one has taken it away. You have repaid Aledorn’s debt.” his hand and nodded. “Wait and see. Soon you’ll be over- “I owe you no debt. Aledorn did what he did for his run by them.” own reasons. I’m beginning to see why he might have

DRAGON 57 58 OCTOBER 1989

In search of adventures ©1989 by Ken Rolston

In 1983, I bought my first HARN™ cam- ments are state of the art when compared virtue by Columbia Games, apparently in paign supplement, called Harn (now with campaign supplements for TSR’s reaction to narrowly “programmed” ad- known as Harnworld). The back cover D&D® and AD&D® games, I.C.E.‘s MERP™ venture modules that lead GMs and play- blurb unblushingly proclaimed, “STATE OF and ROLEMASTER™ games, Chaosium’s ers by the nose through a narrative, THE ART the most detailed, logical, RUNEQUEST® and PENDRAGON games, thereby constraining the GM’s creativity. I comprehensive, and consistent fantasy ’s WARHAMMER™ FAN- have a personal bias against obsessive world yet published; an authentic ‘medi- TASY ROLEPLAY, and other classic FRP development of a setting to the exclusion eval’ environment of unsurpassed quality, systems. Only the KING ARTHUR PEN- of development of narrative and theme, specifically designed for fantasy gaming.” DRAGON game might rightfully challenge probably as a reaction against the type of In 1983, that was a pretty bold claim Harn’s preeminence here, with its unique “game master” who labors for years on against competition like and mechanics for introducing models of feu- detailed maps and encyclopedias of his Middle-earth, but nonetheless a fair and dal economics as integral elements of campaigns, yet who never runs games arguable assertion. campaign play, and with its rich blend of there, always protesting, “But it’s not quite Ironically, and to the everlasting honor Arthurian lore and medieval history. Harn, ready yet.” After four years of Harn cam- of Columbia Games, the claims of that in return might fairly boast of its epic paign supplements without a published blurb are probably more justified today scale and original concept. example of an adventure, I had concluded than they were in 1983. On its self- For years, my major reservation about that the Columbia Games folks weren’t proclaimed terms—a comprehensive, Harn was the absence of published exam- interested in publishing an adventure, and logical, authentic “medieval” fantasy cam- ples of adventures in the Harn campaign I lost interest in them. paign setting—even Harn’s earliest supple- setting. This omission was perceived as a With all the hoopla in the last few years

60 OCTOBER 1989 over the DRAGONLANCE® campaign, the ness of caverns occupied by strange crea- barbaric orc culture. Another, apparently D&D Gazetteers, the FORGOTTEN tures, abandoned shrines, and lost cults. a simple rescue mission, involves a skillful REALMS™ setting, and other FRP cam- Ultimately, in the lowest ranges of the reverse of expectations and poses a subtle paign supplement series, I managed to caverns, dwells the god himself. problem-solving test for the players. overlook the first Harn adventure, Araka- The choice of a limestone karst region Evaluation: This first Harn adventure Kalai, published in 1987, and other subse- for the setting is geologically apt, with is more distinguished as a campaign set- quent Harn adventures. I confess to being sinkholes and caverns galore. The history ting than as an adventure supplement. easily distracted by noise and excitement. of the waxing and waning of a major cult Caverns inhabited by the God of Monsters In this, even as a reviewer, I suspect I am shrine, and the accounts of the communi- are an inspired setting for fantasy adven- in close sympathy with my audience. With ties and doctrinal squabbles of the cult turing, and the locations and history of the no ads in role-playing magazines, no ex- factions, are plausible, effective, motiva- region are detailed and well developed. citement from retailers, and no anticipated tional contexts for scenarios. However, the virtues of the scenario out- releases at conventions, Harn had simply The adventures themselves are really lines are their lean simplicity and the slipped from my mind. little more than scenario outlines, though realistic personalities and motivations of But as a critic, I can make no excuses for one or two provide enough detail to qual- the important NPCs. As such, this is a overlooking Harn. As the following re- ify as complete adventures. However, with highly recommended , views will attest, Harn has made a very the sort of sophisticated gaming Harn and a strongly recommended adventure special contribution to role-playing GM’s encourages, a scenario outline is usually setting. support material. The graphics are excel- sufficient, with character development lent, with color maps, abundant diagrams and role-playing occupying the bulk of 100 Bushels of Rye of locations and buildings, and appropri- session time. Further, the maps and dia- FRP adventure supplement for the ate, expressive illustrations of scenes, grams of locations and dwellings are de- HARNMASTER game characters, and creatures. The style of tailed enough to be used for travel and 28-page softbound book presentation is clear and detailed, and is strategic problem-solving. Columbia Games $10.00 dry with an occasional droll impulse. It is To some degree, Araka-Kalai is a transi- Design: Garry Hamlin, Randolph Strom- well organized for reading and reference. tional phase in the development of a Harn men, , Tom Dalgliesh And the campaign materials—well, they’re adventure pack, in that most of the back- voluminous, historically and socially plau- ground and setting detail is still extrane- This is the first example of a pure adven- sible, and full of dramatic fantasy adven- ous to the scenario outlines. The ture module for Harn, and it is excellent. ture and thematic hooks. background material is rich and interest- It’s a perfect short adventure in a series of In general, Harn materials are sophisti- ing in its own right, and it provides a brief episodes, featuring a simple narra- cated and demanding of the reader and perfect opportunity for a GM to improvise tive focus, plenty of detail for each epi- the gamer. They aren’t really appropriate his own adventures. But only one of the sode, challenging problem-solving (only a for heroic fantasy (that is, lots of swinging seven scenario outlines exploits the Pit of fraction of which involves combat), and axes, blasts of magical fire, and account Ilvir, the caverns beneath, and the cult the appealing narrative virtues of mystery, ledgers of loot and experience points), shrine background. The other six scenario surprise, and discovery. The presentation though the locations, characters, and outlines are clearly integrated into the is visual and concrete, well presented, and narrative themes are adaptable to such setting but do not specifically exploit the uses a page layout ideal for quick refer- role-playing. Ideally, Harn is for dedicated, numerous pages of history and location ence during the session. Diagrams, maps, educated, mature gamers with an appreci- diagrams and keys that make up the bulk and illustrations are abundant, easy to ation of culture, politics, and history, and of the supplement. read and reference, and pertinent rather with high standards for logic, coherence, This is apparently an intentional design than decorative. The entire supplement is and realism in their fantasy adventuring. feature. The supplement introduction short, simple, and clear enough to read states that the designers want to provide and understand in less than an hour. enough detail so GMs can begin play with Though the adventure is actually rather Araka-Kalai a minimum of preparatory work, but not linear (the path from the beginning to the FRP adventure supplement for the so much detail that the GM is locked into a location where the adventure is resolved is HARNMASTER game rigid path. (Incidentally, Harn materials do fairly obvious and inevitable), the resolu- 26-page softbound book and four pages of require a minimum of GM study, com- tion of the conflict is open-ended, with a predesigned player characters pared with most other supplements, be- minimum of narrative rigging. Columbia Games $16.00 cause of their lean, clean organization and The episode locations are nicely pre- Design: Edwin King, Dave Kowan, Richard writing and the excellent layout and sented. Three in particular (the manorial Porter, Eric Hotz, N. Robin Crossby graphics.) “The philosophy of Harn has village where the adventure begins, the always been to provide an intelligent, lair of a monster, and the mines and work- cohesive background that does not stifle shop of a dwarvm smith) are exceptionally the GM’s creativity.” The irony is that Co- detailed and plausible, each with well- The central concept of this adventure lumbia Games may unintentionally under- delineated and well-motivated protago- setting/scenario pack is truly grand. It’s estimate the GM’s natural and cheerful nists, antagonists, and informants. The the doorstep of a god-on-earth’s dwelling irreverence for FRP supplements. I sus- background details are conveniently lim- place. Beneath the Pit of Araka-Kalai, a pect that the GM’s instinctive impulse to ited to those things necessary to running sinkhole filled with a bizarre organic creativity is stimulated, not suppressed, by the adventure. (For a GM with little time to sludge, lies the caverns where, according an abundance of details, particularly when read and abstract pertinent details out of to legend, the god Ilvir, Spawner of Mon- it provides a challenging and inspiring oceans of interesting but irrelevant geo- sters, conceives the unique, grotesque example of excellence. graphical, social, historical, and political creatures that are sacred to him. From all However, the important thing about the material, this is a refreshing change from over Harn, visitors come to honor Ilvir at seven scenario outlines is that they give a Harn’s conventional deluge of campaign this site. A monastery has been founded clear idea of the kinds of stories that might background text.) here to worship the god and to shelter be expected to unfold in a Harn setting. The focus of the setting feels authenti- pilgrims. Atop a black plug of marble, an One, a short mission to scout the outpost cally medieval. The village is based on island in the center of the sludge-filled of an unusually successful and well- historical documents describing medieval sinkhole, sits the ruined tower of Ilvir. organized orc tribe, is a refreshingly plau- village life in England. Physical descrip- Beneath this island is an uncharted wilder- sible and interesting development of tions offer realistic details. For example,

DRAGON 61 the peasant huts have no more furniture example of a low-level, realistic, medieval heads facilitates review. than a trestle table and a couple of stools role-playing adventure, The Staff of Fanon In general, while most FRP adventure or benches, reinforced oaken doors are is a skillfully presented, imaginative exam- supplements equate bulk of text with covered with a black, brittle substance (tar ple of a high-fantasy adventure with inter- value for money, The Staff of Fanon keeps as a preservative), and important villagers world gateways, powerful sorcery, ancient text to a minimum. And while most adven- are listed with an account of their most races, marvelous beings, and fantastic ture supplements feature numerous important holdings: number of acres labyrinthine dwellings chock-a-block with encounters sketchily developed (with little worked, and number of cows, sheep, and magical traps and treasures and nasty more than a brief description of the set- pigs owned. daemonic entities. ting and characters, often with wads of Evaluation: 100 Bushels of Rye is a Sounds a little bit like a traditional FRP game stats), The Staff of Fanon takes a very effective fantasy adventure scenario dungeon? Well, it is, but it’s a fairly inter- relatively short, simple series of encoun- in an authentic medieval setting. Though it esting dungeon and is smoothly integrated ters and develops them more fully, not would probably work best with HARN- with the more realistic, gritty fantasy of simply by adding more text, but by effec- MASTER rules, it would work equally well the Harn campaign. Most important, it tively blending graphics and text into a for other medieval fantasy systems, partic- looks like fun both to run and to play. coherent presentation. ularly for systems with little PC magic, like The presentation is clearer and more The adventure itself is quite appealing. the WARHAMMER FANTASY ROLEPLAY readable than the conventional dungeon For the GM, the themes and settings sug- and PENDRAGON games, or for beginning adventure format. Layouts are oriented to gest enigmatic, oblique references to epic characters in more heroic systems like the, single or twin pages, making reference currents of history. For the players, these AD&D game. As an example of a medieval and backtracking during study a breeze. references will be perceived only as inter- manorial village for fantasy role-playing, The diagrams are clear and detailed, using esting but mysterious details encountered and as an example of a simple, well- Harn’s clever and unique legend and key along the way toward the resolution of the designed, short FRP scenario, 100 Bushels system, by which, for example, one can conflict. Much of what the players see of Rye is highly recommended. quickly judge the height of the ceiling or they will not understand, which is as it the rise of a dais from the floor. The illus- should be in high fantasy. The object they The Staff of Fanon trations are eloquent and appropriate, seek is a minor feature of a vast and in- FRP adventure supplement for the HARN- reducing reliance on wordy descriptions, comprehensible landscape of obscure MASTER game and they are excellent guides to the tone artifacts and structures. Players should be 28-page softbound book and feel of the adventure. The text is lean bewildered and mystified, but not skepti- Columbia Games $10.00 and explicit, without the clumsy blather of cally, as with most dungeons that are a Design: N. Robin Crossby, Eric Hotz, Scott conventional game-speak (or, more simply, melange of bizarre but unrelated widgets, McKay weak writing and cursory editing) that monsters, and special effects with little plagues most game supplements. The context or coherence. The GM knows the While 100 Bushels of Rye is an excellent organization and use of prominent section background and purpose of the setting’s

62 OCTOBER 1989 features, and he can explicitly or implicitly fantasy campaign. In content and presen- Many years ago, a covenant (a wizard’s reassure the players that, though things tation, it is first-class, and it is guaranteed commune, complete with staff and merce- seem strange, they do make sense, if only to satisfy fussy and sophisticated FRP GMs nary guards) mysteriously sealed itself off the players had the GM’s information. and players. from the outside world and from the The problem-solving is not game-system Concerning the price of 100 Bushels of other covenants of the Order of Hermes. oriented. Though the magical effects are Rye and The Staff of Fanon: Folks who The magi have assumed that misfortune specified in terms of the HARNMASTER balk at paying $10 for 28-page adventures fell upon the covenant, but no one has , the characters will most when they can get 96 pages for $9 are penetrated the sorcerous illusions guard- likely perceive them as special, peculiar missing the point. Quality, not quantity, is ing the fallen covenant. When a missing enchantments. Most of the problems are the issue here. clue to the nature of the protective wards focused on the practical challenges of Harn game products are available from was discovered, an expedition to investi- exploring an arcane and unfamiliar loca- Columbia Games Inc., Box 581, 810 West gate was organized. The adventurers and tion, while searching for the object of Broadway, Vancouver, B.C., Canada V5C scholars will search the ruins of the Bro- their quest. Only three beings are cited 4C9; or Box 8006, Blaine WA 98230, U.S.A. ken Covenant for an explanation to the with game stats, and none of these need covenant’s downfall, and they may find its be fought to complete the quest. The Broken Covenant of Calebais priceless libraries and magical treasures The Staff of Fanon is the first in a pro- FRP adventure supplement for the ARS intact and salvageable. posed series of three linked adventures, MAGICA game The Broken Covenant is an adventure and publication of the second or third 44-page softbound book with an explicit and developed theme: adventures are not scheduled for the Lion Rampant $7.95 leadership and the art of governing. Such immediate future. The adventure is fine as Design: and Mark an explicit treatment of theme in an RPG a stand-alone, but many campaign GMs Rein•Hagen scenario is perhaps a touch pedantic, but would rightly prefer to have all three in it is based in a sound understanding of hand before they begin. Further, a fair In DRAGON issue #147, I enthusiastically dramatic mechanics. The designers exhort amount of the detail of this adventure reviewed the ARS MAGICA game, a system the reader to raise their hobby to the relates to the later adventures, and the and campaign setting featuring an elabo- standard of art, to elevate play to a greater lack of an explanation of some of these rate development of magic and magicians level of emotional impact. I wince a bit at details in this adventure is a bit frustrat- in a historical medieval context. The Bro- such rhetoric, but this earnest focus of the ing. Nonetheless, the adventure itself is ken Covenant of Calebais, the first pub- adventure’s action is part of The Broken pleasing enough to deflect my concern lished adventure for that game, is a Covenant’s distinctive coherence and effec- with this minor fault. persuasive example of how the ARS MA- tiveness as a scenario. The Broken Cove- Evaluation: The Staff of Fanon is an GICA system can produce a first-class nant is also peculiar in its explicit notice especially fine, short, high-fantasy adven- fantasy adventure with a spotlight on that if the GM and players are uncomfor- ture, easily adapted to any multiverse wizards and sorcery. table with violence, the scenario may be

DRAGON 63 successfully completed with little or no whether I should adapt The Broken Cove- ing how to herd the PC victims together resort to violent tactics. This is odd stuff to nant to our house campaign rules. Stand- where they can be scooped up by the encounter in an introduction to a role- ard melee combat plays a small part in the ponderously linear narrative. Maybe it’s a playing adventure, but it certainly raised scenario, so adaptation of NPC and crea- little like the movies Airport, Towering my expectations. The designers clearly ture stats is only a minor problem. How- Inferno, and Airplane, where you get were reaching for something more than a ever, The Broken Covenant is best suited introduced to the character actors run-of-the-mill FRP adventure. for the flexible resources of ARS MAGICA through little bits of action and reaction, Fortunately, the scenario is not only game magic, though a squad of midlevel but it’s actually a clever model for passing earnest but imaginative, challenging, mys- D&D game spell-casters or SJG’s GURPS® action and reaction among the PCs. Every- terious fun. The setting itself, a wizard’s Magic game characters with a wide distri- one gets to respond in character. (Sure, commune struck by catastrophe, bedecked bution of spells might manage the investi- they all get to respond, too, if you open with the traps, treasures, and mysteries gative and tactical magic necessary to cope with a little melee action, but there’s a associated with the plot, is exploration with the scenario’s challenges. tired cliche if there ever was one.) By the role-playing on an epic scale. As usual in a The Broken Covenant is available from end of the opening teaser, the PCs are suspense/mystery/explore-the-unknown Lion Rampant, P.O. Box 621, Northfield loaded down with all the nice bits of char- role-playing adventure, I can’t publicly MN 55057, U.S.A. acterization baggage; only then does the praise the material in detail without spoil- plot pop out of the box. ing things for the players. However, for Flight 13 Of course, I can’t share nice bits of the the prospective storyguide, I can mention Adventure supplement for the GURPS plot with you GMs, because your dopey a few general features that are especially Horror or GURPS Space games players are listening. But all the stuff that well handled. The on-the-road-to-the- 64-page softbound book happens is unexpected and tricky to han- dungeon encounter is a charming, well- $8.95 dle. The genre and tone are hard to place. paced warm-up to the rest of the Design: W. G. Armintrout Flight 13 is billed as “GURPS Horror/ adventure. The riddle is elaborate, satisfy- Here’s an adorable bug-eyed-monster, Space,” but the correct label might be ing, and solvable, with GM play-on- Fifties-style, science-fiction adventure in “1950s Television/Movie Science-Fiction through directions for those who, like me, which mad scientists from beyond the Action-Adventure.” Twilight Zone, anyone? hate RPG riddles; this one, though, I could stars capture some humans and subject At least it’s not “Militaristic Space Opera.” foist upon my gaming associates with a them to scientific tests. These tests look The one problem I can see is fitting this clear conscience. The minor antagonists. suspiciously like television action- into an ongoing campaign. The tone and are adorable, bush league, and numerous, adventure episodes to those of us not texture of the setting are not likely to and are provided with a complete micro- trained in science. As usual, these mad match a standard SF action-adventure culture and survival rationale. The NPC scientists from beyond the stars are un- campaign, though it would work just fine motivations, tactics, trappings, and role- speakably powerful and technologically as a surprise saga for modern-day super- playing presentation hints are comprehen- hip, so they can effortlessly craft fantastic natural settings. (Hint: The tone would sive, readable, and set up for easy amusement park arcades for destruction probably fit well with the GURPS Supers reference. There is plenty of treasure, but testing of our doughty PC heroes. This game, if the game matches conventional not in the traditional D&D-game sense of concept is so cliche that it’s hip. It takes a superhero role-playing models.) But even if loot and orc-baking magical widgetry. certain amount of courage to publish such you can’t run this adventure for your Here, the treasure is that of the detective, an apparently unfashionable setting and group, pick it up as an example of first- archaeologist, and explorer: strange and adventure, particularly for a relatively class character involvement and plot de- mysterious scenes, events, and artifacts sophisticated system as the GURPS game. velopment through episodic conflicts. that may be only interesting curiosities or And freed of such fetters as realism and Evaluation: Flight 13 is full of fun, is may provide clues to the mystery of the real-life logic, it looks like a lot of fun. well-presented, and is an admirable model fallen covenant. The final resolution is The presentation and adventure staging for introducing PCs to a scenario through suitably epic and ghoulish, worthy of the are sharp and appealing, going for depth role-playing and interaction with NPCs. It lesser challenges and problems that the of characterization and episode rather is strongly recommended, though it is a bit characters encounter along the way. than epic scope. To start, a plot twist in the eccentric by contrast with other GURPS Evaluation: The Broken Covenant middle of the first episode yanks the rug science-fiction supplements like the GURPS pleased me enormously; my recommenda- out from under the players’ (and PCs’) feet. Space game, and it is possibly difficult to tion is unreserved. The FRP adventure In the opening episode, we get a well- work into an ongoing GURPS campaign. crop of late has been depressingly unex- developed event description and NPC- GURPS game products are available ceptional; against such weak competition, encounter menu. In other adventures, from Steve Jackson Games, Box 18957, The Broken Covenant easily distinguishes we’d probably get only a half-page explain- Austin TX 78760, U.S.A. itself. How does it rate against the Harn adventures, or my other Hall-of-Fame favorites like , The Grey Knight, Shadows over Bögenhafen, the classic RUNEQUEST scenario packs, and the Companion’s Islandian Campaign series? Unfortunately, when compared with the Harn materials, The Broken Covenant is a bit awkward. The graphics are weak; the wrap-up is a bit abrupt; and the writing, materials, maps, and organization are somewhat less than polished. But for origi- nal tone and flavor, general effect, and ambitious aspiration, it’s a thoroughly satisfying adventure. My only quandary is whether I should introduce my gaming group to the ARS MAGICA system in order to take greatest advantage of the scenario’s features, or

64 OCTOBER 1989 Sunset World from page 25 suits the facts as I know them. Ssirik I confess that I find such questions less Akuar is not the Illithid homeworld, as our than compelling. I am torn between a clearly of Illithid construction and presum- taciturn githzerai guides had implied. It certain lassitude—we are all of us tired ably abandoned as a result of climate was once much like our own. still from our sojourn—and a furious urge changes. We found a number of these There is a persistent rumor among the to action, to any action. I feel a certain ruins in the salt desert. I urge you to ex- folk of the Underearth that the Illithids chill at day’s end: perhaps only a relic of amine Master Kuro’s report most carefully, seek to extinguish our Sun. This has very Ssirik Akuar’s damp airs, but perhaps but the gist of it is this: While most of the properly been dismissed as foolish, wish- something more—perhaps a chill of pre- sites had been stripped of all artifacts but ful thinking on their part. The Illithids monition, a growing certainty that my for the constructs themselves, a few could no more thrive on a sunless surface colleagues and fellow adventurers died not mounds were different. than could we. Within years or even merely in the service of learning, or even We found traces of an outer wall of months of such a ludicrous outcome, the for our Empire, but for something greater stone blocks and buildings with entrances planet would become an icy wasteland still. They died so that we survivors might at ground level. Below the water table unfit for any sort of life. The ruins we bring this warning. I look at the Sun now were organic remains preserved in the found at Ssirik Akuar suggest to me a and wonder if it has grown somewhat acidic soil: traces of grain and straw, a few more plausible and sinister story. redder. Are the days and nights longer charred timbers of pine and oak, fragmen- Much still remains to be explained, and than they were? As I contemplate these tary skeletons of horses, cattle, and geese. many more questions have been raised by thoughts, a further chill runs the length of A few simple tools survived, and there this final discovery. Where did the Illithids my body. Perhaps one day we, too, will were many spent arrows. There were originate if not on Ssirik Akuar? Why did dwell in a Sunset World. other remains, too—human for the most the githzerai assure us they had brought part, though one of the partial skeletons us to the Illithid home world? Why should More information on mind flayers may may have been that of a gnome or small the Illithids, if they produced the Sunset be found in “The Ecology of the Mind dwarf. The skulls we found bore marks of World’s present conditions, have stocked it Flayer,” in DRAGON® issue #78. The mate- Illithid predation. All these traces and with so many living things inimical to rial in this article and in “The Dragon’s remains were ancient in the extreme. themselves? How could such changes of a Bestiary” may be used with the material The meaning of these findings has been world and its sun be accomplished? These on mind flayers in the AD&D® 2nd Edition much debated on our return journey and are difficult questions. Rather than answer Monstrous Compendium, Volume 1, with during the time since our return. The them, many of my colleagues would rather some changes, particularly concerning the evidence is hardly conclusive, but I will suppose some other explanation for what use of psionics and methods of Illithid put forward the conjecture which best we found at Ssirik Akuar. reproduction.

DRAGON 65 which you could pilot a massive Battle- was given at least a two-second chance Continued from page 5 Mech in one-on-one combat against to be sold to some buyer. There was I.C.E.’s booth, which sold the SHADOW another heavily armed ‘Mech—in real even an auction store for unsold items, WORLD™ fantasy game and supple- time, with a simulated 3-D view of your where I noticed a lonely copy of DR. ments (the “Shadow” games are not surroundings on a TV monitor. Task RUTH’S GAME OF GOOD SEX (left over related). The Australian Games Group Force Games’ , from last year’s auction), which should presented its LACE & STEEL swash- GDW’s HARPOON, and GW’s WARHAM- serve as a dramatic warning about buckling FRPG, set in a fantasy world MER™ 40,000 games were much in something, but perhaps this isn’t the much like 17th-century Europe but evidence in the miniatures areas. And place to say exactly what. with centaurs, satyrs, and harpies (as the most-played game was, as you And best of all, there were lots of well as humans) among the population. would expect even if you had spent the famous people—authors, designers, And (oops) TSR also had the Deluxe last 10 years in the jungles of Sumatra, editors, and garners—but there were City Campaign Set, by , for the AD&D game. entirely too many of them to name the MARVEL SUPER HEROES® game. I If you were bored with gaming, there here (sorry to all). There were lots of myself was particularly intrigued by was the auction, the video room, the parties, too, but I made it to only one the long-awaited vehicle-rules supple- art show (with guest Michael Whelan before collapsing. ment to BTRC’s MACHO WOMEN WITH and over a million dollars worth of There were disappointments, of GUNS game: Renegade Nuns on Wheels artwork), and an exhibitor’s hall in course. I never made it out to lunch (“the game that treads the fine line which everyone could (and did) buy with Marc Miller of GDW (really, I’ll do between heresy and blasphemy”). I am themselves into a stupor. When you ran better next year, I swear). The spare completely serious. out of money, there were lots of free magazines we had ordered for the Other non-RPG items caught my eye. things to pick up all over the con, and booth were brought in but were hid- One booth had a wide assortment of when you had too many free things to den from view under a table, and we furry animal figurines dressed in Napo- move any more, you could sit down didn’t find them until late Sunday. And leonic costumes, from places like the and play games again. I never got to play in the BATTLETECH Otterman Empire, for miniatures bat- And there were seminars. Your edi- simulators or sit in on the RPG event in tles. Another sold wholesome, patriotic tors ran several magazine-related semi- which Elvis is resurrected by Cthulhu. T-shirts, such as the one showing a B-52 nars, one of which was accompanied (I did watch run a against a burning horizon with the by sound effects from the Miskatonic good CYBERPUNK game, though.) legend, “STRATEGIC AIR COMMAND: University Reunion next door, which At the end of it all, your editors tore NEXT DAY AIR.” There were many had a contest for the best dying scream down the booth and had all the product Buckaroo Banzai T-shirts as well, which of someone who was probably being ready to ship home in one hour flat. We I stupidly forgot to purchase. I also eaten alive by ghouls. It was hard to went out for Mexican food, and then found a copy of 3W’s alternate-history say. Anyway, we fielded a few rumors went home to await the mixed blessings board game, TOMORROW THE about the magazines as well, such as: of Monday morning: the unopened WORLD, in which the triumphant l DRAGON® Magazine does not accept mail, the exhaustion, the flu, the car armies of Imperial Japan and Nazi material from beginning writers (we repair bills, the editing, etc. Germany—with nukes, jets, and all— certainly do); But it was fun. I’ll do it again next fight World War III for control of the l DRAGON Magazine refuses to print year, but this time with more comfort- Earth (in 1948, no less). The game material on non-TSR games (wrong); able sneakers. And maybe with some comes with a short “historical” timeline l DRAGON Magazine will go out of all-new rumors, too, especially if they so plausible and blood chilling that it print in two years because of falling involve Elvis and nuns on motorcycles. makes the dark-future cyberpunk RPGs subscriptions (what?); and look obnoxiously cheerful. l DRAGON Magazine editors hire gangs As those of you who attended know, of street thugs who use rubber trun- there were zillions and bejillions of cheons to beat those who spread bad games: role-playing games, board rumors about the magazine (this is games, computer games, miniatures false, of course, as many of the thugs games, card games, dice games, family we hire could never even spell “trun- games—you-name it, it was there. The cheons,” much less use them). winner for special effects goes to The auction ran along quite rapidly, FASA’s BATTLETECH® simulators, in and every game, book, and figurine

66 OCTOBER 1989 DRAGON 67 leader; by immediately clicking on the “Knight” icon, we turn him into a Knight. Then we quickly click on the “Gather” and “Settle” icons, which causes other walkers in the area to merge with the Knight, who becomes virtually invincible as he tromps through enemy settlements. You can turn the music and sound ef- fects off or on, as well as save and load games. An information shield is also availa- ble that tells you the relative strengths of settlements as compared to castles, the strengths of walkers, and how combat between opposing settlers and walkers is ©1989 by Hartley, progressing. Through Divine Intervention, Patricia, and Kirk Lesser you can also affect the outcome of combat by following one of your Knights into enemy territory. Should you see an oppo- nent or a large settlement ahead, you can lower the land below the opposing force until water appears and the opponent If you were a god, how would you run things? drowns. That’s one less opponent for your Knight to worry about, and he can con- We have never seen so many good crops, they will worship you. Through tinue with his slay-and-burn mission. games released during the summertime by their worship, you gain power with which Populous has captured our gaming software publishers. There are so many you can oppose the work of another god imagination for the last few days. Our only games, in fact, that we have had to call who controls the rest of the population on wish is that Populous would become avail- upon trusted associates to help us with the the same world. The followers of the two able for more computer systems so that game-review process. They have been gods fight one another, of course, and you other gamers can enjoy being gods as well! writing for us for over a decade, and their can assist your side by decimating the expertise is highly regarded throughout enemy with a number of godlike maneu- Palace Software, Ltd. the computer industry. Herein you’ll find vers such as creating earthquakes, floods, (distributed by Epyx, Inc.) several mini-reviews (“Dragon Bytes”) swamps, and volcanoes. The god who 600 Galveston Drive written by them. This allows us to offer eventually wins the most battles and cre- Redwood City CA 94063 full coverage of all of the games we re- ates the most knights, and whose people (415) 366-0606 ceive for review rule the land, wins the game. But even then, Populous is tar from over. There are Axe of Rage **** literally hundreds of worlds to conquer, Commodore 64/128 version $33.95 Reviews and you can even design your own world We didn’t think this game would amount using the game’s built-in Creator program. to much. The package is one of the ugliest Populous is also playable by two players presentations for software we’ve ever Computer-game ratings over a null modem link between two seen, and it boasts an included tattoo! Amiga computers or through phone lines Well, hold on. Axe of Rage is actually X Not recommended via a connected modem. pretty good. The arcade game puts you in * Poor The key issue in the game is the enrich- the role of either Gorth or Mariana back ** Fair ment of your own people with good land, in the days of mammoths, pit things, *** Good which you physically raise or lower to razor-toothed tigers, and the gnawin’ **** Excellent make it suitable for crops. Settlements purple pack-o’-plenty creature. Your quest ***** Superb start out as mud huts; as you prepare the is to gain access to the Subterranean Sanc- land for planting, settlements can evolve tum of Drax, and you only have six lives into castles. with which to accomplish this feat. The creatures are tough to defeat until you Electronic Arts As your population grows, you can 1820 Gateway Drive either ask your worshipers to settle new learn how to time your axe swings with San Mateo CA 94404 lands or call them to the Papal Magnet. the joystick. For example, suppose your (415) 571-7171 Once a settler touches the Papal Magnet, on-screen representative faces right; if you he becomes a leader, You can convert a hold your fire button down and:

leader into a Knight, should you have l move your joystick to the left, you exe- Populous ***** enough Manna (energy) to do so. A Knight cute a flying neck chop.

Commodore Amiga version $49.95 is a perpetual search-and-destroy machine l move your joystick down, you kneel and The story of Good versus Evil in a new who hunts and slays the opposition and let fly with a low chop. and entertaining format has been released burns its buildings. To increase the l move your joystick to the right, you kick by Electronic Arts. Designed by Bullfrog, strength of your settlers (also known as your opponent. this game is an outstanding offering for walkers) and your knights, you click on l move your joystick up, you leap into a Commodore Amiga enthusiasts. Populous the “Gather” then “Settle” icons. This high chop. is a game with a different feel and inter- causes your walkers to bump into one If your character is facing left on-screen, face quite unlike anything currently availa- another and, if the settlers are of the same you simply reverse the directions of the ble on the market. Basically, you perform faith, they merge and become a single joystick moves to accomplish any move. miracles. You are a god and, as such, con- walker. We found that it helps to move the This is the only real drawback to playing trol part of a worlds population. Papal Magnet to an opposition settlement, the game, as during battle it is easy to It is your responsibility to see that your click on the “Go to Papal Magnet” icon, forget that you must reverse your joystick people have enough food. If you manage then wait for our folk to arrive. The first moves when facing one direction or an- this task by granting your settlers land for one to touch the Papal Magnet becomes a other. With every mistake your Gorth or

68 OCTOBER 1989 Mariana makes in an attack, the enemy inflicts damage upon you. There are two strength bars at the top of the screen; one strength bar is yours, and the other is your opponents. As damage is inflicted on you or the opponent, the appropriate strength bar is reduced in size until it disappears—and death occurs. A counter keeps track of your remaining lives. You start out in the Valley of Despair and face mutant chickens, knuckle draggers, and a lardosaurus that enjoys a quick snack of your head. This valley has a total of 26 battle areas; if if you don’t learn how to wield your axe immediately, you’ll be lucky to get past the sixth hostile. A sword located at the bottom of the screen is your compass and is used to reorient the screen each time you pass into another section of the maze. Remaining levels include Level 2: The Caverns; Level 3: The Dungeon; and Level 4: Drax’s Subterranean Sanctum. Addition- ally, look forward to the cave crud, drip- ping gore, and lava rivers. Fortunately, there are some amenities in the game such as a special globe that prevents Drax’s evil magic from consuming you. Other goodies include a special key, a sacred axe, and a special shield (a necessity). The real key to success is to continually practice your moves during noncombative phases. Prac- tice makes perfect and, in the case of Axe of Rage, ensures you’ll live long enough to perhaps win the quest. Axe of Rage is not for those who find the sight of blood dis- tasteful It is an engrossing slash ‘n hack that’ll please most arcaders. It is available for the C64/128 and Atari ST

Springboard Software, Inc. 7808 Creekridge Circle Minneapolis MN 55435 (612) 944-3915

Hidden Agenda **** Apple Macintosh version $49.95 Hidden Agenda is far more than a game. It is a simulation of politics as played in the life and death struggle in Central America. There is no one way to win the game; there is no one way to save your own skin; there is no one way to win over the hearts of the people while simultane- ously appeasing forces that feel differently than you. Hidden Agenda is a learning experience and is on the same level of excellence as Chris Crawford’s two Bal- ance of Power offerings. Although Hidden Agenda doesn’t possess the worldly scope of Mr. Crawford’s offerings, the micro- cosm of the country of Chimerica is yours to control, for better or for worse. You have just been elected Presidenté of Chimerica. Upon starting the adventure, you are confronted with a press confer- ence where you must make statements regarding three goals you wish to achieve. These set the tone for your first year. Upon completing the press conference, you must fill your cabinet positions. These include the Agriculture, Defense, Internal

DRAGON 69 Affairs, and External Affairs ministers, earnings, cash reserves and debt, loans who advise you throughout the game and aid, and news excerpts. Thanks to a regarding policy decisions. But watch out! reference manual from Springboard, you Alienation of one of these powerful minis- can study any element of Hidden Agenda ters could lead to your downfall. The and base your decisions on sound re- game requires a careful balance of all search from the data in the manual. power brokers. Throughout your presidency, interrupts Your ministers are selected from one of occur. These are emergency situations that three candidates put forward by the three require your immediate input to avoid political parties: Christian Reform, Na- catastrophe. You must accept either the tional Liberation, and Popular Stability. advice of the individual bringing the mat- You click on the icon of the party in which ter to your attention or the advice of a you are interested, then select a candidate minister. to investigate. You can read the statements When the game draws to a conclusion, a this candidate has made regarding political verdict of history is presented, an encyclo- plans. Remembering to balance your cabi- pedia of your term of office, You can judge net, you then appoint this candidate di- how well (or how poorly) you managed rectly to the ministerial position for which Chimerica. The verdict of history can also he is most suited. (You can also fire any of be printed if you like. You can save your your ministers during the course of the game in progress, recall saved games, or game.) When all four cabinet positions are restore a saved game while in the middle filled, you move on to running the country. of a less successful endeavor. The authors By clicking on the Desk icon, you are (Jim Gasperini, Ron Martinez, Gregory presented with several options. You can Guerin, Angela Greene, and Bill Herdle) proceed to an encounter with someone have successfully brought to the computer influential, become involved in consulta- the true feel of what it’s like to be a pawn tions with your ministers, check your of the major powers. Included in the pack- meetings through the logbook, obtain age is a complete, well-written user’s man- reports from news excerpts, or look at ual, a complete and handy reference your country’s progress charts. manual, and a color map of Chimerica. We Encounters occur with people like the strongly recommend thoroughly reading landless laborer, teacher, coffee grower, the reference material before play. Hidden American ambassador, guard leader, trade Agenda is a role-playing event and is one union leader, American TNC rep, IMF, of the few games we intend to keep on representative, campesino, army colonel, our game shelf and out of the packing box. Soviet ambassador, rights activist, shop- This is highly recommended! keeper, coffee worker, doctor, cotton culti- Hidden Agenda is available for PC/MS- vator, sub-commandante, bishop, DOS and Apple Macintosh computers (it industrialist, banker, and Cuban consul. runs in color on the latter). It is not copy You simply click on the individual you protected and is easily transferrable to a wish to encounter and take the meeting to hard disk. a conclusion. Each person wants some- thing specific that you or your ministers may or may not favor. The result of this Mindscape, Inc. encounter is that you must make a deci- 3444 Dundee Road sion whether to accept or reject the pro- Northbrook IL 60062 posal from this individual. You may ask (312) 480-7667 advice from the advising minister, who will give you his or her opinion as to what should be done with the proposal. You can put the proposal on an agenda that gives Gauntlet **** you time to mull over the information. Apple Macintosh II version $49.95 This also allows input from all of your This is a flying-finger fantasy. Talk about ministers, although some decisions can’t exciting! Gauntlet can drive you absolutely be put off until later. Your decisions ulti- bonkers as you attempt to mop up mately cause your support level with dungeon levels in your quest to obtain different forces to go up and down. The riches. For one or two players, Gauntlet old saying that you can’t please all of the joins Thor, Thyra, or Merlin in a massive people all of the time is certainly true in display of magic and hand-to-hand combat Chimerica. in the finest of arcade-game traditions. The consultations enable you to discuss The color version on the Macintosh II is a topic of interest with the minister se- absolutely first-rate. lected. You can make your decisions imme- What’s unique is that in a two-player diately or call for opinions from all of your game, both gamers can select a character. ministers to receive a general consensus. When working in unison to clear dungeon Through the logbook, you review past levels, selecting characters with differing meeting decisions; by reviewing the prog- but complimentary powers works to your ress charts, you show how Chimerica is advantage. For example, Thor the warrior progressing through a variety of indexes can axe the monsters to pieces, but his ADVANCED DUNGEONS & DRAGONS and the that include military spending, social magic skill is lacking. He can magic away TSR logo are trademarks owned by and used spending, infant mortality, land distribu- some of the monsters, but until those under license from TSR, Inc. © 1989 TSR, Inc. All tion, food crops, export crops, agricultural Rights Reserved. monster generators are destroyed, those

70 OCTOBER 1989 gruesome goons continue to come out ad Dragon Bytes infinitum. Perhaps Merlin the Wizard should be the second character. Although Mindscape, Inc. he wears no armor and is the absolute pits 3444 Dundee Road when it comes to hand-to-hand combat, his Northbrook IL 60062 magic can destroy the monster generators (312) 480-7667 and all monsters. The third character, Thyra, is most at home in a defensive role Trust and Betrayal: The Legacy of as her shield can stop about 30% of all Sibot * * * * ½ damage and her sword can cut through Apple Macintosh version $49.95 the monster generators. The fourth availa- Chris Crawford, known for his game ble character is an elf named Questor. design, has succeeded again. Trust and Despite poor shot power, lousy armor, and Betrayal: The Legacy of Sibot is one of a dagger that cannot destroy the monster Chris’s “mind games.” However, as is the generators, his magic skills are top-notch. case with all of Chris’s games, Trust and The key to each dungeon level attack must Betrayal is not for the novice game player. be the monster generators which contin- In fact, it may not even be for the ually spew out beasties at an unbelievable advanced game player. Trust and Betrayal rate until you rid the level of this infernal is complicated! machine. The player is a character called Vetvel, Even if you start the game as a single who is one of seven acolytes on Kira, a player, a compatriot can join you at the moon of the Planet Lamina. The colony on press of the fire button or fire key of the Kira is all that is left of Lamina’s civiliza- appropriate control. With two players, one tion after a nuclear war. The Kirians are uses the mouse and the other the key- telepathic and therein lies the foundation board. You can also save a game in prog- of Trust and Betrayal. The job of the ress, and Gauntlet runs under MultiFinder. player is to obtain new telepathic powers With the Dark Prince himself lurking to by acquiring eight auras of three types. steal 200 points of health from you, re- The three aura types are tanaga, katsin, member that only magic will defeat him. and shial, and each aura has its own set of Other nasties include sorcerers, lobbers special properties. Auras are mental prop- (they toss rocks at you over dungeon erties associated with telepathy. The game walls, then flee), demons (fireball shoot- is played between acolytes trying to ac- ers), grunts (creeps with clubs), and ghosts quire the perfect 8-8-8 set of auras. (they hit you once, then disappear). You The telepathic battles occur at night can gain extra pickup power that enables while you are asleep. Your spirit travels to you to carry as many as 15 items, extra the Land of Auras where you encounter fighting power for increased hand-to-hand the spirits of other acolytes. Each aura has combat ability, extra shot power to in- its own set of special properties. During a crease your missile damage to opponents, telepathic battle, you wrap yourself in one extra shot speed to make your missiles fly of these auras, as does your opponent. like rockets, extra magic power to boost Defeating an aura is like playing the old potion effects, and extra armor. Other game of Rock, Paper, Scissors. In Trust and items you might find on the dungeon Betrayal, a tanaga aura will defeat a katsin levels include an amulet that turns you aura, a katsin aura defeats a shial aura, invisible for a short time, treasure chests, and a shial aura defeats a tanaga aura. food, keys, transporters, nasty traps, cider, Confusing? It can be, but once you start and poison that looks like cider. playing, the rules of the game are easy to Cooperation in the treasure rooms gar- remember. You try to play the aura that ners the most points for all concerned, will defeat the aura of your opponent, and the best way to destroy the monster thus gaining auras you have in short sup- generators is to shoot them. The exits to ply. The tricks are to learn how many differing levels are labeled. Though your auras your potential opponent has and to partner is immune to your own shots or anticipate which aura he will use in battle. attacks, there are areas in Gauntlet where Trust and Betrayal is won or lost in your you can stun or injure your compatriot. dialogs with other characters and acolytes. The Macintosh II version has an options You must use such attributes as tact, blus- menu that not only identifies each mon- ter, and friendliness in order to learn who ster and its capabilities, but it also has a is trustworthy and who is not. You also treasure screen that identifies the goodies learn about the auras the other acolytes you find. have and might use. Gauntlet is a great example of arcading As difficult as it is, Trust and Betrayal is excellence. It shows that the Apple Macin- an interactive human-relationship game. tosh II computer is reaching far beyond As a player, you gain advantages by learn- the work-a-day world and is a computer fit ing as much as you can about each charac- for superb gaming. Gauntlet is one arcade ter you encounter. Like life, Trust and goodie that should find its way to any Betrayal relies heavily on a player’s intui- gamer’s Macintosh. Versions are also avail- tion and insight. Continued play while able for C64/128, Atari B-bit, Atari ST, increasing the difficulty level increases your understanding of relationships and Apple II family, Apple IIGS, and PC/MS-DOS ADVANCED DUNGEONS & DRAGONS and the computers. how they affect the game. TSR logo are trademarks owned by and used Trust and Betrayal is a superior concoc- under license from TSR, Inc. © 1989 TSR, Inc. All Rights Reserved. DRAGON 71 tion of a game. It is fun yet serious. Its interpret clues, the game comes with a difficulty will scare away many players, 1,300-page reference book, The New which is unfortunate. In some respects, American Library Desk Encyclopedia. Trust and Betrayal reminds me of the There is also an on-line graphic database Oriental game, GO, as the latter’s philo- of historical clues. sophical and psychological underpinnings Data East (408-286-7074) has released are similar to Trust and Betrayal. For game Heavy Barrel in formats for C64/128 and players who like a challenge and enjoy a PC/MS-DOS computers, for $29.95 and “head trip,” Trust and Betrayal: The Legacy $39.95 respectively. The player must re- of Sibot is a must. capture the underground control complex Mark D. Veljkov of a nuclear missile site occupied by ter- rorists before the terrorists launch the Melbourne House missiles. The terrorists have tanks, treach- 711 West 17th Street, Unit G9 erous waterways, and bridges, as well as Costa Mesa CA 92627 the only weapon capable of dismantling (714) 631-1001 their organization: the Heavy Barrel, the most powerful gun ever created. However, Barbarian **** a clever technician dismantled Heavy PC/MS-DOS version $39.99 Barrel before the terrorist invasion, and You are Hegor, the most famous dragon it’s in pieces hidden inside the installation. slayer of all in a time and place long ago. The player must move quickly to locate You saw a dragon kill your father when and reassemble the weapon, which is you were a child, and you have sworn to stored in six different lockers. The player avenge his death. Now the kingdom is in must find the keys to each locker, find the turmoil as children disappear at night and lockers, and reassemble Heavy Barrel homes are burned to the ground. The king without being detected. He must then offers his crown and riches to whoever eliminate the terrorist leader and regain can stop this terrible trouble. So the ad- control of the complex. venture begins—and Barbarian is fun. The Interplay Productions (714-549-2411) monsters don’t appear so quickly that has released Dragon Wars, set in the hu- there isn’t time to catch your breath. mid world of Oceana, 85% of whose sur- Barbarian is proof that there are good face is covered with water and is dotted adventures for PC/MS-DOS machines that with islands. Play begins as you and a consider a variety of graphics modes. This party of pilgrims set out on a voyage for a game is available for Amiga, C64/128, and holy land in search of a better life. Along Apple IIGS computers. the way, the ship docks at a harbor for Courtney Harrington supplies—but you and your party are dragged off the ship by merciless guards, imprisoned, and stripped of everything News and new products but your wits. You are confined to Purga- tory, a prison-city created by King Drake Broderbund Software (415-492-3200) of Phoebus. has released Licence to Kill. In the com- The once kind and good King Drake has puter game, the player is Agent 007, who begun conquering surrounding islands in fights across land, sea, and air to defeat a an apparent effort to rule Oceana, which drug lord. The player pilots helicopters in has never known a unified government. pursuit of planes and jeeps, swims with He has declared, without reason, that all sharks, dodges bullets, water-skis with a magic is forbidden. Several islands harpoon gun, and chases oil tankers in a threaten to unleash their guardian drag- crop duster. The game is scheduled for ons: beasts that are believed to be the release in formats for PC/MS-DOS, Com- mightiest deterrent of attack and the most modore Amiga, Atari ST ($34.951, and C64/ destructive force in Oceana. The player 128 ($29.95) computers, must learn why magic is illegal and stop Carmen Sandiego travels far into the Drake’s conquest. Dragon Wars features past in her best-selling series. In the form an easy-to-use pop-up window environ- of an exciting detective chase, Where in ment, supports characters from Bard’s Time is Carmen Sandiego? highlights lead- Tale I, II, and III, and has automapping, so ing people, events, and inventions of the there’s no need for graph paper. Dragon past 1,500 years. The program is sched- Wars is available for the Apple II computer uled for release this fall in PC/MS-DOS and for $49.95. A version for the C64/128 costs Apple II versions, for $44.95 each. In this $44.95, and one for PC/MS-DOS machines fourth adventure, Carmen Sandiego and will be released this fall. her gang have a time machine that allows Lucasfilm Games (415-662-1800) will them to go back in time, from A.D. 400 to soon release Loom, a fantasy adventure the 1950s. She’s now dispatching gang game. A unique feature of Loom is a members to Spain in 1492 to steal Queen graphic interface that dispenses entirely Isabella’s jewels, and to visit England in with text commands and menus, relying 1215 to snatch the Magna Carta. Not to be instead on icons and music. The setting for outdone, the Acme Detective Agency has Loom is the Age of Great Guilds, a mythi- ADVANCED DUNGEONS & DRAGONS and the developed a time machine of its own. The cal time when shepherds, blacksmiths, and TSR logo are trademarks owned by and used player takes the part of a detective who glassmakers ruled the world. Its unlikely under license from TSR, Inc. © 1989 TSR, inc. All must round up the renegades. To help hero is Bobbin, a young member of the Rights Reserved. 72 OCTOBER 1989 mysterious Guild of Weavers, who finds depicted acrobatic and gymnastic move- himself playing the pivotal role in a mighty ments. Players encounter a variety of conflict between good and evil. As the characters in palaces, monasteries, pago- game opens, Bobbin is alone in his Weaver das, and countryside. It features over 100 village. The Elders of the Guild have mys- characters and a full-scrolling terrain with teriously disappeared, swept away by an more than 100 different settings and unknown force. All Bobbin can do is scenes. Windwalker will be available in fall search for clues. When he finds a Weaver’s for IBM-PC/Tandy and compatibles, Apple distaff, the magic of Loom begins. On the II series, C64/128, Macintosh, and Amiga screen, the distaff, resembling a rough computers for $39.95. walking stick, appears under the graphics From Videotakes (201-528-5000) comes window. Divided into eight segments, each a videocassette that explains the secrets of related to a musical note, the distaff both Nintendo compatible games. Loaded with detects and weaves magical spells. Loom is secret passwords, winning strategies, and scheduled for release for PC/MS-DOS, amazing tricks for your favorite games, Amiga, and Atari ST computers. this videocassette includes the secrets of MicroProse (301-771-1151) will release Double Dragon, Contra, Blaster Master, Sword of the Samurai for PC/MS-DOS Rambo, Simon’s Quest, Life Force, Metal machines. The game will follow the Micro- Gear, Iron Tank, and dozens of other top Prose fantasy/role-playing traditions first games. All tricks, codes, and strategies are established with the award-winning Pi- demonstrated by the U.S. National Video rates! game. Atmosphere is emphasized as Team. The tape runs 60 minutes and costs well as an accurate portrayal of historical $19.95. Japanese culture. Players take on the role of an ambitious young Samurai seeking to move up the military and social ladders. Clue corner By first becoming daimyo, or lord of his clan, the Samurai begins a dramatic climb Eternal Dagger (SSI) to power that can ultimately lead to the In order to enter Avlis’s Tower, you must title of Shogun, ruler of all Japan. have the Bag of Winds from the eagles. Omnitrend Software (203-658-6917) Plus, you must have 20 copper pieces. has made available the latest installment in They MUST be copper; gold won’t do! the Universe series: Universe 3. Universe 3 To find the princess, follow the hallway is a graphics oriented ad- until you come to double doors. Go venture game. Using a set of command through these doors and battle your way boxes, the player can control characters through the nursery that you’ll find be- and objects without typing words on the yond a second set of double doors. At the keyboard. A complete set of icons on the bottom of the nursery is another doorway. screen allow the player to move around Go through it. You’ll enter a storeroom. the game. Combined, these icons and Don’t bother searching the wall, but DO command boxes create a unique, elegant search the shelf. You should find a peg, interface that makes Universe 3 stand out which you should turn. A secret door will from ordinary adventure games. The PC/ become exposed in the northwest part of MS-DOS price is $49.95. Versions for the the wall which can only be opened after Commodore Amiga and Atari ST will also you’ve turned the peg. Go through the appear this year. secret door, and you’ll encounter dragon- Origin Systems (603-644-3360) has men. Battle them and, if you win, march Omega scheduled to appear this year. right through an illusory wall that repre- You’ll design futuristic cybertanks and sents itself as the eastern section of the compete in free-for-all or team combat on north wall. Once through the illusory wall, a simulated battlefield. The game will be you’ll find the princess. available for PC/MS-DOS,- C64/128, Apple The way to win this game is to destroy IIGS, Macintosh, Commodore Amiga, and the globe. Atari ST computers at a price of $49.95. Omega starts the player as a cybernetic Legacy of the Ancients (Electronic Arts) engineer for the Organization of Strategic 1. When you begin the game, view the Intelligence, the worlds leader in military Fountain and Thornberry. This will place cybernetic applications. Players must you in that town and net you 200 in gold. design a cybertank’s chassis, artificial 2. ALWAYS speak to encounters in the intelligence, integrated weapons technol- wilderness: those that will let you, that is. ogy, and electronics equipment to create 3. Visit the fortune teller often. the supreme cybertank. Cybertank designs 4. Play blackjack instead of flip-flop; the are then tested in simulated combat odds of winning are better. against OSI cybertanks. Success on the 5. The museum caretaker knows many battlefield leads to higher security levels things. and increased budgets for new designs. 6. When you receive a topaz coin, go to Origin has also announced the release of the native currency exhibit. Each time you Windwalker, a new role-playing game with visit it, you will receive approximately animated martial arts action. Windwalker 2,000 gold pieces. combines elements of classic fantasy role- 7. Each dungeon has eight levels. Always playing with real-time, animated, martial- use the XAMINE command on new pas- ADVANCED DUNGEONS & DRAGONS and the arts combat sequences and authentically TSR logo are trademarks owned by and used Continued on page 95 under license from TSR, Inc. © 1989 TSR, Inc. All Rights Reserved. DRAGON 73 74 OCTOBER 1989 DRAGON 75

Darkest Secrets

What you don’t know could kill you in the TOP SECRET/S.I.™ game

by Marcus L. Rowland

TSR’s TOP SECRET/S.I.™ character-generation system, suggests some interesting possibilities for creative ref- ereeing that aren’t explicitly developed. One aspect can easily add many new facets to the game: the advan- tages and disadvantages discussed in chapter 2 of the Players Guide. The rules require player characters to take one advantage and one disadvantage, and option- ally allow multiple advantages and disadvantages. Play- ers always know that their PCs have these traits—but in the real world, we don’t always know everything about ourselves. Can anyone be absolutely sure that he doesn’t have a secret enemy, unknown admirer, unsus- pected allergy, or hidden talent? An additional optional rule can be used to allow for such surprises: At the Administrator’s discretion, and with the player’s consent, the Administrator may se- cretly award an agreed number of points in advan- tages and disadvantages to each PC, but without initially revealing their effects to the players. These traits are recorded by the Administrator, not the play- ers, and their effects are only revealed in play. For example, a player might agree to take five points in unknown disadvantages to buy five extra skill points, or to gain an unknown three-point advantage and an unknown three-point disadvantage. The Administrator needs to do some extra record-keeping, but the effect is to add a little more tension, always useful in an adven- ture game like this one. Usually, secret advantages and disadvantages are more specific than their overt equiva- lents; for example, someone would know that he was afraid of dogs but might not know about his fear of oc- topi until an was encountered. Illustration by 78 OCTOBER 1989 The remainder of this article describes talent. A triggering event or psychother- 4 points: Head of international criminal secret versions of some of the Players apy may remove the block. Until then, the organization (e.g., leader of a terrorist or Guide advantages and disadvantages, PC learns languages normally. The Admin- criminal group planning to hold the world including some new ones. In some cases, istrator selects a suitable trigger event to ransom, etc.). you may need to refer to descriptions in (e.g., the death of the teacher is reported Normally, the link is known to the PC the Players Guide. The Administrator in a school newsletter) when allocating and may be common knowledge (e.g., the should try to ensure that these secrets are this advantage. two share a common background in the occasionally important; they are meaning- Obscure knowledge (1-2 points): The old neighborhood, are related by blood or less if they are never used. To ensure their PC has a limited form of the usual Obscure marriage, etc.). These connections will secrecy, the Administrator should change Knowledge skill. For example, a knowl- help the PC by providing equipment, some of these secrets slightly in game play edge of an old science-fiction TV series thugs, or information to the limits of their or even add new ones. might be worth one point and a broad resources, provided that the PC isn’t try- knowledge of science fiction two points. ing to interfere with “business.” If the Secret advantages Introduce this skill at an appropriate mo- advantage is secret, the PC doesn’t know Acute smell (1 point): The PC is very ment; the PC always had it but never about the relationship but the NPC does sensitive to a specific scent (e.g., jasmine, thought of it as a useful talent until the (e.g., the PC is married to the illegitimate chloroform), even if it is very weak. He need arose. It’s up to the Administrator to child of a Mafia chieftain). This may occa- will automatically notice it without making ensure that this talent is actually helpful sionally mean that NPCs try to destroy a an INT check. In all other respects, his occasionally; perhaps the agents must PC they would normally help, but no true sense of smell is normal with no modifiers infiltrate a group of Trekkies with plans master criminal would let such sentimen- to INT rolls. The Administrator chooses for global domination. tal details stand in the way of business. the scent when allocating this advantage. Wealth (1-3 points): The PC is unknow- Contacts everywhere (2 points): This The PC has no knowledge of this ability ingly rich, being the lost heir to some vast is best described as the Indiana Jones until the scent is first encountered and estate, owner of some forgotten shares advantage; the PC knows someone in any won’t automatically know what has been that have rocketed in value, or holder of area, though the person known is rarely smelled. the winning ticket in the Peruvian national as useful or reliable as the connections Acute taste (1 point): The PC is sensi- lottery. described previously. For example, Agent tive to the taste of a specific chemical or 1 point: Potential annual income of X needs to investigate a gang of Parisian drug (e.g., cocaine, chloral hydrate) in $10,000. thugs; he checks his address book, and the extremely small concentrations and will 2 points: Potential annual income of Administrator says that he finds the num- automatically detect the substance without $50,000. ber of a gendarme he once met at a police making an INT check. In all other respects, 3 points: Potential annual income of conference in Miami. Contacts aren’t nec- his sense of taste is normal. The Adminis- $100,000. essarily friendly and may occasionally trator chooses the chemical; the PC is Each level of wealth costs one point less prove to belong to rival organizations. unaware of this ability until the chemical than in the normal form of this advantage, If the advantage is secret, the PC meets is first encountered and won’t necessarily because PCs start with no income from such acquaintances with no advance warn- know what is being tasted. this advantage and should encounter ing. A PC with this advantage might crash Animal friendship (1 point): The PC is difficulties in claiming their rightful a plane in the desert, encounter nomads, unusually attractive to one specific class of riches. And don’t forget the tax man. then discover that he and the Arab chief- animals (e.g., snakes), which will never tain once went to the same university. harm the PC unless such creatures are Reputation (1-3 points): People respect attacked first. This advantage can be com- New advantages the agent. A one-point advantage means bined with a contrasting phobia or allergy, Connection in high places (1-3 that senior officials of the PC’s agency with amusing results; for example, cats points): This can be either a normal or respect the PC; two points mean that seem to like to be near people who are secret advantage. The PC has unusual everyone in the agency admires the PC; allergic to them. A PC won’t know that he links to an NPC holding influential office: and three points mean that other allied has this ability until he encounters the 1 point: Mayor, low-level diplomat, etc. agencies respect the PC. The NPCs con- animal, and it can’t be improved by the 2 points: Senator, member of Parliament, cerned will do their best to ensure that the Animal Training skill. Congressman, senior diplomat, etc. PC gets the best equipment, good seats on Bilingual background (1 point): This 3 points: President, Prime Minister, airliners, comfortable hotel rooms, etc. is a forgotten ability; the PC learned a ambassador, etc. Reputation also acts as a modifier on reac- second language as a child (e.g., he was If this advantage is used normally, the tion rolls; each point adds 5% to WIL brought up in China) but forgot it for link is known to the PC and may be com- when trying to persuade or coerce some- some traumatic reason (e.g., the death of a mon knowledge (e.g., the two share a one who is aware of the agent’s reputation. parent caused a sudden move to another common background at school or in the If this is a secret advantage, the PC is country). Nothing of that language is re- armed services, are related by blood or unaware of the preferential treatment. membered on a conscious level. The PC marriage, etc.). If this advantage is secret, Don’t all agents get rooms at the Ritz? has the language skill at zero level, but an the PC doesn’t know about the relation- Doesn’t everyone’s Walther PPK have ivory equally traumatic triggering event (e.g., ship but the NPC does (e.g., the PC is the inlay on the grips? Naturally, players will torture by Chinese agents) is required to illegitimate son of a senator). The PC won’t catch on in time; if they start to expect bring it into play. If the PC tries to learn know why he occasionally receives prefer- preferential treatment or to abuse it, you this language before the block is resolved, ential treatment, such as early promotion, should reduce the points in this advantage it’s much harder than usual; all language and he can’t ask for favors from his or offset them with the Notoriety disad- checks are at -10%! The Administrator helper. vantage that follows. selects the language and triggering event Criminal connection (1-4 points): Supernatural help (2, 4, or 6 points): when the PC is generated. This can be a normal or secret advantage. This is an extremely rare advantage that Language ability (1 point): This is a The PC has unusual links to a criminal NPC: should only be used if it fits the setting of traumatically blocked version of the nor- 1 point: Minor thug, street criminal, etc. your campaign, and then only if players mal Language Ability; the PC has an un- 2 points: City-level criminal (e.g., orga- will not abuse it. The PC has supernatural conscious gift for languages, but some nized crime boss). powers or contacts. forgotten event (e.g., a hostile teacher at 3 points: National crime leader (e.g., 2 points: The PC is a medium and can school) has stopped conscious use of this organized crime “godfather”). occasionally obtain information from the

DRAGON 79 Beyond by intense concentration, hypno- knows nothing about. For example, the poor status. sis, seances, etc. wife of someone the agent has killed might If this is a secret disadvantage, the PC is 4 points: The PC can frequently tap into try to get revenge by discrediting the PC (1 unaware of the unfavorable treatment. It’s mystic information sources with relative point). A lone survivor of a gang that has odd that all the other agents get rooms at ease. Remember that supernatural infor- apparently been wiped out might try to the Ritz and Walther PPKs with ivory inlay mation won’t be admissible in court! kill the agent who uncovered them (2 on the grips, while the PC stays at rat- 6 points: The PC has a spirit points). A large or dangerous organization infested boarding houses and is issued a companion—a helpful ghost! Naturally, might have an obscure reason to seek rusty Luger, but there are bound to be there should be strict limits on the useful- revenge on a hapless agent (4 points). In all occasional administrative foulups. ness of such a powerful advantage; most other respects, this is identical to the Naturally, players will catch on in time ghosts are described as unable to move normal Enemy disadvantage, but it may and may attempt to buy off this disadvan- large objects, unable to appear in daylight, take some time to learn who is involved tage by acts of heroism and other activities etc. Most people should be unable to see and why the PC is being attacked. that tend to improve their reputations. or hear the spirit. Ghosts may be able to Phobia (1 point): This is identical to a Encourage the other agents to accuse move small objects and supply limited normal phobia, but the PC has no con- them of being glory hogs or claim that amounts of information, but they should scious knowledge of the disability. It can their grand-standing endangers the team! be undependable allies, easily offended or only be a one-point phobia (the fear of a Unearned fame (1, 2, or 4 points): This distracted. rare or unlikely occurrence or object), is the gunfighter’s disadvantage. There’s If you want to make this a secret advan- because the PC would know about any- always someone out there who wants to tage, the PC isn’t consciously aware of thing that occurred more frequently. Fear gain fame by taking out the champion. such help. The 2-point and 4-point advan- of tigers or fear of nuclear weapons (seen 1 point: The reputation is only slightly tages should be presented as lucky close up) are suitably rare; PCs are un- exaggerated (e.g., the PC is rumored to be guesses, the 6-point advantage is pre- likely to run into either in everyday life. a black belt in karate, not just a reasonably sented as a combination of hallucinations Traumatic flashbacks (2 points): As competent martial artist). and lucky accidents. Alternatively, this with phobias, secret flashbacks can only 2 points: Gross exaggeration of one power might only come into use after be triggered by some rare occurrence. ability (e.g., there are stories that the PC some preselected traumatic event, such as The PC would have learned to expect the can hit a fly with a single bullet at 50’, the death of a friend or after training by flashbacks if the triggering circumstance when the PC can barely hit a car at that an NPC mystic. was at all common. range). Vision impairment (2 points): The PC 4 points: This is bad news. For some Secret disadvantages is unknowingly suffering from some sort reason, the PC is treated as a virtual super- Allergies (1-2 points): These work of visual abnormality (such as tunnel vi- man, hypercompetent in every area of exactly like normal allergies, but the PC is sion) that hasn’t yet been diagnosed. Roll physical and mental activity. This is very unaware of them until they occur. Secret under ½ skill when using any skill that confusing if the PC happens to be a rookie allergies always relate to relatively ob- depends on the aspect of vision involved in agent on his first assignment! These situa- scure substances, so they can’t be worth the disability. Naturally, this disadvantage tions can be the result of mistaken iden- three points (for a common severe effect), shouldn’t be combined with any incompat- tity, agency or media hype, exaggeration, since the PC would know about the allergy ible visual advantage. or misleading records. An agent might be if the triggering substance was common. given an impressive record to decoy the For example, a PC might be unaware of an New disadvantages opposition and draw fire while the real allergy to bearskin until he impersonated a Dyslexia (1 point): The PC isn’t illiter- master spy does the dirty work. If this is a Canadian fur trapper. ate, but he has trouble reading and mak- secret disadvantage, the PC learns of it Cowardice (2 points): The PC isn’t ing sense of what has been read. When- only when challengers start to crawl out afraid of every source of danger, but he ever anything is read, the PC must roll of the woodwork, eager to take on the has an exaggerated fear of one form of under INT to understand it, or make a “master agent.” If this seems at all exagger- attack or one particular attacker, and he language roll under ½ normal skill when ated, remember that there are quite, a few. must make a WIL check to avoid freezing dealing with another language. If the roll people around named James Bond, and or fleeing in panic. For example, a PC is failed, give the PC slightly misleading most have trouble if they have to go might have an unusual fear of razors, information, such as a wrongly spelled through Customs or deal with other offi- guns, ninja, chain saws, etc. The Adminis- address or formula, or a telephone num- cials! [I never have any trouble.—The trator should not choose the attack form ber with two digits transposed. If this is a editor]. or attacker until the PC has been wounded secret disadvantage, avoid tipping off the at least once; it seems likely that the PC too quickly by asking all players to trauma of a wound will cause such a deep- make INT or language rolls whenever rooted fear. Perhaps Agent X was once anything is read (but ignore the results for severely beaten by Otto Schlumpf, a sadis- normal PCs). tic East German hit man. He now has an Notoriety (1, 2, or 3 points): The PC has Have You Resubscribed? irrational fear of Schlumpf and must make a poor reputation from a record of damag- a WIL check whenever he is encountered. ing accidents, mistakes, or unnecessary If you subscribe to DRAGON® Mag- If Schlumpf is killed, the Administrator violence. A one-point disadvantage means azine, check the brown mailing must find a new nemesis, such as that senior officials of the agency dislike wrapper in which this issue arrived. Schlumpf’s brother, etc. the PC; two points mean that everyone in If the wrapper has a subscription Ego signature (2 points): The PC is the agency despises the PC; and three unconsciously leaving behind clues such as points mean that other allied agencies are warning on it, send your mailing chewed pencil stubs, distinctive cigarette aware of the PC’s reputation. The NPCs label, a subscription card from this ends, gum wrappers folded into complex concerned will do their best to ensure that issue, and a check or money order origami shapes, etc. These clues aren’t as the PC gets the worst equipment, lousy to: DRAGON Magazine Subscrip- readily traceable as those left by PCs with seats on airliners, uncomfortable hotel tions, TSR, Inc., P.O. Box 72089, the normal disadvantage of this type but rooms, etc. Notoriety also acts as a modi- Chicago IL 60678. may still reveal a lot to forensic science. fier on reaction rolls; each point takes 5% Enemy (1, 2, or 4 points): This is an off WIL when trying to persuade or co- DRAGON is a trademark of TSR, Inc. unknown enemy, someone that the PC erce someone who is aware of the agent’s ©1988 TSR, Inc. All Rights Reserved.

80 OCTOBER 1989 DRAGON 81 A Final Frontier of Your Own by John J. Terra

Illustration by Jim Holloway 82 OCTOBER 1989 now rises to the rank of Captain and takes desired bit of information—how much a command of the vessel. Can you imagine Starfleet officer gets paid! how richly developed such a PC is? Think The Star Trek: The Next Generation of what this PC has been through and the Officers Manual is only needed if you Campaign creation stories he can tell! want hard data on new Starfleet vessels. It gets even better. The previously men- From a game-mechanics standpoint, it for FASA’s STAR tioned U.S.S. Valiant was assigned to my gives little information on a campaign set campaign group as a Constitution - class in the timeline of the new television series. TREK®: The Role vessel. The campaign’s beginning stardate If your campaign includes ship battles was mutually agreed to be the time that and you want them to be “realistically” Playing Game Captain Kirk and the U.S.S. Enterprise portrayed, the Star Trek Starship Combat returned from their five-year mission. Tactical Simulator is a good investment. Time progressed, and the ship was eventu- Watching episodes of the old series gives Captain’s Log, U.S.S. Valiant, Captain ally converted to a powerful Enterprise- you the flavor of the Star Trek environ- Koren Anastas reporting; Reference Star- class vessel (as per Star Trek: The Motion ment and terminology. The movies are a date 2/2202.11: It has been 36 hours since Picture). For about a year, while the U.S.S. must. As far as the dozens of Star Trek First Officer Yoshitomo Karasuma, Chief Valiant underwent her conversion, the novels are concerned, many are not con- Engineer Stephen Decataur, Chief Science crew was reassigned to a dinky transport/ sistent with the actual Star Trek universe- Officer Kai-Jasik, and Dr. Trisha Steuben espionage vessel. The crew developed a —or with each other, for that matter. Still, beamed down to the surface of Gamma quick appreciation for its old ship, and any Star Trek novels by John M. Ford, Draconis IV We have lost contact with everyone was overjoyed when reunited Diane Duane, or Vonda McIntyre are fairly them, but we face an even greater prob- with her. (It is easy to see why Kirk was so consistent and worthwhile. lem. The IKV Leading Sword, a Klingon attached to his own ship.) But in time, the D-10 heavy cruiser, has taken up an orbit U.S.S. Valiant was retired because of exces- Timing is everything trailing our position. The captain of that sive wear and tear. The campaign now The next thing you should decide on is vessel has a personal grudge against me. I centers on the Excelsior-class battleship, the time period in which the campaign is can do little about it, as Starfleet has in- the U.S.S. Excalibur, NCC 2004. Ships, too, taking place. Between the beginning of the structed us not to initiate hostilities. I dare develop lives of their own. old series and the end of the fourth movie, not lower my shields to beam down a In short, a campaign allows the develop- approximately 16 years have passed. Dur- search party, since this will leave my ves- ment of PCs and events. It gives the play- ing that time, Federation technology has sel vulnerable to the Klingons. These next ers goals, whether to seek the head of a improved and political situations have few hours will sorely test my command department or the command of a starship. changed. New worlds have been admitted abilities, and I pray that I will not be found The campaign approach gives a sense of to the UFP the Organians have stopped wanting. consistency and continuity which makes enforcing the Organian Treaty, and Project the game resemble “real life” a bit more. Genesis has caused a galactic uproar. By now you must be wondering who on Friends are made, contacts are estab- The ship recognition manuals become earth (or anywhere else in space) is Koren lished, and, inevitably, enemies are cre- valuable tools in showing the smart GM Anastas, and what is the U.S.S. Valiant? To ated. Events that help mold each PC’s which ships were available at what points about two dozen people, the U.S.S. Valiant personality occur, helping the PC’s history in history. It can be very embarrassing to is a ship as familiar as the legendary U.S.S. grow to the size of a small novel. be caught using Spacedock a full decade Enterprise is to all of Trekdom. It is an before its completion! The Federation Ship Enterprise - class vessel around which a Getting things ready Recognition Manual shows, for instance, particular STAR TREK® The Role Playing Before starting a campaign, the game when each Constitution-class vessel was Game campaign revolves. A campaign is master (GM) should become as well versed refitted to Enterprise - class, if ever. the best way to play this game, and this in as many aspects of Star Trek as possible. The timing also dictates which Starfleet article will show how to run one. There are several different science-fiction uniform is in use. It might be the old series’ role-playing games on the market, but only vintage velour shirts in red, blue or gold Why a campaign? one Star Trek environment. It is not (nice), the pastel pajamas of the first movie FASA Corporation has published many enough for a GM to know science fiction; (gross), or the maroon tunics used in the STAR TREK game modules that contain the GM must be able to capture the feel of rest of the movies (sharp!). There are differ- ready-to-play PCs and their ships. While Star Trek. ent models of phasers, communicators, and this is certainly convenient and good for The sourcebooks that FASA Corporation tricorders. Even environmental suits range those who play only once in a while, it is publishes are top priority. The books most from the old series’ laughable space suits to not helpful to those who want a continu- needed in addition to the game itself are the much better ones used in Star Trek II: ous campaign. the Star Trek III and Star Trek IV Source- The Wrath of Khan. Players of other role-playing systems book Updates, and the Klingon, Romulan, Of course, relations with Star Trek’s have enjoyed the satisfaction of creating Federation, and Orion sourcebooks and favorite race of villains, the Klingons, PCs from their own imaginations and ship recognition manuals. These books change slightly. It varies from the Klingons playing them. After playing one character enable the GM to start his campaign any- saying “I’ll kill you now!” to “I’ll kill you if repeatedly, the player can see the PC grow where in the Federation and at any point the Organians are not looking!” to “I’ll in strength and experience. A personality in history from the beginning of Kirks maim you now and kill you later; give me develops, making the PC a believable en- five-year mission to his demotion from Genesis!” The lifting of the Organian tity. It becomes a source of pride and a admiral back to captain, commanding a Treaty becomes a very crucial point in symbol of accomplishment. new U.S.S. Enterprise. history, enabling unrestrained ship battles For the STAR TREK game, this principle Other sourcebook and reference materi- among the major powers. applies in more detail. Imagine a lieuten- als are helpful but not essential unless The only consequence of starting your ant PC in the Helm department who is your campaign is geared in these direc- campaign in the early years of the saga is played often enough to rise in rank to tions. These materials include: Trader that the PCs will grow old. By the time Chief Helmsman. Further into the cam- captains and Merchant Princes, the Trian- your campaign reaches the date of the paign, the ship’s First Officer resigns, and gle Sourcebook and Triangle Campaign fourth movie, your group will be ready to the Captain chooses the Chief Helmsman Book, and the Star Fleet Intelligence Man- play “Geriatrics in Space.” If the PCs begin to replace her. Eventually, the Captain ual. Note: Trader Captains and Merchant at a relatively young age, this effect will retires and our humble former lieutenant Princes includes a little-known but much not be too bad, but it also means that their

DRAGON 83 initial influence on the ship will be less. comes painfully obvious to any GM whose game recommend that the GM select the Limiting the number of tours in the PCs’ mind is one step ahead of his players. A two people for those positions, and this is histories will give the campaign a younger ship of such tremendous power needs a sound idea. But whom do you choose? though less-experienced crew. some challenging assignments. Some say that the best leaders are those If your players are of the hack-and-slash who do not actively seek to lead. Good Choosing your ship variety, you could always assign them a leaders do not chase after positions of Ship selection is something that the GM Military Operations Command vessel such power and glory, and they are the ones and players can enjoy together. Naturally, as a Loknar - class frigate or a Larson-class you want for command duties. The GM the size of the group should affect the size destroyer. Ships of these two classes are needs to select two people who are good of the ship. An Enterprise-class cruiser also listed in the Federation Ship Recogni- at making decisions and giving orders needs more department heads than does a tion Manual by hull number and name, without ego tripping. They need to elicit Nelson-class scout ship. and are all excellent ships. trust from the other PCs and be able to Personally, I recommend an Enterprise Please do not initially assign the PCs trust them to do their own jobs. The lead- class vessel. Not only is it a recognizable something like an Excelsior-class battle- ers should be team players who inspire ship to even the most casual player, it is ship! This is the equivalent of an AD&D® cooperation and not chaos. also a versatile ship that will not blow up game’s DM assigning his players + 5 ar- Think about the implications of com- the first time it is fired upon. Once again, mor, weapons, and rings at 1st level, or manding an Enterprise - class vessel. This the Federation Ship Recognition Manual is like a TOP SECRET/S.I.™ game’s Adminis- ship has enough firepower to devastate a a must. It gives a full list of Constitution- trator assigning his rookie agents Uzis, planet. It contains over 400 NPCs and 6-12 and Enterprise-class vessels including hull M16s, and ultra high-tech helicopters. PCs. One wrong decision and all those numbers, refit dates, and special notes. people, including the PCs that the players The manual also addresses the Reliant- Reviewing the crew took years to develop, become space dust. class research cruiser, which is another The next step is to get a crew assembled. That is a big responsibility. Leaders must good choice for a campaign vessel. Truly The STAR TREK game requires a com- first be servants, and the lesson is as rele- nasty GMs can assign a vessel that is fated mand hierarchy of a Captain, First Officer, vant in gaming as it is in real life. The to be destroyed or scrapped at a certain and Department Heads. There is no need commanders must put their personal date, and then create an adventure when to elect a party leader as in other games. interests behind those of their crew and this happens! If such a dastardly type of The Captain is the leader, and everyone the ship. The best leader is not &tin- GM exists, it is hoped that he would be had better darn well listen to him or else plated, swaggering dictator with delusions kind enough to give the PCs a fighting consign themselves to an unglamorous of godhood. chance to survive, as well as ensure that fate of serving on an ore freighter. Choosing the First Officer is just as im- the PCs do not read about their own fu- This structure makes the Captain and portant as choosing the Captain. Remem- tures beforehand. First Officer the most crucial persons on ber, if the Captain is disabled, the First The disadvantage of a large ship be- the ship. The rules in the STAR TREK Officer assumes command. The perfect

DRAGON 85 First Officer does not interfere with his should rarely be Chief Helm, since helms- awarding a bonus of 10 in the appropriate Captain’s duty. Rather, he supports his men fire the ship’s weapons and Vulcans Planetary Survival score. commanding officer, giving advice when dislike violence. Vulcans are also not party Very few role-playing games show the asked. A good First Officer also acts as a animals, greedy, power hungry, or rowdy need for teamwork as much as the STAR liaison to the crew, intercepting and solv- (and they flirt only once every seven TREK game. Everyone must work together ing minor problems while the Captain years). to accomplish a goal. Reward the players remains free to face bigger crises, such as Only a fool would choose a Tellarite for when they work together, and discourage five million tribbles in the food processors Chief Communications Officer (“This is “lone wolf” tactics where one PC goes off or the Klingon task force bearing down on Commander Taubarrgjjh of the U.S.S. to do something stupid. Such a PC should the ship. As a rule, the First Officer has Valiant — speak, Klingon slime!“) or place an be considered phaser fodder. the conn if the Captain is off the bridge, Andorian in a position that may involve and sometimes the First Officer is asked to hot temperatures such as an engineering A cast of thousands lead a landing party. In the true Mr. Spock area. Deltans are lovers, not fighters, and As mentioned earlier, the red-shirted tradition, you can assign a department consequently would be flops as Security security personnel in the old Star Trek head the additional responsibility. If you Chiefs (but would make good doctors). series were notorious for their short life have few players, this is sound strategy. Efrosians make excellent doctors, and spans. Inevitably, they would be stabbed, Security, Engineering, or Medical depart- their warrior background means that the disrupted, poisoned, dropped from great ment heads are not good choices for dou- good doctor may justifiably get involved in heights, changed into Styrofoam poly- ble duty, however. a good melee or two. Andorians are a good hedrons, or burned to death by an angry After these two difficult positions are choice for the warrior-type player, but Horta. Even nonsecurity personnel got assigned, let the rest of the players divide even this race attempts to be as unemo- their share of death and maiming. After up the departments. Each department is tional as the Vulcans. When they do get the GM establishes his crew, the next wise unique, and certain personality types seem riled up, watch out! move is to create a set of NPCs to not only to be better suited for certain depart- The STAR TREK game’s character- support the PCs but to present themselves ments. The nonviolent types may enjoy generation system is excellent because it as great targets. STAR TREK NPC crew- Chief Medical or Chief Communications provides the player with a PC who is al- men are great victims for those villains Officer. The law-and-order or the hack- ready an experienced officer rather than a who cry, “I shall give you an example of and-slash player would be perfect for raw recruit. The GM may give each PC a my power, puny mortals!” Security Chief, though we all know what score of 10 in his respective planet’s Ideally, a PC in the STAR TREK game happens to Security personnel (“Ensign Culture/History skill but not count it should have a long lifespan, probably the Slob, check behind that rock.” “Yes, sir!” against the PC’s amount of pre-Academy longest of any RPG. In the old series, the ZAP! AAGH! GROWF! POOF! “Poor Slob!“). skills. Any civilized planet would give its main characters never died. In the game, Players who enjoy using their brains children instruction in basic culture and the PCs are the main characters. This does may go for Science or Engineering, while history whether the child wants it or not. not mean that there should never be any the players who like blowing things up or If the planet has a particularly hostile possibility of PC death, but rather that it zooming around space at ludicrous speed environment, the GM is also justified in should be approached carefully. A game will love Chief Helm. Finally, there is that position voted Most Boring by my cam- paigners: Chief Navigator. At best, this poor person gets to raise deflector shields during battle. Most of the time, however, the Chief Navigator says “Course laid in, Captain,” then sits back. Give this position to either the most rabid Trekkie in your group who loves to play so much that he will take anything, or to someone who doesn’t care what job he holds. Be aware that Helm, Navigation, and Science supply many future command personnel, so keep your eyes on those people. They may be worth promoting. Though the old series did not show it much, there were nonhuman crew mem- bers on the U.S.S. Enterprise other than Mr. Spock. Budget constraints on makeup dictated what sorts of aliens we saw. For- tunately, role-playing games are limited only by imagination. Let players choose their own races, but temper their choices with common sense. There are advantages to playing nonhumans, usually in the form of attribute modifiers. The disadvantage should be that the player must act in the manner proper to that race, and some of the races are downright bizarre. The player whose PC weeps uncontrolla- bly at the drop of a hat (or helm) would make a terrible Vulcan. The player whose PC is always mellow and laid back is a poor choice for a stubborn Tellarite. The Chief Medical Officer should be the same race as the majority of the crew. A Vulcan

86 OCTOBER 1989 without risk is no fun, but the risk should repair, these adventures are good fillers. While blasting Klingons or outwitting be well considered. If your players de- Return to Axanar and Old Soldiers Never Orions can be fun, the spirit of the series— serve it, give them a “back door” to get out Die are dubious at best but are recom- and consequently the game—is exploration of the situation. Stupid actions deserve mended for the wonderful sourcebooks and discovery. You can have a ship battle harsh consequences, while smart actions they provide. Return to Axanar is a very in every game, but remember that the should be a good reason to spare PC lives. long adventure requiring several sessions various spacefaring powers have a finite Back to the NPC creation. If your cam- and is unfortunately very linear, taking the number of ships. Try not to let every ses- paign is centered on any good-size vessel, PCs from one encounter to the next re- sion degenerate into a high-tech slugfest. you have several hundred NPCs to con- gardless of their actions. The finest exploration missions are the sider. You should not create stats for all of Since the release of The Strider Incident first contacts, those missions during which them, but you could allow one or two (a terrific adventure that also includes a new race is discovered and the PCs must assistants for each PC. Starships operate deck plans for the Regula I research sta- deal with strange and sometimes hilarious around the clock, so crew are needed to tion, a good investment), there have been differences in cultures. The best way to man various stations in the PC’s absence,. no new STAR TREK modules. Thus, it falls approach this is to create a new race, not Create personnel to crew helm, naviga- on the GM’s shoulders to come up with an necessarily humanoid. Then, throw out all tion, communication, science, and engi- excellent campaign. customs known to the players and rein- neering stations during the off shifts. General Order Number One—the Prime vent them, mixing them up well. One Give these NPCs some fleshing out! As- Directive—is the most powerful restraint culture I created shrugged their shoulders sign them a Trivia or Gaming score. Give available to the enterprising (no pun in- to say “yes.” Another race may greet new- them some critical skills that few players tended) GM. It is frustrating to the players comers by striking them to test their pa- chose for their PCs during generation. to know that they run a vessel that could tience. Another may require that all males This is a good chance to throw in a few of destroy a star system, yet they cannot remain silent and let the women do the your favorite races. Go ahead, give them a unleash this power on the penny-ante talking, while another race may laugh Vulcan science officer, a Zaranite engineer barbarian village that has a couple of the when sad or spit when happy. specializing in Starship Weaponry Tech, an ship’s officers as hostages. When the GM Imagine running into a totally alien Arkenite marine biologist, or an Efrosian creates an adventure, the Prime Directive vessel. Your vessel hails it, but it fires a navigator! My campaign’s favorite NPCs must always be kept in mind. Violating it beam of charged photons back at you, include an Andorian chief nurse, a small could mean discharge from the service, crippling your ship. Later, you find out telepathic worm, and a human communi- imprisonment, or (in extreme cases) death. that it was merely sending back a friendly cations assistant with such a loud, gregari- The Prime Directive becomes a special message. The use of physics and technol- ous personality that he nearly blows out burden during exploration missions. ogy can vary from race to race. Not all the audio circuits! Star Trek is about galactic exploration. extraterrestrials breathe oxygen or come In addition, flesh out the commander of the nearest starbase, a few Starfleet Com- mand officers, and a few ship captains from other Starfleet vessels. You need not repeat the old series’ tendency to have most of Captain Kirk’s friends dying or going insane. Give your NPCs some staying power. A rival officer may cause some problems, and a persistent Orion family may have a grudge against the ship. You can even create a Klingon or Romulan vessel that pops up wherever the PCs and their vessel are, threatening to throw a spanner into their plans. Your five-year mission. . . . After assembling all of this information, it is time to decide what sort of missions to put the players through. First, let’s tackle the FASA modules. As mentioned before, the STAR TREK game modules are not best suited for a continuous campaign using the same ship and PCs. There are, however, several notable exceptions. Bear in mind that the following modules require adaptation. Where Has All the Glory Gone?, Denial of Destiny, Demand of Honor, and The Strider Incident are ail good for adapting to an ongoing campaign. You can make the changes without turning the product into something unrecognizable. The latter two modules are also very well written. The Dixie Gambit, Decision at Midnight, A Conflict of Interests, and The Mines of Selka are all good modules but have very limited use in a campaign. It is still possible to use them, but a GM needs to do heavy tinkering or alter the PCs’ circumstances. If the PC’s vessel is undergoing a refit or

DRAGON 87 from carbon-based life. Some races may the Roaring 20s, and American Indians in local politics, as were two other new be totally blind, have no nervous systems, were all represented in the series. Though races. At one point, the crew of the U.S.S. or be genderless. the GM does not have to worry about Valiant and some Klingons had to team up Confuse the players! An ugly race may budget problems, no campaign would be for survival! fight a handsome race, with the ugly race complete without running into a dozen Starfleet officers should consider vio- being the good guys. Trap the players with different human races placed on various lence only as a last resort, fighting only their own preconceived notions. A race of planets by the Preservers. Imagine run- when there is no other alternative. To blind quadriplegics may be powerful tele- ning into cultures descended from the some gamers, this is boring, because it paths. A handsome, Adonis-like people Vikings, feudal Japan, ancient Egypt, 17th- reduces the “action.” But the spirit of Star may be deathly afraid of tiny wounds. century America, the Incas, or even an Trek is the challenge of exploring the A hilarious example of this occurred exact counterpart of Earth, complete with unknown. The enemy may be a hostile when the U.S.S. Valiant made first contact World War II raging. If the players know virus that the PCs must learn to cure, or with a race called the Igresh, who were what’s good for them, they’ll remember an abnormality in space that traps vessels horrendously ugly and smelled ten times the Prime Directive and not attempt to and warps time. There should be action— worse than they looked. Contact teams tamper. Alternate histories could provide a firing phasers and photons, or landing met to talk, and the Igresh offered the nice twist—but what about a civilization parties fighting with Klingons—but this crew a favorite Igresh drink that re- where the Nazis won World War II? Would shouldn’t be commonplace. freshed the body. One brave soul, Chief it be considered tampering to try to do Above all, try to maintain continuity Navigator Nat Zar, drank it for the sake of something about that? with the series and movies. Starfleet does galactic friendship. Suddenly, every gland, The restraints imposed on the crew by not send out vessels to blow up Klingon duct, and organ that produced any sort of Starfleet Command should present the outposts, and Vulcans do not advocate war fluid began operating at an accelerated players with ethical dilemmas. A planet with the Orions. Certainly, you can set up rate. The liquid was cleaning out all impu- with technology similar to 1988 Earth is bizarre situations like a dozen Spacedocks, rities from his system. The poor fellow about to launch a thermonuclear war. vessels that travel at Warp 16, and plaid was in terrible straights, much to the Should you stop it? How about a planet Romulans, but the campaign rapidly loses horror of his ship mates and to the inno- where one race is enslaved to another? its Star Trek flavor. The GM becomes cent delight of the Igresh. Commander Zar To make matters tougher, throw in some obligated to outdo himself until the crew survived and, after changing his uniform, unprincipled Klingons. The Klingons and saves the universe every gaming session was in perfect shape. the PCs might both try to get a planet to and the game becomes an unrecognizable During the old television series, money join their sides. A classic scenario to be mutation of the original product. was saved by using old props from movies. sure, but it can hold enough variation to If you have unruly PCs, Starfleet Com- The U.S.S. Enterprise ran into cultures make each encounter exciting. Avoid pre- mand does an admirable job of keeping that resembled different terrestrial histori- dictability. In the previously mentioned the crew in place. When crew members cal periods. Ancient Rome, Nazi Germany, Igresh contact, the Klingons were involved start breaking laws, court-martials can

88 OCTOBER 1989 remedy this. Does the Captain pretty lar to 11th century Britain. The Preservers two vessels will be on the opposite side of much do what he pleases? One Board of performed gene-splicing experiments and the planet, in a “sensor shadow.” The PCs Inquiry later, the First Officer may be in created beasts that were half man and half will only detect one vessel, while the other command while the ex-Captain mines horse, as well as winged horses, eagle- two lurk behind, waiting for the moment borite. Sure, Captain Kirk got away with a headed winged lions, etc. They also geneti- to strike. Remember, Klingons love negoti- lot, but Kirk is also a Starfleet legend, and cally created short humans with lots of ating from a position of strength! the fourth movie showed that even a facial hair and a talent for mining, and The Romulans are a different case alto- legend can be put on trial. another human type with slim build, fair gether. They are a proud, honorable peo- Another great tactic is to have a stable hair, and a 90% resistance to sleep and ple who seem to have more integrity than PC play Chief Medical Officer, and if he charm spells. Sound familiar? the Klingons do. They fight not because sees the Captain behaving erratically, have Second, imagine having the PCs find a they wish to, but because of the necessity the Captain declared incompetent. Of planet where a certain bloated, octopoid- for them to expand. Their systems are course, the GM could always kill a PC, but headed, insane deity and his flying fungus poor in resources, and they need to sur- that is hardly sporting. Infecting him with friends reside. Your players will go insane vive. With Romulans, conflict is less per- a horribly contagious disease for the dura- over this one. sonal. Nevertheless, they are tough, violent tion of the adventure may be a good warn- opponents who would rather die than ing, though. How to hassle heroes surrender. They might even be described Just how dangerous should an adven- as noble. Their use of the cloaking device ture be? Obviously, you don’t want to pit If an adventure involves conflict with is a bit less noble, but to the Romulans it another starfaring race, there are certain your PCs’ Nelson-class scout against a does the job. Romulans are the perfect rules of thumb that should be followed, Klingon L-24 battleship, but a mission to race to use for a secret incursion into depending on which race is encountered; Deneb to deliver some flowers to a Deltan Federation space. Their tactics have more these helpful generalizations follow. Bear ambassador seems a bit tame. Find the finesse than those of the Klingons. Few in mind that just because someone is a middle ground. An element of the unusual things are more disturbing than having Klingon, his behavior is not completely can throw the players off guard and make three Romulan Stormbirds materialize predictable. To automatically assume that for a rewarding session. The aforemen- with weapons charged around the cam- a Romulan will be honorable or that a tioned mission to deliver flowers is quite paign vessel. boring, but what if the flowers were senti- Klingon will be violent is a deadly mistake. ent, 9’ tall, and telepathic? Furthermore, Encourage the players to regard each NPC Orions are accomplished merchants, what if another race in the Federation individually rather than to make assump- pirates, rogues, entrepreneurs, and trou- wanted the flowers badly enough that it tions based on race. In fact, this is not a blemakers. They walk a fine line between tried to steal them? bad philosophy for real life, and there the UFP and the Klingons. They are mate- Each adventure should have an element have been many instances when Star Trek rialists but, again, are not stupid. In fact, of risk or it ceases to be fun. Present the episodes told a story with a moral they are downright devious. If any oppo- problem clearly, and throw in some twists First, guidelines on Klingons. As seen in nent should be allowed to escape to fight to the plot. Provide more than one solu- the old series and in the movies, Klingons another day, it should be the Orions. Then tion, but make the crew work to find are indeed a brutal, violent race. But there are those green Orion women. . . . them. Should a PC’s life be threatened, please bear in mind that they are not The are big, lizardlike brutes who give him a Luck roll; only if the roll is stupid! No race achieves warp capability hiss a lot and look very mean (with good failed does the PC die. Even in fatal situa- and an empire by being morons. Klingons reason, since they are mean). Gorn are tions, make sure the threat is logical. A are honorable, but usually only to fellow divided into clans, and currently some squad of Klingon marines is not going to Klingons or, at the very best, to people clans are in rebellion against the Gorn overlook the Starfleet security men in who are clearly brave warriors. Alliance. Some of the rebellion is due to battle armor in favor of killing the wimpy There are rivalries between different the Gorn stance on the UFP. The rebels communications officer 45 meters from Klingon family lines, but such conflicts are favor war and the Alliance favors negotia- the melee! put aside when the families are faced with tion. Therefore, the possibility of running NPC crew should generally be the first a common threat. There have even been into rebel Gorn vessels always exists. Gorn targets in a firefight. If there are more incidents where Klingons and humans also have a code of honor, since they are a enemy NPCs than friendly NPCs, then the have cooperated. As the Klingons say: warrior race, but they lack finesse and PCs, too, should be counted as legitimate “Only a fool fights in a burning house.” subtlety. Their tactics are blunt and in- targets. Players who try to hide behind the As a rule, Klingon vessels travel in volve much violence, as witnessed in the NPCs may be charged with conduct unbe- groups of three. If the Klingons are in Star Trek episode, “The Arena.” Their coming to officers and should be zapped orbit around a planet before PCs arrive, engineering theory seems to be “If it’s on principle. A Klingon may bypass an NPC as a target if the PC is more of a threat. In short, treat combat situations with fairness and logic. Inevitably, a PC may die. Any self- respecting player will accept such a fate if there was at least a fighting chance to avoid it. There should rarely be Kobayashi Maru scenarios in the game—don’t stack the deck so that the PCs cannot win or escape. If you really need ideas, here are the two most off-the-wall gaming suggestions that I have ever created. The first one has been used; the other will not be used as long as my players behave. First, imagine finding an Earthlike planet where the Preservers have placed a group of humans whose technology level is simi-

DRAGON 89 stuck, push it. If it fails to move, get a would be wise to keep the AP charts erably higher proportion. If someone rolls bigger hammer. If it breaks, it needed to around as a guideline and a final arbiter. a critical failure at 3-D chess, feel free to be fixed anyway.” Like the Klingons, they The thing I find most irritating about the ignore the consequences. After all, how are by no means idiots, or they would not STAR TREK game rules is the lack of expla- can losing the game be deadly, unless the have developed warp drive. nation for how long certain skills take to PC gets a pawn lodged up his nose by an As for homemade races, the limits are implement. Here’s how we do it: When a angry loser? Now, if the PC is playing zero- those of your own imagination. Make sure skill roll is needed, say in Warp Drive gee lacrosse, a critical failure could mean a that there are logical reasons for certain Technology, the roll is made. This repre- broken arm or a concussion. Incidentally, behavior or standards. For example, a race sents a “quick fix,” a la Mr. Scott. Should for resolving a sports contest, average the that is recovering from a technologically the roll succeed, all is well. If it fails, then PC’s skill and his dexterity. For resolving inspired global war may harbor a strong the PC can try again, but the results will card games, average the game skill with hatred toward technology and those who not be certain for 2d10 minutes. his luck score. use it. The same principle follows for looking When designing adventures, remember up information or treating someone’s Miscellany wounds. When looking up information, that the PCs have great resources at their The STAR TREK game is not limited to a roll the average of the PC’s scores in Com- disposal. A nemesis can’t sneak up on a Starfleet-based campaign. There are puter Operations and the respective sub- group that always carries tricorders. A sourcebooks for playing merchants and ject.. If Commander Markell is looking up transporter breakdown still leaves shuttle- traders, or Starfleet Intelligence agents. all incidences of Starfleet starship disap- craft. Medicine is so advanced that even Other sourcebooks are available that can somebody who has a current operational pearances in Federation history, his Com- allow a Klingon, Romulan, or Orion cam- puter Operations and Federation endurance of - 45 can still pull through if paign. A Klingon campaign is definitely not Culture/History would be averaged to find a Federation-style sick bay is handy. The like running a chaotic-evil or all-orc cam- the chance for him to locate the right computers on a starship contain more paign in the AD&D® game! It seems to be a entry in a timely fashion. information than the Library of Congress mixture of FASA’s STAR TREK, West End The rules for using a tricorder seem a and are at the PCs’ fingertips. Some far- Games’ PARANOIA®, and TSR’s TOP bit vague. In one instance, the rules tell sighted parties equip themselves with SECRET/S.I. game. you to use Computer Operations; but subcutaneous transponders so the ship Be careful not to allow your STAR TREK tricorders are also referred to under Small can always find them. campaign to lose its unique flavor so that Avoid using the same plot devices for Equipment Systems Operation. I suggest the scenarios you design could be mis- averaging the above two scores with the limiting the PCs options. How many ion taken for something involving different skill in the subject with which the PC is storms can “just happen” to be in the area, RPGs (i.e., “generic module blandness”). concerned. Thus, if Commander Decataur rendering transporters inoperative? How Use STAR TREK terminology and historical is scanning some ancient ruins, he would many lifeforms are so radically different references, and above all, keep the spirit roll the average of his Computer Opera- that they do not show up on sensors? of exploring strange new worlds and Know your players and how they think. tions, Small Equipment Systems Opera- tions, and Archaeology. Remember, the seeking out new life and new civilizations Look for weaknesses, and play those alive. Many episodes were morality plays. weaknesses against the group. Learn what tricorder or sensor records information accurately. The player is rolling for his While these may be hard to incorporate in buttons to push with specific players. Do the game, simple lessons like “violence is you have a player with an inflated ego? PC’s ability to understand what is being recorded. not always necessary,” “machines cannot Have an NPC push him around. Does and must not replace man,” and “don’t another player get nervous around Some game systems that use skills have outstanding successes and critical failures. judge by outward appearances” can be Klingons? Bring ‘em on! Players who are woven into scenarios. terrified of command should find them- This, too, is an excellent idea. If the PC makes his roll by less than 5% of the skill, Finally, avoid repetition. Just how many selves suddenly left in command because corrupt Starfleet Admirals are running of unusual circumstances. make it an outstanding success. If Com- mander Decataur’s Warp Drive Technology around? How many times can the exist- skill is 80 and he rolls a 3, not only did he ence of the entire galaxy be threatened, get the port warp engine working, he also only to be saved by the same group of Engineering department coaxed two extra power units out of it for heroes time and time again? Keep your No, this has nothing to do with playing an hour. On the other hand, if the PC rolls players guessing as to what sort of adven- Mr. Scott. There are certain rules-related 96-00, something terrible has happened. ture is coming next. Will it be a delicate odds and ends that need addressing before The degree of trouble escalates with the diplomatic mission or an undercover as- you start a STAR TREK campaign. higher rolls. If someone has a skill of 99 signment? Adventures could even happen First, there are Action Points, or APs. and he rolls 00, he has failed and must roll during shore leave, when the players least According to the rules, the GM is supposed again, this time with a -20 penalty. If he expect it. “Where no one has gone before” to track each PC’s APs, since there’s often passes, there are no repercussions. If he leaves a lot of territory to cover. the chance the PC can perform certain fails again, it is a critical failure. The actions during another PC’s turn. Such actions needed to correct a roll like this This article is dedicated to the following actions are called opportunity actions. could be an adventure unto itself! people, who stump me at every turn so I advise you to throw out most of the AP Finally, have you ever tried to resolve a that I have to come up with better and system. Have you ever tried to keep track 3-D chess game? Nowhere do the rules trickier adventures: Sophia Biedel, Beth of a dozen Klingon Marines and a dozen cover this. We’ve ad-libbed a nice little Bigelow, Kim Calabrese, Joel and Judd PCs in a melee? There’s far too much system where both opponents must roll Emery, Jamie Hale, Kevin McBride, Milton accounting involved. Instead, make every- lower than the average of their intelli- McGorrill, John Rennie, Nick Rowe, An- thing more abstract. Let the PC or NPC gences and their skill ratings, with the thony Scappichio, Ellen Terra, Bryan Vil- with the highest Small Unit Tactics score winner being the first one who makes it. If larreal, Kevin Wells, Colleen and Dave go first, as per the rules. Discard the op- both make it, the winner is the person Wetzel, and Bow Worsham. Live long and portunity actions, but allow PCs to do who rolled proportionately lower. If Dr. prosper! extra things that may be logical. Let each Voris, who has a score of 40, rolls 10, and combatant have one (and only one) chance Captain Anastas, who has a score of 20, to attack each turn. Logic should dictate rolls 8, Dr. Voris would win because 10 is what someone can or cannot do, but it 25% of 40, while 8 is 40% of 20, a consid-

90 OCTOBER 1989

will appear here, except for a summary of some sample tomes. No table or formula can do what the imaginative Keeper can Unspeakable when creating tomes that are memorable and integrated into the campaign. Avoiding duplication is essential; in fact, it is at the heart of most of the suggestions that follow. These texts are supposed to be rare and exotic. Too much similarity among them tarnishes their mystique. For Secrets instance, there are already several massive compilations of “dark and baleful mythos, of liturgies, rituals, and incantations both evil and esoteric” like the Book of Eibon. A description of this book supplies the pre- ceding quote, and the Revelations of Glaaki Made Easy and the Necronomicon also fall into this category. There are also titles that are essentially collected descriptions of sinis- ter cults; Unausprechlichen Kulten and Building your unspeakable library in Cultes des Goules spring to mind. One new book of each type could be rationalized on Chaosium’s CALL OF CTHULHU® game the grounds of novelty, but more would be excessive. After all, if a tome is going to be just like Kulten or Eibon, why not just use ©1989 by Dean Shomshak the original? The more perceptive Mythos writers Sometime in the course of a campaign, rules, and my own campaign. seem to have kept this in mind. In the CALL OF CTHULHU® game Keepers will The first and most important rule is to CALL OF CTHULHU rules, Eibon and De find a need for new, exciting Mythos not make a random-number system for Vermiis Mysteriis seem much the same. tomes. This article has some thoughts on generating Mythos tomes. One of the Their knowledge ratings, spell multipliers, how to create new tomes to surprise In- CALL OF CTHULHU game’s strengths is its and sanity losses are nearly equal. Vermiis vestigators, with examples drawn from emphasis on storytelling over complicated is in Latin; so is one version of Eibon. If Mythos stories, the CALL OF CTHULHU rules and numbers. No formulas or tables you read the stories in which they appear,

Illustration by 92 OCTOBER 1989 you find that both tomes were written by craft interjected a straight-faced reference shows that only the most important My- powerful sorcerers. One wizard, however, to the “Commoriom myth-cycle preserved thos books like Kulten and Vermiis get a lived and wrote in medieval Europe, while by the Atlantean high priest Klarkash-Ton.” knowledge rating of 12%-15%, while very the other lived millennia before in Hyper- (Commoriom was an ancient city promi- minor lorebooks and grimoires like People borea. Maybe these books aren’t alike nently featured in stories by Lovecraft’s of the Monolith and the Zanthu Tablets get after all. friend Clark Ashton Smith.) In-jokes can be ratings of 5% or less. Anything in between This illustrates one characteristic of a fun even if they don’t contribute to your is a matter of the Keeper’s taste. The maxi- good Mythos tome: a sinister origin and carefully crafted atmosphere of paranoia mum possible sanity loss is usually closely history. Lovecraft went so far as to write and horror. tied to the knowledge rating. For example, an essay on the “History and Chronology The next step is deciding if the tome the Celaeno Fragments gets a knowledge of the Necronomicon,” but you need not go focuses on any particular part of the My- rating of 9%, and can cause up to 8 points to such lengths. In stories, Lovecraft and thos. Not only does a focused subject make SAN loss. The major connection between his compatriots settled for a paragraph or a tome feel more like a real book instead knowledge rating and sanity loss is the two on each book, which is enough. If the of an ad-hoc plot device, it gives you a level of danger posed by the tome’s infor- players want to know more about a books guide to selecting spells for the work. A mation. Monstres and Their Kynde and history, it’s easy to make up further details tome could focus on the Great Old Ones or The Golden Bough both have a knowledge as needed. Of course, a good tome origin Outer Gods, entities of air and space dwell- rating of 5%, for example, but Monstres can also be used as a hook to draw Investi- ers underground, gods that appeal to lone causes 1d6 SAN loss, while Bough only gators into new adventures. sorcerers, gods served by frenzied cultists, does 1d2. Bough, however, deals with the Your own Mythos books aren’t the only or whatever other corner of the Mythos Cthulhu Mythos only indirectly and acci- ones that can benefit from added history seems appropriate for the tome’s origin dentally through its analysis of ancient and detail. Many of the works listed in the and the adventure in which it will be European myths and customs. Besides, CALL OF CTHULHU rulebook have never, encountered. The R’lyeh Text, for instance, The Golden Bough is a real book that has to the best of my knowledge, been given obviously focuses on Cthulhu and related probably never driven a reader insane. In any history or description by Mythos beings. It or any similar guide to oceanic general, unless a tome is meant to be a authors. The Book of Dzyan, Eltdown powers probably will not emanate from major sanity-buster like Vermiis or Kulten, Shards, and others aren’t much more than cultists in the arid heart of Asia. 1d4 or 2d4 is a good rating for sanity names. You can add as many details to Conversely, if the purpose of a tome is to losses from tome reading. Either roll has a them as you want. introduce a particular spell to the Investi- 50% chance of forcing a check for tempo- One way that new tomes can differ from gators, the tome’s origin and subject focus rary insanity but isn’t likely to cause indef- existing ones is in their origin. Approxi- should be shaped with this in mind. inite insanity. mately half the books listed in the CALL Another aspect of tome content is the Spell multipliers show how compara- OF CTHULHU rules are of Western origin. relative proportion of lore to spells. Some tively easy or hard it is to learn spells from The Middle East, India, and China have works clearly emphasize lore. As a guide a Mythos text. The most common multi- extensive written occult traditions; it to Mythos cults, there is no reason why plier is x 2; it gives Investigators a fair seems logical that they would have Unausprechlichen Kulten should have chance to learn a few spells without mak- Cthulhu Mythos writings. The Mythos many spells. In my campaign, the Kulten ing it easy to learn any spell in particular. activities of other regions could see print can teach spells because of numerous Second most common are the multipliers through visitors from literate areas. Drop luridly detailed descriptions of cult rituals x 1 and x 3; x 4 and x 5 are appropri- a hint to your players that Sanskrit may be rather than by any intent of its author. ately rare, reserved for the Necronomicon as useful to them as Latin. Other texts, in contrast, are meant to be and those few texts approaching it in Books are just one way of storing infor- spellbooks. ’s story, “The virulence. Of course, minor lorebooks mation. Although books dominate post- Shambler from the Star,” makes it quite completely lacking spells have no spell Classical Western cultures, there are also clear that De Vermiis Mysteriis is a gri- multiplier. Aside from these broad catego- scrolls, tablets, wall inscriptions, and mon- moire loaded with summonings and other ries, there is no intrinsic relation between uments. Smaller amounts of information— dire magic formulae. True Magick sounds a book’s spell multiplier and its knowledge single spells or monster descriptions— like a less imposing grimoire. Some tomes rating or SAN loss, or between the book’s might be revealed in tapestries, paintings, might provide lore and magic more or less spell multipliers and whether that book is inscribed amulets, or even less likely ob- equally; The Book of Eibon, as mentioned a grimoire for learning spells or not. As jects. Modern-setting campaigns can add above, contains both “rituals and incanta- mentioned above in relation to Kulten, a various kinds of audio and visual record- tions” and “dark and baleful myths.” lorebook author might clearly describe ings, microformats, and computer files. The last stage of tome invention, and in how to cast a spell even if he didn’t con- Even if a “text” isn’t encountered in its many ways the least important, is assign- sciously intend to; on the other hand, a original book format, this can spice up its ing the tome’s knowledge rating, spell sorcerer explaining a spell might cloak his history and origin. multiplier, and sanity loss. The list of instructions in obscure symbolism. Minor It’s a good idea to check whether a for- tomes in the CALL OF CTHULHU rulebook texts might present their few spells in a mat is appropriate for the tome’s original culture. The Mesopotamian cultures, for The Golden Goblin Mythos Library instance, wrote on baked clay tablets, whereas the Egyptians used scrolls in Knowledge Spell addition to covering their monuments, Title Language rating multiplier SAN Loss temples, and tombs with carved or painted Book of Elder Aeons English * * + 10% x1 2d4 inscriptions. This research will probably El Codigo de Uxmal Spanish * * +8% x2 1d8 give you lots of ideas for adventures, too. The Uxmal Codex* English +6% x2 1d8 Another useful trick is to tie a tome’s Demon Gods of Mu English +6% x1 1d6 origin to some preexisting bit of history or Magic and Mystery of Mu English +5% x3 1d6 legend, whether real or Mythos. Every bit Mu: Lost Land of the Pacific English +3% - 1d3 of verisimilitude helps in building atmos- phere, and the surprise of recognition * Translation of El Codigo de Uxmal. gives players the feeling of investigating a * * Work is chiefly available in this language but not originally in that tongue. real mystery. On the other hand, such references may be in-jokes, as when Love-

DRAGON 93 The Ponape Scripture and the Necronomi- translation of a scroll found in the ruins of con offended scholars as much as his wild a heretical Tibetan lamasery. It purports to claim to have been “inspired” by Cthulhu, tell the history of the races that came Shub-Niggurath, and other Muvian gods. before humanity on Earth. It uses the His descriptions of Muvian rituals were as terms and mythological patterns of B’on, grotesque as they were detailed. Some of the animistic religion which preceded and the rituals actually worked, a point Dixon’s heavily influenced Tibetan Buddhism. detractors missed. Demon Gods of Mu is a Elder Aeons’ cycles of race following race, slightly more important lorebook, with mysteriously linked in some way to Earth’s + 6% knowledge, spell multiplier of x 1, position among the stars, forms a pattern and 1d6 SAN loss. It contains four spells: familiar to Theosophists. Indeed, the simi- Contact Cthulhu, Summon Dark Young of larities to Theosophy are deliberately Shub-Niggurath, Contact Nyarlathotep, emphasized by translator Muriel Rasmus- and Activate Eidolon (see “The Ghastly sen. She argues in her introduction that Grimoire,” DRAGON Magazine issue #126, Elder Aeons confirms Theosophy, al- for details of this spell). If you want to use though the book itself is partly in error. this or any other of these tomes in your Muriel Rasmussen is still alive in cam- campaign, you can give them any spells paigns set in the 1920s, but she will not you deem necessary. help Investigators in any way. In 1911, she relatively straightforward manner, while a Dixon’s final work was Magic and Mys- renounced Theosophy, burned her copy of major tome could scatter spell instructions tery of Mu (1902). This minor grimoire the Book of Elder Aeons, and entered a throughout pages of irrelevant informa- describes Muvian sorcery; the preface convent where she lives under a vow of tion or outright nonsense. It depends on silence. The Book of Elder Aeons has these the Keeper’s concept of the tome and the statistics: + 10% knowledge, spell multi- context of the adventure. If the adventure plier of x 1, and 2d4 SAN loss. Its six spells hinges on the Investigators learning Call all deal with contacting various Elder Ithaqua, the text providing it should have Races. The original scroll is held by the a high spell multiplier. (This assumes you British Museum. disapprove of fudging dice rolls to advance Golden Goblin tried hard to produce the plot.) books that went beyond the usual occult Mythos tome creation is not a systematic tripe. They tried too hard, some people process. You probably will start at any of said. A final example is its last publication, the above points and take the rest in any a Mayan grimoire found in the ruins of the order as inspiration leads you. The only city of Uxmal. In 1901, Dr. Miguel Arros- rule in tome creation that should be con- cas of the Museo Nacional de Antropologia sidered ironclad is that no tome has statis- in Mexico City produced a translation tics surpassing or even equalling the based on notes in Spanish written above a Necronomicon. few lines of Mayan text. Most archeolo- Since an example is worth a dozen rules, gists and linguists think that the The Ux- here is a selection of Mythos books from mal Codex is a magnificently detailed hoax Golden Goblin Press, occult publishers to which Dr. Arroscas succumbed. If genu- extraordinaire in the CALL OF CTHULHU ine, this collection of rituals and incanta- game world. tions supposedly compiled by an ancient When the real worlds James Church- Mayan sorcerer-priest would revolutionize ward began writing books of dubious theories about Mayan magic and religion. scholarship about the lost continent of Mu, (For hints about the Codex’s frightening. he didn’t know that Golden Goblin’s star revelations, see “The Cthulhu Mythos in researcher, Paul Dixon,. had already writ- Mesoamerican Religion” in Chaosium’s ten three books on the subject. The first claims that it really works. (This is not Cthulhu Companion.) Subsequently, the was Mu: Lost Land of the Pacific (1896), in true: half the spells are defective and Spanish El Codigo de Uxmal was translated which Dixon marshalled a wide range of won’t work, as a Cthulhu Mythos roll will into English by Thad Chevaux, a Miska- evidence for that ancient land’s existence, show in each case.) Dixon admitted that tonic University graduate, and published from folklore to zoology. While no reputa- Magic only contained minor Muvian spells, ble scholar ever accepted Dixon’s claims, a but he promised to someday produce a few might privately admit that Mu is both more complete guide to Muvian wizardry. more plausible and more disturbing than He never did. He disappeared in 1903 other works of the “lost continent” school. during an expedition to Nan Madol and Some of Dixon’s revelations are quite was never seen again. Magic was, by the sinister, especially those about Muvian way, the worst seller of Dixon’s books, religion, giving Mu a 3% knowledge rating probably because his “Muvian sorcery” and 1d3 SAN loss. It has no spells and is a bore no resemblance to what he called typical, very minor lorebook. “the puerile of popular occult- In 1900, Dixon wrote a sequel: Demon ism.” It has a +5% knowledge, spell multi- Gods of Mu. Any hint of respect the aca- plier of x 3, and causes 1d6 SAN loss. It demic community may have felt for Dixon contains Elder Sign, Enchant Brazier, vanished with this work, which was Conjure Glass of Mortland, Enchant Blade, widely denounced as lurid, sensationalis- Chant of Thoth, Dread Curse of Azathoth, tic, and totally lacking in serious scholar- and Contact Lloigor. ship. In it, Dixon not only claimed that the In addition to its massively expurgated gods of Mu were real, but he asserted that 1909 edition of Nameless Cults, Golden they still existed and were worshipped. Goblin published one other major lore- His reliance on bizarre occult texts like book: the Book of Elder Aeons (1906), a Illustrations by David Zenz 94 OCTOBER 1989 by Golden Goblin in 1910. jewels, return to Eagle Hollow to be healed Not surprisingly, Chevaux’s translation is and to buy herbs. Magic does not work not as complete or accurate a source of well in the fortress, so don’t buy any! Mythos information as Arroscas’s text. The 17. Use healing herbs to free yourself concepts of Mythos are especially difficult from the spell’s grip. to translate, so errors tend to multiply. In 18. At the end of the game, after you practice, this means that the Golden Gob- return the scrolls, you get your own dis- lin edition of the The Uxmal Codex gives play. This was a nice reward for complet- + 6% knowledge, while the Spanish ver- ing the game. sion gives +8%. Both have a spell multi- Scott Whittaker plier of x 2 and cause 1d8 SAN loss. The Lighthouse Point FL Spanish version contains Contact Yig, Summon Child of Yig, Contact Deep One, Phantasie I (SSI) Contact Cthulhu, Contact Nyarlathotep, [Hints courtesy of SSI’s product newslet- Summon Hunting Horror, Bind Hunting ter, Inside SSI.] Horror, Dread Curse of Azathoth, Hands As you know, there are nine rings that of Yig, Enchant Knife, and Summon Fire must be found. Here are their locations: Vampire. The English version deletes Con- find two in the Temple of the Dosnebian tact Cthulhu, Contact Nyarlathotep, and Clerics; one in Phantasie’s Armory; three Bind Hunting Horror. in J. R. Trolkin’s Castle; and three in Following Dr. Arroscas’s suicide in 1908, Bleeb’s Dungeon. To win this adventure, the original folded tree-bark edition of The you must slay the Dark Lord and obtain Uxmal Codex has been kept in a tempera- the Divine Spell. ture and humidity controlled vault by the Museo. Chevaux died shortly after the Phantasie II (SSI) Codex’s publication, in the fire that con- [Hints courtesy of SSI’S product newslet- sumed Golden Goblin’s office, editor, and ter, Inside SSI.] supply of unsold volumes. No one knows You’ll have to find the beasts in this why Chevaux and the editor were alone at game; beasts 1 and 2 are in the Material the office in the middle of the night, or the Plane and can show up anywhere, so be unidentifiable bones found in addition to careful. While on the Material Plane, their charred remains. check out the desert island: you’ll find I hope these examples will inspire you to Beasts 3 and 4 there. Beasts 5 and 6 are on think up your own new Mythos tomes for the Astral Plane and can be summoned your campaign or create ways to add spice through use of spell #57. Pluto’s Castle is to the tomes listed in the CALL OF the home of Beast 7 and in Pluto’s Manage- CTHULHU rulebook. Lovecraft himself rie, yep, heeeeeere’s Beast 8. encouraged his friends to make their own contributions to the Mythos and its grim Phantasie III (SSI) bibliography; Mythos writers like Clark [Hints courtesy of SSI’s product newslet- Ashton Smith, August Derleth, and Robert ter, Inside SSI.] Bloch have given Keepers ample prece- You eventually need to get to the Plane dent. So get out there and knock ‘em dead! of Light. To accomplish this, while in the Er, that’s just a figure of speech. spirals of the Crystal Castle of Chronos, type “C2 +” and pull the lever, then get out of the dungeon. You must possess the Key Computers of Light in order to get into the castle. Continued from page 73 In order to get to the Dark Plane, follow sageways. Have plenty of healing herbs. the same instructions as above, except 8. The Pirate’s Lair contains a sapphire type in “C2-” then leave the dungeon. coin and a jeweled crown.. Star Command (SSI) 9. You will eventually have to fight in the [Hints courtesy of SSI’s product newslet- castle. When you have a lot of firebolts, go ter, Inside SSI.] to a section of the castle, wipe out the The Princess Viselda is in one of the guards, and open the chests. three black holes. The coordinates for 10. The Temptress will offer you either each black hole are: 10,29; 28,14; 23,06. Charm or Gold. You must enter each black hole and 11. You must have four magic seeds to down scan’ on every planet of each star in succeed on the second level. More magic the black hole. The password found inside seeds are found in the same place after the Insect Missile Factory is THPI. you use the ones you have. 12. After you solve each dungeon, your strength will increase. Coming next month: The Beastie 13. The turquoise coin is found on the Awards! Plus, new reviews and more news second dungeon level. regarding new product announcements. 14. Use the guardian exhibit to open the Don’t forget to send in your game hints. door across from the Spiral room. Mail them to us at 179 Pebble Place, San 15. The “distant healer” is in Eagle’s Ramon CA 94583. While you help others, Hollow. He will give you a ruby coin. perhaps others will help you. Until next 16. After you have the four guard month, game on!

DRAGON 95 indicates an Australian convention. Haven FL 33883; or call: (813) 293-7983. Convention Calendar Policies indicates a Canadian convention. indicates a European convention. TITANCON/TNT III, October 6-8 This column is a service to our readers The Historical Simulation Society of Char- worldwide. Anyone may place a free listing * indicates a product produced by a company other than TSR, lottesville, team winner of Titan National Tour- Inc. Most product names are trademarks owned by the nament II, is hosting TNT III in Cabell Hall at the for a game convention here, but the follow- companies publishing those products The use of the name of ing guidelines must be observed. any product without mention of its trademark status should not University of Virginia in Charlottesville, Va. In order to ensure that all convention be construed as a challenge to such status. Teams and individuals are invited to compete listings contain accurate and timely infor- with the best U.S. TITAN* game players in a COUNCIL OF FIVE NATIONS 15 mation, all material should be either typed round-robin, no-elimination event for team and double-spaced or printed legibly on stand- October 6-8 individual trophies. Registration is $3. Write to: Hosted by the Schenectady Wargamers Associ- ard manuscript paper. The contents of Derek Craxton/HSS, 1711 Galloway Dr., Char- ation, this convention will be held at the Ra- each listing must be short, succinct, and, lottesville VA 22901; or call: (804) 296-4897. mada Inn in Schenectady, N.Y. A number of under 150 words long. The information given in the listing must RPGA™ Network events are planned, including a TOLEDO GAMING CONVENTION 7 include the following, in this order: Master’s Level AD&D® tournament. There will October 7-8 also be several other AD&D® tournaments and 1. Convention title and dates held; The seventh-annual edition of Northwest 2. Site and location; single-round events. Other events will include Ohio’s largest gaming convention will be held at BATTLETECH*, STAR FLEET BATTLES*, CIVILI- 3. Guests of honor (if applicable); the University of Toledo’s Scott Park Campus. ZATION*, DIPLOMACY* (Youngstown lo-player 4. Special events offered; This year we will have over 140 events, includ- variant), CHAMPIONS*, *, RUNE- 5. Registration fees or attendance re- ing: role-playing, strategy, tactical, board, and quirements; and, QUEST*, and various other role-playing, board, miniatures tournaments; two auctions; demon- and miniatures games. The convention will also 6. Address(es) and telephone number(s) strations; painting contests; and dealers and where additional information and confirma- feature a miniatures-painting contest and games exhibitors. Featured this year are AD&D®, auction. Advance registration will be $10 for the tion can be obtained. 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Unless stated otherwise, all TION 7, c/o Mind Games, 3001 North Reynolds tady Ramada Inn at: (518) 370-7151. dollar values given for U.S. and Canadian Road, Toledo OH 43615. conventions are in U.S. currency. ’89, October 6-8 WARNING: We are not responsible for QUAD CON, October 13-15 This science-fiction, fantasy, and gaming incorrect information sent to us by conven- The RiverBend Gamers Association will spon- convention will be held at the OMNI Interna- tion staff members. Please check your sor QUAD CON ‘89 at Palmer Auditorium, 1000 convention listing carefully! Our wide tional Hotel and Convention Center in Atlanta, Brady St., Davenport, Iowa. Special room rates Ga. Guests include Anne McCaffrey, Wes Cra- circulation ensures that over a quarter of a are available at the Best Western Riverview Inn ven, Michael Whelan, Andrew Greenberg, million readers worldwide see each issue. by calling (800) 528-1234 toll free or (319) 324- Margaret Weis, , , Accurate information is your responsibility. 1921. Games include AD&D®, D&D®, BATTLE- Copy deadlines are the last Monday of , , , TECH*, RECON*, STAR FLEET BATTLES*, CAR each month, two months prior to the on- and Larry Elmore. Preregistration (through WARS*, STAR TREK*, GURPS*, MARVEL SUPER September 15) is $30. Fantasy role-playing, sale date of an issue. Thus, the copy dead- HEROES®, GAMMA WORLD®, TRAVELLER strategic, miniatures, and computer gaming will line for the December issue is the last 2300*, TWILIGHT 2000*, TEENAGE MUTANT be featured in over 100 tournaments. Other Monday of October. Announcements for NINJA TURTLES*, MERP*, DR. WHO*, CALL events will include four tracks of workshops North American and Pacific conventions OF CTHULHU*, DC HEROES*, ADVANCED and panels, masquerade shows, an art show and must be mailed to: Convention Calendar, SQUAD LEADER*, CIVILIZATION*, DIPLO- print shop, video rooms, art and consignment DRAGON® Magazine, P.O. Box 111, Lake MACY*, and AIR SORTIE* games. Other events auctions, a con suite, and more. Send an SASE Geneva WI 53147, U.S.A. Announcements will include microarmor, a painting contest, a to: DRAGON CON ‘89, Box 47696, Atlanta GA for Europe must be posted an additional multievent ancients-to-future combat tourna- month before the deadline to: Convention 30362. You may also purchase your advanced ment, and a costume contest (no weapons, membership by VISA or MasterCard by calling Calendar, DRAGON® Magazine, TSR please). At-the-door fees are: $10 for the week- Tevex, toll-free, at: (800) 456-1162. Limited, 120 Church End, Cherry Hinton, end, $5 per day. Send a #10 SASE to: RiverBend Cambridge CB1 3LB, United Kingdom. Gamer’s Association, P.O. Box 8421, Moline IL SUNCOAST SKIRMISHES ’89, October 6-8 If a convention listing must be changed 61265. because the convention has been can- SKIRMISHES presents the ninth-annual pre- celled, the dates have changed, or incor- sentation of this gaming extravaganza. This NECRONOMICON ’89, October 20-22 event will take place at the Holiday Inn-Ashley rect information has been printed, please NECRONOMICON ‘89, a science-fiction, fan- Plaza, 111 West Fortune Street, in Tampa, Fla. contact us immediately. Most questions or tasy, and horror convention, will be held at the Room rates are $50 for one to four people. changes should be directed to either Anne Ashley Plaza Holiday Inn in Tampa, Fla. Guests Brown or Roger E. Moore at TSR, Inc., Events will include: AD&D®, TRAVELLER*, of honor will be George Alec Effinger (author of STAR FLEET BATTLES*, CAR WARS*, Napoleon- (414) 248-3625 (U.S.A.). Questions or When Gravity Fails) and artist Tom Kidd. Other ics miniatures, SEEKRIEG*, and other games; changes concerning European conventions guests include Richard Byers (author of Fright board gaming; a KILLER* tournament; and should be directed to TSR Limited, (0223) Line) and Richard Louis Newman (author of On 212517 (U.K.). dealers. Registration is $18 for the weekend; Wings of Evil). Membership rates are $15 until send your fees to receive a program booklet. September 15, and $20 at the door. One-day Write to: SKIRMISHES, P.O. Box 2097, Winter memberships are available at the door only. 96 OCTOBER 1989 Hotel room rates are $50 for single to quad WARGAMER’S EXPO, October 27-29 SCI CON II, November 10-12 occupancy. Activities will include author and This event has been cancelled. This science-fiction and gaming convention artist panels, a fan cabaret, a masquerade, a will be held at the Holiday Inn Executive Center Batman 50th Anniversary Trivia Quiz, auto- COMMAND.CON 1, October 28 in Virginia Beach, Va. Artist guests of honor are graph sessions, an art auction, a late night This convention will be held at the Forest Ron Lindahn and Val Lakey-Lindahn. Special dance, and an Ygor party. Write to: NECRO- Park Community College campus cafeteria. guest is Frank . Events will include NOMICON ‘89, P.O. Box 2076, Riverview FL Events will include RPGA™ Network AD&D® panels, readings, video presentations, a costume 33569; or call: (813) 677-6347. games, miniatures battles, and a game auction. contest, an art show, gaming, and more. Mem- Admission is $5. Write to: COMMAND.CON 1, berships are $15 until September 30, or $20 at NOTJUSTANOTHER CON, October 20-22 P.O. Box 9107, Richmond Heights MO 63117; or the door. Huckster tables (which include one The Science Fiction Conventioneers of U. call: (314) 727-1508 or (314) 721-1155 before membership) are $75 until October 1; any tables Mass. (SCUM) will hold its fifth NOTJUST- 10:00 P.M. No collect calls, please. available after that point will be $100. Send an ANOTHER CON in the Campus Center of the SASE to: SCI CON 11, Dept. DR, P.O. Box 9434, University of Massachusetts-Amherst. Guest of ADVENTURE ’89, October 28-29 Hampton VA 23670. honor is Oscar-winning filmmaker Mike Jittlov Canada’s Premier Gaming Convention is to be (The Wizard of Speed and Time). Membership held in Mississauga, Ontario, at the University of ARMISTICE CON '89, November 11-12 rates are $13 through October 1; $15 from Toronto’s Erindale Campus, 3359 Mississauga This gaming event will be held at the Horizon October 1-19; and $17 at the door. Send an SASE Rd. Guests include Lloyd Blankenship from Activities Center in North Olmsted, Ohio. Special to: SCUM, RSO 104 SAO, U. Mass., Amherst MA Steve Jackson Games, Kevin Barrett of I.C.E., events will include TRAVELLER*, CAR WARS*, 01003; or call: (413) 545-1924. and Bob Simpson of Supremacy Games. Events BATTLETECH*, DIPLOMACY*, microarmor, and include AD&D® tournaments, and BATTLE- AD&D® game events, as well as Napoleonic QUEEN CITY GAMES ’89, October 20-21 TECH* and more than 20 other role-playing miniatures, board and role-playing games, a QUEEN CITY GAMES ‘89 will be held at the games, many sponsored by the RPGA™ Net- miniatures exhibit, a miniatures-painting con- Cincinnati Technical College, Cincinnati, Ohio. work. Also featured are over 25 board games, test, and 24-hour gaming. Registration fees are Events will include BATTLETECH*, STAR FLEET miniatures games, professional seminars, a $12. One-day passes will be available for $7. BATTLES*, and microarmor games, with an game auction, and a costume contest. For hotel Write to: ARMISTICE CON ‘89, c/o Horizon RPGA™ Network tournament, role-playing, reservations, call Novotel at: (419) 896-1000 Activities Center, 30395 Lorain Road, North miniatures, door prizes, seminars, and a cos- (mention ADVENTURE ‘89 for discount rates). Olmsted OH 44070; or call Dave Smith or Fran tume contest. Write to: Cincinnati Adventure Preregistration, in Canadian or U.S. funds, is Haas at: (216) 779-6536 during business hours. Gamers, Q.C.G. ‘89, P.O. Box 462, Cincinnati OH $15 for the weekend or $9 per day. Registration 45201; or call: (513) 542-3449, 1:30-6:00 P.M. at the door is $20 for the weekend or $12 per GAMESCON (UK) ’89, November 11 day. Send check or money order, or write to: This gaming convention will be held at the CONFIGURATION, October 21-22 ADVENTURE ‘89, 257 Queen St. South, Missis- Laindon Community Centre, Basildon, Essex. CONFIGURATION will be held in the Student sauga, Ontario, CANADA L5M 1L9. Include your Dungeon Masters and players are required for Union and Post Hall of Rogers State College, phone number with all correspondence. AD&D® competitions. Contact Chris Baylis at tel: College Hill, Will Rogers Blvd., Claremore, Okla., 0268-419933, or write to: 67 Mynchens, Lee minutes northeast of Tulsa. Tournaments in- STARD ’89, November 4-5 Chapel North, Basildon, Essex SS115 5EG, clude D&D®, AD&D®, MERP*, WARHAMMER*, For the first time, STARD will be a two-day UNITED KINGDOM. WARHAMMER FANTASY BATTLE*, SPACE event, to be held at the Curio-Haus, Rothen- OPERA*, TWILIGHT 2000*, and other games. baumchaussee 13, on the Hamburg University PENTACON, November 11 Prizes will be awarded in each tournament. campus. Events will include hundreds of role- The Northeast Indiana Gaming Association There will be a large dealers’ room, open gam- playing, tabletop, and board game events, will be hosting the fifth annual PENTACON ing, artists, and guests. Admission is $5 in ad- miniatures exhibitions and competitions, a game gaming convention in the Grand Wayne Conven- vance, or $7 at the door. One-day admission auction and art exhibition, workshops, panel tion Center in Fort Wayne, Ind. Games will prices are $4 per day, or $1 for a dealers’ room discussion, demonstration games, and a dealers’ include an RPGA™ Network AD&D® tourna- pass. Write to: CONFIGURATION, 107 E. 7th St., area. Hours are Saturday, 10:00 to 22:00, and ment, and BATTLETECH*, CAR WARS*, CHAM- Owasso OK 74055; or call: (918) 272-4171. Sunday 10:00 to 18:00. Write to: Citadel Verlag, PIONS*, CIVILIZATION*, DARKUS THEL*, Mühlendamm 41-43, D-2000 Hamburg 76, WEST MORROW PROJECT*, and SPACE: 1889* games. HEXACON ’89, October 27-29 GERMANY, or call: 40-220 14 14 /5. Other features are a painting contest and deal- This science-fiction and fantasy gaming con- ers’ area. Send an SASE to: N.I.G.A., P.O. Box vention will be held at the University of North CONTRARY, November 10-11 11146, Fort Wayne IN 46856. Carolina at Greensboro in the Bryan Business CONTRARY ‘89 will be held at the Parwick and Economics building, Tournaments include Center in Chicopee, Mass. The convention will ROCK-CON XVI, November 11-12 the AD&D® game (sponsored by the RPGA™ feature military/strategy games, role-playing Over 1,000 people are expected to attend this Network), and BATTLETECH*, CAR WARS*, and games (including at least two RPGA™ Network year’s convention, to be held at the Rockford other games. Dealers will be present. Preregis- events), and miniatures events. Preregistration Lutheran High School, 3411 N. Alpine Rd., tration is $10 general admission for the week- is $10 for both days or $8 for one day. Write to: Rockford, Ill. Hours are Saturday, 10:00 A.M. to, end, $7 for students with valid ID, and $5 for CONTRARY ‘89, 933 Belmont Ave., Springfield midnight; Sunday, 10:00 A.M. to 5:00 P.M. A new UNCG students. Write to: Robin Jordan, Science MA 01108; or call Mark at: (413) 731-7237. event this year will be the painting competition, Fiction and Fantasy Federation, Box 4 EUC, with numerous prizes. We expect over 15 major UNCG, Greensboro NC 27412; or call: (919) 334- AU GAMERS CONVENTION dealers. Admission is still only $5 for the entire 3159. November 10-12 weekend, with no additional fee for gaming The Au Gamers are proud to hold the largest events. Send an SASE to: ROCK-CON XVI, 14225 MILEHICON 21, October 27-29 fantasy role-playing convention in New Jersey at Hansberry Rd., Rockton IL 61072. This science-fiction, fantasy, and gaming the Sheraton Tara Hotel, 199 Smith Rd., Parsip- convention will be held at the Executive Tower pany NJ. Events will include RPGA™ Network UMF-CON, November 11-12 Inn in Denver, Colo. Robert Bloch will be the tournaments, a charity game, a costume contest, This role-playing and war-games convention guest of honor; Forrest J. Ackerman will be fan a dealers’ area, and a miniatures painting con- will be held at the Student Center of the Univer- guest of honor; and will be toast- test. Prizes will be awarded for best players and sity of Maine in Farmington, Maine. Events will master. Events will include: literary and scien- best gamemasters. For reservations, call: (201) include TOP SECRET/S.I.™ and AD&D® games, tific panels; an art show and auction; exhibits; a 515-2000, ext. 5800. Mention the convention to DIPLOMACY* competitions, miniatures, board Critter Crunch; videos and movies; filk pro- receive special room rates. Registration fees games, and contests. Also planned is another gramming; a gaming area; a costume contest; before Oct. 20 are $7 per day or $18 for the murder mystery. Admission is $5 per day and and a masked ball. Room rates are $47 for single weekend. After Oct. 20, rates are $8 per day $2 per game. Send an SASE to: Table Gaming or double occupancy; $52 for triple or quad and $20 for the weekend. Registration at the Club, c/o Student Life Office, Student Center, 5 occupancy. Dealers’ tables are $40 until October door will be $10 per day. Write to: Steven M. South Street, Farmington ME 04938. 27. Registration fees are $20 until October 15, Scheel, Oakwood Village, Bldg #26, Apt #9, or $22 at the door. Write to: MILEHICON, P.O. Flanders NJ 07836, or call: (201) 927-8097; or NOVAG-V, November 17-19 Box 27074, Lakewood CO 80227; or call: (303) John Moir, 361 Vandervier Ave., Sommerville NJ The Northern Virginia Adventure Gamers will 426-0806. 08876; or call: (201) 725-1257. host their fifth annual convention at the Carra

DRAGON 97 doc Hall Inn in Leesburg, Va. All types of adven- students receive the discounted rates in paren- Forum ture games are included, from historical board theses; include ID number when registering. and miniatures games to science-fiction and Write to: TRITICON I, Price Center, E-30, UCSD, Continued from page 51 fantasy role-playing games. Vendors are wel- La Jolla CA 92093. come. Write to: Northern Virginia Adventure magical items. PCs in these games have some incredible stuff. I ask you, how many paladins Gamers, c/o Wargamers Hobby Shop, 101 E. , January 5-7, 1990 below 7th level have holy swords in your cam- Holly Ave., Suite 16, Sterling VA 22170; or call: The RPGA™ Network will sponsor WINTER paign? In this campaign’s case, roughly half. (703) 450-6738. FANTASY 1990 at the Ramada Inn Airport at Milwaukee, Wis. Special room rates are availa- It’s getting worse, but the players enjoy it. When I started with this group, I tried to run UCON ’89, November 17-19 ble by contacting the hotel at (414) 764-5300. This role-playing and strategy gaming conven- Sanctioned events include AD&D® Grand Mas- games by the book. I rejected characters right tion will take place in the Michigan Union at the ters, AD&D® Masters, AD&D® Feature, AD&D® and left for the above reasons and didn’t use the University of Michigan in Ann Arbor. Events Benefit, MARVEL SUPER HEROES®, TOP variant systems. After a bit, I noticed a pattern. will include: live role-playing; dealers’ tables; a SECRET/S.I.™, PARANOIA*, and other tourna- Some people would deliberately not come to movie room; two AD&D® tournaments; and ments. Other activities include a writers’ semi- games I ran, and no one would play a magic- over 80 events including CIVILIZATION*, STAR nar, Saturday morning breakfast, Sunday user. I had to adapt to the gamers’ playing FLEET BATTLES*, DIPLOMACY*, THIRD brunch, open gaming, and a dealers’ area. All styles, or I wouldn’t be playing with them for REICH*, and historical miniatures games. Game- gaming is free except for the benefit tourna- long. I began using the variant spell systems and masters receive free registration if preregis- ment. Limited preregistration is available to was more lenient with character selection. tered. Write to: The Michigan Wargaming Club, RPGA Network members; contact Network HQ I try to hold the line by myself. I retire my P.O. Box 4491, Ann Arbor MI 48106. for a preregistration form. Registration fees are monster PCs soon after they become monsters, $10 to Network members, $12 to nonmembers and I stick to book classes and races during UK Masters 1989 AD&D® Tournament until November 1. Afterward, fees for the entire character generation. I have a dream that this November 11-12 weekend are $15. Send a SASE to: RPGA™ group will follow my example, but I’m not This tournament will be held at the WAR ‘89 Network, P.O. Box 515, Lake Geneva WI 53147. holding my breath. Convention at the Rivermead Leisure Center, All of you out there who have your ideas, use Richfield Ave., Reading. Entry fee is £3.50 (£2.50 CHATTACON XV, January 12-14, 1990 them if they fit your gaming style. If they don’t, for players with UK ranking points). Make CHATTACON XV will be held at The Chatta- go back to the basics. cheques payable and mail to: Mr. C. Froud, 88 nooga Choo-Choo, Chattanooga, Tenn. Accom- Bill McCullough Southview Ave., Reading, Berkshire, ENGLAND. modations are $60 flat, $85 for sleeper car Riverside CA Space is limited, so register early. suites. Guests will include Michael P. Kube- The “Forum,” issue #146, contains several McDowell, Robert E. Vardeman, David Cherry, letters on subjects that I would like to address. I Danny Gill, Wilson “Bob” Tucker, Stan Bruns, DALLAS FANTASY FAIR, November 24-26 have been playing the AD&D game since 1982, Featuring over 140 dealers’ tables, more than and Dick and Nicki Lynch. Registration: $18 and I have seen the long, slow transition from until Dec. 1, $25 thereafter and at the door. 60 guests, and over 2,000 attendees, this fantasy the original AD&D game to the amalgamation of Send an SASE to: CHATTACON XV, Box 23908, event will be held at the Marriott Park Central, the 12 or so hardcovers and finally to the new 7750 I-635 at Coit Road in Dallas, Tex. Attrac- Chattanooga TN 37422; or call: (404) 591-9322 AD&D 2nd Edition (which I must say is GREAT!). tions will include two 24-hour video rooms, (no collect calls, please). I have also seen, the birth of the political/ Japanimation, 24-hour gaming, four-track pro- socioeconomic masterpieces that have become NEW MEXICON I, January 12-14 gramming, a masquerade, an open con suite, an so popular lately. The point I would like to make art show and auction, a charity auction, artists’ This science-fiction/science-fact con will be is: WHO CARES?! held at the Las Cruces Hilton Inn. In addition to and writers’ workshops, autograph sessions, First, the whole purpose of a game is to have filksinging, dancing, an amateur-film festival, a gaming, featured are a variety of people from fun. So what if a group wants to indulge in the talent show, and more. Admission is $15 for all science and the arts to hold panel discussions detail and rules needed to run a direct-action- and give demonstrations and lectures. Con- three days in advance, or $20 at the door. produces-results campaign or indulge in hour Single-day admissions may be purchased at the firmed guests are G. Harry Stein as scientist after hour of creating mindless monster-bashing door; prices are $8 Friday, $10 Saturday, and $8 guest of honor; Real Musgrave as artist guest of adventures? I have run and played in both, and Sunday. Write to: Bulldog Productions, P.O. Box honor; James P. Hogan as author guest of honor; I enjoy both. What are people arguing over? 820488, Dallas TX 75382; or call: (214) 349-3367. and Jim Davidson, Laurie Wiggins, Dr. Mike Second, I am also concerned about those who Hyson, and Greg Kennedy as scientist guests. say that a bloodbath cannot be creative. In my MACQUARIECON ’89, December 8-10 Author guest speakers will be Walter John estimation, I6 Ravenloft (by Tracy and Laura The Macquarie University Role-Playing Society Williams, George Alex Effinger, Sonni Cooper, Hickman) is essentially a bloodbath that focuses will host Australia’s largest role-playing conven- and James Theisen. Write to: NEW MEXICON I, on vampires, but it’s a hard test of a player’s tion at Macquarie University, Sydney, Australia. Box 3836, New Mexico State University, Las skills and game knowledge. It is also the best Events will include AD&D®, PARANOIA*, CALL Cruces NM 88003-3836; or call Lew Maestas module ever produced by TSR, Inc. I dare OF CTHULHU*, JAMES BOND*, TRAVELLER*, evenings at: (505) 522-0115, or Gaylord Teague anyone to say it’s not creative. STAR WARS*, M.E.R.P.*, WARHAMMER*, at: (505) 521-3828. Third, what’s the problem with having evil SPACE: 1889*, JUDGE DREDD*, and board PCs? They are hard to play, true (what better games and freeforms. Registration is $30 (Aus- JACKSONVILLE SKIRMISHES ’90 test of skill?), but why can’t they be in a party of tralian) for the weekend or $3 (Australian) per February 9-11, 1990 predominately good characters? Raistlin sure session with a $7 registration fee. Write to: SKIRMISHES presents this role-playing and wasn’t good (even in the beginning, he acted like M.U.R.P.S., P.O. Box 1577, Macquarie Centre, war gaming convention at the Jacksonville a neutral PC with evil tendencies). In North Ryde NSW 2113, AUSTRALIA. Motel on the Riverwalk, 565 South Main Street, Dragons of Laurana asked Raistlin why in Jacksonville, Fla. Room rates are $52 for one Autumn Twilight, he followed Tanis. His reply was: “Because for to four persons. Events will include AD&D® TRITICON I, December 8-11 now we walk the same path.” game features, along with TRAVELLER*, STAR Students Tempted by Adventure, Fame, and In closing, let me say this: I am a new waver FLEET BATTLES*, CAR WARS*, and SEEKRIEG* Fortune (S.T.A.F.F.) will host their first conven- (i.e., a punk rocker to some, although there is a games. Other events will include board gaming, tion at the Price Center on the University of difference), and I try to see people as a KILLER* tournament, dealers, a miniatures- individuals California-San Diego campus. Events will (that’s why I consider myself chaotic neutral). If painting contest, demonstrations by the SCA, include AD&D® tournaments; BATTLETECH*, a group of players prefers building a kingdom and many other role-playing and historical CAR WARS*, and COSMIC ENCOUNTERS* to thrashing orcs and giants, so what? As long as events. Hotel reservations may be made by tournaments; DIPLOMACY*, HOW TO HOST A we are the ones who make the AD&D game calling: (904) 398-8800. Registration is $18 for MURDER*, GAMMA WORLD*, TRAVELLER*, what it is and have fun doing it, nothing else the entire weekend. Send your registration fee and WARHAMMER* games, and a live dungeon. matters, does it? So just sit back, relax, and let to receive a program booklet. Write to: SKIR- Prizes will be awarded to tournament winners. us all revel in our “infinite diversity” (to quote a MISHES, P.O. Box 2097, Winter Haven FL 33883; Other events include open gaming, SCA demon- certain Vulcan). or call: (813) 293-7983. strations, a figure painting contest, a dealers’ Anthony N. Emmel room, and a flea market. Registration is $10($8) Longview TX before December 1, $12($10) at the door for the weekend, and $5($4) each day at the door. UCSD

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100 OCTOBER 1989 DRAGON 101