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D RAGON 1 Magazine

Issue #116 SPECIAL ATTRACTION Vol. XI, No. 7 December 1986 9 MARITIME ADVENTURES: Oceans of gaming information Publisher 10 High Seas — Margaret M. Foy Mike Cook Ships, from life boats to the glorious tall sails

Editor 28 Children of the Deep — Todd Mossburg Roger E. Moore Aquatic in the AD&D® game

Assistant editor Fiction editor 38 The Dragon’s Bestiary Robin Jenkins Patrick Lucien Marine life — as the readers imagine it Price 46 “Hello, Your Majesty?” — Craig Barrett Editorial assistants By ship or by pigeon, the mail must go through Marilyn Favaro Georgia Moore Eileen Lucas Debbie Poutsch 52 High Seas in 3-D — Dennis Kauth A 25-mm sailing craft for maritime quests Art director OTHER FEATURES Production staff Linda Bakk Gloria Habriga 32 The Ecology of the Minotaur — Anthony Gerard Betty Elmore Kim Lindau The unusual tale of a lone survivor Carolyn Vanderbilt 36 Readers’ Surprise — James A. Gollata Advertising Subscriptions Our favorite double take of the month Mary Parkinson Pat Schulz 54 Rogue Stones and Gemjumping — The perfect holiday gift for trouble-prone mages Creative editors Ed Greenwood 58 By Tooth and Claw — Gregory W. Detwiler Never laugh at hyaenas, and other wild advice Contributing artists 66 High Ones, Ancient Ones — Michael DeWolfe and Galan Akin Peter Botsis Sue Weller Playing High Ones in the ELFQUEST® game world Roger Raupp Jim Holloway David Trampier 69 The Role of Computers — Hartley and Pattie Lesser James A. Gollata Dennis Kauth Dragonfire II and Bard’s Tale pass the test Wendi Pini Robert Maurus 80 The Marvel®-Phile — Jeff Grubb Bruce Simpson Joseph Pillsbury Don’t get caught in the Crossfire™ Diesel Mark Saunders Francis Mao Gustave Doré 84 ? — and Michael P. Bledsoe Marvel Bullpen Cosmic Comics A six-in-one special for FASA’s DOCTOR WHO game Lawrence Raimonda so Aim and Burn — William A. Barton Fanning the fires in TRAVELLER® games DEPARTMENTS

3 Letters 78 TSR Previews 97 Snarfquest 4 World Gamers Guide 94 Gamer’s Guide 100 Dragonmirth 6 Forum 96 Convention calendar 102 Wormy

COVER

Some time ago, we received an unusual set of pictures in the mail. Peter J. Botsis, of Roch- ester, NY, created a scratch-built red dragon in its lair, complete with gold coins and the remains of several treasure hunters. Sue Weller photographed it; the sculpture is actually several feet long. We immediately decided it was perfect for a December cover (“Rangers roasting on an open fire . . .”)

2 DECEMBER 1986 Potpourri

No particular theme comes to mind for my December editorial, so I’ll cover a number of short subjects: New arrivals: The first of our new Armor addenda partial armor system adds considerable sophisti- features, hinted at in last month’s cation to the game’s combat system, but it is editorial, makes its debut (redebut?) sophistication of preparation, not of play. The in this issue. “The Dragon’s Bestiary” player is urged to write the armor class of each Dear Dragon, returns with a wild host of reader- body part of his character on his character submitted oceanic monsters. We I would like to commend you on the excellent sheet, so that this information is readily availa- job you did on the article, “Armor, piece by ble in combat. have a large backlog of creature- piece” (issue #112); but I have one question. Monsters, however, are a different matter type material awaiting publication, Wouldn’t it be coherent to have separate hit entirely. DMs who enjoy hours of grueling so we ask that new monster submis- points for each part of the body? For example, mental excercise may want to prepare a table sions not be sent to us for at least shouldn’t the chest be able to take more damage giving the armor class of every body part of four or five months. than a foot? Also, a person cannot be killed by every monster involved in an adventure [See Credit is due: After reading the being hit in the elbow, as the current hit point Alex Curylo’s article on this topic in issue #114, description of the witch NPC in system would suggest. I think a separate hit page 50, for a much simpler system. — Editor]. point system would be realistic if you use the hit DRAGON® issue #114, Paul Suliin Others may simply prefer to guess at values, gave us a call. Long ago — in issue location chart. using the rules put forth in this article as guide- James Goldberg lines. Either system is usable, so long as guesses #18, in fact — we published an Phoenixville, PA remain reasonable and the armor class tables article by Paul describing new don’t interfere with the continuity of game play magic-user spells. Among them were The system adds but a single die roll to combat, some spells which were later and it brings a wealth of realism to the game. — Though Mart Bandy did not include a system adopted into the version of the Matt Bandy for calculating the hit points of individual parts witch published in issue #43, from of the body, he did have a system that took this which the revised witch was de- question into account. Because of space limita- rived. TSR, Inc., owns the rights to tions, the following material was dropped from all of these articles, but certainly the original article; we present it now (as Matt New horizons Paul deserves the credit for such had intended) for use as a set of optional rules horrors as mass polymorph, mystic for his partial-armor system. — RM Dear Dragon: rope, nature call, call spirit, and my I have played the AD&D game in the past but, Damage modifiers: Damage is modified as to personal favorite, rusting touch alas, eventually found most all situations, hit location as illustrated on the following table. whether with new characters and/or a new DM, (originally called rust monster These modifications result from each area’s boring. I have moved on to other games now, touch). Thanks, Paul. importance in maintaining life processes. like the TOP SECRET, TRAVELLER®, and Speaking of witches: One reader TIMEMASTER™ games. I really enjoyed your wrote to ask why the witches of Damage magazine; I didn’t even mind you raising the Body part modification issue #114 were said to gain up to prices in the long run, but now I cannot get my +3 13 spells at 22nd level (page 10), but Head money’s worth because you really are an 80% Neck +3 were given only five spells at 22nd AD&D game magazine. I also heard you got rid Chest +2 level on the witches experience table of the ARES™ Section (I haven’t bought an issue Abdomen +1 (page 12). The reference on page 10 since March), so I suppose it’s 90% D&D® and Hand -1 AD&D game material. I think you would do is to the total number of High Secret -1 Foot much better if you expanded your letters Order spells that a witch may learn, column, while devoting more of the magazine to but the table on page 12 shows how Called strikes: A combatant may attempt to other games like those mentioned above and many that a witch may cast per day. strike a specific area of his opponent’s body, other TSR games. I realize there are hundreds Dropped copy: A line disappeared rather than stabbing at any opening that ap- of RPGs that you could write about, but if you between pages 27 and 28 in issue pears. In this case, the hit-location roll is by- wrote articles about the top ten or fifteen best- #115. The sentence crossing those passed and a -2 penalty to hit is incurred. If selling RPGs for the past three or four months, pages should read: These penalties the attack is successful, the desired location is you would eventually get a broader reading are added to any adjustments for hit; if not, no hit is scored. Called strikes may be audience. Of course, I don’t mean to tell you used to knock a weapon from an opponent’s how to publish your magazine; DRAGON® surface-types, and when both these hand, if damage equal to half an opponent’s hit Magazine has been around for ten years, so I factors are combined with the char- points is inflicted on an opponent’s weapons don’t suppose you’d change the format. True, acter’s base climbing percentage, the arm. AD&D gaming is the most popular — the father, character's true chance of scaling a Selective protection: A combatant may opt to in fact, of all RPGs ever published — but if it given surface is revealed. lend special attention to the protection of one continues to dominate DRAGON Magazine, you As they say in Amadeus: There it is. specific body part. If this option is utilized, the should call it the AD&D Monthly Role-Playing armor class of the specially protected body part Aid. It would be more accurate. is bettered by two, while the armor class of the Mark D. Spivey remainder of the body is degraded by one. Also, LaGrange, IL all attacks made by the defender while protect- ing selectively are done so at a -2 penalty. Magical pieces of partial armor are feasible if Dear Dragon: the DM so desires. Note that magical shields are I’ve been subscribing to your magazine since already accounted for with this system. issue #63, and I have most of your issues from It has been said that if the AD&D® game dies, #49 and on. You need to start diversifying. It it will be of terminal oversophistication. The (Turn to page 56.)

D RAGON 3 The World Gamers Guide

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

Darren Marsland (DD,T) Edwin Berkhout (AD,DD,GW) Jeff Johnson Wayne George (AD) P.O. Box 14173 Adm. Tromp st 20 SPDC Ext. Nord 17 Colonial St. Green Point 3333 TH Zwyndrecht B.P. 31 Campbelltown 8051 Cape Town South Holland Maroua 2560 N.S.W. Republic of South Africa Netherlands L’Extreme-Nord Australia Cameroun Matthew Strickler (AD,DD,TS) Rafael Oliveira (DD,AD,TS) Talin Orodruin (DD) Impasse de Mon Idee 3 Rua Duque Estrada 46/1001 Ga’vea David Baker (AD,DD) Manttoalitie 14 J 80 1226 Thonex Rio de Janeiro — RJ 55-457 Moana St. 90650 Ouln 65 Switzerland CEP 22451 Brazil Laie HI 96762 Finland

Bianca Jung (DD,AD,SF) Marcello Missiroli (AD,SO) William Megill (AD,TS,SF) Agarwaen Amon (DD) Neuer Kamp 13 Via Andreoli 12 2 Frederick Close Manttoalitie 13 A 6 3101 Nienhagen 41100 Modena Stanhope Place 90650 Ouln 65 West Germany Italy London W2 24D Finland England Martin Winstrand Dan Mayshar (DD,AD,SF) The Gamers Guild (AD,T) Perstorsv. 1 31 Even Sh’muel Avi Ifergan (AD,DD,GW) Unit 2/1 Fitzgerald St. S-310 70 Torup Ramot 02 1 Plowman St. Northbridge, 6000 Sweden Jerusalem, Israel North Bondi WA Australia Sydney David Johnston (AD) Daniel Folatelli (DD,AD) Australia Eugene Yeung (AD,SF) Chiba-Ken Casilla de Correo 181 6, St. Stephen’s Lane Ichikawa-Shi 6600 Mercedes Alberto Halphen (AD,TS,SF) 4th Floor Yawata 6-31-4 Provincia Buenos Aires Lomas de Chapultepec Hong Kong Satsuki-So 2F #5 Argentina M. Chimborazo 520/701 T 272 Japan Mexico DF C/P 11000 Chris Darland (AD,T) Luigi Sbaffi (AD) c/o the Sesinas Jason Cashill (DD,AD,RQ) Via E. Bocci, 16 Marney McDiarmid Jordanovac 115 P.O. Box 10962 60044 Fabriano (AN) Ovre Bastad vei 26 Zagreb, Yugoslavia 41000 c/o ARAMCO Italy 1370 Asker Dhahran, Saudi Arabia Norway

DRAGON® Magazine (ISSN 0279-6848) is published monthly by TSR, Inc. The mailing address for all material except subscription orders is DRAGON Magazine, P.O. Box 110, Lake Geneva WI 53147; the business telephone number is (414) 248-3625. DRAGON Magazine is available at hobby stores and bookstores throughout the United States and Canada, and through a limited number of overseas outlets. Subscription rates via second-class mail are as follows: $30 in U.S. funds for 1 year (12 issues) sent to an address in the U.S. or Canada, $55 for 12 issues sent by surface mail to any other address, and $95 for 12 issues sent airmail to any other address. Payment in full must accompany all subscription orders. Methods of payment include checks or money orders made payable to TSR, Inc., or charges to valid Mastercard or VISA credit cards. Send subscription orders with payments to: TSR, Inc. P.O. Box 72089, Chicago IL 60690. A limited quantity of back issues are available from the TSR mail order department, P.O. Box 756, Lake Geneva WI 53147. For a copy of the current catalog listing available back issues, write to the mail order department at the above address. The issue of expiration of each subscription is printed on the mailing label for each subscriber’s copy of the magazine. Changes of address for the delivery of subscription copies must be received at least six weeks prior to the effective date of the change in order to assure uninterrupted delivery. All material published in DRAGON Magazine becomes the exclusive property of the publisher, unless special arrangements to the contrary are made prior to publication. DRAGON Magazine welcomes unsolicited submissions of written material and artwork; however, no responsibility for such submissions can be assumed by the publisher in any event. Any submission accompanied by a self-addressed, stamped envelope of sufficient size will be returned if it cannot be published. DRAGON is a registered trademark for the monthly adventure role-playing aid published by TSR, Inc. All rights to the contents of this publication are reserved, and nothing may be reproduced from it in whole or in part without first obtaining permission in writing from the publisher. Copyright ©1986 TSR, Inc. All Rights Reserved. AD&D, ADVANCED DUNGEONS & DRAGONS, D&D, , DUNGEONS & DRAGONS, , GAMMA WORLD, TOP SECRET, STAR FRONTIERS, and TSR are registered trademarks owned by TSR, Inc. is a service mark owned by TSR, Inc. ARES, , DEITIES & DEMIGODS, DUNGEON, and the TSR logo are trademarks owned by TSR, Inc. ©1986 TSR, Inc. All Rights Reserved. All Marvel characters and the distinctive likenesses thereof are trademarks of the Group. MARVEL SUPER HEROES and the MARVEL UNIVERSE are trademarks of the Marvel Comics Group. Copyright ©1986 Marvel Comics Group, a division of Cadence Industries Corporation. All Rights Reserved. CHEERS ® and © of Paramount Pictures Corp. STAR TREK is a trademark of Paramount Pictures Corp. ELFQUEST and the likenesses and characters contained therein are registered trademarks of WaRP Graphics Inc. ©1986 WaRP Graphics Inc. The ELFQUEST role-playing game is copyright ©1984 by Chaosium Inc. CALL OF CTHULHU is a registered trademark of Chaosium Inc. WHO television series is Copyright ©1986 by the British Broadcasting Corporation; the DOCTOR WHO game design is Copyright ©1985 FASA Corporation. All Rights Reserved. TRAVELLER is a registered trademark of Game Designers’ Workshop. The terms WICKERMAN INCENDIARIES, LTD., and WINTERHAWK ARMS, INC., are Copyright ©1983 by William A. Barton. Second-class postage paid at Lake Geneva, WI, and additional mailing offices. Postmaster: Send address changes to TSR, Inc., P.O. Box 110, Lake Geneva WI 53147. USPS 318-790, ISSN 0279-6848.

4 DECEMBER 1986

New mariner abilities 1. When a boat is sailed totally by mariners, it may travel 1.2 times as fast as normal on long journeys and may increase speed up to 1.5 times normal for short runs of less than one mile one time per day, providing that sufficient winds are available. This ability is gained because mari- ners do not always have to be supervised by an experienced sailor while sailing because they know how to do most of their duty with little commanding or observation. They also know how to operate a vessel more effectively be- I have a friend in one of my classes at school I’d like to address a topic that, to the best of cause of “tricks of the trade” gained through sea who is female. She is also a and my knowledge, I’ve not seen discussed either by experience. she is very good at it. There is only one prob- you or the readers. There seems to be a dispro- 2. A mariner may tie all types of knots quickly lem. I think every female DM wants to know portionate number of older people and women and efficiently. These knots are always secure how to get people to join her campaign. My playing AD&D® games. These two groups and never become accidentally undone. A friend asked people who were already playing comprise a sizable potential game-playing pub- mariner may also bind hostages so that they the game and people who were interested in lic. It has been shown statistically that the must make their bend bars roll at -5% to learning how to play. Every male she asked just majority of men and women, from teenagers on escape. Mariners gain a + 5% chance on their laughed at her and said that she wasn’t any up, play some form of “living room” or table bend bars roll to escape from rope bonds be- good. She asked the guys why they felt that game. Why not the DUNGEONS & DRAGONS® cause of their familiarity with knots. Typical way, and they said they had never seen a female game? Trivial Pursuit, bridge, and Monopoly knots that mariners may tie are the bowline, DM; if they did, there was no doubt in their need not win out over the AD&D game — a square knot, half hitch, double-half hitch, cleat minds that her campaign would be boring. much, more creative and challenging game. A, knot, and the sheet bend. Mariners are also Well, she kept trying to get people, and one poker player would find the “gamble” element familiar with the process of making wire to day she saw me bring the Players Handbook just as exciting as “down in a dungeon.” rope and rope to rope splices. They fully know into class. That afternoon, she saw me at my Perhaps we as players, as well as the makers how to use all splicing tools such as the marlin locker and asked if I would join her campaign and sellers of the game, have unconsciously spike, the ditty bag, and the bending rod. (this was before I became a DM myself); I said I overlooked or ignored these groups, deciding 3. Since the mariner travels to many lands and would, and we set up some times to play. the game is not for them. Let me assure you: experiences many new ideas and customs, he I really expected more than one person to older men and women add immensely to the soon becomes readily adaptable to any mode of show up, but I was the only one there. I already game and enjoy it just as much. They add color life. Mariners who were shipwrecked in medie- had a character that I had had from a previous and experience to the drama of game play. val and classical times often had to adapt to new campaign; it was a 3rd-level elven fighter/magic- I am forty years old and have been playing for styles of life and make friends with the inhabit- user (I really didn’t think she’d let me use it). I five years in groups with older players. Gaming ants of the islands that they were shipwrecked played, still expecting someone else to arrive, dimensions are expanded by the real-life logic on in order to find a way to escape and return but no one did. Before I left I asked her why I and reasoning the older person brings to the to their home countries. This can lead to some was the only one who was playing and she game for both the overall game plan or quest. interesting AD&D games for characters looked at me and simply replied, “because I’m a Why doesn't TSR advertise the game in Vogue, stranded in oriental lands such as Kara-Tur girl.” Woman’s World, or Cosmopolitan magazines, for from or in savage lands I don’t know many female DMs, but I’m sure, example? How about Wall Street Journal, Es- such as the southern jungle islands of Grey- they’re out there, and I think that everyone quire, or even Good Old Days? Women’s radio hawk. ought to use a little more consideration before and television talk shows and women’s organiza- 4. Feuding mariners who do not wish to saying “no.” They don’t know what she’s like and tions could also be channels. Seminars given destroy their expensive ships in a sea battle may don’t know how good she is at DMing. I don’t through city government park districts and city challenge each other to a sea race. This sea race really think it’s fair to judge someone’s abilities sponsored teen and senior citizen clubs are will be at least 10 miles in length and may be by their sex, color, or religion. another possibility. (Readers, we could be doing run through a treacherous course. Craig Sessions something about this in our own towns.) Semi- A good way to determine the outcome of such Hialeah, FL nars at GEN CON dealing with the “Women and a race is to add both ships base speed in miles D&D® gaming” and “The Older Veteran Gamer” per hour (see Guide, page topics could crystallize our attention and action 54) to the average level of sailor on the ships. on this issue. The winner of such a race will be the captain When players are recruiting their friends to with the highest overall rating on his ship. Do Now that we are abandoning realism, I feel play D&D games, how about including their not forget to roll for random encounters during compelled to speak up on a subject I’ve felt parents? I have had my sons play AD&D games, this race. If such a race is run through an espe- strongly about for a long time — that is the and I’m trying to get their grandparents inter- cially treacherous course, use the piloting ability poison rule. This rule may be realistic, but it’s ested as well. of mariners to see if the ship is damaged. Mari- the biggest bummer this game has! Who wants I think the point has to be made that as the ners usually will not cheat in a race such as this to defeat the Archmage of Telfrost just to come ADVANCED DUNGEONS AND DRAGONS® game because of their respect for the sea. Sea deities out and be killed by a lousy 2-hp snake? I don’t! system is expanded and improved upon, the strongly discourage cheating in this manner. This is what I propose: poison on objects game-player world can also be expanded (yes, The loser of a sea race will agree to whatever should be the same as before (see DMG; p. 20), improved too) with a widening age span and reasonable demands the winner makes as long but poison on or from a creature should do with greater participation of women. as it stops the feud. The demands given by the damage equal to that creature’s hit points. This It’s up to us to get them into our game. We winner of a sea race are often specified before rule is not totally unrealistic, since it allows will all benefit. the race in a written contract. more powerful creatures to be more deadly Alan D. Long Niel Brandt than tiny ones. If you feel that a creature’s Aurora, IL Janesville, WI poison should be more deadly, even though that creature is small or not powerful, simply assign a penalty to the saving throw. I have a question that I would like to present This rule also works for the reverse neutralize In the article “For sail: one new NPC” to the Forum. I am curious as to how other poison spell, causing this spell to be increasingly (DRAGON® Magazine #107), the mariner class players and DMs feel about the bits of humor potent at higher levels while being slightly weak NPC was introduced. After playtesting mariners that are interjected into various TSR materials. at lower levels. several times, I have found that this excellent For example, when I read through the AD&D® Soon, your PCs will be laughing at puny water class of NPC’s is a good and needed addition to game adventure in DRAGON® Magazine #84 spiders, but putting on their running shoes at the AD&D® game system. However, I have (“The Heart of Light”), I thought it was right- the first sight of a spirit naga. found that some new abilities could be added to eously humorous; however, when I ran the Dan Thompson this NPC class to deepen and develop it. These module, the players’ primary reaction was one Hillsdale, NY new abilities are as follows. (Continued on page 36)

6 DECEMBER 1986

MARITIME ADVENTURES By far, ships have excited the imagination more than any other form of transportation. Odysseus, Horatio Hornblower, Sir Francis Drake, Captains Ahab, Nemo, Blood, and Bligh; the Beagle, the Argo, and the Flying Dutchman — the list of names goes on and on. Ships battle wind and wave, sea monsters, fate, and High each other, and those aboard run the gamut from shining hero to basest knave. Ships have a way of stimulating the imagination, generating interest in the high seas and nautical adventure. This affection is no stronger than in the gaming Seas hobby, where sailing miniatures and board games garner attention and reflect this preoccupation with the Age of Sail. Role- players who are thus afflicted may take heart. Now, one can satisfy two cravings at once: the desire for adventure on the high seas and playing the AD&D® game. Much of this article is based upon infor- mation relevant to the Age of Sail up to the 19th century. However, there is no reason why an advanced nation of a fantastic world could not produce ships much like the “big sail” craft popular dur- ing that era. Sailing ships should evolve in magical worlds as they have in our technological one.

Nautical terms and definitions Some nautical terms need to be intro- duced. For purposes of this article, a galley is any vessel that is rowed and sailed. A ship is a sailing vessel, pure and simple. The rear half of a vessel is the aft, and the front half is the fore. The fore part is the bow, and the aft part is the stern. If one is facing the fore, the left side is port or larboard, whereas the right is starboard. In order from fore to aft, the masts on a sailing ship are called the fore, main, and mizzen masts; on a two-master, they are the main and mizzen masts; and, on a four-master, they are the fore, main, third, and mizzen masts. A square rig has square or rectangular sails hanging from the crosspieces on the masts (the crosspieces are called yards or yardarms). On a fore- and-aft rig, the sails are shaped like a right triangle. One apex of the triangle is at- tached to the mast and another to a tra- verse beam from the lower mast called a boom. A lateen rig uses very large sails shaped like a right triangle. The hypote- nuse side of a lateen rig’s sail hangs from a very wide yard, and the sail is loose-footed — that is, without a boom at the bottom. A square rig gives a vessel quite a bit of power, but requires many sailors to oper- ate. The fore-and-aft rig requires fewer sailors and is more maneuverable, but Ships, fore and aft, delivers less power to the ship. The lateen rig is midway between the two, both in in gaming terms of power and number of sailors required to handle it. The masts are braced by sets of heavy cables called the standing rigging, while the ropes used to manipulate the sails, yards, and booms are by Margaret Foy called the running rigging. The lowest space inside the ship is the

10 DECEMBER 1986 hold, where the cargo and supplies are junior master’s mate who takes the wheel command of the vessel is referred to by stored. Above the hold is the orlop deck, and steers the ship. Midshipmen (middies) the title of the rank one step higher than where there are more supplies, the are petty officers in training to become captain. This courtesy promotion is used hearth, and the crew’s mess tables; it is lieutenants. Middies supervise work par- to avoid having more than one person also where the wounded are put during ties of sailors and do anything else a lieu- addressed as Captain aboard a vessel. battle. Above the orlop deck are the lower, tenant tells them. Marines have their own officers and middle, and upper decks. The crew sling The previously mentioned petty officers command structure. Their highest officer their hammocks on the lower and middle are in the chain of command (COC), which reports to the captain of the vessel. Their decks, and on the orlop deck when the indicates who is to take command of a use on vessels is twofold. Firstly, they ship is very crowded. Light, medium, and ship when the captain is killed or incapaci- provide small missile fire from the decks heavy mangonels (small catapults used at tated. The proper order of the COC, or fighting tops (the small platforms at the sea in the 11th and 12th centuries) are descending in rank after the captain, is: top of the masts). Secondly, they fight emplaced on the upper, middle, and lower lieutenants, middies, the sailing master, boarding battles. The crew and petty decks, respectively. Not all vessels have a master’s mates, quartermasters, the bosun, officers of the vessel load and fire the full number of decks; very few do. and finally, the master-at-arms. If the artillery engines. Aft of the mizzen mast, over the upper master-at-arms dies or is incapacitated, the Large vessels also carry a third group of deck, is the quarterdeck, which roofs over COC is exhausted and the command is up auxiliary officers. These are specialists or the space where the officers and some for grabs (and so is the vessel, usually). spellcasters, and their chief officer reports petty officers have their quarters. Fore of There are other petty officers and mates to the captain. An officer may also be a the foremast, over the upper deck, is the not in the COC: the cooper, sailmaker, spellcaster. forecastle, where the rest of the petty cook, carpenter, purser, and their mates. The system herein can be used with all officers sleep and mess. Between the two All petty officers report to the first lieuten- the official character classes outlined in partial decks, the open area of the upper ant except for the sailing master, who the Player’s Handbook and Unearthed deck is called the waist, in which the ship’s reports directly to the captain. On small Arcana. The ship’s complement as given in boats are stored. Over the quarterdeck is vessels, the petty officers report to the this article is not an attempt to introduce a the smaller poop, and over that is the even sailing master or, if there is none, directly new character class. Middies, quartermas- smaller poop royal. to the captain. Petty officers are some- ters, and all the rest are the titles of posi- The medieval ships (cog, carrack, cara- times called warrant officers. tions. If a DM wishes to use the mariner vel, galleon) were built high-charged, The lowest-ranking commissioned offi- NPC from DRAGON® Magazine issue #107 meaning that wooden towers were added cer is the lieutenant, the most senior of (“For Sail: One New NPC,” by Scott Bennie) to the hull after the ship was finished, whom oversees the daily operations of the with this article, he should have no prob- making them top-heavy. Later, these vessel. Lieutenants frequently command lem. Use the appropriate level of mariner wooden “castles” were built as part of the cogs, cutters, or brigs. In rank above a for each position on the ship, complete hull, but the ships had only one or two full lieutenant is the commander, usually com- with their special abilities, but ignore the decks. High-charged ships were top heavy manding a caravel, brig, or corvette. Next various effects of crew ability. Vessels’ and liable to capsize. Low-charged ships highest is a captain who, for the most part, statistics as given in the mariner NPC added full decks, limited the number of commands a carrack, a frigate, or a ship article are not compatible with this article. partial decks, and had a deeper draft (the of-the-line. A commodore is the captain of If you decide against the use of the mari- distance from the waterline to the keel); his own ship and commands a squadron of ner NPC for an entire vessel’s complement, thus, their center of gravity was lower. two to eight vessels. The various types of it is still recommended that the mariner be admirals command larger squadrons or used for officers — especially the sailing Ship personnel fleets, but never a vessel. Even an admi- master, master’s mates, and the quarter- At the bottom of a vessel’s hierarchy is ral’s flagship is commanded by its own masters. the landsman (landswoman, -, or what captain. A typical ship’s personnel may be as- have you). This landlubber has no nautical Regardless of actual rank, the person signed levels as follows: landsman 0, sailor experience at all and requires four to six commanding a vessel is called Captain. 1, mate 2, petty officer 3, sailing master months of training to become an ordinary When introductions are used in conversa- and lieutenant 4, commander 5, captain 6, sailor. An “ordinary” has no special skills, tion, use the following form: Lt. Alex, commodore 7, admiral 8 and higher. but can go aloft in the rigging to handle commanding the cutter Valiant. Any offi- Aboard rowed vessels, the oarsmen are the sails, and on a galley he can be trusted cer of the rank of captain who is not in either zero or 1st level. to follow most commands. After a year of training, about half of the ordinaries be- come able-bodied sailors (ABs). ABs can make repairs and splice ropes, and know all the knots; in short, they now “know the ropes.” On a galley, they are also the lead rowers, whose actions give the cues to the ordinary sailors. Mates, or assistants to petty officers, are ABs who have special skills. On a galley, the mates are spaced out among the banks of oarsmen, since they set the tempo for the other rowers. The petty officers and their mates are as follows: The bosun (or boatswain) and the bosun’s mates are in charge of various odd supplies and the ship’s daily maintenance. The master-at-arms has charge of the ship’s weapons locker, training the crew in combat and administering discipline. The sailing master navigates the ship and teaches navigation to the master’s mates and the middies. A quartermaster is a very

D RAGON 11 From “The Rime of the Ancient Mariner” by Samuel Taylor Coleridge.

Illustration by Gustave Doré, courtesy of Dover Publications, Inc.

Ship types and functions ships were aphract. which to cook, and they had little room in The earliest European ships built solely Ancient galleys suffered from three which to sleep. Fortunately, their con- or were galleys with prows length- major disadvantages. Their low freeboard struction allowed them to be beached ened to form a ram. The galley that of- and light construction made them unlikely easily. Another bright spot was that they fered the best combination of speed, to survive a storm in the open sea. They could be portaged easily. An ancient galley maneuverability, and offensive ability was lacked cargo space; they had little room to could be portaged on rollers by its crew he trirene. Its career lasted from the fifth carry water or food, let alone space in 2 1/3 miles a day. But the greatest disadvan- century B.C. to the fourth century A.D. The trireme had three banks of oars with one rower per oar. These galleys were undecked (aphract). By 300 B.C., triremes were often cataphract — that is, decked. A later galley with a long career was the quadrireme. The hemiolia was a galley used exclu- sively by pirates. The lower bank had 12 oars and the upper 13 (one rower per oar). The triemiolia, banked and oared as a trireme, was developed to chase pirates. Both could be rowed and sailed at the same time. The hemiolia’s aft six pairs and he triemiolia’s aft 15 pairs of upper oars could be quickly shipped and the benches cleared away. The rowers were then free to lower and store the sail, unstep the Galley Longship mast, and arm for a boarding battle. Both (5th Century B.C.) (10th Century)

12 DECEMBER 1986 tage of the fighting galleys was the crew. Galley crews had to be highly trained to work together. The crews were large, and they had to have a high morale. For the galleys that relied on ramming to win their battles, the crews had to be of very high quality. But the galleys that relied on ma- rines to win boarding battles could oper- ate with average or poor crews. The ancient navies never used slave rowers; despite Hollywood history, that practice didn’t arise until the fifteenth century A.D. In desperate circumstances, even slaves would be freed if they volunteered. Aphract galleys used the ramming strat- egy. At the beginning of a battle, the gal- leys would work up to battle speed and attempt to ram an opponent straight amid- ships. If successful, the rammer would immediately row backwards to disengage its ram; otherwise, the ram could be lost. The crew and marines on the rammed ship attempt to grapple the rammer to board and take it. Even if a ship missed in flexibility. The oars were used to row up masted and carried up to a hundred guns. its attempt to ram, it might succeed in rivers and maneuver in tight passages. It was the final development of the high- running along the side of its opponent and Since they had no rams, drakkars fought charged ship. The galleon was slow, not breaking off its oars. This required the each other by boarding battles. River very maneuverable, and prone to capsize raking galley ship to take in its oars before galleys were used not only on rivers and (as were all high-charged ships). the attempt to rake. lakes, but also in sea ports for patrol. Cutters and brigs were customarily used Cataphract galleys grappled their oppo- The cog was a European ship of the 13th in coastal duties to fill out a blockade and nents; then the marines fought a boarding and 14th centuries. The rear castle was carry mail, dispatches, or official passen- battle. A naval engagement often devel- square, and the forecastle was triangular. gers. The corvette, or sloop-of-war, was oped into a large raft of boarding battles. Both were raised platforms added to the the fastest ship of the time, but it Two devices were introduced to assist in structure of the hull. The cog continued was not as well armed as the frigate, Cor- boarding. The corvus was a bridge 36’ its career in the Mediterranean in a lateen- vettes could be used as convoy escorts, as long and 4’ wide carried upright in the rigged form for another century. squadron ships, and as pursuit ships in bow on a swivel mount. The far end had The caravel was a ship of the 15th to blockades and against smugglers. several spikes on the bottom. When an 16th centuries. It averaged 70-100’ in One third to half of the navies of the enemy galley was close enough, the lines length and was surprisingly seaworthy 17th and 18th centuries was composed of holding it up were cut, allowing it to fall and fast. Its low draft made it excellent for frigates. The frigate was the workhorse of and spike itself to the enemy galley. The trade without the benefit of ports (and for the navy. It was well armed, maneuver- harpax was an iron-bound ballista missile smuggling). Both the Nina and the Pinta able, and not as slow as ships-of-the-line. with several lines attached to a winch at were caravels. In fleet battles, frigates sailed to one side one end and a grappling iron at the other. The carrack was the first European ship to repeat the admiral’s orders and tow The idea was to grapple and winch in an to carry artillery and guns. Before then, away heavily damaged ships. Frigates enemy. Pots of flaming oil were carried at naval battles were land battles fought on were also used as fleet scouts, convoy the end of long poles that extended from planks. The carrack’s career lasted from escorts, blockade and squadron leaders, the bow and sides of the galleys. the 15th to mid-16th centuries. The cog, and spies against enemy ports. The drakkar or Viking longship was a caravel, and carrack were all general- The largest fighting vessels of the mid- very different sort of vessel. Unlike the purpose ships, used as warships, mer- 17th to mid-19th centuries were the ships- ancient galleys that were built like racing chantmen, and pirates. of-the-line, rated first to fourth. First rates shells, it had a true keel and was clinker The galleon was a warship of the 16th generally stayed in home waters to protect built (like shingles), giving it strength and through 17th centuries. Later, it was four- important sea ports and coastal facili-

Warship Cog Merchantman (13th Century) (13th Century) (13th Century)

DRAGON 13 From “The Rime of the Ancient Mariner” by Samuel Taylor Coleridge

Illustration by Gustave Doré. courtesy of Dover Publications, Inc.

Caravel Carrack (14th Century) (15th Century)

14 DECEMBER 1986 ties. Second rates were usually admirals’ flagships. Third and fourth rates were often assigned to senior captains. These ships made up the bulk of a fleet, but not the majority of a navy. They cost a lot. Naval transports and their commercial counterparts were slow, unwieldy, and nearly defenseless. As such, they were always escorted. Navies used them to carry troops, horses, supplies, weapons, and ammunition. Commercial transports carried bulky and heavy cargoes: grain, cattle, stone, ore, metal ingots, etc. Cutters, sloops, and schooners were used mostly for fishing, trade, and carry ing passengers. The fastest commercial ship was the clipper, which carried passen- gers and cargo that required great speed. Passage on a clipper often ran high (500 gp would be reasonable in AD&D game terms), and cargo rated up to 25% of the assessed value for bulky loads. The second fastest were the packets, which usually carried passengers or mail. In times of war, many navies commissioned packets to carry military mail and dispatches. The small, medium, and large cargo ships were generic merchant ships of the 16th to mid- 19th centuries. The difference between the roles of warship and merchantman are clear, but the difference between a pirate, bucca- neer, and privateer can be very blurry. For our purposes here, a pirate is one who unlawfully molests, threatens, fires upon, detains, of harms a vessel or those on it. A buccaneer is a pirate who does not harass the ships of one particular nation — gener- ally the nation whose ports the buccaneers are using. Obviously, one country’s bucca- neer is another’s pirate. A privateer is a ship that has been awarded a letter of marque by a government. The letter speci- fies which ships are fair game and for what reasons. Governments issue fetters of marque to harass an enemy’s shipping in war time and in peacetime to suppress piracy and smuggling. Once a privateer has captured a prize, it must brine or send the captured ship to a port in the country issuing the letter. There, a Prize Court determines if the prize was covered by the letter; if it was, the ship and its cargo are then auctioned. The government has the right to buy the ship for itself before auction. The priva- teer keeps 75% of the price and the rest goes to the government. Naval ships also go through the same procedure with their prizes. Historically, the arrangements for dividing the spoils varied with country, custom, and ship.

Mangonels Mangonels are direct-fire artillery en- gines that use small, round stones of lead shot for ammunition. They are powered by Damage Crew Field Rate of torsion, either from twisted thick ropes or Type of min max Range of fire fire heavy metal springs. Mangonels are used mangonel S-M L since arced fire was generally not possible Light 2-16 3-12 2 4 ¼-30” 5° ¼ or ½ aboardship. An arced artillery engine Medium 3-24 4-16 4 8 ¼-28” 5° ¼ or ½ inflicts damage on two targets: the ship Heavy 4-32 5-20 6 12 ¼-26” 5° ¼ or ½

D RAGON 15

fired upon, and its own rigging and sails. Freeboard is the distance from the a mile is 176” long; thus, 3” is roughly The stress from a catapult would break a uppermost full deck to the water; in equivalent to 1 MPH. Ships tacking on the galley. Mangonels are subject to the same galleys, this distance is measured from the open sea or ocean sail for several hours on bonuses and penalties applying to other lowest oarlock. Both draft and freeboard one tack before switching. All movement artillery engines (see page 109, DMG) are given far a vessel at its maximum can bediagrammed easily on hex paper, tonnage, which is how much weight a with 1 hex = 30 yards (1”). Table descriptions vessel-can carry safely beyond the weight The numbers under maneuverability Table Ia gives basic information about of itself, its masts, sails, rigging, and yards. refer to which type of dice are rolled to each kind of galley and ship. Cost is for a If the vessel operates in fresh water, determine how many rounds, plus or new vessel of acceptable maintenance subtract 5% of tonnage since fresh water minus adjustments (See Tables II and III), it with its masts, yards, rigging, and sails, is less buoyant than salt water. Decks are takes to change from one point of sail to but not with artillery engines, supplies, or added in the following order: (full) upper, another. This reflects time spent adjusting spare parts. Vessels of good maintenance orlop, lower, middle, (partial) quarter, the sails, yards, and rigging. When cost an additional 5% excellent 15%, and forecastle, poop, and poop royal. maneuvering from one tack to another, vessels of advanced design cost an Galleys and ships may move in one of the adjusted roll is tripled. additional 30%. Thus, an acceptable five directions in relation to the wind in Table Ib is concerned with the fighting corvette costs 45,000 gp; a good one, which they can sail —four of these are for ability of the ships. The numbers given for 47,250 gp; an excellent one, 51,750 gp; both port and starboard (e.g., port tack defensive points can be adjusted by plus and, one of advanced design, a whopping and starboard tack). The base speeds of or minus 1-10% to allow for some 58,500 gp! the vessels may be adjusted by various variation within each type of ship. The Full length is from the bowsprit to the factors. Vessels can sail at less than their emplacement of mangonels was stern (taffrail), while deck length is calculated actual speed; this is simply a mentioned above. Ballistas are mounted on measured on the uppermost full deck. matter of spilling wind from the sails or of the partial decks or on the upper deck, if Beam is the width of the vessel, and reducing the amount of sail set. On the there are no partials. The ship’s (middlemost) deck width is 2-3’ less. Draft open sea, ocean vessels sail all day and complement is broken down into several is the depth of the keel below the water. all night long. In AD&D game terms, groups. Commisioned officers are lieu-

Table Ia: Ships’ statistics Full Deck No. Base Maneuver- Cost length length seam Draft board No. No. partial No. No. speel ability Size gp) (ft) (ft) (ft) (ft) (ft) Tonnage Masts decks decks pumps boats (”) (sail) Trireme, aphr. M 4 115 0 12 3 4 50 1 0000 9 10 Trireme, cata. M 5 125 105 23 4 8651 1 0006 10 Quadrireme M 25 180 155 26 5 10 320 1 1 0 006 10 Hemiolia S 10 80 0 10 3 3 25 1 00009 8 Triemiolia M 3 90 0 12 4435 1 0 00012 10 Longship L 30 120 100 27 8 6 425 110 0024 8 River galley S 2 60 50 15 5 3 50 1002015 6 Boat VS 1/2 30 0 10 3 2 10 1 0 000 15 4

Cog M 5 100 85 20 10 10 150 2 1 22224 10 Caravel M 13 85 75 20 77100 3 1 22230 10 Carrack L 18 120 100 20 11 12 685 322422112 Galleon L 20 135 120 35 17 20 1050 3 3 3 5 4 18 12

Naval cutter M 15 100 90 22 6 5 190 2 112 2 24 6 Brig M 30 100 90 25 10 6 250 2223 221 8 Corvette M 45 115 100 25 10 8 270 3 2 1 3 3 30 8 Frigate L 60 140 120 34 15 10 610 3 3 2 4 4 27 8 SOL IV Rate L 75 160 140 40 18 13 990 333 4518 10 SOL III Rate L 90 180 160 45 24 19 1460 343551510 SOL II Rate L 105 200 180 52 27 22 2100 3 4 4 5 615 10 SOL I Rate VL 120 230 200 57 30 25 2865 344 6612 12 Naval transport VL 65 230 200 60 35 20 3140 4 VV6 3 12 12

Cutter, small S 3 60 50 14 10 7 40 110 1121 6 Cutter, medium M 5 80 70 19 10 7 110 2 1 0 2 2 21 8 Sloop, small S 2 70 60 16 10 8 65 1 111127 6 Sloop, medium M 4 100 85 23 10 8 195 2 1 1 2227 8 Schooner, medium M 7 100 80 22 10 8 190 2 2 1 2 2 24 8 Schooner, large L 14 115 100 27 10 8 310 3 2 1 3 3 24 10 Packet L 50 140 120 24 13 10 320 3 2 233 33 8 Clipper VL 100 220 200 33 15 5 1040 3224436 10 Cargo, small S 25 115 100 30 15 10 390 3 112 221 6 Cargo, medium M 40 140 120 35 15 10 675 3223 3188 Cargo, large L 55 170 150 45 15 10 1325 3 2 34415 10 Cargo, transport VL 60 200 175 60 25 15 2660 4 VV4 3 12 12 V = Variable. Note that historical ships often varied widely from these given statists, which are for AD&D game purposes only.

18 DECEMBER 1986 tenants and higher. Petty officers and tending from fore to aft. Normal oar speed dry dock beyond the normal maintenance. mates (group I) are in the COC. No ship can be maintained for up to four hours. Normal maintenance consists of dry has more than one of each petty officer in Battle speed can be maintained for 60 docking the ship for one week every six group I except middies. Petty officers and rounds, and sprint speed for only 30 months and an additional two months at mates of group II are not in the chain of rounds. All require one hour of complete the end of every three years. Failure to do command. Sailors are able-bodied, ordi- rest after the maximum time is expended. so lowers the level of maintenance by one nary, and landsmen. Every round of battle speed is equivalent place immediately, and one place further The prevailing practice on a ship is to to four rounds at normal speed; each every six months thereafter. Only a ship divide the complement into two watches, round of sprinting is equal to eight rounds built with advanced design features can be Each watch stands three shifts on, then of normal speed. The rowed speeds are returned to that level. Dry docking costs three shifts off. A day is divided into five for any direction; if you are using hex 2% of the ship’s value per week. Ancient four-hour shifts and two two-hour shifts paper, you may confine galleys to the six galleys are exempt from the usual need (the dog watches). Half of the normal cross-face directions. A galley must travel for maintenance in dry dock, since they complement is necessary to sail the ship; a certain number of rounds on one course are out of the water so much. Dry docking in combat, the off-duty watch handles the before it can take another. This is listed on allows other vessels to have barnacles and artillery engines, makes repairs, and puts the table as maneuverability (oar). It is weeds scraped from their bottoms. out fires. affected by the level of crew ability (see Table III gives the crew’s overall rating, Maximum additional complement tells the diagram on page 15). the proportions of able-bodied, ordinary, how many marines, auxiliaries, additional Table II randomly assigns the level of a and landsmen sailors, and the effects this sailors, or officers a ship can carry. On ship’s maintenance and gives the effects of has. A galley crew must roll twice to find commercial transports, the additional the resulting level. Adjustments to defen- out what its rating is as a sailing crew and complement are passengers (troops on sive points are made to each type. The as a crew. Use one or the other naval transports). In both instances, the chance of storm damage is to be used with rating to determine the effects. The “to transports have four full decks. Table IV. The level of maintenance may be hit” adjustment applies only to artillery Table Ic gives additional statistics for improved by one category (poor to accept- engines. The adjustment to maneuverabil- galleys. A bank is a line of oars ex- able for instance) for every two weeks in ity is made to the rolls indicated on Tables

Table Ib: Ships’ combat & defensive abilities

Defensive points* Artillery engines Complement

Each Rigging Bal- Lt. Med. Hv. Comm. Petty Petty Mates Mates Maximum Hull mast & sail listas mangonels mangonels mangonels off. off. I off. II I II Sailors add.

Trireme, aphr. 24 6 42000133 0 0 170 14 Trireme, cata. 24 8 84000 133 00170 35 Quadrireme 36 10 12 8000 133 00232 70 Hemiolia 16 6 6200013 3 0050 6 Triemiolia 88 82000133 0074 12 Longship 30 15 70000112 0050 30 River galley 12 8 442101 3 0 1020 20 Boat 64 2 1 00000 0 0 0 16 16

Cog 20 9 10 4000245 2020 130 Caravel 25 12 14 620024 5 3235 120 Carrack 34 10 15 8220365 3582 300 Galleon 104 22 28 12 12 12 858 5 9 10 150 200

Naval cutter 27 9 10 6 10 00164 3420 20 Brig 42 10 14 12 16 12 0374 5845 96 Corvette 51 11 18 16 18 8648 5 6 10 84 250 Frigate 60 13 21 16 20 06411 5 6 10 84 250 SOL IV Rate 105 23 36 16 26 22 18 6 15 5 9 15 72 250 SOL III Rate 114 25 39 16 28 24 20 8 19 5 12 20 72 280 SOL II Rate 123 27 42 18 30 26 22 10 23 5 15 25 72 290 SOL I Rate 132 29 45 18 32 28 24 6 15 5 9 15 72 360 Naval transport 105 24 36 12 4443 7 5 5 10 40 1100

Cutter, small 15 8 520001 4 3 4310 15 Cutter, medium 20 9 10 400014 3 4320 35 Sloop, small 20 10 64000143 4310 25 Sloop, medium 30 11 12 6000143 4320 75 Schooner, med. 25 12 14 6200 243 4330 61 Schooner, large 38 13 21 8420 243 4330 100 Packet 60 15 24 8620365 6 10 96 35 Clipper 105 18 36 10 62038 5 8 12 108 220 Cargo, small 33 8 15 620014 3 4330 120 Cargo, medium 39 12 21 840026 4 6830 175 Cargo, large 75 16 27 10 6 00385 6 10 30 315 Cargo transport 90 20 32 12 6 0 038 5 6 15 40 1000 * Defensive points are a ship's hit points (see DMG, pages 54-55 and 109-110).

D RAGON 19 From “The Rime of the Ancient Mariner” by Samuel Taylor Coleridge.

Illustration by Gustave Doré, courtesy of Dover Publications, Inc.

Ia and Ic. No roll can be reduced below 1. to rise to ordinary, an ordinary sailor takes are possible or not. Before adjustments are Whenever a ship goes from one POS to one year to rise to able-bodied, and an made to the chance for a galley to suffer another (as shown on Table IV), the base able-bodied sailor requires one year fur- storm damage, the probability is doubled. chance for the ship to go in irons is rolled. ther to rise to mate. Not all ordinary sail- A quadrireme of advanced design (-15%) in This out-of-control condition lasts 5-30 ors can rise to ABs, nor can all ABs rise to storm force 10 winds (30%) suffers a 45% rounds. Either indicates the sails were not mate. Only half of those trained are able chance of damage — not 15% or 30%. In et properly or it means poor synchroniza- to progress to the next level of ability. gale and force winds, prudent captains ion of the oars. In Table IV, the effects of wind are ex- have hatches and ports sealed, sails hauled Good officers improve crew quality plained. Gusts are one Beaufort number in, yards or booms lowered, a small storm through training, good discipline, and fair higher. The + and - under possible sail set, a sea anchor dropped over the treatment. Landsmen take three months points of sailing indicate which courses side, and ensure that a sharp eye is kept

Table 1c: Galleys’ statistics

Oars/bank Oar speed (*) Maneuver- Oar No. of Total Rowers/ Total ability Ram? lenght banks lower mid. upper oars oar rowers normal battle sprint (oars) Trireme, aphr. Y 15’ 3 27 27 31 170 1 170 18 21 24 4 Trireme, cata. Y 17’ 3 27 27 31 170 1 170 15 18 21 6 Quadrireme Y 22’ 2 2 7 0 31 116 2 232 12 15 18 8 HemioIia N12’212013501501821246 Triemiolia N15’3 121213741 741821246 Longship N20’1250 0252501215188 River galley N 20’ 1 13 0 0 26 2 52 15 18 21 6 Boat N 5’1 8 0 0 161 161215184

20 DECEMBER 1986 out for leaks. For every three turns of remember that the U.S.S. Constitution got less, but ballistas can still be effective, force-7 + winds, the vessel must make a the nickname “Old Ironsides” because since they are swivel-mounted. In areas roll on percentile dice to see if it has taken cannonballs literally bounced off its sides! where hostile marine races are known to any storm damage. If there is damage, it Sailing vessels cannot carry arced artillery operate, a wise captain may take the obvi- occurs in the following order: loss of half engines, as they would damage their own ous precautions of keeping boarding nets of the rigging and sail (R&S) points; loss of rigging and sails. Galleys, on the other hung and increasing the lookouts and the other half of the R&S points; loss of hand, would be ripped apart by the recoil guards. Boarding nets are loosely hung one-quarter of the points for the masts; of anything heavier than a ballista. from the yards and fastened to the deck. loss of a mast each time further damage is Spells listed as “+ F” cause the damage Because they are loose, they are hard to done, until all the masts are gone; loss of rolled and set a fire equal in points to the climb or cut. In any campaign world, the rudder; and, loss of a sea anchor. roll. Spells listed as “(F)” set fires only many maritime powers should be paying Unless a sea anchor has been set when the (doing the number of points shown). A tribute to hostile marine races. Pirates rudder is lost, the vessel turns sideways to gust of wind cast in a hostile fashion has a may be in alliance with those races. the wind and waves, and it is swamped chance of putting a vessel under sail in Table VI gives the distribution for dam- the next time damage is taken. Once irons (for 5-30 rounds) equal to 10 times age caused by weapons. Galleys that do swamped, the ship sinks in 10-60 rounds. the level of the caster. A vessel running not have their masts raised cannot take A sea anchor is a canvas funnel held into a wall of force dispels the wall. mast or R&S damage; those hits are misses open by crosspieces. Spars, empty water Sea monsters that attack by ramming in that case. Damage caused by monsters kegs open at one end, or even ship’s boats also have a chance of capsizing a vessel, is restricted entirely to the hull. On the can serve as sea anchors in emergencies. but only on their first successful ram, other hand, magical powers can be aimed Two sea anchors for each step in size (VS- Later successful rams cannot capsize the to some degree. The caster or user must VL) can stop a vessel in the water. Due to vessel. Very small boats suffer an addi- specify in which area or defensive point their size and flotation chambers, boats tional 10% chance of being capsized, small category of the target ship the effect af- have only half the chance listed of taking vessels +5%, large vessels -5% and very fects. Some targets are very difficult to hit storm damage. After a storm, a vessel large ships -10%. Giant octopi, their because they are protected by the side of without a sea anchor might find itself cousins, and giant sea snakes attack by the vessel, are only briefly visible, or can hundreds of miles away from its original crushing the hull. The giant cephalopods only be reached through a very narrow position in the general direction of the need to wrap a certain number of tenta- opening. The whipstaff controlling the storm winds. cles around the vessel for a few rounds rudder in medieval ships is entirely below Table V lists the amount of damage done before any damage can occur. decks. The wheel of medium-sized and by assorted disasters, weapons, magic, and Table V does not list the numerous intel- larger ships of later periods is partially things that go splash in the night (or day). ligent marine races, which usually attack below decks. In both cases, orders to the A collision is not a gentle bump against the vessels that are becalmed, anchored, or quartermaster are relayed or simply dock; what is meant here is a situation in moving very slowly. However, even vessels shouted. In galleys and small/very small which two vessels crash together at three- sailing at full speed may be stopped and ships, however, the persons at the tiller or quarters to full speed. Unless a vessel is attacked. Since sound travels so well un- steering oar(s) are exposed. carrying a ram, this action isn’t ramming derwater, vessels with noisy crews or with Table VII deals with towing. The towing — it’s colliding. If run aground on rocks or their pumps working attract more atten- and the towed vessels should move in the reefs, a vessel takes full damage. On sand tion. Vessels are stopped either by snag- same direction. Add their actual speeds bars, it takes one-quarter damage; on ging the hull with a large net acting as a together and subtract the percentage mudbanks, it takes no damage. A sea anchor, or by attaching two sea an- shown. A ship can be towed by all of its grounded vessel can wait for the tide to chors — one to the rudder (ripping it out) boats rowing together at a maximum rise and float it free, but if deeper water is and one to the side of the ship (making the speed of 1 mph. nearby, it can kedge itself free. Kedging ship turn in circles). The attackers may Table VIII deals with the effects of fire, may be absolutely-necessary if the vessel is then attach more sea anchors at their damage to the three defensive point cate- left high and dry by an ebbing tide. A leisure to stop the ship. Both of these gories, repairs, and their costs. Fire is a vessel kedges by lowering its anchor into a methods work 50% of the time. Ancient wooden vessels deadliest enemy. It takes boat, which rows away the length of the galleys are hard to snag since their hulls two gallons of water to extinguish one anchor’s cable and drops the anchor. The are so clean; furthermore, they have two point of fire. If a ship were hit with a vessel then winches itself along the cable steering oars. They and the other galleys fireball cast by a 12th-level magic-user and till it raises the anchor. The procedure can continue to steer by using their oars. the ship failed its saving throw, then the may have to be repeated several times. But the large net that can’t snag an ancient fireball does six points damage due to the Weapons cause the damage shown. Ships galley’s hull can foul the oars. explosion and sets a six-point fire. Besides are AC 0 due to the heavy type of con- Once a vessel is stopped, the attackers buckets and pumps, there are several struction used. Galleys are AC 5 due to usually board it. At these close quarters, a spells that are effective in fire-fighting their flimsy build. If this seems unrealistic, vessel’s heavier artillery engines are use- (create water, cloudburst, etc.). The second part of Table VIII deals with hull damage and its effects. The percent of Table II: Ships’ maintenance and effects the hull damaged is also one-half the per- Very Accept- Advanced centile chance for the vessel to start sink- poor Poor able Good Excellent design ing, which is roiled every turn. Regardless Naval 1-5 6-10 11-40 41-80 81-97 98-00 of the cause, a vessel takes 10-60 rounds to Pirate/Buccaneer 1-20 21-40 41-60 61-80 81-98 99-00 sink. Serious damage above the waterline Privateer 1-10 11-20 21-46 47-72 73-98 99-00 can cause a vessel to start breaking up and Commercial 1-15 16-30 31-55 56-85 86-95 96-00 sinking. However, by making temporary repairs, the threat of sinking can be coun- Effect on speed -15% -10% -5% — +5% +10% tered. There are two sorts of temporary Effect on def. points -10% -5% — — +5% +10% repairs to the hull: fothers and patches. A Effect on fother is a reinforced tarred piece of can- maneuverability +2 +1 — — -1 -2 vas that is positioned over a hole by ropes Effect on chance of running under the hull. The pressure of storm damage +20% +10% — — -5% -15% the water trying to flow through the

D RAGON 21 hole keeps the fother in place. If the dam- fothers were being placed. A few days sea, up to three fourths of the total mast age is due to weapons or collision, then later, the clipper makes port, unloads its points can be repaired. This is because one-quarter of the damage to the hull is cargo, and heads for dry dock for 10 days. most vessels carry a smaller set of spare presumed to be below the waterline. Hull The original cost of the clipper was masts, yards, and sails called the jury rig. damage from ramming or running 100,000 gp, 40% of which is 40,000 gp — Even boats carry a few extra yards of aground is entirely below the waterline. which, multiplied by 20% hull damage, is sailcloth. At dockside, a completely new Above the waterline, the carpenter and 8,000 gp! Needless to say, the captain will set of masts and yards can be installed and carpenter’s mate can easily place a be more wary of reefs in the future, if she the jury rig stowed away again. The cost wooden patch. When the hole is below the is still captain. of a ship’s mast repairs is 40% of the ship’s waterline, however, a hole can only be Damage to the masts is very serious. value multiplied by the percent of mast patched if the ship is careened. Careening Lose a mast and not only does the vessel damage; this action takes from 1-4 days. A a ship lays it over on its side until the keel lose that mast’s share of the rigging and galley’s mast repairs cost 10% of its value is almost at the surface. This is done by sails, but it also automatically goes in multiplied by the percent of damage. moving the supplies and cargo over to one irons. Obviously, a galley without the mast Masts, being made of several of the side of the ship. Careening should only be raised cannot suffer damage to its mast. straightest, tallest, and strongest whole done in very quiet waters when the air is The points given on Table Ib are the points tree trunks, are quite expensive. very still. A sudden gust can make the ship for a single mast. If the damage distrib- Damage to the rigging and sails causes a “turn turtle” — in other words, sent the uted among the masts is equal to or proportional loss of speed. A vessel nor- keel straight up and the masts straight greater than a single mast’s defensive mally carries enough canvas and rope to down. Ancient galleys can be beached for points, then there is a 33 1/3% chance of replace half its rigging and sail points. In patching. Since fothers leak, the pumps losing a mast per round (1-2 on 1d6). At port, new sails cost only 20% of the must be worked full-time by four of the crew if used. Permanent repairs alone restore hull defensive points and must be Table III: Crew ability & effects done in dry dock. The cost is equal to 40% Very poor Poor Acceptable Good Excellent of the ship’s value multiplied by the per- Naval 1-5 6-10 11-70 71-90 91-00 cent of hull damaged; this action takes 4- Pirate/Buccaneer 1-15 16-30 31-90 91-98 99-00 16 days. Privateer 1-5 6-15 16-80 81-90 91-00 To illustrate the rules given above, con- Commercial 1-5 6-15 16-80 81-95 96-00 sider the following example. A clipper with 105 hull defensive points takes 21 Landsmen 85% 70% 55% 40% 20% points of damage (20%) due to running Ordinary sailors 10% 20% 30% 40% 50% over a reef. Every turn thereafter, it must Able-bodied sailors 5% 10% 15% 20% 30% roll over 10 on a percentile die or start Effect on “to hit” scores -2 -1 ——+1 sinking. However, the captain prudently Effect on laid out some dozen fothers on the upper maneuverability +2 +1 — -1 -2 deck ready to use. As a result, all of the Base chance to go in damage is fothered at the end of 10 irons* 20% 10% 5% 2% 1% rounds. Fortunately for the ship, it did not * Check “in irons” chance when changing points of sail, when careening (for turning turtle), or when ship is hit by a fail any of its “sinking” rolls while the sudden natural gust or squall. Triple this chance when changing tack.

Table IV: Wind and its effects

Beaufort Effect Possible points of sailing (POS) force Wind on % Chance No. speed sailing of storm Broad Running Running Name (MPH) speed damage Tacking Reaching reaching free bfr. wind 0 Calm 0 0 ———— — — 1 Lt. air 1-3 1/4 — — — — + + 2 Lt. breeze 4-7 1/2 ——— + + + 3 Gentle breeze 8-12 3/4 — + + + + + 4 Mod. breeze 13-18 Full — + + + + + 5 Fresh breeze 19-24 Full — + + + + + 6 Str. breeze 25-31 +5% — + + + + + 7 Fresh gale 32-38 +10% 5 + + + + + 8 Gale 39-46 +15% 10 + + + + + 9 Strong gale 47-54 +20% 20 — + + + + 10 Storm 55-63 +25% 30 — — + + + 11 Storm 64-72 +30% 40 — — — + + 12 Hurricane 73-82 +35% 50 ——— — + 13 Hurricane 83-92 +40% 60 — — — — + 14 Hurricane 93-103 +45% 70 — — — — + 15 Hurricane 104-114 +50% 80 — — — — + 16 Hurricane 115-125 +55% 90 — — — — + 17 Hurricane 126-136 +60% 100 ——— — + + indicates that this point of sail may be used.

22 DECEMBER 1986 ships value multiplied by the percent of time for another. While in dry dock, a A vessel in irons (as noted above) is R&S points lost. The reason for the high mast can be replaced and the sailmakers temporarily out of control. How long the cost is that the sails must be custom-fitted and riggers can make new sails and vessel stays in irons depends on how to a ship. A galley’s sails and rigging cost rigging and work on hanging them. quickly the cause is remedied. For the loss 10% of its value. If a vessel must have Table IX contains miscellaneous tidbits. of a mast or a poorly executed maneuver, repairs made to two or three defensive Raising an anchor involves winching it up the vessel is in irons for 5-30 rounds. If a point categories, the repairs take as long with the capstan. Getting under way is vessel loses its captain, there is a 25% as the longest of the two or three; the time how long a vessel at rest takes to reach chance of going in irons. Once in irons, for one is not cumulative with the full sailing speed, if currently possible. the ship stays so until the person next in the COC takes command. With the loss of the quartermaster at the helm, there is a 50% chance and the vessel is in irons until Table V: Amount of damage by cause a quartermaster, master’s mate, the sailing Source of damage Damage done* master, a middie, or a commissioned offi- cer takes the wheel. Once in irons, a vessel Collision (hull 75%, mast 25%) 5-30 has no control over its course, cannot fire Ramming (hull 100%) 10-60 its artillery engines, and does a fair job of Run aground (hull 100%) 10-100 imitating a sitting duck. Ballista 1 Vessels take from 10-60 rounds to sink, Mangonel, light 2 but 10 rounds is enough time to launch Mangonel, medium 3 one boat. Shipping oars means pulling Mangonel, heavy 4 them into the galley; this action takes 1-4 Catapult, light 4 rounds. Shipping oars must be done on Catapult, heavy 6 the side of a galley which is about to dock Trebuchet 16 Bigby’s clenched fist 1/round or attempt an oar rake. Which vessel rakes and which is raked depends on Call lightning 1½ + ½ per level + F which can ship their oars; both may ship Chain lightning ½ per HD + F Disintegrate 2 them quickly enough, but both may also lose their oars. Fireball & delayed blast fireball ½ per HD +F The actual speed of a sailing vessel is Firestorm (F:3) calculated in the following order. The base Flame strike (F:4) speed is adjusted by the level of mainte- Gust of wind (hostile) (in irons) Horn of blasting 18 nance. The effects of the wind are added Incendiary cloud (F:½ per 6hp damage done) or subtracted. If damage has been sus- tained to the rigging and the sails, speed is Lightning bolt ½ per HD + F reduced by the percent of R&S points lost. Meteor swarm (2’ sphere) 3 each Meteor swarm (1’ sphere) 1½ each A gust of wind, cast in a helpful fashion, Wall of fire (F:2½) adds another 5% to the speed of the ship for five rounds. Cast in a hostile fashion, Wall of force As per collision the spell has a chance of putting the target *Defensive points damage; consult Table VI if ship in irons. necessary, and Table VIII for effects of fire. Table Xa, b, and c are for use when a ship is encountered. These tables ran- domly select a ship appropriate for the Monsters Hull damage* % Chance to capsize area. The initial distance of the encounter Afanc (R) 3-12 15 can be as much as 50 miles in clear day- Archelon ischyras (R) 3-12 7 light to as little as a few yards on a moon- Crocodile, gt. (R) 2-8 7 less or foggy night. On Table Xa, roll for Dinichthys (R) 2-8 10 class of ship first: Table Xb gives the num- Dragon turtle (R) 3-12 12-14 ber of ships appearing. Table Xc is there to Elasmosaurus — 15 add spice. Elemental, water (R) d4 per 4HD 2 per HD Kraken (C: 6 tentacles) 5-20/rd. 0 Table VI: Damage distribution Mososaur (R) 3-1212 (weapons only) Mottled worm — 15 d100 Roll Narwhale — 5-7 Nothosaur (R) 3-12 14 Rigging & sails 1-40 Octopus, giant (C: 6 tentacles) 2-8/rd 0 Masts 41-70 Plesiosaur (R) 5-20 20 Hull 71-00 Sea dragon (lung wang) (R) 3-12 11-13 Sea snake, giant (C) 2-8/rd 0 Table VII: Towing (% adjustment) Sea turtle, giant — 15 Towed Towing size Shark, giant (R) 3-12 10-15 size , giant (C: 8 tentacles) 3-12/rd 0 Tennodontosaurus (R) 2-8 10 VS S M L VL Verme (R) 5-20 20 VS 50 — — — — Whale (R) d4 per 4HD 2 per HD S 75 50 25 12 6 (R) indicates that ramming is used. M 87 75 50 25 12 (C) indicates that crushing (with a number of appendages) is used. L 93 87 75 50 25 * As per DMG, pages 54-55 and 109-110. VL 96 93 87 75 50

24 DECEMBER 1986

From “The Rime of the Ancient Mariner” by Samuel Taylor Coleridge.

Illustration by Gustave Doré, courtesy of Dover Publications, Inc.

Ships in distress can suffer a lack of water emy when it heaves to alongside with and what their political relations are. or food, or a loss of materials for repairs. concealed crew, marines, or spellcasters. Next, create a few vessels to have on They can also be lost or under attack. If a hand for the characters to encounter. Give shipwreck is rolled, it can be beached, Additional notes each ship its own sheet of paper and note shoaled, or shored on a reef or rocks, with Before using the naval system in this its statistics, defensive points, level of or without survivors. (And are they really article, decide what types of vessels you maintenance, crew, and other important survivors or are they dreaded lacedons?) want to include in your world. If the cam- numbers. Figure the actual speed of the Alternately, the ship could have already paign has an ancient flavor, then use the vessel for various wind speeds so that the sunk, and the encounter is with survivors ancient galleys for warships, pirates, and information is on hand. Determine what in the water, boats, or rafts. An abandoned privateers, and the cog as a merchant amounts of damage to the rigging, sails, ship could be unharmed, a la Marie ship. Medieval settings should use the cog, and the hull represent increments of 10%; Celeste. caravel, carrack, and galleon. Barbarians, these are important for figuring loss of During wartime, the number of of priva- especially the ones patterned after the speed and chance of sinking. The more teers increases dramatically as pirates seek Vikings, should use the longship. The detailed a ship’s sheet, the less time spent out pardons and letters of marque. One in more advanced types of commercial small in looking up the tables instead of playing. six fishing or merchant ships may carry and medium ships are suitable for larger Use the other side of the sheet for notes letters of marque “just in case.” Commer- civilized nations that are noted for their on the vessel’s complement. Don’t be dis- cial ships are very flexible: one day a ship nautical skills. The advanced types of couraged by the time spent doing this; this fishes, but on the next, it carries cargo and warships should be as rare as they are is equivalent to designing an NPC party passengers or goes smuggling. An armed expensive. The packet and clipper can be and a small dungeon. Besides, you only clipper carries twice as many artillery used by highly advanced cultures — per- have to do it once. engines as normal, extra crew, lots of haps nonhumans such as the elves of For ship-to-ship battles, you won’t need marines, and no cargo. Privateer merchant Tolkien’s novels, famed for shipbuilding dice as often as you’d think. With large ships are both bait and trap. The idea is to and maritime skills. Think about where numbers of rolls for the same group of “surrender” quickly, then attack the en- the intelligent marine races are located artillery engines, use the following

26 DECEMBER 1986 method. A zero-level or 1st-level fighter possible damage is inflicted, or all of 7 formation is almost never used. Instead, needs to roll a 20 to hit AC 0. That is a 5% points of damage (6.55 = .05 x 131). At the ships maneuver independently, trying chance to hit, and each +1 or -1 “to hit” close ranges, almost all of artillery engine to gain the favored position off an enemy’s is another 5% more or less. This figure is shots hit their targets. Massed missile fire stern to deliver one or more broadsides to also the percentage of the possible total can be handled in the same way. Consider the stern. The stern and the bow are damage that can be done. Suppose a first- the effects of weapons fire up to 10 relatively defenseless, since there are only rate ship-of-the-line fires off a broadside rounds at a time, but don’t forget unusual four to six stern chasers and two or four (half of its artillery engines) at another events, offensive spells, or fire. bow chasers. Crossing an enemy’s bow is large ship. If the crew doing the firing is Finally, here are a few more words on not favored, since there is a chance of zero or 1st level, and if there are no other basic naval tactics. In small engagements, miscalculating the maneuver, which re- modifiers, then 5% of the total in squadrons or single combat, line battle sults in a collision. The enemy ship may also swing its bow at the last moment and deliver its own broadside or gain a posi- tion on the attacker’s stern as it sails past. A ship should flee a battle if it is not doing Table VIII: Effects of fire well; the attacking ship may not be able to Fire: 2 gallons puts out 1 point of fire. 2 crewmen on a pump put out 1 point of pursue. A ship pursued by an obviously fire/round. 4 crewmen on a pump put out 4 points of fire/round. 8 crewmen on a pump superior foe should run for shallow water put out 12 points of fire/round. if it has a draft less than its pursuer. Mak- A fire doubles in size every 4th round if it is not fought. ing several maneuvers that the pursuer must follow may put the hunter in irons, Hull: percentage hull damaged divided by 2 = percentage chance to start sinking. leaving it briefly defenseless. 3 crewmen can fother 1 point of damage in 1 turn. It should be fairly easy to get PCs living 1 carpenter can patch 1 point of damage in 2 turns. near a coast or on islands to go to sea. Just Collision and weapons: ¼ damage below waterline; ramming and grounding: all below. hit them with a blockade, a pirate raid, a Permanent repairs cost 40% of the ship’s value times the percentage of hull damage, and marauding sea serpent, or the like. For the take 4d4 days in dry dock. thalassophobes (look it up) in your cam- Masts: If the damage to the masts equals or exceeds a single mast’s points, then there is a paign, you may have to introduce a full- scale embargo of some product they need. 33 1/3 % chance per round of losing a mast; if a mast is lost, the ship goes in irons. It takes 1 crewmen 1 turn to repair 1 point of damage to a mast. You might tempt the high-level characters Up to 75% of all mast points can be restored at sea. Permanent repairs cost 40% of the in the campaign with the notion of a ship ship’s value (10% for galleys) times the percentage of mast points lost. The repairs take or two instead of a keep or a castle. And 1d4 days at dockside. you can mention faraway islands where riches are just waiting. . . . R&S: The loss of a mast takes with it a proportional amount of R&S points. The percentage of R&S lost = the percentage loss in speed. It takes 1 crewmen 1 turn to repair 1 point of damage. Inspirational reading Permanent repairs cost 20% of ship’s value times the percentage of damage and take 3d4 Baker, William A. The Lore of Sail. (1983) days. Blackburn, Graham. The Illustrated Repairs to a galley’s R&S cost 10% of value times the percentage of damage done. Encyclopedia of Ships, Boats, Vessels and Oars: A full set costs 40% of a galley’s value to replace. Other Water-Borne Craft. (1978) Casson, Lionel. Ships and Seamanship in the Ancient World. (1971) Table IX: Miscellaneous items Cucari, Attilio. Sailing Ships (1976) Raise anchor: 3-18 rounds Heave to: 2-8 rounds Sinking: 10-60 rounds Forester, C.S. The Hornblower series. Get under way: 1-6 turns In irons: 5-30 rounds Melville, Herman. Billy Budd, Gust of wind, hostile: (level of caster x 10) = % chance to put in irons Omoo, Typee, and (of course) Moby Dick. Gust of wind, friendly: +5% sailing speed for 5 rounds. Actual speed = [(Base speed + Maintenance adj.) + Wind adj. - Damage adj.] + gust of wind adjustment (friendly) Inspirational listening The Clancy Brothers and Tommy Ma- kem. “Sing of the Seal.” (Columbia) Table Xa: Frequency of ship encounters Lomax and Kennedy, eds., “Sailing Men Coast or Semi-enclosed Open and Serving Maids.” Vol. 6 of the Folksongs archipelago or landlocked sea Ocean of Britain (Caedmon) Killen, Louis. “50 South to 50 South: Fishing 1-40 1-25 1-15 1-5 Louis Killen on the Cape Horn Road.” Merchant 41-70 26-60 16-55 6-55 Roberts, John, and Tony Barrand. Naval 71-85 61-80 56-80 56-85 “Across the Western Ocean.” (Swallowtail) Pirate/Buccaneer 86-90 81-90 81-90 86-95 Privateer 91-00 91-00 91-00 96-00

Table Xc: State of encountered ship Table Xb: Number appearing (if encountered singly) d10 roll d100 State of ship 1-7 8-9 10 1-79 Normal Fishing 1-6 3-18 5-30 80-87 In distress Merchant 1-4 2-8 3-12 88-93 Plague Naval 1-4 2-8 8-48 94-97 Shipwreck Pirate/Buccaneer 1 2-3 3-4 98-99 Mu tiny Privateer 112-3 00 Abandoned

D RAGON 27 Aquatic elves in the AD&D® game by Todd Mossburg of having amphibious player characters. Aquatic elves: an overview Using the Dungeon Masters Guide, Players Aquatic elves are known as sea elves, In the AD&D® game, many characters Handbook, , Legends & though some high elves who live near miss out on unlimited amounts of wealth Lore, and the , I’ve compiled oceans are also called sea elves. Closely and adventure because they can’t swim. the statistics necessary for the solution to related to their land cousins, they can even Oceanic adventures are challenging for this problems: the aquatic elven race. Some interbreed with land elves and humans. medium- and high-level player characters, of the information below is reiterated from Humanoid in appearance, they have gill slits but without the proper equipment, a these sources, but now collected together in on the throat, webbed fingers and toes, group’s first sea voyage is likely to be its one place. Additional material converting silver-green skin, and green, cyan, or blue very last. This keeps gamers from utilizing this race into a player character or NPC race hair of rough texture. They have deep blue the ocean’s full potential in the campaign. has been added. The DM should determine or turquoise eyes, and pointed ears. Both the Players Handbook and whether the use of this character is appro- Aquatic elves prefer warm, quiet sea Unearthed Arcana overlook the possibility priate to the campaign. waters, particularly those overgrown with

28 DECEMBER 1986 seaweed and other marine vegetation. though to a lesser extent: daggers, knives, book, page 15; a +1 comeliness bonus is They usually lair in large caverns in la- darts (10’ short, 20’ medium, and 30’ long also applied. goon bottoms (often fashioning their own range), thrusting and stabbing polearms All aquatic elven characters can speak caves) and enjoy reefs near peaceful sea (pikes and military forks), and short the following languages in addition to that coasts. They trade with land elves for swords. Javelins and harpoons are some- of their chosen alignment: common, elvish, metal goods, which aquatic elves are un- times used by aquatic elves on surface delphinese, locathah, merman, sahuagin, able to underwater; in exchange, the missions, and undersea crossbows (30’ and triton. Aquatic elven characters of aquatic elves offer coral jewelry, fish, short, 60’ medium, and 90’ long range; above 15 intelligence are able to learn one treasures scavenged from shipwrecks or otherwise as per light crossbows). Adven- additional language for every point of sacrifices, and other gifts of the sea. turing aquatic elves may learn other weap- intelligence over 15; for example, a charac- Because they have been so long sepa- ons if they stay on land often enough, but ter with an 18 intelligence score could rated from their land-based cousins, this is rare. learn three additional languages. aquatic elves rarely distinguish one race of When employing a spear or trident, land elves from another and extend at Aquatic elven PCs aquatic elven characters gain a +1 bonus least tolerance and good will toward all A character of aquatic elven stock can to hit on attacks. They can swim silently but (whom the aquatic elves view opt to be an assassin, cleric, fighter, thief on a roll of 1-5 on a d6, hide in marine with antipathy). The land elves return the (but not a thief-acrobat), fighter/cleric, or vegetation with 80% success ( +1% per very same feelings. Those who are born of fighter/thief. Aquatic elven thieves have all experience level), have a 90% resistance to an aquatic elf and land elf are at least the bonuses and penalties to their skill sleep and charm spells, possess infrared tolerated, as are those born of a human rolls as do any other elves (Players Hand- vision up to 60’ in the sea and 120’ above and an aquatic elf. book, page 28), except for a -20% modi- water, and can detect secret and concealed Though they prefer the company of fier to climb walls. They are used to doors as well as land elves (note concealed elves, aquatic elves tolerate peaceful hu- over obstructions, not climbing doors 1 in 6 times if passing by them; note mans. Unfortunately, fishermen and sail- over them. Aquatic elves also have a secret doors 2 in 6 times and concealed ors sometimes slay aquatic elves in the +15% bonus to hear noise when under- doors 3 in 6 times if searching for them). belief that the latter are sahuagins. None- water, regardless of class. Though aquatic Aquatic elves have excellent hearing and theless, aquatic elves are known to save elves cannot cast magical spells, they can vision underwater, so the aquatic elves are drowning sailors. These elves are quite use certain scrolls and magical devices only surprised on a 1 in 6 chance when friendly towards dolphins, with which that can be used by any other race or underwater. They have normal chances they can communicate, and can summon class, and aquatic elven thieves may cast for surprise when above the watery dolphins with their cries if the latter are spells from scrolls if of sufficient level. depths. Because of their gills, these charac- within 240 yards. Aquatic elves harbor a The starting ages for aquatic elven charac- ters may breathe air or water at will for great hatred for sharks and sahuagin, who ters is the same as for other elves (DMG, unlimited duration. However, for every are their mortal enemies, and attack them page 12-13). Ability score maximums and full day spent away from water, an aquatic if at all possible. Ixitxachitl and kopoacinth minimums are as per the Players Hand- elf must make a system-shock roll or else (gargoyles) are usually too rare to be much of a threat, though the more common kaolinth (aquatic hobgoblins), merrow (aquatic ogres), and scrags (marine trolls) Table 1: Racial adjustments to ability score present a real danger in some areas. Kaolinth pursue aquatic elves with all the Race Penalty or bonus fury that their land-based cousins pursue Aquatic elf +1 to dexterity, - 1 to constitution land elves. Mermen and locathah are Aquatic elf/half-elf +1 to dexterity, - 1 to constitution neutrally regarded; tritons and marine Aquatic half-elf None storm giants are tolerated by and some- times live in close harmony with aquatic Table II: Age categories elves. Sea hags and aquatic elves rarely meet, since the former prefer dismal lairs Races Young adult Mature Middle-aged Old Venerable Aquatic elf to the serene beauty of the latter’s realm. 75-150 151-450 451-700 701-1000 1001-1200 Lizard men are generally disliked for their Aquatic elf/half-elf* 125-200 201-550 551-900 901-1200 1201-1400 barbarism. The hated lacedons cannot Aquatic half-elf 24-40 41-100 101-175 176-250 251-325 paralyze aquatic elves, just as land elves are immune to the paralyzing touch of * Excludes aquatic elf/drow parentage; in this case, use age categories for drow elves ghouls. (DMG, page 13) +50 years after young adult age. Aquatic elves often capture and train certain marine creatures for use as steeds, beasts of burden, and pets. Sea horses, sea Table III: class limitations (by level) lions, giant turtles, narwhales, swordfish, and the like are sometimes found in associ- Aquatic elves ation with communities of these elves. The shy aquatic elves are able to hide in Ability score Cleric Fighter Thief Assassin marine vegetation so well as to become 15 76 10 8 invisible to onlookers. They can identify 16 8 6119 dangerous marine life such as strange- 17 96 12 10 weed 90% of the time, and they know how 18 10 7U 10 to swim quietly through the water so as 18/75 8 10 not to attract the attention of sea-going 18/90 9 10 predators. 18/99 10 111 The weapons of preference for this 18/00-21 10 122 undersea race include the trident, spear, and combat net. Other weapons useful in 1 Intelligence of 18 and wisdom of 19 also required undersea environments are also used, 2 Intelligence of 19 or wisdom of 19 also required

D RAGON 29 lose a point of constitution. This loss rep- initiative against land dwellers when the doors as well as full-blooded aquatic elves. resents the drying out of the skin, and a two are in combat underneath the water. Being able to breathe underwater as well maximum of three points of constitution The aquatic elven race prefers to live as aquatic elves, the aquatic elf/half-elf can can be lost in this manner. If immersed in underneath the waves, so they rarely swim and fight underwater just as well as water for a minimum of one hour each adventure on land. Though they are an an aquatic elf can. They have normal day, an aquatic elf stays in good physical amphibian race, they feel out of place on chances for surprise above and beneath condition. Lost constitution may be re- land, as a human would feel if he spent the water (2 in 6 chancel. Starting ages are gained by one full day of immersion in long amounts of time underwater. Aquatic as per normal elves. These beings do not water for every point so lost. elven clerics worship the deity Deep lose constitution points from staying out of Aquatic elves can swim while wearing Sashelas (from Legends & Lore, pages 92 water. Ability score maximums and mini- elfin chain mail, leather, studded leather, and 125). The overall alignment of sea mums are as per the Players Handbook, or padded armor. Heavier armor causes elves is chaotic good, though player char- page 15 (for elves in general); a +1 them to sink to and walk on the sea bot- acters and NPCs may be of any alignment. comeliness bonus is applied. tom. Because aquatic elves dislike metal Aquatic elf/half-elves speak elvish, and armor, they usually wear armor made Aquatic elf/half-elf six of the following languages: locathah, from sea creature hides and scales, which The aquatic elf/half-elf is the offspring of merman, sahuagin, triton, gnome, , can function as padded, leather, studded a sea elf and a land elf, usually of the high- goblin, , orcish, gnoll, or the leather, and scale mail. A few also utilize elven sort. A character of this race can opt “common tongue” of mankind. They can sea turtle shells for shields quite effec- to be of any character class permitted to also learn an additional language for every tively in combat, but only when out of either parent, but not of a class forbidden intelligence point that character has above water. Aquatic elves move underwater at to both; the cavalier class cannot be en- 15; e.g., a character with an 18 intelligence the same rate a land-born character moves tered. An aquatic elf/half-elf has the ability score could learn an additional three lan- outdoors; for example, three times the to see into the infrared spectrum out to guages. Aquatic elf/half-elves can also movement rate in a dungeon. 60’ in darkness, above or beneath the summon and communicate with dolphins When fighting underwater, the aquatic water. Aquatic elf/half-elves also have a like aquatic elves. elves have no natural penalties to hit as do 30% resistance to sleep and charm spells, The appearance of this sort of being land dwellers. They also gain automatic and they can detect secret and concealed varies, with the aquatic-elf characteristics being most prominent (gills, silvery skin, and webbed fingers and toes). The eyes and hair usually take the appearance of Aquatic elf/half-elves the land-elf parent.

Ability Fighter/ Thief/Thief- score Cleric/ Ranger Acrobat Assassin Magic-user Aquatic half -elf An aquatic half-elf is the offspring of a 15 7 6 U 10 10 human and an aquatic elf, one of the rar- 16 8 6 U 10 10 est part-humans known. A character of 17 9 6 U 10 10 1 this sort can adopt any character class 18 10 7 U 10 10 2 permitted to the usual sort of half elves, 18/75 8 10 save for the bard, barbarian, cavalier, and 2 18/90 9 10 illusionist classes (and combinations 18/99 103 115 3 6 thereof). 18/00 11 12 The aquatic half-elves have infravision 4 6 19 11 12 U12 11 out to 60’ in darkness, above and beneath 4 6 20 12 12 U 12 11 the water. They can swim and fight under- 4 6 21 12 13 U 12 12 water just as well as an aquatic elf can, and also have normal chances for surprise 1 Rangers also need intelligence and wisdom of 15 2 above and beneath the water. Detection of Rangers also need intelligence and wisdom of 16 secret and concealed doors is as per 3 Rangers also need intelligence and wisdom of 17 aquatic elves. Aquatic half-elves may 4 Rangers also need intelligence and wisdom of 18 5 breathe air or water freely. Starting ages Intelligence of 18 and wisdom of 19 also required are as per other half-elves. Constitution 6 Intelligence of 19 or wisdom of 19 also required points are not lost from staying out of the water. Ability score maximums and mini- mums are as per the Players Handbook, page 15; a +1 comeliness score is applied. Aquatic half-elves The aquatic half-elf speaks the following languages: elvish, locathah, merman, sa- Ability Fighter/ Thief/Thief- huagin, triton, and common. The aquatic score Cleric/Druid Ranger Acrobat Assassin Magic-user half-elf can summon and communicate 15 5 6 U 11 7 with dolphins like an aquatic elf. 16 6 6U11 7 17 7 7U11 7 Mariners 18 8 7U11 8 If the mariner NPC class is employed 18/90 81 (DRAGON® Magazine #107, page 38), the 18/99 91 mariner class may be substituted in the 18/00 101 following tables for the fighter class by 19 10 111 U 11 8 any given character. However, a dexterity 2 20 12 12 U 11 8 of 17 is required to exceed 10th level as a mariner for any aquatic elf, elf/half-elf, or 1 Intelligence, wisdom, and constitution of 18 required half-elf. A dexterity of 18 is required to 2 Intelligence and wisdom must be greater than 18; constitution must be 18 exceed the 12th level.

30 DECEMBER 1986

The ecology of the by Anthony Gerard It was on the fifth of Fishspawn, in the year 425 of the Dancing Unicorn, when my caravan was attacked and taken by a large band of . Amongst this horde Minotaur were several ogres and minotaurs serving as mercenaries in the pay of the orcish chieftain, Garkun Three-Fingers, who was slain in the following month in the elven lands. After the caravan’s defeat, several other unfortunates and I were given over to a large bull minotaur as part of the plunder, and thus began my captivity among the horned ones. As I, more than any other human I know, have spent more time in the pres- ence of minotaurs, I have taken it upon myself to write this brief narrative of their lives and habits. During my captivity, I observed in detail the society (such as it is) of these bestial folk, and was able to pro- long my life by using this information to its best advantage in dealing with my lord and his monstrous people.

Of their appearance For the benefit of the masses, I shall here note the obvious. The minotaur is a large, bipedal creature; a manlike beast with a bull’s head, hooved feet, human hands, and thick, wiry hair on the head, forearms, lower abdomen, chest, and lower legs. Bull minotaurs often attain nine feet in height; females are generally somewhat shorter, perhaps seven feet on the average, but of no less savage a temperament. The lower body and torso are similar in general appearance and build to those of ogres, although hairier. Females have breasts and broad hips similar to those of most humanoid types. The minotaur’s hands are massive and have thick yellow nails, which occasionally serve as claws, though they often break. As is common knowledge, the head is bovine in appearance, but there are many differences to the careful observer. The snout is thicker and more drawn out than that of an actual ox. The teeth, particu- larly the canines, are large and pointed, for minotaurs are carnivores of the most fell sort and regularly bite at their enemies and prey. Occasionally, the canine teeth protrude even when the mouth is closed. The eyes are set more forward and closer together than those of actual cattle, grant- ing minotaurs depth perception. The head is heavily furred, with the hair color ranging from black to a light red- brown tone. Bodily hair is the same color as the head hair, although somewhat shorter and stiffer. The large, deep eyes are generally a dark brown. The horns of the minotaur are structurally similar to an ox, consisting of a horn sheath over a central bone core. Both sexes possess horns, although those of the male are larger and heavier. The horns normally curve slightly forward, although they may

32 DECEMBER 1986 be broken or bent at an odd angle from ity and force of might, and females are then removed so that it can be winded in old injuries. I have heard that some mino- barely more than slaves among them. battle or celebration. Such horns are taurs possess the tails of cattle, but those I When he reaches maturity, a young bull highly prized; my captor owned four. knew had no tail at all. may wander widely to avoid contact with Slaves are usually supervised by females The horns of a bull minotaur are his older, stronger bulls. Solitary minotaur or young bulls and are employed in en- pride. Certain free moments of his leisure encounters are usually of this type. My larging and adding to the labyrinthine time are spent polishing their length with master was fond of boasting about his minotaur lair. Minotaurs are not especially old furs or rags, or sharpening their tips exploits during this time of his life; he vigilant in overseeing their slaves. Escapes, with stones. The color of the horn varies cared little for civilized marvels, being at least temporary ones, are commonplace. with the color of the hair, although bi- intent upon showing his mastery over the The chief recreation of bull minotaurs color and tri-color horns are not uncom- world at large through acts of wanton (when not out raiding or drinking) is track- mon. Dark-haired minotaurs generally violence and destruction of the basest ing escapees through the lair or overland. have dark yellow or yellow-brown horns. kind. No barbarian warlord has known the Perhaps one slave in two makes the escape The minotaurs I was among seemed to utterly bestial worship of a minotaur for a permanent one; of the one who fails, favor darker horns for cultural reasons — that which we call wickedness. little can be said, save that perhaps it is and to this end, they oiled and stained The minotaur’s lifespan may be as long better that minotaurs do not share the their horns to achieve a dark tone. The as eighty years, but because of the vio- love of torture that other monstrosities horns were often decorated in one man- lence inherent in their life-styles, few live (human and otherwise) relish. I digress, ner or another, being often studded with to even a ghost of this age. My master was but here I shall note that a minotaur re- decorative brass or silver tacks and spikes. a veteran of perhaps thirty winters, past gards death as a holy thing that should I saw one minotaur whose left horn had his prime but still one to be feared and come quickly, cleanly, and in combat. If apparently been severed by an axe blow; reckoned with by anyone of reason. the opponent has no weapons, at least the the horn had been rejoined and secured fight is ended much the sooner, and the by an etched band of brass, through the Of their society victor can enjoy the status of another kill artifices of a gray dwarf who served as the To speak of minotaur society is perhaps (though it will be of little worth, as they band’s blacksmith. as senseless a remark as to speak of the give more honor to kills against powerful Other than horn ornamentation, mino- art of the orcs, yet certain traits become and dangerous foes). A minotaur who has taurs wear little in the way of decorative obvious to anyone even crudely familiar slain thirty men or orcs in a battle would jewelry. A few of my acquaintance wore with this species. Particular practices vary not be held in half the respect accorded studded gauntlets or waistbands, which to extremes between tribes of minotaurs, one who killed an ogre or another obviously showed ogrish influence. Mino- being snatches of other cultures and be- minotaur fighting for the opposition. taurs are hardly above copying a style or ings, adopted by minotaurs for a short Minotaur favor twisted mazes in places mannerism used by other races, since they time — only to be discarded as soon as a underground or in dense forests for their have so little to contribute on their own new practice is seen. I witnessed the sud- lairs. My captor was lord of an area com- save their native barbarism. If a said deco- den appearance, spread, and disposal of a monly referred to as the “Forest of ration is seen to enhance one’s fearsome- hundred practices during my captivity, Thorns,” which was reputedly once an ness, every minotaur who sees it will borrowed from every source within elven woodland burned by orcs. In this adopt it at the drop of a hoof. imagination — even from mortal enemies. place, great thorn trees, thick as a man’s Polygamy suits minotaur bulls well; a thigh, grow and intertwine to the the Of their growth strong bull may maintain a harem of up to point that they block the very sun. Minotaurs breed and give birth through- six or seven females. Infanticide is rarely Through this dismal wood, the minotaurs out the year, and their society favors re- practiced by minotaurs, save for deformed had chopped a great maze of tunnels and plenishment and increase of their births, despite their desire for more bulls. chambers, forming a nightmarish dwelling numbers. A single minotaur is usually I have mentioned their concern with con- that seemed to have no end. born to a cow; twins are rare and re- stant breeding and increase of their num- Yet, this series of passages, hopelessly garded as holy. By its second year, a young bers. Even the birth of twin cows confusing to a civilized mind, is navigated minotaur has fully developed horns and (considered an evil portent by some tribes) by the minotaur with surreal ease. I be- can fight an on equal footing. By its is better than no births at all. A cow, at lieve this ability is due largely to the mino- fifth year, a minotaur is larger than a man, least, can take her frustrations out upon taur’s acute senses (especially the olfactory and by its tenth year, it has attained adult the slaves kept either in common or by a one), though perhaps an inborn trait is size and mannerisms. Sexual maturity particular bull. I have been too well ac- present which allows the minotaur to comes early, even by the third year in quainted with this practice myself, though puzzle out geometry with the skill of the some, and breeding likewise begins I found ways of avoiding such unwanted eldest mathematical savant of any univer- quickly for them. To bear a warrior son is attentions from the harem kept by my sity. A minotaur can retrace its own trail the highest act to which a cow may aspire; own master. I dwell more upon the lot of through an unknown area with uncanny to father a great many warriors is merely slaves elsewhere. accuracy, its nostrils flared and snorting at another social ornament for the male. Bull minotaurs engage each other in the scent that it leaves — yet I heard of a Young bulls are tutored in the use of combat over plunder, females, positions of minotaur called Faceless, which had suf- weaponry by their sires and other males. authority, and any other possible point of fered a severe facial wound that destroyed The youths spend much of their time friction that may be imagined. The leader any sense of smell which it must have had, wrestling and fighting among themselves, of a raiding party or the dominant bull in but was capable of the same feat. as rivalry between bulls is fostered virtu- an area is always the largest and strongest, In armed combat, minotaurs favor weap- ally from birth. Few cruelties are spared but not necessarily the most intelligent. In ons that kill by concussion — a crude in their battles, and the scars from horn such combat, the antagonists grapple strategy, but one appropriate to their and tooth of one’s early battles with other weaponless, seeking to kick, bite, or gore nature. Their favored weapon of choice is minotaurs serve to strengthen the warlike each other into submission or an early by far the two-handed poleaxe. Stoutly charisma that the bulls prize so highly. grave. One or both of the opponents in functional, these axes are rather crudely There is little maternal affection among such a duel may end up fatally wounded made. During my captivity, I never saw minotaurs. A young bull shows respect to —which is often what was intended by any means by which the minotaurs might a female, even its mother, only as long as the victor. A minotaur killing another in have produced these themselves; I believe she is physically superior to him. The combat typically takes the left horn of his they obtained their weapons in trade from world of the minotaur is rooted in brutal- victim as a trophy. The tip of the horn is orcs or hobgoblins. Minotaurs also employ

D RAGON 33 massive two-handed hammers, clubs, or flails. Occasionally, they use stout, thick spears, although only as thrusting weap- ons; I have never seen a minotaur throw a spear or other weapon, save in frustration. Minotaurs prefer the company of ogres or other minotaurs. They have a grudging respect for trolls and, one would assume, also for giants. They look down on the human, humanoid, and demi-human races, making little distinction between them, save as individual combatants whom the minotaurs must fight and conquer. True monsters, like dragons, are merely opponents. Minotaurs are exceptionally fond of alcoholic drink, especially strong “hard” liquors and wines. Three times in the company of visiting ogres, I observed my captor drink himself into a stupor that lasted for several days (as, indeed, his brutish guests did as well). The language of the minotaur is very similar to that of the ogre. As I was some- what familiar with ogrish, I was soon able to overcome the differences between the two tongues. Aside from their actual spo- ken language, there are a few vocaliza- tions common to minotaurs alone. When enraged or excited, a minotaur bellows in a manner reminiscent of an actual bull. When pursuing prey or searching for a hidden enemy, a minotaur gives out a snort every few seconds, in an attempt to acquire possible scents. The majority of minotaurs worship the demon lord of their kind, Baphomet, to a greater or lesser degree. A Jovite high priest has since told me that he believed them to be a special creation of Geryon from original ogrish stock, but I harbor my doubts. Other creatures mix the nat- ures of two or more basic beasts, such as the centaur and the pegasus, yet we have no sure knowledge of how they came to be so, either. The gods will have their way. I never heard the name Geryon mentioned by any minotaur, though they freely called out the name of their own lord in curses, oaths, and taunts. Minotaur bull-priests are easily recog- nized from other minotaurs. Their horns have series of crude pictograms carved into them; these “runes” are then dark- ened with blood, and the horn is coated with a dull yellow stain so that the carv- ings stand out in vivid contrast. In addi- tion, the bull-priests have themselves painted with natural stains from earth and plant matter, and splash the blood of slain enemies upon themselves after battle. Gnoll blood is favored for some reason that I cannot explain, though some sage who has other knowledge of these beings may know the answer. Sacrifices are gen- erally conducted in a central chamber of a bull-priest’s labyrinth, usually before bat- tle. Humans are the most common sacri- fice, as they are the most easily available. It is reputed that if such a sacrifice is especially pleasing to the lord of mino-

34 DECEMBER 1986 taurs, it is consumed by a “cold flame.” my designs failed to challenge him, I be- especially its 90’ infravision. This base The passageways leading to such sacrifi- lieve that toward the end he came to be chance is decreased 2% for each melee cial chambers are decorated with the rather fond of me, and even kept other round elapsed since the creature passed. bones of previous victims in curious, minotaurs who would have slain me for The base is also modified (at the DM’s intricate patterns. my poor meat away from my person at option) for environmental and terrain Minotaur bull-priests are given some risk of his own life. factors. measure of grudging respect by other Such are the ways of the gods. When the 2. Due to its keen senses of smell and minotaurs, but this is always dependent scout force for Lord Darduin’s dwarven hearing, a minotaur has a 20% chance to on the physical strength of the priest legions rescued me in the heat of a pitched detect invisible creatures. The base chance himself. A battle horn made from a carved engagement, I had bettered my own un- is increased upward by 3% for each addi- bull-priest’s horn is highly regarded by derstanding of mathematics to the highest tional man-sized creature present. minotaurs, so I assume the bull-priests degree, and now spend my days at this 3. A base 75% chance is given for a may be slain by their fellows with the university, a teacher and scholar — and a minotaur to retrace his trail through an same facility as any other minotaur. free man. unfamiliar area using all senses; without Overall, minotaurs are ignorant in the Perhaps I should be grateful, but surely the use of smell, the base drops to 45%. ways of magic. They are not curious, you understand if I wish it had been oth- 4. A base 25% chance is given for an awed, or even amused by the ways of spell erwise. When the weather changes and individual fluent in ogrish to correctly casters; magic is either a threat or arro- my knee aches, I sit and remember those interpret anything said by a minotaur. gantly ignored. For this reason, minotaurs days at my master’s hooved feet, and wish 5. Minotaur clerics reach a maximum of may be easily duped by even the simplest I could forget. 3rd-level clerical ability. Such clerics can- of magic, although illusions must be of the not cast healing spells. At 3rd level, they most superior sort to trick the minotaurs’ Additional notes gain a spell identical to the second-level keen senses. Minotaurs place no special 1. Minotaurs are very adept at tracking magic-user spell strength. value on magical items in a treasure and trailing. They have a base 50% chance 6. A minotaur’s contempt of magic can hoard, although they may be aware of the to trail a man-sized creature. This base is work to its disadvantage. For example, a items’ value to other creatures. Magical modified upward 5% for each additional minotaur would be loath to retreat from a items are soon traded for liquor or other man-sized creature in a tracked group. magic-user — even in the face of major prizes (unless the item is a weapon), so a The base is modified downward for envi- offensive spells such as fireball. Its conceit minotaur’s hoard rarely contains many ronmental and terrain factors, or a pur- for its ability would force it to withstand such dweomered things. sued party’s effort to conceal its scent trail the blast. (see Unearthed Arcana, page 21-22, for 7. A minotaur, in addition to biting and possible additional factors). A minotaur has goring, may kick with one hoof for 2-7 hp Of my escape a 20% chance to trail prey without the damage or may strike out with one nailed For two years and two-hundred seventy- use of smell, using its other senses alone — fist for 2-5 hp damage per round. one days, I dwelt amongst these bestial creatures, and I came to know them as well as perhaps any could. I knew their smell, their curses, their triumphs, and their rage. I can close my eyes now and see my old master, doubtless now a mere skeleton on a forgotten battlefield, his offspring raiding and looting with their own savage tribes. Many slaves were taken by my master’s folk, but only I was favored enough to be kept alive, even when food was in short supply and my master’s massive frame shrank from starvation. I could not have run from him, having a disabled knee from the day of my capture, and I had no muscles with which to fight him directly — but I was a student of spatial geometry before I took up my father’s business and became a merchantman, and my teachers said that my ability at drafting was uncommonly sharp. Thus, I survived by teaching my master puzzles. From the first, trembling moment when I handed that evil beast-lord a scrap of parchment with a maze drawn thereon, to the next thousand nights that followed, my life was wholly dependent upon my ability to create a fresh, new maze for my master to solve. He could not use his nose to solve it, you see, so only his eyes and brain were of use — truly a challenge for any of his kind. No man can imagine how slender a thread held me from destruc- tion, save for my own terrorized ingenuity at creating brain-teasers, one per night, to keep that bull amused. Though he told me that he would slay me outright if any of

D RAGON 35 Readers' Surprise

Where do you go when the clerics are away?

D&D Body Repair Shop Photograph by James A. Gollata Stetsonville, WI

unbalancing the world. I know of a DM who ran while a beginning demi-human character can us through S-3 and S-1, and we disintegrated the be, depending on race and class, anywhere 1,000-year old demilich in .5 seconds. In fact, I from 23 to 600 years of age. That is quite a was about to switch over to STAR FRONTIERS® spread, and the system should take into account or GAMMA WORLD® games when this popped the great disparity between human and demi- (From page 6) up. human ages. For example, a human and a dwarf of disbelief. When I told them that the door However, I think there are some weak spots. fighter both start out as 1st-level characters at knockers said, “What is your name? What is Think about Star Wars: How many times did their respective minimum ages. At 16 years of your quest? What is your favorite color?” they Luke Skywalker recharge his Laser rifle? How age, the human has acquired two nonweapon responded by saying, “You’ve got to be kidding; many times did Hans Solo put in four AA batter- proficiency slots, yet the 45-year-old dwarf has they didn’t really say that, did they?” and “This ies (not included) in the Falcon? None. How also managed to gain only two nonweapon is ridiculous.” many times does Rambo or G.I. Joe put in a new proficiency slots. What was he doing during More recently, I have seen a lot of humor in magazine? What happens when your little those extra 29 years? Unearthed Arcana. Many of the magic-user brother’s Go-bots start appearing in your 25mm Any debate over realism on this subject would have “gags” inserted into them; for scale collection? What if you buy Transformer be ludicrous (any marginally competent elf of example, the verbal components of the wink cards and use the complete set in your Monster 1,500 or so years could be a master of every is “twenty-three skidoo," for firefinger Card collection? Power cells need more energy nonweapon proficiency in the book); however, I “the caster speaks a word of power over ele- implanted in each one. How about 100 charges feel that some sort of bonus should apply to mental fire (such as ron-son, zip-po, or the in the form of a 12-ounce can? (A six-pack could demi-humans in this regard. much revered word, dun-hill)," and for tweak be used for larger, more energy-needing ma- What I suggest is that all beginning demi- “the caster speaks a magic phrase (such as chines.) human characters be given a small number of kitchy-kitchy-coo)." All of these phrases seemed Chris Sanyk bonus slots for nonweapon proficiencies, since humorous at the time, but I feel that they de- Cleveland, OH they were acquired before the character be- grade the game’s atmosphere and fail to amuse came an adventurer. the reader/gamer. I think that humor is a vital James A. Yates part of the AD&D game (after all, the main goal Having recently acquired the Dungeoneer’s Rockwood, MI of gaming is enjoyment), but when one-liners Survival Guide, I was most impressed with this and such are placed in the gaming material very good (if somewhat specialized) tome. Mr. itself, the humor loses all of its spontaneity and has given us a considerable I have just recently began playing an illusion- merely becomes silly and/or cheap. I would like amount of information that will surely become ist and am quite confused. The powers which to know what others think. invaluable during adventures both above and they possess are quite different from those Archie Li below ground. Of particular interest to me was which magic-users possess, and both the DM Westport, CT the section on nonweapon proficiencies; this that I play with and I are confused on how section helps explain that ancient question, illusions work. We have both gone over the “What did this character do before he became spells of the illusionists and through the DMG I greatly enjoyed Randal Doering’s article, an adventurer?” The only thing which bothered and have found no helpful information. The “High-tech Hijinks” (DRAGON® Magazine #114) me about this section was the lack of any modi- information in the Player’s Handbook is vague and he deserves Bahamut’s ransom for it. For fiers for demi-humans. and doesn’t fully explain how an illusionary years I’ve pondered how I could convert light A starting human character can be, depending spell works. sabres and laser pistols to AD&D games without on class, anywhere from 16-36 years of age, (Continued on page 56)

36 DECEMBER 1986

attack/defense modes randomly deter- mined as for player characters. It has 2-5 minor disciplines and a 25% chance of having a major discipline. The minor disci- plines are among the following: animal telepathy, cell adjustment (as fighter), domination, ESP, invisibility, and clairvoy- ance. The major discipline is telekinesis, which is always accompanied by clairvoy- ance as a minor discipline. All powers are at the ninth level of mastery. The Dragon’s Bestiary last graced the polyp before fracturing enough to allow If encountered, a brain coral may at- pages of DRAGON® Magazine in issue #61. the attacker to actually get at the AC 10 tempt to read its visitors’ minds if the Since then, new monsters have made only polyp. Nematocyts (stinging cells) through- coral has ESP If attacked and if it pos- occasional appearances here (save in our out the skeleton inject a weak neurotoxin sesses telekinesis, the brain coral uses its Creature Catalogs) — but that has now into victims which can paralyze for 1-10 power either to move attackers away from changed. We are pleased to bring back one rounds (save vs. poison at +4). the area or to batter one attacker with of the most-liked of our columns, hope- The brain coral has a psionic strength of underwater debris for 2-5 hp damage/ fully for a long stay. 30-50 points (60-100 psionic ability) with round. This edition of The Dragon’s Bestiary presents new flora and fauna for oceanic adventuring. Handle them with care — if you handle these creatures at all.

Credits Gregg Chamberlain: Brain coral, giant clam, giant grouper, giant porcupine fish, electric ray, sawfish/sawshark Alex Gray: Sea titan Spike Y. Jones: Sea centaur, weed giant Nick Kopsinis: Giant sea anemone Robert Maurus: Morana

BRAIN CORAL

FREQUENCY: Very rare NO. APPEARING: 1 ARMOR CLASS: 10/5 (exoskeleton) MOVE: Nil HIT DICE: 3 % IN LAIR: 100% TREASURE TYPE: Incidental NO. OF ATTACKS: See below DAMAGE/ATTACK: See below SPECIAL ATTACKS: Poison, psionic powers SPECIAL DEFENSES: Psionic powers MAGIC RESISTANCE: Standard INTELLIGENCE: Exceptional ALIGNMENT. Neutral SIZE: S (2’) PSIONIC ABILITY: 60-100 Attack/Defense Modes: See below LEVEL/X.P. VALUE: III/120 + 3/hp

Brain coral is an evolutionary offshoot of a type of stony coral. It has an exoskeleton that is convoluted and ridged so that it resembles a human brain. Like its simpler cousin, this more advanced type of brain coral is restricted to the warm waters of the tidal zone, but may be found at depths of 1,000’ + . Usually, it is found with the growth of a coral reef or atoll where feeding is easier. The brain coral consists of the animal polyp which has settled and, over the years, built up an exoskeleton of pure calcium carbonate around it for protec- tion. The exoskeletonis AC 5 and takes damage equal to the total hit points of the

38 DECEMBER 1986 Brain coral skeletons are yellow, brown, pus. They are found in any area where and hold prey with a strength greater or olive in color. If removed from the either of the other two creatures might be than 6. water, the skeleton turns bone white. found. The carnivorous clam can, by a sudden Sea centaurs usually gather in small, expulsion of water through closing its nomadic families, but occasionally may be shell, jet backwards and ram an opponent CENTAUR, SEA found amongst a group of tritons. Tritons within 5’ for 1-10 points of damage. The feel superior to the sea centaurs because clam’s usual method of attack is to shoot a FREQUENCY: Very rare of the latter’s lesser abilities (e.g., lower mild neurotoxin into the water through its NO. APPEARING: 1-3 magic resistance, lack of psionic ability, exhalent siphon. The toxin disperses in a ARMOR CLASS: 5 etc.); tritons sometimes use sea centaurs as 5’-diameter cloud and causes paralysis for MOVE: //24” mounts if the latter are agreeable. 1-12 rounds to any creature that fails to HIT DICE: 5 For the most part, sea centaurs have no make its saving throw vs. poison. The % IN LAIR: Nil treasure (except for an occasional piece of paralyzed prey is then grasped by the TREASURE TYPE: See below jewelry), although 10% of them have ac- clam’s tentacles and either pulled directly NO. OF ATTACKS: 1 weapon quired tritons’ magic conch shells. When into the clam (for 1 hp/turn digestion DAMAGE/ATTACK: By weapon type used by sea centaurs, these shells summon damage thereafter) or cut into smaller SPECIAL ATTACKS: Spells 2-8 hippocampi; they can also be used to pieces by sawing motions of the clam’s SPECIAL DEFENSES: Spells send messages underwater within a half- shell (1-2 hp damage/round). MAGIC RESISTANCE: 5% mile radius. The inside of both clam shells are lined INTELLIGENCE: Average to exceptional There is a 10% chance that any sea with nacre or mother-of-pearl, with a base ALIGNMENT: Chaotic good centaur has the ability to cast spells as a value of 50 gp depending on the amount SIZE: L (12-15’ long) 1st-4th level druid. All sea centaurs speak of mother-of-pearl adventurers can re- PSIONIC ABILITY: Nil triton and hippocampus, and 25% of them cover. (DMs should consult the table on Attack/Defense Modes: Nil also speak common. They say little about page 26 of the Dungeon Masters Guide to LEVEL/X.P. VALUE: V/245 + 5/hp the deity they worship, but it is assumed determine the final amount. This amount to be the same one as worshiped by the should never exceed 500 gp.) There is a These aquatic creatures appear to be a tritons (i.e., Triton). 10% chance that a clam has one giant cross between a triton and a hippocam- pearl worth 500-1000 gp, depending upon its size and quality. The pearl may be as large as a fist, but will not be as lustrous CLAM, GIANT as smaller pearls from pearl oysters. There is a 5% chance that, scattered about Giant Clam Giant Carnivorous Clam or buried in the sediment around the FREQUENCY: Rare Rare clam, a few coins, accoutrements, or mi- NO. APPEARING: 1-4 1-4 nor magic items were left behind by an ARMOR CLASS: 10/3 (shell) 10/4 (shell) unfortunate victim who was caught and MOVE: //1” //1” [10" using bursts] drowned. HIT DICE: 3 4 Both clams are nearly identical in ap % IN LAIR: 100% 50% pearance. The upper shell of both clams is TREASURE TYPE: See below See below light brown, while the lower shell is white. NO. OF ATTACKS: Nil 1 ram Giant clams of both varieties are found DAMAGE/ATTACK: Nil 1-10 nestled in the sand or resting on the sedi- SPECIAL ATTACKS: Entrapment Poison cloud, surprise, continuous damage mentary bottom of oceans. Sometimes, the SPECIAL DEFENSES: Nil Nil giant clam buries itself to provide an of- MAGIC RESISTANCE: Standard Standard fensive advantage against prey (surprise INTELLIGENCE: Non- Animal on 1-5). ALIGNMENT: Neutral Neutral SIZE: M (6’ length) M (6’ length) PSIONIC ABILITY: Nil Nil GROUPER, GIANT Attack/Defense Modes: Nil Nil FREQUENCY: Uncommon LEVEL/X.P. VALUE: III/90 + 3/hp IV/175 + 4/hp NO. APPEARING: 1-6 ARMOR CLASS: 5 Both the giant clam and the giant carniv- ful adductor muscles, which act as a hinge MOVE: //20” orous clam are found in shallow tropical for the shell, a bend bars/lift gates roll is HIT DICE: 5 and semitropical waters, down to a maxi- required to force the shell open again. % IN LAIR: 75% mum depth of 200’. Both have numerous The giant carnivorous clam has evolved TREASURE TYPE: R, X tiny, blue eye spots located near the edges a slightly higher intelligence than its ses- NO. OF ATTACKS: 1 bite of the shell. These eye spots can distin- sile cousin, which it uses to hunt for prey. DAMAGE/ATTACK: 2-12 guish between light and shadow, and can Both clams are capable of using their SPECIAL ATTACKS: Swallow whole, detect movement, but not size. Special inhalent and exhalent siphons to move continuous damage organs near the front of the mantle cavity, across the sea bottom; the carnivorous SPECIAL DEFENSES: Nil where the soft body of the clam sits, de- clam can also, through vigorous clapping MAGIC RESISTANCE: Standard tect and analyze chemical traces in the of its shell halves, “swim” in a jerky fash- INTELLIGENCE: Non- water. ion with its exhalent siphon, providing ALIGNMENT: Neutral The giant clam is a filtrationist, living on lateral adjustment and maneuverability. SIZE: L (17’-20’) minute shrimp and microscopic animals, The shell thickness of the clam is reduced PSIONIC ABILITY: Nil and on algae colonies growing inside the to increase buoyancy. The clam’s external Attack/Defense Modes: Nil clam’s shell mantle. When threatened or cilia have evolved into a set of 4-10 2’-long LEVEL/X.P. VALUE: IV/205 + 5/hp when something reaches inside the clam’s tentacles, used mainly to grasp and move shell, the giant clam’s usual defense is to prey to the clam’s stomach. The tentacles The largest of the grouper family of fish, close its shell. Due to the animal’s power- are too weak to do any damage or to grasp the giant grouper weighs as much as 1,000

D RAGON 39 pounds. A deep sea predator, the giant darker colors, usually blending with the each round following. While locked onto a grouper can usually be found lurking near aquatic environment. The morana regen- victim, the creature has AC 6. The morana coral reefs or lairing in the sunken hulls of erates at the rate of 1 hp/turn if wounded. releases its hold and flees if it is reduced wrecked ships. Its huge jaws act in a man- The morana’s movement is a quick, to a third of its hit points or less. ner similar to that of a suction pump, constant, side-to-side pattern. Missile fire Moranas are aggressive and are avoided drawing smaller fish into the gaping maw automatically misses the creature at first, even by sharks. They lair in coral niches of the grouper. Solitary divers sometimes and a -4 penalty applies to all such “to or caves, much like moray eels, and are fall prey to this fish. hit“ rolls thereafter. The morana has AC 3 often mistaken for morays while resting. If The grouper can, on a natural die roll of while in motion. Though the damage from encountered in its lair, a morana may 20, swallow a man-sized or smaller object a bite is but 2-5 hp, the morana inflicts shoot out to 40’ in a single thrust, thus whole. If a swallowed person swallowed additional damage by locking its jaws; the gaining a +2 bonus on its “to hit” roll and has a dagger or similar small sharp-edged victim of such a bite takes double damage surprising on a 1-5. weapon in hand when swallowed, he may cut his way out of the fish by inflicting damage equal to 25% of the total hit points of the fish. A character has only 1 turn in PORCUPINE FISH, which to do this, as the giant grouper’s GIANT digestive fluids then begin to act, deliver- ing 1-4 hp/round thereafter. Characters may try to exit the grouper when it opens its mouth to swallow other prey as well.

MORANA

FREQUENCY: Uncommon NO. APPEARING: 1-4 ARMOR CLASS: 6 (2 if moving) MOVE: //18” FREQUENCY: Rare HIT DICE: 3 + 2 NO. APPEARING: 1-2 RAY, ELECTRIC % IN LAIR: 30% ARMOR CLASS: 6 TREASURE TYPE: Nil MOVE: //25” FREQUENCY: Rare NO. OF ATTACKS: 1 bite HIT DICE: 1 NO. APPEARING: 1-3 DAMAGE/ATTACK: 3-6 % IN LAIR: 25% ARMOR CLASS: 7 SPECIAL ATTACKS: Surprise, continuous TREASURE TYPE: Nil MOVE: //9” damage NO. OF ATTACKS: 1 bite HIT DICE: 2 + 4 SPECIAL DEFENSES: Evades missiles, DAMAGE/ATTACK: 1-3 % IN LAIR: Nil regeneration SPECIAL ATTACKS: Killing poison TREASURE TYPE: Nil MAGIC RESISTANCE: Standard SPECIAL DEFENSES: Nil NO. OF ATTACKS: Nil INTELLIGENCE: Animal MAGIC RESISTANCE: Standard DAMAGE/ATTACK: Nil ALIGNMENT: Neutral INTELLIGENCE: Non- SPECIAL ATTACKS: Electric shock, SIZE: S (3-4’ long) ALIGNMENT: Neutral surprise on 1-5 PSIONIC ABILITY: Nil SIZE: S (2-3’long) SPECIAL DEFENSES: Camouflage (treat as Attack/Defense Modes: Nil PSIONIC ABILITY: Nil invisible if buried) LEVEL/X.P. VALUE: IV/160 + 4/hp Attack/Defense Modes: Nil MAGIC RESISTANCE: Standard LEVEL/X.P. VALUE: II/45 + 1/hp INTELLIGENCE: Non- The morana is similar to a moray eel in ALIGNMENT: Neutral shape, having the temperament of an The giant porcupine fish is related to the SIZE: M (6’ long) angry piranha. Moranas are usually gray puffer fish and the smaller porcupine fish. PSIONIC ABILITY: Nil green, but may be found in lighter or The giant porcupine fish is territorial and Attack/Defense Modes: Nil is most often found near rocky shelters LEVEL/X.P. VALUE: III/120 + 3/hp and coral reefs. If endangered, this crea- ture flees to its abode at the earliest Also known as the crampfish and as the opportunity. torpedo ray on some planes of the multi- The giant porcupine fish can bite for 1-3 verse, this member of the family of skates hp damage; when attacked or threatened, and rays is generally found at depths of it inflates its body, swelling to a size three 200’ in warmer ocean waters, though the times its normal girth. This action is per- creature has been encountered at wading formed by retaining water in the crea- distance from shore. The slow swimming ture’s stomach and using flexible speed for a marine animal of its size is due abdominal sacs. By inflating itself, the fish to the muscles at the base of the pectoral causes numerous dagger-length spines to fins — fins which have evolved to form appear across its body. If an attacker organic plates with a negatively charged comes within 5’ of these spines, the giant underside and a positively charged upper- porcupine fish may approach and attempt side. The ray generally makes use of pro- to score a successful hit; if this happens, tective camouflage and burrows into the the attacker takes 3-12 hp damage from sediment on the ocean floor to avoid its the spines and must also make a save vs. enemies, becoming effectively invisible. poison; failure results in death within 1-4 The ray uses its electrical shock to stun rounds. In any event, damage is taken, or kill the smaller fish upon which it feeds. even if the attacker saves vs. poison. However, when threatened by larger

40 DECEMBER 1986 charge itself, and flees until it can do so. An electric ray can use its shock five times a day. SAWFISH/SAWSHARK

FREQUENCY: Uncommon NO. APPEARING: 2-8 ARMOR CLASS: 6 MOVE: //20” HIT DICE: 3 % IN LAIR: Nil TREASURE TYPE: Nil NO. OF ATTACKS: 1 slash DAMAGE/ATTACK: 2-8 SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Standard INTELLIGENCE: Non- ALIGNMENT: Neutral SIZE: L (10- 12’ long) PSIONIC ABILITY: Nil Attack/Defense Modes: Nil LEVEL/X.P. VALUE: II/35+ 3/hp

There is little to distinguish the sawfish from the sawshark except for the position of the gill slits on each fish. On the saw- predators, the ray releases all its stored age is taken on a shock: those creatures shark, the gill slits are on the sides of the electrical energy in one massive jolt (ap- within 5’ of the electric ray take 2-12 hp neck; on the sawfish, the gills are on the proximately 200 volts) which stuns any damage, those within 10' take 1-6 points, underside of the body. creature within a 15’ radius. Failure to and those within 15’ take 1-3 points. Any The sawfish belongs to the family of make a save vs. paralyzation results in a creature outside the 15’ radius feels a rays, and is similar in some ways to the stun which lasts from 2-8 rounds. Regard- slight tingle, but is otherwise unaffected. manta and stingray. The sawshark, how- less of saving throws, the following dam- The ray itself needs 5-20 rounds to re- ever, is a true shark. Both the sawfish and sawshark are characterized by a long, flat snout with a row of teeth on each side. Both fish use a side-to-side slashing motion to attack their prey and to defend them- selves. This sawlike snout makes up roughly half the total body length of each fish. On some individual fish, the snout itself may be 6’ long.

SEA ANEMONE, GIANT

FREQUENCY: Rare NO. APPEARING: 1 or 50-200 ARMOR CLASS: 10 MOVE: //1” HIT DICE: 7 % IN LAIR: 98% TREASURE TYPE: Incidental NO. OF ATTACKS: 1-3 tentacles DAMAGE/ATTACK: 1-3 SPECIAL ATTACKS: Paralytic poison, entrapment, swallow prey whole, continuous damage SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Standard INTELLIGENCE: Non- ALIGNMENT: Neutral SIZE: L (see below) PSIONIC ABILITY: Nil Attack/Defense Modes: Nil LEVEL/X.P. VALUE: VI/875 + 8/hp

The giant sea anemone is essentially a larger and far more dangerous version of

D RAGON 41 its smaller relative. The larger of the two creatures lives in a variety of ocean depths; At depths greater than 50’, how- ever, the giant sea anemone is encoun- tered singly. In tidal pools and secluded shorelines, smaller varieties live in colonies numbering from 50-200. The giant sea anemone has a maximum tentacle reach of 30’. The body of this creature is roughly 8’ in diameter; its mouth is nearly 6’ across and is centered between the creature’s tentacles. Most creatures of this species have 100 tenta- cles, with a rare few having more or less than this amount. A successful hit with a tentacle causes thousands of small, hooklike needles to spring forth from the appendage. The needles as a whole (not each individually) cause 1-3 hp damage on the initial strike. In this manner, the giant sea anemone attempts to restrain its victim, trapping it within the grasp of several tentacles. On the round following a successful tentacle hit, the sea anemone begins secreting its poison into the victim‘s body. The poison secreted causes a loss of 1 point/round from the character’s strength and dexter- ity scores; similarly, the victim’s movement attempts to swallow the victim whole. A base is slowed by 1”/round. A character successful “to hit” roll by the creature at TITAN, SEA reduced to 0 in either strength, dexterity, this point results in the victim being swal- or movement suffers the effects of paraly- lowed. A swallowed victim is ground up FREQUENCY: Very rare zation and is unable to move without by internal organs which do as many NO. APPEARING: 1 outside assistance. A save vs. poison ne- points damage per round as the victim’s ARMOR CLASS: 4 gates the effect of this secretion, as does a armor class (so AC 0 victims take no MOVE: //21” neutralize poison spell or power. damage). HIT DICE: 22-28 At the beginning of each round, a The giant sea anemone cannot be killed % IN LAIR: 20% trapped victim may attempt to break free by cutting off its tentacles; the central TREASURE TYPE: A, U, Z of the giant sea anemone’s grasp. To do so, body itself (where the hit points are) must NO. OF ATTACKS: 1 punch or 1 flipper the character must roll successfully on his be attacked. A severed tentacle grows slap open doors ability. If the character is held back at a rate of l’/day. The base of this DAMAGE/ATTACK: 10-60 or 10-40 by more than one tentacle, a successive creature cannot regenerate if destroyed SPECIAL ATTACKS: Crushing hug, spells number of rolls equal to the number of (i.e., taken to 0 hp or less). Although the SPECIAL DEFENSES: Spells tentacles holding the character must be giant sea anemone has the ability to move, MAGIC RESISTANCE: 50% made. Failure to make any of these rolls most rarely do so, prefering instead to INTELLIGENCE: High and up means that the character has not broken remain in one spot for the duration of ALIGNMENT: Neutral (25% evil) the grasp and is still within the giant sea their lives. The tidal anemone fastens itself SIZE: L (40’+ 2’/HD beyond 22) anemone’s grasp. The sea anemone can to a rock, while its deep-water cousin sits PSIONIC ABILITY: Nil grasp a character with no more than three freely on the ocean bottom or on a rocky Attack/Defense Modes: Nil tentacles at a time. Once the giant sea ledge. Any treasure left around the giant LEVEL/X.P. VALUE: X/16,600 + 35/hp anemone has wrapped three tentacles sea anemone’s lair is simply incidental; it is around the character (an action requiring the remaining accoutrements of previous These monstrous beings inhabit the three successful “to hit” rolls), the creature victims. deepest, darkest depths of the ocean, although they sometimes swim to lesser depths to hunt for whales or passing ships. Occasionally, a hungry sea titan ventures into coastal waters. In appear- ance, sea titans resemble tritons — the main difference being their size. The lower body of a sea titan resembles a scaled pair of fish tails in place of legs (with the fins upright, not flat like a whale’s), with the upper body of a man. The sea titan has a ridge of small fins along its spine which extend down the creature’s back and legs, diminishing be- fore the flippers. The sea titan’s fingers are webbed, and they have blue to blue- green hair, silvery upper body skin, and blue-silver scales. Sea titans have the ability to summon and control creatures of the sea through

42 DECEMBER 1986 charm monsters spell use (by touch, usa- neath it, or slap it with a flipper. If the ble five times per day). Sea titans have the ship is small enough, the sea titan may try WEED GIANT additional ability to use as many first- to to crush it by embracing it in its sinewy third-level spells as a 6th-level magic-user arms. A punch from a sea titan delivers 4 FREQUENCY: Rare (but at the 12th level of ability). points of structural (hull) damage per hit; NO. APPEARING: 1 Sea titans feed on larger sea creatures a flipper slap delivers 2 points. A crush ARMOR CLASS: 5 and occasionally on passing sailors. For the delivers 8 points of structural damage. Sea MOVE: //6” most part, however, sea titans do not titans have titan strength (a rating of 25). HIT DICE: 8 (brain only) approach or harass seafarers unless har- Though they have little use for magical % IN LAIR: Nil assed themselves, unless they are evil. An items, sea titans do have an interest in TREASURE TYPE: Incidental attack on a sea-going ship is performed in treasure and often have a sizable stockpile NO. OF ATTACKS: 1 arm strike one of several ways. The sea titan might of gold and silver as a result. Sea titans DAMAGE/ATTACK: 2-16 batter the ship with its massive arms, speak their own language, as well as triton SPECIAL ATTACKS: Buffeting capsize the ship by coming up from be- and 2-8 other oceanic tongues. SPECIAL DEFENSES: Hidden vulnerable part, weapons resistances MAGIC RESISTANCE: Standard UNDINE well-traveled route, populated seacoast, or INTELLIGENCE: Semi- any other area which offers a great num- ALIGNMENT: Neutral FREQUENCY: Very rare (uncommon on ber of potential victims. As a result, many SIZE: L (12’ tall) Elemental Plane of Water) bodies often the floor of the lake, PSIONIC ABILITY: Nil NO. APPEARING: 2-20 river, or ocean that they inhabit. Attack/Defense Modes: Nil ARMOR CLASS: 6 Undines have the ability to charm mon- LEVEL/X.P. VALUE: VI/725 + 10/hp MOVE: //12” sters as per the spell, usable once per day. HIT DICE: 2 By doing so, undines can command larger This creature is not a true giant, but is % IN LAIR: 80% sea creatures (whales, giant squids, or actually a composition of several hundred TREASURE TYPE: P, R, any two magic octopi) to do their bidding. Undines use strands of semi-intelligent seaweed. The items (20%) these larger creatures to destroy ships or weed giant is not rooted and, although it NO. OF ATTACKS: See below whisk sailors from decks. Once in the gains food in the manner that regular DAMAGE/ATTACK: See below water, these sailors are then attacked by seaweed does (i.e., through nutrients in SPECIAL ATTACKS: Rapid drowning, the undines, who attempt to slay them. the water), it also feeds by entrapping paralysis During this time, the other creatures do creatures or other plants in its strands and SPECIAL DEFENSES: Invisible in water, not attack as the undine must kill the decomposing them with its digestive secre- plane shift victim themselves in order to consume tions. The weed giant then absorbs its MAGIC RESISTANCE: Standard their lifeforce. An (invisible) undine grasps victim(s) through its strands. In this man- INTELLIGENCE: Low a person on a successful to-hit roll, which ner, the weed giant is similar to an aquatic ALIGNMENT: Neutral evil causes the victim to save vs. paralysis or variation of a shambling mound. SIZE: S(3’ long) become completely paralyzed. The victim Though composed of vegetable matter, PSIONIC ABILITY: Nil drowns in 1-2 rounds, even if able to take the weed giant is an intelligent lifeform; it Attack/Defense Modes: Nil a deep breath before going under. Undines thinks and acts with the same instincts LEVEL/X.P. VALUE: IV/163 + 2/hp are not strong, so a mobile character can and drives that many animals do. The easily escape from one’s clutches. brain of this creature is at the center of its These creatures come from the Elemen- Undines are naturally invisible in water, weed structure; it is from this point that tal Plane of Water. Like water weirds, they even if attacking. If an undine is losing a the strands emanate. In order to kill a enjoy drowning their victims; it is also battle, the creature flees for its lair. Char- weed giant, a successful attack must be believed that they survive by draining the acters attempting to locate an undine must made against the creature’s brain rather lifeforce of their victims. In appearance, use magical means (spells or devices) to do than against its kelp strands. Attacks made undines are similar to miniature merwo- so. In extreme cases, as when the undine’s against the creature’s brain are against AC men; they have a single, scaled, lateral tail death is the probable outcome of combat, 3; all other attacks are against AC 9, but (much like that of a dolphin) which is this creature may use its ability to trans- do not effective hit-point damage to the connected to a humanoid upper body. port itself back to the Elemental Plane of monster, merely cutting away strands of Their lairs are simply areas of water Water if no other means of escape is avail- weed which grow back in full in 1-4 which they use as a base for traveling able. This plane shift ability works once weeks. The brain can be attacked at ran- between planes, This area is found along a per year, so they are reluctant to use it. dom 10% of the time (roll this chance before rolling to hit the necessary armor class); because the brain is mobile, it is virtually impossible to attack directly (in a nonrandom fashion). In combat, the weed giant does 2-16 hp damage on a strike with its weedy append- ages (“arms” or “legs”); if the creature misses, the displacement of water forces the victim away from the weed giant (a distance equal to 4-24’) unless a save is made vs. paralysis. This water buffeting can also be employed by the weed giant to deflect any missile fire from any engine smaller than a ballista. However, unless the missiles strike the brain, they cause no damage to the weed giant at all. All edged weapons (except magical) cause only half damage against this creature; blunt weapons cause no damage at all. 44 DECEMBER 1986 D RAGON 45 by Craig Barrett the steam engine and the telegraph in the letter from Venice to the king of France 19th century. In discussing communica- reached Fontainbleau by way of Brussels. If you want to talk to the President of tions before that time, it’s not necessary to The Portuguese ambassador to Rome in the United States, all you have to do is pick specify “Ancient,” “Medieval,” or “Renais- the 1550s habitually sent his letters to up the telephone and dial the White sance,” but simply “premodern.” Portugal by way of Brussels in order to House. Well, maybe it’s not quite that It requires another stretch of the mind avoid uncertainties. Philip II of Spain simple, but at least you have a fair chance to understand the unpredictability and wrote (Braudel, page 3571: “It is more of getting the White House switchboard. delay that were both integral parts of pre- important that the letters should travel by Now imagine Vespasian, Nero‘s general in modern communications. Today, bad a safe route than that four or five days be Judea in A.D. 67, picking up the phone and weather is little more than an inconven- gained, except on occasions when speed is saying: “Give me Rome. I want to talk to ience. When it’s bad enough to upset our essential.” the Emperor.” timetables by as much as two or three Despite these difficulties and dangers, Boggles the mind, doesn’t it? We all days, it becomes newsworthy. In the pre- premodern societies did manage to keep in know that communicating across long modern world, such delays wouldn’t even touch with each other. Four primary tools distances was just a tad more difficult in have merited a comment. Delays of three were employed to this end (the horse post, the ancient world than it is today. But or four days were accepted without ques- the foot post, the pigeon post, and the sea) what that means in terms of specific de- tion, and delay of three or four weeks with a number of lesser tools. What tails comes as a considerable surprise. It’s were commonplace. The sudden closing of should come as no surprise to the modern not easy for us to lift our minds out of our a border or an unexpected flood could mind is the fact that, in every case, these own environment and cross the gap that force the re-routing of a letter through tools were brought to their peak of per- separates us from the minds and methods country where no regular postal system formance by sheer organization. In fact, of the people who inhabited the pre- existed. If a route crossed any considera- one of the earliest systems of which we modern world. ble body of water, such as the Adriatic Sea have any extensive knowledge sets the That phrase itself, “premodern world,” or the English Channel, delays of 30-60 pace and pattern for all that followed. goes against the grain. Living in an age of days were possible. Oddly, the time be- constant progress — if you bought a home tween Sicily and Spain could be shorter by The horse post computer last year, there’s a fair chance land than by sea. A state of alert, a warn- The horse-post system of the ancient that it’s obsolescent already and obsolete ing of bandits, heavy rains, or a snowfall Persians was created by Darius Hystaspis by next year — we expect the world to might discourage couriers or even send (521-486 B.C.) to connect all the major have always been like it is now. Allowing them scrambling in other directions. In centers of the Persian Empire and to pro- for anomalies like the Dark Ages, a chart Outré Mer (“Beyond the Sea” — the Cru- vide the Great King with the most effective of man’s experience ought to show a gen- sader dominions in the Near East), rene- means of communication that the world eral upward curve of constant improve- gades and Bedouin tribesmen posed a had yet seen. Along already existing cara- ment. But, in the communications field, constant threat, despite efforts on both van routes, post houses were established that isn’t the case. From Egypt of the Phar- sides of the Frankish-Moslem frontier to at regular intervals, the intervals being the aohs to Napoleonic Europe, the physical patrol the highways. In Europe, the situa- distance a horse could be expected to limitations of man and animal imposed tion was even worse. gallop at top speed once a day (14-18 unvarying dimensions of travel time on all As Fernand Braudel writes in his two- miles). Several couriers and relays of human history. The “distance” from south- volume work, The Mediterranean (page horses were stationed at each post, and ern Britain to Rome was 29 days in the 357), “Distances were not invariable, fixed the roads between were enhanced with time of Julius Caesar, 29-30 days in the once and for all. There might be ten or a bridges, ferries, and guardhouses for 12th century, and 30 days in 1834. Once hundred different distances, and one protection against bandits. While the ingenuity had improved the available could never be sure in advance, before system itself was reserved for official use methods of communications to a certain setting out or making decisions, what only (a theme repeated constantly level, a peak too fleeting in most cases to timetable fate would impose.” A letter throughout history), the roads were open be termed a “plateau,” there they re- from Spain to Italy might go by way of to ordinary travelers; high-quality inns or mained. The gap that separates that world Bordeaux and Lyons, or by Montpellier caravanserais, presumably private com- from ours was bridged by the advent of and Nice. In April 1601, an ambassador’s mercial ventures, were available at most

46 DECEMBER 1986 post stations. Letters dispatched through development in the form of the Mongul pened to be located along their route. the post traveled both day and night, with yam. Originally a military instrument by In the West, not even token repairs had a fresh rider on a fresh horse taking over which the Khan kept in touch with his far- been made on Roman highways ravaged at each station to ensure maximum effort flung armies, the yam linked together by war and weather. Although a regular at every stage of the journey. Such a sys- centuries-old caravan routes through post reappeared in 12th-century Italy, it tem could forward the official mail at a postcamps of strings of relay horses and a wasn’t until the 13th century that Western minimum rate of 50 miles per day, allow- few guards, set at 50- to 100-mile intervals. rulers began taking steps to turn highways ing for weather, and perhaps 75-100 miles By the time of Marco Polo’s visit to the from troughs of dust and mud into usable per day (where the going was good) when court of Genghis’ grandson, Kublai Khan roads. While both religious and secular top riders and horses were employed. (1260-1295), the interval between post magnates kept private couriers in personal Five hundred years later, Caesar Augus- stations had closed to 25 to 30 miles, and attendance — the King of England had a tus (31 B.C.-A.D. 14) openly used the Persian the daily rate of the Khan’s couriers had dozen, the King of France 100 — it was system as the model for the Roman public increased from 100-150 miles per day to from the dominant commercial centers horse and carriage post. As an added 200-250 miles per day, with a fresh rider such as Bruges and Venice that the resur- advantage, he had the famous Roman and mount taking over at each station in gence of good communications came. roads at his disposal. In time, all the Medi- true relay fashion. At three-mile intervals These states were capable of sending a terranean world was united by these between horse stations, smaller villages letter or small package 700 miles in seven roads: 51,000 miles of paved highways, served the foot post and also provided days. By the 15th century, Venice’s admin- linked by myriad secondary roads, graced torch bearers to escort mounted couriers istration and postal service (open to pri- by magnificent bridges, and crossing even so that the Khan’s post could operate day vate as well as public correspondence and the most formidable mountain barriers. and night. parcels, for once) was the finest in Europe. Every Roman mile along the consular All this was under the authority of the In the 16th century, a regular postal serv- roads, a milestone gave the distance to the district daroga (road governor), who had ice was developed by Gabriel de Tassis for next town; every ten miles a statio, com- absolute power to requisition whatever the Italy-Brussels route, using the Tyrol plete with a garrison of soldiers, offered was needed for the yam. Couriers also had pass and a carefully planned itinerary. fresh horses; and, every thirty miles, a the power to commandeer horses at need. Tassis couriers covered 475 miles in five mansio combined the services of inn, Each courier carried a “gerfalcon tablet” and a half days — only 86 miles per day, store, saloon, and brothel. Civilian trav- as his authorization — as Baibars’ riders but a regularly achievable speed that was elers could purchase “itineraries,” showing carried silver plaques about their necks considered the best in Europe at the time. the routes and stopping places. and yellow scarves to distinguish them- This is not to say that the mails always, The post operated at all hours along selves — and wore a wide bell-mounted or even frequently, operated at these these roads, with the public stagecoaches belt to alert the riders at the next station peaks. When the Emperor Frederick Bar- averaging 60 miles per day, while the of their approach. Unlike the situation in barossa (1152-1190) died in Cilicia (the horse post (like the Persian, reserved for the West, Mongol carriers had no fear of coast country of south-central Turkey) official use) averaged 100 miles per day. interference from brigands or renegades; during the Third Crusade, it was four Commercial mail services may also have the Mongols were absolute masters of the months before his German Reich learned been available for private use, as a supple- roads, and legend has it that the “Pax of the fact. While the word of the birth of ment to hired messengers. Employing this Mongolica” was so thorough that a blonde the grandson of Francois I (1515-1547) network of roads and stations, some re- virgin riding a white horse and carrying a traveled 130 miles per day to reach Foun- markable feats were possible. Julius Cae- sack of gold could ride from one end of tainbleau in two days, the equally vital sar once covered 800 miles in eight days the Mongol domain to the other unmo- news of the St. Bartholomew Massacre in by carriage. Tiberius (A.D. 14-37), riding lested. As proof of the efficiency of the Paris (Aug. 24, 1572) traveled only 62 miles day and night to reach his dying brother, post, Marco Polo relates that fruit picked per day to reach Madrid on September 7. made 600 miles in three days. The news of one morning in Kambalu could be served It costs money as well as interest to the death of Nero (A.D. 68-69) reached on the evening of the following day to the make the news travel fast. For rich mer- Galba, 332 miles away in Spain, in 36 Grand Khan at Chandu, normally a ten-day chants and governments, the news was hours by messenger. After the decline of journey away. less a matter of luxury than of vital neces- Rome, it would be a long, long time before Without intensive organization such as sity, and they paid the prices. Between the Europe again experienced this level of ease these empires used, the scope of the neighboring cities of Venice and Ferrara, and efficiency in communications. mounted couriers was considerably couriers demanded a ducat per letter. One For a time, the system of post roads was smaller. On the average, a single rider courier sent from Chartres to Toledo and maintained by the Byzantines in their cannot expect to do more than 50 to 60 back in July of 1560 covered 179 stages (of portion of the empire. The Imperial mail miles in a day, unless he’s prepared to kill 6-7½ miles each) at 54 miles per day, and system, the verdus, later became the berid his horse in the process. These figures are was paid two ducats per stage — 358 postal network of the Moslem kingdoms, cited for the ancient Persians and Greeks, ducats. (By way of comparison, in 1538 the losing something in efficiency due to the the Franks of Outré Mer, and even for the hull of a war galley cost 1,000 ducats, and fragmentation of authority, but gaining the nomads of High Asia prior to and after the a galley cost 2,253 ducats.) Braudel tells us improved horsemanship of the steppe Mongol dominion. Adverse road and (page 365) that between Venice and Nur- peoples who were filtering down into the weather conditions can reduce speeds emberg, the cost depended on the speed: Near East. The first great Mamluk sultan, even further. In A Wargamer’s Guide to “4 days, 58 florins; 4 days and 6 hours, 50 Baibars the Panther (1260-12771, himself the Crusades, Ian Heath writes that winter florins; 5 days, 24 florins; 6 days, 25.” nomad-bred, reorganized the berid after rains could turn the roads of Outré Mer (According to Will Durant, The Reforma- the fall of Baghdad to the Mongols, and into quagmires of clinging mud, bringing tion, page x, the florin had the same ap- thenceforth its center was Cairo. Under travel of any sort to a seven- or eight-mile- proximate value as the ducat; in 1460, a his direction, the berid reached its zenith, per-day crawl. Even normal winter condi- rich man’s maid in Florence was paid eight with reports coming into Cairo twice a tions allowed only a 30-mile day for florins a year.) week from throughout the Mamluk do- dispatch riders, and the fierce heat of the The horse post was the most common of main, messages traveling at a rate of 120 Syrian sun, permitting only eight hours of the premodern communications methods, miles per day. riding time, made 60 miles per day an and in some ways the surest and most It was in the Far East, however, united accomplishment in summer — and this convenient. But where sheer speed was by the conquests of Genghis Khan (1206- assumes that couriers obtained fresh concerned, there were better tools, and 1227), that the horse post achieved its best horses at whatever cities and castles hap- man himself was one of them.

D RAGON 47 the responsibility of the local communities. and Fatmid (968-1171) Caliphates, the The foot post The local communities thus provided the pigeon post spanned the Arab dominions, Victor von Hagen writes (Realm of the trained runners who served in pairs for and top homing pigeons could sell for 700 Incas, page 177): “Man can outlast any 15-day shifts in the chasquis (pronounced to 1,000 dinars on the open market; the animal, including the horse.” The history CHAS-ki) huts (o’kla) that were set every egg of a pedigreed pigeon was worth 20 of the foot post as a tool of communica- one and a half miles along the roads. The dinars (approximately 2.7 ounces of gold). tions proves his point. runners were badged and sworn to such The Damascus-to-Cairo post of Nur ed-Din, Ancient Greece was a land unsuitable absolute secrecy concerning the mail they atabeg of Damascus and Aleppo (1146- for horse traffic. Roads were little more handled that not even torture at the hands 1174), used a system of “cot” stations than dirt tracks; the Sacred Way from of expert Spanish inquisitors could make where letters were relayed from pigeon to Athens to Eleusis, the finest road available, them betray their trust. When a message fresh pigeon at every stage in the journey. was only packed dirt, and narrow besides. was dispatched, each runner would carry But the peak of this post comes, as with Streams were unbridged except by it only the distance to the next station and the berid, under Baibars the Panther. Cot earthen dikes that a spring flood could there pass it on — a verbal key as well as (or loft) relay stations were established easily wash away. Since no postal system the knot-string recordkeeper that served along all the major routes of the Mamluk existed — even for governments — com- the Incas in lieu of writing — to the next domain, and the Sultan kept other pigeons munication by king and private citizen runner, who would continue the relay. with him wherever he went, ready to alike was by hired runner. But these run- These runners are chronicled as accom- carry his orders to any part of the empire ners could make the 160 miles from Ath- plishing the incredible feat of relaying at a moment’s notice. Each pigeon flew ens to Argos and back in a respectable two messages from Quito to Cuzco, 1,250 miles only the distance between the station days, and the 85 miles from Plataea (30 at altitudes ranging from 6,000 to 17,000 where he was normally kept and his home miles northwest of Athens) to Delphi (in feet, in just five days — a rate of 250 miles cot, where the message was transferred to central Greece) and back was only a one- per day! Fresh fish was sent daily 130 a new carrier. After sufficient pigeons day run. miles from the sea to the Lord-Inca in accumulated, the pigeons were returned The impact of horse, pigeon, and dis- Cuzco. to their “ready” stations by mule trans- tance largely eclipsed the foot post in later It’s well to remember, in the face of this port. The average station might house European history. The runners of the achievement, that on October 27, 1985, several hundred pigeons, but the Citadel Middle Ages averaged only 20-25 miles per the New York marathon was won by one of Cairo, the empire’s communications day on roads that were certainly no worse person, not a relay, with a time of 131.5 + hub, kept as many as nineteen hundred than those of the Greeks. In the Far East, minutes, approximately five minutes to the pigeons ready for service in its lofts. Pre- however, the Mongols established a foot mile. Every Incan runner was a skilled sumably, some of these had their home post in conjunction with their horse-post athlete who served in his home area so cots at the next relay stage along the roads system. The Khan’s runners were sta- that he could be indifferent to the altitude out of Cairo, while others had their home tioned in villages every three miles along and totally familiar with the three-mile cots in distant cities and could be used the major roads. Like the riders, the run- section in which he served, even to the when considerations of speed or security ners wore bells attached to their belts to point of running it at full speed at night, required direct contact with the Sultan’s warn of their approach. The system was and all this was done on the splendid generals and governors. Security also organized as a relay so that each runner Incan roads. Running 250 miles per day affected messages coming in to the Cairo covered only three miles before passing was probably a maximum achievement, citadel, for some were marked for the his burden on to the next man in line. but the average would not have been too Sultan’s eyes only, and Baibars gave in- There were no horses at all in Incan far below it. Contemporary Europe had structions that these should not be re- Peru when the Spanish Conquistadors nothing to match this postal system. The moved by any hand other than his own. arrived (1531) to discover a mail system Spanish colonial government continued to Whether eating, sleeping, at conference, that equaled or surpassed anything else in employ it until the 19th century. or playing polo, the Sultan was to be noti- the premodern world. Like the Roman fied immediately of the arrival of these system, the Incan depended on the use of pigeons, for every moment was critical. excellent roads, and the Incan roads rank The pigeon post The speed of pigeons varies with condi- with the Roman in terms of engineering Another premodern postal system, the tions and from bird to bird, maximums accomplishment. At 3,250 miles, the An- pigeon post, continued in use well into the being approximately 60 MPH in windless dean “royal road” was the longest in the 20th century. The discovery of carrier conditions and 110 MPH with a powerful world. Along the entire length of the des- pigeons aboard captured German trawlers following wind; less, of course, bucking a ert coast, a second arterial road stretched as early in World War I as August 5, 1914, strong head-wind. Letters were tied under 2,520 miles. Lateral roads branching off implying the trawlers were informants for the wing rather than on the leg, for pro- the two main arteries completed a total of submarines, added significantly to the tection against the weather, and pigeons more than 10,000 miles of major all- worries of British Admiral Jellico. In were never released at night, when hun- weather highways. Through terracing, December of 1944, the paratroop gry, or during inclement weather, as a sophisticated drainage techniques, cause- commander Colonel Friedrich von der precaution against their landing or wan- ways, step roads, bridges specifically de- Heydte asked to take carrier pigeons along dering between stations. Range was about signed to meet specific needs, and when he landed behind American lines 500 miles per day for ease, but relay sta- side-wall borders to mark the way and to during the early stages of the Ardennes tions were placed closer together than cut down on snow and wind drifts, the offensive. Permission was refused, and that when possible. Only male pigeons Incas overcame all obstacles and virtually events turned out as the colonel had were used as letter carriers by the Mos- eliminated all but the worst weather- feared: the paratroopers’ radios were lems. State-owned pigeons were branded induced delays. Incan road markers damaged in landing, and without pigeons, on foot or beak, and registers were kept (topos), similar to the Roman, were set up Von der Heydte was unable to relay to his showing their home cot, pedigree, value, every four and a half miles to give dis- superiors vital information concerning and history — a formidable task, consider- tances. Post houses (tampus) of varying American troop movements. ing the volume of pigeons in use. The size were spaced every 18 miles in level The use of carrier pigeons, dating back Fatmid Caliph Azeez one day decided that country, every 12 miles if the road went as far as the ancient Greeks, shows up he wanted to feast on the fresh cherries of up or down the side of a mountain, and as best in the hands of the Arab and Mamluk Baalbek in Lebanon, so an order was sent water allowed in desert areas. The upkeep rulers of the pre-Crusade and the Crusad- out by pigeon. Three days later, the Caliph of this, and of the postal system itself, was ing eras. During the Abbasid (750-c. 1100) and his entourage feasted on 1,200 fresh

48 DECEMBER 1986 Lebanese cherries, brought to him tied identification from the ground so that fastest speeds at sea were barely over 108 one cherry each fin a silk bag) to the legs hunters would not accidentally bring nautical miles in a day, under the most of 600 pigeons. down their own master’s messenger favorable conditions and with elite ships. The pigeon post has its disadvantages, pigeons. The Sultan would not be very On May 23, 1509, Cardinal Cisneros though. As Ian Heath points out, modern happy about that! crossed from Oran to Cartagena, 108 magicians show how easy it is for a spy to nautical miles, in one day, and it was con- secret a pigeon or two about his person, The sea sidered a “miraculous” feat, as if he had but since pigeons fly only to their home As a highway for commerce, the sea was commanded the wind itself. Obviously, not cots, that does no good if he has the and is unsurpassed. In the premodern age, all things improve with age. wrong pigeons. However vast the number land communications, while slower and Well-designed ships and well-cared-for of carriers employed, you can’t send a more expensive, were usually favored crews (remembering that classical oars- letter if you don’t have an available pigeon above sea communications. The latter men were not slaves but free) are impor- tagged for the appropriate destination, were simply too unpredictable. Fernand tant factors in record voyages. Lionel and the farther away the home cot the Braudel writes (The Mediterranean, page Casson writes that in the 1st century B.C., longer you have to wait for the pigeon to 357): “The struggle against distance might an ordinary vessel could make 70 nautical be returned to you for future use. In a remain a matter of constant vigilance, but miles in one day at three knots, while a fantasy world, this problem could be it was also one of chance and luck. At sea, well-made ship could make 90 nautical overcome by a magical spell that can di- favorable wind and a spell of fine weather miles in one day at four knots. Based on rect a pigeon to the destination of the might make the difference between taking this, he gives average speeds for ancient sender’s choice, or (combined with a six months for a voyage or completing it in vessels over open water of four to six direction-finding or object-locating spell) a week or two. Pierre Belon sailed from knots, with speed reduced during the can even cause a pigeon to hunt out a the Sea of Marmara to Venice in thirteen time-consuming tasks of working through specific individual. Such spells, vastly days, a journey which frequently took half islands or of coasting. With a favorable increasing a ruler’s range of communica- a year.” wind, a solitary trireme could average tions, might easily be the most valuable Vessels might be forced to stop indefi- four and a half knots (325 nautical miles in service a court magician could perform nitely in safe havens when the weather three days). Against the wind, the average for his master! was prohibitive. In 50 B.C., Cicero waited would be reduced to two or two and a half Pigeons are also limited in the weight three weeks to cross the Adriatic from knots. The Greeks also recognized that a they can carry. Letters must be short, Patras to Brindisi, and St. Paul was forced trireme just out of dry-dock was faster expressing only main ideas or possibly to spend an entire winter at Malta during and more maneuverable than a ship which using a code where each word carries a one voyage. In the Middle Ages, the En- had been at sea for some time and whose wider meaning for the recipient. In 1281, glish Channel crossing was known to be timbers had become waterlogged and when the governor of Hama sent to Sultan particularly hazardous and time- heavy — just as long-service ships in sail- Qalaoon a warning of the already-expected consuming, varying from three days in ing times would be burdened with barna- approach of the Mongol army of Mangu moderate weather to a month in bad; one cles and slower than ships which had been Timur, he said only: “The enemy numbers knight was kept at sea 15 days in a storm, freshly scraped. This problem, at least, eighty thousand. Tell the sultan to and landed much the worse for wear. In might be relieved in a fantasy world strengthen the left wing of the Mamluk January 1610, a Venetian ambassador to where alchemists can provide a ruler’s army.” (Sir John Glubb, Soldiers of England was two full weeks at Calais wait- navy with effective, water-resistant var- Fortune, page 112) In order to allow for ing for the weather to abate, and, in June nishes. The formulas for the varnishes longer messages, the Mamluks experi- 1609, a Venetian ship headed for Constan- would be state secrets, as carefully pro- mented with special thin paper. Magic tinople spent 18 days sheltering from a tected as the secret of Greek Fire was by could expand on this by devising psychic storm at Chios. the Byzantines, and as much sought-after messages so that merely holding the paper Against this background, it’s possible to by foreign spies. Other aids from magic could express entire paragraphs directly calculate the potential speed of voyages, could be potions to keep up the strength to the mind of the receiver — perhaps remembering that communications is a of oarsmen, even at some cost to vital life even limiting the message to a specific matter for single ships rather than fleets forces, or spells to control the weather (at receiver, with no one else who handles the (which move at the speed of their slowest least in limited areas) so that a voyager can paper able to receive any message at all. members), and that record voyages are duplicate the feat of Cardinal Cisneros and Finally, as with other posts, pigeon mes- exceptions from the norm. “hold the wind in his hands.” All of these sengers can be lost or intercepted. The “In the 4th century B.C., a favorable wind would be valuable both for dispatch boats Guinness Rook of World Records reports might allow a high speed of six to seven and fleet actions. of one pigeon released in Europe that knots. Record voyages include 170 nautical arrived in Australia, and another that took miles (Cotyora to Sinope, along the eastern seven years to go 370 miles — rare occur- end of the Black Sea coast of modern Exotica rences, but possible. Less rare are the Turkey) in a day and a night; 190 miles In addition to the major communications chances of weather or predators bringing (Sinope to Heracleia, on the western part systems, some minor ones were of particu- down a bird — or an enemy archer or of Turkey’s Black Sea coast) in 2 days; 125 lar value. Beacons — sun telegraph, fire falconer in the right place at the right miles (Heracleia to Byzantion, modern telegraph, smoke signals — can be solitary time. The sky is a big place, and these Istanbul) in 16 to 18 hours. Average speed or part of a network, and their use dates chances are seldom recorded as having for a long journey with a light wind and from the first time a hostile fleet appeared happened, but the danger is sufficient no halts was four to five knots (290 miles on an unguarded coast. The Romans used that, in some cases, pigeons were released from Lampsacos, a city on the Dar- torches and a simple semaphore code, in pairs to guard against the miscarriage danelles, to the Laconian Coast, the south- while the Byzantines had a sophisticated of important messages. Once more, magic eastern coast of the Peloponnesos district heliograph system to transmit news of can help here, producing spells to make of modern Greece, in three days and three invasions or disasters across the empire. carriers less detectable or to protect them nights), but usually there was no rowing at The beacon tower of Constantinople was against arrows and falcons. But then, the night and 65 to 80 nautical miles in a 16- within sight of the emperor’s residence. A magic itself may be detectable, or the hour day was common in the good sea- chain of beacon towers along the coast of enemy may have magically controlled son.” Will Durant reports that some fast Syria in the 10th century could flash news falcons for “anti-pigeon” patrols. Most Roman cruisers made 230 nautical miles in from Antioch to Cairo in an hour’s time, important of all would be some means of 24 hours, but, in the 16th century, the and was used later by the Mamluks to give

D RAGON 49 warning of the Mongol invasions. The minutes, the nearby wolf raised a quaver- taineers possess similar abilities. While the Franks heavily favored the use of beacons. ing howl that ended on high notes above range of whistlers or yodelers depends on While the sites of their castles were cho- normal human hearing. “Caribou are weather, altitude, and the capacity of the sen for a variety of reasons, many were in coming,” Ootek reported. “The wolf says surrounding terrain to reflect or absorb line of sight of each other so that messages so!” And he explained that the wolf in the sound, the principle remains useful. This could be exchanged. When Saladin be- next territory north had been passing the is particularly so when a fantasy world sieged the Crusader castle of Kerak in word — passed to him by another wolf can combine it with animal communica- Moab (southeast of Jerusalem across the even further north — that the long tion, and enhance it with low-level magic Dead Sea) in 1183, a signal beacon sum- awaited caribou migration had started, native to given rural districts. Establishing moned relief from Jerusalem, 50 miles and had even specified their present loca- relay stations isn’t necessary when a suc- away. In the maps of A Wargamer’s Guide tion. The nearby wolf had then acknowl- cession of mountain farmers and herders to the Crusades, Ian Heath notes many edged the news and passed it further who are used to “talking” to each other instances of this line-of-sight placement. along. Mowat was skeptical, and remained are able and willing to pass the news along The use of heliographs endured so long so even when another friend named Mike in this way! Allowing for the general con- that Alexandre Dumas used the device in promptly went hunting, and returned servative attitude of scientists and re- The Count of Monte Cristo as a means for three days later with venison to spare. The searchers, we can even consider the his title character to destroy an enemy — a caribou, Mike said, had been 40 miles five-mile range to be normal rather than clear warning that telegraph operators are northeast on the shores of Lake Koiak, exceptional, with wolves able to “talk” not above being bribed or otherwise inter- exactly where the wolves said they would even farther. fered with. Lacking telescopes for preci- be. He added that wolves could “talk” Another method of rural communication sion sighting, however, probably nothing almost as well as people and easily com- is the somewhat more specious notion of as detailed and accurate as the modern municate at great distances, and that some Robin Hood’s famous “whistling arrows,” semaphore or the sophisticated flag codes Eskimos could literally converse with used to speed messages across Sherwood of the British navy was possible through them. Forest. The premodern record for long most of the premodern era. Coincidence? Yet an interesting story shooting belonged to Sultan Selim III (953 More esoteric is a story told by Farley comes from the Spanish-speaking Canary or 972 yards in 1798), while the 1975 Mowat in Never Cry Wolf. Working with Island of La Gomera. While the outdoor records are held by Harry Drake of Lake- an eskimo hunter named Ootek, Mowat range of a male human voice in still air is side, California: 856 yards 20 inches with was startled one day when Ootek pointed only 200 yards, the islanders speaking the the handbow, 1,359 yards 29 inches with to a range of hills five miles north and whistled silbo language can, under ideal the crossbow, and 1 mile 101 yards 21 said, “Listen, wolves are talking.” Mowat conditions, communicate across valleys at inches with the footbow (Guinness, page heard nothing, though he noticed a nearby a distance of five miles (Guinness Book of 494). If we accept that Robin Hood’s men wolf, asleep until then, was also watching World Records, 1975, page 46). The could fire an arrow 880 yards through the the hills. After listening for a couple of Basque sheepherders and the Swiss moun- forest sky, that requires two men per mile who must be in a specified locale at a specified time to speed the message on its way. Such a method is a little wasteful of manpower, but could be valuable to get important information across dangerous terrain, and to do it secretly. The trick would be arranging for enough top-grade archers to be where the arrows are land- ing just when they’re needed. In heavy forest country, where isolated farms are virtually immune to interference and where the necessarily fixed nature of road travel guarantees that your lines of com- munication will remain static, the proce- dure almost makes sense. In realms of pure fantasy, an enormous number of devices, perhaps not originally intended for the purpose, can serve as tools of communication. The fabled “Seven League Boots” that enable the wearer to cover 21 miles at a single stride would be invaluable for special couriers. The “tala- ria” or winged sandals of Hermes would also be of use. The wings of Daedalus, manufactured to allow him and his son Icarus to flee Crete, and fatal to Icarus when he flew too close to the sun and the melting wax of the wings plunged him into the sea, could be employed. The trouble with devices like these is that they’re usually one-of-a-kind items. They may serve for a single individual, the prime courier of a god or a king, but they hardly allow for a communications network. The same holds true for flying crea- tures, such as a roc or a pegasus tamed to the use of man. Unless you have an entire herd of them, you can’t expect to set up a

50 DECEMBER 1986 postal relay, and if you do have an entire to none. Kings could hardly match rich Elstob, Peter. Hitler’s Last Offensive. herd, as Lew Pulsipher makes clear in his merchants in this potential and were New York: Ballantine Books, 1973. article, “The Fights of Fantasy”(DRAGON® prepared to buy and sell news through Glotz, Gustave. Ancient Greece at Work. issue #79), you have better uses for them these unofficial organizations. Never un- London: Routledge & Kegan Paul, Ltd., than making mail runs. In addition, crea- derestimate the power of unauthorized 1965. tures large enough to carry a man through intelligence dissemination! Glubb, Sir John. Soldiers of Fortune. the sky have other liabilities. They’re a lot New York: Stein & Day, 1973. more visible than pigeons, haven’t any Be it by courier or ship, crystal ball or Heath, Ian. A Wargamer’s Guide to the chance of blending “anonymously” into gossip, the news has a way of getting Crusades. Cambridge: Patrick Stephens, their surroundings, and make inviting around. This has been a mere sampling of 1980. targets for any mage with the power to the more prominent methods our premod- Lamb, Harold. Genghis Khan. New York: strike at them. ern ancestors used to help it on its way. In Bantam Books, 1963. Other courier techniques might include the following article are some tips on how McWhirter, Norris, and Ross McWhirter. teleportation, dimension doors, some sort those methods can be translated into Guinness Book of World Records — 1975. of potion to increase the speed with which fantasy role-playing terms. But don’t be New York: Bantam Books, 1975. a man or a horse can run (at some cost to afraid to experiment on your own. You Mowat, Farley. Never Cry Wolf. New life energy), or even supernatural messen- just might come up with something York: Dell Publishing Co., 1977. gers or astral travel. At sea, dolphins can nobody’s ever thought of before. Polo, Marco. The Travels of Marco Polo. make 40 to 60 knots and are six to ten trans. William Marsden. New York: Dell times faster than the fastest dispatch Bibliography Publishing Co., 1961. boats, if you can control them. All have Braudel, Fernand. The Mediterranean. Pulsipher, Lew. “The Fights of Fantasy,” advantages and disadvantages (overkill New York: Harper & Row, 1976. DRAGON Magazine 79 (November, 1983). being one of the latter). For emergency Casson, Lionel. Ships and Seamanship in Rawlinson, George. The Seven Great use, when you take chances and pay the Ancient World. Princeton: (no pub- Monarchies of the Ancient Eastern World, prices you wouldn’t normally consider, all lisher), 1971. Vol II. New York: Hooper, Clarke & Co. (no may be viable. Durant, Will. Caesar and Christ, from date given). Crystal balls armed with clairaudience The Story of Civilization, Vol. III. New Tuchman, Barbara. A Distant Mirror. and ESP offer more promise. Just half a York: Simon & Schuster, 1954. New York: Ballantine Books, 1978. dozen can link major cities and fortresses Durant, Will. The Age of Faith, from The Tuchman, Barbara. The Guns of August. together. For independent mages, the Story of Civilization, Vol. IV New York: New York: Dell Publishing Co., Inc., 1969. difficulty in using them would be arrang- Simon & Schuster, 1954. Von Hagen, Victor. Realm of the Incas. ing to have both sending and receiving Durant, Will. The Reformation, from New York: The New American Library, parties on-line simultaneously, in an age The Story of Civilization, Vol. VI. New 1961. when “synchronize your watches” has no York: Simon & Schuster, 1957. significance. But, in the case of societies analogous to the Templars, Hospitalers, or Assassins of the Crusading era, it’s entirely conceivable that trained adepts would be standing by, day or night, to receive mes- sages. Dedicated monks would have no problem with this, and conditions of per- petual warfare such as existed in Outré Mer during the Crusades would provide incentive for the duty. Last, but very far from least, there’s that most excellent message system popular- ized by the TV series “M*A*S*H” — the “latrino-gram.” Rumor and scuttlebutt can be remarkably accurate, and can travel faster even than the speeding news re- lease. Given the security skills of the pre- modern world — or even of the modern world, some would say — it’s not impos- sible that at the moment a special courier is whispering a top-secret message into the king’s ear up in the palace, the bosun of the ship that brought the courier is regal- ing his companions in the local tavern with precisely the same tidbit of juicy gossip. In ancient Greece, commercial information services developed in the larger ports, fed by hard news and soft rumor gleaned from incoming ships and . Gustave Glotz writes (Ancient Greece at Work, page 293): “Those firms which had correspondents at a certain number of centers could form a private information agency.” The same would hold true for all ages and all societies, and for trade centers located inland as well as on the coasts. The medieval Jews had an international information network second

D RAGON 51 High Seas in 3-D.

A special game accessory for your favorite role-playing game

Once the superstructure is finished, attach it to the BOTTOM of Design by Dennis Kauth the main deck (12). If you’ve cut out the hole for the mast in 12 beforehand, fitting these parts together is much easier. Perform When we were putting this issue of the magazine together, one test fits (without glue) to section is properly done. of us recalled that Dennis Kauth, our special-effects man in the The superstructure was made heavy on purpose, to hold up graphic arts department, had created a three-dimensional fold-up 25-mm lead miniatures. ship. Dennis quickly produced the ship, we took a look at it, and The crow’s nest consists of parts 19 and 20. Make sure plans were immediately made to jam it into this issue along with Step 7: that the floor (19) has its colored side up, and that a hole is cut in the rest of our Maritime Adventures selections — yo, ho, ho. it for the mast (I didn’t do this when I put my own ship together Then came the problem of putting it together. Now, the most —talk about trouble). experience that any of your editorial staff ever had with boating Step 8: Fold the mast (21) together and place the crow’s nest occurred when Robin Jenkins was fished out of the aquarium at on it. You might want to consider fixing a yard arm to the mast at Roy’s Bean-O-Rama in , IL. Roger Raupp claims to have this point (see helpful hints, below). once seen pictures of boats in a library book he dropped into a Step 9: The quarters (10), which fit on top of the quarter deck, lawn mower, and Pat Price served on a pigboat when he was in are easily assembled (colored side out). the Milwaukee Navy, but his boat was lost when they drained the Step 10: The stairs (11) are also easily assembled, unless you swamp. This left me — actually, Marilyn and myself; only are like some of the game designers here who mistook this part Marilyn’s best with sheep imitations — and, with only four hours for a nose warmer. Takes all kinds. left until this issue went off to the printer, I took computer Step 11: Fixing the stairs (11) to the quarters (10) is quite easy, keyboard in hand and set about creating these instructions. too. Step 12 (not pictured): Glue the quarters (10) to the quarter Order of assembly deck. Also assemble the pilothouse (18) and fix it to the main deck Carefully cut out each piece of the ship as you need it. Cutting (on the square drawn near the stern); keep the roof sloped out the pieces too early often leads to confusion and misplacing forward so the doors in the back of the pilothouse face the stern. needed parts (the parts themselves are not numbered). A hobby Step 13 (not pictured): Stop gluing things. The mast should be knife and a straightedge serve well for experienced hobbyists; free to be removed from the ship (in case a dragon turtle takes a otherwise, a sharp pair of scissors is suitable. White glue is best liking to it), and the main deck should also be freely removed. If for attaching the parts together permanently; be careful not to using miniatures, action can be conducted simultaneously on overuse it. main and hold decks. You are finished. The arrows and dotted lines on the cut-out sheets indicate places which are folded, NOT cut. Carefully score along these So, what type of ship is this? Dennis said it was a carrack, but lines with a knife without cutting through the paper. when I showed my finished ship to Roger, he said it was a caravel, which sounded like a candy bar, but I later looked it up Step 1: The hull is assembled as shown, using parts 1, 2, 3, and and decided it was a cog. No matter. I’ve used ship models like 4. Make sure that the colored part of 4 faces up, and those of this one for a number of AD&D® games, and they’ve performed parts 1-3 face out. beautifully. Nothing matches the thrill of watching your players’ Step 2: The stern assembly consists of parts 5 and 6. Note that faces when giant octopi mistake the ship for a huggable doll, or the single door on 5 is in the hold when the model is assembled. when the 172nd Sahuagin Marine Division climbs aboard in Ensure that the tabs on 6 are attached to 5, the latter with search of amusement. colored side up, forming the quarter-deck floor. All you, as the Dungeon Master, need is a thinly veiled excuse Step 3: The forecastle assembly consists of parts 8 and 9. As to get everyone’s favorite character out for a short boating was done in step 2, ensure that 8 has its colored side up and cruise, and — ZAMMO! It’s Voyage to the Bottom of the Sea time! forms a floor inside 9. Seriously, this does work well for adventures in many fantasy Step 4 (not pictured): The rudder (7) is easily assembled. Test game systems. Enjoy. fit the finished rudder to the stern (along the white strip). Step 5: Fit the rudder (7), stern assembly (6), and forecastle (9) Helpful hints to the hull (1). A certain amount of “fudging” with the placement It is a good idea to photocopy the ship patterns and put a crude of these parts is allowed. It might be a good idea to set the stern model of the ship together using tape before actually assembling assembly back far enough to make room for the main deck floor the plans as they are. I did this and found that it cleared up a lot and superstructure, which will be attached later. of misunderstandings about the assembly instructions, leading to Step 6: The superstructure/main deck assembly is a little a much-improved final model. difficult to manage, but a trial run is of great help (see the helpful When assembling your photocopied model, note which areas hints below). Parts 15 and 16 essentially wrap around each other, are not colored in (insides of the railings, railing around the main with parts 13 and 14 forming cross-struts. Note that the notch in deck to port and starboard, etc.). These areas can then be 13 was cut to allow part 17 (and the mast) to pass through it. colored in on the final ship pieces prior to assembly. Parts list 1. Hull, starboardstarboard side 8. Forecastle floor 15. Side/stern superstructure 2. Hull, port side 9. Forecastle railing 16. Side/how superstructure 3. Hull, stern 10. Quarters and poop deck 17. Mast foundation 4. Hold floor 11. Stairs to poop deck 18. Pilothouse 5. Hold cabin and quarter deck 12. Main deck 19. Crow’s nest floor 6. Stern railing 13. Bow bar, superstructure 20. Crow’s nest railing 7. Rudder 14. Stern bar, superstructure 21. Mast

Dennis thoughtfully added a square grid sized for 25-mm figures over the upper and lower decks, as well as the quarter-deck, and poop deck. Each square is roughly 5’ across, sufficient for most movement and combat purposes. If you wish to add sails and rigging to the model, you would do well to consult the illustration of the cog on page 13 of this issue. The sail would be easy to add, requiring a yard arm of balsa wood or paper to hold it in place. String or thick thread will do as rigging. Be warned that the rigging may interfere with placement of miniature figures around the ship, but the sail should be out of the way. Note that the ship was steered by a man in the pilothouse, who had only small notches through which he could see. A man on the forecastle called out instructions to him. The pilothouse was obviously made secure to keep the pilot from being killed in combat. Dennis Kauth drew a few 25-mm shields, reproduced on the cut-out pages, for gamers who wish to hang them on the sides of the ship (as Vikings did with their shields on longships). Other shields and insignia, using decals, cut-out pictures, and the like, can be added to the ship as desired. With a little imagination and a steady pair of scissors, a Dungeon Master should be able to create an adventure than all of Instructions by Roger E. Moore his players will remember for years to come. by Ed Greenwood (whose origin has been lost with time), it is a one-way trip; the spell-caster cannot can be used as a means of precise trans- later “jump back” to the first location by “I’ve brought ye something,” port from place to place, even from plane means of the gem. said. “But ye won’t even see it if I don’t to plane (a process known as “gemjump- The gem is not consumed in either spell- have your solemn oath first that ye won’t ing,” or sometimes “gemwalking” or “gem- casting or transportation, and is not touch it — at all — or keep me from taking sending”). Only with this type of gem does moved or affected in any way by the spell. it away again. Dost hear?” the magic work. Due to their rarity, there Since transportation is by act of will, the “Dost,” I agreed, solemnly. “I agree to all is no set price for such stones, but Elmin- spell-caster cannot be feebleminded, ber- those conditions and I can probably even ster tells me that he cannot believe a mage serk or maniacally insane, sleeping, deliri- muster up a few oaths, if you insist . . . would knowingly part with one for less ous, or unconscious. Casting a gemjump any preferences? No, never mind . . . than a powerful magic item, much train- on a rogue stone does not negate or alter you’ve captured my attention with your ing, or the knowledge of a dozen or so any previous gemjumps cast upon the not-very-subtle mysterious act, so tell me: spells. Here follows the necessary trans- stone (but not yet used for transportation) Have you brought along someone’s crown portation spell: by others. Once cast, gemjumps cannot be jewels, then? Or just the talisman of Asmo- dispelled by any magics worked upon the deus?” stone; only the utter (physical) destruction “Do not jest about such things,” the sage Gemjump (Alteration) of the gem will do that. said, staring at me crossly. “Such irrever- Level: 6 ence for great learning. Tut, tut! I have Range: 0 Elminster recounted several famous uses indeed brought a jewel” — he produced a Duration: Special of gemjumping in the Realms. I have set a small, stoppered bottle of crystal, which Area of Effect: Special few down briefly, as examples of the he held up to the light — “as you can see. Components: V,S,M spell’s multiple uses: This” — he paused for dramatic effect; I Casting Time: 2 rounds Glemmora, mage of Rallyhorn, escaped spoiled it by handing him a glass of sherry, Saving Throw: None from manacles in the Dungeons of Tor- and turning on my tape recorder — “is a Explanation/Description: A very rare ment after her capture by King Urgiathus Rogue Stone!” jewel, of the type known as a “rogue of Dulgund, and appeared in the ruined The stone Elminster showed me was stone,” is required as the material compo- city of Myth Drannor, where she had small, about the size of a dime, faceted, nent. The spell-caster must hold this in hidden her rogue stone and a spare spell and displaying a rainbow of shifting, fluid one hand, and with the other one make book. colors; pretty, even exquisite if properly the gestures required. At any time after Gulthas, the Black Mage, fled from displayed, but nothing to stand out when casting is completed (even centuries later), Avernus after an attempt to plunder placed with other gemstones. These are the spell-caster (even in another incarna- Tiamat’s hoard had failed, eluding three of very rare and not easy to identify, Elmin- tion, i.e., lichdom or after receiving a her consorts, and returned safely to his ster told me (and a search through my reincarnation) can, by an act of will, be seacoast citadel near Baldur’s Gate. library failed to turn up anything of our transported to the location of the gem — Brammas, Lord of Sulmarin, regained Home Plane that matched them exactly), regardless of the distance between the his crown of office through the services of but there are over sixty known to exist in two, separation on different planes, or his mage-of-court, Durlyn, who had previ- the Realms. None are known to have been restraints upon the gem (in a setting or ously enspelled a rogue stone and affixed turned up or mined; all have been found chest) or spell-caster (chains, bonds, im- it in the gem-work of the crown — and as cut, finished gemstones, and their pre- prisonment, paralyzation, petrification, used it to appear with the stolen crown in cise origin is a mystery. and magical entrapments such as force- a cave not far from Sulmarin, where he The name “Rogue Stone” is an example cage, trap the soul, imprisonment, sink). defeated the thieves by magic, and pre- of that sense of humor prevalent amongst Transportation by means of this spell is served the crown. sages of the Realms — it is derived from instantaneous, and if the gem is in a con- Urthos “Greencloak” slew his mortal the use of such gemstones by rogues: fined area too small for the spell-caster’s enemy, the mage Umpral, by jumping via a rogue magic users, to be more exact. By upright form to appear, he will appear in rogue stone into the latter’s treasure vaults the use of a certain spell of great antiquity the nearest suitable open space instead. It and taking him unawares.

54 DECEMBER 1986 Laeral, a famous mage, destroyed the demon lord Arlgolcheir with the aid of the archmage Khelben “Blackstaff” Arunsun and the mage Alduth of Neverwinter — when Laeral found the demon’s amulet, she was wearing a belt containing two rogue stones, previously enspelled by Khelben and Alduth, and she called on the two by means of sending spells to aid her, so that all three were ready to battle the demon when it appeared. The mage Faeros gained much magic when a rogue stone he had sold to an agent of the Red Wizards of Thay was conveyed to them and placed in their citadel; he appeared beside it, despite its imprisonment in an enspelled chest, plun- dered the spell books he found there, and escaped via a fly spell, pocketing the rogue stones. The Red Wizards are currently seeking him. Khelben “Blackstaff” Arunsun is known to use a rogue stone as an infallible, safe return teleport when adventuring; it is kept in a secret room of his tower in Wa- terdeep and guarded in his absence by two apprentices who know not the details of its use. Heladar of Procampur won a bride by sending a rogue stone as a gift to the prin- cess Lustra, Royal Lady of Innarlith — and gemjumping into her boudoir one night, much to the distress of her handmaidens. He slept them all and had a long night of dalliance ere being discovered — time enough for him to fascinate the sheltered princess and win her affection. Thus he began an ardent and ultimately successful courtship. The mage Mercloak of Ruathyn ap- peared from centuries of imprisonment beneath the earth and destroyed his jailer, the mage (by then, lich) Ranthal of Ber- dusk. A rogue stone enspelled by Mercloak had unwittingly been seized by Ranthal from Mercloak’s treasury for use in Ran- thal’s diadem. It is said that after traveling about the Realms and finding them much changed since the time of his imprison- ment, he returned to the site of Ranthal’s destruction and thanked the absent mage for delivering him into a vastly better world while still young enough to enjoy its delights. One note for all who find such gems: there is no known way of identifying the presence of extant gemjump spells cast upon a rogue stone, nor of determining the identity of the mages who cast them. Even a wish will not remove such magics. Elminster warns me that rogue stones may well be found here and not to go monkey ing about with such things. I have assured him that DRAGON readers are far too sensible and prudent to unleash dire con- sequences upon themselves or their plane by keeping such stones. Besides, we have a foolproof way of losing unwanted items, forever — we just address them to our- selves and pop them into the mail. . . .

D RAGON 55 (From page 36) The spell which gives me the most problems tends to be phantasmal force. The DM doesn’t know what limitations to put on the spell and we sometimes end up fighting over the spell. The problems I have are: 1. Are creatures which have a low or animal intelligence affected by illusion? 2. When the Player’s Handbook says that the illusion lasts until struck by an opponent, does that mean that he has to make a “to hit” roll or does it mean that the illusion touches the oppo- nent? 3. What factors allow someone to make a saving throw? How would they know the illu- sion was fake? I know other problems will arise with the use of more powerful illusions and with the use of different spells such as audible glamer and spectral force, and with spells dealing with shadows, etc. If it would help to illustrate how illusions function, could you give some examples of how these or other spells work? I have never seen an article in DRAGON Magazine that deals solely with the problem of illusions. They are both difficult and confusing to attempt, and I think it would be well worth the time if you were to print an article dealing with this subject. John Goldie Steamboat Springs, CO

(From page 3) seems to me that the AD&D game is becoming less popular and other games are becoming more popular. After all, there is only so much you can say about one game. Even in issue #49, when the game was still fresh, you had more on other games than you do now. I suggest that you become a gaming magazine instead of a role-playing magazine. Expand your computer articles for smaller computers, like the Atari XL series and the Commodore 64. Why not have an article devoted to 48LK Infocom games? Start printing more miniature articles. Expand into other types of games. This may sound totally absurd, but why not publish articles about Stratego, Risk, and even Monopoly. Maybe that last game was a mistake to mention. But the point is you need to diversify. Kent B. Gravelle Oklahoma City, OK

I would call the Chainmail miniatures rules, with their fantasy supplement, the real father of role-playing games, but that’s a moot point. As noted in my last editorial, the majority of DRAGON Magazine’s readership prefers a heavy emphasis on the AD&D game — but our readers like diversity, too. You’ll find articles on the ELFQUEST®, DOCTOR WHO, and TRAVELLER games in this issue, for example. TOP SECRET®, STAR FRONTIERS®, GAMMA WORLD®, and STAR TREK®: The RPG game articles have graced our pages in recent months, and the MARVEL SUPER HEROES® game gets a good monthly shake. More articles on other fantasy, science-fiction, and super-powered are forthcoming — but if you don’t subscribe to the magazine, how will you know what we’re running?

56 DECEMBER 1986

Before getting to specifics about individ- ual animals, it might be wise to dispel a few general myths about wild beasts. The biggest myth is that fire drives away ani- mals or holds them at bay. This is not always the case. A sufficiently hungry carnivore presses home its attack, fire or no fire, and irritable beasts such as hippos actually charge fires because of the way fire looks. In any event, a fire contributes no more to nighttime protection than enabling characters to see their attackers. Also, clerics and fighters have to take off their armor at night so they can sleep, making them a nice, soft AC 8 to 10 when attacked on short notice. A character can have plate mail and a large shield that are both + 5, but if he isn’t using them when attacked, they might as well be nonexist- ent. There is some consolation for hack- and-slash PCs: the bright light of a fire ought to attract plenty of monstrous and mundane foes to fight. Characters adventuring in forests or jungles often get the bright idea of spend- ing the night in the trees, abandoning the horses (and possibly some hirelings) to the carnivores below. This is encouraged by the belief that lions and tigers can’t climb trees. As a matter of fact, various wit- nesses claim to have seen both of these species climb 30’ up smooth, branchless tree trunks. When adventuring in the wild, it might be better to take along a few sacks of caltrops instead of a book on how to build a tree house. The situation can be particularly acute in fantasy or science- fiction games; DMs might take their play- ers completely by surprise by coming up with a wolf or grizzly bear that can climb —as they have both been known to do. Finally, game-specific information on running wild beasts is often left up to the by Gregory Detwiler similar tactics can also nullify the advan- referee. A DM can create a particular tage of hard-hitting spells such as fireball. percentage chance of a Cape buffalo Monsters: When one thinks of the word With a little inspiration from these books breaking off a charge or of a leopard in AD&D® games, images of giants, (and this article, of course), the DM can successfully tracking its prey, making it fit dragons, owlbears, manticores, and chime- keep his tough, dragon-slaying characters the game circumstances and mechanics as ras come to mind. These are monsters; on their collective toes — assuming they desired. they’re the big names — the famous super- have any toes left. natural beasties that send shivers down Although the main thrust of this article Herbivores the spines of low-level characters. But is directed toward the AD&D game, the lions; tigers, leopards, bears, and wolves? information herein can be used with equal Most people think that herbivorous Hey, these are just ordinary animals. Any- facility in any other role-playing game. animals are basically docile creatures. If one can handle them. Most fantasy game monster listings in- you leave them alone, they’ll go placidly Wrong! clude at least some mundane carnivores, about their business. Being a vegetarian or The purpose of this article is to demon- as well as big herbivores like elephants near-vegetarian doesn’t insure a benevo- strate that ordinary animals are just as and rhinoceri. The PALLADIUM ROLE- lent nature, however. A surprisingly large dangerous to player characters (PCs) as PLAYING GAME® has done especially well number of herbivores are rather high- their imaginary counterparts. In fact, since in this regard. Since ordinary animals act strung, with tempers as brittle as egg most gamers think little of ordinary the same anywhere, the information can shells; both camels and zebras have been beasts, they are somewhat overconfident be used by players of the TOP SECRET®, known to bite off a man’s arm. It pays not in these encounters. A canny referee can MARVEL SUPER HEROES®, BOOT HILL® to take them for granted. quite easily turn this overconfidence games, or by stranded space travelers and against the group. mutants from many science-fiction games. Elephants To find out what type of damage danger- Some African beasts are even described in The largest of the herbivores, elephants ous animals are capable of doing, two a recent module for the CALL OF have a variety of attacks available to them. “must read’ books are of help: Man is the CTHULHU® game. Being devoured by a They can spear human-sized opponents Prey, by James Clarke, and Maneaters, by lion may sound tame compared to being with their tusks, stomp them, or simply Peter Hathaway Capstick. It is amazing transformed into an amorphous slime of pick them up with their trunk and smash how some animals are able to circumvent nethermost horror by an eldrich abomina- them against a tree. There is also a variant even the advantage of modern firearms; tion, but the character dies just the same. attack in which the elephant employs one

58 DECEMBER 1986 foot to pin a victim to the ground, then Environmentalists won’t care if a few unlikely to be satisfied with a single toss. uses its trunk to tear him to pieces. One rhinos are killed on paper; there are, The Cape buffalo’s charge is the hardest to consolation on elephant attacks is that if a however, a few things that should be dodge of any horned animal, because the character is alone when relieved of this discussed before risking the paper (albeit, creature keeps its eyes on the foe for the mortal coil, he may still receive a decent highly valued) lives of favorite characters. entire charge, lowering its head only at burial; elephants have been known to The biggest myth about the rhino is that the last possible moment. Followers of the cover the bodies of their victims with one can escape its charge by standing still dodge-at-the-last-moment philosophy who branches, bushes, and the like. An ele- —then dodging out of the way at the last haven’t been killed by rhinos usually get it phant may do this even if in “must”: a moment. Supposedly, the beast then con- from buffalo instead. Since it is impossible peculiar madness that comes on the males tinues charging in a straight line for a to outrun a buffalo, the best course of during the mating season. short distance until it decides to forfeit its action to take when encountering a charg- There are often rumors and legends of attack. This supposition is quite mistaken. ing herd is to stand perfectly still and wait man-eating elephants. In reality, only one In spite of its great size, the black rhinoc- patiently for the herd to pass. It may be elephant is known to have actually eaten a eros can turn on a dime. If irritated that, rather than making an attack, the person. In 1944, a Zurich Zoo employee enough, the creature may well continue its buffalo herd is merely charging upwind was so fond of tending to the Indian ele- vendetta until it has trampled or tossed because it suspects something nasty is phant there that she had special quarters something (men have been tossed 12’ in afoot. Buffalo also tend to go around unfa- made for her right by its cage. The ele- the air by black rhinos). Rhinos can some- miliar objects. A lone buffalo, on the other phant later killed and ate her (the creature times be distracted by tossing articles of hand, might be frightened off by a charac- was examined and found to contain the worn clothing at them; homing in on the ter who runs at it, screaming and waving keeper’s remains). In all other cases, the scent, the rhino quickly reduces a charac- his arms. Then again, it might stomp the reports appear to be based on a habit ter’s wardrobe by a factor of one. If a character into the dust. some elephants have of carrying the body character is wearing a suit of armor, A major reason that a buffalo might parts of victims around in their trunks or things are a bit more complicated. How- attack is because the beast is wounded. mouths, for no apparent reason. It’s easy ever, if a character is going to wear heavy This situation grew quite serious in Africa to see how the “man-eating” rumors got armor, he should be ready, willing, and after traders started unloading inefficient, started. Of course, if the DM in a fantasy able to fight it out. smoothbore muskets on the native tribes. game wants to add a carnivorous elephant If a character decides to stand and fight, In any modern game where the natives to his campaign, showing players ordinary a tale told from the days of the slave trade have such lousy guns, a DM should in- beasts acting as mentioned above helps gives an idea of the force generated by a crease the chance of meeting wounded throw them off guard when the real thing charging rhino. Once, a black rhinoceros buffaloes (or anything else). Most large comes along. charged a line of 21 slaves who were creatures can absorb an incredible African elephants are generally thought bound together by neck collars and amount of lead before falling, if they of as more dangerous than their Indian chains. The rhino headed directly into the aren’t hit correctly. On one occasion, two counterparts, although the smaller Indian midst of them and impaled the center hunters pumped over a dozen shots into a beasts can also be killers. If a DM's cam- man. The subsequent shock broke the Cape buffalo before it fell over. After that, paign takes place in India (or an India-type necks of all 20 other slaves. one hunter placed his foot upon the beast analog) at any time since the domestication One final note on rhinos, for the benefit while posing for a picture in the time- of elephants, the following information of any player whose character adventures honored fashion. As soon as the man did might be of interest. Elephants in India are in India (or in a region with similar fauna). so, the beast lurched to its feet, knocked so scarce (compared to the human popula- Despite having a horn like all other rhinos, him down, and killed him before it finally tion) and are such valued workers that the Indian rhinoceros prefers to attack its dropped dead. Any character who wants domesticated elephants who kill people foes by slashing them with its teeth. to go trophy hunting should use extreme are not destroyed. Instead, such an ele- Backed by the rhino’s massive strength, caution when recording his kills for phant is given a chance to calm down, if this biting attack does 2-8 hp damage in posterity. time permits in the work schedule. If not, AD&D game terms. Thus, even a hornless someone else is assigned to replace the rhino is not necessarily a harmless rhino. Hippopotomi victim and things go on as usual. Since The hippopotamus (as well as its larger there are only a few thousand elephants in AD&D game relative, the behemoth) is an India, while the human population (and Cape buffalo extremely irritable creature. It is famous hence the pool of potential mahouts) is in Nearly all types of cattle are capable of for charging anything that irritates it, the hundreds of millions, economic reality killing a man, but the only species with a from groups of people to campfires. This allows no other alternative. Any character regular history of doing so is the infamous creature’s massive jaws can literally bite a who decides to hang around the party’s Cape buffalo. Although dangerous, the person in half — something it does with elephant “where it’s safest” could be in for Cape buffalo is not as overwhelmingly surprising regularity. As late as the 1960s, a very rude awakening. vicious as popular legend makes it out to at least 200 people in Africa were killed be. The main reason for this is the buffa- every year by hippos. lo’s penchant for hiding in thick brush or Since the hippo is an aquatic beast, most Rhinoceri forest when wounded, in the hopes that discussions of this creature center on its Rhinos are more feared than elephants its pursuer passes by without noticing it. interesting preoccupation with flipping in many cases. They are duller-witted, After a number of hunters accidentally over boats and . Granted, this is a touchier in general, and more prone to blundered into wounded beasts, a legend good way of making things interesting for attack. In point of fact, rhinos are entirely grew up that the Cape buffalo, when a waterborne expedition, but the hippo is unpredictable. The biggest killer is the wounded, would circle around and delib- just as dangerous on land as it is in the African black rhinoceros — a creature to erately stalk the man who injured it. Ex- water. Hippos like to graze on the land be avoided at all costs. Of course, charac- cept for the sake of storytelling, this is not (especially at night) and tend to get in a rut ters may decide they have to hunt this the case. Unfortunately, this evil reputa- when traveling, using the same path over creature for some reason. Just as ele- tion has severely retarded progress in and over again. They dislike having their phants are hunted for ivory, rhinos are farming the buffalo as a breed of domestic way blocked, and if the offending creature hunted for their horns, which are reputed cattle. is crunchable, it gets crunched. Characters to have a wide variety of medical uses (in a Like the rhinoceros, the Cape buffalo in full armor might be able to handle this fantasy campaign, this might well be true). can toss a victim high in the air, and is creature, but hippos live in water; thus,

D RAGON 59 the surrounding territory is likely to be shown in many games; in the AD&D case, the region had a bad harvest of ber- swampy or extremely muddy, with a good game, the big predators have the added ries that season. On one occasion, a black chance of quicksand (just the thing for a advantage of more hit points. Whereas the bear killed a lumberjack and stayed with character in full plate armor). average human has 6 hp or less, wolves the body even after being jabbed with a have 2 + 2 HD, leopards have 3 + 2, and hook and having a five-pound can of lard lions have 5 + 2. As you can see from bounced off its head. It was finally driven Carnivores these examples, even if a peasant fighter off by inaccurate rifle fire after equally was able to inflict the same damage as he inaccurate revolver fire failed to frighten Everyone’s favorite animal villains are received, the animal would win through it. Surprisingly enough, the bear that kills the carnivores. Despite what is often sheer attrition of hit points. Remember the most people is the even smaller sloth heard or read, a good many man-eatering that this article is about ordinary animals bear of India and Sri Lanka. A highly animals are not aged, injured, diseased, or and not mythological monsters. The aver- irritable beast, this creature has killed otherwise incapable of catching their age person is easy prey for big carnivores more people than even the grizzly. natural prey. In fact, they often look better —in games or in real life. As the largest land carnivores, bears are than ordinary members of their species, Lack of natural prey is a common expla- appropriately powerful. Grizzly bears with softer, glossier coats. nation for man-eating. The main theory as have often killed cattle for food, dragging Most man-eaters get started by killing a to why all big predators are not man- full-grown steers a mile or more. Their person in self-defense, thus finding out eaters is that men are scarce in the areas capacity to absorb lead is also amazing. how easy people are to kill. Some man- where the big carnivores are most com- The Lewis and Clark expedition used up eaters kill several people before they actu- mon. The flesh-eaters would naturally almost a dozen rounds of ammunition in ally taste the flesh and decide that they prefer to prey on the more common game order to kill the first grizzly encountered; like it. Certain animals are more prone to animals, which are generally a more reli- the bear was finally slain by a shot in the this than others. Professional hunter Peter able source of food. And, from the ani- head before it killed several members of Capstick mentions a number of carnivores mal’s point of view, why not eat people if the expedition. This information should be he calls “natural” man-eaters; this doesn’t it is possible to survive on a diet of human greatly appreciated by BOOT HILL game mean that some creatures naturally prey flesh? Instead of being surprised that an players, as grizzlies were relatively com- only on humans, but that they are casual animal would dare to eat people, we mon in the Old West. One bit of advice is man-eaters, eating humans along with should be surprised that more of them helpful: Don’t waste pistol ammunition on other animals — for example, in the man- don’t. a bear unless you can fill its head with ner of a lion eating zebras one day and Because carnivores are “professional” relatively large-caliber revolver bullets. If wildebeests the next. Capstick’s “naturals” hunters, they are a more serious threat to a character plans on using a derringer on are leopards, hyenas, crocodiles, and adventuring parties. Rather than taking on any part of the bear, the only thing that sharks. In the case of the leopard, the the entire party at once, they would can be said is DON’T. Fire in the air to naturalness is enhanced by its hunger for rather pick off one person at a time for scare it, but don’t hit it. A character would other primates (monkeys and apes). food, preferably when the victim is alone be better off using a knife in this situation; Another good reason for taking up man- or asleep. If caught in the act, the creature at least the knife won’t run out of eating is the availability of easy prey, with chooses the better part of valor and flees, ammunition. little or no risk involved. Whenever there possibly to return when things are quiet. are a large number of human corpses A pack of carnivores (or one big one) around, the local carnivores have a free could easily keep a party up all night in Wolves feast and an excellent opportunity to turn this manner. Consequently, mundane The wolf is one of the most famous and into man-eaters. This circumstance is carnivores are ideal creatures for wander- most controversial of the large predators; especially useful in Oriental Adventures, ing monster charts; they are relatively its man-eating record is quite odd. In Eu- with its listings of events such as war, more common than dragons, and they rope and Asia, the wolf is a confirmed bandit activity, earthquakes, floods, incur- don’t hoard mountains of treasure, thus man-killer, while in North America there sions major and minor, and plagues. Every reducing the risk of an imbalance in the has never been a single case of a man- time an event creates piles of bodies which game. Carnivores can harm a party of eating wolf, and almost no cases of killings are scattered around, there should be at adventurers in other ways as well, such as or attacks in general. There seems to be least a 50% chance of man-eating activity killing or scaring off horses, henchmen, no good explanation, except for the fact following. Some districts may suffer waves and guides, or stealing food supplies. that North America kept its large game of man-eating activity from different gen- population for far longer than Europe did. erations of carnivores, if conditions are As the following shows, North Americans right. In the days of the slave trade, for Bears are lucky to have missed killer wolves. example, those natives who were the The largest-known land carnivores The largest recorded death toll by weakest were most often left behind. today, bears can be major menaces. The wolves was run up by the Beast (or Beasts) Being the least able to defend themselves, biggest and most dangerous bears, the of Gevaudan, France. Accounts vary as to they were easy prey for carnivores who Kodiak and polar, don’t actually kill that whether one or two wolves were involved; had no fear of pursuit by able-bodied many people (of course, being restricted to the death toll makes it seem likely that hunters. Similarly, a much-used battlefield a few islands, the Kodiak doesn’t get many there were two. Operating from 1764-65, or a dumping-ground of dead bodies is a opportunities). The grizzly bear has a well- it (or they) killed 60 people, mostly women man-eater training ground. deserved reputation of being vicious in and children. There were also a number There is no question that man-eaters can battle, but not-so-well-deserved reputation of failed attacks, including attacks on be a serious menace. It is particularly for unprovoked attacks. Grizzlies rarely herders in which the victim’s own cattle surprising that all carnivores are not man- attack without provocation, but — as a grouped together to chase the wolf off. eaters. After all, throughout most of his- hunter once remarked — the bear is the These wolves were massive beasts of a tory, most people did not have weapons one who decides what provocation is. reddish-brown color. When it was all over, capable of killing large carnivores in one- The smaller bears do as much or more a king’s physician examined one and on-one fights. This weakness of weaponry damage than the big ones. The relatively thought it more like a hyena (unknown in is exacerbated by the fact that in a physi- small American black bear can and does Europe since prehistoric times) than a cal fight with natural weapons, humans kill people; there are seven recorded in- wolf. The wolves eluded innumerable are far outmatched by carnivores, such as stances in which people were apparently posses, professional hunters, and army lions, tigers, and bears. This is clearly killed for food. Oddly enough, in every troops before finally being hunted down.

60 DECEMBER 1986 Depending upon the version of the final is frequently underestimated. Since the for nearly 20 years, killing 1,500 to 2,000 report chosen, the death toll comes to hyena is a scavenger, it naturally stands to people — an average of 100 kills per lion. either 30 or 60 people killed per wolf. reason that its jaws are powerful enough If a fantasy frontier region had beasts like Wolves are incredibly cunning on the to crush bones. This assumption is correct. these for its lion population, land-owning hunt. Cases have been cited in which Hyenas bites anything they can get their player characters might find their domin- wolves have attacked farmhouses after the teeth into. ions ruined — not by wizards, orcs, or men had left (often to join wolf hunts), The power of a hyena’s jaws is best dragons, but by ordinary animals. slaying women and children. Wolves are illustrated when it engages in its favorite Lions are capable of some extraordinary quite good at dodging hunters and avoid- pastime of raiding camps. Anything made physical feats. Their ability to climb trees ing traps; even in the 1950s and 1960s, of leather or animal hide is in imminent (popular legend notwithstanding) has there were reports of wolves killing and peril of being eaten, and the smell of blood already been mentioned. A full-grown eating people in Spain, Portugal, Italy, or food can endanger anything. Metal cans male has the strength of 10 average men, Turkey, Syria, Finland, and Russia, among have been bitten open in order to get at which is obviously useful when pouncing other places. Even soldiers were killed in the contents, and African tribesmen who on and killing antelopes and zebras. In one some instances: an Italian soldier in the delayed cleaning their weapons after a instance, a lion was seen jumping over a 1950s, and two Finnish soldiers in the mid- hunt often found their iron-bladed spears 12’ chasm from a standing start; some 1940s. After the latter killings, the Finnish chewed into uselessness; Even cooking have been known to leap as far as 36’. army launched a massive wolf hunt involv- pots have been carried off. Any dressed Although it is true that lionesses do much ing airplanes, machine guns, and land game or carcasses hanging out are prime of the pride’s hunting, the big male does mines; they killed only two wolves. targets for hyena attacks. his own stalking and killing whenever Pilovo, Siberia, December 1927: With all Man-eating hyenas often attack when necessary. With talents like these, merely the game gone, the wolves of the region the victims are asleep outdoors (one pack surrounding one’s camp with caltrops or closed in on one small town. First, the in the 1950s is reputed to have killed 60 tripwire fences is grossly inadequate. One watchdogs were killed and eaten, then people). Like other man-eaters, hyenas lion is capable of dragging off anyone almost half a dozen men who tried to completely devour their victims — bad from a well-guarded camp. If the pride leave the village. After this, the wolves news for AD&D game players who are joins in, the campaign is over. entered Pilovo en masse; hundreds of unafraid of death due to clerical resurrec- Like other predators, lions have more them roamed the streets, entering the tion. Both raise dead and resurrection intelligence than they are given credit for. stables and killing all the horses. After the require an intact body; if the body is eaten A common man-eater tactic, one particu- horses were gone, the bigger wolves flung (and man-eaters always eat the body im- larly common in the Njombe killings, is for themselves at the doors of homes, break- mediately after a kill), the victim is gone the pride to constantly roam the hunting ing them down. A Soviet reconnaissance forever unless his comrades can lay their grounds, leaving a neighborhood immedi- plane finally discovered what was going hands on a wish. ately after finishing a kill. Thus, the sec- on, but by the time army troops arrived, Hyenas also have an annoying habit of ond victim of the pride could be killed just nearly every family in Pilovo had suffered “taste-testing” sleeping victims. Instead of after hearing of the untimely demise of at least one casualty. Earlier, in 1914, a eating the whole person, they simply bite the first victim a hundred miles away. This caravan in the Urals was annihilated by off a mouthful or so and run off into the obviously makes setting traps useless; large packs of wolves. The wolf’s uncanny night. While any part of a person’s body is where should they be set when it isn’t intelligence seemed to be at work here, as at risk, the favorite target is the area of known where the intended victims are the wolves picked off all the gun-toting the face just under the eyes. going to be? Player characters who hunt men (who were reduced to fighting with If a character wants to fight it out with man-eating lions (or other man-eating cats) rifle butts at the end) before starting in on one or more hyenas, here’s a final anec- should be given a run for their money. the women, children, and livestock. dote relating the creature’s strength. A Lions are quite common in worlds or A final example of what a determined band of big game hunters in Africa killed historical periods with no high-powered wolf pack is capable of doing may be cited. an antelope and split the carcass in half. rifles. In ancient times, they lived all over In France, 1447, a pack of wolves led by a While they were putting half of it in their Africa and Asia (there are still a few hun- large brute (called Courtaud by the local Land Rover, a hyena charged the remain- dred left in India). At one time, they also population) started killing livestock and ing carcass, picked it up in its jaws (all 40 roamed over Southern Europe, until they people in the suburbs of Paris that fall. In pounds of it) without slowing down, and and their brethren in North Africa and the course of the winter, the wolves actu- ran off into the night with its head held Mesopotamia were wiped out by the Ro- ally managed to enter the walled city high. The carcass was carried entirely mans, who expended them in gladiatorial itself, killing over 40 people before being above the ground. Doubtless, a similar contests. even used tame wiped out in front of Notre Dame Cathe- grab could be conducted against a lightly lions to draw a chariot. A version of the dral. With this type of resourcefulness and armored halfling or gnome. cave lion, Felis atrox, even lived in Ice Age determination, even bigger cities are not North America until the Paleoindians entirely safe from wolf attacks. wiped it out. (As another indication of lion Lions intelligence, at Rancho La Brea, over thirty Hyenas The lion is one of the most famous man- Smilodon (sabre-toothed tiger) skeletons One of Capstick’s “natural” man-eaters, eaters, though as a species it is not nearly were found in the tar pits for every single the hyena is possibly the worlds most as enthusiastic as the hyena or the croco- cave lion.) To top it off, cryptozoologists underestimated predator. Since a large dile. When a lion turns man-eater, though, (scholars who hunt for creatures like part of this creature’s diet comes from it can do an incredible amount of damage Bigfoot and the Loch Ness Monster) claim scavenging, the hyena is assumed to be a —especially in an area where the people that frequent lion reports in the U.S.A. cowardly creature. This is not the case. are poorly equipped. It has been calcu- indicate that Felis atrox may still be hiding Hyenas can and frequently do hunt down lated that a truly dedicated man-eating lion out in the wilder portions of the country. and kill their own prey, banding together (i.e., one that lives exclusively on human Treating lions like intelligent PCs or in packs to attack antelopes and other flesh) must eat a minimum of 50 adult NPCs is not necessarily a bad idea. In one herd animals. In fact, they are often so humans a year to stay alive (150 a year if it African story, the head native tracker in a successful that lions often follow the hye- wants to stay in peak condition). Some lion hunt wrangled some time off to get nas to scavenge from their leavings. lions do, indeed, stay healthy on such a married. In a strange example of patience The hyena’s power and size (male hye- diet. In the Njombe area of East Africa, a and cunning,. the lion being chased silently nas sometimes get as large as 150 pounds) pride of 15 to 20 lions terrorized the area followed the tracker home, hid during the

D RAGON 61 wedding, and hauled him off to dinner on India, and a million in all of Asia. To ac- as the leopard in all respects. his honeymoon night. The act was per- complish this, 300-800 man-eaters must Veteran hunters often came to hate the formed so quietly that the bride never have operated at any one time in this leopard for its “cowardly” behavior, mean- once woke up; only when she arose in the period. For one example, in late 19th cen- ing that the leopard would not walk out in morning and saw blood on her husbands tury Singapore, 600-800 people were killed the open to be shot. Besides having the pillow did anyone realize what had hap- each year by tigers, and 15 men were advantage of small size, the leopard is pened. Incidentally, in games in which killed there in 1929. In India in the late highly intelligent. When any great cat damage is listed for various parts of the 1940s, 800 people a year were killed by makes a kill, a standard tactic of human body, a lion can kill a sleeping man by tigers; as late as the 1960s it was still at hunters is to set up a tree blind nearby sinking its thumb-thick fangs through the least 50 a year. and wait until the beast comes back for skull. As befits the largest cat, the tiger is also seconds. With this tactic becoming more In one respect, lions are much more the strongest. One killed a 1,700-pound and more frequent, some leopards picked dangerous than any other big cat: they gaur (a type of wild cattle), moved it 15 up the habit of circling around when have the advantage of numbers. Only lions yards, then was chased from the kill. returning to the kill, and using their per- are social cats, and a pride could have as Afterwards, 13 men were unable to move fect night vision to stalk the hunter lying many as a dozen members or more. Since the carcass as much as one yard. Tigers in wait. the Monster Manual gives a grown lion 5 have easily cleared fences 8’ high by jump- As illustrated above, if a leopard decided + 2 HD, it is easy to see how a full pride ing, and, when hunted by mounted men, to become a full-time man-eater, it could could be a reasonable challenge for mid- to they have adopted the unsettling habit of cause a great deal of trouble in the neigh- high-level PCs. Even high-level characters leaping to the elephant’s back and mauling borhood. The two most infamous man- may find lions to be a major threat — the riders. Sometimes the leap is made eaters are the Rudraprayag leopard, especially if they are attacked at night with such force that the howdah is which killed 125 people, and the Panar when the fighters don’t have their magic knocked off the elephant’s back. As a leopard, which killed an estimated 400 armor on, and the archmages haven’t result, hunters of a hundred years ago people in the course of its career (it is memorized their offensive or defensive developed large-caliber pistols, called suspected that many other victims were spells. If the other cats (especially the howdah pistols, to meet this contingency. killed, but their deaths were unreported larger tigers) were social, they would be What a party of D&D® or AD&D game due to the remote areas involved). As with much more formidable creatures. In players would do is not so easy to say, but all man-eaters, it behooves would-be science-fiction or fantasy games, the ref- using fireball at such close quarters would hunters to kill the creature quickly, ending eree can tamper with the laws of nature, be problematic. its career before it picks up new tactics of making this possibility become fact. The tiger is another adaptable predator. evasion. As a side note to lion-related subjects, it It was once found all over Asia, from the As an example of the nervous tension should be mentioned that African witch snowy steppes of Siberia to the steaming that can be generated in a leopard hunt, doctors use a form of magic called Mbojo jungles of Indochina and India. Tigers veteran hunter Jim Corbett (who slew the (actually a type of drug treatment) to have been known to roam as far west as Panar leopard and other assorted man- create what the locals believe to be beast Mesopotamia and the southern provinces eaters) twice suffered nervous break- people or lycanthropes. These victims, the of the Soviet Union, and fossil finds seem downs in the course of hunting man-eating watu Simba, are drugged, dressed in ani- to indicate that they once lived in Africa. leopards. The canny leopards often man- mal (typically lion) skins, outfitted with Despite the name, the sabre-toothed tiger aged to come as close to the hunter as 2-4’, weapons or steel claws, and hypnotically was a separate species from tigers, so its always keeping an intervening object ordered to murder victims at the witch existence in Europe and the Americas between them and Corbett so as to deny doctor’s command. Since the victims are should not be taken as evidence of the him a decent shot. The implications for drugged, their actions and behavior are wide-ranging habitat of the tiger family. AD&D game players are obvious: the same similar to that of zombies. In the AD&D Tigers are hard to stalk, despite their tactics also deny magic-users many oppor- game, PCs may actually believe them to be bulk. Aside from the fact that their stripes tunities to kill the beast with long-range regular undead zombies, which could provide near-perfect camouflage, they magic. Any magic-user employing a spell cause a waste of holy water and anti- have a quirky habit that they share only like fireball at a range of 2’ would be more undead spells. It might be a good idea to with jaguars in the big-cat line: they are of a threat to the party than to any leop- have watu Simba soldiers on the outer excellent swimmers. In fact, tigers have ard. Also, if the cat springs into the midst perimeter of any location with real un- often been known to swim out to fishing of the party, a great deal of pushing, shov- dead in the main line of defense. The watu boats and other shallow-water craft to get ing, and bumping immediately occurs — Simba fight as zombies (i.e., poorly), but if at the people on board. Also, as said at the ideal conditions for causing spell-casters to the PCs hurl all their holy water and oth- beginning of this article, tigers climb trees. lose concentration (and their spells). Fight- erwise weaken themselves, it could even Like most other big cats, tigers give ers must do all the dirty work, assuming the odds for the final showdown. hunters plenty of trouble, but for sheer the leopard is willing to fight to the death ability at concealing themselves and living and not run away after an initial attack. near a human community undetected, Playing hide-and-seek in the thick jungle Tigers tigers take a back seat to leopards. can wear out any party. The largest of all the great cats currently The leopard lives in both Africa and alive, the tiger naturally requires the most Leopards Asia, and has adapted itself to all terrain food. A dedicated man-eater must con- A relatively small cat, the leopard is features: plains, jungle, forest, mountains, sume at least 60 human adults to meet its surprisingly powerful for its size. On two deserts, and ice fields. It also existed in minimum yearly requirements, while good observed occasions, leopards have climbed southern Europe until Roman times (ani- condition requires 180. Some tigers 30’ up a tree with a 90-pound antelope, mal collection teams supplying the colise- achieve even these extreme goals. The and 12’ with a 200-pound baby giraffe. ums were very busy). When the DM is most infamous, the Champawat tigress, Grown men have been carried 1-4 miles creating a new world and supplying it killed 436 people before being slain. before being eaten, though this is an infre- with wildlife, he should take this adapt- Though not all tigers are man-eaters, quent event. Although a “natural” man- ability into consideration. Leopards have enough of them have turned killer to run eater, leopards prefer to concentrate on even been captured prowling the suburbs up a very bloody record. It is estimated smaller prey, such as women and children. of major cities, and are frequent scaven- that in the past 400 years, tigers have Aside from being all black instead of spot- gers around small towns and villages, eaten a minimum of 500,000 people in ted, the black panther is the same animal although they are rarely (if ever) seen.

62 DECEMBER 1986 Other cats However, direct combat is not the only a thousand Japanese troops there and The other members of the cat family are way in which a wolverine can harm a forced their retreat into the swamps. After usually too small to kill people. The chee- party. a night filled with screams and roars, tah is large enough to do so (hence its vital One habit the wolverine has that makes twenty demoralized survivors staggered statistics in Monster Manual II) although it an annoying neighbor is its practice of out to surrender. It is also believed that this creature has never been known to following trappers on their rounds or one or more of these creatures ate David attack a man. The only regular big cats otherwise hunting out traps, then stealing Rockefeller in New Guinea. The estuarine left, the jaguar and the puma, have killed the carcasses of any animals that were crocodile doesn’t have the same opportuni- people, but only rarely as food. They do, caught. Wolverines have also been known ties for catching human prey as its African however, follow people. out of curiosity; to break into cabins to plunder stocks of relatives; still, it does the best that it can. naturally, if the person realizes he is being food. What wolverines don’t eat, they No matter what species, the crocodile is followed, he probably assumes it is out of ruin, and that goes for inedible items in a clever, powerful predator. Nile crocodiles hunger rather than out of curiosity. the cabin as well. Thus, if some PCs decide have been known to drag down full-grown The puma may be nothing more than an to hole up for the winter in a cabin in the lionesses, rhinos, and Cape buffalos, al- overgrown pussycat, as it has a reputation woods, they could find themselves with though catches like these are rare. They of being more cowardly than any other cat more trouble than they can handle. mostly live on predatory catfish, which in of its size. The jaguar, however, is some- Much has been made in recent years of turn live on the same fish people eat, thing else again. The third largest of the the challenge of characters adventuring in which makes the crocodile something of a big cats, it is so powerful that it regularly the wilderness without sufficient supplies. major asset. Unfortunately, the crocodile kills cattle by biting into (and through) the While this can make an intriguing adven- eats anything it can catch, including live- skulls. It has a nasty reputation to match. ture, it can be hard to arrange. If charac- stock coming down to the river for a drink Though there are few documented attacks ters can afford it, they may buy adequate and native women filling their water jugs. on man, many may have gone unrecorded. stocks of supplies for outdoor adventur- The crocodile elaborately stalks its land- From the standpoint of common sense, ing. If a DM wants to force them into the bound prey, showing an intelligence one there seems to be no good reason why great outdoors, he must ruin or steal would not suspect in a reptile. there are no proven cases of man-eating supplies after the PCs get it. How better to A crocodile’s hunting skill extends be- jaguars. The other big cats have plenty of do it than to have a wolverine break into yond its aquatic habitat. For short dis- big game in their habitats; Africa has the the cabin while everyone’s outside — tances, crocodiles can outrun men; one is largest selection of prey in the world, possibly after discovering that the wolver- recorded as having snatched an antelope while Asia has plenty, though with less ine has already robbed all their traps? 10 yards away from the water before it variety. Even North America has good- With no food, the characters must take to could flee. The crocodile in question ran sized deer, elk, and pronghorns. In the the woods, hoping to find game — but from the water, raced up to attack, and jungles of Latin America, however, the they are more than likely to find starving raced back with its prey in a matter of largest prey are the pig-sized tapirs and predators looking for the same (or per- seconds. Although it is physically impos- capybaras. Jaguars rarely go into the haps a bear who was displaced from his sible for a waterbound crocodile to knock mountain homes of llamas, vicunas, and cave by the very wolverine that started down landbound prey with its tail, one tail alpacas, and on the pampas they have little this mess). If half the party freezes to swipe can break a leg if the victim is on chance of catching the fleet guanacos and death outside while the other half is eaten the same level. ostrichlike rheas. So with such a paucity of by starving wolves, it is doubtful the play- Crocodiles are a deadly menace, no natural prey, it seems only natural that the ers will consider the wolverine nothing matter what game is being played. In the jaguars would prey on man. The afore- more than a nuisance. TOP SECRET game, for example, the mentioned theory of human scarcity weapons secret agents most commonly seems to be the only restriction. Crocodiles carry are light caliber pistols or subma- In Australia, there are occasional reports The crocodile is another of the “natural” chine guns. These weapons have little or of large, unidentifiable striped cats prey man-eaters, and very likely the most suc- no chance of penetrating a crocodile’s ing on cattle and sheep. So far, nothing is cessful. There is a record of one crocodile thick hide. Nothing smaller than a .45 proven, but a marsupial tiger is certainly living in the Kihange River in central Af- caliber weapon should be used in this one possibility. Since the animal is so rare rica which ran up a score of 400 victims. event (even at close range), and it requires (assuming there is one), no attempt is Another on the Zambesi River killed 300. a magnum-type pistol to cause any worth- made herein to assign statistics for play to The killers were both Nile crocodiles, while damage. it. If a gamemaster wants to use such a which have the best opportunity for kill- Once a crocodile gets hold of its prey, it creature in his campaign, he may think of ing humans. In the 1930s and 1940s, drags the victim underwater to drown. it as a regular tiger with a pouch for its nearly 4,000 people a year were killed by Crocodiles are quite patient during this young. Nile crocodiles in Africa; the toll was process, so feigning death is useless in roughly 1,000 a year in the 1960s, and making the creature let go prematurely. Wolverines several hundred people are still killed each After the victim dies, the crocodile tears it The wolverine, nicknamed “the glutton” year by crocodiles in Africa today. The into bite-size chunks. Often, the carcass is by inhabitants of the northern regions, is “mugger” crocodile of India is no longer a left to rot, making the process of tearing an animal that is a nuisance out of propor- threat, though that species claimed 250 easier. When a swarm of crocodiles are tion to its size. The giant version, of victims a year into the 1930s. around, they take turns tearing off pieces course, rates as a fourth-level monster in The crocodiles listed above rarely get of meat, though it might mean that none the AD&D game, but the regular wolver- beyond 20’ in length. The salt water, or gets a full meal if enough diners are ine can cause trouble for a party as well. estuarine, crocodile of the Indian Ocean around. Although this creature probably won’t region, however, is something else alto- As is fitting for such efficient killing attack a grown human, no assurance of gether. This monster regularly grows to a machines, crocodiles are widespread; safety is given to dwarves, gnomes, and length of 30’, and 40’ specimens have been there are species all over Africa and tropi- . If attacked first, say for the sake recorded. As a number of books show, cal Asia. They exist throughout the tropi- of its fine fur, a wolverine could inflict this is the species that wiped out 500 Japa- cal portions of Latin America and in the potentially fatal damage on its assailant. As nese troops on Peleau Island in 1943, after mangrove swamps of the southern tip of evidence of this, 30-pound adult wolver- U.S. forces drove them into the swamps. A Florida (don’t confuse them with the more ines have defeated full-grown bears and larger toll came in 1945, on an island off common alligators in the rest of the state). pumas, driving them from their dens. the Burmese coast. The British surrounded There are even crocodiles in Australia,

D RAGON 63 though there are few if any records of swim up the Mississippi River to sample shipwreck wears thin after the first few them killing people. The salt water croco- the cuisine of Arkansas or Missouri, there times, as does getting them lost en route to diles are found throughout the Indian is no reason why it cannot. a dungeon because the guide ran out on Ocean region, and can be found at sea in It is worthwhile to end this discussion them or got killed. Indonesia and the Philipines, and countless on sharks with a few words of warning. Exploration is one major scenario that is other islands, including New Guinea. Until Characters in games such as the TOP not often used, and it is always a good way the Ice Age, crocodiles even lived in the SECRET game may be equipped with to introduce new monsters — why not warmer parts of Europe. shark repellent. This compound does NOT new animals as well? As a related scenario, harm sharks; at most, it makes them reluc- a PC might be enticed to build a strong- Killer whales tant to enter the area of colored water. hold on the frontier and attract settlers. The killer whale is one of the deadliest Tests conducted by the U.S. Navy after Given the kill record of some carnivores, it predators in the sea. Although a good deal World War II showed that blindfolded is obvious that supernatural monsters are of folklore has been accumulated concern- sharks swim through the repellent cloud not always needed to force the abandon- ing its man-eating habits, there is no docu- without knowing it was there. A character ment of such a settlement, or to limit its mented case of a deliberate attack on man. is better off following the standard warn- growth as a result. Hunting down livestock This is not to say that the killer whale has ings: don’t spear fish or otherwise cause killers and man-eaters is good adventuring never eaten anyone; there’s just no written blood to be shed underwater (many DMs practice for stay-at-home landowners, and proof. cause large schools of sharks to show up it should be far more frequent than sally Although it lives mostly on fish, the shortly after an underwater battle), don’t ing forth to slay dragons. killer whale also consumes a great number wear anything shiny, don’t move around a Conversely, the PCs could be merce- of dolphins, porpoises, whales, seals, wal- lot when sharks are around (not only the naries hired to rid the neighborhood of ruses, and penguins, making it the only sight of movement, but also the water predators because the local authorities cetacean to eat warm-blooded animals. As vibrations attract them), and leave as soon cannot or will not do the job themselves. If has been noted a number of times, killer as possible when sharks do turn up. It’s a war is on the horizon or in progress, the whales rise to the surface suddenly and also a good idea never to dive alone; if a local ruler may not be able to spare any break through the surface ice to see if any shark attacks, there is always hope that it troops for this purpose. Otherwise, he prey is available; if prey is present, smaller may go after the other guy(s). may have darker motives. Since predators ice floes are rammed and shattered to The above warnings also apply to barra- have proven their ability to depopulate force animals on them into the water. cudas. Despite their ferocious appearance, regions, they could prove to be an ideal Large whales are attacked by “wolf-packs,” barracudas do not attack humans when means for running peasants off their which take turns lunging at their prey and they see what they’re up against. The farms. If the local despot covets more tearing off chunks of flesh and blubber. swift barracuda preys on small, fast fish, land, but doesn’t want to seem overtly evil Baleen whales are favored, as they have and does not like to tackle something it by seizing it, he could simply make up no real teeth with which to fight. Killer can’t devour all at once. Most barracuda excuses for not being able to send aid, whales are quite voracious; although it attacks, however, take place at night or in thus letting the carnivores do his dirty may take a whole herd to wipe out a high- murky water. The fish sees an arm or leg work for him. This allows for politics, level adventuring party, it takes only one moving and bites it, not realizing that it is plots, intrigue, and the like to appear in to devour it. A 30’ killer whale was once part of a much larger creature. Referees game play. For example, what happens if a found with 13 porpoises and 14 seals in its should take this into account when adven- character discovers that this is how the stomach (it choked to death on seal #15). A tures take place under these conditions. monarch acquired the land which was grown man could be entirely swallowed in Although barracudas are dangerous and then granted to him? One way to find out the same manner, which is one reason not unpredictable, they are not “natural” is to play through the scenario yourself. to put faith in the “no attacks recorded” man-eaters. Another possible scenario is, of course, account. The piranha has also had a great deal of the mercantile scenario — i.e., hunting literature written in its honor; it has even animals for profit. Killing elephants for Other fish of prey been used as the model for the quipper in their ivory is the main version of this So much has been written about sharks, the FIEND FOLIO® Tome. However, of well scenario, but there are others. As barracudas, and piranhas that they have over a dozen separate species of piranha, Katherine Kerr explained in DRAGON been grouped together into one category only a few (not including the largest spe- issue #94, a medieval-style army is hard- herein. There’s really not too much to be cies, which is a devout vegetarian) live up pressed to find enough food, so PCs might said about these fish that can’t be found in to their reputation. Though piranhas can be able to turn a profit by hunting to any decent book on the subject. Everyone and sometimes do kill people, most of their supply the troops with fresh meat. The knows about the “feeding frenzy” — that attacks consist of nipping off a finger or same goes for isolated settlements. In the mad wave of biting that follows the scent toe from a person washing in a piranha- Old West, many market hunters made a of blood. However, it may not be known infested river. Some stories of their speed living by hunting game to supply meat to that recent studies have shown that some in carcass-stripping are plainly exagger- mining camps and small towns which had sharks, when initially circling their prey ated, but one school is recorded as reduc- not yet been reached by the railroads. before an attack, can be driven off if the ing a 100-pound capybara to the skeleton This is an excellent occupation for BOOT intended victim takes the offensive against in less than one minute. Two minutes or HILL game characters, since large and them. Apparently, sharks are so accus- less is required to finish off a grown man small game is plentiful in almost any tomed to the role of predator that any —assuming the whole school concentrates pre-modern environment. turning of the tables is too much for them on him. As with sharks, it is often the If referees follow the example of real-life to take. scent of blood that sets piranhas off in a animals, they should be able to keep their One shark which is not as well known as feeding frenzy. players on the ball without constant intro- the tiger, great white, mako, etc., is the duction of newer and better monsters, main man-killer. This is the bull shark, also Some wilderness scenarios magic items, or technological artifacts. The known in some African regions as the Of course, all this information is useless introduction of tougher, wiser mundane Lake Nicaragua shark, the Zambesi shark, unless the DM actually get the PCs out into monsters should spice up any campaign, and the Genges shark. This shark, like the great outdoors. Since obvious manipu- whether it takes place in modern India, only a few other fish, can survive in both lation by the DM generally antagonizes medieval Europe, colonial Africa, or Elf- fresh and salt water. If a bull shark hunt- players, some originality must be shown. land. As they say in the safari movies, ing off the coast of Louisiana decides to Stranding players in the wilderness due to “happy hunting.”

64 DECEMBER 1986

The ELFQUEST game rules make several references regarding High Ones, but statistics on them and a method for generating them are not provided. The following article is designed to aid Game Masters in using High Ones in their campaign, as well as to provide some material on role-playing on the ELFQUEST world around the time of the High Ones’ arrival, 10,000 years before the time of Cutter’s quest.

History High Ones are the parent race of all elves on the World of Two Moons. They are highly evolved beings who left their original world when it died. The High Ones discovered that they could harness an energy force within themselves, ena- bling them to control and manipulate nature. This energy source gave them many powers, including that of telepathy (sending), shaping mineral and vegetable matter, and the ability to change their own form at will. When the High Ones left their home- world, they separated into small groups. Each group took with them members of the two only surviving animal species left on the planet. These species later evolved into the preservers and the trolls. The trolls became the High Ones’ menials, but the trolls resented this position and their masters. The High Ones traveled to many differ- ent worlds, using their shape-changing powers to disguise themselves as natives of those worlds. One group came to the World of Two Moons searching for other High Ones, and chose to explore an area with a culture similar to that of medieval earth, disguising themselves as the elflike beings that later became the elves of that world. They shaped their spherical vessel into a palacelike structure to further en- hance their disguise. In this way, they hoped to appear as spirits from the native humans’ legends, so the High Ones might find a sign of their lost kin. The High Ones did not plan to stay long, for they knew the World of Two Moons would have a draining effect on their powers. The trolls, however, had different ideas. They waited until the palace was about to land, and then sabotaged its guiders. This sent the vessel out of control and cata- pulted it back into time. When the castle landed, the trolls took their chance to escape. The confused High Ones, upon leaving the safety of the palace, were attacked by the primitive humans of that time period. These humans were savages by Michael DeWolfe and and had no wood-spirit legends. Their fear of the advanced High Ones caused them to Galan Akin strike out and slaughter most of these incomprehensible beings. The few survivors among the High Ones The following article has not been offi- of ELFQUEST Magazine, and it is not an went on to form various tribes of elves. At cially approved by Chaosium Inc., the official supplement to any part of the the time Cutter’s quest takes place, all High producer of the ELFQUEST® role-playing rules. — Editor Ones are thought to be dead. Some, how- game, or by WaRP Graphics, the producer ever, may have survived through various

66 DECEMBER 1986 methods — by learning to survive on the also have Recognized, producing offspring Skills are defined for three different world, by remaining with an elf tribe and that began the race of elves, and are “classes” of High One, Class A is used for lending that tribe the High Ones’ ancient kinder to their kin than the previous type role-playing a Firstcomer in the time per- wisdom and magic, or, like the elf-wolf of High One. High Ones, in the view of iod within 2,000 years of their arrival. Timmain, by using their shape-changing their descendants, are as nearly perfect as Class B is for the period up to 6,000 years powers and remaining in a certain animal any elf should be, and rightfully so. ago, and class C is for the time up to form for thousands of years. A High One Cutter’s quest. The skill table may be trapped in one form for thousands of found on the following page. years adopts the thought patterns and Generating a High One Some of these skills may be changed, instincts of his or her animal form and is The method for generating High Ones’ depending on the lifestyle the High One only partially aware that he or she is actu- characteristics is presented below. Note has assumed, but this is up to individual ally a High One. that their STR and CON scores tend to be Game Masters. For previous experience, low, due to their lack of physical activity use the same methods used in the Elfbook, Encountering a High One and dependence on magic, but that their with the following changes. Since their arrival on the two-mooned INT and POW scores are extraordinary for Total the character’s rolled characteris- world, the population of High Ones has the very same reasons. Although they tics, but multiply the result by only six. dropped steadily. Within the first thou- possess remarkable POW, their Magic Increasing a characteristic point costs 80 sand years on the world, as many as 30% Points should be slightly less because of instead of 60. In addition, there are certain of the elves encountered could be High the weakness of their powers on this restrictions on increasing some skills. Ones. Five thousand years before Cutter’s world. Their Magic Points should also be Magic powers can be increased to any quest, no more than 5%-10% of all elves influenced by their intelligence, as a smart amount. were High Ones. Now, at the time of the High One could probably learn how to tap The following skills have no restrictions quest, less than 1% of all elves are High the forces of the world better than a less on them for increase through previous Ones. Considering the total population, intelligent one. Therefore, when determin- experience: any magic power, any Lore such a low percentage indicates probably ing Magic Points, we suggest subtracting (except Troll Lore, Mechanical Lore, and only about 1-5 High Ones remain alive on 3d3 from the total and adding one Magic Mineral Lore), Communication, Manipula- the world today, including Timmain. These Point for every point of INT over 17, mak- tion, Perception, Ride, Stealth, and Swim. numbers, of course, may be altered by ing sure that the total never surpasses the The following skills cannot be increased individual Game Masters, and some Game maximum Magic Points the character through previous experience above half Masters may wish to have a whole tribe of could have according to the character’s again the original score given them: Climb, surviving High Ones (though obviously a POW. Dodge, Jump, Mechanical Lore, Throw, small tribe), who have hidden from the High Ones’ characteristics are as follows: Attack with any one weapon, and Parry human menace and other dangers in some with any one weapon. The remaining skills secluded place. cannot be increased through previous Such a tribe of High Ones would proba- Characteristic Dice Roll Average experience by more than 10 percentage bly be very advanced, having learned to STR 2d6 + 1 8 points over their original percentages. use their magic powers to their full extent, CON 2d6 + 2 9 despite the worlds negative influence. The SIZ 1d3 + 12 13.5 location of such a tribe would be out of INT d10 + 12 17.5 the way — difficult both to locate and to POW 2d6 + 13 20 Magic Use reach. Game Masters should note that DEX 2d3 + 9 13 High Ones, unlike their descendants, are although this article provides rules for APP 2d3 + 14 18 eligible to use all magic powers. Originally, player character elves, it is up to them to all High Ones probably had access to all of decide whether these elves unbalance the Age: Treat as 10,000 + years the powers listed in the Elfbook, but many game or not, and whether or not High Move: Three yards per strike rank/ of them lost most of their powers when Ones can only be non-player characters. ground and six yards per strike rank/ they arrived on the World of Two Moons Remember that the elf-form is not the true gliding because of its draining effects. All High shape of the High Ones and that it may be Ones have at least Sending, Astral Projec- possible to encounter a High One who has The sorts of weapons available to High tion, Magic Feeling, Levitation, and Shape reverted to his original, almost featureless Ones depends on a number of factors. Changing. Individual High Ones, who form, unrecognizable by other elves. Most weapons are developed purely for originally had every power, may have lost The High Ones, or Firstcomers, would hunting purposes and are invented after these powers due to atrophy over a long have one of two different psychologies. A examining the native creatures. For exam- period of time. They may have found they High One could still retain his old nature; ple, a giant hawk may give a High One were particularly talented in one power, he or she would then use magic often, be inspiration to develop a fighting claw. A and so concentrated on learning how to dependant on it, and be unaccustomed to bear’s claw may provide inspiration for a use that power on the World of Two the necessities of the real world. This type dagger and a sea shell may inspire a Moons and neglected other, more difficult of Firstcomer would be shocked at the shield. Spears are improvements on dag- powers. There is still a chance, however, sight of killing and death and, though gers, giving better reach and lessening the that a Firstcomer may have every power. mentally strong, would probably be quite chance of injury. Swords are the trolls’ The earlier the time period used as a weak physically. The High One might not weapons, as swords are more oriented , the more likely the High have produced any offspring, because the toward combat than hunting. One elf will have all the magic powers original High Ones had almost forgotten A High One’s weapons are most likely of listed. The more recent the period, the how to mate due to the lack of death leather, wood, and bone or stone. High more likely it is that he or she will have among them. Ones may, however, acquire metallic, concentrated on one or two powers and so The other type of High One would be a forged weapons from trolls, or they may will have forgotten others. Below are listed more adaptive, adjustable figure who develop the necessary skills (using magic the methods for determining magic represents the foreparentage of elfkind. If powers) and resources to forge metal powers for the three classes of High Ones the new life calls for killing and death, themselves. They may also craft metal explained above. then these High Ones would adjust to such weapons as the Sun Folk do, using softer High Ones played in an early setting will a way, although they have naturally main- metals, although troll-forged items are of have the following chances for retaining a tained a very strong respect for life. They higher quality. given power (Class A). Note that this does

D RAGON 67 not cover their actual percentage with the less than 5, then the High One has forgot- power, which is explained further on. Also ten one of his automatic powers, to be Soul names and sending note that these chances should also de- chosen by the player. Except in the most High Ones do not have soul names, pend on the environment. For example, a unusual cases, this lost power cannot be although their mode of sending is even High One living in the desert would have Sending or Magic Feeling. more intense than that of the Wolfriders little or no chance of retaining Plant Shap- Once the player has determined how or the Sea Elves. This is because they do ing, but would almost certainly have Rock many powers his character has, he may not need to guard their innermost secrets Shaping. This is left up to individual Game choose to have fewer powers than he is from each other, and experience an ex- Masters. eligible for, if he feels that having more tremely intimate form of sending among magic powers will spread his percentages themselves. This powerful sending is too Power Chance of Retaining a little thin. A Game Master may still state much for most normal elves to bear, how- Anti-Healing POW/3 that a character cannot choose a given ever, and is especially difficult for elves Fire Starting POW x 2 power due to the character’s background who use soul names, such as the Wolfri- Flesh Shaping POW and the environment to which he or she ders. Healing POW x 4 has adapted. When a High One sends to an elf who Levitation Automatic Once the actual powers that the First- possesses a soul name, that elf must try to Plant Shaping POW x 4 comer possesses have been decided, then match his POW vs. the POW of the High Rock Shaping POW x 4 his or her actual ability with the powers One on the resistance table. The elf gains a Shape Change Automatic must be determined. Use the table given + 10 percentile chance because the High Animal Bonding POW x 5 below to determine the skill of a High One One is not actively trying to wrest the soul Astral Projection Automatic with a given power. name from the elf. If the High One does Finding POW x 3 not realize what he or she is doing and Hypnosis POW x 2 Power Ability does not stop sending before the elf fails Sending Automatic Anti-Healing POW to make two successful checks on the Shielding POW x 4 Fire Starting POW x 2 resistance table, then he or she can ac- Magic Feeling Automatic Flesh Shaping POW x 2 quire the soul name of the elf. Naturally a Healing POW x 3 High One would never consciously attempt High Ones played in a setting up to the Levitation POW x 4 to do this; if it happens, it will be acciden- time before Cutter’s quest will have begun Plant Shaping POW x 2 tal. If the High One does gain the soul to specialize in certain powers, and there Rock Shaping POW x 2 name of the elf, then he or she can suc- is consequently a good chance that they Shape Change POW x 4 ceed in any mental attack on the elf, al- have not retained every power (Classes B Animal Bonding POW x 3 though a High One would never use this and C). Of course Game Masters should Astral Projection POW x 4 advantage to harm one of his or her de- modify which powers the High Ones will Finding POW scendants unless there was no alternative. have retained, depending on environment. Hypnosis POW If the elf does lose two rolls on the re- In order to determine the number of Sending POW x 5 sistance table, he still has a chance to magic powers a High One possesses, roll a Shielding POW x 3 protect his soul name. A successful Send- d6, adding one to the result for every Magic Feeling POW x 5 ing roll will prevent the High One from point of POW above 18 possessed by the obtaining the elf’s soul name and will character. This is the number of powers There are no restrictions to distributing make the High One realize what he or she the elf possesses, which he may choose percentiles among magic powers using is doing, in which case he or she will stop. from all powers available. If the result is previous experience. If the elf fumbles this roll, then he loses two magic points. Skill Table Determining Recognition for High Ones is different too. If the High One is being played in the time period within 2,000 Skill Class A Class B Class C years of his arrival on the world, then Animal Lore INT INT x 2 INT x 3 there is a POW x 3% chance that the elf Climb STR + DEX - SIZ STR + DEX - SIZ STR + DEX has Recognized and a POW x 2% chance Communication (INT x 2) + APP (INT x 2) + APP (INT x 2) + APP that the elf is still alive. If the Firstcomer is Dodge INT + DEX - SIZ INT + DEX - SIZ INT + DEX being played in any time up to the present, Elf Lore INT x 5 INT x 4 INT x 4 then there is a POW x 4% chance of the elf Healing Lore INT x 2 INT x 4 INT x 5 being Recognized and a POW x 1% chance Human Lore INT/2 INT INT x 2 that his or her lifemate has survived. Jump STR + DEX - SIZ STR + DEX - SIZ STR + DEX In summary, playing a High One can be Language Lore INT/3 INT INT x 2 an interesting experience, but control will Manipulation STR + DEX STR + DEX STR + (DEX x 2) have to be exercised, both on the part of Mechanical Lore INT x 3 INT x 2 INT the Game Master and the player. Previous Mineral Lore INT x 3 INT x 2 INT experience, when allotted to magic, should Perception INT + POW INT + POW INT + POW + 5 be concentrated mostly on one or two Plant Lore INT INT x 2 INT x 3 powers, usually Levitation and Shape Ride (Creature) DEX + (INT/2) DEX + INT DEX + (INT x 2) Change. Generally, other players should Stealth INT + DEX - SIZ INT + DEX INT + (DEX x 2) treat the High One PC differently as well. Swim DEX DEX DEX + STR Elves and preservers will be over- Throw STR + (DEX/2) STR + DEX STR + DEX respectful of High Ones, trolls will treat Troll Lore INT x 5 INT x 4 INT x 3 them with more respect than other elves, Attack w/ weapon DEX + (STR/2) DEX + STR DEX + STR and humans will likely fear High Ones on Parry w/ weapon DEX + (POW/2) DEX + POW DEX + POW first sight. The information presented in this article can be especially helpful to Game Masters wishing to run campaigns in much earlier time periods than those given in the game system.

68 DECEMBER 1986 solve the puzzle, and thereby reap the true reward of personal satisfaction. You wouldn’t want your game master to in- form you of all the traps, encounters, and special hazards he has planned for your adventuring party in the quest before play, would you? Finally, one extremely well-informed writer from Canada wondered why so many of the current crop of computer fantasy games seem to lack the special features that certain other computer fan- tasy games have. This is a problem involv- ing computer memory. If you have a graphically active game, that means there’s less room for code that enhances a charac- ter, and vice versa. If you have a game that has a tremendous parser for interaction with the computer, giving your system commands to control the onscreen player, then the graphics tend to be static, with Communication is the glue that cements be available to any consumer as a main- far less animation involved. Until standard mankind together. The intelligent commu- stream product — in other words, availa- computer memory rises above its current nion between human beings is what distin- ble either by mail order or through a local limits, program coding must pack a great guishes us from animals. And, allegedly, it retailer or computer user group. Granted, deal of information into the relatively is this communication that prevents our there may be many marvelous adventure small RAM (Random Access Memory) national egos from destroying ourselves. and fantasy role-playing games hidden space. Consider also that there are very Communication is ticklish in real life, as away on some mainframe system in Nova few perfectly administered adventure it is in our worlds of fantasy and adven- Scotia or hidden under some password games refereed by a game master, in spite ture. Fortunately, our gaming realms are protected by BBS (bulletin board. system) of the unlimited storehouse of his human of our own imaginings. Granted, the in- in Rio de Janeiro, but if DRAGON® Maga- memory. volvements of our characters, in terms of zine readers can’t obtain that product, we We will also attempt to analyze more their interaction with NPCs and other feel it’s unfair to the majority to scrutinize than one game per column, although the assembled beasties, do take on the propor- the game. So many mainstream programs time constraints for in-depth reviews of tions of substantive life at times. Caution, are currently being released that we must more than one or two complex programs care of life, and reward based on deed concentrate our full energies on material are a reality. (We write extensively in the seem to be the rules of the game. Like- that is available not only nationwide but computer field for computer magazines, as wise, it is the art of communication be- also on programs that are microcomputer- well as publishing our own weekly com- tween player and game master and oriented. We doubt whether too many puter magazine, and have limited hours in between players that provides the DRAGON Magazine readers have access to which to devote to this entertaining envi- rewarding outcome of any quest. a Digital Equipment Corporation VAX ronment.) However, we’ll see if we can do Certainly, there are game masters who computer, an IBM System 38, or a Unix/ better. Unfortunately, we can no longer ignore communication with their players, Xenix supermicro. Therefore, we have reply personally to all of the letters being much as they also disregard rules of good decided to review programs that run on received. We’ll attempt to discuss those gaming by insisting upon either niggardly the following machines: Apple II family areas you feel are important, and hope we reward for heroic deeds or the heaping of (which consists of the II +, IIe, IIc, and the can address your specific issues with outlandish bounty for minimal struggle. new color machine), Apple Macintosh, IBM clarity. Now, on with the column. Upon encountering such a game master, micros (PC, XT, AT, PCjr) and compatible once again, communication between computers (like the Tandy 1000 and 1200, Speaking of communication, probably player and controller can usually settle Hewlett-Packard Vectra, or Corona, one of the most critical areas in gaming is observed differences in the playing Toshiba, ITT, AT&T, ad infinitum), Commo- the ability of the game master to commu- environment. dore 64/128 and Amiga, and the Atari 8-bit nicate the rules of play to the players as So, obviously, communication among machines (600, 800, 1200, XL, and XE), as the game progresses. Most of the time, ourselves is as important to successful well as the Atari 520 and 1040 ST. such communication is left wanting — the role-playing as it is in the business world Therefore, in these areas mentioned, game master requires time to roll the die or in the environs of school or college. As your input would be greatly appreciated. or look up the appropriate rules in this or such, we must thank all of you who have If you know of a program that does fall that gaming guide, consult her judge’s written to us expressing your likes and within these listed areas of interest, please screen for encounter matrices, or engage dislikes regarding this column. Thankfully, write to us with that product information. in the mathematical computation neces- most letters have been complimentary; we We'll do the rest! sary for awarding the appropriate number are certainly glad to have been covering Game hints were another area men- of experience points or gold pieces to each areas of interest to most of you. tioned to us. We feel that the challenge to character involved in a melee. Wouldn’t it Two specific areas of concern among adventure and role-playing games rests be nice if there were a computer program those who wrote to us are matters we’d with the user’s ability to solve puzzles. that could alleviate these mechanical re- like to discuss before dissecting the two Without the riddles, you simply have a sponsibilities and give the game master the programs under review: Dragonfire II and “slay-and-play” game whose redundancies opportunity to pay closer attention to the Bard’s Tale. The first area of query deals lead to a boring time at your computer’s game itself? Good news for all: there is one with our method of selecting programs for keyboard and monitor. We will let slip, program that does afford the game master examination. Several suggestions have occasionally, a hint, but the important time for closer interaction with the adven- been received regarding games you’d like puzzles are best left to you to solve. That’s turers, where play becomes the thing. to see reveiwed. the reason you purchased the program in This program is Dragonfire II from First, the software under scrutiny must the first place: to be challenged and to Magicware.

D RAGON 69 Our attention focused upon Magicware extremely easy to use. Plus, we weren’t when requests from several DRAGON limited only to using that program’s files, Magazine readers asked that we look at since the user can easily input his or her Dragonfire. Our immediate feeling was own material into every table, including that, if the program could manage rule random monster appearances, treasure communications for players of all games, tables, battle elements, and the creation of without being too complex to learn or new beasties and characters. Once your manage, the program would certainly be own statistics and data have been saved to worth a look. As chance plays a role in disk, the only limit to the amount of detail most matters, after we received your the program can handle is the amount of letters, a beta version of the new Dragon- storage on your disk. fire II: The Dungeonmaster’s Assistant, for You’ll hear the terms ease-of-use or user- the IBM PC and compatibles, arrived from friendly bantered about continuously in Magicware. A beta version, in software the computer industry. These indicate that parlance, is a program that is still being a program is not difficult to learn or mas- tested, but is, in reality, quite close to ter; Dragonfire II falls into this category. Table 1: Dragonfire II screen, showing being produced for the commercial mar- The entire operation is menu driven, Command Line and Workspace for ketplace. When we worked with Dragon- meaning that for every user action, there game mastering fire II, most of the program’s bugs had is a menu that manages the activity. A been eradicated, and the finer points, such main Workspace (Table 1) allows the user as Help files and data tables, were being to see what elements are available for spruced up. We felt quite comfortable immediate access. cursor jumps to the Command Line at the reviewing the beta version, as this offering The top line is the Command Line, top and may be moved to any command presented all the capabilities that will be where you select the various Dragonfire II desired in one of two ways. You can either found in the released rendering. commands that you will need. The remain- move the cursor with the cursor control Dragonfire II is truly a worthwhile pro- ing area is the Workspace itself. The keys (right or left) or enter the first letter gram for any game master! We heartily amount of data revealed here depends of the file itself (H for Help, E for Expand, recommend this program to anyone entirely upon what you’ve selected from and so on). involved in managing adventure cam- the Command Line. For example, if you Once a command has been selected by paigns. The fact that Dragonfire II is flexi- wish a Help file, you have to move your moving the highlighted cursor to its name, ble enough to handle almost all of the computer’s cursor (usually a highlighted the Return or Enter key is pressed. A differing adventure environments is a real box located on a command in the Work- window springs up on the screen, and you plus. As dyed-in-the-wool gamers, we space) to the Command Line. This is done simply scroll through the information found the elements within Dragonfire II with a press of the backslash (/) key. The presented until you find what you are looking for. When done, a press of the Escape key returns you to the Workspace. Each command is responsible for the following designated activities: Get — As shown in the screen above, the Workspace is currently empty, simply showing the fields of information that will be displayed once a file has been called from the disk for manipulation. Get does the getting, so to speak. When accessed, a window appears below the command revealing what you can Get for placement into the Workspace: Randomized Mon- sters, New Characters, Parties, Monster Individuals, or Character Individuals. An entire list of all data specific to the se- lected file will appear in a window. You simply scroll through the displayed list with the cursor control keys and move the highlighted cursor over the information you want to put in the Workspace, then press your Return or Enter key. If you selected Character Individuals, all of the characters that you’ve prerolled and saved to disk are displayed, and you can select any one you wish. Expand — As you can see by looking at the Workspace, not all of a character’s or beastie’s information can be shown in one viewing. By selecting with the highlighted cursor any of the names in the Workspace and then pressing the backslash key, you can move the Command Line cursor to Expand and see that particular element expanded to reveal more detail. For exam- ple, your character may possess a variety of weapons, from a Deluxe Dueling Dag- ger to the Stunning Sword of Sirgotto, but

70 DECEMBER 1986

these can’t be viewed directly from the We used Dragonfire II to play both with original monsters and treasures. character sheet. By expanding the weap- ADVANCED DUNGEONS & DRAGONS® Although our beta version was for IBM ons list, you can view not only the weap- and TUNNELS & TROLLS games, and micros and their compatibles, Dragonfire ons’ names but their attributes as well, all found that the increase in play was dra- II will also have been released in versions of which appear in another window. matic! With the game master being al- for the Commodore 64/128 computer, the Tables — All table activity takes place lowed to ignore certain die rolls, the Apple II family of computers, the Apple with this command, giving you the ability personality of the game was never lost to Macintosh, and Commodore Amiga by the to modify, view, and roll on all tables the computer. A much closer eye was kept time this review sees print. Just around saved to disk. Such items as Treasure on the players themselves — not only as a the corner is a version for Atari 8-bit Tables, Encounter Tables, and XP Tables control factor, but also as a means to de- machines, such as the XL and XE family. fall within this commands realm. termine if alignments were being violated However, the program must be reworked Battle — One of the more unique tables, through talk or other activity that nor- due to the limits of that machine. Pricing is here the game master can input a wide mally wouldn’t be noticed because of the $34.95 for the Apple and Commodore variety of characters and opponents, and game master’s other activities. versions, and $39.95 for the IBM version. have the computer manage the battle, You have to realize that Dragonfire II Additionally, a mini-module will be in- based on the abilities and attributes of the cannot manage all of a game’s details. cluded in the final version of Dragonfire contestants: their armor class, weapon There is only so much memory in the II. The coming modules will all be priced skills, etc. When this window appears computer; thus, certain elements have to at $24.95 each and include: Forest of Rith- onscreen, the game master only has to be left out in order to cover most of the Barradu (#1), City of Dukarton (#2), and highlight the attacker, then the defender, major environments of gaming. Elements The Forbidden Dungeon (#3). Although we and the computer displays all of the perti- such as a creature’s special attacks (poison haven’t actually viewed these adventure nent modifiers and indicates whether tongue, eye of stone, etc.) must be applied modules yet, we spoke with their design there was a hit or not. The damage result- to any designated hits by the game master. ers. The adventures sound extremely ing from the hit is indicated. However, the Surprise rolls are not automatically deter- exciting, worthwhile additions to an game master may alter the listed damage mined by the computer during a Battle adventuring environment. as he sees fit, or may merely reroll the sequence. We found that the best way to We now have two rules for gaming at melee. Once the first swing has been ap- manage such an activity was to first Cre- our house: no game master is without his proved, the computer automatically de- die, and no game master is without Dra- ducts the damage from the defender, and gonfire II. Granted, not all players have the melee continues — unless, of course access to a computer, but at least you now the defender is now deceased. The com- have good reason to think about the acqui- puter asks again for attacker and de- sition or loan of a system just to experi- fender, and the results are determined. ence the benefit that Dragonfire II This can continue for as long as there are presents. This program is highly folk left standing around wanting to take a recommended to all. hit or administer one. Our featured fantasy role-playing com- Options — This contains less frequent puter game for this column is none other used but still important commands. On than Bard’s Tale from Electronic Arts. the most powerful of these commands Phew! What a game! It is guaranteed that the Create command, which allows the this one will leave you physically ex- game master to create new monsters or hausted. One of the immediate highlights characters using an easy-to-enter template. is a character type called a bard (hence the A sample screen from Bard’s Tale, revealing an Once the character/monster has been unpleasant encounter game’s name). Certainly, there are , it can be incorporated into the typical characters — magic-users, fighters, current game simply by moving it to its ate a surprise table and roll on that table and thieves — but the bard is a special appropriate table. You can also change the prior to accessing the Battle module. The individual. He not only fights, but his field names themselves, input individual same applies to dropped or broken weap- songs have either special positive effects prerolled “nasties and goodies,” and create ons. The program’s ability to allow the for his party or unpropitious effects on any number of new tables. Perhaps you game master to create any table needed is adversaries. Also, the bard is inclined to have need of a good wind table for your a real blessing. drink rather heavily, which is good, as transoceanic voyages: with the Options For those who currently own the origi- without the beverages of buzz to soothe command, you can do just that — set up a nal Dragonfire program and have been his parched throat, he couldn’t sing! And new, customized table. less than pleased with its slow perform- without his songs, your adventure would Other commands in the Options window ance, smile! The new Dragonfire II is be short-lived indeed. include Save (which saves whatever is in written in Turbo Pascal and operates When in possession of a musical instru- the workspace to your data disk), Print quickly, even at the 4 MHz speed of an ment, the bard can be called upon to play (which printing out your worksheet or IBM PC. If you have an IBM AT or compati- such amazing ditties as “Falkentyne’s Fury,” character/monster sheet), Remove (which ble, or an accelerator board that pumps which drives his fellow compatriots into a deletes unwanted guests from your Work- out at 8 MHz, you’ll see a remarkable berserker rage and increases the damage space), Erase (which permanently deletes difference from the original game. Also, they do upon an enemy in combat. Num- any kind of file from your disk), Organize Magicware is currently writing three ber two on the bards hit parade is “The Parties (which brings together those sepa- actual adventure modules that interface Seeker’s Ballad,” a tune that negates the rated folk and beasties in the Workspace with Dragonfire II — just perfect for those need of a torch in a dungeon, as the song into specifically named parties), Quit occasions when you cannot find (or ha- coaxes light to brighten the party’s way, (which displays an “Are you sure?” mes- ven’t the time to get together with) your otherwise increasing the chances that his sage, for if you haven’t saved your new normal gaming group. With these mod- party strikes damaging hits when in me- data prior to answering yes, all of the ules, you can run solo adventures with all lee. Other hit parade songs include “Way- changed information is lost), and Drive of the Dragonfire II capabilities at your land’s Watch" (which calms down Control (nice for those with hard disk fingertips to manage the game. The mod- opponents, causing them to do less dam- drives or two floppy drives, as it allows ules also interface with one another, so age to you), “Badh’r Kilnfest” (which heals you to change the default drive for saving that you have the start of an entire cam- wounds during combat), “The Traveller’s data). paign world on three floppy diskettes, all Tune” (which decreases the chance of

72 DECEMBER 1986

party members being hit in melee), and considerable, to say the least! In fact, the also possess more resistance to evil magic “Lucklaran” (which creates an anti-magic novice player may think that battle is all and can use all kinds of weaponry), a field). The bard is a pretty darned good there is to this offering. Movement about rogue (a thief who can detect and disarm fighter as well — certainly one worth the city itself involves all sorts of consider- traps in treasure chests), and at least two keeping in the first ranks of the party for ations, such as “Do my characters have magic-users (who not only cast defensive his combative skills. enough hit points to survive another en- and offensive spells, but can also use So what’s Bard’s Tale all about? The counter?” or “Do we need to recharge my healing magics). once-friendly town of Skara Brae has been magic-user’s spell points?” And the consid- Bard’s Tale is unique in that there are surrounded with a spell of Eternal Winter, ered movement may only consist of travel- various classes of magic that must be cast by Mangar the Dark, an evil wizard. ing a few doors away from the considered: wizardry, sorcery, magic, and With the power of his dark influence Adventurer’s Guild on Rakir Street! conjuring. Wizardry involves the calling around the town, all manner of decrepit There are two ways to introduce your and control of supernatural creatures who nasties have filtered into the lower party of intrepid adventurers into the then aid the party. Sorcery is the creation reaches of Skara Brae. To convince Skara Brae environs. The first is to create of illusion and heightened awareness. Mangar to release his spell requires the the characters-from scratch using the Magic gives common objects an additional formation and rapid training of competent program itself. All activity in Bard’s Tale power. Conjuring allows the user to create adventurers who can withstand the rigors starts with an opening sequence in the objects and affect physical items. The most of Skara Brae — especially the sewers that Adventurer’s Guild — your safe haven potent of all mages is the archmage. Any lie beneath the city streets. When ex- from the dangers of the city. Not only are mage may become an archmage, regard- plored, these sewers could lead your party disk activities accessible from the Adven- less of his original magic mastery, but it to other exits within the city — and to the turer’s Guild, but here you can restore and takes knowledge of all seven levels of unbelievably complex dungeons, where save games in progress, and create your spells in all four classes to achieve this Mangar’s hordes lie in wait for the party. In addition to the human race, one powerful state. The attainment of arch- untested and the untrained. can also select an elf, dwarf, , half- mage status is a goal that players should Believe us when we tell you that the elf, half-orc, or gnome to join the party in try to achieve with their mage, but we can training and patience needed to build your one of several character classes (warrior, tell you (with good authority) that the trail characters from ineffective individuals to a paladin, rogue, bard, hunter, monk, con- is steep and hard, and it is bound to take cohesive fighting team are mandatory for jurer, magician, sorcerer, or wizard). Each hundreds of playing hours to achieve if any kind of success in Skara Brae. This nonhuman race has a special attribute; the characters are started from scratch. character development is no easy task. gnomes are more magically inclined than To create your characters, the computer Hours of play are required to accomplish the other races, and hobbits make first asks you to select a race; a die roll is the building of your characters. The dan- exceptional rogues. then generated. With 18 as the highest gers in and around Skara Brae — espe- A party should be comprised of at least point attribute, assignments of a numeric cially during the hours of darkness — are two fighters (paladins are great, as they value to Strength, Intelligence, Dexterity, Constitution, and Luck are made by the computer. You can ask for another roll if the computer’s roll is not satisfactory, and may continue to do so until a set of attrib- ute assignments meet with your satisfac- tion. Once you’ve agreed on the distribution of points, the character should be saved to disk. A second method involves a utility pro- gram found on the Bard’s Tale program disk that allows you to convert your Wiz- ardry or Ultima III computer game charac- ters to this environment. These characters should remain in one piece longer than those generated from scratch, although such matters as the special weapons and experience they have accumulated within their native game environs are usually lost when transferred to Bard’s Tale. For heav- en’s sake, use only backed-up characters for this process. As we had Wizardry III and Ultima III characters of extremely high level, we were able to get off to a running start in Bard’s Tale, but not with- out a great deal of concern for our valorous participants. The fact that we met and defeated nu- merous encounters on the streets of Skara Brae is only a small part of the total quest. Skara Brae is a town of some size, and every street and building is graphically displayed onscreen in a window and must be searched. The hunt ultimately reveals the locations of the inns, temples, dungeons, and castles that are the primary targets of your quest. By utilizing a map of Skara Brae, found on the inside cover of the program’s packaging, one learns how

74 DECEMBER 1986 to maneuver through the alleyways, thor- encounter, that’s too bad. In many cases, involves a temple in the Gran Plaz, with oughfares, and courtyards of the town. the level of your experience is not enough some of the nastiest souls you’ll ever want This takes some doing, as the graphics to counter the power of the , to meet. And the final dungeon isn’t a displayed in the window in the upper left- and running away to fight another day dungeon at all, but three floors of a castle hand corner of the screen do not look like would have been an excellent decision. —and the castle’s dangers will leave you the images on the map. Perseverance leads When an attack is signaled, you select cringing for many nights to come. There you to such locations as the inn on Rakir from the following: Attack Foes (attack the are numerous traps, areas where spells Street, where a trip to the cellar for some enemy), Party Attack (attack a member of have no effect, teleportation hexes, portals fine old wines gives you more than you your own party who may have turned to up and down, smoke-filled rooms, and bargained for; to the temple in the Gran the dark side), Defend (reduce the odds denizens that’ll put your best to the test. Plaz, where Mad Dogs find no Englishmen; you’ll be hit in this melee round, though to the Review Board a couple of doors you can’t attack, too), Use An Item (bring a south of Blacksmith Street, where you can magic item into play against the beasties), trumpet your success at reaching a new Bard Song (get that tune trilling from your level; and, to Grey Knife and Serpent bards lips), Cast A Spell (your mages Streets, where one’s energies can be should be in the back row, away from the recharged (for a price). flashing swords, so they can utter their There are several inns and taverns lo- spells against your foes), and Hide In cated throughout Skara Brae that are quite Shadows (something your Rogue will be important, especially for recharging your very adept at accomplishing). If fighting a bard’s singing voice. The bartenders in large group of Mangar’s minions, the these precious pubs have loose tongues if attacking/defending/spell-casting routine your party has loose change. The temples could go on for some time. In the final are ideal locations for party respites, as dungeon (in the castle); there is an area on the priests can heal all sorts of injuries, the third floor in which you confront 496 including total reanimation of the dead. berserkers — a fate we wouldn’t wish on This does cost gold pieces, so one should anyone! The battle took nearly two hours be prepared by accumulating wealth for to complete! these little emergencies. The Review There are three dungeons. The first is A map is shown here of the first floor of Board, when found, becomes an active found in the southern reaches of Rakir the first dungeon, and consists of a total of stop on your list of buildings to enter, for Street, but even this dungeon requires 484 square-shaped “hexes.” In many in- here your accumulation of experience characters of some stamina. There’s a stances, the map sides wrap around; when points leads to higher character levels. statue on Rakir Street that must be de- one enters the hex at A21, for instance, Once you’ve reached a new level, magic- feated before you can find the proper and moves one more square west, he ends users who wish to learn that levels spells door to a wine cellar that develops into a up at A0. The map is courtesy of a friend must pay for the privilege — well worth four-level dungeon. The second dungeon of ours, Steve Schwartz, who designed it any cost! One of the shortcomings of this game is that you must have your party return to the Adventurer’s Guild to save the game and to have your character’s gain experi- ence, wealth, and possession of found property. Until the party gains stature in levels, wandering too far away from the Adventurer’s Guild can be fatal! If you’re starting play from scratch, we recommend only a day’s adventure, staying within a one-block radius on Rakir Street, thus slowly building your characters to a level where the search can be initiated for The Review Board. Without the Review Board granting increments in levels for your characters, the characters don’t have a hope of finishing this quest. As the experi- ence levels increase, as your mages gain new and more powerful spells, the search radius away from the Adventurer’s Guild can be increased. The second drawback to the game is its use of combat. Without question, Bard’s Tale is a bloody game of kill or be killed. There is no choice in this matter; this is the way experience, gold, and the occa- sional good weapon or object are found. You can’t sit and talk to Mangar’s goons to see if you can talk them out of an attack, nor can you bribe them to go away. When an encounter is signified (which may in- volve 99 creatures in ranks four deep!), it’s off to war you go, ho-ho. You don’t even get the option of running for your life — and considering some of the beasties you’ll

D RAGON 75 on a Macintosh. The map is suited for ning star systems, planets, life forms, and as well. This program is also from Elec- most computer adventure games. spacecraft. The program’s two main goals tronic Arts, and has a price of $39.95. The Some pretty good stuff is yours to be are to gather information and generate game is also offered on Apple II versions had, once you’ve defeated your foes. The revenue. From what we’ve experienced in ($49.95) and for the Commodore 64 deeper the level, the better the goodies. our first two days with this game, the ($39.95). You’ll find weapons made of adamant (a landing sequence on planets is really first- One of our personal favorites is the magic metal), mithril, and diamond. rate, and several more hours of play are newly released Ogre, the computerized There’ll be musical instruments like man- necessary to even begin to understand translation of Steve Jackson’s classic dolins and harps for your bard, normal how expansive this entire product is. This boardgame. Ogre requires strategy as, in armors such as plate or chain mail, and program is for the IBM PC. two-player mode, the awesome Ogre Cy- figurines which can be brought to life to bertank battles an assortment of armor aid your group. Recommended products and infantry in an attempt to overrun the Without doubt, Bard’s Tale is one of the Tass Times in Tonetown is a graphic opposing command post. Set in the nu- most complex adventures available for the adventure game in which you must find clear wastelands of the future, this is home computer. When starting, the possi- your grandfather, who has disappeared another winner from Electronic Arts. bility of becoming bored with fight after into another dimension. This one is truly Ogre is for the Apple II at $39.95. Also, the fight does exist, but continue with the bizarre. Tass Times in Tonetown is from company has now released an IBM micro game, as it gets far more interesting, espe- Activision, 2350 Bayshore Road, Mountain version of Ultima IV, the largest computer cially when you start finding those View, CA 94043 (telephone: (415) 960- adventure game ever attempted. This one fantastic items that’ll aid your quest. 0410). Versions exist for: Commodore 64/ is absolutely fantastic! Above all, save your game! As this can 128 ($34.95); Apple II series, IBM micros The first interactive gothic mystery for only be accomplished at the Adventurer’s and PCjr, and Tandy 1000 ($39.95); and, computer games has made its debut. Enti- Guild, know where the guild is located in the Commodore Amiga and Apple Macin- tled Moonmist, this game casts the player relation to your activities at all times; don’t tosh ($44.95). An Atari ST version is as a famous sleuth trying to solve a mys- overstep the bounds of reason. Once expected to be released soon. tery involving murder and ghosts. Moon- you’ve saved your game, back up your Airheart is a new 3-D adventure game mist is a product of Infocom, 125 characters! In this manner, should you written by Dan Gorlin, the creator of Cambridge Park Drive, Cambridge, MA eventually lose the big one and find all of Choplifter! It includes robot antagonists 02140 (telephone: (617) 492-6000). Versions your party dead, you can start afresh and realistic flight action. This game is exist for the Apple II series, Apple Macin- from the point where your characters available from Broderbund Software, 17 tosh, Atari XL, XE, and ST computers, were last backed up. Bard’s Tale, a game of Paul Drive, San Rafael, CA 94903-2101 Commodore 64/128 and the Amiga, and high adventure, whose two major draw- (telephone: (415) 479-1170). Versions exist IBM micros ($39.95). backs diminish in scope as you gain experi- for the Apple II series ($34.951. Balance of Power, by Chris Crawford, is ence, is one we recommend for your Archon II: ADEPT is the sequel to the a truly entertaining and thought- software library. Bard’s Tale is available for award-winning Archon adventure/strategy provoking simulation of world geopolitics the Commodore 64/128 ($39.95), Apple II game, which has now been released for which involves the player in a quest to series ($44.95), and Commodore Amiga the Commodore Amiga computer. This prevent a worldwide nuclear holocaust, ($49.95). There is also a Bard’s Tale Clue new translation features stereo sound and while promoting either the U.S.A. or Rus- Book available for a price of $12.95. Bard’s advanced graphics. Archon II: ADEPT is a sia to world prominence. This is a marvel- Tale II, the fantastic sequel, will be re- product of Electronic Arts, 1820 ous program that everyone should leased before Christmas for the Commo- Drive, San Mateo, CA 94404 (telephone: experience at least once. This offering is a dore 64/128. (415) 571-7171). Versions of this program product of Mindscape, Inc., 344 Dundee have been produced for the Commodore Road, Northbrook, IL 60062 (telephone: As for other games and programs that 64/128, Commodore Amiga, Atari 800 XL, (312) 480-7667). Balance of Power is for we recommend for software gaming, the and Apple II series ($34.95). IBM micros and the Apple Macintosh following have caught our eye. Hopefully, Also redesigned for the Commodore ($49.95). in future columns, we’ll be able to investi- Amiga is Stuart Smith’s Adventure Con- Also from Mindscape comes Uninvited — gate most of these titles. As an aside, there struction Set, wherein the user can create a truly horrifying adventure game and is one new product from Electronic Arts his own complex and graphically appeal- mystery that’ll leave you shivering in the that has, so far, been stunning in its pre- ing adventure game. You can create your dark. You find yourself alone in your car sentation and play. This is a science-fiction own digitized sound effects, and the after a wreck — but where is your adventure entitled Starflight, and the graphics you generate are stunning. The brother? Perhaps the spooky mansion scope of its involvement is awesome, span- offering comes with a built-in adventure contains the answer! This program is for the Apple Macintosh, with digitized sound effects and graphics that contain clues! Both Roadwar 2000 and Shard of Spring, from , 1046 North Rengstorff Avenue, Mountain View, CA 94043 (telephone: (415) 965-1353), are on our list as hit programs. Roadwar 2000 follows a futuristic scenario of a post- nuclear age in which survival depends upon a good set of wheels (19 vehicle types, no less). This product is available for the Apple II series and the Commodore 64 ($39.95). Shard of Spring is a new fan- tasy game that involves you in zoom com- bat and a quest to rescue a portion of the Lifestone from the evil Siriadne. This program is available for the Apple II series and the Commodore 64 ($39.95).

76 DECEMBER 1986

NEW PRODUCTS FOR JANUARY 1987 NEW PRODUCTS FOR FEBRUARY Boston bar “where everybody knows your 1987 name,” provides the setting for fans and would-be fans to play their favorite H2 The Mines of Bloodstone CHEERS® character and to engage in a AD&D® Game Adventure X12 Skarda’s Mirror game of zany notes and quotes. Can you by & Doug Niles D&D® Game Adventure meet the challenge of “Normie’s Unparalleled high-level dungeon by Olympics”? excitement in the first adventure that Marauding bandits have repeatedly Suggested Retail Price: $19.95 includes the Dungeoneer's Survival Guide raided the countryside, and a mage is Product No.: 1028 rules! After defeating the armies that gallantly pursuing them, only to menaced the small mountain village of accidentally stumble upon their hideout CHEERS® and © of Paramount Pictures Corp. Bloodstone (in H1, Bloodstone Pass), the and a strange mirror the bandits have heroes must uncover the secret menace-in stashed there. An investigation is in order the depths of the bloodstone mines. We when both the bandit leader and the mage AMAZING® SCIENCE FICTION STORIES won’t tell you who’s down there, but he is disappear into the mirror’s unknown The Wonder Years 1926-1935 best known for this wand he carries...heh, realms! Edited by Martin H. Greenberg heh. Suggested Retail Price: $8.00 This collection of classic science fiction is Suggested Retail Price: $8.00 Product No.: 9188 the best from the 1926-1935 issues that Product No.: 9168 include stories from such science-fiction greats as H.P. Lovecraft, John W. Campbell, OA3 Ochimo, The Spirit Warrior and Edmond Hamilton. DA2 Temple of the Frog An AD&D® Oriental Adventures Suggested Retail Price: $3.95 D&D® Game Adventure Module Product No.: 8115 by and David Ritchie by Jeff Grubb The infamous “Temple of the Frog” An unearthly spirit haunts a colony in far scenario from the original D&D® Eastern lands. The heroes must find the SNARFQUEST: The Book Blackmoor Supplement comes to life in a spirit and defeat this dangerous warrior DRAGON® Magazine Special ferocious and deadly high-level adventure from battles past. by Larry Elmore by D&D® game co-creator Dave Arneson! Suggested Retail Price: $8.00 A comic quest for wealth, power, and all Deep in the Great Swamp lurks Steven and Product No.: 9195 that good stuff, this special magazine his strange brotherhood of monks. . . and gathers three years of the popular fantasy few who visit ever return alive. cartoon strip which has appeared in the Suggested Retail Price: $8.00 GW7 Beta Principle pages of DRAGON® Magazine. Created by Product No.: 9175 GAMMA WORLD® Game Adventure one of the most noted fantasy artists in by America. A visit to the remains of an old Suggested Retail Price: $9.95 N4 amusement park sets the stage for an Product No.: 8118 AD&D® Game Adventure exciting adventure to the legendary by Aaron Allston skywalking city of the ancients. This An adventure for 0-level characters! module continues the campaign series Unless otherwise noted: That’s right...zero-level player characters! introduced in GW6 Alpha Factor. ® denotes registered trademarks owned by TSR, Inc. Can you survive a mad treasure hunt across Suggested Retail Price: $8.00 ™ denotes other trademarks owned by TSR, Inc. the grounds and buildings of an abandoned Product No.: 7510 manor house that has become a ©1986 TSR, Inc. All Rights Reserved. battleground in a war between goblins and orcs? A uniquely weird challenge for truly CHEERS® Game skilled players—don’t miss it! Family Game Suggested Retail Price: $8.00 Based on the Emmy Award-winning Product No.: 9185 CHEERS® television show! The famous

Caught in the Crossfire™ team of bad-guys — guys who would give individual must make another Psyche Cap™ or Hawkeye™ a hard time, maybe FEAT to maintain control). The range of even Spider-Man™. They first appeared as this device is only two areas, however, as a team rescuing a CIA-agent-turned- it is still in prototype form. criminal named Crossfire™. Crossfire had a plot to turn heroes against each other by TALENTS: Crossfire has Martial Arts B a type of sonic hypnotism.” and E, and is a skilled Marksmen. He also “Sounds interesting,” says Roger, clean- has the Detective/Espionage talent and the ing his Rambo water pistol. “You give me skills of Computers and Ultrasonics. Crossfire, I’ll let you throw in the Death- Throws™ as well.” CONTACTS: Crossfire has a number of And there you have it. Are decisions at contacts in the criminal and espionage General Motors made like this? fields. He also has contacts with a group of scientists specializing in brainwashing and mind control. CROSSFIRE™ William Cross Crossfire’s story: William Cross became an agent of the CIA with an eye toward F RM (30) Health: 90 using his training to his own eventual A RM (30) benefit. He specialized in information S GD (10) Karma: 60 gathering and mind control, using ultra- E EX (20) sonic devices. He left the agency and, as R EX (20) Resources: TY (6) Crossfire, began forming his own merce- I EX (20) nary agency. An explosion planned by a P EX (20) Popularity: -3 rival group cost him his sight in one eye and most of his hearing, but Cross re- KNOWN POWERS: placed these lost senses with cybernetic improvements and took revenge on his Enhanced Senses: Crossfire lost his left eye attackers. and ear, and 85% of the hearing in his Soon, Crossfire became concerned with right ear, as the result of an explosion. He the potential threat of powerful heroes, has since replaced his lost sight by an and began to research methods to elimi- infrared imaging device that allows him nate that threat. Refining the methods he Excellent normal vision and Excellent- helped develop at the CIA, Crossfire cre- intensity night vision. He also wears an ated a prototype brainwashing device audio sensor that provides Incredible-rank which would cause the super-human hero hearing; the sensor may be turned down community to destroy itself. This proto- to provide Incredible resistance to sonic type was itself destroyed by the Thing™ and sound-based attacks. and Moon Knight™. by Jeff Grubb To build his second prototype, Cross Uniform: Crossfire’s uniform provides used components from his cousin Darren’s A question that often comes up is how Good protection from physical attacks and company, Cross Technologies™, where the it’s determined who goes into this column. Excellent protection from heat and energy hero Hawkeye was employed at the time. In general, the heroes chosen are individ- attacks. The outfit has a number of Considering Hawkeye a weak link in the uals who are interesting, unique, and not pouches and compartments containing heroic community, Cross kidnapped him known from any existing MSH projects. items like gas masks, surveillance bugs, and the former S.H.I.E.L.D.™ agent That’s why the Inhumans™ finally showed and single-shot weapons (treat as cheap Mockingbird™ and subjected them to the up a few issues back, then Terminus™. handguns). sonics, forcing them to fight. Hawkeye Most of the time I go through the pile of sustained a permanent hearing loss during correspondence, listening to the voice of Mind-Control Equipment: Crossfire has this battle. The pair escaped, destroyed the people, and then make a suggestion to developed a form of mind-control device Cross’s machine, and placed Cross under Roger Moore. that relies on applied ultrasonics, sound arrest. At the suggestion for this ’phile, Roger waves of frequencies above normal detec- Cross was rescued from police custody Moore (the real one) looked up at me in tion (Remarkable or better rank in hearing by the Death-Throws, a group of criminal mild surprise. “Killer Jugglers?” he asked, or detection required to perceive). These jugglers. Two of the groups members “I thought the April Fool’s issue was sonics have Monstrous mind-control (Oddball™ and Bombshell™) had previously months off.” power and fill listeners with intense ha- worked for Cross, and the group agreed to “You wanted the Unlimited Class tred and violence. Those that fail a Psyche break Cross out in return for a sizable fee. Wrestling Federation™ for that issue,” said FEAT against this barrage will attack When the group discovered Cross had no I, collapsing into a comfy chair in his audi- everyone within range until the device is cash (his machines were impounded and ence hall. “No, I’m talking about a serious shut off (if the device is reactivated, the his ties with Cross Technologies cut), they

80 DECEMBER 1986 decided to use Cross as bait to lure Hawkeye and Captain America™ into a trap. Cross and the Death-Throws are currently in police custody. THE DEATH THROWS™ Total Karma Pool: 212

RINGLEADER™ Charles Last

F GD (10) Health: 56 A RM (30) S TY (6) Karma: 40 E GD (10) R GD (10) Resources: Good (10) I EX (20) P GD (10) Popularity: -2

ODDBALL™ Elton Healey

F TY (6) Health: 52 A RM (30) S TY (6) Karma: 46 BOMBSHELL™ E GD (10) Wendy Conrad R TY (6) Resources: Good (10) I EX (20) F GD (10) Health: 50 P EX (20) Popularity: -2 A EX (20) S GD (10) Karma: 36 TENPIN™ E GD (10) Alvin Healey R TY (6) Resources: Good (10) I EX (20) Health: 56 F GD (10) P GD (10) Popularity: -3 A RM (30) S TY (6) Karma: 36 E GD (10) R TY (6) Resources: Good (10) I GD (10) KNICKKNACK™ P EX (20) Popularity: -2 Nick Grossman

F EX (20) Health: 66 A RM (30) S TY (6) Karma: 26 E GD (10) R TY (6) Resources: Good (10) I GD (10) P GD (10) POWERS: lit, Excellent fire damage. The clubs have team rescued Cross from the authorities, Typical material strength. then discovered that Cross had no money Ultimate Skill — Juggling: (Okay, stop Bombshell specialized in explosives to pay for his rescue. After a debate, the laughing, this is serious.) All of the Death- before joining the Death-Throws, and she group decided to use him as bait to lure Throws are expert jugglers — all FEATS receives a + 1CS when creating, rigging, Hawkeye and Captain America into a trap, involving juggling are at the Unearthly or defusing explosive objects. She packs afterwards ransoming the heroes. The rank. This includes the ability to throw wrist-firing stun-bolts of Excellent- Living Legend and Battling Bowman dealt weapons and catch objects as well. intensity stunning. She normally juggles with the team and the latter, along with Each member of the Death-Throws has armed explosives, such as grenades of Cross, are in police custody. his or her own special preference for Typical to Incredible damage; she pulls the The Death-Throws stress teamwork juggled objects: pin on grenades in the last toss before more than any other villainous team, and Ringleader is a master with the razor- throwing them. maintain a snappy dialog with each other sharp rings he carries on his belt. These Knickknack juggles objects of dissimilar to go with their smooth movements. They rings inflict Good Throwing Edged Dam- shapes, such as a bowling ball, tomato, and are continually honing their skills as jug- age. Ringleader also has Leadership ability meat cleaver, though he is equally good glers and more than willing to perform and is the team’s leader and spokesman. with a lead pipe, orange, and activated criminal acts for a price. Oddball’s specialty is juggling spheres, chain saw. His weapons inflict damage as and normally he carries a small arsenal of Throwing Edged or Blunt weapons, ac- hollow balls. These include: cording to type (a thrown chain saw in- * Smoke balls (treat as smoke grenades); flicts Excellent Edged attack damage). * Knock-out gas balls of Incredible intensity; Death-Throws’ story: Little of the * Acid balls of Excellent intensity; origin of this group of costumed criminal NEXT: “So,” says Roger, laying back on his * Solid rubber balls that do Good Blunt jugglers has been revealed. The original sofa as his assistant editor peeled grapes throwing damage; group included organizer Ringleader, for him. “What next month — Mimes of * Spiked spheres inflicting Typical Edged Oddball, Oddball’s brother Tenpin, and the Marvel Universe®?” throwing damage; and, Knickknack. While working separately for “We did Black Bolt™ two months ago.” * Fire balls doing Good fire damage. Crossfire, Oddball met Bombshell, found “Then what?” Tenpin’s specialty is with specially her a natural talent for the craft, and “How about the ™, straight weighted bowling pins, normally worn on recruited her into the team. from the Massacre?” a special backpack. These weighted pins The Death-Throws were soon contacted Roger choked on his grape. inflict Good Throwing Blunt damage or, if by Crossfire to spring him from jail. The See you in thirty.

Copyright ©1986. Marvel Comics Group. All rights reserved. Marvel, Marvel Universe, and all Marvel characters and the likeness thereof are trademarks of the Marvel Comics Group and are used with permission.

82 DECEMBER 1986

Doctor Who?

by Margaret Weis and have been eager witnesses to the Doctor’s When regeneration occurs, the body Michael P. Bledsoe adventures in both time and space. We becomes comatose. A greenish white glow have watched him battle countless evil- covers the shin. The body appears to melt Copyright ©1986 by FASA doers, ranging from villains that resemble like soft wax, reforming itself into a new deadly garbage cans to monstrous broc- individual with a completely different Corporation coli. We envy him his charm, his scarf, his physical appearance. Following this, the lovely Companions, his screwdriver, and new physical form must be allowed to gel, One of the great mysteries of life that his mechanical dog. Most of all, we envy a process that takes 10-60 minutes. Then, mankind has wrestled with since the dawn him his various lives and longevity. an electroencephalic jolt flows through the of his existence is death. It seems a terri- But should we? When it comes right body. The eyes open, and the comatose bly unfair, not to say downright wasteful, down to it, after witnessing all the prob- state ends. scheme of things. Just when we finally lems and headaches involved in regenera- Despite the fact that the Time Lord’s reach an age when we have gained wis- tion, does that short, placid trip on the new body is now completely operative and dom and maturity, we are met by the men escalator really look so bad? functional, a Time Lord generally under- in the white business suits who lead us to goes a period of readjustment during that great escalator in the sky, mournfully which time the mind must accustom itself reassuring us on the way that all is well Gallifreyan regeneration to its new environment. Certain Time because we have a piece of the rock. Gallifreyans possess the ability to regen- Lords — those with exceptional control — There must be a better way, we tell erate their bodies, if they either grow old have no difficulty with this period. Others, ourselves. So, when we learned of the or sustain so much damage that life is however, experience radical personality marvelous powers of the Gallifreyans, who difficult to maintain. This is not something shifts. In rare cases, the personality, never have the ability to regenerate their bodies that can be done with the ease of buying a stabilizes. up to twelve times, we regarded them new sweater, however. Although regenera- Most of us have trouble enough coping with undisguised envy. tion is an inborn talent of the Time Lords, with one personality. The thought of man- Unfortunately, we have since learned many have difficulty with the process, for aging one while remembering five others that nothing is ever obtained without it takes both strong intuitive and mental is mindboggling. Those people role-playing paying a price. For over twenty years, we powers in order to exercise control of it. the Doctor in FASAs DOCTOR WHO game

84 DECEMBER 1986 Six special incarnations for the DOCTOR WHO game

can bring an interesting depth to their involved with human Companions, thus one to forget that, as a Time Lord, he was characters by utilizing and understanding beginning his recorded adventures vastly superior to them. The first Doctor is the phenomenon of regeneration and how through Earth’s history. During one of considered by many to be the most scien- it has affected the various incarnations of these, he met The Master, disguised as the tific of the incarnations. Less interested in the Doctor. In this article, we provide a Meddling Monk, who was attempting to people than events, he enjoyed collecting brief history of the Doctor throughout his change Earth history by helping Harold facts and statistics. His knowledge of the six incarnations, provide corrected stats defeat William the Conquerer at the Battle histories of Earth and Gallifrey was exten- for all six Doctors, and explore the varying of Hastings. In addition, the Doctor as- sive, and he often used this knowledge to personalities of each. sisted in stopping a Dalek invasion of draw helpful parallels between the two. Earth in A.D 2164. He foiled a Dalek plot to This incarnation of the Doctor spoke of The Doctor, I wipe out Earth’s History using a Time being over six hundred years old and, In 101,177 TL, the Master attempted to Destructor, and prevented the Cybermen eventually, his age caught up with him. overthrow the Inner Council on Gallifrey of Mondas from draining Earth’s energies. Having grown fond of this body, he de- with help from students of the Pyrodonian In this first incarnation, the Doctor was layed his regeneration until it was almost Academy. The rebellion was ruthlessly a slender, stooped, elderly man. His high too late. Fortunately, the TARDIS was able crushed by Citadel Guards, and there cheek bones, thin-lipped mouth, and some- to trigger the regeneration process he was followed a series of bloody reprisals. Dur- times severe expression gave him an air of too weak to manage, and the Second ing this reign of terror, the Doctor lost austere superiority. This was enhanced by Doctor came into being. most of his family. Barely escaping with his long white hair, worn brushed back his life, he and his granddaughter, Susan, from a receding hair line, and his conser- The Doctor, II fled Gallifrey. They traveled to Earth, vative Victorian style dress. In this second incarnation of the Doctor, arriving there in A.D 1963. The Master also Though his outward personality was we see the beginning of an interesting managed to escape imprisonment on Galli- that of an irascible, sarcastic old man, his development in the varying personalities frey, becoming one of Gallifrey’s most dry wit and his true concern for his Com- of the Doctors — almost a maturing proc- dangerous renegade Time Lords. panions more than made up for his ill ess. The character of the Doctor is grow- Enrolling Susan in Coal Hill School in temper. Impatient with the ignorance and ing and learning through his several lives, London, the Doctor soon found himself failings of humans, he never allowed any- much as humans grow and learn in the

D RAGON 85 shorter time span allotted us. As in hu- corder, much to the annoyance of his of soldiers from Earths past, planning to mans, this sometimes takes the form of a Companions. He adored tinkering with use them to create an invincible army bent rebellion against our former selves. We electronics and created the famous sonic on galactic conquest. notice incarnations of the Doctor utilizing screwdriver, but he was a tinkerer only. In order to stop this threat, the Doctor and developing certain facets of his per- Despite the fact that the TARDIS was was forced to appeal to Gallifrey to obtain sonality, while actively working against falling apart around him and was com- help. The Inner Council intervened, exe- others. pletely out of his control, he had not the cuted the War Chief, then promptly ar- Thus, in the second incarnation, we slightest interest in repairing it. have a Doctor whose personality appears Although he lived only twenty-five to to almost have completely reversed itself. fifty years, this Doctor did more interven- Skill List Level Cheerful, outgoing, even comic, he is ing in time than any other of the incarna- Armed Combat, Contact Weapons tions, primarily because of his interest in much more concerned with people than Sword, Medium (DEX) V historical events. In fact, this facet of his and desire to help humans. He confronted Armed Combat, Ranged Weapons personality — almost a backlash against the Daleks once again, this time meeting Pistol, Stazer (DEX) III the first incarnation — would eventually the Emperor Dalek. He beat back three Crossbow, Light (DEX) VI be his downfall. invasions launched against Earth by the Artistic Expression This incarnation of the Doctor is often Cybermen, fought off two attempted inva- Instrumental Music, Recorder III called a rogue. A middle-aged man with a sions by the Ice Warriors, and saved man- Vocal Music III mop of straight, dark-brown hair worn a kind from the dangers imposed by the Carousing la the Beatles, he had an impish twinkle in Great Intelligence and its furry robots, the Climbing his eyes that was irresistible. A blue-and- Yeti. Construction white polka-dot tie that invariably dangled His major battle, however, came against Earth Sciences off-center from his open collar shirt added the War Chief, a renegade Time Lord who Geology to his rakish appearance. He was the only broke all the rules and provided an alien Hydrology Doctor to play a musical instrument, find- race with the means to travel through Meterology ing comfort in blowing tunes on a re- time. The aliens kidnapped vast numbers Engineering Cartography Doctor Who Character Data Record Chemical Engineering Civil Engineering The Doctor, First Incarnation Electrical Engineering IV Mechanical Engineering IV STR END DEX CHA MNT ITN Metallurgy Level III IV IV III VI VI Environmental Suit Operation IV Score (87) 9 14 13 9 21 21 Gambling Gaming IV Appearance Leadership VI Race: Gallifreyan Life Sciences Sex: Male Agriculture Height: Average Botany III Build: Slim Ecology Looks: Plain Exobiology V Apparent Age: Old Adult Zoology III Actual Age: up to 600 years Medical Sciences General Medicine The Doctor, Second Incarnation Gallifreyan V STR END DEX CHA MNT ITN Human V Level IV IV IV V VI VI Psychology, Human VI Score (87) 10 10 10 15 21 21 Pathology Pharmacology Appearance Surgery Race: Gallifreyan Veterinary Medicine Sex: Male Military Sciences Height: Short Ordnance Construct/Repair Build: Average Small Unit Tactics Looks: Plain Trap Discovery IV Apparent Age: Middle-aged Adult Trap/Ord. Disarmament IV Actual Age 600 + Physical Sciences Chemistry III The Doctor, Third Incarnation Computer Science IV STR END DEX CHA MNT ITN Mathematics V Level IV IV IV V VI VI Physics IV Score (87) 10 10 10 15 21 21 Public Performance Security Procedures Appearance Concealment IV Race: Gallifreyan Disguise III Sex: Male Lockpicking V Height: Tall Stealth IV Build: Average Surveillance III Looks: Striking Apparent Age: Middle-aged Adult Actual Age: 625 +

86 DECEMBER 1986 rested the Doctor for his meddling in the The Doctor, III travel around in either an antique yellow affairs of men. This incarnation of the Doctor managed named Bessie or in the Whomo- Upon his arrest, the Doctor was taken to successfully combine the best qualities bile, a vehicle of his own design. back to Gallifrey where, as punishment for of the two previous incarnations, while One of the major factors in the Doctor’s his crimes, he was forced to regenerate softening the worst. He was interested in personality at this point was his bitterness and was sent into exile in Earths twentieth people but used greater discretion in toward the Time Lords because of the century. dealing with them. forced regeneration, a bitterness that is A middle-aged man, he was a command- passed on to future incarnations. He also ing figure with curly, silver hair, luxuriant became disenchanted with certain hu- Social Sciences sideburns, and a firm, jutting jaw. He was mans, particularly after the destruction of Archaeology, Earth IV flamboyant in dress and personality, wear- the Silurians by UNIT. Economics ing a Victorian-style velvet smoking jacket Most of this incarnation’s one hundred Law and a flowing black cape. Warm and out- and twenty-five years was based on Earth Political Science III going, he was also serenely confident and during its twentieth century. He accepted History capable. Though fond of heroic gestures, a position as a science advisor to the Earth V his affection and regard for his Compan- United Nations Intelligence Taskforce Gallifrey V ions was obvious. (UNIT) and, over a period of years, helped Galactic V He was an expert engineer, able to com- defeat a number of enemies. The Master Space Sciences pletely disassemble the TARDIS and reas- returned as well, making at least eight Astronomy III semble it again, making it into a precision separate attempts to either kill the Doctor Astrophysics IV machine that functioned perfectly — this or destroy the Earth. Though the Doctor Navigation IV despite the fact that the Time Lords, as was able to prevent these, he was never sports part of his punishment, had taken away a able to catch his wiley nemesis. Boxing vital part of the TARDIS and also his mem- The Inner Council eventually pardoned Cricket V ory of how to fix it. He rarely used the the Doctor, but only after he had defeated Swimming TARDIS, however, preferring instead to an attempt to destroy the universe made Wrestling Streetwise V Technology Doctor Who Character Data Record Astronautics IV Communication Systems The Doctor, Fourth Incarnation Computer Sciences IV Cybernetics III STR END DEX CHA MNT ITN Force Field Systems III Level IV IV IV V VI VI Score (87) Electronics IV 10 10 10 15 21 21 TARDIS Systems V Appearance Transmat Systems Race: Gallifreyan Temporal Science VI Sex: Male Trivia Height: Tall Cricket Lore V Build: Stocky Gallifreyan Myths and Looks: Average Legends VII Apparent Age: Middle-aged Adult Venusian Lore V Actual Age: 750 + Unarmed Combat Brawling III The Doctor, Fifth Incarnation Martial Arts Venusian Aiki-Do IV STR END DEX CHA MNT ITN Grappling Level IV III IV V VI VI Vehicle Operation Score (87) 10 9 10 16 21 21 Aircraft III Appearance Ground Vehicles IV Race: Gallifreyan Spacecraft V Sex: Male Temporal Vehicles V Height: Average Water Vehicles III Build: Slim Verbal Interaction Looks: Attractive Bluffing Apparent Age: Young Adult Fascinate VI Actual Age: 900 Haggling VI Instruction The Doctor, Sixth Incarnation Insulting Interrogation STR END DEX CHA MNT ITN Lying Level IV IV IV IV VI VI Negotiation/Diplomacy VII Score (87) 10 14 10 11 21 21 Oratory Scam Appearance Wilderness Survival Race: Gallifreyan Artic Sex: Male Cool Temperate Height: Tall Warm Temperate Build: Stocky Tropical Looks: Average Desert Apparent Age: Middle-aged Adult Actual Age: 900 +

D RAGON 87 by Omega, the Time Lord pioneer. Having seems possible the Daleks could eventually cost of a fatal fall, resulting in another been trapped in an antimatter universe, be destroyed. regeneration. Omega used a black hole to begin draining He returned voluntarily to Gallifrey to Gallifrey’s energy in a desperate effort to prevent the assassination of the Lord The Doctor, V return to his own universe. When it be- President, only to be arrested, tried, and The fifth incarnation of the Doctor was came clear to him that he could never convicted for that very crime. By nominat- the briefest and most troubled of the escape, Omega decided to drain the entire ing himself for president, he managed to incarnations, probably because his regen- universe of energy. stall long enough to prove that the Master eration didn’t quite succeed. The destruc- Using its last power reserves, the Inner and Chancellor Goth were the real tion of the Zero Room in the TARDIS Circle broke its cardinal rule and brought assassins. removed the ability to solidify his person- all three of the Doctor’s incarnations to- Returning to his travels through time ality. Consequently, various parts of the gether to defeat Omega — which the Doc- and space, he suddenly and unexpectedly other four personalities manifest them- tors accomplished by using the second reappeared on Gallifrey, demanding the selves occasionally, making this incarna- Doctor’s recorder. By tricking Omega into presidency! Everyone figured he’d tripped tion appear confused and disoriented at touching this positive-matter artifact, they over his scarf once too often, but it was times. triggered an explosion that turned Omega eventually revealed that this bizarre act This situation is given added irony be- into a supernova. was all part of an extremely serious plan cause the Doctor’s body was now young Though he had been pardoned, the to defeat a combined Vardan-Sontaran and athletic. He had a pleasant, boyish Doctor could never bring himself to for- invasion of Gallifrey. face and dressed in a white cricket give the Inner Council for what it had There is a gap in the recorded history of sweater and tan frock coat. He kept a done to him. He continued to assist hu- the Doctor at this period, during which he fresh stalk of celery pinned to his lapel, mans and was mortally wounded in a and K-9, his mechanical dog, could have was fond of cricket, and was an expert in rebellion of human slaves against a race of been involved in numerous, untold adven- the field of cricket trivia. He often showed giant spiders on the planet Metebelis 3. tures. When the Doctor’s history becomes the abrupt irritation with humans seen in Dying, the Doctor returned to Earth known to us once more, we learn that he his first form, but this was softened by his where a Time Lord who had been incar- was chosen by the White Guardian to sense of fun and ready wit. nated as a Tibetan monk was able to accel- assemble the six pieces of the Key of Time. Perhaps because of his unformed per- erate his regeneration. Traveling with K-9 and a Time Lady sonality, the Doctor now often appeared known as Romana, he managed to success- reckless, making mistakes that needlessly The Doctor, IV fully complete his assignment. The assem- endangered his Companions. He was gen- Witty and irreverent, Bohemian in dress, bled key was so extremely powerful, erally well-liked by his Companions, how- wild and eccentric in his actions, this however, that anyone of evil intent who ever, because of his quiet resolve and incarnation of the Doctor lasted for over got hold of it would be master of the uni- dedication to his cause. He was genuinely one hundred and fifty years. With his mop verse. In an attempt to do just this, the interested in people and would go out of of wild curls, perpetually pop-eyed look of Black Guardian sought desperately to get his way to help them. wonder, and unfortunate tendency to trip the Key, only to be prevented by the Doc- Although the third and fourth incarna- over his long, flowing scarf, it seems im- tor. Once chaos was averted and balance tions of the Doctor would fight an enemy possible to take this incarnation seriously. restored to the universe, the Doctor then if cornered (the Third Doctor was an Those who failed to do so regretted it, had to scatter the pieces of the powerful expert in Venusian martial arts), the fifth however. Key once more so that the Black Guardian was the first incarnation of the Doctor to Although possessed of a warm personal- did not gain control of it. use weapons. He needed them. As if he ity, this incarnation appeared more with- Understandably upset by this, the Black didn’t have trouble enough, this incarna- drawn around humans and rarely, if ever, Guardian swore revenge on the Doctor. In tion of the Doctor found himself up displayed open affection for his Compan- order to escape this formidable opponent, against almost all the major enemies of the ions. In addition, the resentment of the the Doctor equipped his TARDIS with a previous incarnations, plus a host of new third incarnation of the Doctor against the randomizer, giving up all directional con- villains intent on conquering either Earth Time Lords was manifested even more trol of it. After another encounter with or the universe. strongly in the fourth incarnation, who the Daleks, the Doctor and Romana found He had barely regenerated when he returned to Gallifrey only when forced by themselves trapped in E-Space. Having escaped a trap set by the Master, who circumstances to do so. been tortured by the Black Guardian, reappeared later with another timenap- The Doctor in this incarnation was an Romana regenerated and chose to remain ping plot involving the capture of the expert in the field of computer science; he in E-Space, rather than return to Gallifrey. passengers and crew of two Concordes. also knew more about medicine than his The Doctor escaped and traveled to the The Doctor managed to rescue the cap- predecessors. Arrogant and fearless, he Union of Traken. Here he was again con- tives but, once more, the Master slipped had boundless energy and amazing self- fronted by another of the Master’s at- through his hands. confidence that was, in some instances, tempts to gain power and a new Omega returned. Still trying to escape unjustified. Curious and eager to explore, regeneration. The Doctor prevented the his antimatter universe, he plotted to bond he rarely stayed in one place for any Master from seizing control of Traken, but the Doctor’s material body with his own length of time but was always searching could not stop him from obtaining a new antimatter form. Although the attempt for new adventure. His mind worked body. failed, the Inner Council ordered the Doc- quickly, sometimes more quickly than his When the Master tracked the Doctor to tor’s execution to put an end to this threat. tongue, occasionally making him difficult Logopolis, his machinations upset the The Doctor was able to prevent this by to understand. delicate block transfer computations used exposing a traitor loyal to Omega on the Though the Doctor continued to have an by the Logopolitans to prevent the heat Inner Council. interest in Earth and its inhabitants, and death of the entire universe. the Master No sooner was the universe safe from saved them from several villainous types, and the Doctor were forced to work to- Omega than the Black Guardian appeared, he became more interested in new worlds gether, replacing the lost Logopolis with determined to destroy the Doctor in retali- and other times. He traveled to the planet the giant computers of the Pharos Project ation for that small matter concerning the Skaro in a futile attempt to stop the on Earth. Once they succeeded, the Master Key. Barely escaping from this encounter wicked Davros from creating the Daleks. attempted to turn their victory to his own with his life, the weary Doctor immedi- Though failing in his assignment, he was ends by holding the Pharos Project hos- ately became entangled with the Master able to alter the future enough so that it tage. The Doctor stopped him, but at the and yet another plot to upset Earth his-

88 DECEMBER 1986 tory. Disposing of this threat, he ran head- Since the adventures of this incarnation mored possibility that the Doctor may be long into — of course — the Daleks. It is of the Doctor are just now being reported forced to stay on Gallifrey as president. easy to see why this incarnation only to us, the information we have been able In his nine-hundredth-plus year, given lasted three or four years. He did get to to attain on him is still incomplete. His such a wild and obviously flamboyant meet three of his previous incarnations in present form is certainly the most eccen- regeneration, it will be interesting to see one adventure, however, and some of his tric of the incarnations, and it is also the the new depths of self this sixth incarna- old Companions. most egocentric. No one admires him tion of the Doctor will explore as he con- When visiting the planet Androzani, the more than he admires himself. His person- tinues (we hope!) to protect the universe Doctor and his , Peri, both ality is outlandish. He keeps everyone — from the grave perils that threaten us. stepped in poison. The Doctor obtained Companions and enemies alike — off bal- the antidote but, while carrying Peri back ance with a constant barrage of bad puns, to the TARDIS, he dropped half of it, leav- jokes, and witty remarks. His mode of ing only enough to save Peri. He was dress is outlandish as well — red plaid coat forced to regenerate. with yellow cuffs, yellow-and-black striped pants, green shoes with orange spats, and The Doctor, VI a blue and white polka-dot neckcloth. Tall Building upon the previous unstable and heavy-set, he has curly blonde hair regeneration, this incarnation of the Doc- that is constantly a tangled mess. tor, also unstable, decided to atone for his The Doctor in this incarnation again past by becoming a hermit on Titan III, an encountered the Master, who had joined uninhabited asteroid. Instead, he became up with a renegade Time Lady, a woman involved with a former Time Lord friend known as the Rani. In another adventure, who was kidnapping children. After deal- the Doctor encountered his second incar- ing with this and then destroying an evil nation while preventing another Sontaran telepathic gastropod, he and Peri returned invasion of Mutter’s Spiral — i.e., the Milky to Earth. Here they found the Cybermen Way Galaxy. once more intent on conquering the New adventures of the Doctor are ea- planet. Using a captured time-traveling gerly awaited and anticipated. Rumors ship, they changed the outcome of their have him returning to Gallifrey, where he own disastrous invasion of Earth in 1986. is once more brought to trial and where, With the help of the Cyrons, the Doctor supposedly, in a move worthy of Perry thwarted the Cybermen and destroyed Mason, the Master takes the stand in the their time-traveling ship. Doctor’s defense! There is even the ru- Artwork courtesy of FASA Corp.

D RAGON 89 tainted) through 9 (dense, tainted). In thin atmospheres (4 and 5), they only do half their listed damage because of a lack of sufficient oxygen to fuel the flame. In atmospheres rated 0-3, flamethrowers merely splash opponents with their non- burning fuel mixture. In exotic — or worse —atmospheres (A + ), effects may be unpredictable and dangerous, the exact results depending on the atmosphere’s composition. Use under such conditions is not recommended. A word of caution: Flame weapons should not be used in highly pressurized, oxygen-rich, artificial environments, such as aboard starships, due to the possibility of fuel-air explosions or runaway combus- tion. Roll 7 + on 2D for an explosion doing twice the weapon’s normal damage to everyone within range whenever a flame- thrower is used in such an environment. The following are two types of flame weapons commonly found in and around the Third Imperium.

The Wickerman flamethrower The Wickerman Incendiaries, Ltd., Model G-76f portable flamethrower is a relatively lightweight TL 7 flame weapon. Its components consist of a tank of jellied flammable liquid weighing 9 kg, which is worn on the back, and a short riflelike flame gun attached to the tank by a flexi- ble hose (the tank is considered armored as Cloth +1 and the hose as Jack -2). The flame gun itself is 700 mm in length and weighs 2.5 kg unloaded. The gun carries a cartridge of five rounds that ignite the liquid as it passes through the gun; each cartridge weighs .5 kg. The tank holds enough liquid for five single-shot spurts. One pull of the trigger releases the liquid from the tank, and a second pull immedi- ately afterwards activates an ignition round in the cartridge, igniting and releas- ing the flaming liquid from the gun. The burning temperature of the ignited fuel is 1,200°C, and the flammable mixture burns for 8 rounds (2 minutes) on nonflammable surfaces, unless extinguished. Flammable surfaces — including living targets — are ignited and burn until consumed or until the flame is extinguished. One shot of flaming liquid may be re- leased per round, doing 5D damage to the target initially and an additional 2D per round until the flame is extinguished (or the target is dead). The collateral-damage- by-explosives rule from TRAVELLER® Book 4, Mercenary, should be used to determine if any secondary targets imme- diately adjacent to the primary target Though restricted in their actual mili- terrain, caves, pillboxes, forested areas, receive 2D in splash damage on the initial tary uses because of their limited range and urban and interior locations — or round and 2D burn damage each and ammunition, and the inherent hazards against opponents with no ranged-weapon subsequent round. of working with flame (especially in situa- capabilities. Care must be taken when Range DMs for the Model G-76f flame- tions against high-tech troops), flame- using a flamethrower in highly-flammable thrower are: Close +1, Short +2, and throwers can be effective and terrifying environments, such as forests or urban Medium +2. The weapon is useless weapons against low- to medium-tech settings. Otherwise, a reckless flamer can beyond Medium range. Use at Close range forces. Effective only to medium range, a quickly become the flamed. results in an automatic splashback effect flamethrower is of greatest use in close- Most flamethrowers are effective only in on the firer, causing 2D flame damage per quarters situations — rough and rocky atmospheres with ratings of 4 (thin, round until the flame is extinguished,

90 DECEMBER 1986 unless the user is adequately protected. Use at Short range carries the danger of a splashback as well: roll 9 + for this to occur ( -1 DM for a Dexterity of 10 +). It is possible to adjust the Wickerman flamethrower to fire a wide-angle burst of flame rather than a stream. Doing so reduces initial damage to 3D; it also adds a +2 DM to hit at Close and Short range and a -1 DM to hit at Medium range. The group-hits-from-shotguns rule is used whenever firing the Wickerman on wide- angle flame. Adjusting the flame setting to wide-angle (or back to stream) adds a -3 DM to hit if the weapon is adjusted and fired in the same round. No DM is applied if one round is taken to change the setting without firing. No armor DMs are applicable to the roll to hit, as the flaming liquid splatters evenly over a target, and the temperatures involved easily burn through most protec- tions. Fully sealed armor gives some pro- tection. It takes two rounds for the flame to burn through regular vacc suits and three rounds for combat environment suits. Wearers of these still take 1D fire damage per round until the armor is burnt through. At that time, if still aflame, they take the initial 5D damage plus 2D each round they remain aflame. Combat armor and battle dress cannot be breached by the flame, but unless the suits were meant for vacuum or hostile- environment use, the wearer takes 1D heat damage per round until the flame is extinguished. Each additional application of flame reduces the time to burn through armor by one round. The exact extent of damage to armor and external systems (face plates, lights, etc.) due to partial burn-through must be determined by the referee. Required Dexterity for the Wickerman flamethrower is 6, with a -1 DM if Dex- terity is 5 or less. Advantageous Dexterity is 11, for a +1 DM. (It should be noted that exact precision is not a requirement for using the flamethrower, as a near miss on a target that hits an adjacent target may still splatter the original target with burning liquid.) It takes one round to replace an ignition cartridge, with the firer considered to be evading. It takes four rounds to replace a fuel tank, five if evading (two and three respectively if assisted by another person). A complete Wickerman Model G-76f portable flamethrower unit costs Cr 1000, including one full tank and one ignition cartridge. Replacement tanks of the jellied liquid cost Cr 250, Cr 100 for a refill of the liquid only. Ignition cartridges cost Cr 50 quite effective for riot control if used with enough for the weapon to be available (+1 each. Rounds for the cartridge may not be extreme caution. DM per level of Streetwise if searching purchased separately. Flamethrowers are The Wickerman Model G78f flame- through semilegal channels, +1 DM per considered military weapons and are thrower is of medium-to-high reliability level of Administration if attempting to generally prohibited at law level 3, though and is of medium availability throughout purchase through government surplus certain liberal governments may allow the Imperium and surrounding areas. supplies, etc.). If attempting to locate one licensed use by civilians in nonpopulated Should an adventurer seek to purchase on the black market on a world where the areas at law level 4. The weapons are one, a roll of 8+ enables him to find one weapons are prohibited, a roll of 12+ more popular with militia and police units for purchase, provided the law level of the (with only Streetwise as a +DM) is than regular military forces and can be world on which he is searching is low required.

D RAGON 91 Winterhawk Hand Flamer A complete Winterhawk Arms F73 Hand On a roll of 6-9 with a penetrating hit The TL 10 F73 Hand Flamer, available Flamer costs Cr 2500. Replacement tanks against a Wickerman tank, the tank is from the Winterhawk Arms Co., in the cost Cr 1000 each, and a refill of the tank holed and the liquid ignited, coating the Antedeluvia Subsector of the Far Fron- costs Cr 500. Hand Flamers are outlawed character with the flaming liquid. On a roll tiers, and exported throughout the Impe- at law level 2, except for use by official of 5-, the character is coated with nonigni- rium, is the ultimate in portable flame military forces (though they are often ted liquid, but must avoid flame, sparks, weapons before the development of found in the possession of TL 11- merce- etc., until the liquid is removed. If the plasma weaponry. The F73 Hand Flamer nary units without access to plasma weap- weapon that hits and penetrates the tank consists of a 300-mm long pistol-like flame onry). The Winterhawk F73 is considered is a laser or high-energy weapon, or an gun, similar in appearance to a long flare to be of high reliability but is of low-to- explosive round, the tank always explodes. gun, attached by a flexible hose to a back- medium availability. On planets where it Anyone attempting to help extinguish pack fuel tank (tank armored as Cloth -2 may be legally owned, a roll of 11 + is flame on burning characters at Close or Battle +2, whichever is best, and hose necessary to find any for sale (same DMs range must roll Dexterity or less on 2D as Mesh -1). The entire unit weighs 7.5 for Streetwise and Administration); if each round to avoid contacting the flaming kg when the tank is full (5.5 kg for the looking for a black-market weapon where liquid themselves. Rolls for TL 6 flame- tank, 2 kg for the gun and hose). A full Hand Flamers are illegal, a roll of 14 + is throwers to coat the user with flaming tank allows 20 shots, each pull of the required. There are never more than 1D and nonflaming liquid are as per the Wick- trigger expending one shot. The fuel for +1 available for sale at any one time, half erman minus one. Hand Flamers do not the flamer is laser-ignited in the flame gun, that for black-market sales. leak if simply penetrated, due to the self- and is a special mixture of solid and liquid sealing nature of their tanks. flammable compounds and superheated, Other flamethrowers If a flamethrower is used against senti- near-plasma gases that burn hotter A number of other models of flame- ent opponents, an immediate morale check (2,500°C) and longer (10 combat rounds throwers may be available at TL 6, but is required. If the opponents stand, morale on a nonflammable surface) than those these are generally much bulkier than TL is only checked again if anyone is hit by used in lower tech-level flamethrowers. 7 models such as the Wickerman. Nor- the flamethrower, or as outlined in A hit by a Hand Flamer does only 4D mally, such TL 6 varieties consist of two TRAVELLER Book 1, Characters and Com- damage on the initial hit, but burns for 3D fuel tanks and an electrically operated bat, page 33. Whenever a flame weapon is damage each round until extinguished (or flame gun, the entire unit weighing up to used against animals (except those that are the target is dead). Due to a self-contained 20 kg. The number of shots may vary completely mindless), the referee should oxygen component in the fuel of the F73, from 8 to 10, and the weapon is only safe immediately roll the animal’s score to flee, its flame is very difficult to extinguish; roll to use at medium range, with DMs similar with a +3 DM applied to the roll or a +5 11 + for success whenever attempting to to the Wickerman. Required Dexterity is 7, DM if the animal is actually hit by the do so. The flame of the Winterhawk Arms with a -2 DM for Dexterity of 6 or less. flame. Animals from extremely hot, dry, or Hand Flamer can even burn through com- Advantageous Dexterity is as per the volcanic environments may not fear flame bat armor and battle dress within three Wickerman. Damage may be greater, up to as much as others; DMs for such beasts rounds, and it burns through vacc suits SD per shot, and the group-hits-from- are up to the referee. and combat environmental suits one explosives rule is always used. Danger to Apply a -3 DM to hit for the first 1D round faster than the Wickerman. Heat the user is greater if hit, too (see below), times a character attempts to use a flame- damage to the armor wearer is double though the tank, thanks to its heavier thrower (but not a Hand Flamer), to reflect that of the Wickerman while the flame is construction, is protected as Cloth. Prices the learning of correct techniques for aiming burning through. Thanks to its oxygen on TL 6 flamethrowers are half again as and firing such a weapon, unless the charac- component, a Winterhawk Hand Flamer is much as for the Wickerman, but they are ter would be familiar with flame weapons as effective in thin atmospheres as in generally more available than Wicker- from past experience in the service. (Gener- standard-to-dense atmospheres, and still mans. Roll 6 + to locate on any world they ally, this only applies to characters who have does half damage in very thin atmospheres may legally be possessed (law level 2 or served in the Army of TL 5-7 worlds; a roll (2 and 3). In vacuum and trace atmos- lower). of Education or less on 2d may be used to pheres, it also does half damage, but the determine familiarity.) flame burns out after two rounds unless Referee notes followed by subsequent shots. Whenever a character using a flame- Asbestos spray Range modifiers for the Winterhawk thrower receives a penetrating hit from Asbestos spray comes in aerosol cans Arms F73 Hand Flamer are: Close +3, behind (use the tank armor rating to de- containing enough spray to coat four Short +4, and Medium +1. There is no termine this), roll 2D. On a roll of 10 + for complete suits of armor or clothing per danger of splashback at Short range and a Wickerman, 9 + for any TL 6 flame- can. The spray makes the wearer immune only a chance at Close range (the same as thrower, and 11 + for a Winterhawk Arms to the burning effects of flame (though 1D for a Wickerman at Short range). The Hand Flamer (9 + for the Flamer if the hit damage per round may result from group-hits-from-explosives rule may be is from a laser, explosive, or HE round), breathing superheated air, unless protect- used for a Hand Flamer only if set on the fuel tank explodes. For the Wicker- ive gear is worn). Characters coated with wide-angle beam, which uses up fuel at a man, this causes 8D damage to the user flaming material also take 1D per round rate of two shots per use, but adds a +1 and anyone within 3 meters. It also coats heat damage unless protected by refriger- DM to hit at all ranges. Changing the set- the user and anyone within 3 meters with ated suits, etc. To derive full benefit from ting on a Hand Flamer requires only a flick the flaming liquid, and anyone within 5 the spray, the character must be com- of the thumb and only a -1 DM to hit if meters must roll their Dexterity or less on pletely covered with boots, gloves, and the flamer is fired on the same round the 2D to avoid being coated as well. Everyone complete head protection; otherwise, the setting is switched. within 5 meters must also roll their normal damage is only reduced by half. Required Dexterity for a Winterhawk Strength or less on 2D to avoid being Each coating of spray lasts one week be- Hand Flamer is 8, with a -1 DM for a knocked down by the concussion from the fore requiring renewal (less if the charac- Dexterity of 7 or less. Advantageous Dex- explosion. Explosive damage is doubled for ter is involved in vigorous activity) or terity is 11 for a +1 DM. It takes only half TL 6 flamethrowers. An exploding Hand stands up to three flame attacks, which- the time to change an empty fuel tank for Flamer tank does 10D damage to the user ever is less. Cans of asbestos spray are the Winterhawk as for the Wickerman and anyone within 3 meters, and 5D available at TL 7 + and cost Cr 50 each. under all circumstances. damage to anyone within 5 meters. Each can weighs .25 kg when full.

92 DECEMBER 1986

94 DECEMBER 1986 D RAGON 95 Index to Advertisers

Adventure Systems ...... 45 Bard Games ...... 43 Britton Designs ...... 42 Chaosium Inc...... 5 DBE Inc...... 34 DRAGON® Magazine ...... 93 S.A.G.E. III, Dec. 27 DUNGEON™ Adventures . . . 45, 57 other role-playing and fantasy board games. For Fantasy Games Unlimited . . 35, 56 The “Simulation Adventure Game Expo” will more details, contact: Robert Di Meglio, Via FASA Corporation ...... 23 be held at the Airport Holiday Inn in Visalia, CA, Mameli 50, C.A.P. 58100, Grosseto, ITALY. Game Designers’ Workshop . . 16-17 from 9 a.m. to midnight. This one-day event CALCON II, Jan. 30-Feb. 1 Game Systems Inc...... 44 features non-stop role-playing, board, minia- . 77, inside front tures, and computer gaming, and offers a deal- This gaming convention will be held at the cover, center insert er’s room and a used game auction. University of Calgary in Alberta, Canada. W. Holoubek ...... 79 Memberships at $5 at the door. For more infor- Backhaus (co-creator of Chivalry and Sorcery) is Iron Crown Enterprises, Inc. . . . 1, mation, send a SASE to: S.A.G.E., c/o Galactive the Guest of Honor. Special events include an back cover Productions, P.O. Box 4517, Visalia CA 93278- AD&D tournament with a guaranteed first prize Ishi Press ...... 50 4517. of 50% of the tournament fee (tournament Leading Edges Games ...... 51 entry fees are $5 per person). Other events EVECON 4, Jan. 2-4, 1987 Mayfair Games . . inside back cover include a variety of role-playing, board, and Milton Bradley ...... 7 This fourth annual national convention, which miniatures games. Registration is $3 until Dec. Orccon ...... 96 is sponsored by FanTek, will be held at the 1, 1986, $5 until January 15, 1987, and $6 at the Palladium Books ...... 43, 65, 73 Stouffers Concourse Hotel in Crystal City, VA. door. For further information, write to: Calcon Panther Games ...... 74 Featured events include all types of games, II, P.O. Box 762K, 2500 University Drive N.W., R. Talsorian ...... 70, 75 Cinemascope movies, music, an art show and Calgary, Alberta, Canada T2N 1N4. Skyrealms Publishing ...... 82 sale, a Merchants’ Bazaar, and a host of other WARCON 87, Feb. 6-8 Steve Jackson Games ...... 83 activities. Pre-registration is $15 until Dec. 10, Supremacy Games ...... 55 and $20 the day of the event. For further infor- WARCON 87 will be held at the Texas A&M TSR, Inc...... 8, 25, 37, 71 mation, send a SASE to: EveCon 4, c/o Bruce University. Events include role-playing camps, TU-E Games ...... 89 Evry, Box 128, Aberdeen MD 21001, or call (301) boardgames, a miniatures contest, guest speak- West End Games ...... 31 422-1235. ers, and a schedule of movies. Interested per- ...... 55 sons are invited to contact: WARCON 87, c/o UNIVERSE 87, Jan. 2-4 MSC NOVA, Texas A&M University, College This convention will be held at the Airport Station TX 77841, or call (409) 845-1515. Hilton Hotel in Los Angeles, CA. Over 180 game tournaments are featured in a variety of role- DUNDRACON XI, Feb. 13-16 playing games, wargames, and family games. The oldest gaming convention on the West Other activities include a full program of sci- coast, DunDraCon XI will be held at the Oakland ence-fiction and fantasy events, plus exhibitions, Airport Hyatt Hotel. Events will include open seminars, and movies. Admission is $16.50 until gaming, con-sponsored games, a dealers’ room, Dec. 13, and $20 thereafter. For more details, seminars, SCA demonstrations, a flea market, contact: UNIVERSE 87, Dept. D, P.O. Box 2577, and a figure painting contest. Memberships are Anaheim CA 92804. For general information on $15 through Feb. 1, $20 at the door, and $10 for Universe 87, call (213) 920-8705. one-day registrations. For more details, write: DunDraCon XI, 386 Alcatraz Ave., Oakland CA HAVOC III, Jan. 17-18 94618. Battlegroup Boston will sponsor this third annual convention, which is being held at the FOLIE-CON '87, Feb. 27-March 1 Central Middle School, 55 School St., in Wal- This bilingual gaming convention will be held tham, MA. Planned events include SFB, Space at the Ramada Inn in Montreal, Quebec. Fea- Marines, Modern Micro Armor, WWI Naval, tured events will include AD&D tournaments, a British Colonial, and a variety of other simula- variety of role-playing games, micro-armor and tions. To receive information, send name and miniature events, 24 hour videos, wargames, address to: HAVOC III, P.O. Box 70, Alston MA and BASTON. There will be lots of prizes 02134, or call (617) 354-6229 (days) or (617) 893- awarded to tournament winners. Registration 3677. fees for the weekend are $10. For more details, contact: Folie-Con '87, 4651 Berri, Montreal, PANDEMONIUM IV, Jan. 17 Quebec, Canada H2J 2R6, or call (514) 526-1174. This gaming convention will be located in the Hub Cafeteria, Ryerson Polytechnical Institute, KING KON 7, March 13-15 350 Victoria Street, Toronto, Canada. Events Celebrating its seventh year of success, King include fantasy role-playing tournaments, board Kon 7 will be held this year at the Embassy games, miniature contests, auctions, dealers, Suites at 7290 Commerce Center Drive in Colo- and more. Registration is $7 before the conven- rado Springs, Colo. Robert Vardeman will be the tion and $8 at the door. For more information, Guest of Honor, along with Somtow Sucharitkel write to: The General Staff, P.O. BOX 425, Station as Toastmaster and Don C. Thompson as Fan A, Downsview, Ontario, CANADA, M3M 3A8. Guest of Honor. This science fiction convention will feature author's readings, panel discussions, GRIFO CON, Jan. 23-25 lectures, an art show and auction, movies, a 22 Sponsored by “I Giochi dei Grand” game shop hour con suite, a masquerade contest, and much in Verona, this convention will be held at the more. Memberships are $15 until January 1, Hotel Mediterraneo in Marina di Grosseto, 1987, $17 until Feb. 1st, and $20 at the door. For Grosseto, Italy. Featured events include a 3- more details, send a SASE to: King Kon 7, P.O. round AD&D® tournament, BATTLESYSTEM™ BOX 16597, Colorado Springs CO 80935, or call and Warhammer game miniatures battles, and (303) 520-1241.

96 DECEMBER 1986 D RAGON 97 98 DECEMBER 1986 D RAGON 99 100 DECEMBER 1986 D RAGON 101 102 DECEMBER 1986 D RAGON 103 104 DECEMBER 1986