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Dragon Magazine #114

Dragon Magazine #114

D RAGON Magazine SPECIAL ATTRACTION 8 The Witch — Bill Muhlhausen Vol. XI, No. 5 From out of the past, a scary NPC updated and redesigned October 1986

Publisher OTHER FEATURES Mike Cook 22 Grave encounters — Nick Kopsinis and Patrick Goshtigian Creatures you’ll find in and crypts Editor-in-Chief Kim Mohan 26 The elven cavalier — Chris Booth The special outlook of a special character Editorial staff Patrick Lucien Price 32 Many kinds of money — Davod S. Baker Roger Moore One man‘s cash is another man’s trash Robin Jenkins 36 The ecology of the remorhaz — Kurt Martin and Editorial assistance If you can’t stand the heat, get off its back Eileen Lucas Moore 4 0 Combined generation — Robert Kelk All the character-creation information in one place Art, graphics, production Roger Raupp 4 4 Class struggles — Mark Kraatz Kim Lindau Another viewpoint of between-levels training

Advertising 50 It’s a hit — but where? — Alex Curylo Mary Parkinson How to battle monsters with varying armor classes

Subscriptions 5 2 A Recipe for Espionage — Russell Droullard Pat Schulz Unleash your TOP SECRET® game creativity

This issue’s contributing artists 62 Guilty as Charged — Thomas M. Kane David Martin The legal process in the TOP SECRET game Roger Raupp Marvel Bullpen 64 The Marvel®-Phile — Duane Loose Off to the moon with the Inhumans™ Larry Elmore David Trampier 72 The role of computers — Hartley and Pattie Lesser Richard Tomasic A long look at a long game Denton Elliott — ’s Crown Joseph Pillsbury 78 Running Guns — and Kevin Stein Lawrence Raimonda Ground forces support vehicles for the BATTLETECH® game

84 High-tech hijinks — Randal S. Doering Integrating technology into an AD&D® game campaign

DEPARTMENTS 3 Letters 92 Convention calendar 99 Dragonmirth 4 World Gamers Guide 94 Gamers’ Guide 101 Snarfquest 6 The forum 96 Wormy

COVER “Spirit of the Night” is David Martin‘s second cover painting for DRAGON Magazine, and one that we thought would set the mood for the Halloween season. In David’s words, “No one understands the intent of a painting better than the artist himself,” so here’s his description of what’s going on: “In a shower of moonlight, a lone figure kneels in supplication to the image of a god worshiped long ago. Aroused, the ele- mental nightwind rises up, phoenix-like, from the ashes of the dead city. It carries the smells of the forest, invisible, yet potent as a prayer in the silence.”

2 OCTOBER 1986 A word from “the read thing”

Kim asked if I’d like to write the Second Edition rob you. As a designer, I want to do it because editor’s column for this issue, since the game needs it. It is something that must the topic is one which has suddenly Dear Dragon, happen if the AD&D system is going to grow become rather dear to my heart. I am deeply concerned about the future of the and stay exciting and lively for everyone. The issue has certainly cost me AD&D game! What about those of us who have Zeb Cook some peace of mind and a lot of spent $100 plus to get where we are with the first edition. Will they mesh together? I mean, work time to resolve. will I be able to use the new DM’s guide with Two days before the ® 19 the old player’s manual? Psionics & combat Convention, I received a letter from If not, what can a devout 1st editioner do? someone who had some interesting Will you have a way for us to trade our old Dear DRAGON: news to tell me. “I hope you are books in for credit? Will you continue to publish Recently, I have become interested in psionics. sitting down while you are reading 1st edition books or supplements? But, in doing so, I became confused. This is this,” he wrote. He then proceeded Gil Kuper because I found two conflicting viewpoints. The to tell me that he had gone to the Powhatan, Va. “Sage Advice” article in issue #78 says that the San Diego Comic-Con convention invisibility discipline cannot be used while For an answer to Gil’s letter, we went right to attacking. On the other hand, an article in issue and had told the staff there that he the source — Dave (Zeb) Cook, who is the Pro- #105 gives me the opposite idea. Beginning with was I, Roger Moore, and had come ject Coordinator for the design and production the last sentence in the second column of page to the convention from TSR, Inc., to of the 2nd Edition of the AD&D game. Here’s 20, the article states: “It must be possible to use promote our products and gaming what Zeb had to say: a psionic discipline while making physical at- in general. tacks against an opponent; otherwise, a power The game convention staff did not The AD&D game has been around for a such as body weaponry would be fairly useless.” check this person’s identification; a number of years now, and in that time a lot has Can you explain? simple glance at a driver’s license happened. A game like this doesn’t stand still: it Mark Reinhart grows, changes, and improves. One of the Adkins, Tex. would have ended the problem. But biggest objectives of the 2nd Edition is to push I doubt that even I would have the sprawling mass of rules back into one cohe- The use of psionic disciplines may be treated thought to do that. If someone came sive shape. This will involve gathering some of as spell-casting, in that one cannot cast a spell up to me and introduced himself as the material that has appeared in other books, (or use a psionic discipline) and make a physical Fritz Mondale, I would probably be modules, and DRAGON® Magazine into one set attack — unless stated or implied otherwise in inclined to believe him, particularly of books. At the same time, there are things we the rules. Thus, one may cast and use Mor- since I don’t remember too well know or feel are broken. (My pet peeves include denkainen’s sword or ’s transformation in what Fritz Mondale looks like. Be- bards, weapon speed factors, and encum- a physical attack, but one could not cast knock sides, as several people later con- brance.) These areas are going to receive close or maze and attack in the same round. scrutiny, and many of them are going to be The following disciplines could be used as part firmed, this person was very changed. of (or while making) an attack: body weaponry, charismatic, smooth, and glib. He However, there is no intention to change the expansion, reduction, and shape alteration. A sounded as if he knew what he was basics of the game! It will be the same game you discipline might obviously make attack impos- doing, and he knew a bit about TSR, know. Ideally, yes, you should be able to use a sible (suspend animation), while others are Inc. — not much, but just enough. 1st Edition Players Handbook with a 2nd Edition assumed to require excessive concentration To make the story short, “Roger Dungeon Masters Guide. It cannot be a perfect (animal telepathy, aura alteration, cell adjust- Moore” was placed on a discussion match — there are going to be changes — but ment, clairaudience, clairvoyance, detection of panel, he fielded questions about we are not trying to force everyone to abandon good//, domination, empathy, ESP, TSR, Inc.'s legal status and internal their old books. hypnosis, mass domination, molecular manipula- I know many players have made a sizable tion, molecular rearrangement, object reading, policies, he helped run a game tour- investment in the AD&D game and that we are precognition, sensitivity to psychic impressions, nament, and he probably signed a asking you to change your investment. We are telekinesis, telempathic projection, telepathy, few game books for those who came looking at ways of keeping your costs down. telepathic projection, and teleportationl or are to the convention. Everyone thought Central to the current plan is to keep the core themselves attack forms (molecular agitation it was really I. Pretty funny, right? of the game down to two books, one of player’s and possibly telekinesis). Not if you were fooled into think- information and one for the DM. Other books The status of some disciplines is in doubt ing that this guy was telling you the would be bought by you as you wanted them, (astral projection, body control, body equilib- truth, when he was lying to you all including monsters, extra detail on different rium, energy control, etherealness, invisibility, the while. Not if you wrote to us cultures and environments, and so forth. Sec- levitation, mind bar, mind over body, probability ondly, TSR is looking at ways to offer you a travel); Dungeon Masters should use their own asking for employment information special deal. Many things have been discussed — discretion in such cases. As a rule of thumb, on his (“my”) recommendation. Not coupons, trade-ins, introductory prices, and DMs can refer to spell equivalents to determine if you were a convention staffer, more. No final decision has been made yet, but whether a discipline could be meshed with an realizing you’d been had by some we know that something must be done in recog- attack. Thus, levitation could be used while guy who just wanted to get into the nition of our long-time supporters. making an attack, but invisibility could not be — convention free. And especially not Our intention is to eventually replace all the unless one wishes to equate the discipline with if you were I and had no idea of current hardbacks by 2nd Edition versions, but more powerful spells like improved invisibility what damage this person had done this is a project that will take years. Some years (a deadly combination indeed). It is suggested to your reputation, small as it may from now there will be new editions of Un- that powers that have long durations and little earthed Arcana, , and more, effect on physical combat be permitted for use have been. (I’m not the actor Roger but it is going to take time! The book you just with combat (such as mind bar), but those that Moore, but I do try!) Some people bought yesterday or the one you buy tomorrow affect combat in some manner by altering the like me, and that’s nice; some people will not be immediately out of date. damage one takes from an opponent be disal- (Turn to page 91) The 2nd Edition is in no way an attempt to lowed (body control and energy control). — RM

DRAGON 3 The World Gamers Guide

If you live outside the continental SF = STAR FRONTIERS® game; ST = other game-players who would be and , 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.

Grant I. Fraser (AD,DD,GW) Jeff Johnson Gasparini Marco (AD,DD) Jason Cashill (DD,AD,RQ) 11 Dallow Place SPDC Ext. Nord Via Galleria No. 2 P.O. Box 10962 Henderson Auckland 8 B.P. 31 46028 Suzzara (MN) c/o ARAMCO New Zealand Maroua Dhahran, Saudi Arabia l'Extreme-Nord Ho Chung Hsi (DD,AD,SF) Cameroun Darren Marsland (DD,T) Edwin Berkhout (AD,DD,GW) 2 Arbuthnot Rd., P.O. Box 14173 Adm. Tromp st 20 1st floor, front block, Peter S. Magnusson (AD) Green Point 3333 TH Zwyndrecht Central District Ankarvagen 7 8051 Cape Town South Holland Hong Kong 181 43 Lidingo Republic of South Africa Netherlands

Dragons Domain (AD,SF,GW) Matthew Strickler (AD,DD,TS) Rafael Oliveira (DD,AD,TS) 56 Woodstock Street Ng Chi Ho (DD,MSH) Impasse de Mon Idee 3 Rua Duque Estrada 46/1001 Guildford 2161 Flat F. 12/F 1226 Thonex Ga'vea N.S.W. Australia On Lok Garden Mansion Switzerland Rio de Janeiro — RJ 47 Yuet Wah Street CEP 22451 P. J. Juster (AD,DD,T) Kwun Tong, Kowloon Bianca Jung (DD,AD,SF) 30/5 Arbel St. Hong Kong Neuer Kamp 13 David Johnston (AD) P.O. Box 326 3101 Nienhagen Chiba-Ken Karmiel, Israel 20101 Jeremy Phillips (AD,T,GW) West Germany Ichikawa-Shi 2 Bryan Ave. Yawata 6-31-4 Craig Robinson (DD,AD,GW) Kilkenny 5009 Martin Winstrand Satsuki-So 2F #5 P.O. Box 320 South Australia Perstorsv. 1 T 272 Japan Atherton 4883 Australia S-310 70 Torup Queensland, Australia Sweden Dan Mayshar (DD,AD,SF) Winfried Eller (AD,CC,DQ) 31 Even Sh’muel L. W. Hansen (AD,DD) Silbegasse 43 David Baker (AD,DD) Ramot 02 B.S. Ingemannsvej 2, Vaer. 74 6901 Wilhelmsfeld 55-457 Moana St. Jerusalem, Israel 6400 Sonderborg West Germany Laie HI 96762 Denmark Daniel Folatelli (DD,AD) Venezuelan Role-Playing Society Casilla de Correo 181 Tina de Jesus (AD) (AD,VV,T) 6600 Mercedes 30 Mangyan Road Avenida Francisco de Miranda Provincia Buenos Aires La Vista, Diliman Edificio Galipan, Chacao Argentina Quezon City Caracas 1060 Philippines Venezuela

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, D&D, GAMMA WORLD, TOP SECRET, and STAR FRONTIERS are registered trademarks owned by TSR, Inc. GEN CON is a service mark owned by TSR, Inc. All Marvel characters and the distinctive likenesses thereof are trademarks of the Marvel Comics Group. MARVEL SUPER HEROES, MARVEL SUPER VILLAINS, and the INHUMANS are trademarks of the Marvel Comics Group. Copyright ©1986 Marvel Comics Group, a division of Cadence Industries Corporation. All Rights Reserved. BATTLETECH is a trademark of FASA Corporation, registered in the U.S. Patent and Trademark Office. Copyright ©1986 FASA Corporation. All Rights Reserved. Second-class postage paid at Lake Geneva, Wis., 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 OCTOBER 1986 DRAGON 5 point or another. I also hope that Darcy can get the problems with her female characters straightened out, and doesn’t decide to stop playing the D&D or AD&D game because of this controversy. Jeannie Whited Rockville, Md.

Upon reading Matt Bandy’s article, “Armor, Piece by Piece” in issue #112, I was moved enough to express my violent disagreement with Margaret Foy’s letter in The Forum section of character has a strange talent (well, actually what I thought was a concept horribly incon- the August 1986 issue of DRAGON® Magazine three, but only one of concern here) that ac- gruous to the AD&D® game system. I don’t advocating sensitivity to the feelings of those counts for that “slight advantage” of constitution mean any disrespect to Mr. Bandy, but I feel he who adhere to real-world religions that happen which women seem to have over men. is not comprehending one of the most basic to have been adapted into the AD&D® game This talent is a permanent cure wounds. This precepts of combat in the AD&D game (and system was both insightful and challenging. “blessing” does, however, have one catch — my alas, the one most frequently misunderstood). Attempts to describe so as to quantify anyone’s character takes the wound onto herself, then The introduction of a “hit location” table to deity can be seen as insensitive, for such quanti- cures herself (Star Trek fans may be reminded the AD&D game defeats the entire concept of fying is contradictory to a belief in the transcen- of Gem from the episode entitled “The Empath”) the hit point system. A hit point is not equal to X dence of such a god — where ineffability is an — a process which often takes hours to con- cubic inches of flesh; a hit point is a manifesta- inherent characteristic of transcendence. And clude. Rather uncomfortable situations occur tion of both physical and metaphysical powers building into a game the thought that one’s god when she is the only in a group of about of skill, guts, luck, and divine help. A five point could be attacked by any source of “other” 30 people who seem to enjoy receiving mortal axe hit to an 80 hp fighter would come nowhere power could render the very act of playing the wounds (as has been the case for almost one near touching his heroic hide; rather, it would game contrary to one’s religion. For example, as year now). No imbalance in the game occurs, as be simply a near miss or a few hairs off his a Christian cleric (a Roman Catholic priest), I all other players possess great skill in their herculean arm, or even just a bit of his endur- would find the suggestion that any creature chosen fields, and we are neither under- nor ance worn down. could attack the Holy Spirit to be a concept overmatched. To install a “hit location” table assumes that bordering on blasphemy; so I deeply appreciate My sister, who is the only girl in the group, is the character is actually struck by the blow, Ms. Foy’s observation that parallel feelings could a fighter, and her “slight advantage” in constitu- which is very often not the case at all. Only arise among the adherents of other religions. tion is also considered. When she gets wounded, those last ten hit points or so equate to substan- However, Ms. Foy’s derivative that “the hon- and is left unhealed by a cleric, she has a ten- tial injuries sustained by the character. Even in estly held beliefs of minority religions should dency to heal slightly faster than the men. the case of those last few lethal blows, to roll not be trivialized in the pursuit of entertainment” Now then, before I change subjects, a few their location denies the DM creative interpreta- is not so easy to accept or to apply to the AD&D words about the campaign I play in are in order. tion, such as “you are skewered through the game structure. For not only have religion(s) First of all, it is run after school, one day a shoulder,” or “your long sword severs his head and even specific credal beliefs been satirized week, on the school premises, by two male cleanly,” and other such pleasantries. As a DM, I and parodied in centuries of literature — and teachers. Because of the recent controversy delight in such gory creativity, as only the loose now decades of film — with only arguable harm concerning the D&D® and AD&D® games, and AD&D system allows. That, I think, is the great- to their causes, but even ridicule of religion has the fact that this is a school-sponsored event, we est triumph of the AD&D combat rules: the fact led to its spread throughout history. (You just do not follow most of the D&D or AD&D rules. that the dice decide the outcome, but the can’t keep a good thing down.) Moreover, con- We also try to avoid calling “our little game” breathtaking cut and thrust is left to your own trary to Ms. Foy’s assertion, it is not only minor- D&D or AD&D, although it is basically one or imagination. ity religions that have been introduced into the other (I’m not entirely sure which). Further- Joseph Maccarrone AD&D, but , Judaism, and Christianity as more, we do not use any rules concerning Brooklyn, N.Y. well. Though no pantheon has been described levels, experience points, exact numbers of hit because of the belief in one and only one su- points, specific amounts of money, or even dice I was surprised by what I read in “Dawn of a preme being who is infinite and therefore non- (2d10 are all that are used), but all characters New Age” (issue #112). First of all, I am ex- quantifiable, other beings are of an equally high level (thus my phrase tremely glad about the reduction of science pertaining to these religions have been intro- “possess great skill”). fiction articles. duced into game play: St. Cuthbert, for example, Aside from all this, I quite agree with Darcy However, the new typeface is honestly the and the whole ranks of devas which really are Stratton’s letter in issue #112 of DRAGON — most disgusting, unreadable one I have ever angels and archangels. Furthermore, the entire even though a female’s constitution is accounted encountered. In an informal survey of three clerical character class system is reminiscent of for in the campaign in which I play. people (which, I realize, isn’t many) all prefer- Judeo-Christian structures and practices. I Personally, I cannot see why some people are red the typeface used before issue #73 to suspect some Christians and Jews find that loathe to say that females are equal to (if not Baskerville and Zapf. Almost equally annoying is aspect of the game offensive, but I personally superior to) males in the non-human races. The your method of putting the title of an article have encountered no such criticism. “realism” argument certainly cannot be used in within a box of gray or black. I would like to see Therefore, though I agree wholeheartedly this regard. After all, when was the last time unique and individual “title printings.” For all it’s with Ms. Foy’s call for sensitivity, I suggest an you saw a real , , or other such demi- worth (which probably isn’t much), I would approach different than that of avoiding all human? And just because most writers suggest the use of Michelangelo for display type; historical religions. One need only refrain from assume male non-humans are superior to their both are designed by Hermann Zapf. Perhaps attempting to describe (and thus delimit) the female counterparts doesn’t mean you have to you could give examples of a few typefaces on Supreme Being in any religion, but allow angels assume likewise. Aren’t role-players supposed to the next readership survey, and let the readers and saints to interact with characters — as use their imaginations a bit in these games? It choose which they like best. history itself indicates has happened. Far from sure doesn’t take much to say a certain race is At the bottom of page 8, Mr. Mohan states being insulting, the imagined interaction with male-dominant. (This doesn’t mean that no race that you aren’t going to be as careful in making the holy and revered beings could transcend the can be male-dominant, of course.) sure that the information in your articles is game and become spiritually uplifting as well as Anyway, there is a precedent for strong correct, because the survey indicated that the entertaining. women, even in the human race: the Amazons readers were bored with “realism” articles. Fr. Patrick J. Dolan of Ancient , for example. These women Don’t let me tell you how to interpret your Danville, Ky. certainly weren’t taught to sit around the house surveys, but it seems to me that no one would all day and do needlework! And as for those desire an unrealistic article. Maybe that sounds I play a female cleric/magic-user who is (in the that did, they had to have a good constitution, a bit extreme. What I mean is that I think the words of one of the DMs) “really both and and perhaps strength, too. If they didn’t, they survey responses showed that the readers did neither.” There is a long story behind her, but let would never survive giving birth to their first not desire articles that dealt solely with realistic it suffice to say that her home is the Home of child. Thus, the trait of good consititution was facts, not that they wanted the articles to be less Magic. This is the name for the origin of all passed on from mother to daughter. realistic. magic, good or evil. Because of her home, my Anyhow, I hope all of this has proven one (Turn to page 95)

6 OCTOBER 1986 by Bill Muhlhausen

The witch has long been a popular non- in the D&D® and AD&D® games, and long-time readers of DRAGON® Magazine may recall numerous incarna- tions of this character class and its powers over the years. The most recently pub- lished version of the witch appeared in DRAGON issue #43, in November 1980. Bill Muhlhausen’s article was revised and edited by Kim Mohan and Tom Moldvay; this version has been further expanded and revised by Roger E. Moore, and edited by Karen Martin, Robin Jenkins, and (once again) Kim Mohan. It must be noted that the witch is a very powerful spell-caster. It could conceivably be used as a player character on an exper- imental basis, but it works best as an NPC used to challenge parties of adventurers on a long-term basis. The class has been deliberately given extraordinary spell- casting powers, in terms of numbers of spells available and the power of individ- ual spells; player-character witches may prove to be overwhelming, but NPC witches are thus. better able to challenge large groups of adventurers. The decid- edly evil nature of the witch (as a rule) is also a point against its use as a player- character class. We hope you enjoy it. Happy Halloween! — The editors. The witch is a special type of powerful spell-caster. Though similar to the magic- user, it is not a magic-user subclass, much in the same way that the cavalier is similar to (but not a subclass of) the fighter. The witch has talents and powers normally associated with other spell-casting classes, as well as its own unique abilities. Based upon the witch of fairy tale, myth, and fantasy, the class includes a number of distinctive abilities. Witches use herbs for healing and magic, somewhat in the man- ner of druids (to which witches are dis- tantly related). Witches combine cleric and magic-user forms of magic, since they are essentially worshipers of forbidden reli- gions (generally evil in nature, but not Revised and expanded NPC class

always so). They specialize in spells involv- such arcane knowledge on her own. Inde- 12th level, 11+2 for 13th level, and so on. ing nature, the changing seasons, and pendent witches who did not join a High Witches receive constitution bonuses as do sympathetic magic (i.e., magic based upon Secret Order (see below) are the ones most magic-users, and they save either as the similarities between a spell-casting likely to make use of such spells — so long magic-users or as clerics, on whichever ritual and the spell’s effect), and they are as the witches do not use them to attempt column is better against a given effect. also very knowledgeable about to bind their own deity. Other spells, par- Weapon proficiencies, allowable weapon enchantment/charm spells involving hu- ticularly those from , types, attack tables used, and attacks per mans and humanoids. The manipulation may be added as well (see the general round are all as per magic-users. They and control of other beings is one of the notes on spells below). may wear no armor whatsoever, save for hallmarks of witch magic—a necessary There are two orders of witches. Low magical protections such as rings, bracers, step on the way to achieving greater and Order Witches may progress to 16th level, cloaks, etc., and witches cannot use greater power. Evil witches often special- and High Secret Order Witches may ad- shields. They may use any magical item ize in and destructive spells. vance to 22nd level. Witches may be of that magic-users are able to employ. Oil Witches gain new spells by performing any alignment, though evil witches are the may be used as a weapon (though it rarely ritual sacrifice and prayer to deities— rule; good and neutral witches are almost is), and poison is freely used by evil usually princes, archdevils, or the unknown. The prime requisites for a witches current oinodaemon. If the deity is witch are intelligence and wisdom, each of Witches with above-average intelligence pleased, it sends a servant being to teach which must be 13 or higher. Only humans, receive bonus spells, similar to the proce- the witch a new spell appropriate to her elves (any sub-race from Unearthed Ar- dure for a cleric with above-average wis- level and ability. Because the witch must cana), and half-elves can he witches; fur- dom: learn the new spell as a magic-user does, thermore, only humans and dark elves her chance to know each listed spell and () can be members of a High Secret Intelligence Spell bonus her minimum and maximum number of Order. Other elves and all half-elves are 13 One first-level spell spells per level are taken from Table II on limited to no higher than 11th level as 14 One first-level spell page 10 of the Player's Handbook. Witches witches, but no male witch of any race can 15 One first-level spell always gain the spells read magic and rise higher than 9th level. No witch may 16 One second-level spell write, not having to check for knowing be multiclassed or double-classed, due to 17 One third-level spell these spells as they start in their class. the difficulties involved in learning and 18 One fourth-level spell Witches may use the latter two spells to maintaining one’s magical powers. No 19+ One fifth-level spell learn the spells used by other spell-casting earned bonus to experience is gained for classes, so long as the spells learned are exceptional ability scores. The spell bonuses are cumulative; e.g., a duplicated in the list of spells allowed to Most witches are female, since this class witch with a 15 intelligence receives three witches, and so long as the witch is of a attracts a disproportionate number of additional 1st-level spells. A witch must level appropriate to the spell. For instance, female humans, elves, and half-elves to its have an intelligence of 16 to cast 8th-level a 4th-level witch who has found a scroll practice. This situation is encouraged by spells. with the 2nd-level cleric spell find traps the large number of evil male beings rul- Witches start out in the world with a may attempt to learn the spell directly ing the Lower Planes, most of whom de- variable amount of money, depending from the scroll, copying it down (in her sire mortal consorts, and by female deities upon how well they are liked by their own magical language) for future use. All (of any alignment) governing magic, who deities. Multiply a witch’s charisma score witches keep and use spell books, from find worshipers among women in oppres- by 10 and add a variable amount from 2- which they relearn their spells as do sive, male-dominated societies. Male 20 to find the number of gold pieces given magic-users (see page 40, “Recovery of witches are sometimes called warlocks, to a 1st-level witch through a servant of spells,” in the DMG, and pages 79-80 in though this term invites confusion with her deity. Thereafter, witches tend to Unearthed Arcana). the level title for 8th-level magic-users. accumulate numerous useful magical If a desires a witch Conversely, many female magic-users are treasures. NPC witches have an amount of with more variety, the restrictions on improperly called witches. As a generic magical treasure equal in gold-piece value which spells may be learned by witches term for a single witch, the pronoun “she” to their level multiplied by five, expressed may be loosened. Spells that summon is used in this text. in terms of thousands of gold pieces. For beings from the lower planes and bind Witches have 4-sided hit dice and re- example, a 2nd-level NPC witch would them to certain tasks are not likely to be ceive 1 hit die for each level of experience have about 10,000 gp worth of magical taught to a witch by her deity’s servants up to and including 11th level. Thereafter, equipment — perhaps a single ring of (whether they are evil or good), but noth- they each receive one additional hit point mammal control, potions of invisibility and ing should stop the witch from looking up for each level of experience — 11+1 for diminution, an eversmoking bottle, and a

D RAGON 9 rug of smothering (used as a trap). The that point onward, the apprentice won’t There is only one Queen of Witches and cash reserve for an NPC witch is roughly be able to record any more experience one Princess of Witches for each High equal to her amount of experience points points gained until her teacher advances Secret Order. A princess who acquires expressed as gold pieces, though “cash” to 8th level. enough experience points to become may actually be in the form of mundane queen when there is a reigning queen items such as glassware, spell components, High Secret Orders must either remain at princess level (gain- wall hangings, furniture, and so forth. Each major deity worshiped by witches ing no additional powers or abilities) or Each NPC witch’s lair should be tailored by maintains a formal organization of the plot against the current queen in an at- the DM to fit the campaign circumstances most powerful witches in a certain area. tempt to overthrow her. as seen fit. These guidelines do not apply This organization is usually known as a to PC witches (if they are permitted). High Secret Order. High Secret Orders Witches’ special abilities may have members scattered over an A witch is taught certain special abilities Followers, hirelings, and entire world or across a small country, as by her deity and her deity’s otherworldly apprentices the situation permits; orders that have servants as she progresses in level. These Because of their close working relation- been decimated by magical wars or which abilities, noted on the Witches Table at ship with their deities, witches regard are just starting out may be highly local- their appropriate levels, are explained themselves as superior to all other classes ized. High Secret Orders serving different below. Note that spell-like powers are in of characters. Witches tolerate no masters deities and causes have been known to addition to spells already known by the save their deities or higher-level witches, attack one another in dreadful battles witch. and they insist upon governing all under- involving attacks by extraplanar creatures lings with absolute authority, regardless of and the use of awful spells, though — Brew poisons and narcotics (3rd alignment. Witches who have become surprisingly — such orders are rarely level): An evil witch can brew one dose of consorts of their deities are especially warlike. Even members of diametrically either a poison or a narcotic each day, dangerous and intolerant of all rivals. opposed orders prefer to oppose each providing she has the necessary ingredi- Anyone who attempts to control or give other in more subtle manners, weaving ents. The mixtures cannot be used to coat orders to a witch invites disaster. complex plots and spreading their influ- weapons and must be ingested by the When a witch reaches 9th level, she can ence against one another in generations- intended victims. A witch learns how to attract 5-50 zero-level followers of the long dances of rivalry and power. Kings, brew Type A ingestive poison at 3rd level appropriate alignment if she establishes a high priests, archmages, arid dragons may (see pages 20-21 of the DMG). She learns place of worship. Since witches usually be drawn into these conflicts, serving as how to brew an additional type of inges- worship forbidden gods, such a place of pawns in a greater game. tive poison for every two levels she pro- worship must be kept secret, and it must Upon attaining 10th level, a witch must gresses beyond third level. Thus, at 11th also be cleared of wandering monsters. decide whether to apply for membership level, a witch can brew Type E poison. The followers try to remain hidden from in a High Secret Order. This application Saving throws are applicable. the outside world except under extreme may be made only by witches with at least A narcotic has the effect of a sleep spell circumstances. A witch may also obtain 16 intelligence and 16 wisdom. The witch on a victim with 8 hp or less if the saving the services of hirelings in the normal must also possess at least one of the fol- throw is failed. A victim with 9-16 hp is manner and is allowed to consult with lowing objects: any magical crystal ball, reduced to half dexterity and half normal sages if she desires. any magical (non-cursed) broom, a mirror movement for 12 turns; a victim with 17- A witch may have as many as three of mental prowess, a mirror of life trap- 24 hp loses one-third dexterity and one- apprentices in training at one time. All ping, or one of these objects, depending on third movement rate for the same 12-turn apprentices are, of course, witches them- alignment: libram of silver magic if good, duration; a victim with 25 + hp loses one- selves and cannot be of a level higher than libram of gainful conjuration if neutral, or sixth dexterity and movement for the one-fourth of the witch’s experience level. libram of ineffable damnation if evil. Un- duration of the narcotic’s effect. A success- Thus, a 4th-level witch can have 1-3 1st- less accepted into the High Secret Order, a ful saving throw halves the effect and level apprentices and cannot have a 2nd- witch may not progress beyond 16th level. duration of a narcotic. Only humans, level apprentice until reaching 8th level A witch who joins a High Secret Order demi-humans, and humanoids are af- herself (fractions are rounded down). may progress to the 22nd level of experi- fected. Apprentices can acquire experience ence. points through normal means, and can Witches who join a High Secret Order Brew truth drug (4th): A witch may also receive the benefit of up to one-half of are bound to even greater servitude to brew one dose of truth drug per week. A the witch’s own acquired experience their deities than before and take on addi- victim who ingests a dose of the drug and points. The awarding of a witch’s experi- tional responsibilities to carry out their fails a save vs. poison falls into a stupor ence points to her apprentice(s) can only deities’ wills. Witches who choose not to and is forced to answer 1-4 questions take place when the points gained would join such an order at 10th level cannot truthfully. The truth drug can only affect not raise the apprentice(s) to a level more later decide to join, but they gain more an individual of an equal or lower experi- than one-fourth the level of the witch personal freedom and have a less compli- ence level (or equal or fewer hit dice) than herself. cated relationship with their deities. Such the witch who brewed the potion. The For example: A 7th-level witch with “independent” witches are not well re- stupor (which reduces movement and 60,000 experience points has a 1st-level garded by other witches, even those of strength by half) lasts 2-12 turns. A dose of apprentice with 2,300 experience points, their own alignment and religion, and truth drug is potent for only one day after and the witch performs an action that High Secret Orders rarely go out of their being made. Only humans, demi-humans, awards her 500 experience points. The way to assist these “ungrateful renegades.” and humanoids are affected. apprentice would be entitled to half, or High Secret Order witches, in addition to 250, of those points (if the witch desired to the spells acquired normally, receive one Brew love potion (5th): The witch award the points to the apprentice), except additional High Secret Order spell for each can brew one special form of philter of that such an addition would raise the level they have gained while in the High love per week. The potion has all the apprentice to second level, and the witch Secret Order. For example, a 10th-level effects of the usual potion, save that the cannot have a 2nd-level apprentice until witch receives one High Secret Order victim is affected only by the witch, the she reaches 8th level. Thus, the apprentice spell; at 15th level, she receives six High victim gains a -4 to save against being can be awarded a maximum of 200 points Secret Order spells; finally, at 22nd level, charmed by the witch, and the charming because she must remain at 1st level; from she receives 13 High Secret Order spells. effects last for 8+2-8 turns. This potion

10 OCTOBER 1986

has a chance of affecting a victim of the (where appropriate) in order to work, and turn of burning, with all such questions same level (or with equivalent hit dice) as the victim must not be farther than 10’ being answered truthfully. the witch who brewed the potion. Thus, a away throughout the entire burning time. Yellow candle (13th level): One turn of 9th-level witch could brew a potion to Saving throws may be attempted, where telepathy (the witch is able to read a vic- affect a fighter of 9th level or lower, but applicable, for the effects of all candles tim’s mind and communicate with him) is not a 10th-level fighter. Enamoring effects except red candles. Any candle that does gained for each turn of burning. All lan- last until dispelled. Victims who save vs. not burn continuously for at least one guages are understood for the duration of spells are not affected. Only humans, turn has no effect. A candle that is extin- the effect, and falsehoods and evasions are demi-humans, and humanoids are af- guished midway through a turn is treated known as such. fected. as though it had not burned at all during Gold candle (15th level): This cures 1-6 that turn, but that turn is counted against hp damage on any being able to be af- Manufacture potions and scrolls the maximum amount of time a certain fected by a cure light wounds spell, on the (6th): At this level, a witch may make any candle may be burned. Thus, if a candle being nearest the candle when the latter is potions listed in the Players Handbook or with a maximum life of five turns is extin- extinguished, for each turn of burning. If in Unearthed Arcana, without the help of guished midway through its third turn of the witch puts out the candle, she herself an alchemist. An alchemist can cut com- burning, its effects are as though it had is cured. pounding and infusing times by 50%. In only burned for two turns (not two and a Black candle (18th level): One can addition, scrolls may be penned by the fraction), but if it is re-ignited later, it has be placed on a victim for each turn of witch for later use, as per the rules in the only two, turns of burning left before it burning, up to a maximum of six turns of DMG (pages 116-118). goes out automatically. burning and six curses. The curses are Red candle: The victim is affected as if weakness (strength reduced to 3), feeble- Candle magic (7th): A witch may by a philter of love, with a duration of one mindedness (intelligence reduced to 3), manufacture one candle per month, a day (24 hours) for each turn of burning. clumsiness (dexterity reduced to 3), fool- process that requires no interruptions (or No saving throw is allowed, and the po- ishness (wisdom reduced to 3), ugliness else the candle is ruined). For each three tion’s effects cannot be dispelled except by (charisma reduced to 3), and exhaustion days spent in making a candle, the candle a limited wish, alter reality, or wish spell. (constitution reduced to 3). Saving throws burns for one turn, up to a maximum of 9 Blue candle (9th level): One turn of pro- vs. spells can be attempted for each curse turns (for a candle which took 27 days to tection from evil/good; 10’ radius (as per and, if successful, negate that particular make). The magic of a candle takes effect the magic-user spell) is gained for each curse only. Casting wish or remove curse when the candle is either snuffed out or turn of burning. This power has double (the latter by a cleric of at least 9th level) burned down to nothing at the end of its effects against good beings if used by an removes one curse for each casting of that duration, At 7th level, a witch may make evil witch, or against evil beings if used by spell. Each curse lasts indefinitely until red candles; the ability to make other a good witch. dispelled. colors of candles is gained as the witch Purple candle (11th level): This acts as a rises in level. A candle must be burned in truth drug, as noted above, allowing two Use all-magical scrolls (9th): Druid, the presence of the intended victim questions to be asked of a victim for each magic-user, and illusionist scrolls can be

WITCHES EXPERIENCE TABLE

4-sided dice for Experience Experience accum. Special ability points level hit points Spells usable by level Level title gained 1 2 3 4 5 6 7 8 HSO 0-2,500 1 1 1 -- — ---- - Medium None 2,501-5,000 22 2------Soothsayer None 5,001-10,000 33 2 1------Spiritualist Brew poisons and narcotics 10,001-20,000 443 2------Sybil Brew truth drug 20,001-35,000 5 5 421------Siren Brew love potion 35,001-50,000 6 6 432------Conjuress Manufacture potions and scrolls 50,001-75,000 7 7 5321----- Mystic Candle magic 75,001-100,000 88 5432----- Seeress None 100,001-200,000 9 9 55321---- Enchantress Use all magical scrolls 200,001-350,000 10 10 55431---l Sorceress Acquire familiar 350,001-600,000 11 11 65432---l Witch None 600,001-900,000 12 11+1 665321--1 Topaz Witch Manufacture magical items (300,000 xp 13 11+2 666431--2 Sapphire Witch Brew flying ointment per level for 14 11+3 6665321-2 Ruby Witch None each additional 15 11+4 6666431-2 Emerald Witch Manufacture control doll beyond 12th) 16 11+5 66665321 3 Diamond Witch Manufacture permanent magical items 17 11+6 666654323 Witch Mother Fascination 18 11+7 666664333 Priestess None 19 11+8 666665444 High Priestess None 20 11+9 7 6 6 6 6 6 6 5 4 Eternal Priestess Longevity 21 11+10 777766664 Princess of Witches Limited wish 22 11+11 777777775 Queen of Witches Shape change

12 OCTOBER 1986 read and used with a 10% chance of spell failure. Cleric scrolls can be read by a witch, but only those spells usable by both clerics and witches may be employed (with a 20% chance of failure).

Acquire familiar (10th): This power is similar to a magic-user’s 1st-level find familiar spell, except that there is no chance of not acquiring a familiar. Witches’ familiars are quite powerful. The familiar adds its hit points to the witch’s, but, if the familiar dies the witch only loses the hit points the familiar originally added — not double the number. Familiars as tough as a witch’s are difficult to locate; if her familiar dies, a witch must wait from 3-18 years to acquire another. Famil- iars are usually given bizarre names by their mistresses, such as puns (Mephisto- Fleas), nonsense words (Sybybala), ana- grams of other famous names (Yaabagab), and so on. The specific animal types used as famil- iars by witches are the same as used by regular magic-users. However, a witch’s familiar is capable of human speech, has high intelligence and considerable clever- ness, and is AC 5 with 2 HD. Such famil- iars may not appear noticeably different from others of their kind, however. A witch’s familiar adds + 1 to its “to hit” and damage rolls. Possession of a familiar gifts the witch with the abilities given by a pearl of power (of a type randomly deter- mined for each familiar), because the familiar’s own mind can store spells and telepathically assist the witch. A telepathic link bonds both witch and familiar within a 12” radius. Special familiars may be acquired, as per the magic-user spell, and such always have the maximum number of hit points.

Manufacture magical items (12th): At this level, a witch may manufacture magical items that do not have permanent natures (such as wands and rechargeable items, as well as one-shot devices).

Brew flying ointment (13th): The witch may brew enough ointment per week for one human-sized individual to fly (as per the fly spell, only at 48” speed). The flying duration is 1-4 hours plus a number of turns equal to the witch’s level. The ointment must be smeared over the recipient’s unclothed body to work. Witches using this ointment have maneu- doll must now be shown to the intended the item to be enchanted and invokes her verability class A. victim. If the victim fails to save vs. spells, deity to properly enspell the item. The the victim is charmed (as per a monster’s chance for success is 70%, plus a percent- Manufacture control doll (15th): charm spell, in the DMG, page 65). The age amount equal to the witch’s charisma. Once per week, a witch can make one clay charm lasts as long as the doll is intact and If an item fails to be permanently en- or wax doll which she can use to control in the witch’s possession. If the witch loses chanted, it must be destroyed and a new one character or monster. Dolls are made the doll, or if the doll is destroyed or dam- attempt must be made later. to fit general categories, e.g. a man, a aged, the spell is broken. woman, a troll, a dragon. For the doll to Fascination (17th): The power of function as desired, a part of the specific Manufacture permanent magical fascination may be used once per day. A target (a nail clipping, a lock of hair, a bit items (16th): The witch may now create witch merely has to concentrate to exer- of outer skin or scales, etc.) must be made items that do not require recharging. This cise the power. Any individual who merely part of the doll. Once the specific material process is performed in a month-long looks at the witch and fails to save vs. is added, the doll acquires a focus. The ceremony during which the witch takes spells faithfully serves the witch as long as

DRAGON 13 the fascination lasts (a number of turns bonus on ail saving throws against the equal to the level of the witch). Service witch’s magic; however, no other actions while fascinated is nearly absolute, stop- may be attempted by that person. Further- ping just short of following suicidal orders. General notes on spells more, good-aligned clerics who display a This power is unrelated to the 2nd-level Duplication: Certain spells are duplicates holy symbol to ward off an evil witch’s illusionist spell fascinate. of existing magic-user, cleric, druid, or spell gain a basic magic resistance to that illusionist spells. These spells are noted as witch’s magic of 5% per level of the cleric, Longevity (20th): From this point such below by the presence of a letter- in addition to a +4 bonus on all saves onward, the witch ages at only one-tenth number symbol, designating the class and against her magic. Thus, a 5th-level good the normal rate for her racial type, except spell level which the witch spell dupli- cleric gains a 25% magic resistance against for magical effects (which increase or cates. Thus, the witch spell clairvoyance any spell cast at him by an evil witch. decrease the witch’s biological age as (MU-3) is in all ways the same as the third- Neutral or evil beings who confront a good usual; see below). level magic-user spell of the same name or neutral witch gain no such saving gra- (except for differences noted elsewhere). ces. This power was granted to good cler- Limited wish (21st): A limited wish is Certain minor alterations in the spells ics to offset the might of evil witches. identical to the 7th-level magic-user spell casting or effects are noted as well, if any Alignment restrictions: Several witch of the same name. It may be used once per exist. All duplicated spells that are revers- spells are described as only usable by month, though the witch will age one year- ible in their original form are also revers- witches of certain alignments. In many per use. This effect occurs despite the ible as witch spells, unless stated other cases, the use of a spell may be witch’s longevity, as noted above. otherwise (see, for example, darkness and contraindicated by the nature of the spell light). as regards the alignment of the spell Shape change (22nd): This power is Holy symbols: Witches do not use holy caster. DMs who choose to make the witch usable once per day for no longer than or unholy symbols in their spell-casting a non-player character in their campaign two turns each time. Otherwise, this rituals. Any good-aligned character who should use great discretion in the selection power is identical to the 9th-level magic- displays a holy symbol in an attempt to and use of certain spells by a witch of a user spell of the same name. ward off an evil witch’s spell gains a +2 particular alignment.

WITCHES SPELL LIST

First level* Second level Third level Fourth level 1 Change self Bless Calm Charm monster 2 Charm man I Charm man II Clairvoyance Control fluid 3 Control vapor Detect invisibility Comfort Cure/cause serious wounds 4 Cure wounds ESP Continual light Glyph of warding 5 Darkness Find traps Cure disease Hallucinatory terrain 6 Detect evil Hold person Dissipate vapor Infravision 7 Detect illusion Hold portal Fireball Levitate 8 Detect poison Identify Invisibility Mirror image 9 Faerie fire Knock Lightning bolt Neutralize poison 10 Find familiar Locate object Mystic rope Plant growth 11 Give wounds Magic mouth Phantasmal force Polymorph other 12 Light Nature call Phantom light Polymorph self 13 Magic disk Pacify Plant entrapment Seduction IV 14 Mending Pit Prot. from normal missiles Shock 15 Minor quest Purify food & drink Remove curse Strength 16 Read languages Pyrotechnics Seduction III Wall of water 17 Reflected image Seduction II 18 Seduction I Speak with animals 19 Sleep Speak with plants 20 Unseen servant Speak in tongues

The first-level spells listed here do not include read magic and write, which are automatically gained by all witches.

Fifth level Sixth level Seventh level Eighth level 1 Animal growth Animate dead Astral projection Charm man III 2 Anti-magic shell Cancel life level Call spirit Clone 3 Charm animal Evaporate fluids Control lycanthrope Death 4 Immunity Haste Control undead Dispel enchantment 5 Insect plague Leomund’s secret chest Find the path Mass polymorph 6 Monster summoning I Lower water Fire storm Reincarnation 7 Oracle Seduction VI Geas Rusting touch 8 Produce flame Telekinesis Legend lore Seduction VIII 9 Seduction V True sight Love Summon devil 10 Slow Vision crystal Seduction VII Temporary resurrection 11 Spirit Wards of defense Stone to flesh Wasting 12 Teleport Worship Wall of ice Youth 13 Transmute rock to 14 Weakness 15 Water breathing 16 Wizard eye

14 OCTOBER 1986 Material components: All spells that duplicate existing spells have verbal, mate- rial, and somatic components as required by the pre-existing spell. All other spells require both verbal and somatic compo- nents, with material components left to the discretion of the DM employing the witch as an NPC. It would be permissible to require no material component for such spells, and it would certainly also be per- missible to assign particular material com- ponents to some or all of such spells. Herbs, roots, bones, and other plant and animal material are often used, sometimes purely for effect. Casting time: The casting time for any witch spell duplicating an existing spell is the same as for the existing spell. The casting time for any other witch spell is a number of segments equal to the level of that spell. Casting time for any High Secret Order spell, including spells from the Players Handbook, is 9 segments, except for banish, which has a casting time of 5 segments. Cantrips: Witches may learn any can- trips normally learned by magic-users, and such cantrips are often used in normal magical rituals and work. However, witches are granted immunity to all can- trips (as a means of preserving their dig nity). New spells: As noted earlier, the Dungeon Master may give an NPC witch spells other than those listed here. How- ever, this should be carefully done to avoid having the witch turn into a powerhouse and to avoid breaking down the witch’s distinctive repertoire of spells and abilities. There would be no need for a witch to have or use the 5th-level cleric spell magic font, for example, and other spells might be of little use or interest to a particular witch. The DM should construct a witch’s spells to reflect her personality and inter- ests, perhaps playing upon several major themes. One witch might be concerned with summoning and binding minor evil

High Secret Order spells 1 Banish 2 Circle of blindness 3 Combine 4 Control weather 5 Disintegrate flesh 6 Earthquake 7 Guards and wards 8 Intensify 9 Maze 10 Paralyzing pit 11 Prismatic sphere 12 Prismatic spray 13 Reflection 14 Seek 15 Solidify air 16 Transport via plants 17 Vaporize 18 Volcanic circle 19 Weight concentration 20 Wind walk

DRAGON 15 helpers; another might want to gain con- tion 10 rounds. This magical missile is +3 puted by adding the seduction spell level trol over the inhabitants and treasures of to hit if cast by a witch of level l-16 and (1 through 8) to the charisma score of the a particular forest. The spells selected for +4 to hit if cast by a witch of level 17 or witch and subtracting the wisdom score of such witches should be generally directed higher. The disk may be thrown around the intended victim. The resulting number toward attaining such goals. corners if the caster is in plain view of the is used as a modifier (plus or minus) to a Male victims: If a spell notes that it is corner and has just seen an opponent go roll of 1d20. The adjusted die roll must be effective against men, the terms “man” in that direction, but the missile is only equal to or greater than a certain number, and “men” should be read as generic +1 to hit when thrown around a corner. depending on the class of the intended terms, referring to all male humans, demi- The disk damages opponents requiring victim, for the save to be successful. Bar- humans, and humanoids. magical weapons to be hit. It may be barians need a 15 to save, fighters and thrown once each round for up to 10 rangers need a 13 to save, thieves and rounds, scoring 1 hp damage for each assassins 12, cavaliers and paladins 10, successful hit, or it may be thrown once magic-users and illusionists 9, and clerics, only for a fixed amount of damage (if it druids, and monks need 8 to save. hits). If thrown once, damage caused is 4 Sleep — MU-1; the spell affects from 2-16 First level hp for levels 7-9, 8 hp for levels 10-12, 10 creatures of 1 HD (or of 1st level), 2-12 Change self — I-1 hp for levels 13-16, and 12 hp for levels 17 creatures of 1+1 to 2 HD (or 2nd level), 1- Charm man I — A witch must have a and higher. The caster may specify sub- 6 creatures of 2+1 to 3 HD (or 3rd level) charisma score of at least 11 to cast this dual damage only, as per the procedure and 0-1 creatures of 3+1 to 4 HD (or 4th spell. The spell affects up to 5-8 men of for subdual outlined for dragons in the level). Each group is rolled for separately, 3rd level or lower in a 16’ radius from the . The spell is usable once making it possible for the spell to affect up witch, and has a duration of 2-5 turns. It per day. to 35 creatures at one time. affects victims the same as a charm person Mending — MU-1 Unseen servant — MU-1 spell. If there is a leader with a group of Minor quest — Range 2”, duration 6 men, he may dispel the charm if his cha- hours, area of effect 5” diameter sphere. risma plus a roll of 1d8 is six, points or The spell affects up to 12 experience levels Second level more higher than the witch’s charisma. If worth of humanoid opponents, or up to Bless — C-1 (only good and neutral the spell is not dispelled by a leader, each six levels (6 HD) of monsters, with lowest- witches may cast this spell) man within the area of effect must at- level opponents in a group affected first. Charm man II — Same as charm man I, tempt a save vs. spells. A successful save The caster must be able to verbally com- except that duration is 5-10 (1d6 +4) turns negates the effect of the spell for that man municate with her opponents for the spell and number of men affected is 7-12 only. If there are more men within range to work. By using this spell, the witch can (1d6 + 6) of 4th level or lower. than the maximum number who can be send her attackers away from her on an Detect invisibility — MU-2 affected, the spell is directed against the imaginary errand for themselves, such as ESP — MU-2 (victim must be touched to lower-level men first. The spell won’t going to town for supplies or going to a be affected) work on any man who has taken damage nearby river to get water. If the intended Find traps — C-2 from any other action of the same witch victim or victims fail a saving throw, they Hold person — C-2 during the current encounter. are compelled to attempt the errand, Hold portal — MU-1 Control vapor — Range is 10’ times the provided that it poses no direct threat to Identify — MU-1 level of the witch, area of effect is a 3” their safety or well-being. There is a 20% Knock — MU-2 diameter sphere. A quantity of gas or chance, plus 1% per level of the caster, Locate object — MU-2 vapor may be controlled and moved about, that the quested being or beings forget Magic mouth — MU-2 with a maximum movement of 6” per about the witch after the spell has worn Nature call — Range 12” radius around round. The spell-caster may move while off or after the quest is completed, which- witch. The spell summons from 1-10 small controlling the gases, but may not begin ever comes first. birds or mammals (up to the size of a casting another spell while the control is Read languages — As per the 1st-level squirrel or hawk) or one creature as large being maintained. The duration of the magic-user spell comprehend languages, as an eagle or a wolf. The spell allows spell is 1 turn or until dispelled. except that only written communications communication with the summoned crea- Cure wounds — Usable only by witches may be understood. tures, enabling the caster to give the crea- of good or neutral alignment. By touching Reflected image — Range 4”, duration 1 tures one of two orders. The summoned one character or creature, the witch can day per level of the caster or until dis- creatures can be made to rush at an oppo- heal from 1-6 hp damage. Neutral witches pelled, area of effect up to 2” by 2”. This nent and fake an attack, causing confusion cannot use cure wounds and give wounds spell enables a witch to form picture on in monsters of animal intelligence or lower on the same day. See the spell cure light any reflecting surface, depictmg a single and causing more intelligent opponents to wounds (C-1) for further details. scene that she has in mind. attack at -2 to hit for a duration of 1 Darkness — I-1 (only neutral and evil Seduction I — Range 6”, duration 2 turn. The summoned creatures cannot be witches may cast this spell) turns or until dispelled, area of effect one forced to rush at a character or creature Detect evil — C-1 man. This spell causes the affected man to from which they would normally flee. Detect illusion — I-1 cast aside all weapons, armor, and clothing Summoned creatures can also be made to Detect poison — D-1 in an attempt to seduce the witch, leaving act as messengers, carrying any object Faerie fire — D-1 the victim virtually defenseless against their size permits them to carry for up to Find familiar — MU-1 attacks from the witch or any other char- three days. Give wounds — Usable only by witches acter or creature. Immediately after the Pacify — Range 6”, duration 4 turns + 1 of evil or neutral alignment. By touching spell wears off or is dispelled, the victim turn per level of caster; area of effect 1” one character or creature, the witch can can retrieve one of his dropped weapons by 1” by 2”. The spell affects from 1-8 cause from 1-6 hp damage. Neutral on a roll of 11 or more on 1d20. If the roll creatures of 6 or fewer hit dice, causing witches cannot use give wounds more is 16 or more, the victim may also retrieve those who fail a saving throw to cease than once per day. See cure wounds a shield or helmet. Rolls may be repeated combat and either leave the scene or lie above. each round until successful, as long as the down on the spot to rest (50% chance of Light — C-1 (only witches of good align- victim stays within grasping range of the each). Pacified characters or creatures ment may use this spell) weapon or other object to be recovered. won’t harm the witch or her party as long Magic disk — Range 2”, maximum dura- The saving throw for this spell is com- as the pacified creatures are not harmed.

16 OCTOBER 1986

A pacified creature is allowed another haustion, and need not eat or rest for the third of its original total. Normal weapons saving throw each time that creature is duration of the spell. The spell does not have no effect on the rope, but magical attacked while under the influence of the negate normal damage taken, but it does weapons can cut through the rope in two spell. The spell does not affect undead. negate the effects of a wand of fear, rounds. The rope suffers no damage from Pit — Range 6”, area of effect 4”. The drums of panic, any similar magic item, or such blows, but simply becomes two sepa- spell creates a 20’-deep, 20’-wide pit any- a sleep spell. Recipients receive a + 1 to all rate pieces of rope, each piece retaining where within the area of effect. The spell saving throws for the duration of the spell. the proper proportion of the rope’s cur- may only be used in an outdoor environ- Continual light — C-3 rent number of hit points. Any captive ment, and cannot be employed inside a Cure disease — C-3 with strength of 18 or higher has a chance structure or enclosure, or underground. If Dissipate vapor — Range 1" per level of of freeing itself in each round after be- used as an offensive measure, intended the caster, duration 2 turns, area of effect coming ensnared, but must save at -2 in victims are permitted a saving throw. A 5” by 5” by 5”. This spell disperses any the round after becoming freed in order successful save made by a stationary oppo- gaseous substance. Creatures with intelli- to avoid immediately being tied up again. nent means the caster misjudged the tar- gence (such as an air elemental) are enti- The percentage chance for a victim to free get’s position or distance from the caster, tled to a saving throw VS. spells. The itself is 5% for a captive of 18 strength, and the pit is formed at a location 20’ movement rate of the dissipating gas is 6”. 10% for strength 18/01 to 18/50, 15% for away from the intended victim or victims. Fireball — MU-3 (only an evil or neutral 18/51 to 18/75, 20% for 18/76 to 18/90, A successful save made by an intended witch may cast this spell, and only one 30% for 18/91 to 18/99, 40% for 18/00, victim who is in motion means that the fireball may be cast in a day) 50% for strength 19, 55% for 20, 65% for target has a 70% chance of avoiding the Invisibility — MU-2 21, 75% for 22, 85% for 23 and 95% for pit during the next round. A victim who Lightning bolt — MU-3 (only evil and strength 24. A victim may make an at- falls into the pit takes 2d6 hp damage if neutral witches may cast this spell, and tempt to free itself once per round. stationary before the fall, or 3d6 hp dam- only one lightning bolt may be cast in a Dragons or dragon-sized creatures have a age if moving before the fall. The spell day. constant 80% chance per round to free remains in effect until six creatures have Mystic rope — Range 10”, duration 2 themselves from the rope, but the percent- fallen into the pit, or until it is dispelled. turns +5 rounds for each level of the age drops to 40% if the dragon is ensnared Purify food & drink — C-1 (only good caster above 6th level, or until the rope is about the head, so as to render its breath witches may cast this spell) destroyed or dispelled. The spell creates a weapon useless. Dragons may attempt no Pyrotechnics — MU-2 magical rope in the witch’s hand or on the offensive action while trying to break an Seduction II — Same as seduction I, ground in front of any creature designated ensnarement about the mouth. except for determination of saving throw. by the witch who is within range. The Phantasmal force — MU-3 Speak with animals — D-1 rope can be of any length desired up to Phantom light— A mobile faerie fire Speak with plants — D-4 100’. It unerringly carries out the witch’s that either follows behind the witch and Speak in tongues — Duration 2 turns + 1 orders to move about, attach itself to any her party or leads the way, at a distance of turn per level of caster. The spell enables a solid object so that characters can pull on up to 12”. Identical in all other respects to witch to understand the language of any it, use it to climb or descend a surface, or the regular spell. intelligent entity and communicate with ensnare up to six small, three man-sized, Plant entrapment - Range 5”, duration that entity in that language. No saving or one giant-sized creature. In order to 2 turns, area of effect 2” by 2”. Tree throw is allowed. Only one language may ensnare second and subsequent oppo- branches, grasses, shrubs, and the like, be understood and spoken for each cast- nents, the rope must first successfully within the area of effect, grab at and ing of the spell, but it is possible to cast ensnare the creature upon whom the attempt to hold motionless all living and the spell again (while the first casting is ensnarement is currently being attempted. undead creatures with their reach, and still in effect) and understand up to three The rope can attack only one potential may attempt to disarm or strangle an languages at once (with three separate victim at a time. Any part of the rope not intended victim if the witch orders the castings). being used to tie up a character can move attempt. If a victim fails to save against the at a rate of 9” and drags an already en- spell, there is still a chance for the victim snared creature around in an attempt to to free itself manually from the grasp of Third level tie up other victims. The rope is consid- the plants, with the possibility of success Calm — Area of effect 7” radius from ered to have a strength of 19. Saving dependent on the size and strength of the caster, duration 6 turns. Number of char- throws are allowed to any creature in plant life doing the entrapping. acters or creatures affected is unlimited danger of being tied up, but a new saving Protection from normal missiles — MU-3 within the area of effect. All insects, ani- throw must be made at the start of every Remove curse — C-3 mals, humanoid types, and monsters of 5 round in which the danger still exists. Seduction III — Same as seduction I, HD or less lose their will to fight, even if Saving throws in the third and subsequent except for determination of saving throw. currently engaged in combat to the death. rounds are made at +2. Any creature Saving throws are made at -2. The magic being chased by the rope is -1 to hit Fourth level resistance of any intended victim is low- other opponents in that round. Actual Charm monster — MU-4 ered by 15% from its normal magic resist- ensnarement, once a saving throw is Control fluid — A witch may control an ance for purposes of determining whether failed, takes one full round, after which amount of liquid equal to six cubic feet for this spell is successfully cast. Every attack the victim is rendered helpless until and each level of experience of the witch. For on a calmed being entitles that being to unless the rope can be cut or untied by a maximum duration of three turns, the another saving throw at +3. Members of the victim, or destroyed by an attack form liquid may be made to move at the witch’s the witch’s party are unaffected by the which damages it. The rope has 1 hp for directions at the rate of 3” per round. The spell unless one or more of them is attack- each 4’ of length, and has a saving throw witch may herself move about while this ing the witch. The caster has no control number of 12 against all attack forms spell is in effect, but she may not begin to over beings who are calmed after the spell which can harm it. The rope can be de- cast another spell until this spell ends or is has taken effect. stroyed by dispel magic or disintegrate if it dispelled. Clairvoyance — MU-3 fails its save. The breath weapon of a Cure/cause serious wounds — Generally Comfort — Range 2”, duration 36 turns, dragon, strong acid, and magical fire or the same as the 4th-level cleric spell cure number of creatures affected up to 10. lightning cause damage to the rope, and it serious wounds (reversible). Only witches Recipients of the benefit of this spell feel is destroyed and immediately disappears if of good or neutral alignment can cure, and no pain, heat, cold, hunger, thirst, or ex- its hit points are reduced to less than one- the spell restores 3-13 (2d6 + 1) hp dam-

18 OCTOBER 1986 age. Only witches of evil or neutral align- Insect plague - C-5 (fractions do not count). This spell enables ment can cause, and the spell administers Monster summoning I - MU-3 the witch to make any transparent or 2-12 (2d6) hp damage. Oracle - Generally the same as the 5th- reflecting object into a crystal ball for one Glyph of warding- C-3 level cleric spell commune, except that the viewing. A crystal ball created in this Hallucinatory terrain - MU-4 spell can be used only once per week. manner does not count as one of the re- Infravision - MU-3 Produce flame - Generally the same as quired items for a witch desiring admis- Levitate - MU-2 the 2nd-level druid spell of the same name, sion to the High Secret Order. See the spell Mirror image - MU-2 except that the flame does not have to magic mirror (MU-4) for other relevant Neutralize poison - C-4 originate from the caster’s hand and may details. Plant growth - MU-4 be created anywhere within a 3” radius of Wards of defense - Duration 5 seg- Polymorph other - MU-4 the witch. ments per experience level of the caster. Polymorph self - Generally the same as Seduction V - Same as seduction I, The spell creates a stationary force field of the 4th-level magic-user spell of the same except for determination of saving throw. a 2” radius around the witch, shielding name, except that the witch may only use Slow - MU-3 her from all magical or physical attacks the claw and bite attacks of the creature Spirit - Duration 4 + 1-8 turns, range for the duration of the spell or until it is whose form is assumed, and not any spe- touch. The spell allows the witch or any dispelled. The witch may cast spells of cial attacks. one character or creature she touches to level 3 and lower from inside the field, Seduction IV - Same as seduction I, have a noncorporeal body that can pass and may fire missiles from within the except for determination of saving throw. into and through objects. The recipient of field. The witch may move about within Shock - Area of effect 6” radius of the spell becomes transparent, but the the field, but if she moves up to or beyond witch, duration 1 round. The casting of outline of its body can be seen. Only lat- the 2” radius from her original position, this spell creates a blast of electrical en- eral movement is allowed, at a rate of 12” the spell is dispelled. ergy emanating in all directions from the per round, Normal weapons and missiles Worship - Range 12”, duration 3 turns witch, doing 4-32 hp damage to each char- have no effect on a creature in spirit form, per level of the caster or until dispelled. acter or creature within the 6” radius. magic weapons do half damage, and offen- The spell affects one intelligent (semi- The spell affects friends and enemies alike. sive spells are only 30% effective (15% if a intelligent or higher) creature, regardless A successful saving throw cuts damage in save is made). Combat is possible with of hit dice. Characters or creatures with half. other noncorporeal forms such as magic resistance are entitled to a saving Strength - MU-2 shadows, spectres, and wraiths, as throw as usual, and have their magic Wall of water - Range 3’, duration 6 well as elementals of the medium through resistance reduced by a factor of 90% for turns, area of effect up to 4” wide, 4” which the recipient is passing. The recipi- purposes of determining whether the spell high, 1” thick. The casting of this spell ent of the spell may cast no spell higher takes effect. Characters or creatures with- creates a magical barrier of water that is than level 2 against opponents not in spirit out magic resistance save at -2. The impervious to normal fire, but not to a form which cannot do full damage to the effect of the spell is to put the entity into a fireball or other magically created flame. recipient. trance from which it cannot be revived Creatures of flame take 5-30 hp damage Teleport - MU-5 until the spell expires or is dispelled. The when passing through it. The wall’s swirl- Transmute rock to mud - MU-5 victim obeys simple commands from the ing currents block missile fire, including Weakness - Duration 1 turn per experi- witch and, if the victim has spell-casting magic missile and magic disk. Any living or ence level of the caster, range touch, area capability, may cheerfully cast one spell undead thing with less than 5 HD cannot of effect one individual. The spell cuts the from its repertoire (of the witch’s choice) pass through the wall. Creatures with 5 + victim’s strength in half (fractions rounded on behalf of the witch. HD can pass through but take 3-18 hp up) for the duration of the spell or until damage in doing so. A creature that can dispelled. A strength of 18/01 or greater is Seventh level pass through it needs two rounds to do so, reduced to 10. Astral projection - As per the 7th-level unless the creature has strength of 18/51 Water breathing - MU-3 cleric spell astral spell. or greater, in which case it moves through Wizard eye - MU-4 Call spirit - Range 2” from corpse con- at its normal movement rate. The wall taining spirit to be called. No saving throw cannot be used to create a water elemen- Sixth level allowed. The spell must be cast at night, tal. The wall must have one of its sides Animate dead - C-3 and the name of the deceased must be resting on the ground or floor. The spell- Cancel life level - Duration one month; known to the witch before casting. One caster may pass through the wall un- all saving throws made at -5. The witch round after casting, the spirit of the de- harmed and may fill up to five water must make a successful roll to hit the ceased character or creature is summoned flasks from it without harm. Any water victim’s armor class for the spell to work. to the witch. She may then ask the spirit stored in this manner loses all its magical Witches of level 20 and higher are allowed four questions of any sort, and the spirit is properties. When the spell ends or is a duration of one year. The effect of the compelled to answer truthfully if the dispelled, the water does not disappear spell is to drain a life-energy level, identi- answer is known to it or can be obtained but instead becomes normal water and cal to the effect of a wight, for the dura- by it. Before any questions are asked, the flows out along the surface it is contacting. tion of the spell. No further experience spirit must be told whether it is supposed may be gained by the victim until this spell to search the spirit world for the an- Fifth level is lifted. Only a wish can undo this spell swer(s) or to rely entirely on its own Animal growth - D-5 prior to the end of its duration. knowledge. There is a base chance of 50% Anti-magic shell - MU-6 Evaporate fluids - Same as dissipate that the spirit knows the answer to any Charm animal - Generally the same as vapor, except that the spell is effective question(s) asked of it. This chance is the 2nd-level druid spell charm person or against liquids instead of gases or vapors. adjusted upward by 20% if a search of the mammal, except that the spell affects only Haste - MU-3 spirit world is called for. However, a non-humanoid animals. Leomund’s secret chest - MU-5 search of the spirit world takes from 5 Immunity - Duration 18 turns for each Lower water - C-4 rounds up to one day, depending on the experience level of the caster. The charac- Telekinesis - MU-5 difficulty or complexity of the question, ter or creature touched by the witch after True sight - 1-6 (only witches of good per question. If a spirit does not know and the casting of the spell is immune to dis- alignment may cast this spell) is unable to discover the answer to a ques- eases and poisons for the duration of the Vision crystal - Duration 1 turn for tion, it informs the caster of that fact. The spell. each 7 levels of experience of the caster spell lasts until dispelled or until the caster

DRAGON 19 has received four responses from the extraplanar beings excluded) within the accordingly, with two small-sized crea- spirit. area of effect, as long as the intended tures equivalent to one man-sized crea- Control lycanthrope — Range 12” radius victims have 7 or fewer hit dice. Or, one ture, and two or three man-sized of the caster, duration permanent or until creature of more than 7 HD can be killed. creatures equivalent to one large-sized dispelled. No saving throw allowed. Any No saving throw is allowed in either case. creature. and all lycanthropes within range are The effects of this spell can be negated if a Reincarnation — MU-6 affected, and won’t automatically attack successful dispel magic has been cast Rusting touch — Duration 1 turn or until the caster. However, for each day or part earlier in the same round, or by a dispel dispelled, range touch. The spell affects all of a day the spell remains in effect, there enchantment spell cast by another witch ferrous metals as if they had been touched is a 5% chance (cumulative) of the affected (see below). by a rust monster, and can affect as many creature(s) breaking the spell and attack- Dispel enchantment — Range 12” for items as the witch can touch within the ing the witch. (Roll separately for each creatures, touch for magic items. This duration of the spell. Magical items made creature.) incantation either creates a circular field of metal get a save at -4; otherwise, no Control undead — Same as control lycan- of anti-magical force that permanent dis- saving throw allowed. thrope, except that the spell affects any pels any sort of spell which is currently in Seduction VIII — Same as seduction I, and ail undead creatures within range. effect within range of the dispel enchant- except for determination of saving throw. Find the path — C-6 ment spell, or it renders useless any single Summon daemon/demon/devil — Usable Fire storm — D-7 magic item which is touched by the caster. only by witches of evil alignment. The Geas — MU-6 No saving throw is allowed for the items, spell is generally the same as the 5th-level Legend lore — MU-6 though artifacts and relics are not af- magic-user spell conjure elemental, except Love — Range touch, duration perma- fected. Magic is dispelled at the level of the that the conjured creature vanishes with- nent or until dispelled. The spell is usable witch’s magic use. Duration of the spell is out attacking should the witch’s concentra- only by witches of good or neutral align- 5 rounds/level for dispelling spells, or tion be disturbed. Archdevils and the like ment. The spell acts as a permanent phil- turn/level for neutralizing magic items. cannot be conjured, and any intelligent ter of love if the intended target fails its Mass polymorph— Range 12", area of creature that is conjured and performs a saving throw. The spell can only be re- effect 6” by 6” by 6”. Caster may poly- service for the witch may claim a service moved by a limited wish or a wish. Only morph up to 10 man-sized creatures, as from her at any future time. Protection one target can be affected for each casting per the polymorph other spell. Saving from evil must be cast by a cleric or of the spell. throw is made at -3 for each creature, magic-user in the witch’s party or the Seduction VII- Same as seduction I, -4 if only one or two creatures are in- witch herself must burn a blue candle except for determination of saving throw. tended to be affected. In addition, any before the spell can be cast. No saving Stone to flesh — MU-6 character or creature which makes a throw is allowed to the summoned being. Wall of ice— MU-4 successful system shock roll has no chance This spell brings whatever sort of creature of being polymorphed. Up to three differ- the witch desires, be it a Type V demon or Eighth level ent types of creatures may be among the a styx devil, but there is a percentage Charm man III — Same as charm man I, creatures which are changed into; for chance equal to the summoned being’s hit except that the spell affects 9-16 (d8 +8) example, in a group of at least three tar- dice that the spell fails. men of 5th level or lower. gets, the witch could turn one or more of Temporary resurrection — Duration two Clone — MU-8 them into a cat, one or more into a dog, days per experience level of the caster, Death — Range 12", duration 1 round, and one or more into a mouse. Creatures range 6", only one character or creature area of effect 4" by 4". This spell instantly larger or smaller than man-size cause the can be affected on each casting. The spell destroys from 2-16 creatures (undead maximum number affected to be altered causes the affected character or creature to be brought back to life with all personal Disintegrate flesh — Range 5”, area of of its location. The spell may be used by a powers previously possessed. No saving effect 4" by 4” by 4”. The spell enables a witch for her own benefit, or she may be throw allowed. The spell is reversible, witch to completely disintegrate all living induced to cast it on behalf of another with temporary death causing the affected material and beings within the specified character or creature, as long as that creature to be rendered lifeless for the area of effect. Only beings with a magic individual is of the same specific alignment duration. A saving throw is allowed for resistance gain any form of saving throw as the witch. When the spell is performed the reverse of the spell. Only witches of against this attack. Nonliving material on behalf of someone else, the witch must evil or neutral alignment may cast tempo- possessions and objects are not affected by be provided with an extremely detailed rary death. Note that material goods this spell, but dead organic matter (bodies, description of the item being sought. As owned by the character returned to life bones, etc.) is also consumed. payment for her service, the witch can are not restored by this spell's powers. Earthquake — C-7 require a magic item in the individual’s Wasting — Duration 1 turn or 2 touches, Guards and wards — MU-6 possession (50% chance) or a sum of whatever comes first. The spell causes Intensify — Range 15" (outdoors only), 10,000-40,000 gp. any character or creature which is duration 1 turn, area of effect ½ mile Solidify air — Range 3”, area of effect 2” touched to immediately age 10-100 years. square. This spell multiplies the power of by 2” by 2”. By casting this spell, the Intelligent creatures (low intelligence or one currently existing natural phenome- witch can cause the atmosphere within higher) are allowed a saving throw. non: A light breeze would become a the area of effect to solidify. The solidify- Youth — Duration 2 rounds, usable once hurricane-strength wind, the sound of ing process takes five rounds, after which per day. Affects one character or creature rustling leaves would become a deafening any creature(s) within the area of effect per casting of the spell. Anyone or any- tumult, a sprinkle of rain would become a are trapped and unable to move. The thing touched becomes 10 years younger flash flood. Dispel magic has no effect on atmosphere forms into a rocklike sub- for the duration of the spell. this spell. stance which is solid and hard, but porous Maze — MU-8 enough to allow trapped creatures to Paralyzing pit — Range 8”. The spell, breathe. The substance is not affected by when cast outdoors, causes the immediate dispel magic or any other similar spell. High Secret Order spells formation of a pit 2" by 2" by 2". Victims Furthermore, the witch may command the Banish — Range 24", area of effect 2” by falling into the pit, either upon its forma- solidified air toe become nonporous, smoth- 4" by 4”. The effect of this spell is to send tion or in subsequent rounds, automati- ering those within it in a single round, or any character or creature (including an- cally take 2-12 hp damage from the fall. In she may command the solidified air to other witch) or an inanimate object that each round after the fall, a victim must turn to fog, releasing the trapped charac- has been animated straight to a random make a saving throw vs. spells or be para- ters but temporarily blinding them. At any lyzed. The paralyzation feature of the pit Lower Plane in a random location. The time, the witch may communicate freely spell affects one creature or thing only, lasts for six rounds after the formation of with those trapped inside the block of air but is infallible and operates regardless of the pit, but the pit is permanent and con- by speech. No saving throw is given any attempts to dispel or counteract it. tinues to inflict 2-12 hp damage to anyone against this spell, which has a permanent Even creatures the witch cannot actually or anything that falls into it later. When duration until dispelled by command of detect may be banished if one is threat&- the spell is cast in a dungeon or inside any the witch. ing her well-being in a direct way, as long other type of enclosure, no pit is formed; Transport via plants — D-7 as that creature or thing lies within the instead, a paralyzation field 1" thick and Vaporize — Range 3”, duration 10 spell’s area of effect. 2” wide, to the maximum possible height, rounds, area of effect 4” wide by 2” deep Circle of blindness — Range 7”, area of is formed. The field lasts for 12 rounds. by 2” high. Any rock, mineral matter, or effect 3” radius of impact point, duration Victims are allowed a saving throw at +1, metal in the affected area is turned into a 3 turns. No saving throw is allowed. All and if a save is failed the victim is para- thick fog that can be blown away. Dispel witches are immune to the effects of this lyzed for 2 rounds. Victims are entitled to magic has no effect on this spell. Magical spell. Within the area of effect, the spell a new saving throw every second round items must save against disintegration to neutralizes normal vision and hearing and they are in the field, but must make a avoid being destroyed. negates the effects of the following spells: successful save in two consecutive rounds Volcanic circle — Range 8”, duration 3 ESP, detect invisibility, detect magic, detect to avoid being paralyzed all over again. rounds. The spell creates a circular patch evil/good, locate object, seek, clairvoyance, The spell-caster may enter the pit or the of cohesive lava 1" wide by ¼” deep infravision, and wizard eye. The spell also field without being adversely affected. which radiates outward from the point of renders useless any magic item that offers Prismatic sphere — MU-9 origin at the rate of 3” per round. Crea- any sort of detection ability. The circle is Prismatic spray — I-7 tures touched by the lava immediately immobile, and victims may blunder out of Reflection — Duration 2 turns, area of take 8-80 hp damage from the molten the area of effect. The only other ways to effect immediate area around spell caster. rock. The spell-caster is unharmed by this counteract the effects of the spell before it This spell creates a shimmering cloud spell. Ground that has already been passed wears off are wishes of any sort, the witch around the witch, causing any magical over by the circle is safe to walk on after a spell dispel enchantment as by the inten- attack used against her to be turned full turn. Dispel magic has no effect on tional premature dispelling of the spell by against the attacker. Attacks with normal this spell. the caster. weapons have no effect and are not re- Weight concentration/dilution — Range Combine — This spell allows the caster flected. The spell won’t reflect the effects 10”, duration 6 turns, area of effect up to to combine the casting of two or more of a banish spell or any detection spell. 10 creatures or objects. The spell enables spells, not to exceed a total of seven spell Banish still works, and divination spells the witch to triple a target’s weight, mak- levels. Range, duration, and area of effect simply have no effect. ing it move more slowly, become unable to of the combination spell are determined Seek — By casting this spell, a witch fly, etc. Weight dilution, the reverse of the according to the smallest or shortest such immediately gains the ability to determine spell, causes a target’s weight to be re- figures for the spells involved. The two the location of any single item, place, or duced to one-tenth of its normal amount, spells so joined must have been memo- creature and visualize all major aspects of meaning that strong winds could blow rized by the witch prior to their casting, its immediate surroundings (within 5”). away men, wagons, or other normally and the combine spell may be cast up to a She is able to tell in what part of a world heavy objects. Targets are allowed saving full turn prior to the casting of the two or area the thing being sought exists; the throws. Dispel magic has no effect on this closer she actually is to the thing being spell. Control weather — D-7 sought, the more definite her general idea Wind walk— C-7 teriously around a certain grave or of ghastly figures prowling over the grounds. A graveyard is an area near cities, towns, and villages that lends itself to adventure. By definition, a graveyard is a burial place for the deceased, but this is very vague. For technical purposes, the term “graveyard” has been given two separate identities: First, typical burial grounds include the town , rundown towns, ancient ruins, former battlefields, haunted forests, and other possibly haunted areas. The words “possibly haunted” are what distinguish these burial grounds from the other classification. Second, evil-enchanted burial grounds are limited to known evil-enchanted ceme- teries, tombs, and crypts. These areas are greatly known and feared for their evil presence. In either type of graveyard there is a chance for a random encounter. In any graveyard, there will be two types of creatures found: undead, whose presence is expected, and living creatures, whose occupations involve traveling near or through graveyards, or whose habitats might include the graveyard and its sur- The graveyard — the name sends chills rounding area. Typical graveyards are by Nick Kopsinis up the spine of any who consider visiting commonly frequented by men, and are it, day or night. Many stories are told thus good hunting grounds for hungry and around a village or town about who or creatures. Also, these graveyards make Patrick Goshtigian what is buried there, powerful heroes and great homes for unpleasant scavengers treasure to fit them; however, the tales since carrion abound here. As for the also contain stories of lights floating mys- haunting of these places, that’s only a

TYPICAL GRAVEYARD TYPICAL GRAVEYARD TYPICAL GRAVEYARD Dusk Midnight Dawn

Phase of moon Phase of moon Phase of moon Creature New Half Full Creature New Half Full Creature New Half Full Adherer 01 01 01 Adherer 01-02 01-02 01-02 Adherer 01 01 01 Bat¹ 02-11 02-11 02-11 Bat¹ 03-16 03-16 03-16 Bat¹ 02-10 02-10 02-10 Boggart 12 12 - Boggart 17-19 17-18 17 Boggart 11 11 11 Choke creeper* 13-15 13-15 12-14 Choke creeper* 20-22 19-22 18-20 Choke creeper * 12-14 12-14 12-14 Demihuman² 16-34 16-36 15-36 Demihuman² 23-26 23-26 21-27 Demihuman² 15-31 15-32 15-34 Galltrit 35-37 37-39 37-39 Galltrit 27-30 27-30 28-31 Galltrit 32-34 33-35 35-37 Gargoyle 38-41 40-43 40-42 Gargoyle 31-35 31-35 32-35 Gargoyle 35-38 36-39 38-40 Ghast 42-44 44-45 43 Ghast 36-41 36-40 36-38 Ghast 39-41 40-41 41 45-48 46-49 44-45 Ghoul 42-49 41-47 39-43 Ghoul 42-46 42-45 42-43 Hangman tree* 49-51 50-52 46-48 Hangman tree* 50-52 48-51 44-49 Hangman tree* 47-50 46-49 44-48 Leucrotta 52 53 49 Leucrotta 53-54 52-53 50-51 Leucrotta 51 50 49 Lycanthrope³ - 54-58 50-57 Lycanthrope³ 55-59 54-63 52-65 Lycanthrope³ 52 51-52 50-53 Lycanthrope, Lycanthrope, Lycanthrope, human form* * 53-57 59 - human form** 60 - - human form* * 53-56 53-58 54-60 Men4 58-81 60-84 58-84 Men4 61-65 64-71 66-75 Men4 57-76 59-80 61-84 Moon dog 82 - - Moon dog 66-68 72 76 Moon dog 77 - - Mummy 83-84 85-86 85-86 Mummy 69-71 73-75 77-79 Mummy 78-79 81-82 85-86 Rat 85-89 87-90 87-90 Rat 72-78 76-81 80-84 Rat 80-84 83-86 87-90 Rot grub* 90-91 91-92 91-92 Rot grub* 79-80 82-83 85-86 Rot grub* 85-86 87-88 91-92 Spider5 92-95 93-96 93-96 Spider5 81-86 84-89 87-92 Spider5 87-90 89-92 93-96 Wight 96 - - Wight 87-93 90-94 93-95 Wight 91-96 93-96 - Zombie 97-00 97-00 97-00 Will-o-wisp 94-96 95-96 96 Zombie 97-00 97-00 97-00 Zombie 97-00 97-00 97-00 * - These creatures will have little or * - These creatures will have little or no movement. *-These creatures will have little or no movement. ** - Refer to lycanthrope subtable for no movement. ** - Refer to lycanthrope subtable for type of lycanthrope in human form. ** - Refer to lycanthrope subtable for type of lycanthrope in human form. type of lycanthrope in human form. (Numbers refer to subtables)

22 OCTOBER 1986 “possibility.” In evil-enchanted graveyards, included in that phase period. The use of Practical use of these tables can easily the degree of evil is known and accepted the moon’s phases is logically justified by enhance any gaming campaign which as fact. The evil nature of these places the fact that under a full moon certain includes outdoor adventures, since these provides an excellent shelter for their evil light-fearing creatures (such as vampires, tables specialize in areas not thoroughly inhabitants. The nature of the graveyard’s wights, and ghosts) would refrain from covered in the DMG. Be prepared; don’t let surroundings tends to be evil; therefore, venturing under it, while some creatures your players catch you six feet under! summoning evil creatures would be much (men, lycanthropes, demihumans) easier from this base point. wouldn’t travel without such a light source Both sets of tables are divided into three available. The differences between each EVIL-ENCHANTED GRAVEYARD subtables: dusk, midnight, and dawn. moon phase represent the light’s effect on Midnight These tables are used to reflect the hour the creatures’ percentage of appearance. of day, and more importantly, the amount To use the tables in this article, distin- Phase of moon of sunlight present at the particular hour. guish what type of graveyard is applicable, Creature New Half Full The greatest factor involving light at find the table whose time is the closest to Adherer 01-02 01-02 01-02 night is the moon. The amount of light the actual game time, and cross-index the Annis 03 03 - present during a full moon differs so roll with the closest moon phase as ex- Apparition 04-05 04-05 03 greatly from that of a new or half moon plained previously. Bat1 06-09 that included on each chart are the three 06-10 04-08 Boggart 10-11 11 - representative phases of the moon: half, Choke creeper * 12-13 12-13 09-10 full, and new. The cycle used here is based EVIL-ENCHANTED GRAVEYARD Coffer corpse 14-15 14-15 on a 28-day rotation; consider three nights 11-12 Dusk Daemon2 16 16 13 before and after the phase night to be Death knight 17 17 14 Phase of moon Demihuman3 18 18-20 15-19 Creature New Half Full Demodand4 19 21 20 TYPICAL GRAVEYARD Adherer 01-02 01-02 01-02 Demon5 20 22 21 Subtables Apparition 03 -- Devil6 21 23 22 Bat¹ 04-09 03-08 03-08 Galltrit 22-23 24-25 23-24 Note: Creature subtables are not depen- Boggart 10 09 - Gargoyle 24-27 26-29 25-27 dent upon moon phase. Choke creeper* 11-12 10-11 09-10 Ghast 28-32 30-33 28-31 Coffer corpse 13 12 - Ghost 33-35 34 - 1 - Bat subtable Daemon2 14 13 - Ghoul 36-42 35-40 32-37 Dice Creature encountered Death knight 15 14 - Groaning spirit 43 - - 01-13 Doombat Demihuman³ 16-28 15-29 11-27 Hangman tree * 44-45 41-43 38-40 14-48 Giant bat Demodand4 29 30 - Haunt 46 44 41 49-60 Mobat Demon5 30 31 - Hellcat 47 45 42 61-00 Ordinary bat Devil6 31 32 - Huecuva 48-49 46-47 43-44 Galltrit 32 33 28 Leucrotta 50-51 48-49 45-46 2 - Demihuman subtable Gargoyle 33-35 34-36 29-30 Lich 52 - - Dice Creature encountered Ghast 36-39 37-40 31-33 Lycanthrope7 53 50-52 47-57 01-40 Ghoul 40-45 41-46 34-37 Night 54 53 58 41-70 Elf Hangman tree* 46-47 47-48 38-41 * * 55 54 59 71-85 Gnome Haunt 48 49 42 Men6 56 55-59 60-66 86-00 Halfling Hellcat 49 50 43 Moon dog 57-59 60-61 67-68 Huecuva 50-51 51 44 Mummy 60-62 62-64 69-71 3 - Lycanthrope subtable Leucrotta 52-53 52-53 45-46 Penanggalan 63-64 65-66 72-73 Dice Creature encountered Lycanthrope7 - 54-57 47-56 Phantom 65 67 74 01-05 Foxwoman Lycanthrope, Poltergeist 66 68 75 06-26 Werebear human form* * 54-56 58 - Rat 67-70 69-72 76-79 27-35 Wereboar Men8 57-74 59-76 57-79 Revenant 71 73 80 36-50 Wererat Moon dog 75 77 - Rot grub* 72 74 81 51-60 Weretiger Mummy 76-77 78-79 80-81 Shade 73 75-77 82-83 61-00 Werewolf Penanggalan 78 -- Shadow 74-75 78 84 Phantom 79 80 82 Shadow demon 76-77 79 85 4—Men subtable Poltergeist 80 81 83 Son of Kyuss 78 80 86 Dice Creature encountered Rat 81-83 82-84 84-86 Spectre 79-80 81 - 01-15 Caretakers Revenant 84 85 87 Spider9 81-84 82-85 87-90 16-30 Clerics Rot grub* 85 86 88 Vampire 85-86 86-87 91-92 33-35 Drunks Shade 86-88 87-90 89-91 Vargouille 87 88 - 36-50 Grave robbers Shadow demon 89 -- Wight 88-90 89-90 93-94 51-60 Guards Son of Kyuss 90 91 92 Will-o-wisp 91 92 - 61-65 Magic-users Spider9 91-93 92-94 93-95 Wraith 92-95 93-95 95 66-75 Mourners Vampire 94 95 - Zombie 96-98 96-98 96-98 76-85 Pilgrims Wight 95 -- Zombie, juju 99 99 99 86-00 Pranksters Zombie 96-98 96-98 96-98 Zombie, monster 00 00 00 Zombie, juju 99 99 99 5 - Spider subtable Zombie, monster 00 00 00 * — These creatures will have little or Dice Creature encountered no movement. 01-25 Giant spider * - These creatures will have little or ** — This creature will have a rider (a 26-55 Huge spider no movement. powerful demon, devil, or ) 85% 56-90 Large spider ** - Refer to lycanthrope subtable for of the time. 91-00 Phase spider type of lycanthrope in human form. (Numbers refer to subtables)

DRAGON 23 EVIL-ENCHANTED GRAVEYARD Gargoyle 31-33 30-32 27-29 Rat 75-77 79-81 82-84 Dawn Ghast 34-36 33-35 30-31 Revenant 78 82 85 Ghost 37 - - Rot grub* 79 83 86 Phase of moon Ghoul 38-42 36-40 32-35 Shade 80-82 84-86 87-88 Creature New Half Full Hangman tree* 43-45 41-44 36-41 Shadow 83-84 87-88 89-90 Adherer 01-02 01-02 01-02 Haunt 46 45 42 Shadow demon 85 -- Apparition 03 - - Hellcat 47 46 43 Son of Kyuss 86 89 91 Bat¹ 04-08 03-06 03-06 Huecuva 48-49 47-48 44-45 Spectre 87 -- Boggart 09 07 - Leucrotta 50-51 49-50 46-47 Spider9 88-90 90-92 92-94 Choke creeper * 10-11 08-09 07-08 Lycanthrope7 52-53 51-53 48-52 Wight 91-92 93-94 95 Coffer corpse 12 10 09 Lycanthrope, Wraith 93-95 95 - Daemonz 13 11 - human form * * 54 54-57 53-59 Zombie 96-98 96-98 96-98 Death knight 14 12 - Men8 55-68 58-73 60-77 Zombie, juju 99 99 99 Demihuman³ 15-26 13-25 10-25 Moon dog 69 74 - Zombie, monster 00 00 00 Demodand4 27 26 - Mummy 70-71 75-76 78-79 Demon5 28 27 - Penanggalan 72 - - * — These creatures will have little or Devil6 29 28 - Phantom 73 77 80 no movement. Galltrit 30 29 26 Poltergeist 74 78 81 ** — Refer to lycanthrope subtable for type of lycanthrope in human form.

EVIL-ENCHANTED GRAVEYARD 4 - Demodand subtable 7— Lycanthrope subtable Subtables Dice Creature encountered Dice * Creature encountered 01-45 Farastu demodand 01-05 Foxwoman Note: Creature subtables are not depen- 46-75 Kelubar demodand 06-26 Werebear dent upon moon phase. 76-00 Shator demodand 27-35 Wereboar 36-50 Wererat 1 - Bat subtable 5— Demon subtable 51-60 Weretiger Dice Creature encountered Dice Creature encountered 61-00 Werewolf 01-13 Doombat 01-02 Demon lord 14-48 Giant bat 03-27 Major demon 8 - Men subtable 49-60 Mobat 28-74 Minor demon Dice Creature encountered 61-00 Ordinary bat 75-80 Demon prince 01-10 Caretakers 81-00 Semi-demon 11-30 Clerics 2 - Daemon subtable 31-35 Drunks Dice Creature encountered 6 - Devil subtable 36-60 Grave robbers 01-17 Greater daemon Dice Creature encountered 61-65 Guards 18-35 Lesser daemon 01-02 Archdevil 66-75 Magic-users 36-70 Mezzodaemon 03-05 Duke 76-80 Mourners 71-00 Nycadaemon 06-30 Greater devil 81-85 Pilgrims 31-65 Least devil 86-00 Pranksters 3— Demihuman subtable 66-97 Lesser devil Dice Creature encountered 98-00 Devil prince/princess 9 - Spider subtable 01-04 Dwarf Dice Creature encountered 41-70 Elf 01-25 Giant spider 71-85 Gnome 26-55 Huge spider 86-00 Halfling 56-90 Large spider 91-00 Phase spider

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24 OCTOBER 1986

by Chris Booth

Elves, whether scorned, misinterpreted or eulogized, are a standard component in the AD&D® game multiverse and as such deserve a fuller description of how their culture works. One of the major facets of the elven culture is how they perform in their interpretation of each of the pre- scribed character classes. The elf’s out- look, although alien, can generally be reduced to feelings of liberality and frater- nity, and these traits characterize nearly all aspects of their behavior. In the case in hand, the elven cavalier performs a paral- lel of the prescribed class functions, while retaining those traits and characteriza- tions that are quintessentially elven. The class should differ when applied to elves simply because it is performed by a com- pletely different race; if you like, the class has altered in the translation.

Ability scores Elven cavaliers require minimum ability scores of 10 intelligence, 10 wisdom, 15 strength, 15 constitution, and 16 dexterity. A 16 dexterity is required (in contrast to the human minimum of 15) due to the class’s greater reliance on missile weapons and because a dexterity score of 16 is the elven equivalent of the human’s 15 due to the + 1 racial ability modifier. Failure to meet these standards at any time during the character’s career reduces the individ- uals status to that of a respected fighter.

Experience The elf cavaliers, unlike their human counterparts, always begin at one of the 0 class levels; -1500 or -500 experience points, dependent on their initial social status. Upper class individuals start at - 500 XP and all others that gain sponsor- ship start at -1500 XP The elven cavalier starts at below first level because of an elf’s need to be impressed by the actions of any individual to gain their respect; very little such respect is conferred by general background or the deeds performed by forebearers. The cavalier elf is employed in elven society primarily to lead, and without the deference derived from the respect of his fellows this role would be impossible. This period at the start of a character’s life is the most important for those trying to gain the class of cavalier. During this time his abilities, toughness and spiritual mettle are rigorously tested. Failure at any segment of this trial disal- lows the character from further training as a cavalier. Normally failure at this initia- tion means that the character is given a free choice of other classes to enter and he retains those hit points gained from their play at zero level.

26 OCTOBER 1986 Weaponry monly with this weapon that the individ- ity. The relatively common occurrence of At the start (zero level) the elf cavalier is ual chooses to express his or her fighting specially enchanted javelins, compared to taught to use the short bow and gains potential. The long sword defines every- other missile weapons, plays a part also in bonuses to hit and damage for this as the thing about the class’s attitudes; simplicity, this choice of weapon and it is pressed to first weapon of choice, as detailed below. flexibility, quickness and formidability. The good service, at higher levels, in aerial The bow is “selected” to start because the character normally possesses one long combat. individual is expected to support the sword at all times and is bereft of this As weapons of choice the cavalier gains greater cavaliers with missile fire until he weapon onIy in the rarest and strangest of the following bonuses to hit at each level is experienced in handling combat situa- circumstances. of advancement: tions and thereby derives some of the The dagger or knife is ranked third in respect necessary for his promotion as a the list of preference because one of these First level + 1 to hit when using a cavalier. On attaining the first level of is normally selected as a secondary short bow experience, the cavalier is awarded his weapon for two-handed fighting. Cavaliers Second level + 1 to hit with the long long sword, and it is this weapon which who can effectively wield a weapon in sword marks him as a trained warrior. either hand are highly respected, not only Fourth level + 1 to hit with knife or It is the long sword which is the prime because of the high manual dexterity dagger or any of the weapon of choice, and the elf gains bo- required, but also because of the attitude other preferred weapons nuses to hit and damage for it in place of that opponents needing to be killed should Sixth level + 1 to hit with any other those gained for the lance. Because elves be dispatched quickly. The knife is in- preferred weapon typically reside in woodlands, lances and cluded as a preferred weapon because it +2 to hit with short bow horses are not normally employed at the can easily be concealed and is relatively and long sword start, but can be mastered in the later easy to obtain or manufacture as a contin- Eighth level +2 to hit with dagger or levels. As is the case for humans, some gency. Elves are generally very secretive, knife or any other pre- weapons are preferred over others but and any creature which lives most of its erred weapon selected they differ in type to those listed in the life in the wilderness would find great at fourth level original class description. These weapons difficulty in surviving hundreds of years Tenth level +2 to hit with the other in order of preference are: without at least a few contingencies. preferred weapon se- Short bow (first weapon of choice) The short sword is listed in the fourth lected at sixth level Long sword (prime weapon of choice) rank because of its association with un- Twelfth level +3 to hit with short bow Dagger or knife trained, weak and/or undisciplined “fight- and long sword Short sword ers,” and is usually selected as a second Spear or ranseur choice, or alternative main combat From a comparison between elven and Javelin weapon, after the long sword. human “to hit” bonuses, it can be seen that As a note of explanation, the bow is Spears and ranseurs are selected with the elf increases in ability to hit at a listed as the first weapon of preference equal preference because of the type of slightly quicker rate than its human peer. because it is the first weapon played. At role the cavalier character envisions for This is caused by the elf’s attitude as an increasing levels the weapon is less com- himself. If the character feels that a far- artist. Humans tend to view combat as a monly used, being primarily reserved for wandering life would be desirable and science, in which each action is performed attack preparation, whereby extremely best suited to his personality, then the within a close tolerance of error, whereas tough or numerous opponents might be spear would normally be selected, not the elf views the contest as an artform in softened up, as an “opening gambit.“ Com- only because of its general high utility and which each action is reasoned and as near monly, the middle-level elven cavalier flexibility, but also because it can double as to perfect as possible. employs his bow only to instruct the char- a light lance (at no penalty) when the As in the case for humans, elven cava- acters of lesser level and as a “tracer” shot character is mounted. If, however, the liers fight as if four levels higher with (the arrow is tied with a brightly colored character tends to insularity and close weapons of choice in regard to the num- ribbon or a piece of burning cloth) to support of the elf band and its allies, a ber of attacks mounted per melee round. guide the arrows of his lesser-ranked short ranseur would normally be selected. At 3rd level, for example, the character is fellows. This weapon still offers the possibility of allowed three attacks per two rounds with It is possible for an elven cavalier to fire greater damage versus large creatures (if the long sword, at 9th level two attacks a bow when mounted, but the following grounded) and allows the individual the per round may be made, and starting at restrictions are applied in almost all cases: option of disarming and offering surren- 16th level three attacks per round are 1. Normal rate of fire is halved (i.e. 2 der to an opponent instead of the usual possible. In a similar manner the cavalier arrows/round becomes 1/round, 3 arrows/ “kill or be killed” combat scenario. This gains + 1 damage with the long sword and round becomes 3 arrows/2 rounds, etc.). tactic is acceptable to elven cavaliers be- short bow for every three levels above 2. Maximum movement rate is reduced cause they respect their opponent (and its first that the character has attained; for by 25% for the duration. right to life), they realize their opponent’s example, + 1 damage at 4th level, + 2 3. Maneuverability is reduced by 25% or weakness of judgement (in some cases) in damage at 7th, + 3 damage at 10th, and so by one class for aerial mounts. wanting to combat to the death against the forth. The bow is not judged a dishonorable character cavalier, and because of the weapon; in fact, most have the attitude cavalier’s predilection toward strategy. All that it is the best way to fight, because it is plans rely on information, and usually a Weapons restrictions possible to discourage an opponent from greater amount of information is to be There are no hard and fast rules regard- attacking with archery (thereby preserv- gained from a vying of tongues rather ing which weapons the elven cavalier may ing life), whereas when closing to hand-to- than swords. not employ. There are, however, a number hand combat, death is usually the only The javelin is included here as preferred of weapons whose use are excluded outcome — either the opponent’s or the because it can be used without penalty by through social mores. These are: characters. the cavalier when they are mounted, All forms of crossbow The long sword is the weapon of choice allowing the character full rate of fire, Hammer for the elven cavalier, and it is most com- movement allowance, and maneuverabil- Spiked buckler

DRAGON 27 Garrote These denote some great feat of successful Common class abilities Morning star strategy or planning that has been ac- The unaltered abilities common to the Club knowledged by a respected noble or high- translated cavalier class are: Pick level cavalier. Parrying: includes elven bonus to hit Whip Dress/armor design: Specific styles of with long/shortsword. Most polearms armor and surcoats, indeed specific ar- Ability score increase: strength, dexter- morers are exclusively used by “orders,” ity & constitution. Rank bands, families and sects and these distinc- Training: after attaining fifth level it is Due to their generally non-elitist view- tive styles usually indicate allegiance to unnecessary to specifically train for each point, elves do not assign titles to each and those particular groupings. succeeding level increase. every level of ability. This situation is in no Bejewelment: At the simplest level, gives Fear immunity: including protection way extraordinary, however; most individ- some indication of the character’s level from fear 1” radius if aligned to good. uals are ranked as merely greater or lesser and/or current wealth. 90% resistance to mental attacks: +2 vs fusing the name level as a datum), with General adornment: The character’s illusion. perhaps some mention given to the deeds, ornamentation lends most to identifying Conscious on negative hit points: gained accomplishments or place of origin of the that particular individual and usually the at first level. character concerned. cavalier carries several such distinguishing Rest-healing hit point bonus: for charac- adornments. Additional embellishments ters possessing a good alignment; 1d4 hp/ Riding ability can be used to allow his or her peers to week. Starting at 3rd level, the elven cavalier classify fat the least) standing, service, gains the ability to keep and employ vari- outlook, and origins. The highly adorned ous types of mounts. These skills are ac- cavaliers, it should be noted, lose their Class attitudes quired in the following order. ability of full invisibility in vegetation for Cavaliers, as described in Unearthed the duration of this display. To overcome Arcana, are required to be honorable, Level Skill gained this problem, they sometimes employ brave, outstanding in personal deeds, and 3rd Ride and handle horses enveloping cloaks or magic to mask their committed to serve some deity, noble, 4th Ride and handle unicorns glamor, Alternatively, they may simply order or special cause. The following (females only) decide to forego disguise, to divert their describes how these class functions are 5th Speed bonus (as per UA opponent‘s attention or for any other revised when applied to the cavalier of 5th-level cavalier) reason which the individual views as bene- elven extraction. 7th Ride and handle giant ficial to the cause. Honor: Elves can be honorable, for in- eagles (specially bred The arrow: The arrow is the signature stance possessing a high reputation, glory mounts) of most elven cavaliers, and consequently and good respect in the eyes of other 8th Ride and handle pegasi most are finely worked and characteristi- members of the character’s race. Elves 10th Ride and handle griffons cally styled to ease identification. In addi- deviate from humans where honor is and/or hippogriffs tion to the character’s normal arrows, he concerned because they will honor and 12th Ride and handle dragons might possess a number of other flights respect all individuals, not just those of that have been gained through merit. The powerful or noble mien. type of arrow awarded a cavalier range Bravery: This is also a common trait, but Armor and identification from “normal” magically enchanted shafts, in this case it is more reasoned. Even acts The elven cavalier is marked by his which are usually given in return for that appear brave usually have an under- armor — which is not the plate, plate mail service, to the highly prized crystal flights, lying tactical and strategic advantage or other heavy armor usually worn by this known as hellic arrows, which are apparent to the individual involved. No class. Elves, in most situations, prefer awarded for specific acts of heroism or foolhardy heroics are expected of the armor of a lighter and more flexible sort, achievement, A hellic arrow is usually elven cavalier; in fact, application of good for instance leather, studded, ring, scale or composed of a highly decorated or finely fighting sense and prudence (allied to chain mail, preferably of elven manufac- crafted shaft, tipped with a specially positive action) are the class requisites in ture and (of even greater preference) in worked gemstone head and flighted with all combative situations. These requisites some way enchanted or enhanced. The the same shade of feather as the head. do not impair the character’s requirement lowly cavaliers, therefore, wear no partic- These special arrows are normally en- to be outstanding in personal deeds, in- ular armor to mark their station but the chanted at varying strengths and the deed when it comes to a fight he or she majority of those of higher rank sport number of different types of arrow pro- should be the paragon of all those en- elven mail (enchanted as per UA page 104, duced is restricted only by the limit of the gaged. For example, the cavalier should if at all possible) and elaborately worked, elves’ craft. Examples of the different ideally be the first to engage, the most bejeweled, or englamored. These specially types of hellic arrows found, and the effective individual in the combat, and the designed suits are both the mark of an cause of their award, are as follows: last to disengage, wherever this is practi- elven cavalier’s status and the means of his Ruby Head: Victoriously lead a band of cable. identification. Some shield design is not elves against warring enemies (+ 2 “Heart- Service: The elven cavalier differs most uncommon, but most of the information seeker”). greatly from the human where service is normally found on an escutcheon can be Opal Head: Good achievement, normally concerned, due to his rejection of service “read” from subtle variations of color, deemed impossible f + 3 ”Whiteleaf”). for service’s sake and blind obedience to form or embellishment. Indeed, in some Sapphire Head: Peace pact with a power- rule. Elves will certainly serve the require- cases, the initiated eye can glean a greater ful race or tribe (Arrow of Slaying). ments of their band and its leaders, but volume of information from the elven Moonstone Head: Extended or excep- will serve no cause to the complete neglect cavalier’s appearance alone than from that tional service to a deity f + 3 “Whisperer”). of these duties. Rather, they try to divide contained within the close parameters of These powerful prizes are almost never their loyalty and most times succeed in the simple shield face borne by his human willingly used by their owners for fear of serving all of their interests. The type of counterpart. their destruction or loss. A notable excep- service a cavalier elf will bear, in addition Examples of the signs and marks found tion to this rule is the sapphire pact- to that rendered to his clan, is to a “loose in a typical elven cavalier’s armor and maker’s shaft, which the cavalier is honor cause”: for instance, to serve the cause of dress are: bound to use on the leader of the other the general defense of the elven nation. Wings painted or worked on the heels: race or tribe if the pact is broken. Service to deities is acceptable, and the

28 OCTOBER 1986 clerics of such deities are respected for Defense is the greatest test obliged to respect all creatures, but this their wisdom and example. A cleric’s ad- Contest is glory respect may take a number of forms. This vice is usually followed unless it is consid- Make enemies and allies solely of those respect ranges from granting honor to ered unreasonable by the individual most worthy respecting the subject only as another concerned. Misdeeds are measured in lives living creature. Each individual is viewed There are no orders or organizations of Defeat to all who contest in a biased manner, but this is a positive the classical (human) type in the elven Dissolution before dishonor bias due to the elf’s ability to empathize culture, but there are good reasons why with most types of creatures. Simply put, the surface elves (like their subterranean To elaborate on these precepts of chiv- the cavalier sees both the good and ill relatives, the drow) should form them- alry: qualities in a creature but will in most selves into societies and loose organiza- Defense of any charge until death: This cases ignore the bad and respect it for the tions for individuals of like interests. The rule applies only for as long as the charge good, not forgetting also their right to life elven cavalier is principally allied to such still lives. If, for instance, the charge is as an individual. organizations and responds to their spe- killed, in spite of its defense by the cava- Respect from others when deserved: cific interests, so long as this does not lier, this is the point at which the service Contrary to the above, the cavalier elf compromise his requirement to maintain would end. No grand gestures, impossible should feel that regardless of his strengths the general weal. heroics, or blind vengeance is called for by or abilities, respect should only be recipro- All cavaliers must attempt to conform to the elf, but the error would be noted and cated for good or worthy acts — not for some form of chivalry, and again these action taken to stop a recurrence of such a that which the character is only capable ideals alter in the elven application. situation in the future. of. Courage and enterprise in the cause of Disdain for those who serve woe: If The Elven Chivalric Code worthy goal: Courage and enterprise is there is one type for which the good cava- Noble service cheerfully rendered ideally displayed in the service of any goal lier elf feels the minimum of respect, it is Defense of any charge unto death that the character feels is beneficial either for those who are the creatures of woe. Courage and enterprise in the cause of to his band or to any other grouping that Evil, in all of its forms, is not empathized worthy goal the cavalier may be allied to. If, however, by the character and contact or coopera- Respect for all the elf has not been convinced of the tion with such is avoided where possible. Respect from others when deserved benefit of the goal, or believes that it is This tenet does not restrict the individual Disdain for those who serve woe only marginally wealful, or even thinks cavalier from discoursing with evil crea- Military prowess exercised to good cause that some other goal is of greater worth, tures, but wherever such contact occurs Courtesy to all then no honor is lost if the individual the cavalier should have some benefit to Archery is the finest point of honor doesn’t employ courage or enterprise in good provisioned as the result. Although Single combat is the flowering of order to achieve it. most evil entities are disdained, there are a chivalry Respect for all: The cavalier character is select few that elven cavaliers are particu- larly biased against. These creatures, in order of greatest to least disapproval, are: the drow and evil elf cavaliers (equally), evil human cavaliers and their ilk, those who set themselves against elves (and their habitat), and all other creatures who knowingly serve woe. Military prowess exercised to good cause: The cavalier elf could easily be described as a martial juggernaut; a formi- dable opponent, highly gifted with skills and reserves. It is important, therefore, that these skills are not squandered or flaunted for the sake of existence alone. This way leads to selfish and individualis- tic tendencies, and thence to evil. The cavalier is taught that a skill unknown is one of double worth, and hence does not make open and extensive play of his arts. Rather, he tends to concentrate such activ- ity in those situations where it is expedient to fight and where this will serve ultimate good. Archery is the finest point of honor: Elves, perhaps because of their different make-up, view honor differently than humans do, and inherent in this code of honor is the use of the bow. No true elf would describe deities such as or Solonor Thelandira as dishon- orable because they employ bows. The aversion among human cavaliers for mis- sile weapons is institutionalized, but is based on the reasoning that weapons that deliver damage without endangering the wielder are craven and hence dishonor- able. Indeed, when the human cavalier is confronted by archers in a typical battle

30 OCTOBER 1986 situation, loses his mount, and is peppered changed in the case of the knight-errant with armor piercing arrows to boot, it is elves. The cavalier class, it can be seen, is easy to understand why such attitudes altered to a large degree when applied to persist. elves or half-elves raised in the elven soci- A “simple” elf would explain that the ety. These changes, however, deal mainly bow is the weapon of the elves; that all with the presentation, equipment, and who attempt to threaten or attack his tactics employed by such individuals. The kindred should expect to feel its sting. In class function to protect and promote the fact, it dishonors their opponent if they character’s society still holds true. select any other than their best weapon As presented, the class is a powerful with which to combat these enemies. If variant of the original cavalier, but it is pressed, an elf might even go on to say important to bear in mind certain inherent that human cavaliers are probably more drawbacks to this class with regards to its dishonorable in the use of the lance, use by a player character. The foremost which is almost guaranteed to kill an oppo- consideration for play of the cavalier elf is nent and at such a range as to almost his or her context and role in the cam- negate any chance for the opponent to paign. The character class is a product of return this compliment before expiring. elven society, and it is this culture in The cavalier elf, however, is more mindful which the character will almost exclu- of fairness and the fact that archery might sively be encountered. To realistically be construed as dishonorable by their allow a player-character elven cavalier, the opponent in certain situations, and hence DM should first establish a working “elf- will not employ the bow except in the centric” campaign milieu (as opposed to following circumstances: the humanocentric setting most commonly Imbalance: the opponents outnumber or used) and give the character both place greatly exceed the toughness of the cava- and function in its midst. Admittedly, lier’s party, or the opponents are grossly there are some numbers of cavaliers who, weaker and/or fewer in number. The for a variety of reasons, decide to “wan- cavalier can use the bow in the latter der,” but these eccentrics simply tend to situation in order to discourage or repri- travel the ways between one elven com- mand the targets and if they are particu- munity and another, and usually take long larly weak. In such cases, the elven sojourns at both. Taking all of this into cavalier might not even bother to use account, an elven cavalier should have a heads on the arrows (see preferred very good and specific reason to undergo weapon: bow above). any form of adventure. Similarly armed: Their opponents are similarly armed with missile weapons (e.g., crossbows, slings, javelins or bows). Lack of fairness: the enemy employs dishonorable tactics, for instance, poison, fire or or utilizes overwhelmingly strong magic, for instance, artifacts or relics. No other recourse: this category encom- passes situations where the cavalier can only hit the opponent using the bow; for example, if a magical weapon is needed to hit and the cavalier has only magical ar- rows, or if an impassable ravine divides the combatants and the opponent is able to attack over this divide. Defense is the greatest test: Defense is viewed as the greatest test because of the variety of threats, both open and covert, posed by the forces which intend ill to the silvan men. Not only must a great array of dangers be countered, but also this must be achieved with little or no loss. This is partly due to the fact that any elven band cannot regenerate its numbers, except at the slowest of rates, and partly because of the overbearingly strong forces that might need to be combatted. In such instances, the cavalier is put in a position of tough responsibility and is beholden to produce or implement the strategies to ensure mutual survival.

The knightly virtues The knightly virtues of Liberality, Honor, Good Faith, Glory, Unselfishness, Pride, Courtesy, Bravery are essentially un-

DRAGON 31 picked a pocket and discovered a purse with 15 gold pieces worth of oompahs, you would just multiply the gold value by the reciprocal (reverse) of the money- number fraction, which is 2 (2/1), and get your amount in oompahs: 30. This may sound difficult, but once you use the sys- tem once or twice, its simplicity is beauti- ful. The second aspect, actual value, is the literal worth of a coin type, with relation to the gold standard system. In other words, this is the answer to the question, “What would it be worth if it weren’t a coin?” If the aforementioned oompahs were actually gold-dipped lead, then their actual value would be radically different from their relational value. The third, and most immediately evi- dent, property of money is its physical characteristics. Dimensions, color, shape, and materials all relate to this category. When seeing an American penny and a comparable Canadian cent, you can easily see that they are different. Physical differ- ences, even minute ones, are the most basic means of telling one system from another. Money can be made out of almost any- thing tangible. The American Indians who lived on the western Pacific coast carved intricate patterns on seashells and ar- ranged them in strings to make beautiful designs, while the same was done by some woodland Indians with porcupine quills. It was a dark and stormy night. Rain in the Prime Material plane are made out These strings were called “wampum” and rattled the wooden shingles of the tavern, of copper, silver, electrum, gold, and plati- served as money in and out of the tribe. while inside two companions divided num. Some plains and woodland Indians, need- treasure. They had just returned from a To many people, this may sound reason- ing to trade with the white man, made raid on an lair, and the attack had able, but to me it sounds quite odd. In the blankets and other crafts especially for been a pushover. real world, as in any fantasy world, money buying things with. Food, horses, and When the spoils of their adventures is the stuff of life. Through the use of supplies were purchased using these artic- were separated and the drinking horns money, temples are built, wars are fought, les, until the Indians started dealing with were emptied, short goodbyes were ex- and kings are assassinated. There is al- American money. changed, and the two companions parted. ways something — a seal, or a special This brings us to the subject of supply Each of them lugged equal shares of cop- design, or even just a signature — that sets and demand. On certain islands in the per, silver, electrum, gold, and platinum actual money apart from just “plain” gold South Pacific, cows, pigs, and other live- coins. Both of them reached their far-off (of course, it also helps to foil counter- stock were used in buying goods. When homelands and immediately spent most of feiters). Money may be alike in many Captain Cook landed in Hawaii, the island- the treasure re-equipping themselves for ways, but not all money is the same. ers paid him a price of twelve pigs for a future battles. From one country or civilization to few nails. To the captain, the price was Sound familiar? another, money is different. There are, outrageous, almost silly. Back where he For some reason, wherever you go in though, three basic aspects of money that, came from, nails were relatively cheap. the AD&D® game universe, you always while helping to distinguish different However, in the islands there was no ore run into the same money. You can pick up systems, link the systems into a more of any kind to be found, so metals were 100 gp in the elemental planes and spend uniform and therefore easier view of extremely scarce. The unusual, hard sub- it in the Abyss. You can rob the king of world economics. stance brought by this strange white man Bolerium and use the newly acquired Rate of exchange is the first property was, even though ordinary to the captain, funds to pay off debts in the city-state of that makes it possible to compare coins of precious to the islanders. This same type Assisa. different types to one another. The easiest of situation might be commonplace in a David Godwin’s article in DRAGON® way to use this property is to set an “ex- fantasy world where widespread knowl- issue #80, “How Many Coins in a Coffer?” change number,” either a whole number edge of civilizations outside the immediate states that a typical coin weighs 1.6 or a fraction, which relates the most often community is virtually nonexistent. ounces, has a diameter of 1½ inches, a used coin, or dominant form of currency, When we look at the modern world, we thickness of 0.1 inch, and a volume of to the “gold standard” gold piece. Using can see that individual countries have 0.177 cubic inches. This is all fine, except this method, prices, treasures, and trans- individual money systems. The dollar, yen, that many people assume that “typical” actions may be handled by changing the ruble, and peso are all from different means “always.” Not all coins are exactly values to gold and then back again. For countries and all have different worths, like this, and one might even venture to example, if a golden “oompah” had an exchange rates and physical forms, al- say that few should be. The article is good exchange number of ½, then to buy a though neighboring countries such as the (and I highly recommend it), but it as- horse worth 25 gold pieces you would United States and Canada sometimes have sumes that all, or at least most of the coins have to pay 50 oompahs. If a character similar money systems in order to make

32 OCTOBER 1986 money compatible and therefore make camar. The salt blocks were then consid- renting space should usually be solved by trade between the two countries easier. ered official coins and were distributed everybody’s favorite man — the money In my campaign, the wood elves in the throughout the country. changer. northern forests have come up with a When the rich “salt barons” got tired of The Dungeon Masters Guide (on page beautiful solution to the “money problem.” carrying individual blocks around, they 90) says that towns do not encourage Small leaves are ceremoniously gathered came up with a great idea: they proposed using foreign currency. The passage sug- and sent to the holy mint, where the that the government change the formula gests a 5% deduction from funds changed leaves are dipped into molten silver that of the wax case slightly so that the salt for the service and taxes. This should be a has been blessed by a priest of the high blocks would adhere to each other. The rock-bottom minimum, the majority of circle of clerics. The silver clings, and as government experimented with it, and it changers taking at least double that. Most the metal disintegrates the leaves, it takes worked. Eight blocks, stuck together so people think of moneychangers as greedy the form of the leaf it has just burned. The that their seals faced outward, became the shylock-types who charge outrageous fees money is distributed to local parishes of basic unit of money in Horcamar. Rich and steal funds from the unsuspecting but the church, and is used to buy things for men had “purses” — actually small, goat- that need not always be true. A money the clerics, therefore entering the “coins” drawn carts — to haul their money changer may have any type of personality) into the flow of money traffic. For clarity around. Those of the middle or lower but each must make a living at what he in money changing and purchasing items, classes did without purses because they does by taking a service charge out of the each silver “laure” is worth three silver had so little money they could carry the money he changes. This charge would pieces. individual blocks in their pockets. relate to how easy it is to return the The halfling city-state called Hjree has a However, the rich began to complain, as money to its respective country, and how money system based on small rings con- rich people often do, about the bulkiness much money has been changed. sisting of a gold and silver alloy — a syn- of the salt brick. A millionaire had to have Of course, moneychangers will definitely thesized electrum. The rings are each a whole storehouse in which to keep his refuse to change counterfeit currency. worth five silver pieces, and are strung on or her bricks. For millionaires, this wasn’t Though most money is designed with leather thongs. Each thong contains one really that much trouble, but they still difficult patterns, intricate carvings and hundred rings, and in this way they keep compained. Also, to make matters worse, elaborate seals, in order to prevent copy- track of their money. someone was beginning to counterfeit the, ing currency, “funny money” seems to In the dwarven kingdoms on the south- brick, therefore decreasing the value of crop up quite often. Obviously, the more ern tip of my main continent, pale green the true, government-made bricks. The difficult a piece of coinage is to make, the jade pieces are shaped into round balls “new and improved” salt brick was becom- more difficult it is to duplicate. One must worth two gold pieces each. These coins ing quite a problem. take this into account when designing are worth much more than they would be So the government started a brand new money systems. as gemstones, simply because, as in our system of money called “brick papers.” The If the three basic qualities of money are own world, they are considered more original idea of the papers was to allow considered, only the bare bones of the valuable because they are money. the citizens to deposit their bricks in one system need be filled out and the rest will One money system that is especially of the national storehouses and in return just come naturally. Below is a list of the imaginative is the one used in the kingdom, get a receipt. The receipt was refundable factors to think about as you create a of Horcamar. Hundreds of years ago, a at any time and was not intended to be system. migrating pack of dark-skinned humans used as currency, but after a few months shipwrecked on the treacherous reefs it was. The government made the mistake What racial preferences are involved? ringing the island they called Horcamar. of not putting the name of the depositer What materials are available? They immediately discovered three of the on the slip, therefore allowing anybody to What material(s) are considered valuable five oases on the wide desert island, and redeem it. by the culture? settled down. Because it was extremely At first, the government tried to stop the What material(s) are considered sacred hot on the island, it became necessary to use of the papers as money by not accept- or holy by the culture? preserve food so it did not go bad. After ing them in government establishments, What will be the value of the currency? unsuccessful tries at boiling salt out of the but they later realized what a great idea it What will the culture call the money? sea, it was discovered that a large salt really was. Thus, the first paper money What will the money look like? (dimen- deposit lay very near the main oasis. Later, was created. sions, color, shape and size) they found that the deposit was actually a The royal mint began urging citizens to What types of money sytems do neigh- vein of salt “ore,” and two others were deposit all salt funds in the storehouses, boring countries use? found. Salt became the base of trade for and issued a brand new salt note. The What will be the rate of exchange with the new island kingdom. paper “brick“ note was worth the same as neighboring countries? As maritime trade increased, money the eight-block salt brick, and even bore a became an issue. Since there was very picture of the now outdated brick, along Of course these are just guidelines to little metal on the island, it was decided with the elaborate seal of Horcamar which either get you started or to help you be that salt would be the medium used. It was stamped onto the note, therefore more creative with your money systems. was decreed that a special salt block making it legal. Small notes, called blocks, As you can see, in a fantasy world, even would become the national coin, and that were issued in order to allow smaller the creation of money can demand creativ- it would be used not only in local trade, sums. Each block bill was half the size of a ity. The local moneychangers should be but in trade with other countries as well. brick, but worth one-eighth of one. Larger rather important figures in an adventur- A royal mint was built, and hundreds of notes were issued, and the system gradu- er’s dealings with society, and a Dungeon cartloads of raw salt were brought from ally became as complex as many of the Master can use them to relieve a party of a the mines. Special care was taken to refine ones we have in the real world today. bit of excess cash, if the need arises. So the salt until it was snowy white and pure. Not all money systems will or should be next time you need a little flavor for the It was then sprinkled lightly with mineral as detailed and lengthy as this, but they friendly neighborhood ’s treasure water and mixed until it was doughy. The should at least show some imaginative hole, mix coins and currency of different salt mixture was then shaped into blocks thinking on the part of the Dungeon Mas- types and let the party handle the problem half an inch square and set to dry. After ter. (But then, DMs are naturally creative, from there. They might even have to the blocks had hardened, they were en- aren’t they?) Each new city or country that travel to the coins’ respective “home coun- cased in a thin layer of special wax and a party visits ought to be a new experi- tries” in order to spend or change them, stamped with the seal of the king of Hor- ence. Problems with buying supplies and and that could be an adventure in itself!

34 OCTOBER 1986

remaining trudged on, weary to the of adventure, desiring only the end of the road and safety. Arriving at the foot of Al-Kindor, the westernmost and mightiest of these moun- tains, I found a possible route for my group. Pressed by Time himself, we began to follow this sketchy path that picked its way through the fallen boulders at the mountain’s base. This way seemed to lead as we hoped: around the mountain on its southernmost side. With Al-Kindor at our backs, we could traverse the range at this narrow point in as little as two days. We pushed onward, climbing between the jumbled rocks in an endless, stumbling dance. Only the quick passing of this obstacle, this king of mountains, would put us within reach of the plains of home before all hope ended with the coming of winter. Each of us knew secretly that we would not sur- vive even one true snowfall. Curious as ever, I wondered at the im- proving sureness of the path as it wan- dered neatly among the rocks. With the first fluffy pockets of snow collecting under a new fall, the path remained solid and clear, yet no tracks were visible in the old snow to reveal the users of such a fine mountain course. The snow stiffened its assault, clutching at sword and arrow as well as hunched shoulders and hooded heads. Above us loomed Al-Kindor, half shrouded in cloud. His jagged peaks tore at the clouds, ripping the snow from them. Already the upper reaches were turning distinctly white. The sky hung over us, a dismal grey, like the snow-dusted stone our boots scuffed over. For a moment, the sun poked a crimson ray out over the frozen tundra as it sank at our backs, setting the falling flakes on fire, turning white puffs into red drops of blood. I shivered at this grim omen. We pushed on, intent on covering more ground before nightfall, hastily shuffling past a dark gap in the rocks — an aperture our inner selves warned us to avoid. Little did we know, it was a door where the remorhaz, the owner of the path, lay in terrible wait. Cunningly, the creature paused at our arrival, waiting for its body to warm from the stillness of its hunting vigil; waiting until all but the last of our party had struggled past before attacking with a birdlike shriek that chilled my blood more than the previous hours of frost had. I turned to see a huge creature, looking much like a massive centipede, snapping at my men with enormous, fanged jaws. Its by Kurt Martin the east. Our clothing was barely adequate white, icy eyes glared down on us as the and Ed Greenwood against the increasing chill, and we were small, membranous wings on the sides of reduced painfully in both numbers and its head flapped to lift its jaws high for supplies. Each day the true test of winter another strike. The remorhaz’s thick neck An account from the lore-book entitled drew nearer, and even as we first began to arched, and the long, curving black horns “Journeys and Trials of Rekansor; Ex- struggle up the steep escarpments that on its head were silhouetted against the plorer, Scout, and Leader of Men”: announced the Krylen Peaks, the cold of grim sky as it screamed another challenge. . . . Thus began the hardest segment of their icy reaches stretched down to greet Now I saw clearly the folly of following the journey back to our civilized lands in us with bitter blasts. The twelve of us yet such an easy path.

36 OCTOBER 1986 The beast’s heavily scaled body was a the remorhaz snapped out again, oblivious find and cling to fissures and cracks in man’s height across and gleamed a cold to the knife and sword as they melted, rock, or penetrate softer rocks (such as blue, stretching away for several long then dripped into the snow. sandstone), ice, frozen mud, and the like. strides before winding into the gap in the Glancing frantically back to see what Fallen prey and items so impaled by a rocks. Along its back, a wide streak of Farvus was doing, I was further shocked talon will suffer damage as follows: Crea- bright red stood out, steaming from the to see his obvious frustration. Already he tures suffer 4-9 (1d6 + 3) hit points of creature’s heat. Dozens of short, chitinous had turned to shield and mace and was damage, and all items (such as armor) legs supported the low-slung bulk as it advancing toward the creature, which was must save versus crushing blow or be again snapped forward, its hard talons now faced with only five standing oppo- damaged beyond usability. Magic items clattering on the stone. nents. I dropped from the rock and drew will of course gain bonuses to any such Three of my party already lay silent in my sword to strike the remorhaz face to saving throws in accordance with their the gathering snow, torn by the beast’s face. It was terrifying work. In a few short magical plusses; but note that all sorts of four horrible fangs. As my comrades moments, my vision began to blur from items may suffer penalties on saving threw back their hoods and heavy cloaks, the effort of slashing at the monster and throws due to the brittleness that extreme snatching at weapons and shields, I desperately trying to avoid its fatal bite. I cold causes in many materials. quickly drew my bow and an arrow, and slipped and lunged in the damp snow, my A remorhaz does not gain or lose heat bounded to a rock at the path’s edge. tired legs heavy as logs. I managed to cut through its feet or body armor unless the Pulling myself onto the frigid stone, I the thing twice, though my sword was body armor has been broken (before an readied for a shot as Benol, my finest heavy even in both hands. Its wings flap- insulating scab of internal protective fluids scout, dropped to the snow, her body ping, the beast snapped at me, its breath forms), except through its back protru- hewn almost in two by a strike from the overpowering, its cries daunting. sions. Given steady food, a remorhaz will monster’s jaws. Even as she fell, and my Helt screamed as a fang tore into her. regenerate a completely lost pair of legs in first arrow glanced harmlessly off the The remorhaz tossed her aside in a heap. twenty days or so; lesser damage could beast’s armorlike skin, my group started But in the moment it took to do so, Farvus well be healed in half the time. A re- forming a battle line, their weapons seek- and I attacked with desperate strength, morhaz can slither at half movement rate ing the creature’s weaker points. hitting the exposed neck, my sword biting — but not climb bare ice walls — if all of Kelor thrust himself directly in front of deep into the softer underside of the mon- its legs are gone; if more than half of its the creature, his wide bastard sword ster’s head. legs are gone, it will move at 9” per glowing dully in the fading light. The Hacked and hewn, the snapping head round. Liquid mud or deep sand (which remorhaz screeched as if in answer to his finally dropped into the snow. Only three will not be encountered by a remorhaz in challenge and drew its head up to twice of us remained to see the creature’s final its normal habitat) will slow movement to the height of a man. Kelor jumped for- moments — and we took no great pleasure 6”; unfrozen water is avoided by a re- ward, his sword swung back, ready for a in its demise. As we stood about the re- morhaz in the polar regions as it cools the massive blow. Then, despite the impact of morhaz for a long, silent minute, the cruel worm’s body with dangerous rapidity. A two arrows, the beast shot forward blind- wind tore at our skin. Despair was in our remorhaz can swim at the rate of 9” per ingly fast, and Kelor disappeared into the hearts; the battle was won, but at too round. snapping jaws. His sword, clattering nois- great a cost. Puffs of snow stood on the ily on the rocks, was the only evidence of faces of our fallen friends. Distant were 2. The wings of a remorhaz aid in stabil- where he had once stood. their homes and ours. Anguished, it struck ity while rearing and lunging (and rarely, We fought on instead of trying to flee; me as likely that we would travel no great while slipping or falling), and in regulating doubtless the creature could outrun us, distance beyond that point — not with the body heat (see notes below), but cannot lift tired as we were. Thoughts cluttered my bulk of the company silenced forever the entire body of the worm; a remorhaz mind as I searched desperately for a shard around us. Slowly we turned from the cannot fly. The remorhaz can only raise its of hope. I could see Farvus, alone off to scene of battle, and looked again to the head and neck with the aid of these wings. my left, hard at work with his spell magic. east. . . . The wings must beat continuously in I whispered a silent prayer for his success order to do this and are highly susceptible as I returned to my bow-work; my red- to attack. The attacker must hit versus AC feathered arrows were beginning to accu- Notes -2 to strike them, since they are small, mulate in the creature’s soft underbelly. In 1. A remorhaz has a segmented body, fast-moving, and often out of reach. Area spite of these wounds, and several rents like other worms, plus a winged neck and fire spells such as fireball will also affect from swords, the remorhaz seemed pre- head. Each segment (a polar worm will the wings, with each wing taking as many pared to fight us to the last. have one such segment per hit die it pos- points of damage as the creature has hit From amidst the rocks into which the sesses) consists of a central “core,” or body dice before becoming useless. The loss of long creature’s body coiled, I saw the cavity, where the digestive organs are one or both wings will cause the remorhaz small, florentine form of Kartha emerge, located, surrounded by a network of ter- to attack at - 3 to hit, since it will no his eyes intent on the monster’s swinging rifically strong muscles linked by corded longer be able to rear up and snap at its head. I watched him, distracted from my nerves, and the whole sheathed by the opponent. The remorhaz will, however, attack, as he slunk alongside the kicking worm’s rock-hard external insulation and still be able to move and maneuver, and legs, staying clear of the red streak on the armor. Each segment is supported by a this state will inadvertently prevent at- creature’s back where the falling snow pair of flexible legs covered in similar tacks to its soft underside. sizzled and steamed. segmented armor, each leg ending in a Damage done by the remorhaz’s four Kartha moved closer, perilously close to foot consisting of a large suction pad (de- fangs and sharp-edged jaws is determined the thrusting, coiling neck, before pausing void of nerves, so that a remorhaz cannot by the size of the creature, with 13 and 14 to stretch, raising his weapons high in the feel pain through its feet) and two iron- HD specimens having the ability to swal- air. He plunged them into the steaming hard “toe-talons.” These talons serve to low man-sized or smaller prey whole on a protrusions with an angry shout. The propel the remorhaz across the most roll of 20. However, and other remorhaz heaved forward with a shriek of slippery ice — the “blue ice” at the heart of small demi-humans, and creatures of pain, throwing the overextended Kartha glaciers where the creatures prefer to lair. similar size may be swallowed in this off balance. He glanced off the beast’s In conditions where a remorhaz’s feet manner by a remorhaz as small as 11 HD; back, let out a shrill scream, and fell begin to slip, it will automatically drive its elves and small humans can likewise be limply to the snow. Curls of smoke rose talons into the surface underfoot. It can- swallowed whole by a 12 HD remorhaz. from his still form. I paused in shock as not penetrate hard rock, but can readily On any roil of 20, check the size of the

DRAGON 37 remorhaz to see if it is capable of swallow- eyes, despite the mobility of the head as a magical fire at + 5 (disregard magical ing the creature it has bitten. Even if the target. Man-sized opponents of a re- bonuses) against the cooler horns; other target is not swallowed, it takes full bite morhaz will find that while the creature’s magic items save vs. acid or magical fire - damage from that attack. underside is softer than the rest of its whichever is worse — against cherry-red A remorhaz of 7 or 8 HD bites for 4-24 body, only two attackers can strike at this remorhaz horns, and must make a saving points of damage; 9 to 12 HD creatures do area, with one standing on each side of the throw of only half as much to escape 5-30 points; and 13 to 14 HD creatures do raised head. Other opponents standing damage from the cooler horns. Most crea- 6-36 points. When raised up to strike, a directly in front of the remorhaz (two at tures will feel the heat when they are remorhaz is 9 inches tall for every hit die most) can strike at the AC 2 head. All within ten feet of the protrusions; these it has. Thus, a 14 HD remorhaz would be other attacks are versus AC 0. may also steam when wet. The remorhaz 10 feet, 6 inches tall at the head and could will usually heat its back to aid in tunnel- attack a character standing on a second- 4. Remorhaz have three life states: dor- ing through ice and snow, and will always story balcony. The remorhaz can strike mant, cold, and heated. Since remorhaz do so in battle. out an equal distance horizontally. can “burn up” the energy provided by a A remorhaz heats up its back in bursts large meal (such as two horses) in just a of energy, for in doing so it is sacrificing 3. The area of the remorhaz most vul- few hours of tunneling, moving, or fight- its body heat to its chilly surroundings — nerable to physical attack is its eyes, ing, they spend much of their time in and could freeze to death if it gives up too which are actually two great, white, globu- either a dormant or cold state — dormant much heat. Normally, a remorhaz that lar clusters of lenses, all working together, being a very sluggish, economical condi- decides to heat warms up for 2 rounds and all milky-white because they have tion, and cold being active without heating (during which time it has cooler horns, as natural filters to correct for snow glare. the back protrusions. Remorhaz are al- above), fights for up to 6 additional rounds These natural filters allow the remorhaz ways eager to eat, since they are active in of cherry-red heat (less if it wins its fight, to see reflections and movements with proportion to how much they consume. for it will shut down as soon as possible), great clarity — and in gloom or at night Because of their metabolism, polar worms and then follows with a further 2 rounds with 9” ultravision (in full darkness, or make ambush their primary hunting of cooling. A remorhaz of 10 HD or less when confused, a remorhaz uses the 7” mode, and only occasionally travel in can usually manage only one such burst infravision of its tiny eyes). Each com- search of prey. A remorhaz will lay in wait every 36 hours (unless it can eat at will to pound eye has more than a thousand tiny along a well-travelled road in a “cold” provide more fuel; a nesting female re- eyes within it — thus, an attack to the eyes state. When prey is sighted, the remorhaz morhaz surrounded by already slain meals is not likely to blind a remorhaz; up to a heats its back protrusions, then attacks. at hand is one example); a remorhaz of 11 dozen or more strikes on each eye would Remorhaz lie dormant through periods to 14 HD can usually manage 10 rounds of be necessary to accomplish that. A re- when prey is scarce, spending at least one full heat, typically in two bursts of 6 and 4 morhaz regenerates its eyes only slowly day in five dormant in any case. Dormant rounds each. If the air is damp, concealing (each tiny eye would take about 30 turns periods are always spent in the lair. plumes of fog will begin to form around to heal, and only one at a time will be When excited (by easy prey when it is the remorhaz as the cold air comes into replaced by the worm’s body). hungry) or angered by prey that eludes it, contact with its back horns. The average Because of these insectlike eyes, re- seems formidable, challenges it, or causes remorhaz must take in one size M meal (of morhaz (the plural form is the same as the it pain, a remorhaz will cause its back warm-blooded prey) every 36 hours to singular) have excellent peripheral vision. protrusions — the blunt “horns” or projec- keep its heat at the required level, other- In combat, they are equally likely to strike tions, two of which rise at angles from the wise it risks the chance of freezing to at any creature in an arc of 180 degrees in ridged top or back of each of its body death. front of them, with preference given to segments and form two rows of craggy If a remorhaz gets too hot (usually only those striking the most recent, most dam- bumps — to become extremely hot, con- when removed from its normal environ- aging blows against it. The target of the ducting the worm’s internal digestive heat ment), its surroundings reaching 60 de- remorhaz’s attack will be at -2 to hit for by means of internally produced and grees Fahrenheit or more, it will begin to the round after their attack, due to the circulated fluids. This chemical, which is fan itself with its wings, passing air over overpowering stench of the creature’s known as thrym, is released from its two its back horns to carry the heat they radi- superheated breath (normal if they make stomachs, and pumped at great pressure ate away. The remorhaz will grow sluggish their save vs. breath weapon). Remorhaz into its insulated back horns. A remorhaz (operating at half movement), but will not do not deliberately claw or trample prey, will then lunge at opponents and roll otherwise suffer harm from the excess nor do they ever strike at them with their slightly to one side, seeking to crush or heat. When it becomes cool again, the “tails” or nether body segments. In com- pin, and then burn with its horns. Contact remorhaz will recover rapidly (in 1 or 2 bat, they may “pin” opponents with their with the cherry-red remorhaz horns does rounds) to full movement and activity. weight and bite at them, but prefer to rear 10d10 points of damage to all creatures up (aided by their wings) and lunge at all not impervious to (or protected against) 5. As a snakelike carnivore, the re- prey, biting with speed enough to knock heat damage; cooler, darker horns do only morhaz requires special digestive proc- down many aerial opponents, and with 5d10 points of damage. (A roll of 1-2 on esses to aid in breaking down the huge reach enough to strike from a rearing 1d6 determines a hit with the darker, hunks of meat it swallows. Two tiny stom- position at opponents up to half the re- cooler horns.) Protection is provided by ach glands produce and contain fluids that morhaz’s own length away (on the ground any item such as a ring of fire resistance mix to make the liquid called thrym, or in the air). — not just a normal item, such as armor or which is then circulated through the crea- The majority of the remorhaz’s body is a pair of gloves, Damage to protected ture’s back protrusions and/or stomach. heavily insulated with armor that renders areas will still occur, though at a rate of Digestion is achieved with both the heat it proof against any harm from scraping 1/10 regular damage: 1d10 points for regu- and acidity of thrym. Since the liquid is against or over ice. The most flexible parts lar horns, 1d5 points for cooler horns. extremely hot and caustic, there have of the armor (and hence, the softest) are Non-magical metal weapons melt when been no known cases of even swallowed the underside regions of each segment, touching cherry-red remorhaz horns; they magical items surviving immersion in which must have softness and flexibility to gain a saving throw (vs. magical fire) thrym, although it might be possible for aid traction over uneven ice — hence, the against cooler horns. Magical metal weap- artifacts and relics to do so. Molten metals lower armor class. The intermediate ar- ons gain a saving throw vs. acid (with their and other indigestible materials are imme- mor class rating of a remorhaz reflects the magical bonuses, if any) against cherry-red diately excreted through a flap at the relative vulnerability of its mouth and remorhaz horns, and a saving throw vs. bottom of the beast’s stomach. Wood and

38 OCTOBER 1986 leather are easily dissolved, if not useful to nesting female or a female hunting with its to hatch (25% are infertile) or are dam- the remorhaz itself. young. aged, destroyed, or go missing (due to Obviously, anyone unfortunate enough predators, shifting glacial ice, and so on), to be swallowed by a remorhaz would be 7. Remorhaz mate only in glacial tunnels he will remain patiently through one egg- killed instantly by the tremendous -heat of and icy caverns, although they range all laying after another until one or two live the creature’s body. Even major protection over cold regions when hunting, often young are born. Polar worm eggs are such as a ring of fire resistance would wandering far from their lairs; if they valuable because the remorhaz make only allow a person to survive 1 or 2 remained in a small area, food there excellent guards. However, even those rounds inside a remorhaz. DMs must be would soon be exhausted. If food is scarce, raised from the egg can never recognize firm on this count, since killing the crea- remorhaz sometimes come down off the more than one or two masters, and will ture in the round after it swallows some- high glaciers into the tundra or even to attack anyone if they are hungry enough. one, then cutting the creature open to the edge of muskeg regions to hunt. With rescue the victim would still require that the exception of mates, and mothers and 8. The fascinating body of the remorhaz person to withstand at least 2 rounds of their young, remorhaz hunt and lair alone; will always reveal many useful items to the phenomenal, acidic heat. when food is plentiful, remorhaz of differ- the industrious. The largest specimens will The remorhaz’s thrym is the reason for ent sexes will instinctively wander out of yield two curving black horns the length its high magic resistance. This substance their own normal ranges (each remorhaz of a man’s body. These are easily hollowed has a high anti-magic value, whether actu- has an informal, shifting circular territory out and have thus become scimitar scab- ally heating the creature or not; thus, the of approximately 60 miles across) and seek bards and even unusual drinking mugs. remorhaz’s magic resistance remains the one another out, establishing a nesting lair The four sharp fangs make excellent dag- same regardless of the creature’s state after they meet. They signal their pres- gers and knives, being almost a foot in until it dies (see below). Note that all spells ence at such rutting times by great, length. The 28 legs are tubular in shape cast at a remorhaz must overcome this - mournful roars, sounding at times like and very hard. They have been made into 75% magic resistance, then the remorhaz’s great wolves, and repeatedly rear up and everything from canes and cups to blow- saving throws (if applicable); fire is saved flap their vestigial wings to attract notice. guns, usually after they have been boiled against at +4, heat does no damage (being Remorhaz seldom fight among themselves to cook the succulent meat inside (a very either absorbed to the benefit of the re- over territory, mates, or prey. rare delicacy indeed). The tough unde- morhaz, or lost), cold is saved against at Remorhaz females are generally larger rskin of the beast makes excellent leather, - 3, and electrical-based attacks are saved than males (there are no 14 HD males), but while the scaly sections of the body make against at par. they are otherwise identical in powers and for good bucklers (they are not big enough appearance. A mated pair will stay to- for full-sized shields). The vestigial wings 6. A polar worm’s lair will usually con- gether only until the eggs have hatched. of the remorhaz are useful mostly for sist of a number of large, smoothly During this time, the female will produce ornamentation, but become brittle and rounded tunnels in ice and snow or rock, one or two grey-blue eggs 60 to 90 days will eventually crumble if not immediately gradually descending to a bigger, central after a nesting lair is created. Mating sea- preserved. room. Tunnels in ice or snow will be very son for the remorhaz takes place in the In the largest remorhaz, the special slippery, since the passing of the creature’s fall of the coming year, with all pairs sepa- stomach glands hold as much as a quart of hot back will repeatedly melt the snow, rating before that time. Any adult re- the liquids that compose thrym. Unfortu- but leave it to quickly refreeze. With its morhaz has a 25% chance of having a nately, few have succeeded in removing numerous hard feet, the remorhaz moves mate during this season. this substance from the creature without at full speed on sheer ice (if it is a level Remorhaz eggs must be kept warm (60 it losing its value. Though thrym requires surface) and has no problems in its own degrees Fahrenheit or more) or they will the remorhaz’s particular physiology to lair and tunnel complex. Remorhaz usually not hatch; any egg that is allowed to cool maintain its power, a mixture of the two move with their heads down, their wings to the surrounding, freezing temperatures chemicals after the creature’s death will inactive, looking something like a walking and remain that cold for more than a turn create a weak acidic reaction (as illus- snake. As a result of this position, re- will never hatch a living young. For this trated in the DMG, p. 64) — a potency that morhaz cannot snap out with their usual reason, the female remorhaz coils about lasts for up to one day following the re- dexterity, and are thus somewhat vulnera- the eggs to keep them warm until they morhaz’s death. After this point, the indi- ble in small tunnels. hatch (three or four months later). During vidual liquids have a minor value to The central room of the remorhaz lair is this gestation period, the developing alchemists, who use the circulatory fluids generally about twice the width and young change from helpless, soft worms as ingredients in the spell inks of all mag- length of the remorhaz that inhabits it, to miniature remorhaz, and eat their way ics concerned with heat (produce flame, and has several entrances and exits. The around the thick nutrient walls of their heat metal, burning hands, and so on), and nesting lair of a mated pair will be about own eggs to freedom. The young stay in in magics concerned with neutralizing double this size, and may have ice stalacti- the nesting lair for approximately four poisons — for the fluids seem to confer tes hanging from the ceiling as a result. months after hatching, growing in this upon the living remorhaz an immunity to Remorhaz have no use for treasure as time from 1 HD at birth to 7 HD at the end poison. This fluid is also useful in the we know it; any treasure found will con- of that period. Immature remorhaz will manufacture of potions, such as potions of sist of belongings left behind by devoured only fight to defend themselves, biting for fire resistance, and in the making of items prey — either scattered about the icy 2d6 points of damage, fighting as 2 HD less such as rings of fire resistance and rings wastes or on the floor of the remorhaz’s and attacking last in a round. The young of warmth. Prices vary according to the lair. Such treasure rarely consists of arms seldom leave the lair, and will be size S at scarcity of worms and differing strengths or armor, since these are usually de- hatching, M at 2-3 HD, and L from 4 HD of the desires of alchemists, but are typi- stroyed or lost in combat, and will never on. From birth, the newborn remorhaz cal1y 5-10 gp per flask of each remorhaz be anything that cannot survive the ex- has all the powers of the adult. fluid. treme cold or inadvertent pummeling by Shortly after their birth, young re- The cell retinae and internal fluid of the the remorhaz. A remorhaz will take prey morhaz are driven forth from the lair by remorhaz’s compound eyes are useful in into its lair only when it is threatened by a the mother to fend for themselves, accom- the creation of eyes of the eagle, and in storm or by other predators, if its meal is panying her for only a half-dozen or so the making of special inks used to set threatened by other, smaller predators too daily hunts before being driven off. An down such spells as infravision. An intact nimble or too numerous for the polar adult male will leave his mate as soon as remorhaz eye will bring 1-10 gp; fluid and worm to slay, or if it is a male feeding a the young are born — but if the eggs fail remnants, up to 1 gp per flask.

DRAGON 39 by Robert Kelk average strength is much lower than that of the males, female dwarves can’t mine as much metal or pound a blacksmith’s anvil The character-creation rules in the A&D® game are spread out as long. Nobody likes to promote unrest in his or her marriage, so in many places. Players must now check up to five different places dwarves give up their lifework when they get married. The in two different books (pages 9-15 and 20-30 of the Players Hand- smaller separation in top strengths of halflings helps support book and pages 6, 10-11, and 14-23 of Unearthed Arcana) to deter- feelings of equality between the sexes that the deities of the half- mine the minimum and maximum ability scores and ability score lings seem to promote. (See “The Gods of the Halflings” in Appen- modifiers for a European-type campaign character. How much dix S of Unearthed Arcana.) The extremely small separation in top easier it would be to have all of the information in one place, the strengths of half- explains the widespread male orc and half- way it is on pages 11 and 14 of Oriental Adventures. Such a collec- orc practice of killing infant females mentioned in “The Half-Orc tion of figures would also make it easier to see how the races and classes compare to each of the others. With these two benefits in mind, I have put together the five tables in this article. Table II: INTELLIGENCE, WISDOM, AND DEXTERITY

Intelligence Wisdom Dexterity Obviously, putting all of these charts in one place helps the Race Min Max Mod Min Max Min Max Mod player, so that he doesn’t have to look up facts in two books. This Dwarf 3 18 3 18 3 17 speeds up the process of creating a PC and lets players and DMs Gray Elf 9 19 +1 3 18 7 19 +1 get to the fun part (namely, playing the game). Wood Elf 7 17 -1 The listing of the minimum and maximum scores in this manner 3 18 7 19 +1 Other Elf 8 18 3 18 7 19 reveals three interesting facts about the various races. The first, +1 Gnome 7 18 3 18 3 18 concerning maximum strength, comes from Table I. If maximum Half -Elf 4 18 3 18 6 18 strengths are listed in the order 14, 15, 16, 17, 18, 18/50, 18/75, Hal fling 6 18 3 17 818 18/90, 18/99, and 18/00, we see a four-place separation of maxi- +1 Half-Orc 3 17 3 14 3 17 mum strength scores between males and females of all but three races. The exceptions are dwarves (with a five-place separation), Humans have a 3 minimum, 18 maximum, and no modifier halflings (with a three-place separation), and half-orcs (with a two- for each ability. No race has a modifier to its wisdom ability. place separation). The larger separation in top strengths of dwarves explains the dwarves’ devotion to their mates before their lifework. (This was mentioned in “The Dwarven Point of View,” reprinted in Best of DRAGON® Magazine Vol. 3.) Since their Table III: CONSTITUTION, CHARISMA, AND COMELINESS

Constitution Charisma Comeliness Race Min Max Mod Min Max Mod Modifier Table I: STRENGTH Dwarf 12 19 +1 3 16 -1 -1 Male Female Gray/High Elf 6 18 -1 8 18 +2 Race Minimum maximum maximum Modifier Valley/Wild Elf 6 18 - 1 818 Dwarf 8 18/99 17 Male Dark Elf 6 18 -1 818 -1 Wild Elf 5 18/75 16 +2 Wood/Female Wood Elf 4 18/75 16 +1 Dark Elf 6 18 -1 8 18 +1 Other Elf 3 18/75 16 Gnome 8 18 3 18 -1 Gnome 6 18/50 15 Half-Elf 6 18 3 18 +1 Half-Elf 3 18/90 17 Halfling 10 19 3 18 Halfling 6 17 14 -1 Half-Orc 13 19 +1 3 12 -2 -3 Half-Orc 6 18/99 18/75 +1 Human 3 18/00 18/50 Humans have a 3 minimum, 18 maximum, and no modifier for each ability. No race has a minimum or maximum comeli- Characters who are not members of the fighter or cavalier ness. Charisma and comeliness maximums and modifiers apply classes or their subclasses cannot have extraordinary strength. only to races other than that of the character.

40 OCTOBER 1986 DRAGON 41 Point of View” in Best of DRAGON Vol. 3. No male bully likes a girl as strong as he is. Magic-users need to have a high intelligence, but cavaliers, pala- Another point brought up is the rarity of certain character dins, rangers, illusionists, and assassins must have a higher intelli- classes. Magic-users have been called the rarest of all classes, but gence. All other abilities of the magic-user need be only average or this isn’t borne out by the numbers, namely those in Table V. lower, while the other mentioned classes have to have higher-than- average minimums in at least one other ability. How can this be explained? Perhaps the popular statement should not be “Magic- Table IV: COMELINESS MODIFIERS users are very rare” but rather “Magic-users appear to be very rare.” Cavaliers and paladins are probably the rarest of all classes. Comeliness Comeliness Comeliness However, they are very visible. Most cavaliers and paladins are in Cha Mod Cha Mod Cha Mod positions of authority or come from the always-watched upper Below 3 -8 6-8 -1 16-17 + 2 class, or both. Rangers are reclusive to the point that many if not 3 - 5 9-12 0 18 +3 most city dwellers are not aware of their existence. Assassins are 4-5 - 3 13-15 + 1 Above 18 +5 often seen as thieves or fighters, since their actions are a mixture of both classes. This leaves the illusionists, who are sometimes seen as specialized magic-users. Illusionists are very rare, or at Table V: MINIMUM ABILITY SCORES BY CLASS least people do not often see them. Fighters are very visible in taverns, people usually come into contact with a cleric or two Class S I W D C Ch when they are at a temple, and thieves are a part of daily city life, CAVALIER 15 10 10 15 15 6 but magic-users don’t come into contact with the public as much. Paladin 15 10 13 15 15 17 This makes typical people think that magic-users are the rarest of CLERIC 6 6 9 366 all classes. Adventurers know differently, seeing magic-users as a Druid 6 612 6 6 15 large fraction of the adventuring population. FIGHTER 9 36676 The third point shown by the tables is related to wisdom. Table Barbarian 15 6614 15 6 II shows that half-orcs are the least wise of all the demihumans. 13 13 14 6 14 6 This is borne out by the actions of their parent orcs, who war MAGIC-USER 396666 against each other for living space instead of banding together to Illusionist 6 15 6 16 3 6 take it from other races. The table also shows that halflings are THIEF 663 966 slightly less wise than humans and the other demihuman races. Acrobat 15 6616 6 6 This is shown by their desire for security (mentioned in “The Assassin 12 11 6 12 6 3 Halfling Point of View” in Best of DRAGON Vol. 3), manifested by their inclination to live near other races. No character class has a minimum comeliness requirement. Possibly all of these points were supposed to be built into the The maximum score for each ability is 18 for all classes except AD&D game. Possibly they slipped in by accident. Either way, they for the barbarian, which has a maximum 16 wisdom. are part of what makes the game what it is.

42 OCTOBER 1986

by Mark Kraatz training affordable at all levels, especially are gained until such a period has passed. the low ones. Since training is needed to Note that this time does not include any The current system for training in the gain abilities and not levels, characters time spent training and should be spent in AD&D® game is an expensive one. Charac- have more freedom to choose when to pursuit of worthwhile adventure. This one ters have to train before each new level at train. This is because a new level can to four weeks of “required” adventuring prices which are sometimes more than the usually be gained (with no new abilities) time is simply a guideline and can be ex- characters can afford to pay, especially at without the need for immediate training. tended to any reasonable number of low levels. An alternative to this system Many of the benefits that are gained weeks by the DM, should he feel that the was presented in an article by David upon going up a level are granted without character concerned is not actively seek- Reeder in issue #97 of DRAGON® Maga- needing to train for them. This is based on ing adventure. Unworthy pursuits, such as zine. Although this article made training the theory that much of what a character sitting in an inn for a few weeks, are not somewhat more affordable, the costs that gains can be attributed to actually using the stuff of which heroic tales are made! some character classes had to pay at low and practicing his abilities in the world at Once a character has gone up a level, he levels were still quite high. Consider for large. After surviving a few sword fights, may then train, if need be, for any new example, a druid who gains a new spell it is reasonable to assume that a character abilities. level at the second level of experience and has become a better fighter, so his ability again at third level. According to Mr. Reed- to hit an opponent should improve. Like- er’s system, training is required for both wise, after picking a few pockets, it is Training guidelines of these levels at the costs listed in the reasonable that a thief’s chance of doing so Training is needed in order for a charac- DMG. If the druid needs to train two again should improve. Such benefits as ter to gain the ability to use a new weapon weeks for ‘each of these levels, this would additional hit dice, new attack and saving- or to cast spells of a new level. In some mean a total cost of 9,000 gp to advance to throw numbers, and the ability to memo- cases, training is also required before third level, This is a little much to ask of a rize additional spells of a level already certain special abilities can be gained as 2nd-level character. known are gained in this manner. The well. For a detailed list of those special A character should only have to train for only things for which it is necessary to abilities which require training, refer to a new level when he gains something train for are the gaining of a new weapon the class-by-class enumeration at the end tangible from doing so. An additional hit proficiency, a new spell level, and certain of this article. die, or improvement on an attack or sav- special abilities. In order for a character to train for any ing throw table, is not something for new ability, it is necessary to find a which training should be required. Such teacher. As a general rule of thumb, this benefits should be attributed to the experi- Rating a character’s performance must be someone who can already per- ence that a character has to obtain to gain When a character is eligible to gain a form the ability that is to be gained. For the level in the first place. On the other level, the DM must rate the character’s example, if a magic-user wishes to learn hand, there are some things for which performance for the level on a scale of 1 how to cast 3rd-level spells, he can only training definitely is required. It wouldn’t to 4. This number is arrived at in the same learn this from another who can already make sense for a character to learn how manner as detailed on page 86 of the cast magic-user spells of 3rd level. Typi- to use a new weapon just by adventuring. Dungeon Masters Guide. This value is cally, a teacher can always be someone of Surely this is something which must be called the experience rating. In order to the same class as the character, whose learned through some form of training. properly evaluate a character’s perform- level is at least equal to what the character A solution to these two problem areas is ance, the DM should do a rough rating is trying to attain. a new training system, described in this after each session. Then, when the charac- The time required for any training, be it article. The need for training is not based ter is eligible to gain a level, the DM can for a new weapon, spell level or special on the level of a character, but rather on assign an experience rating for the charac- ability, is always one to four weeks. The the abilities which the character gains ter’s overall performance at a certain level actual time that is required for training is upon going up a level. Improvement in a based on these numbers. dependent on the experience ratings that character’s existing statistics is achieved If the character has played at his cur- the character in question has received. without the need for training. However, rent level for a number of game weeks This amount should be calculated as the such things as the gaining of a new greater than or equal to his experience average of all experience ratings received weapon proficiency or a new spell level do rating, then he may gain the “automatic” since last training for a similar ability. For require training. The cost of training benefits of additional hit dice, new attack example, the training time required for a depends on what ability is being learned. numbers, and so forth. However, if this is fighter to learn a new weapon at seventh These costs have been designed to make not the case then none of these benefits level is based on the average of his experi-

44 OCTOBER 1986 ence ratings received since he last trained in one or more weapons, it is not neces- not need to receive any special training for for a new weapon at fourth level. sary to pay the 500 gp per week initial this ability. The costs listed in the following tables weapon cost. This value is listed for those may initially strike the reader as being characters who decide to study for an New spell level rather high. This is actually not the case, additional class later on in their adventur- Fot a character to train for a new spell as can be seen by breaking down the ing careers. For example, an aspiring bard level, a teacher must be found. This must costs. The weekly cost listed for the train- who starts out as a fighter and then be someone who can cast spells of the ing of any ability can be broken into two switches to the thief class must pay 500 gp class and level that are to be gained. Cler- parts, each representing half. The first per week for the initial weapons that he ics must receive their training from an- part represents the fee required by the wishes to learn as a thief. other cleric of the same alignment. teacher. Since higher-level teachers are If a character neglects to learn a new Training for a new spell level will take required for abilities which must be weapon once he is able to, it will have no one to four weeks as described previously. trained for at higher levels, this cost must effect on further play. He can wait any The weekly cost of such training is given increase at a suitable rate. The second length of time before training for the in the New Spell Level Table below. Note part represents the costs of materials missed proficiency, and additional profi- that these are only suggested costs and needed as well as any sacrifices and/or ciencies and levels may be gained at no may vary depending on circumstances. donations that are also required. Since penalty. abilities gained at higher levels are gener- New Spell Level Table ally more powerful, this cost must likewise Weapon specialization Spells Cost/Week increase. As described in Unearthed Arcana, 1st level ...... 500 gp Training costs, then, do not always have fighters and rangers can choose to double 2nd level . . . . . 500 gp to be exactly the values shown on these specialize in a weapon which they have 3rd level...... 1,000 gp pages. If one is able to self-train for an chosen for weapon specialization at first 4th level...... 2,000 gp ability, then the training will only be half level. This double specialization can be 5th level...... 4,000 gp the usual cost, since there is no teacher learned from another fighter or ranger 6th level...... 8,000 gp who has to be paid. Further, depending on who is at least three levels higher than the 7th level...... 15,000 gp the circumstances surrounding the train- student and has weapon specialization in 8th level...... 30,000 gp ing, a teacher may decide to increase his the weapon that is to be learned. It is not 9th level...... 50,000 gp fee, or may decide to waive it altogether necessary for the teaching fighter to have (thus halving the usual cost). double specialization in the weapon con- The cost for learning 1st-level spells is cerned. If this is the case, however, then normally not used unless the character New weapon proficiency he need only be of the level that the char- learns to cast spells later on in his adven- To train for a new weapon proficiency, a acter is attempting to attain. turing career. For example, when a pala- teacher must be found. This must be The cost for such training is twice what din reaches 9th level, he gains the ability someone who is already proficient in the the normal cost would be for learning a to cast cleric spells. The training for this weapon that is to be learned and whose weapon proficiency at the same level. For would cost the paladin 500-2,000 gp de- base “to hit” number (not including magic, example, if a 4th-level fighter chooses to pending on the number of weeks that are strength, dexterity or other modifiers) is double specialize in the long sword, which required. He could get this training from equal to or less than the student’s. As an he chose under weapon specialization at any lawful good cleric or from another example, a 7th-level fighter who is profi- 1st level, then this could be learned from paladin who can already cast cleric spells. cient with the long sword can teach an- another fighter or ranger who is at least If a character neglects to learn a new other fighter who has just gained 7th level. 7th level. The teacher would need to have spell level, he cannot gain any more expe- However, if this same fighter was to be weapon specialization in the weapon con- rience levels until the new spell level is taught by a thief, the thief would have to cerned, and would charge 1,000 gp per learned. If a magic-user or illusionist spell be at least 13th level. week. level is gained, at least one spell of the Training to use a new weapon will take Cavaliers and paladins gain certain bo- new level must be inscribed into the stu- one to four weeks as described previously. nuses with their weapons of choice as dent’s spell books, as this is the actual spell The cost of such training is listed in the outlined in Unearthed Arcana. Unlike taught during training. The teacher must Weapon Proficiency Table below. These weapon specialization, however, they do also be able to cast this spell. costs are a weekly rate, based on each additional weapon learned. These are only suggested costs and may vary depending Special abilities can be trained for in much the same man- on circumstances. As some character classes Progress in ner as a newly gained weapon proficiency levels, they gain certain special abilities. A or spell level. Special abilities that require Weapon Proficiency Table few examples of this are a druids ability to training can never be self-taught. Thus, to Weapon Cost/Week change shape, which is gained at 7th level, receive training, a teacher must be found. Initial weapon(s) ...... 500 gp each and a thief’s ability to read languages, Exactly who can teach special abilities is First additional weapon . 500 gP which is gained at 4th level. Some of these outlined in the class-by-class enumeration Second...... 1,000 gp abilities are gained without the need for section, detailed later. Generally, a special Third ...... 2,000 gp training, while others must be trained for. ability can always be learned from another Fourth ...... 4,000 gp Special abilities which do not require of the same class who is of a level equal to Fifth...... 8,000 gp training generally fall into two categories: or greater than the level that is to be Sixth ...... 15,000 gp those that are not very powerful, and trained for. Seventh...... 30,000 gp those that are considered to be “innate” The training costs for special abilities Eighth ...... 50,000 gp abilities of the class in question. An exam- approximate those listed for weapon profi- ple of innate abilities are all of the special ciencies and spell levels. The most inex- Any additional weapons beyond the abilities gained by a monk player charac- pensive training costs 500 gp per week eighth may be learned at the cost of ter. Special abilities that do not require and the most expensive is 30,000 gp per 50,000 gp per week. training are gained at the same time that week. The cost assigned to such training is additional hit dice and new saving-throw dependent on how powerful the special Since a character normally starts out his and attack numbers are gained. ability is and who (i.e., what level) has to career as an adventurer who is proficient Special abilities that do require training teach it.

DRAGON 45 TRAINING COST TABLE

Gained ability by ...... Weekly training cost...... character class 500 1,000 2,000 4,000 8,000 15,000 30,000 50,000

Cavalier Additional weapon 1,3 5 7 9 11 13 15 17+ Paladin Additional weapon 13 5 7 9 11 13 15 17+ Turn undead 3 New spell level 9,11 13 15 Fighter Additional weapon 1,4 71013 16 19 22 25+ Ranger Additional weapon 1,4 7 10 13 16 19 22 25+ New druid spell level 8,12 16 New M-U spell Level 9,13 Barbarian Additional weapon 1,3 5 7 9 11 13 15 17 Cleric Additional weapon 1,5 91317 21 25 29 33+ New spell level 1,3 5 7 9 11 16 Druid Additional weapon 1,6 11 16 21 New spell level 1,2 3 6 9 11 12 Identify plants, animals, pure water & pass without trace 3 Woodland languages 3+ Shape change & immune to woodland charm 7 Hierophant training 17 Magic-user Additional weapon 1,7 13 19 25 31 37 43 49+ New spell level 1,3 5 7 9 12 14 16 18 Create scrolls & potions 7 Create magic items 12 Illusionist Additional weapon 1,7 13 19 25 31 37 43 49+ New spell level 1,3 5 8 10 12 14 Create magic items 10 Thief Additional weapon 1,5 9 13 17 21 25 29 33+ Read languages 4 Decipher magic scrolls 10 Thief-acrobat Additional weapon 9 13 17 21 25 29 33+ Thief-acrobat training 6 Decipher magic scrolls 10 Assassin Additional weapon 1,5 913 Read languages 6 Decipher magic scrolls 12 Monk Additional weapon 1,3 5 7 9 11 13 15 17+ Bard Additional weapon 1,5 9 13 17 21 25 29 33+ New spell level 1,4 7 10 13 Additional language 4+

The entries on this table represent the level(s) at which a character becomes eligible to acquire a skill that can only be learned by training. The column in which a particular level number appears indicates the cost, in gold pieces per week of training, for the character to acquire the skill.

46 OCTOBER 1988 If a character neglects to train for a The levels after which a character can train to improve his horsemanship. He special ability once he is able to, it will train himself are: does need to train to improve his attacks have no effect on further play. He can wait Cavalier . . . . 9 per melee round with a thrusting or strik- any length of time before training for the Paladin . . . . . 9 ing weapon. missed special ability. Additional special Fighter . . . . . 13 A paladin needs to train before gaining a abilities and levels may be gained at no Ranger . . . . . 13 new weapon proficiency and before being penalty. The two exceptions to this are the Barbarian . . . 9 able to turn undead. He can train himself training that a druid must undergo to Cleric ...... 9 for a new proficiency after reaching 9th become a Hierophant of the Cabal, and the Druid ...... 9 level at half of the normal cost. The ability training that a thief must undergo to be- Magic-user . . 9 to turn undead must be learned from a come a thief-acrobat. In these two cases, Illusionist . . . 10 lawful good cleric or another paladin who the character must undertake training Monk ...... 9 already has this ability. A paladin must be before progression in either of these trained before being able to cast cleric classes is possible. Magic-users and illusionists who train spells and for each new spell level gained. themselves do not automatically gain a This must be learned from a cleric or from Self-training spell of the new level. In order to train for another paladin who is able to cast cleric After a character reaches a certain level, the new spell level, at least one spell of spells. A paladin does not need to train in he may be able to train himself at half of that level must be available to study from, order to improve the “to hit” bonuses with the usual cost. Only weapon proficiencies, be it on a scroll or other medium. his weapons of choice, nor does he need to double weapon specialization, and newly train to improve his horsemanship. Train- gained spell levels can be self-trained. Class-by-class enumeration ing is not required for a paladin to be able Cavaliers, paladins, fighters, rangers, The following section outlines the train- to call his warhorse. A paladin does not barbarians, and monks can self-train for a ing requirements for each character class. need to train to improve his attacks per weapon proficiency (and double weapon This is followed by the Training Cost Table, melee round with a thrusting or striking specialization for fighters and rangers) which shows the levels at which training is weapon. after they have learned four additional required, and the associated costs of such A fighter needs to train before gaining a weapons. Clerics, druids, magic-users, and training. new weapon proficiency or before double illusionists can self-train for a new spell A cavalier needs to train before gaining specializing in his chosen weapon. He can level after learning how to cast 5th-level a new weapon proficiency. He can train train himself in either of these areas after spells. Thieves, thief-acrobats, assassins, himself for a new proficiency after reach- reaching 13th level at half of the normal and bards can never train themselves. A ing ninth level at half of the normal cost. A cost. A fighter does not need to train in character cannot train himself in order to cavalier does not need to train in order to order to improve his attacks per melee gain special abilities (exception: Druids can improve his “to hit” bonuses with his round with a thrusting or striking self-train to become Hierophant druids). weapons of choice, nor does he need to weapon.

DRAGON 47 A ranger needs to train before gaining a A druid needs to train before gaining a ing is also required before the magic-user new weapon proficiency or before double new spell level or before gaining a new can create scrolls and potions; this must specializing in his chosen weapon. He can weapon proficiency. He can train himself be learned from another magic-user who train himself in either of these areas after for a new spell level after reaching 9th already has this ability. The ability to cre- reaching 13th level at half of the normal level at half of the normal cost. A druid ate magic items must be learned from cost. A ranger must be trained before needs to train in order to identify plants, another magic-user or from an illusionist being able to cast druid or magic-user animals or pure water, or to learn how to who already has this ability. spells and for each new spell level gained. pass through overgrown areas without An illusionist needs to train before gain- This must be learned from a druid or leaving a trace. Training is also required ing a new spell level or gaining a new magic-user, or from another ranger who is before a druid can change shape or be- weapon proficiency. He can train himself able to cast these spells. He does not need come immune to woodland charm. Each of for a new spell level after reaching 11th to train to improve his tracking ability. these must be learned from another druid level at half of the normal cost. Training is The ability to use non-written magic items who has these abilities. A druid needs to also required before an illusionist can which pertain to clairaudience, clairvoy- train for each of the woodland languages create magic items. This must be learned ance, ESP, or telepathy requires no train- that he is able to learn. Each language can from another illusionist or a magic-user ing. A ranger does not need to train in be learned from someone who can speak who already has this ability. order to improve his attacks per melee the language to be learned as well as a A thief needs to train before gaining a round with a thrusting or striking language that the druid already under- new weapon proficiency. He also needs to weapon. stands. train before he can read languages or A barbarian needs to train before gain- If a druid manages to become the Grand decipher scrolls. The ability to read lan- ing a new weapon proficiency. He can Druid and decides to step down and be- guages must be learned from another thief train himself for a new proficiency after come a Hierophant of the Cabal, then he or assassin who already has this ability. reaching 9th level at half of the normal must undergo some initial training. He can The ability to decipher scrolls must be cost. All of the barbarian’s special abilities always train himself at half of the usual learned from another thief, thief-acrobat, and immunities can be gained without the cost. Further, he must continue to train or assassin who already has this ability. A need for training. before gaining any new weapon proficien- thief does not need to train in order to A cleric needs to train before gaining a cies. The special abilities that a Hierophant improve his thieving abilities. new spell level, or before gaining a new druid gains require new special training. When a thief initially decides to become weapon proficiency. He can train himself A magic-user needs to train before gain- a thief-acrobat, he must undergo some for a new spell level after reaching 9th ing a new spell level, or before gaining a initial training. This must be learned from level at half of the normal cost. A cleric new weapon proficiency. He can train another thief-acrobat. A thief-acrobat does not need to train in order to improve himself for a new spell level after reaching needs to train before gaining a new his ability to turn undead. 9th level at half of the normal cost. Train- weapon proficiency. He also needs to train before he can decipher scrolls. This ability must be learned from another thief- acrobat, thief, or assassin who already has this ability. An assassin needs to train before gaining a new weapon proficiency. He also needs to train before he can read languages or decipher scrolls. An assassin does not need to train in order to better his thieving skills or assassination ability. The ability to read languages must be learned from another assassin or thief who already has this ability. The ability to decipher scrolls must be learned from another assassin, thief, or thief-acrobat who already has this ability. A monk needs to train before gaining a new weapon proficiency. He can train himself in this area after reaching 9th level at half of the normal cost. A monk does not need to train before gaining any of his special abilities (those lettered A through K in the Players Handbook), nor does he need to train to improve his ability to control a fall, or to improve his thieving ability. A bard needs to train before gaining a new weapon proficiency, including those learned at first level. He also needs to train before gaining a new spell level (including the level gained when he initially becomes a bard). This must be learned from an- other bard, a druid, or a ranger who is able to cast druid spells. A bard must train for each of the additional languages that he is able to learn. Each language can be learned from anyone who can speak the language as well as a language that the bard already understands.

48 OCTOBER 1988

such as the main eye of a beholder; or a Medium target that is protected, such as the head of a typical biped (who will de- fend against head attacks with the utmost determination). Forget it! target: anything harder to hit than a hard target, such as a beholder’s small eyes. The second point is how to determine where an attack hits if the attacker does not aim. This can be dealt with simply by making tables for all the various monsters that have varying armor classes, weighted by relative percentage of body area and desirability as a target. These tables can be found in the Appendix. DMs intimidated by the look of all those tables should re- member that under most circumstances they will not be used, since only fairly infrequently does hit location matter, and when it does players usually want to de- clare an aimed attack. by Alex Curylo of hydrae are an obvious example. Others Extensions are the flail snail, grell, giant octopus, and This simple and consistent system can Obnoxious Player (with sword of sharp kraken. also be used to extend the AD&D game ness): “I did it! I rolled a 20! I cut off Asmo- system, as well as account for present deus’ head!” discrepancies. Harassed DM (upset at this disruption of The system For instance, page 82 of the DMG states his climatic encounter): “Uh, no, not his The first point to be considered in con- (under “Zero Hit Points”) that “if any crea- head.” structing a consistent hit-location system is ture reaches a state of -6 or greater OP: “Oh yeah? How do you figure that?” how to handle the desire of combatants to negative hit points, this could indicate HDM: “Well, your sword only severs the aim at a vital portion of their opponent’s scarring or loss of some member, if you so extremity it hits.” anatomy (i.e., hit the neck instead of the choose.” This can be accommodated easily OP: “So where did I hit it?” tall with a sword of sharpness) or gain the within the hit location system. The loca- benefit of a worse armor class (i.e., hit a tion is rolled for the attack that brought Obnoxious Player (having just loosed an bulette in its AC 6 undercrest area instead hit points below zero. At -6 and down- arrow of demon slaying at an irate Type V of its AC -2 body). A simple way to do wards, scars form, which will (if visible) demon): “A 15, did I hit? Huh? Huh? Did I?” this is to classify targets according to the reduce comeliness by 1 point per hit point Harrassed DM: “Uh, well, it depends if percentage of available striking surface below -5 reached. This is permanent you hit it on the tail or not. Different they represent (a function of size and scarring, which nothing short of limited armor classes.” accessibility) and add a standard negative wish will remove. OP: “So where did I hit it?” modifier to the “to hit” roll. For maximum Furthermore, reaching - 7 when hit simplicity, there are only four classifica- location is an arm or leg results in the total The highly stylized combat rules of the tions: loss of that hand or foot; -9 indicates loss AD&D® game work fine, as long as no one of the whole appendage, and consequent cares where they hit their opponents. “To hit” need for a regenerate spell. Note that if Unfortunately for game integration, there Classification modifier the character then dies and is raised, are some situations where hit location Easy target -2 destroyed body parts are still missing. becomes important. These fall into three Medium target -4 Another example is to give a character main areas: Hard target -8 more flexibility in armoring himself. Have 1. When an attack has a specific effect Forget it! target -12 you ever tried to create a Greek hoplite on body parts. Examples include normal (infantryman) for an AD&D campaign? A weapons like whips and saps, magic weap- Note that anyone of medium to low level bronze helmet, leather jerkin and bronze ons such as swords of sharpness and is going to have a very difficult time hit- greaves just don’t fit into any given armor staves of withering, and the attacks of ting the harder targets! class! Using this hit location system, the slicer beetles, tarrasques and other mon- Easy target: a target that represents 50% attacker simply rolls on the chart to find sters. An integrated hit location system or more of striking area and is not particu- out whether he hits AC4 (bronze plate: would introduce consistency and aid the larly protected, such as the upper body of head, legs), AC8 (leather vest: body) or DM. a salamander or the heads of a hydra (not AC10 (arms). If our hoplite had a shield, 2. When the target’s AC varies. The a specific head; that counts as a Medium each of these would be decreased by one, AD&D game system abounds with mon- target, due to the difficulty of picking it and his shield arm would have AC4 pro- sters having varying armor classes on out from the rest). tection (bronze-faced shield). their bodies. In most cases, no provision is Medium target: a target from 25-50% of This also gives the DM opportunities for made for determination of which armor striking area that is unprotected, such as a unique treasures; imagine a party that class to use for a specific attack. The hit- particular head of a chimera (when attack- comes upon an ogre whose treasure in- location system in this article will also ing from the front); or an easy target that cludes heaps of rusted armor. One breast- eliminate any confusion arising from this is hard to get at, such as the body of a lion plate, though, detects as magical; and in play. when the beast is facing you. when an identify spell is cast, "ACME ARMOR 3. When the target’s body parts have Hard target: a target from 10-25% of OF ETHEREALNESS" can be seen written on it. individual hit points. The various versions striking area and not otherwise protected, The breastplate provides + 5 protection to

50 OCTOBER 1986 the wearer’s torso — and once they locate 1. Humanoids (front attack given) 9. Tentamort, whipweed all the rest of the suit (which can be made 1d20 Hit location 1d20 Hit location the focus of a long string of adventures), 1-3 Head 1-7 Stalk A the full powers are gained. 4-3 R. arm 8-14 Stalk B That just about covers everything — but 6-7 L. arm 15-20 Body a note should be made about using this 8-14 Torso system for critical hits. Players will no 15-17 R. leg 10. Achaierai doubt claim that since they can aim at a 18-20 L. leg 1d20 Hit location specific hit location, they should be able to 1-16 Leg (divide by 4 and round up to target an oppenent’s eyes, jugular vein, 2. Lions and Dinosaurs find out which) etc. This is not possible in the AD&D 1d20 Hit location Hit location 17-20 Body combat system, and any redesign includ- (front) (side) ing critical hits would probably shorten 1-7 Head Body 11. Anhkheg the average character’s lifespan considera- 8-12 R. forequarter Forequarter 1d20 Hit location bly. Therefore, the note is: Don’t do it. 13-17 L. forequarter Hindquarter 1-14 Body 18-20 Body Head 15-20 Underside APPENDIX 3. Insects (note: a stegocentipede’s 12. Bulette Hit-location tables underside is AC6) 1d20 Hit location Some may perceive apparent discrepan- 1d20 Hit location Hit location 1-17 Body cies in these tables at first glance; for (front) (side) 18-19 Crest instance, on the “Lions & Dinosaurs“ table, 1-11 Head Body (back) 20 Eye an unaimed front attack has only a 35% 1-16 Head Body (underside) chance of hitting the head, which is obvi- 17-20 Body (back) Head 13. Flail snail (body counts as a ously not an accurate portrayal of random Forget It! target) chance. The reason for this is that I tried 4. Beholder, spectator 1d20 Hit location to simulate the actual places a trained Hit location 1d20 1d20 1-18 Tentacles (divide by 6 and round fighter would hit, even when not con- (Beholder) (Spectator) up to find which) sciously aiming; and since the armor class Body 1-15 1-14 19-20 Body of the head of these lions and dinosaurs is Central eye 16-17 15-16 lower than the body, he would attempt to Eyestalks 18-19 17-20 14. Flumph hit the more vulnerable areas. Of course, Small eyes 20 1d20 Hit location feel free to change anything you don’t 1-13 Top agree with. 5. Plants (no penalty for targeting a vine 14-20 Underside Several monsters (hydrae, beholders, wrapped around the attacker) squid, tentamorts, bloodthorns, etc.) have 1d20 Hit location 15. Forester’s bane large numbers of small appendages. Due 1-11 Vines 1d20 Hit location to the variable number of such append- 12-15 Vines (if more than 8), 1-12 Leaves ages, no numeric references have been otherwise trunk 13-17 Stalks placed on these tables; roll another die to 16-20 Trunk 18-20 Central plant determine which particular appendage was hit. 6. Chimera, gorgimera 16. Froghemoth 1d20 Hit location Hit location 1d20 Hit location Table Used for (front) (side) 1-12 Tentacles (divide by 4 and round 1 Humanoids, salamanders, Type V 1-4 Right head Hindquarter up to find which) demons, yuan ti 5-8 Center head Wings 13-18 Body 2 Lions (also including dragonnes 9-12 Left head Body 19-20 Tongue and sea lions) and dinosaurs 13-15 R. forequarter Near head (monoclonius, pentaceratops, 16-18 L. forequarter Forequarter 17. Grell stegosaurus, styracosaurus, tri- 19-20 Body Center head 1d20 Hit location ceratops) 1-15 Tentacles (divide by 1% and 3 Insects (carrion crawler, stego- 7. Giant octopus, giant squid, round up to find which) centipede, termite kraken ( - 2 penalty for targeting 16-20 Body 4 Beholder, spectactor a certain tentacle; no penalty for 5 Bloodthorn, choke creeper, hang targeting tentacles in general) 18. Remorhaz man’s tree 1d20 Hit location Hit location 1d20 Hit location Hit location 6 Chimera, gorgimera (front) (side) (front) (side) 7 Giant octopus, giant squid, kra- 1-10 Tentacles Tentacles 1-12 Head Body ken 11-16 Tentacles Body 13-17 Underside Underside 8 Hydrae, thessalhydra 17-20 Head Head 18-20 Body Head 9 Tentamort, whipweed 10 Achaierai 8. Hydrae, thessalhydra 19. Turtles, sea and snapping 11 Anhkheg 1d20 Hit location Hit location 1d20 Hit location - - - 12 Bulette (front) (side) 1-15 Shell 13 Flail snail 1-12 Heads Body 16-20 Head/flippers 14 Flumph 13-16 Heads Heads 15 Forester’s bane 17-20 Body Heads 20. Wolf-in-sheep's-clothing 16 Froghemoth 1d20 Hit location 17 Grell 1-7 Roots (no. rolled is no. hit) 18 Remorhaz 8-17 Stump 19 Turtles, sea and snapping 18-20 Eyestalks 20 Wolf-in-sheep’s-clothing DRAGON 51 with a lack of puzzles, contacts, and actual spying, and you have a vintage mercenary mission: dry, simple, and unoriginal. The TOP SECRET game, and all other spy-type role-playing games, are meant to put players in the world of espionage formulated by spy novels, movies, and television shows. Missions should have agents tailing individuals, bugging offices, and performing other clandestine activities, not making military maneuvers like an elite task force. The excitement of a car chase, risking death in a violent gun fight, escorting beautiful women to dinner parties — these are the elements of espionage. Players should experience the world of secret agents and flirt with danger in every mission. Because this is role-playing, the player’s mind, not the character’s gun, should be the determining factor in a successful mission. Although creating missions that equal any James Bond movie script requires a degree of time and thought, such missions are not impossible to create. By following certain espionage guidelines and a mixture of cloak ‘n dagger ingredients, you can design missions so challenging that even Jim Phelps might not accept them. Each and every espionage mission should contain three strong elements: characters, plots, and places. Agents show only passive enjoyment when there are no NPC contacts to bribe or follow, reluctantly take missions that seem too incredible or impossible in format, and are quickly dulled if they must frequent simple, non-exciting locations. The Administrator is challenged to create unique environments, expeditious adventures, and mysterious NPCs for each and every mission, but the reward of watching enthusiastic players role-play your mission well is well worth the effort. automobiles off an assembly line. So let’s Droullard look at a TOP SECRET® game adventure Characters you administrated or role-played last Non-player characters are the love of Espionage. The word conjures images of week. Five agents, armed to the teeth with most Administrators, because through deadly weapons, beautiful women, and machine guns and grenades, took out 18 NPCs the Administrators can have a little secret documents worth killing for. It’s a guards to recover secret documents in an role-playing fun in their adventure, too. world of fast sports cars, miniature bugs abandoned warehouse. Or there was a NPCs fill missions with life; it is nearly hidden in hotel rooms, and exclusive full-scale assault, with 30 well-equipped impossible to create an exciting adventure European casinos. Here, agents meet men under the agents’ command, at a without human contact. Wherever agents mysterious contacts in back alleys, Soviet base deep in Siberia. Perhaps the travel, they should encounter NPCs: good, deactivate sensors to investigate an office mission called for rescuing six American bad, and neutral. building, and gamble away fortunes hostages from a commercial airplane, in Non-player characters that are walking without a second thought. But danger which agents laid waste to a dozen cliches of their occupation often fit well lurks everywhere; that complimentary terrorists in and around the plane itself. into adventures. A short, plump old man bottle of champagne may be poisoned, a Somewhere, something was lost. An with a balding scalp and red apron, filled knock on one’s hotel door isn’t always assault on an enemy’s base, in which with sagely advice, always makes a good room service, and a turn of a car’s ignition agents blow away armed guards left and bartender. A taxi driver with a New York can always trigger a car bomb. Yet, as right, sounds more an operation for the accent asking “Where to, mac?” or a cocky great as the dangers may be, the rewards military than for highly paid and specially waitress smacking gum between “What’ll of wealth are often worth the risks. In the trained agents. These mercenary missions it be?” adds a touch of humor and world of espionage, agents play fast and involve little thought for both the “fictional realism” to the game. But keep live even faster. Administrator and the agents. Perhaps this these individuals to a minimum; too many With these notions in mind, creating an is why they persevere as the most disrupt the mission and make the game exciting mission for agents seems an easy common structure for missions. A simple less believable. task. By simply mixing any of these map of a camp installation or a Those non-player persons important to espionage ingredients with a foreign warehouse, littered with armed men and the mission should be carefully location, high-quality, action-adventure security cameras, is the typical territory constructed. Certain traits of their missions should be like churning out for a mercenary assault. Follow through personality, style, and interests should be

52 OCTOBER 1988 recorded adjacent to their ability scores; risks dared. Motivated players push their Administrator must be careful to take all are equally important. You can progress characters to do almost anything; nothing advantage of that location. Only by being agents further into a mission by having stands in the way of a player who wants aware of that country’s terrain, laws, and them follow up on certain personalities of to investigate. Missions also become easier other political and physical attributes can the NPC. Agents can investigate local to create when agents are motivated, your mission escape the pitfall of existing hangouts of that NPC or take advantage of because their unresolved desires become in name only. What good is an Italian an NPC’s secret bad habits through the basis for future adventures. adventure if not one Roman ruin, Italian blackmail or threats. If an NPC must be A friend of mine was the first to initiate restaurant, or Renaissance cathedral is followed around, let him be predictable in recurring NPCs in our group. He created ever visited? You may fly your agents to his normal activities. This creates realism my favorite NPC, known only by his code Italy, but until the country’s flavor is built in that NPC and reassures that the agents name Task Master. Task Master was the up, the players will never really feel that are doing the proper actions. leader of a world-wide group known as they are in a foreign land. As an example, let’s create a wealthy, D.T.A., an organization created to thwart To take advantage of a mission’s locale American businessman who is exporting all “good” agents and their agencies. He means to incorporate its peoples, lands, large quantities of stolen firearms into drove a heavily armored, black Porsche and buildings. A section of a mission South America. The agents must tail and 911, complete with thick, tinted windows involving agents trekking through a huge survey him to discover how the shipments and bullet-proof tires. Task Master, always forest in Japan will not work because are leaving the U.S. This businessman one step ahead of our agents, proved to be there are no huge forests in Japan. If the should live and play rich. We’ll make him a quick, elusive man, incredibly smart and plot demands a forest setting, base the neutral in politics and ever hungry for very powerful. mission in Oregon or Washington state, more money. He has faith in himself and I have created one permanent NPC and a where agents will find mountainous his hired men, and he enjoys a good couple of minor recurring characters for wilderness to explore. To make better use opponent in chess, fencing, and poker. my campaign. I consider Isaac Foster of the Japanese location, change the forest Accustomed to getting what he wants, he permanent because he will never die. into a beautiful rock garden, filled with has a bad habit of killing those who step in Foster is my agency administrator, picking rock streams, colorful bushes, and little his way. up agents in his sophisticated jet, the red pagodas. With such a well-crafted NPC, the Eagle, and then transporting them to their Occasionally, a mission ruins its location Administrator can design a variety of destination. Inside the Eagle, Foster briefs by a poor design in plot. As an example, scenarios to pull the players into the the agents, provides any special the agents are told to buy a roll of Soviet mission. The agents could role-play equipment, and makes payments for microfilm from a certain man in Hawaii. wealthy businessmen who are intruding successful missions. Foster and his plane Agents envision sun-drenched beaches, into his business with their own firearm make it simple for me to gather the agents bikini-clad women, bronzed men, and exports, or the agents can challenge him in one spot and transport them to their job yacht sailing. Instead, the mission takes to a “death-to-the-loser“ game of poker. If site without the hassle of cumbersome place solely in a large office building and you don’t want an undercover scenario, commercial flights. I have also created penthouse in Honolulu. So why pick the agents can explore various warehouses Cassandra Lansford, code-named Grey Fox Hawaii? Why not New York, Chicago, or around Florida and have them investigate to the agents. A seductive blonde and a Los Angeles? The location served no real their contents, thus leading them to the hired assassin, Cassandra often meddles in purpose for the mission; the next time the businessman. Or, because this American the agents’ affairs by stealing equipment agents visit Hawaii on a job, their loves the challenge of a sport, you can or killing contacts. She leaves her calling enthusiasm will be lost. Adventures set in arrange the agents’ capture for a “game.” If card, a silver medallion of a running fox, Hawaii should maximize the islands’ prime the agents win, they live; otherwise . . . with her dead targets. scenic spots like golden beaches, Edenlike Adding to espionage games even further Try to create an air of mystery around valleys, and bountiful luaus. If the mission are recurring NPCs. If agents survive one significant NPCs. First, let their name be cannot integrate important aspects of its mission to adventure into the next, why known. Then allow rumors to be heard, setting, then change the location and save shouldn’t NPCs? Non-played persons can followed by a quick sighting or a meeting the good stuff for another time. recur as groups (like SPECTRE or TAROT with the individual. Create reasons There are certain tools the in the James Bond saga) or as individuals. (whether it be murdered friends or simply Administrator can use to find real and These NPCs create an extra dimension to curiosity) to motivate agents in stopping or imaginative settings, First and foremost is any espionage campaign as the surviving terminating that NPC. When you have the imagination. You are an endless well of villains live on to confront the agents once created motivation in your players against ideas, and any places you find interesting again. an NPC, you have mastered the character or fitting for the mission should be used. Recurring individuals and groups also ingredient of an espionage adventure. Don’t turn down having the agents dine at help create goals for the agents. A hit man the Emerald Point, the restaurant perched who guns down an agent will be a target Places atop the Seattle Space Needle, because for the surviving agents for many missions When the first seeds of an adventure you’ve never been there. Even if one of to come. Or, during the course of multiple start to grow, there is a tendency to locate the players has eaten there, proceed with missions, the agents continue to uncover the mission in some famous and distinctive your design and description anyway. As the name of a man who is masterminding location. What agent could resist sailing long as you stay away from the impossible a huge smuggling operation. Soon agents across the crystal-blue waters of Bermuda (unlikely building constructions or will hunger to confront this person and while operating undercover as a seller of geographical locations, such as a desert in will strive to make contact. In both secret U.S. documents? Who would turn Canada), any setting you create will work, instances, you have motivated your down the chance of investigating a clue in regardless of whether it is real or not. players — the ultimate goal an the ancient streets of Cairo, against a The other tools at the Administrator’s Administrator can attain. backdrop of the pyramids on the dusty disposal are the atlases, magazines, and Motivated agents act differently than horizon? Certainly, such beautiful places travel brochures found in any home, those who are simply paid for a job; they add color and mystery to each adventure, public library, or travel agency. If you are much more cautious and think more as they do in so many espionage movies — want a mountain setting in the Himalayas, often. Such agents are careful, when but they can, in fact, damage a find Nepal in an atlas and determine its following any luckily garnered lead, not to well-designed mission. cities, population, and terrain. Try to be spotted or identified. Plans are laid, When a foreign country is chosen as the locate pictures of your setting in extra precautions taken, and superior whole or part of a mission, the encyclopedias and magazines; certain

DRAGON 53 photos will trigger a full adventure setting An insane military officer’s attempt to you find the most exciting through in your mind. Travel brochures are also a destroy the world (a la General Jack T. role-playing or those that fit together best. cornucopia of ideas, as they deal with the Ripper of Doctor Strangelove) is an Then spin a mission around these ideas. If highlights of a region — precisely what the extreme example of unfinished business, one thought you chose was microfilm, the agents need. Restaurants, hotels, places to as is a terrorist’s attempt to steal agents could be paid to try and find it, or visit, roads, climate, and maps are just a plutonium or hijack an oil tanker. Finished sell it, in a ritzy hotel or on a private few of the items a travel pamphlet can business requires that the agents halt that plane. Should they need a bug or a tap on give to your adventure. But do be careful: which has already been started, such as a phone? Will they fly to Europe or In an imaginative mind, a travel brochure ending a steady leak of Pentagon parachute into El Salvador? One espionage will often trigger so many wild mission information or a pattern of embassy idea can be the basis of many missions. ideas that the continued existence of the robberies. With potpourri, too many cooks spoil agents may finally be checked. Here is an example of Administrator the broth — or, in this case, the mission. Those of you lucky enough to have Information: For nearly a year now, a Look for quality, not quantity. A mission traveled parts of the world should take computer company in northern California plays much easier if agents need to tail full advantage of your experiences. A has been funding a research farm in the only one car, fight three planned friend of mine visited West Germany for a Rocky Mountains. Technicians at this gunfights, and bribe only one person. Too month and followed with a TOP SECRET agrarian center are developing a small but many passwords, car chases, underwater game mission based throughout that poisonous spore that thrives in cool attacks, and buggings of everyone in a country. He was able to describe those weather. The company’s president is hotel lobby will make a mission disastrous. little details most Administrators leave out, planning to extort money from certain Create a balance of brains and muscle, of such as their clean subways and the countries by threatening them with these thinking and fighting. Too much at either friendly Bierhalle atmosphere, so that we spores. But when a local town near this end can dull a mission very quickly. felt as if we were really there. When secret farm is accidentally exposed to Of all the entertainment mediums, possible, try to base an adventure or two some spores, killing two people in a television is the master of such balances. on past trips or experiences you horrible manner, the agency investigates Watch any action-adventure series and remember. If you visited a U.S. Marine by sending the agents in. This scenario is you will soon notice a formula. First, the Corps base for an air show, design an an example of unfinished business. episode’s plot starts, often without any adventure to start off at such a base. Because of a mistake, the agents are able major characters present. Someone is Maybe you’ll want the agents to follow a to investigate the farm and later the planning a robbery or escape, but he contact through a museum you visited last computer company, to stop this wild blunders, leaving a clue behind or talking weekend or partake in the excitement of a scheme before it is too late. to one too many persons. The main horse race you experienced during An exciting plot involves many characters latch onto this blunder and vacation. Wherever you’ve gone, your ingredients at different levels of difficulty investigate. Next follows the lo-minute memory will serve as the backdrop for and intensity. One plot can emphasize talk/5-minute action formula. Once the many colorful missions. stealthily tailing individuals, while another episode has started, each 15-minute mark uses quick thinking and daring feats. If is accented by a car chase or gun fight. Plots you design one mission to be purely Between these action scenes, the The plot is the backbone of any mission. undercover, design another that involves characters get to talk, drive around, and You can circulate interesting NPCs around agents slipping around a corporate investigate their clues. The last 15-minute exotic locations all woven with action complex late at night. Variety and detail mark is the climax, often being an unusual scenes, but it will all fall through without a are what makes a plot exciting to play. or spectacular action scene. strong plot. Some premise with an Keeping this ratio of talking and acting ultimate goal must be made when Recipe in mind, work the plot into basics. Create designing a mission. Agents need a clearly Now that the necessary ingredients of an a well-defined task for the agents to defined task when they start: recover espionage adventure have been defined, achieve, such as investigating a research these diamonds, rescue this man, stop this there must be a way to mix and combine center or exposing a plan. Then allow the group, etc. Open-ended tasks, such as them to achieve an exciting mission. characters to gather a lead or two to start follow this man, or discover who Before you can start creating NPCs and their mission. If the agents must find a assassinated this European diplomat, often exotic locations, a basic plot or premise missing spy pilot who ejected from his leave agents in the air. They complete must be designed first. This framework is crashing plane, have them listen to the their task, but become confused and the backbone of your mission; the flight recorder or talk to a flight controller frustrated when they are not allowed to stronger and more exciting it is, the more who witnessed the plane leaving radar. stop the greater plots going on around exciting your mission plays through. The stronger the mission plays in the them. A combination of tasks is often the The first step in creating a plot is a opening scene, the better the whole best, such as: find this man, and if he has brainstorming technique that I call adventure plays. these papers, steal them; or, follow this “potpourri.” Here is a chance to delve into Once you have a basis for agents to start couple at this resort and search their your creative mind and pull forth on, create the rest of the adventure. room, arresting them if you find this imaginative ideas and thoughts that will be Pretend you are playing the mission; what microfilm. the building blocks for your mission. Start would you do next? Build the plot based The best way to start a plot is to decide by listing on paper thoughts or ideas that on your reactions and intuitions. Chances upon a goal: assassination? confiscation? are somewhat related to espionage. Scuba are the agents will follow in your investigation? a combination? Next, create diving, a secret casino, office bugging, a footsteps, so throw some loops in the plot. your “Administrator’s Information,” the sophisticated Soviet submarine, or a Where you might think to stop searching origins of the plot. This information is the roof-top fist fight are all typical ideas. after only one bug is found in a hotel behind-the-scenes material that the agents Let your mind run wild. List your ideas room, have a second or third bug planted may or may not uncover during the on paper as they come to you. It doesn’t elsewhere. If it seems logical that the course of the mission. Starting plots range matter whether you use them all or not; in needed diamonds are in a wall safe, from unfinished business, in which a fact, don’t try to use but a few. The idea replace them with fake diamonds and hide blunder brings the agents into the mission, behind potpourri is to brainstorm, to the real ones in a desk. Shift the reliability to steady business, in which agents are throw out thoughts for later analysis. of contacts, make the friendly appear bad brought into the action by leaked Once you have made a list of ideas, and vice versa. As you move the plot, vary information or other “normal” channels. examine them carefully. Choose those that its settings. One moment, a shooting in a

54 OCTOBER 1986 parking garage — the next, dining in a events, they can speed up the action just well-deserved pay and time for you to fancy restaurant. View the mission as a when the players are least expecting it. start a new adventure. movie, changing the locations as often as Once you have worked out a rough plot, necessary, placing NPCs, puzzles, gun smooth out the scenario into specifics. You Espionage guidelines fights, and other “espionage stuff” where know that the agents must follow someone When you start to formulate your ideas you see fit. But remember the goal: Agents at a dog show, but what will happen for a mission, follow these guidelines for a are trying to complete their task, and the there? Will a dog bite one of the polished effect. Over my years as being mission should always have a way of characters? Will a kind old lady with a both a player and Administrator, I have attaining that goal. poodle mistake one agent for a judge, found that by following certain guidelines, Agents can be led through a mission in a drawing attention to him? Write your your mission and actual playing run more variety of ways, depending on what the mission out mentally, changing or altering smoothly. Play around with these mission calls for. If the agents are anything you see fit, before pencil touches guidelines until you find them exactly undercover, their assumed roles probably paper. By creating a “mental movie” of suited to you and your audiences’ taste. require much traveling, whether to a your adventure, you can easily playtest Maps and descriptions. Maps are fancy dinner party or to a pheasant hunt the plot and develop a smooth-flowing nothing more than schematic to talk with a retired tycoon. For “overt” mission. You can quickly edit or adjust representations of an area, be it a agents, moving from place to place with incidents to better flow with the other building, valley, or country. By presenting the help of clues is a standard plot scenes and pre-develop your descriptions. a top-view perspective, maps clearly procedure. If the agents discover a letter By the time you start to sketch out a indicate the one element difficult to in a dead man’s coat, they will check out couple of maps and write out your notes, determine in real life: distance. It is nearly the note’s address for more clues. Should the mission, from start to finish, should be impossible to judge how many yards span they find an important name there, the totally thought out. between a car in the foreground and a agents will certainly check out that name, The end of your mission should have an person somewhere in the near distance, too. But there are other ways of carrying action-packed climax. Like any especially if objects hide or distort the agents through a mission. Information action-adventure movie or television show, view. But a top view, oblivious to gained from a tapped radio transmitter or the climax brings the plot to a definite vanishing points or obstacles on the a series of clues from a dead man’s end. A mini-assault on a base or a daring ground, gives an accurate representation suitcase are some examples. If the agents stunt like a prison escape finishes off a of distance and lines of sight for agents. must investigate how a high-security mission on a high note of action. The task Looking over a typical role-playing game, complex is leaking information, have a has been fulfilled, the enemies are dead this distance element is used only twice: in mole from the complex meet the agents in (unless one fled to return in later combat (for movement rates and target a darkened alley to provide certain infor- missions), and the agents are satisfied that distance) and in general descriptions — mation on people and places. He will they completed the mission with success. which we’ll cover first. Hopefully, your become the “clue closet” as agents follow Now it is time to collect their missions have more of the latter than through with his leads. To create extra excitement, make the agents leary of the mole, no one knowing which side he is on. A mission that takes place solely in one setting presents an extra challenge to the Administrator. This location, whether a commercial plane, beach-side hotel, or sailing yacht, must be given far more care in design and description than an average design. The players are going to spend their whole game session here, so make it as believable and as lifelike as possible. More common than the solitary location in adventures is the changing scene. Agents first visit a museum, then a seafood restaurant, followed by a gunfight on a golf course, and ending in an opera house. This technique creates diversity and randomness to your missions. If the scenes are intelligently arranged and not haphazardly connected, then your mission flows with the diversity and uniqueness every adventure needs. Sometimes a carefully though t-out mission can stagnate and drift into boredom. When agents sit around a lobby for many hours waiting for a contact who never arrives or tail an individual for many days, players grow restless. Sudden action should be inserted here. A shot from a passing van (perhaps intended for an agent) hits a nearby bystander, or a truck runs the agents’ car off the road. The elevator carrying the agents stops between floors, or a character finds a pit viper upon opening his suitcase. As long as these sudden actions have a purpose in the plot and are not just unconnected

D RAGON 55 former; gun play should occur only three and smoky, with greasy locals with undercover surveillance, gunfights, or four times each mission. Descriptions apprehensive about strangers,” says much clues, and dangerous stunts, all of which are the “filler” in adventures, the most about a roadside bar, as does “a faded interest various players, is sure to make an common element in the game. Whether green mobile home in weedy grass, with enjoyable evening of role-playing. with short, clipped phrases or long, broken junk leaning against its aluminum structured sentences, the flavor of the walls” for a trailer-park home. These notes Gadgets setting must be created in the players’ should trigger your initial ideas about that Sunglasses that double as 5X binoculars; minds. Only when players really feel they setting. With a few minutes of dialogue, a beer can that acts as a grenade; a are there will they begin to realistically the players should be seeing the same missile-launching pen; toothpaste that role-play their characters. mental scene as you. burns like a fuse — these are some The world around us is Be careful of this infamous pitfall: examples of the technological magic of three-dimensional, not two-dimensional as mapping for the agents. Never draw out a espionage. Just how would James Bond maps often suggest. By staring at a flat location for the agents to see. This escape from his nemeses without those sheet of paper, the Administrator isolates instantly destroys the role-playing seemingly ordinary trinkets from Q? his mind in a flat world. With overuse of a excitement of the game and turns the When you decide to give agents diagram of a Mississippi riverboat, for mission into some sort of board game. specialized equipment, make sure that example, the whole nostalgic atmosphere Except for those rare settings that are so they give it back. Some agents quickly quickly turns a lively vessel into an empty, fantastic that a few drawings on paper are accumulate treasure troves of these lifeless ship. The Administrator can be so essential, maps drawn on paper should gadgets, soon making no job too difficult determined to follow his map, checking never replace detailed verbal descriptions. for them. If agents claim to have lost such numbered encounters, room sizes, room The other aspect of role-playing that equipment or simply refuse to return it, notes, and furniture placement, that no uses maps is combat. Here, a map is you (as the Administrator) can fight back. atmosphere is created, only repetitive almost required; for an effective gunfight, Deduct twice the gadgets’ worth from the descriptions that flow right in — and out the placement of everything and agents’ base pay or, if you are really — of the players’ ears. The brass lanterns everybody must be known at each instant. angered, send an agency thief to steal back that prick the darkened halls with points As your adventure develops, take notes on the items. Agents will think twice before of yellow light and the polished wooden planned gunfights so detailed maps can be keeping agency equipment again. decks that shine between whitewashed drawn later. A city dock would show the Limit the abilities of these tools, too. Stay walls are forgotten. Forgotten, too, are the warehouses, rail tracks, cranes, drums, away from jet-propelled shoes and river’s misty air, the constant groaning of trucks, and other such equipment. A hotel spaceship cars. The more incredible your the paddle wheel, and the aroma of courtyard must have the pool, tables, toys are, the less believable your game is. cooking fish. Rather than projecting an chairs, and outside bar. Remember, Try to make the gadget out of something antique riverboat image into the players’ however, that though combat maps show common, like a radio, VCR cassette, book, minds, the Administrator sits idle with a placements and distances, they should not or calculator. This makes the tool more picture in his mind and wonders why replace the descriptions of the practical and less obvious for NPCs to everyone else is growing bored. Administrator. notice. A customs inspector would pass Simply put, maps used exclusively for A map is a sort of security blanket for over a transistor radio but would certainly descriptions are more dangerous than Administrators, and throwing that blanket ask for an explanation of something that helpful. They hinder the Administrator by away is difficult. If maps are a common looked like a miniature computer in a limiting his imagination. Most sight in your campaign, don’t suddenly foam-padded box. Administrators fail to use unique settings eliminate them; everyone, especially As mundane as the gadget should such as the Las Vegas Strip or an outdoor yourself, will go into shock. Instead, phase appear, the level of complexity required to shopping plaza because they’re too them out slowly over many adventures. operate the gadget should require nothing difficult to reproduce on a map. Those few Predetermine verbal descriptions to be less than simple, step-by-step instructions. settings that are sketched into maps, such used instead of bland maps. Set a verbal A certain pattern of manipulating the as a hotel lobby or a public park, end up mood that no diagram can capture. When object (such as inputting a code number in having no atmosphere whatsoever. you find that region where descriptive a calculator or flipping the locks of a Administrators simply reiterate the maps don’t exist and combat maps are suitcase in a certain sequence) should be hollowness of the map into speech used for only location relationships, your required to activate the gadget. The through lackluster and listless missions will come alive with vibrant and reason is twofold. First, it keeps average descriptions. Only by phasing out maps colorful verbal descriptions. people from accidentally activating the and pre-thinking the area descriptions can tool, a bonus enjoyed by the agents. Administrators escape this rut to bring Know your audience Second (as a bonus for the Administrator), excitement and vividness into the game. When you start to design an adventure, think of the surprise when the agents As you formulate the adventure, picture keep in mind the players who will be forget the steps for activating a tool in in your mind the settings the agents will d role-playing it. Create your missions to suit some life-threatening situation! be visiting. Pull these images from real life, their likes and interests while tailoring Gadgets serve one basic purpose: They movies, or magazine pictures. Flip through encounters to challenge their mind and help agents during their investigations. a travel brochure for luxurious hotels, a muscle. If your audience enjoys tackling They can drop oil to hamper pursuers in National Geographic for breath-taking missions by going undercover with sting cars or spy into office rooms from across outdoor scenes, or a home design operations, design missions that require the street. If you create a dead end in a magazine for wealthy mansions. Take such manipulative techniques. Thinking mission, when there are no more clues or mental notes the next time you visit an agents should receive more clues, traps, when agents are trapped somewhere, you airport or train depot. Recall the beauty of and puzzles; aggressive agents more gun should have already given them some nature while mountain hiking or sailing on fights, car chases, and daring feats. gadget with which to escape. Items such a lake. The mind is the best artist; you The key word here is customize. Don’t as acid in a ring to escape from a jail cell remember settings far better than any set waste your time making adventures that or infrared goggles to spot a running down on paper if you simply allow you know the players won’t enjoy playing. figure in the night carry the adventure on yourself time to capture the scene Certainly, new avenues of adventure make when it seems to have ended. Never make first-hand. the game fresh and different, but stick to such equipment wonder tools; the As you write your notes, jot down a. few the tried and proven elements that thinking and skill of playing should come key descriptions for your locations. “Dark entertain everyone. A mission balanced from players, not their equipment.

56 OCTOBER 1988

Specialized tools should only enhance mission requires that the agents find out becomes overly cautious and climbs to the their abilities, never replace them. how this punk got such secret information roof by way of the balcony and waits, Galil and investigate that lead. rifle in hand. He is a crack shot with his Words into action Here is a situation in which something .22, and the gunfight that ensues on the Now that the ingredients of an exciting goes wrong (the Soviet agent is killed) and roof top should prove to be dangerous. He espionage adventure have been explained, the agents latch onto it to start their has no clues, making the mission appear to put them to a test. By following the mission. Agents learn that the mugger stall in a dead end — but, in the parking outlines laid above, we can design a killed an off-duty police officer (though his garage, another gunfight occurs. The mission filled with enough action and real occupation as a spy won’t be casino has sent a few men to follow the suspense to challenge any highly paid, discovered for quite some time). agents because of last night’s occurrence; specially trained agent. Investigating agents find the slain officer when finished, they were to report to the The audience for this mission is assumed was unmarried, and a search of his house assassin. They would have called the hit to be average in interests: They enjoy a reveals nothing (except a big bank man, told him where to pick up a special couple of gunfights, people to contact, account). Soon thereafter, the police, letter, and left immediately. Imagine their original locations, and mind-probing finding the officer’s body in a dumpster, surprise when they found the agents puzzles. They’re mature enough to notify the agents, who in turn discover the driving to the same place! In their understand NPC emotions and role-play nearby casino. The agents wait to visit the Mercedes is the typed letter for the their characters realistically. Both abilities club when it opens that night, assassin, explaining that the spy-cop was and equipment are standard for third-level The casino is an exclusive club, and the killed but to proceed with the hit. When agents. agents need to find a back way in (possibly the Arab is killed, continues the letter, go Before a plot can be created, we throw a bribing a cook for passage). Inside, to a certain resort in Colorado for the potpourri of ideas around. Here is a wealthy couples mingle, talk, drink, and payment (directions follow). typical list of ideas: gamble. While the club is illegal, it So far, the adventure has followed a 1. A contact who uses carrier pigeons to survives through hefty bribes to the chief good pace of thinking and action. The transfer information. of police. It becomes apparent to Administrator can have some fun in the 2. A secret casino in an exclusive New observant ‘agents that certain doors are casino by playing on the agents’ York hotel. guarded, and some dark-suited men unauthorized entry by having them 3. White-water rafting trip. wandering the area carry pistols beneath stopped by a guard. The action quickly 4. Microfilm containing plans for an Air their jackets. The action is slow here, and picks up with the dead operative and his Force communications satellite. the Administrator should eventually get mysterious clue, and the agents must 5. An NPC who owns a black bear. the agents to sit down for a dinner. continue without any hint of what the 6. Rusty, smelly fishing trawler in San Now a quick action scene is put in to whole picture is. There is a false dead end Francisco bay. speed up the action. As the agents begin after the assassin is killed, which assuredly 7. Mountain climbing. eating, a man in a disheveled tuxedo falls aggravates the players and has them 8. Western rodeo. onto their table clutching his throat (he is re-think their steps, but the casino’s hit 9. A chase on horseback. suffocating from a poisonous injection). He men provide the next clue. Not much 10. An underground railroad for gasps and stares at the agents with dying makes sense to the agents yet, but their fugitive spies. eyes. One of the characters recognizes the arrival in Colorado will explain much. Quite a diverse and unconnected list, man as an operative in their department. The directions lead to a mountain just as it is supposed to be. Now pick two The dying man pushes a matchbook into vacation lodge set near a roaring river. or three ideas that conjure images in your this character’s hand and falls to the floor. The agents are told by their Administrator mind. Imagine the agents meeting these Immediately, four men in business suits that on a few occasions, known Soviet NPCs or doing these actions. Then decide rush over and carry him away, apologizing agents have visited here. The letter why they’re doing what they’re doing. If for this interruption (it is obvious that the indicates that “Mr. X” is to be met in suite necessary, list more ideas — or, if you dead man ran from these people). 14. Mr. X mistakenly assumes that one of were inspired by your first idea, run with By this time, the agents should realize the agents is the hired assassin when he is that. that this casino is more than just a casino. visited. The agents “will get his second half The contrast between the New York If the agents check on the dead operative, of the money,” says Mr. X, but he must casino and white-water rafting compels the agency returns with a report that he wait until the casino gives him the me to choose these ideas as the two prime was investigating a possible Soviet go-ahead. It should be obvious by now that locations for a mission. Now comes the information drop point believed to be in the Soviets were planning to assassinate difficult part: how to realistically connect the casino. The Administrator should the Arab. But, when Mr. X is notified that them in a plot! The secret New York casino know that the operative had discovered the assassin was killed and the plot is will be a drop point for Eastern block the assassination plan on the Arab only discovered, he runs (with some guards) to agents in the U.S., while the rafting trip hours before his demise. He was captured, the nearby docks and paddles down the will be incorporated later. but managed to steal a matchbook from river. The agents’ adventure begins in the the hotel where the assassin was staying, The chase is on! The agents pursue Mr. casino, but they need a reason to start from a desk behind the guarded doors. He X and his men down the white-water river, there and a lead. Here, I begin my scribbled the room number inside the trading a few shots between them. The Administrator Information. A Soviet agent, matchbook cover in hopes of giving it to Administrator is now challenged to create working undercover as a top N.Y. police an ally. Later, he was injected with poison excitement with verbal descriptions. He detective (and chief of a task force to and managed to break free, running into must describe the cold water splashing protect a visiting Arab diplomat) arrives at the dining lounge. It was by coincidence into the raft, the steep, foaming rapids the casino to drop information on the that he saw the agents and reached them they fall through, and those menacing, Arab’s planned assassination. But, in the before he died. toothlike rocks. A helicopter soon flies parking garage, he is attacked by a The matchbook is from a Manhattan over and drops a ladder to Mr. X and his mugger and slain, his microfiche hotel; inside is a penciled room number. cohorts (he called for help with a small information stolen with his wallet. The The indicated room is rented by an radio in the raft), but the agents might next day, the agency is notified by the assassin commissioned to kill the Arab. He manage to shoot the helicopter down. The N.Y.P.D. that a street mugger was found is waiting for further instructions by river then enters a rift between tall cliffs, with a role of microfiche that told of an phone from the hotel lobby. When the and soon the sounds of a thunderous Arab ambassador’s visit to New York. The agents knock on his door, the assassin waterfall are heard.

58 OCTOBER 1986

Mr. X has one plan left. He throws a incredible sequence of events. Another first encountering the group and their rope around’ a thin foot bridge that spans test, also set up by the agency, is plan, then gathering clues, and finally an nearly 20’ above the edge of the waterfall, essentially a life-sized shooting range. assault so that player characters can foil and he hangs on, staying just yards from Agents are placed in a mock set-up of an the group’s ultimate goal of world the crest of the fall. Keeping his feet amusement park, a shopping mall, or a conquest. However you connect the looped around the raft’s rope siding, the battlefield where they must “survive.” missions, the result is the same. rest of his men fire back at the quickly Given laser guns and machines that beep Recurring NPCs and ongoing plots give approaching agents. The agents, in turn, when they are “shot,” agents must act with motivation and incentive to the players as must think. fast. Can they plow into Mr. X’s as much caution as if the harmless they strive to finish the long chain of raft and grab onto the rope? If they miss, low-power lasers shot real bullets. events. there will be no second chance. The Escapes also provide interesting Perhaps the most difficult adventure an Administrator, keeping the adrenalin high, situations for the characters. Put them on Administrator can create is the describes the scene. Dice are rolled, a runaway train with a collection of odd undercover mission in which agents not actions made, and the agents’ raft smashes people, one of whom is a serial killer, and only assume new roles but enter into into Mr. X. The agents grab the villain, watch the tension and excitement flow. another way of life. For example, one everyone vying for the wet, slippery rope. Or, stick the agents in a commercial plane mission I created had the agents play a More dice are rolled, and if the players hijacked to Cuba. The agents must either motorcycle gang that needed to join fight hard enough, Mr. X falls over the combat the hijackers and risk the lives of another gang. With their leather and waterfall and the agents climb up to crew members, or else play dumb. If the denim suits and chrome motorcycles, the safety. The mission is a success — you escape adventure results when a real agents played their tough characters, hope! mission is started, the escape then takes passed a dangerous initiation test, and precedent over the mission. If this finally joined gang activities. Another happens, you may or may not wish to pay example might find the agents entering Off-the-wall adventures agents for their time and troubles. Because into a secret mercenary guild that trains There comes a time when even grand agents are almost always more dangerous young recruits for a violent overthrow of missions, filled with their ominous than average citizens (because of their the U.S. government. The difficulty in characters, secret gadgets, and hair-raising training and weapons), devise escapes these adventures is the lack of real stunts, become a little hackneyed and when the characters are weaponless. The gunfights; the agents are interacting with boring. At this point, a new type of agents will cringe at their defenselessness their enemies, not shooting them. The mission is needed, an adventure that and will have to rely on other resources, Administrator may devise target or doesn’t start with a briefing and end with such as their survival skills and logical survival tests, or plan a fistfight with a a payment. By the time you’re ready to thinking. rival NPC, but most of the action is in stray off the path of conformity, your Even simple twists in the plot can playing the assumed part and finding time players should have agents who are rich challenge the players. After much to investigate the surroundings. In these and strong enough to supply themselves investigating, the agents fully equip and undercover missions, descriptions and the and risk not being paid for one or two prepare themselves for a desert assault on development of NPCs’ personalities hold jobs. a secret base. But their plane is sabotaged, the mission together. Invitations are popular adventure and they must parachute into a mountain Mixing , aliens, fantasy, or diversions. The agents are given a written forest. Forced to evade ruthless attackers other role-playing elements is acceptable request to join a rich eccentric for an without the rope and grapnels they surely only if the players agree to it. Some evening of fun. The host can be a known, need, the agents are going to find great players don’t like lycanthropy in their but heretofore unseen, gangster of the challenges in surviving their environment. enemies during a full moon; others think underworld or someone who has no After making 10 or 20 missions, you may the variation is enjoyable and challenging. records whatsoever. Accepting the feel a little winded. Creating so many If fantasy elements are used, keep them to invitation, the agents find out the “fun” is different plots, settings, and people takes a minimum. If you flood your campaign a hunt in which the agents must survive someone with great ingenuity and much with healing potions and laser guns, you the night in his estate grounds while the free time. To save yourself some quickly lose the espionage flavor of the host hunts them down (with extra men headaches and add a new aspect to your game and are cursed with invulnerable and fancy tracking equipment, of course). game, connect your adventures with plots, agents who can stand up to anything. Or, the host threatens the agents into characters, and settings. Here are some Above all, never forget that role-playing doing an incredibly dangerous mission for examples: The agents find a little city in games are played for fun. Create him (though there may be some great Germany that is the nerve center for adventures that your group will enjoy, not reward afterwards). Most every invitation espionage activity in Europe. Whenever solely adventures that you enjoy. Don’t is from some wealthy person who wishes agents visit here, they gather enough become so bogged down in rules and to challenge the agents in some extreme information to start some sort of mission. statistics that you lose the flow of the challenge. They may be tested to locate a If the city is detailed enough, agents will game; what you say goes. Enjoyment nuclear bomb in some city before it find new excitement with every visit, thus stems from playing in an imaginary world, detonates or survive in a Roman-type saving the Administrator from designing not trying to figure out the best way to arena, complete with lions and leopards, completely new settings in every alter real life into charts and die rolls. swords and armor. adventure. Keep the game off paper; limit maps and Tests can also come from the agency to Another example would be the creation rule consulting, and introduce more check on the agents’ abilities. One sort of of some vast mission, too good to edit player interaction with NPCs and test could be disguised as a normal down into one evening’s play. Subdivide challenging situations. Through mission, except that agents must report the mega-mission into two, three, or four well-planned adventures that take agents every fact and plan to their Administrator. parts. Make each part its own mission but from place to place, meeting different The Administrator then warns other NPCs obviously part of a larger whole. The next people, and uncovering secret and foils the agents’ well-conceived plans. step from here would be the creation of a information, the players find far more Ambushes against the agents are set up, group of NPCs who concoct some crazy enjoyment than any mercenary mission NPCs begin to say things they should scheme such as a master plan to control or can deliver. Don’t let your players down; know nothing about, and nothing the destroy the world. Make their plan long, make your next adventure tailor-made to agents do seems to work out as planned — slow, dangerous, and involved. Your them, and serve it with plenty of all to test how the agents react to such an future adventures will involve the agents espionage ingredients.

60 OCTOBER 1986 DRAGON 61 by Thomas M. Kane simple and would apply to any nation's deciding what clues agents might have left legal system or military court-martial, but behind on an “illegal” mission. The cov- an extra note of character interaction erup rules in the TOP SECRET Companion “ . . . The, prosecution rests.” would be added. Although this method is (pages 22-23) are also useful. Aside from Herman idly watched a reporter draw- designed for criminal trials, the same this, common sense may be applied. If an ing his caricature. It was unflattering, He process could be applied to civil suits. agent performed an assassination in pub- scowled; his thoughts strayed away from There are several variables to consider lic, eyewitnesses may be available. When a the courtroom to that August night three in a trial. The present rules cover only the police investigation turns up the weapon, months ago. The mole had been buying defendant’s Charm which, indeed, is im- it will be used in court. The forensic labo- drinks for the house, probably with Rus- portant. But the skill of the lawyers, evi- ratories of most major cities can perform sian money. Herman remembered the dence of guilt, and prejudice of the miracles with the most minute bits of lonely hallway, the mole’s fearful look magistrate are also important. To simulate criminal evidence. In any case, the game back, the impersonal finality of the muf- these, each factor in a trial can be assigned need not be delayed to put a trial in order. fled shot, the red exit sign in the smoky a Trial Value. The Trial Values are added Unclear documentation of the crime has tavern air. together, and the defendant’s Charm is a Trial Value of 50. Partial fingerprints, Then it all fell apart. That blaring rock then subtracted from the damaging total verbal descriptions, and personal effects music should have drowned out anything, score. The result is the percentage chance of a defendant found in the crime location but someone had heard. When he reached. that the defendant is found guilty. This is are good examples of weaker evidence. A the end of the hall, he found the exit door basically the same check as used before; it witness who was not present during the was locked. Locked! The police came merely adds more role-playing, Agents and crime has a Trial Value of 50. Complete entirely too quickly. . . . their counsel may alter the trial values by documentation has a Trial Value of 100. Herman shook his head. The witnesses falsifying evidence or denying incriminat- Fingerprints, photographs, confessions, had all been drunk and couldn’t positively ing facts. A defendant may fool the court and “paper trails” of official records are identify him. Besides, there was no motive. into believing false information. Undesir- influential. If the defendant was arrested Nobody knew about mission 0068. Herman able evidence may be eliminated by a at the scene of the crime, a Trial Value of had felt pretty safe. But then came the successful Con or Fascinate roll. Details 100 also applies .If a weapon (or other ballistics men with charts of muzzle veloci- for these functions are given in the TOP instrument) used in the crime was found ties and bullet locations. Finally, the bar- SECRET game rules. and belongs to the defendant, it adds 100 tender — somehow, he’d seen the gun to the trial value. If the defendant is when Herman had gone up for a drink. Evidence wounded or marked by the crime, it is It was the end of the line. He could only When a defendant is obviously guilty, treated as complete documentation. pray that no one discovered his link with the Trial Value of all evidence (before Most jurors find eyewitnesses quite the Agency. His superiors were angry Charm is subtracted) should be at least persuasive. Each eyewitness has a Trial now, but they would never forgive that. 200. Most bits of definite evidence may be Value of 100. The testimony of an involved Life imprisonment was a better alternative assigned 5 Trial Value of 100, so two such person (such as a victim or accomplice) — and perhaps death was better, too. pieces of testimony will convict most de- has a Trial Value of 120. If a police or fendants. Less convincing evidence is other investigation has a bearing on the assigned a Trial Value of 50. The Trial case, its records will be subpoenaed 60% According to the TOP SECRET® game Value of a given fact is subtracted from of the time, producing evidence with a rules, trials are resolved with two dice the chance of conviction if it helps to Trial Value of 10-100 points. If the defend- rolls. One is made against the defendant’s prove the defendant’s innocence Some ant is actually guilty, the points are added Charm, to determine guilt; if this fails; the common pieces of evidence are described to the chance of conviction; otherwise, agent is sentenced to 1-100 years in below. When evidence not covered here is they are subtracted. When a motive or prison. This system seems too fast and introduced, the Administrator may use the reasonable alibi can be established, it has a arbitrary. Trials should be role-played, not following to decide on Trial Values for the Trial Value of 100. If the guilty party has glossed over. Agents who are good at new material. failed to successfully cover up the crime building a case for their actions should Determining what evidence is used in (as per the TOP SECRET Companion), have an advantage. It is quite easy to mod- the trial is not difficult. The mission com- evidence is available having a Trial Value ify the two rolls, adding more features of a plications tables (page 44 in the TOP of 50. real trial. The new system would still be SECRET game book) are very helpful in Although it is officially unimportant, the

62 OCTOBER 1986 personal opinion of the magistrate or jury HTH combat and improvised weapons; for agents in a traditional manner, excellent has a great effect on a trial’s outcome. a 76-93, the agent is mistreated by guards, scenarios can be based around the trial When a defendant has previously been possibly losing life levels; on a 94-99, an process. When enemy spies are revealed convicted of similar offenses, the Trial unrelated prisoner escapes, resulting in a in public, a trial is unavoidable. Further- Value is raised 50 points. Witnesses with a crackdown; on a 00, there is a prison riot. more, jail may be an excellent way to Charm score above 100 have double- The Administrator may flesh out these dispose of minor opponents ‘or those who normal Trial Values. Furthermore, if a events as desired. are no longer useful. The trials of political crime was extremely brutal, the chance of It need not always be the player charac- figures, secret agents, or people who conviction is raised by 25 points. In dicta- ters on trial. Law-enforcement agencies know sensitive information could affect torial nations or those under martial law such as the-F.B.I. and D.E.A. attempt to the outcome of a mission. Whether agents (possibly during wartime conditions or bring all enemies to court. Although true are defending or prosecuting, trials can be during widespread civil wars or rioting), espionage organizations seldom try enemy an interesting part of a game. the guilt of the defendant is often assumed —especially if the defendant belongs to a disliked minority group; add 100 to any conviction chance under such a harsh Sentencing Table government. Local prejudices may also affect Trial Values, Conviction Misdemeanors Felonies The abilities of the lawyers are quite Chance 1-2 3-8 9-10 1-2 3-6 7-9 10 important to a case. Divide a lawyer’s Law 1-25 A A A B C C D AOK by five. The result is the number of 26-50 A A A C C D E points that he or she may alter the Trial 51-75 A A B C D E E Value. Naturally, the prosecutor will at- 76-100 A B B D D E F tempt to raise the Trial Value and the 101+ BBC D E E F defense attorney will try to lower it. A lawyer usually charges $100 per hour of A —$1-1000 fine testimony, and $l000-10,000 for intense B —$100-10,000 fine or 1-100 weeks community work legal research. Defendants who represent C —$100-10,000 fine and 1-100 months in jail/community work themselves are penalized 25 points Trial D— 1-10 years in prison Value; these self-lawyers alter a Trial Value E — 1-100 years in prison only 1 point for every 10 points of Law F - Life in prison without parole. In the third world, Eastern Europe, and some parts of AOK. In many countries, the court hires a the United States, this may mean a death sentence (see page 47, TOP SECRET game rules, lawyer for those unable to pay. methods of extermination). Firing squads and hanging are the most common death senten- ces worldwide. In the United States, electrocution, gas, and poison injections usually re- Punishment place these methods. Not every crime should receive a sen- tence of 1-100 years. The nature of the crime and the surety of guilt modify the penalty. The punishment for a convicted character may be determined by cross- indexing the percentage chance of convic- tion with the severity of the crime. The Administrator should classify each offense as a misdemeanor or felony. Misdemean- ors are minor, generally victimless, crimes. Typical misdemeanors would be traffic crimes or possession of minor contraband. Secret agents are much more likely to commit felonies, such as assault, theft, and espionage. The exact severity may be determined with a roll of d10 but, in some cases, the Administrator may wish to assign a precise severity rather than ran- domly roll it. A brutal murder has a sever- ity of 10, while a parking violation is no more than 2. At the Administrator’s op- tion, certain third-world nations may replace jail terms with flogging, amputa- tion, or other penalties.

The players of imprisoned agents usually wish to start a new agent rather than wait for the sentence to be served. However, at times it is fun to play out a scenario with imprisoned agents. Possibly another pris- oner knows secret information, or an attempt is made to help the agent escape. If this is the case, the Administrator may roll percentile dice once per month for complications. On a roll of 01-50, nothing unusual happens; on a 51-75, the agent is attacked by 1-10 fellow prisoners using The Marvel®-Phile

To the Moon!

by Jeff Grubb

the are the MARVRL VILLAINS are the ©1986 Group, Industries MEDUSA™

64 OCTOBER 1986 Best-Laid Plans of Mice and Men Depart- characters (in general) will work in your the players of these characters. ment: Three issues back, I penned a de- basic game. A new addition is Contacts. These are scription of the new Advanced Set of the The Basic Abilities are the same as be- people the hero can trust and depend on MARVEL SUPER HEROES® game for inclu- fore, only presented in a tighter fashion for aid, equipment, and money. Contacts sion in this column, which editor Roger and noting in all cases the initial power are always friendly to the hero. For exam- Moore dropped for lack of space. Then I rank number. In the Advanced game, ple, Captain America® does not need to be promptly went on vacation for two weeks advancement and development of the rich if he can call up his friend Nick Fury™ without leaving a column behind, leaving character is more defined and rapid, and to borrow a S.H.I.E.L.D.™ jet-copter. the question hanging for another 30 days. the power rank number reflects that That, in a nutshell, is the sum total of Now, finally, the missing text may be re- definition. obvious differences in the new format. vealed — the explanation behind the The Secondary Abilities are similar. The Advanced Set adds a LOT more in the Advanced method of character presenta- Health and Karma are the summation of way of character generation, new combat, tion (better late than never, but better the physical (FASE) and mental power (RIP) and HQ construction, but that does not never late). rank numbers. Popularity is a number affect the purpose of this column — to At first glance, there is not a lot of dif- value to reflect the popularity of the char- expand the list of heroes and villains for ference between the characteristics of the acter in the Marvel Universe at the time of use in the MARVEL SUPER HEROES game. Original Set and those of the Advanced this writing. Resources has a rank and Now, to tie up another loose end. I’ve Set. This is intentional. In the past few rank number used in Resource FEATS to been promising this particular column to years, the Humble(?) Writer has defined a purchase items. Roger for over a year now; it ties in with pack of the most prominent figures in the Powers and Talents are as before. In the “lunar” series of articles run in the old Marvel Universe®. With new figures ap- addition, Powers may have Power Stunts ARES™ Section two years ago. Since Uatu pearing all the time, old ones changing and listed in their section. A Power Stunt is the Watcher™ is touched on in the growing, and more input becoming availa- made when a hero uses a listed power in a Advanced Set (along some other early ble on existing characters, I have enough new and interesting fashion, such as when lunar visitors — Red Ghost™ and the to keep me and a lot of others busy for Magneto™ uses his magnetic manipulation Fantastic Four®), we’ll delve into the some time. One thing I did not wish to do abilities to control weather to a limited moon’s other “natives” who only recently was to start all over again and retailor degree. Rarely seen Power Stunts, such as arrived there — introducing, for the first everyone we’ve done so far for a new when Angel™ uses the backwash of his time anywhere, the. Uncanny Inhumans™! system. Your Original Set characters will wings to blast a band of Morlocks™, are work in Advanced Set, and your Advanced not listed and are left to be developed by

BOLT™ against physical and energy attacks; CONTACTS: Black Bolt is the ruler of the Blackgar Boltagon l Solidifying particles to form solid ob- Inhumans of Attilan™, presently located in Monarch of the Inhumans jects of up to Monstrous material the Blue Area of the Moon. He is a stead- strength (these constructs have a dura- fast ally of the Fantastic Four as well, and tion of only 1-10 rounds, and Black Bolt has often turned to them for help. F EX (20) Health: 130 will not be able to use his manipulative A IN (40) powers for 1-10 rounds afterwards); BACKGROUND: Blackagar Boltagon is

S RM (30) Karma: 60 l Detecting electromagnetic signals with the son of two of Attilan’s top geneticists, E IN (40) Monstrous ability; Agon and Rynda, and was subjected to

R EX (20) Resources: MN (75) l Using ECMs (Electronic Counter-Mea- Terrigen Mists as an embryo (most I EX (20) sures) with Monstrous ability and range; Inhumans are exposed to the gas as chil- P EX (20) Popularity: 15 (95 and, dren, or do not take the mist until they among Inhumans) l Flying at Monstrous speeds (450 mph, reach the age of majority — 31). The muta- or 30 areas in a single round in clear genic chemicals of the gas gave Blackagar KNOWN POWERS: space, 9 areas per round in areas filled powers far beyond the norm of most with buildings). Inhumans, but with those powers came Particle Manipulation: Black Bolt’s super- his uncontrollable sonic scream. Kept in human powers derive from his ability to LIMITATION: Black Bolt’s energy powers soundproof isolation to protect the com- harness, control, and manipulate ambient are tied to his brain’s speech center and munity, Black Bolt was taught to control electron particles. This ability originates in his vocal chords. This has unpleasant side his powers, and joined Attilan society only the speech center of Black Bolt’s brain (see effects in that his merest whisper has the when he was 19. limitations below). The manipulation is at effect of a Shift Y force attack on every- Upon earning his freedom, Black Bolt the Unearthly rank. Black Bolt has used thing within 10 areas, speaking conversa- discovered his brother Maximus™ was this manipulation ability in a number of tionally results in a Shift Z attack within betraying his race to the alien Kree™ . In discrete Power Stunts, including: 20 areas, and screaming causes a Class stopping the Kree with his sonic powers, l Enhancing his own strength to the 1000 force attack affecting everything Black Bolt caused a Kree ship to crash into Monstrous level (this has no effect on within a 50-area radius centered on Black Attilan’s parliament building, killing his Health, and Black Bolt may engage in no Bolt. A player running Black Bolt may parents. His voice’s powers affected his other manipulative abilities while doing therefore not communicate with other brother Maximus as well. Despite silent so); players (which would have disastrous protests, Black Bolt accepted leadership of l Channeling all energy into a “Master results in a city), but may indicate actions the Inhumans. Blow,” which inflicts Unearthly damage normally to the Judge (which should not During Black Bolt’s rule, Attilan has been but leaves Black Bolt unable to use any trigger this limitation, unless those actions moved twice, finally being relocated on manipulative abilities for 1-10 rounds involve verbal communication from Black the Moon. Black Bolt has led his people in afterwards; bolt). See the notes under Medusa™ , numerous battles against the Kree, his l Firing bolts of electron force of up to below. mad younger brother, and other foes. Monstrous damage and range; After a traditionally lengthy period of l Projecting a force field up to one area in TALENTS: Black Bolt has the Leadership betrothal, Black Bolt married Medusalith size, of Monstrous rank protection Talent. Amaquelin™, better known as Medusa.

DRAGON 65 which applies to her use of her hair as crash. Her super-human powers were MEDUSA™ well as standard combat. She communi- noted by the criminal known as the Medusalith Amaquelin cates with Black Bolt by means of a special Wizard™, who recruited “Madam Medusa” Queen of Attilan sign language the two of them have devel- with Sandman™ and Paste-Pot Pete” (later oped. (In game terms, this means the Black known as Trapster™) to form the Frightful F RM (30) Health: 110 Bolt may communicate with other charac- Four. As a member of the Frightful Four, A RM (30) ters if Medusa is present, at a delay of one Medusa fought the Fantastic Four on a S EX (20) Karma: 70 round.) number of occasions. Finally, Black Bolt E RM (30) found Medusa and restored her memory, R GD (10) Resources: EX (20) CONTACTS: Medusa is Queen of the and she left her criminal companions. I RM (30) Inhumans of Attilan. She is a former mem- Since that time, Medusa has served P RM (30) Popularity 15 (90 among ber in good standing of the Fantastic Four, alongside her liege, save for two occasions: Inhumans) and a former member, not in good stand- once when filling in for the Invisible Girl™ ing, of the Frightful Four™ (this is a former in the Fantastic Four, and once when KNOWN POWERS: Contact that no longer applies to current kidnapped by the criminal Enclave™. She campaigns). recently wed Black Bolt, and the couple is Manipulative Hair: Medusa has the ability expecting a child at this writing. to psychokincically manipulate the BACKGROUND: Medusalith Amaquelin is strands of her hair. This hair is far the daughter of Inhuman nutritionists stronger than normal hair and is treated Quelin and Amber, and is second cousin to as Incredible material strength. Using her Black Bolt; therefore, she was considered MAXIMUS™ hair, Medusa may perform the following one of the Royal Family before her mar- Real name unrevealed FEATS: riage to him. Medusa’s parents elected to l Manipulate objects at a distance of up to expose her to Terrigen Mist while she was F GD (10) Health: 70 12’ with Incredible Agility; still an infant, with the resulting alteration A GD (10) l Lift objects with Remarkable Strength; to her hair and addition of mental abilities S EX (20) Karma: 80 l Bind opponents (with Remarkable to control it. When young, she began E RM (30) Strength) as a grappling attack; visiting the young Black Bolt in his confine- R IN (40) Resources: IN (40) l Strike out as a whip for Excellent dam- ment, and it was at this time the two de- I GD (10) age, up to 12’ away; veloped their special sign language. P RM (30) Popularity: -20 l Rotate as a fan to generate winds of Following his release into Attilan society Excellent intensity; and, and his rise to the throne, Medusa served KNOWN POWERS: l Climb surfaces with sufficient hand- as Royal Interpreter. holds at a rate of 2 areas/round. When Maximus overthrew Black Bolt in Mental Domination: Maximus possesses Attilan’s first civil war in millenia, Medusa the ability to override the thought proc- TALENTS: Medusa has Martial Arts C, fled the city but lost her memory in an air esses of other minds around him. The

BLACK BOLT™ MAXIMUS™ CRYSTALTM

66 OCTOBER 1986 level of this ability has varied over the l An “Atmo-Gun” designed to wipe hu- is driven by a desire to rule the Inhumans, years and is presently set at the Incredible manity off the face of the Earth (it did a hatred of his brother, and a frustrated rank. Maximus has used his power in the not work), now modified to surround love for Medusa, his brother’s wife. He is following FEATS: Attilan with a Shift X force field; currently in solitary confinement in Atti- l Numbing the minds of others to his l Hypno-potions and a hypno-gun that lan, planning his sixth attempt to take the presence, allowing him to be “invisible” deaden the will of targets by up to four throne away from his elder brother. to organic minds (range of one area); ranks reduction in Psyche (Psyches l Inflicting amnesia on one target (must dropped below Feeble cause the victim get a red result); to be subject to verbal control without CRYSTAL™ l Commanding all minds in a single area use of mental domination powers); Crystalia Amaquelin Maximoff (this may only be a simple command, l An Android (Omega™) powered by the and only one command may be made at collective guilt felt by the Inhumans for F GD (10) Health: 60 a time); their Alpha Primitive slaves; and, A EX (20) l Commanding a single mind in this fash- l Meteoroid launchers on the Moon S GD (10) Karma: 26 ion, up to one area away; and, (aided by the Enclave) to be used to E EX (20) l Switching consciousnesses (as in the blackmail Earth. R GD (10) Resources: EX (20) Transferral power). I GD (10) The duration of most of these effects are BACK GROUND: Maximus is the younger P TY (6) Popularity: 15 (80 for as long as Maximus concentrates on brother of Black Bolt and was exposed to among Inhuman) them. The effects of the amnesia are for Terrigen Mists as an infant. The mist had l-10 days after the effect, and may be no visible effect, but gifted Maximus with KNOWN POWERS: removed by sudden trauma or familiar powers of mental domination. Jealous of surroundings. his brother, Maximus conspired with the Elemental Control: Crystal can mentally alien Kree to deliver the Inhumans into control the four classical “elements” (fire, CONTACTS: Maximus has often sought their hands. In stopping the Kree ship, water, earth, and air) by manipulating the out support from others, including the Black Bolt used, his quasi-sonic powers, molecules of those “elements.” She does alien Kree and the human criminal scien- inadvertently slaying his parents and this with Monstrous power-rank ability tists known as the Enclave. driving Maximus insane, suppressing his and can maintain a particular effect for up mental abilities. to an hour before mental fatigue forces TALENTS: Maximus is a genius, with skill In the time since Black Bolt became ruler her to stop. Crystal has used her power to in genetics, physics, and engineering. He of Attilan, Maximus has usurped the generate a number of Power Stunts, in- has created a number of devices and be- power of the throne no less than five cluding: ings, including: times, ruling from several years to only a l Generating fire within five areas, of l The three energy beings known as the few days each time. Maximus has sought Excellent intensity;

Trikon™, from the Alpha Primitive™ allies among Inhumans, human, and alien l Dousing fires within five areas with slaves of the Inhumans; criminals in order to carry out his plan. He Remarkable ability;

GORGON™ KARNAK™ TRITON™

DRAGON 67 ● Maintaining Remarkable weather con- with Storm, eventually marrying Quicksil- CONTACTS: Gorgon is a member of the trol, being able to generate rain, fog, ver. Royal Family of Attilan, in addition to and heat at the Remarkable level; With the Inhumans’ move to the moon, being that city’s administrator.

● Moving up to one area of water up to Crystal gave birth to Luna™, a child with 20’ deep one area per turn, up to six no apparent mutant or Inhuman traits. BACKGROUND: Gorgon, as was common areas away; Despite the birth of their child, Quicksilver in the present generation of the Royal

● Moving earth with Monstrous ability, and Crystal’s marriage began to deterio- Family, was exposed to Terrigen Mists at creating earthquakes of Monstrous rate, completely disintegrating when an early age, giving him his present ap- intensity, setting up Tremors of up to Crystal had a love affair with ‘a human pearance and powers. He was forced to Amazing intensity, and causing the who was a neighbor of the Vision and flee Attilan when Maximus plunged the ground to shatter, firing stones as mis- Scarlet Witch. Once the affair was ex- Inhumans into civil war, a war that sile weapons for Incredible damage up posed, Quicksilver’s mind went over the claimed the lives of both Gorgon’s parents. to 10 areas away; edge, and he is seeking revenge against all With the rest of the Inhuman Royal Family

● Generating winds of up to Remarkable of those that he feels have wronged him. in exile, he sought out Medusa, and, once intensity; and, Crystal is recovering on the Moon from reunited, returned to Attilan with the FF

● Generating a firestorm of up to six areas prolonged exposure to Earthly pollutants and restored his cousin Black Bolt to the across and Amazing damage. at this writing. throne. Gorgon is sometimes impulsive, strong-willed, and bull-headed, but is one of Black Bolt’s most valuable and trusted LIMITATION: All Inhumans are to some GORGON™ advisors. degree vulnerable to air pollution, Crystal Real name unrevealed more so than most. To make matters worse, she has built up an immunity to the F RM (30) Health: 120 drug that allowed Inhumans to journey A GD (10) KARNAK™ into the polluted world. When on Earth, S RM (30) Karma: 26 Real name unrevealed Crystal must make a daily Endurance E AM (50) FEAT for the effects of pollution — green R TY (6) Resources: EX (20) F AM (50) Health: 130 for the first week, yellow for the second, I GD (10) A EX (20) and red for all succeeding weeks. This P GD (10) Popularity: 6 (80 among S RM (30) Karma: 60 assumes the medication is used; otherwise, Inhumans) E RM (30) red FEATS are required. For every failed R GD (10) Resources: EX (20) FEAT, Crystal’s physical abilities are KNOWN POWERS: I RM (30) dropped by one rank. Should any ability P EX (20) Popularity: 9 (80 among drop beneath Feeble, she will collapse. Mutated legs and feet: Gorgon’s super- Inhumans) Exposure to pure air allows her to regain human powers involve the Terrigen-pro- lost Endurance ranks at normal time (this duced mutation of his lower body. KNOWN POWERS: includes the air within the Blue Area of Gorgon’s legs are heavily muscled, and the Moon). instead of feet the Inhuman has hooves. Body Control: Karnak has conditioned his His legs are further mutated so that he already superior physical form to its ulti- TALENTS: Crystal’s ability with First Aid may generate an intense pulse of kinetic mate Inhuman levels. He has voluntary has been noted in her attempts to nurse energy. This pulse must be consciously control over the involuntary bodily sys- sick heroes back to health. willed, and takes place the round after it is tems, and can regulate his heartbeat, called upon. The pulse must be used once breathing, and rate of bleeding with In- CONTACTS: Crystal is a member of the it is invoked (there may be cases in which credible ability. He gains a + 1 CS in all Royal Family of the Inhumans, and a Gorgon’s strike takes place after the time Endurance FEATS involving poisons and former member of the Fantastic Four. She at which it would do the most good). The knock-out gases, and heals at a rate of one is not, at this writing, on good terms with effects of this mutation in game terms are Endurance rank higher than normal. her husband Quicksilver™ nor with her as follows: Finally, Karnak‘s hands and feet are tough husbands family (Scarlet Witch™, Vision™, l Gorgon is treated as if he has Monstrous enough to allow him to rend up to and Magneto). Endurance for purposes of slams, stuns, Amazing material strengths. or being knocked off his feet in combat.

BACKGROUND: Crystal is the younger l Gorgon has a specialized form of body Detect Weakness: Through mental disci- sister of Medusa, and was exposed to armor when falls are concerned. If pline, Karnak can trace the stress points in Terrigen Mists when a child. She went into Gorgon lands on his feet — the usual structures and weak points in the anatomy exile with the rest of the Royal Family case unless restrained, as he has a low of living beings. This gives him the follow- when Maximus first took over Attilan and center of gravity — treat Gorgon as ing powers: joined her kinsmen in searching for the having Amazing body armor. Those l Karnak may affect materials of up to missing Medusa, finally finding her with carried by Gorgon in such a fall are Unearthly material strength, provided the Fantastic Four. In that reunion, Crystal similarly protected. he makes a successful Psyche FEAT roll met Johnny Storm™, the Human Torch™, l Gorgon’s strength is Amazing when and studies the area for at least one and began a romantic relationship with using his kinetic pulse generation, ei- round. Any attacks on such material are the young hero. ther against a material strength (such as resolved on the Unearthly column. Crystal served as a member of the FF a door) or as a shockwave attack (with a l Karnak may stun and slam opponents of when Sue Richards™ left the team to give range of two areas. Note that no dam- greater Endurance than his Strength, birth to Franklin, but was forced to return age is inflicted by a shockwave attack, and may ignore the effects of the Body to Attilan when she was found to suffer though stun and slam effects still take Armor, if a similar Psyche FEAT is made. from the polluted urban air. It was en effect. route to her home that Crystal encoun- TALENTS: Karnak has Martial Arts A, B, tered the wounded mutant known as TALENTS: Despite his burley appearance, C, D, and E. He may enter a Trance state, Quicksilver and brought him back to Atti- Gorgon is the Royal Administrator of and he lists his occupation as philosopher, lan. The mutant and Inhuman fell in love, Attilan. His Reason is Good in dealing with being extremely knowledgeable in fighting and Crystal broke off her relationship all bureaucracies. techniques.

68 OCTOBER 1986

CONTACTS: Karnak is a member of the KNOWN POWERS: Water-Breathing Harness: This device Royal Family of the Inhumans. allows Triton to breath in air with no ill Underwater adaptations: Triton has a effects, by pumping condensed moisture BACKGROUND: Of the Inhumans listed number of adaptations that aid in his over his gills. This device has Good mate- here, Karnak is the only one who has not underwater life, including: rial strength. been exposed to the Terrigen Mists. He is l Water breathing (Triton can breath the brother of Triton, and after seeing the water indefinitely, but see the limitation TALENTS: Triton is a master of underwa- effects of the mist on his brother, Karnak’s below); ter combat, and suffers no negative shifts parents decided to raise their second son l Swimming (Triton can maintain a maxi- from fighting underwater. without benefit of the mist. mum speed of 40 mph — Typical speed, As a result, Karnak has endeavored to 3 areas/round — without checking for CONTACTS: Triton is a member of the raise his own abilities through study, medi- exhaustion); Royal Family of Attilan. tation, and practice. He has often worried l Good-intensity Resistance to Cold, allow- about his ability to carry his share of the ing him to withstand the ocean depths; BACKGROUND: Triton is the elder weight around the other Inhumans, de- and, brother of Karnak, and was exposed to the spite his incredible powers. Karnak is l Unlimited vision underwater. Terrigen Mists at an early age. Due to his often found in the company of his cousin limitations, he was employed as a scout Gorgon. LIMITATION: Triton must have water to when Attilan was still located in the Atlan- breathe. Out of water and without his tic Ocean, but is more restricted now that breathing harness, Triton can only stand the Inhuman’s city is located on the Moon 15 rounds before making an Endurance (there are waterways in the Blue Area of FEAT to remain conscious. Each round the Moon built by the Kree). Triton has TRITON™ afterwards, the Inhuman must make an- often had adventures outside the Royal Real name unrevealed other FEAT to remain conscious. Circum- Family, owing to his radically different stances determine the intensity of this requirements. F GD (10) Health: 110 FEAT; being trapped under sun lamps A RM (30) would be a Red FEAT, walking in a foggy S RM (30) Karma: 30 evening a Green FEAT, and having normal Final notes E IN (40) condition a Yellow FEAT In addition, Tri- As noted in Crystal’s entry, Inhumans R GD (10) Resources: EX (20) ton loses a point of Health for every round are more vulnerable to disease and its I GD (10) he spends out of water. This damage is effects than ordinary humans. All FEATS P GD (10) Popularity: 6 (80 among healed upon re-entering water or restor- made by Inhuman characters against Inhumans) ing his harness. disease are at -2 CS for resolving effects.

likenesses the 1986

70 OCTOBER 1986

The role of computers

Wizard’s Crown puts everyone to the test

by Hartley tory of all learning — past, present, and ing you are currently searching. and Pattie Lesser future. Your attack selections as to mode of Unfortunately, one among the Fellow- combat, weapon to be used, spell to be ship, a Wizard named Tarmon, Wizard of cast, prayer to be uttered, use of stealth, For nearly two months, we have been Thunder, thought it best that he keep the and so on, are selected via an easy-to-use, totally inolved in a single computer adven- Crown after his period of wearing had onscreen menu. ture role-playing program that is, without waned. He refused to surrender the Most commands are self-explanatory. A doubt, one of the most exciting and involv- Crown to the Fellowship, and civil war defensive attack (command D) is simply ing games we’ve yet experienced. The thus tore Arghan asunder. Most of the one where your character doesn’t go out name of this offering? Wizard’s Crown, great city was lain to waste and ruin. for a kill — he or she leaves something in from , written by Tarmon fled into the ruins. He hid the reserve that decreases the odds of the Paul Murray and Keith Brors. Crown beyond the Gates of Arghan and opponent then striking with a deadly Why such high praise for Wizard’s secreted himself in his laboratories, pro- blow. Inspecting a character (command I) Crown? Because this game takes into ac- tected by magics, passwords, and other allows you to look at all aspects of that count, and focuses upon, character devel- slithering sundries. And to you and your adventurer’s status during combat, includ- opment. Without the player managing the brave adventurers is bestowed the (dubi- ing the number of hits taken and the char- onscreen characters and aiding them in ous?) honor of recovering the Crown to acter’s current health status. The Guard the development of their skills and attrib- return it to Kaitar, the wizard appointed command (G) puts that character at the utes, neither the adventure, nor the char- by The Fellowship to bear final responsi- ready; when an opponent comes into the acters, will last too long. No other bility for the treasure. Without the Crown, character’s front-facing squares, he or she computer role-playing game that we’re evil will continue in its path of havoc. To strikes immediately, regardless of oppo- aware of requires the player to become so return sanity to Arghan, to become the nent dexterity. Attacking to kill (A) is an involved with the maturation of his or her champions of a true and just cause, you all-out assault, with what some might call characters. agree to win back the Crown, and so the reckless abandon, on an enemy character. There is far more game play than first adventure begins. Unfortunately, this also leaves your char- meets the eye. A player must first manage You start in the City of Arghan. Move- acter wide open for a return attack and each character’s attributes and skills ap- ment is accomplished via the eight number increases the odds of an opponent being propriately during the game. As in most keys as shown in the lower right corner of able to hit you. For those desperate times FRP environments, experience is earned the screen shot below. You move in the when little else can work other than a for accomplishing certain goals within the direction of the number key location. For nearly-suicidal assault, this command is game’s structure. These experience points example, if you want to move northeast quite handy. Other options: Characters can are then used to increase capabilities, you press the number “2” key. pray (P) for blessings, start an attempt to talents, and personal attributes. But this is bide using the begin sneaking (S) com- no solo adventure; you can’t have just one mand - great for getting a high-dexterity superhero leading a rag-tag bunch of thief armed with a magic weapon behind minor adventurers. Each character must enemy lines to kill their rotten magic-users be developed in unison with other mem- and sorcerers — and dodge and zigzag (Z), bers of the entire group. Every increase in which makes your character far more skills must compliment the skills of the difficult to hit. If the enemy is still some others. Your band of eight adventurers distance away, those characters armed must become a cohesive, effective unit. with crossbows and bows can use the The scenario is simple, yet elegant — the What Target (W) command to select a successful conclusion of the scenario is target prior to firing their quarrels or also elegant, but not so simple. The adven- arrows. This not only increases the odds ture begins in the land of Arghan, which, of a hit when that character fires on the 500 years ago, was ruled by the Fellow- next turn, but also increases the damage ship of Wizards. Their rule was just, and sustained by such a hit. The help (H) com- the citizens of Arghan were quite content be needed to give you a fighting chance at mand shows a brief display of what each under their wise leadership. Each wizard the Crown’s recovery. Combat is an inte- command means. would, in turn, wear the Crown of the gral part of Wizard’s Crown, and may be If the computer is selected to manage Emperor for a specific period of time, conducted by the player via the computer. the battle, it takes into account every dictated by the movement of the constella- Tactical combat is where you become detail of each character’s strength and tion Atarius. The Crown itself was a trea- responsible for each character’s move capabilities, and measures such against the sure far beyond calculable worth. The onscreen against his or her opponents. enemies’ statistics, rolls the die, and, based crown bestowed wisdom upon its wearer, Full graphic displays present the combat upon the die roll, decides who is victorious as the regal headpiece was not only a in every stage should the tactical version in combat. The tactical combats can occa- symbol of authority, but also the reposi- be selected, both outdoors or in the build- sionally take as long as a half hour to

72 OCTOBER 1986 complete, depending upon the complex- (T)ell the Minstrel of your deeds. So, most An old man in the city park is constantly ities of the combatants, terrain, and other dungeons will require you to enter, accom- offering advice to those that take the time factors. When the computer runs the plish some feat, then exit to save the game. to listen. Many of the taverns can also be battle, the time is reduced to one or two Don’t try to complete a dungeon all at great “hearing grounds” as well as the minutes, again depending upon a variety once: it’ll kill you! city’s marketplace. Other puzzles include of battle factors. There is certainly more than combat to learning passwords and wardwords, find- After battle, you’ll find your characters intrigue players. Adventurers must also ing keys, putting together a Golem Staff, are automatically encamped. Now your explore such edifices as the Thieves’ Guild and finding and reading scrolls written in priests must heal character injuries and, if (in Arghan), the Old Thieves’ Guild within ancient tongues. By the way, the Mayor of they have built up enough Karma and if the ruins (two levels), the Mansion (three Arghan rewards those who clean up his they have a high enough Prayer level, can levels), and the Palace (six levels) in order city! even raise the dead. Those with First Aid to solve the game’s mission. These build- As you can readily see, there is a great skills and bandages can also be pressed ings are actual above-ground dungeons, deal of activity within the world of Wiz- into service to aid those who have been with each level going up instead of down. ard’s Crown. But before any of this activity otherwise sliced, mashed, or mangled by The higher your adventurers climb, the can be experienced, there are game me- the enemy. From this camp, those with more difficult the task becomes. A variety chanics that must be completed. You do Search and high evaluation skills, such as of treasures are hidden at every level, have to copy the program disk. We re- your Sorcerer, should search the bodies of some within plain sight, other crucial viewed the Apple II version of Wizard’s the defeated enemy. All manner of money, treasures not so easily found. Crown, which comes as a double-sided plus weapons, magic weapons, magic Your party not only explores the City of disk. Both sides must be copied before you armor, vials, bottles, and scrolls (most with Arghan, but also the Ruins of Arghan, are allowed to play the game. The original some form of magic capability), precious which await your adventurers beyond the program disk is still required to load the gems, gold-encased weapons whose mone- gates. Be forewarned that during the adventure. The opening menu informs the tary value far exceeds their combat value, hours of darkness, the influence of evil player as to what should be done next. shields, and lots more, will be found on increases. This means that the number of For those starting Wizard’s Crown as the bodies. These items can be taken by encounters requiring combat will substan- novice adventurers, and who have had any member of the group, but they should tially increase! Several maps constitute the little experience playing CARPS before, we be examined first to reveal any hidden Ruins. As your character’s reach the edge highly recommend that you play at the capabilities. Money can also be moved to of their current map, the program loads in easiest level, which would be selection “5” one character or another, as long as the the succeeding map, depending of course from the first menu choice. character receiving the goods has less than upon your party’s direction of movement. A super feature of Wizard’s Crown is the 10 items in his or her possession. These Each party move scrolls the map in the fact that you can reset the dungeons. If goodies found after battle can be sold at requested direction, so that the player is you Save your games in progress (which the marketplace to increase a character’s constantly aware of the adventurers’ loca- you will hear over and over again in this cash balance, with the best recovered tion and surroundings. We found it com- article), the fact that your adventurers items retained to enhance any of the ad- pletely unnecessary to draw our own succumb to hostiles in a dungeon should venturers’ attributes or skills. A character maps, either for the outdoor or indoor not cause you apoplexy. You can use the cannot carry more than 250 coins, and adventuring. This does not mean you Utilities to reset the dungeon to its original only one weapon, one armor type, and shouldn’t be taking notes. There are far state, meaning all of the treasure and one shield can be readied at any one time. too many clues dispersed through the monsters have been recalled into action. The most important part of any encamp- game — too many equipment trades and Restart your game by booting the game ment is telling the minstrels of your deeds! sales that must be concluded - for one to disk. Your characters will begin play from After every combat, every encampment, neglect their trusty notebook. the last position you saved the game at, select (T) to save your game. Those who The characters can search any area they and you can once again have them re- don’t heed this advice are bound to end up wish for a number of events, ranging from enter the edifice — this time bearing in frustrated, drooling, babbling nincom- the aforementioned encounters to finding mind the reasons for your character’s poops. This game takes an enormous stores that sell needed accessories (such as demise the first time through. You should amount of time to play — play which crowbars and rope), to talking with NPCs be able to avoid the same traps, the same cannot be completed in one or 100 sittings. who occasionally impart crucial hints that mistakes, and complete this search, earn- You’ll find your characters have died a should be noted. One of any player’s first ing experience and gold as you do so. thousand times over, and if you haven’t encounters involves the rescue of a girl After completing the necessary mechan- saved the last success to disk, then you’ve from a band of muggers. Should the ics of starting the game, which includes got to start from scratch! Save your game player succeed in eliminating her attack- inserting the disk copies into their desig- after every sitting! ers, she’ll inform the character of the nated drives, the actual game begins. You’ll The only exception to that rule is when location of her home. The wise group will find yourself at the Inn in the City of you are exploring one of the “dungeons.” find some way to locate her home, where Arghan. This is, without doubt, the most You cannot save the game until you exit her father will offer a sharp-edged gift for important building in the game — and the from the building, (M)ake camp, and then the aid in securing his daughter’s safety. one you’re bound to become most familiar

DRAGON 73 to assistance from the fighting profession- als. Strength is quite important if you wish some of your characters to not only wield heavy-duty weapons, but also be able to wear Chain, Scale, or Plate armor. Dexter- ity is also a skill that is quite appropriate for those who will be your main combat- ants, as well as those with thieving skills. The higher the character’s dexterity, the faster he or she will be able to react to a given situation. It’s terrible to be involved in combat and have the enemy able to constantly hit you first! with. First-time adventurers will find eight specific number of intelligence points. For OK; now you’ve not only named your preconstructed characters awaiting them. example, to become a Sorcerer, an intelli- first character, but you’ve also assigned all These characters possess the necessary gence of 11 is the minimum requirement. of the attribute points. The number of characteristics to familiarize players with That means you would have to add at least points assigned to Intelligence will deter- such matters. However, one should create 6 points to the base Intelligence score of 5, mine character profession. Those profes- their own characters as soon as they be- leaving you only 19 points left for distribu- sions available for the intelligence range come comfortable in doing so. tion to the other attributes. Other intelli- you’ve selected are displayed onscreen. In order to best define the Inn’s func- gence requirments include: Priest - 7, You select the profession that you wish the tions, we’ve taken the liberty of showing Fighter - 5, Ranger - 3, Thief - 3. You character to possess. our adventurers as they appear in the can create a multi-profession character, The skills that particular profession can menu. such as a Priest/Ranger/Thief combination possess are now revealed to you. Those for an intelligence purchase of 13. Use of experience points you’ve been saving now CURRENT PARTY MEMBERS 10/0 DAWN the “less-than” key decreases points from come into play, as they are assigned to ID NAME STATUS the selected attribute; the “more-than” key differing skills. It’s very important to keep adds points to the attribute. So, if you in mind at this juncture what kind of A) MURDREN HIRED B) LORD HART HIRED want your first character to be a Ranger, weapon and armor your character might C) MAR HIRED and you want an extremely high Strength be able to wear (selected in the next D) LAWTENDER HIRED rating, two points could be deducted from screen). For example, due to limited E) BOPPO HIRED the base Intelligence score, giving you 27 strength, your character may not be able F) SIR KURK HIRED points for distribution. to possess a weapon that requires a G) FOOTSORE HIRED We recommend that you assign each strength of greater than 10. This will limit H) AESSOPP HIRED attribute at least 10 points in all attributes. the type of weapon that character may That requires spending 15 of the 25 carry. Even though all weapon types are (D) DELAY:2 points. Life points are purchased at a ratio available for characters with a Strength of YOU ARE AT THE INN of 5:1, so for every one point you spend, greater than 6, many of these dangerous (G)REET NEW ADVENTURERS an additional five points are added to that weapons won’t pack the punch needed for (T)ELL THE MINSTRELS OF YOUR DEEDS attribute. Life basically is what keeps your this great adventure. Let’s take a look at (R)EST THE ADVENTURERS character going; should Life fall to zero, the standard weapon offerings for Wiz- (C)HECK CHARACTER your hero will fall as well. ard’s, Crown. And don’t think, not even for (I)MPROVE CHARACTER Experience points are purchased at a 4:1 a moment, that these are all of the offen- (H)AVE A CHARACTER QUIT THE PARTY ratio, giving your character an additional sive and defensive items available in this (V)IEW THE ITEMS STORED AT THE INN four experience points for every attribute game. An old saying of “finders, keepers” (O)UTFIT A CHARACTER (M)OVE MONEY AROUND point assigned. Experience points are then is especially true as you explore the Wiz- E(X)IT THE INN spent on specific skills, which we will ard’s Crown environs. cover next. Let’s take a thief, for example, who has a The first menu selection allows you to We have found that characters with a strength of 12. This thief should require a create your own characters. This ability minimum life value of 35 seem to be able weapon that will only occupy one hand, can only be initiated after you delete the to hang on, expecially as life becomes less perhaps utilizing the other for lockpicks eight pre-composed characters from the and less a critical issue, as defensive spells, or a shield. Either a long bow or a light game. (Another reason for copying the magic armor, and defensive jewelry are crossbow pack a damage range of 10 and disk: the original information is always found throughout the game. Those charac- 11, respectively, which is a wallop your available to you.) Use menu selection six, ters unable to pack heavy-duty armor enemies must respect. But the thief re- (H), to delete the eight characters, and you (because they are not strong enough to quires that free hand — especially when can now begin the process of your own wield such protection) should have a about to lockpick a mysterious door. Obvi- . higher life value than warriors packing ously, adding points to bow or crossbow You must initially decide how your char- plate mail — especially if they are about skills would not make much sense, since acters’ attributes will be distributed, business that will put them in the center the character won’t initially be carrying which is managed through the use of a of hostile attention. For example, a thief such weaponry. The thief could use a menu of the base character attributes. may be sent into a small room or a narrow broadsword, which packs a damage rating Each character starts with a base score of hallway to lockpick a door. When success- of 9, or perhaps a battle axe would be 5 in Strength, Dexterity, and Intelligence, fully opened, this gateway could suddenly more to your liking. In these cases, points and the player is given another 25 points be the thoroughfare for a horde of should be added to either the Sword or to spend on increasing those attributes as screaming (pity the poor fellow Axe skills, or to both! well as the character’s Life and Experience who opened that portal). Since a thief’s A character may also possess more than scores. The assignment of additional strength usually limits him to lighter ar- one profession. Ranger/Priest/Thieves, points to any of the attributes really de- mor, the higher the life value originally requiring an expenditure of 13 personal pends upon the type of character you assigned to that attribute, the more hits attribute points, are a marvelous asset to need, as certain professions require a the character will be able to sustain prior any adventure group, as such a character

74 OCTOBER 1988 can then manage differing skills inherent Aessopp (top left) is our party’s Sorcerer. Those involved in leading the group and in each profession. Take, for example, the As he is going to be responsible for the examining the booty should build up their following examples of our characters. initial examinations of booty during the Track and Search skills as soon as possible. (Note that these skill scores required looting phase after combat, he should be Increase the Dexterity of all characters. nearly 150 days of game time to build to quite capable in the evaluation of magic Look for a Dwarven Buckler — and do this level.) items. So, points should be given to Evalu- your best to keep it! ate Magic. However, his spell-casting capa- Gozaroth needs a favor done. STR: 10 SERIOUS INJURY: 0 COPPER: 0 bilities might well save many a neck from INT: 11 CURRENT LIFE: 35 SILVER: 0 bidding a fond adieu to an attached head. Your goal is the Palace, far south in the DEX: 13 INJURY: 0 ELECTRUM: 0 Therefore, he should be able to Cast Spells Ruins of Arghan. You will have no easy LIFE:35 CURRENT EXP: 81 GOLD: 0 and have a lot of Maximum Power availa- time reaching this dungeon. ble to cast those spells. ITEM NAME: READIED SIZE Note that Aessopp is packing an awe- There is certainly far more to Wizard’s +5 BRIGANTINE YES LRG some amount of Cast Spell and Maximum Crown than has been presented in these +2 CROWN YES SML Power points, since 250 points is the maxi- pages. Learning how to fight, how to VERY FINE FLAIL NO SML mum number of points you can award to search, what party configurations are +3 BOTTLE NO SML any skill. His initial points went directly to SCROLL best, which skills are most important — NO SML his spell-casting skills. Since Aessopp is not FINE SHORT SWORD NO MED these are all a part of the total environ- JADE NO SML adept with weapons, we have also given ment presented by this CARP You’ll find DARK DAGGER YES SML him a high Close Combat rating, enabling yourself involved and fascinated for +3 SHIELD YES MED him to use the Dark Dagger to full effec- hours. Wizard’s Crown provides enormous +1 BOTTLE NO SML tiveness when a hostile character or crea- value for little cost. We think very highly (R)EADY, TRANSFER AND EVALUATE ITEMS ture moves toward him. The Dark Dagger, of Wizard’s Crown and recommend this (T)RADE COINS, (N)EXT PAGE, OR E(X)IT by the way, has not only the normal offering as one that truly presents a most powers of Thrust damage, but also cuts positive view of fantasy role-playing as AESSOPP (* screen 2 *) away at an opponents life force. played on a computer system. For compu- terphiles and FRP gamers alike, Wizard’s CLOSE COMBAT 180 Mar (bottom left), a combination Fighter/ Crown is a must for your game software SCAN 18 SWIMMING 110 Priest, needs high scores for his chosen library. ALCHEMY 135 weaponry (in this case, Sword for his two- Wizard’s Crown is for the Apple II com- READ ANCIENT 126 handed + 5 Claymore) and also in healing puter family, the Commodore C-64 com- EVALUATE MAGIC 150 injured areas. These were the two areas puter, the Atari XL computer series, and CAST SPELL 232 his initial points were distributed amongst. will soon be released for the Atari ST MAXIMUM POWER 245 EXPERIENCE 81 Note Mar’s current high score of 238 for computer. The price for these versions is CURRENT POWER 180 Sword (out of a possible 250) and the $39.95. You may also contact Strategic maximum score for Karma, which consti- Simulations at 1046 North Rengstorff tutes the power he has for healing and Avenue, Mountain View CA 94043. Their STR: 10 SERIOUS INJURY:0 COPPER: 0 raising the dead. As you can see, his Cur- telephone number is (415)964-1353. DEX: 10 INJURY 0 SILVER: 0 rent Karma seems to be down a bit in INT: 11 CURRENT LIFE: 35 ELECTRUM: 0 strength — the doubtless result of numer- What’s out there LIFE: 35 CURRENT EXP: 21 GOLD 0 ous encounters. Mar is able to both fight Our new product and news information and heal, and is thus a resourceful and ITEM NAME: READIED SIZE for this issue runs the gamut from valued member of his party. products being re-released for additional GOLEM STAFF NO MED systems to information on brand-new +3BOTTLE NO SML Once you’ve assigned all of the experi- releases. As in our past columns, the pro- SCROLL NO SML ence points to attributes, selected the TORCH grams are listed by title. NO SML profession(s) for each character, chosen +5 CLAYMORE YES MED +1 CLOAK YES SML appropriate weaponry, all that’s left before In our first column, we mentioned the +4 BRIGANTINE YES LARGE starting your quest is to assign an on- release of Alter Ego (Activision, Inc., screen to each character. This icon is Mountain View, Calif.), the role-playing (R)EADY, TRANSFER AND EVALUATE ITEMS picked from a display of numerous icons, game where you live your life in any man- (T)RADE COINS, (N)EXT PAGE, OR E(X)IT and one should be selected for each char- ner you wish. Now Alter Ego is available in MAR (* screen 2*) acter that best represents his or her main both the original male and new female weapon ability. That way, you’ll always be version for the , IBM mi- CLOSE COMBAT 177 able to tell who’s who when searching cros, and the Macintosh computer, in SWORD 238 indoors or fighting outdoors. You may now addition to the Apple II version. This game AXE 16 exit (X) the Inn and proceed with the is highly recommended. SPEAR 13 MACE 112 game. FLAIL 11 Without giving too much away, the Alternate Reality — The City (Datasoft, BOW 20 following hints will certainly be of some Chatsworth, Calif.) was released late last CROSSBOW 20 use to those who adventure into the Wiz- year, but only came to our attention re- SHIELD 200 ard’s Crown world: cently. This is a fine fantasy role-playing AWARENESS 31 SCAN 31 game, that is designed to be modular. The SWIMMING 113 Tactical combat should find your adven- City is the first module, with The Dungeon FIRST AID 25 turers as extremely close friends. (to be released at Christmas), The Arena, TREAT POISON 133 Build up each character’s main weapon The Palace, The Wilderness, Revelation, TREAT DISEASE 139 to its maximum power (accomplished and Destiny all planned as sequels. The TURN UNDEAD 183 through the garnishment of coins). City will be the base of operations for all LUCK 126 KARMA 250 Look for booty that goes beyond normal future episodes. The City will also be EXPERIENCE 21 capabilities. A sword with a Reveal Enemy released in versions for the Commodore CURRENT KARMA 158 spell that is never used up is a fantastic 128, Macintosh, IBM micros, PCjr., , PRAYER LEVEL 8 find! and Atari ST computers. It is already

DRAGON 75 available for the Apple II, Commodore 64, chosen by Family Computing in 1985 to available for IBM micros and their compat- and Atari XL series computers. receive one of that publication’s Critic’s ibles for $50. Choice Awards. Additionally, is and Skyfox (Electronic Arts, San now available for the Macintosh computer. Our product watch includes new offer- Mateo, Calif.) have been released in Macin- Pricing is $39.95. ings called Cinema Ware, which will be tosh computer formats. The first offering distributed by Mindscape. These products is a strategy game that involves wizards, Spell of Destruction (Mindscape, Inc., are actually interactive movies, packed dragons, and trolls as playing pieces, as Northbrook, Ill.) has been released for with 1.2 megabytes of graphics coding, well as arcade-style battles. The second Commodore computer owners and fea- and will run on 16-bit machines, such as game is a combat flight simulator that tures 3-D graphics, 70 challenging loca- the Macintosh, Atari ST, and Amiga Com- merges life-like combat flying and arcade tions, and a great musical score. This puters. The production company, Master action on your computer screen. adventure game carries a price of $29.95. Design Software, is run by president Bob Jacob, who has assembled a top-notch Breakers is a new science-fiction game Sword of Kadash (Polarware/Penguin team to design, write, and program these (Broderbund Software, San Rafael, Calif.) Software, Geneva, Ill.) has converted this offerings. Each CinemaWare game consists where you live in the futuristic world of real-time animated fantasy role-playing of over 100 K of professionally composed the planet Borg, trying to break up a ring game for Atari ST computer players. This music and over 1000 sprites. The com- of smugglers, free folks from slavery, and offering has over 200 rooms and passages puter manages the actual camera-work restore order to the cosmos (no small to explore and is quite challenging. Pricing that the player views onscreen, such as order!). This is a text adventure available is only $17.95. Polarware has also lowered zooms, pans, and close-ups. The player has for the Apple II series, IBM micros, the the pricing on all of its games to less than the feel of being at the cinema while inter- Commodore 64/128, and the Atari ST The $20, with some older games available for acting with the script. Each is a role- Commodore version is $39.95; all others less than $10. These are high-quality rec- playing game based on a motion picture are $44.95. reational games (both adventure and ar- theme, where the player assumes the cade), that are one of the best buys in persona of the onscreen character. Cine- Essex and Brimstone are also from Bro- computer software today. maWare will include: derbund Software, and have been released in Atari ST formats, joining the Mac, Apple Temple of Apshai Trilogy and Rogue Defender of the Crown (Amiga), a Robin II, C 64/128, and Atari XL versions. Both (Epyx, Inc., Sunnyvale, Calif.) have been Hood adventure with over 30 animated are interactive text adventures —the first released in both Commodore, Amiga, and screens. In the jousting scene, for exam- taking you to outer space to thwart an Atari ST formats. These are classic adven- ple, there are seven different screens that invasion of the Sirius sector, and the sec- ture games that have been further en- could be viewed while jousting. The com- ond takes you to Arthurian times to aid Sir hanced due to enhanced computer puter “roles the dice” and determines Gawain of the Round Table in his attempt graphics, sound, and screen displays. Both what screens will be seen by the player to escape from the netherworld. Pricing is programs are well-worth your interest. (there could be three screens, including 3- $44.95. D view, overhead view, etc.) By changing The Pawn (Firebird Licensees, Ramsey, the scenes to be viewed during play, a Hacker II: The Doomsday Papers (Activi- N.J.) is an illustrated text adventure for player could participate in the adventure a sion, Inc., Mountain View, Calif.) is a strat- the Atari ST, whose “painted” scenes will hundred times and not have a duplicate egy adventure sequel to the smash leave you in awe. A sophisticated language game. software hit of 1985, Hacker. You are parser and an intriguing plot are ex- provided with no game rules and only a tremely appealing to all gamers. Versions King of Chicago, for the Macintosh, is a few clues. You must prevent a plot to for the Mac, Amiga, IBM micros, and Com- perfect offering for the Mac, as it emulates destroy the United States. This game has modore 641128 are currently being devel- a black-and-white film of the thirties. been released for Commodore 641128 and oped. The price is $44.95. Here, claymation techniques were used, Apple II ($39.951, and for the IBM micro, with characters posed in 16 different Tandy 1000, Amiga, Macintosh, and Atari Transylvania and The Crimson Crown stances, and digitized into the Macintosh. ST (all $49.95). (Polarware/Penguin Software, Geneva, Ill.) A complete 3-D universe has been created, are graphic text adventures that have in which the claymation characters move The Movie Monster Game (Epyx, INC., been converted for play on IBM micros. with true dimensional ratios. Sunnyvale, Calif.) stars Godzilla, and al- Using Polarware’s Comprehend language lows the player to become one of several system, both offerings start and finish the Other interactive movies include SDI, a rampaging monsters in a strategy and saga of Vampyr — hopefully at your USSR vs. USA movie for the Atari ST com- arcade game to conquer various interna- hands. The price on each game is $34.95. puter, and planned for a March 1987 re- tional cities. This is a game that is a great lease is a program entitled Star Rush, deal of fun to play! At present, this soft- Uninvited (Mindworks, Inc., Northbrook, authorized by Jerry Pournelle and Bruce ware has been released for the Commo- Ill.) is a graphic adventure for the Mac and Webster. This latter offering is a Star dore 641128, Apple II, and IBM micros. Commodore 64/128, that leads you in a Wars-type scenario for the Amiga com- hunt for your lost brother in a haunted puter. Graphics and artwork for these Lords of Conquest (Electronic Arts, San mansion. Death stalks your every move in offerings have been completed by the Mateo, Calif.) is a strategy game derived this intriguing offering, which is priced at artists like Peter Green, the posterist for from an old boardgame called Border- $49.95. Also from Mindscape is a new the movie Cocoon and 300 other films. lands. You choose your home territories, program entitled Comics Works, for the Please keep those letters and cards com- then try to protect them as you conquer Macintosh, that allows you to create com- ing in; we truly appreciate your response the world. This software has been re- ics, storyboards, greeting cards, and news- and comments to this column. We hope to leased for the Commodore 64/128 and letters easily, by incorporating text and continue to provide you with the most Atari XL series at a price of $32.95. graphics at will. The price is $79.95. reliable information on recreational offer- ings exemplifying the finest in true, Phantasie (Strategic Simulations, Moun- Wilderness: A Survival Adventure (Elec- computer-aided, adventure role-playing tain View, Calif.) has been converted to the tric Transit, Thousand Oaks, Calif.) is an and related environments. We hope we Atari ST computer. This is a multiple char- award-winning, true-to-life simulation of have managed to at least whet your adven- acter role-playing adventure that was outdoor survival. This program is now turesome appetites.

76 OCTOBER 1986 by Margaret Weis and Kevin Stein Weapons and Ammo: ©1986 FASA Corporation Type Facing Tons AC/20 Front 14 Ammo (AC) 20 Front 4 It had taken a direct appeal to King Jeverid to free up much of the equipment the Lancers needed, including eight battered but Mass: 40 tons serviceable hovercraft weapons carriers, five-man machines like Movement Type: Wheeled those Grayson had seen in Sarghad. Three of them mounted auto Power Plant: SitiCide 140 I.C.E. cannons, and one a combat laser. Two . . . carried short-range Cruising Speed: 43.2 kph Skorpiad anti-armor missiles, while the rest carried anti- Maximum Speed: 64.8 kph personnel heavy machine guns. This small armada was no match Armor: Star Slab 6 for the entire enemy ‘Mech force. With luck though, they might Armament: One Crusher SH Cannon knock out one or more of the light ‘Mechs in open battle. Decision at Thunder Rift Manufacturer: Quikscell Company by William H. Keith, Jr. Communications System: Johnston Q-Band Robotic System: Furbish Robocheck Targeting and Tracking System: Scantrex DualTac Accusations have been made against battlefield historians of the Succession Wars that they ignore or gloss over the role Overview: played by ground forces support units in favor of the more glam- The Hetzer Wheeled Assault Gun is primarily used to provide orous escapades of the MechWarrior. cheap fire support to troops on planets of limited military signifi- “According to these jokers, a Marauder nailing a Marauder is cance. Because the mechanical systems of the Hetzer are ex- history,” grumbles Anjin Smith, Liao sergeant and proud operator tremely simple to operate, it has become standard practice to of a Hetzer Wheeled Assault Gun. “A Hetzer nailing a Marauder install robotic remote-control units in the Hetzer, using it as an is an accident.” unmanned scout vehicle. But there have been many occasions when the ground forces proved to be the decisive factor in battles. To quote Katrina Capabilities: Steiner, “Winning commanders are those who recognize the The Hetzer is generally used only in a support role. It is never unique abilities of the support units and who make astute and found operating alone unless it is a robotic scout. The Crusher creative use of them on the battlefield.” This article examines Super Heavy Cannon gives the Hetzer enormous fire power po- three representative ground-forces vehicles. tential, but its lack of a turret and other, more diversified, weap- [Vehicle and component weights are expressed in metric tons (1 onry makes it a nightmare machine for crewmen who are metric ton = 1,000 kilograms). - Editor] compelled by either fate or a deranged commander to take one into a non-defensive combat situation. Type: Hetzer Wheeled Assault Gun The Hetzer is a wheeled vehicle. This has the advantage of keeping its cost down (the whole concept behind the Hetzer), but Tons it restricts the vehicle to moving only over terrain that is either naturally flat or has been flattened. These manmade “Hetzer Movement Type: Wheeled paths” are a dead giveaway that Hetzers are operating in the Tonnage: 40 area. Cruise Speed: 4 Most people will do anything to avoid being forced into the Flank Speed: 6 cramped crew compartment of a Hetzer. If the vehicle catches Engine: 10 fire, those caught inside are doomed. Certain sadistic sergeants Rating 140 have been known to use duty in the “Rolling Coffin” as a means of I.C.E. Type punishing poor performance. Control: Robotic Option 2 Lift Equipment: Battle History: Power Amplifier: The only known battle fought by Hetzers in a nonsupport role Heat Sinks: 0 occurred on Exit, in Liao space. It was, of course, an accident. Internal Structure: 4 Two commanders, bored with tedious patrol duty on a planet Turret: well behind the front lines, challenged each other to a war game Armor: 96 6 using the only vehicles they currently had at hand — robotic- Location Points controlled Hetzers — for the playing pieces. The robotic- Front 30 controlled Hetzers were reprogrammed to handle simulated Lt./Rt. Side 22/22 battlefield conditions. Since the programmers had so much time Back 22 on their hands, some of the programs designed were, in fact, Turret 0 quite unique.

78 OCTOBER 1986 On the day of the mock battle, a Marik advance scout force - Control: 1 not noted for its luck — dropped on planet to see what, if any Lift Equipment: 2.5 troop concentrations had been left there. Here was a real, live Power Amplifier: target! Overjoyed, the Liao commanders gleefully sent the Het- Heat Sinks: 0 zers into action. The reprogrammed Hetzers almost completely Internal Structure: 2.5 destroyed the smaller but better-armed Marik forces. Marik Turret: .6 commanders are still pondering the last message of their scout force, warning of a planet crawling with berserk Hetzers. Armor: 32 2 Location The Hetzer commanders were promoted and are currently in Points charge of reprogramming other Hetzers for the use of Liao Front 7 nobles. Lt./Rt. Side 6/6 Back 7 Variants: Turret 6 Although the cannon is a preferred weapon, Hetzers have been Weapons and Ammo: known to carry long- or short-range missile packs, or even lasers Type Facing Tons and flamers. These, however, are rare modifications. SRM 6 Turret 3 Some forces use Hetzers equipped with advanced scouting and SRM 6 Turret 3 detection equipment, but the high cost of such equipment gener- Ammo (SRM) 30 Body 2 ally prohibits its use to better-armed and more mobile units. Mass: 25 Tons Notable Armor Units and Crews: Movement Type: Hover Anjin Smith, a Liao sergeant, is the only member of a Hetzer Power Plant: GM Classic II I.C.E. crew never to have requested transfer to a different vehicle unit. Cruising Speed: 108.0 kph Operating in a Hetzer he reprogrammed himself, Smith has been Maximum Speed: 162.0 kph through more than fifteen engagements, with fifteen “kills” of Armor: 2 Star Slab assorted larger vehicles to his credit — among them a Marauder Armament: Two Sureshot Mk. VI Short Range Missile Packs Manufacturer: Foxcell Products, Inc. Communications System: ZaiBan X-1000 Type: Harrasser Missile Platform Targeting and Tracking System: TacTex Fixer

Tons Overview: Movement Type: Hover The Harrasser Missile Platform is used in support of infantry Tonnage: 25 that is moving into enemy-held territory. The Harrasser’s high Cruise Speed: 10 speed keeps it out of harm’s way. Flank Speed: 15 Most of the original Harrassers were built on civilian worlds in Engine: 8 2996, designed to defend against either invading troops or lighter Rating 120 ‘Mechs bold enough to move into a city. This vehicle’s high speed Type I.C.E. and easy maneuverability made it instantly popular with its oper-

Hetzer Wheeled Assault Gun Harrasser Missile Platform

ators. Before long, the Harrasser was one of the most popular sizes. A lesser-used option is to replace the missiles with flamers privately-owned military vehicles on the market. or communications-detection gear. These are generally used only Not only does the Harrasser require a skilled and daring driver, for very specialized missions. but the vehicle itself is a pure joy to operate. It is no wonder, then, that Harrasser drivers take pride in their machine, spend- Notable Armor Units and Crews: ing long hours tinkering with it. Harrassers are lovingly kept in Marklin “Chevy” Chevalier is the owner of one of an original perfect condition. Many have been passed down from generation Harrasser, one of the first ever to come off the assembly line. It is to generation and are today worth more than five times their rumored that he won it in a card game, having staked his family normal C-bill cost. estate for a chance to acquire the coveted vehicle. Chevy has kept his Harrasser, known as “Aces and Eights,” in perfect condition, Capabilities: both, for fighting and to exhibit in the Harrasser shows held at The Harrasser’s armament is designed for quick infighting. Its various times and places throughout the star systems. Here, two SureShot Mk. VI Short Range Missile Packs give the Harras- proud Harrasser owners come together to admire each other’s ser a good chance of disabling a vehicle much bigger than itself. machines, learn new variations, and swap war stories. Chevy is In general, however, it cannot win a sustained fight because of its commander of the 17th Support Unit stationed on Shroedinger. light armor. He is also president of the ‘57 Club, a group of Harrasser collec- The Harrasser’s best defence is its amazing speed. When mov- tors stationed on the planet. ing full out, it is difficult for even ‘Mechs to land a hit on an evading Harrasser.

Battle History: Type: Schrek PPC Carrier One of the first and greatest Harrasser victories occurred on Tons Quentin, a planet where many Harrassers were built. In 3000, an Movement Type: Track advance group from an unknown Kurita Jump Ship invaded the Tonnage: 80 planet during a border skirmish that had gotten out of hand. Cruise Speed: 3 Catching the forces of House Davion garrisoned on Quentin com- Flank Speed: 5 pletely by surprise, the Kurita troops quickly disabled or cap- Engine: 17.5 tured most of the defending armor units. The few ‘Mechs that Rating 240 had been stationed on Quentin had been recently transferred to Type Fusion guard the border, leaving behind only a couple of light ‘Mech Control: 4 lances and one medium lance. Kurita forces crushed these with- Lift Equipment: out difficulty. Power Amplifier: The Kurita forces had just settled down to relish their triumph Heat Sinks: 30 20 when they were suddenly attacked out of nowhere. The 3rd and Internal Structure: 8 5th Infantry Support Companies of House Davion had been out Turret: 2.1 on maneuvers in a remote area of the planet. Using their Harras- Armor: 112 7 sers, the 3rd and 5th ISC launched a series of hit-and-run guerilla Points raids. Their precision strikes so devastated the invaders that the Location Front 27 Kurita troops surrendered within one week. Lt./Rt. Side 20/20 Back 20 Variants: 25 Many variations have become popular with Harrasser operators Turret over the years, since part of the joy of owning one of these vehi- Weapons and Ammo: cles is “souping it up.” Replacing the two missile packs with one * Type Facing Tons FarFire-10 Long Range Missile System and 24 loads of ammuni- PPC Turret 7 tion is one of the most popular modifications. Another popular PPC Turret 7 variation replaces the missile pacs with laser weapons of various PPC Turret 7

80 OCTOBER 1986

Schrek PPC Carrier

Mass: 80 Tons Movement Type: Track Power Plant: Pitban Fusion 240 Cruising Speed: 32.4 kph Maximum Speed: 54.0 kph Armor: ArcShield VII Ryan has allowed this story to be made public. According to Armament: Three HellStar PPCs Ryan, he and his troops were away from their homeworld of Manufacturer: Aldis Industries Butte Hold in an attempt to “purchase several pieces of agricul- Communications System: Olmstead 3000 tural equipment necessary to the peaceful, agrarian pursuits of Targeting and Tracking System: Omicron IX our people.” Some unknown invader, hearing that the main forces of Ryan’s army were off-world, took advantage of the opportunity Overview: to raid several of Butte Holds outposts. For many years, the Demolisher heavy tank was one of the After stealing large quantities of supplies and equipment, the most feared vehicles on the battlefield. Unfortunately, it was invaders set up camp outside one of Ryan’s major strongholds, feared as much by its own crew as it was by the enemy. The obviously preparing a full-out assault. Fortunately, Ryan’s com- Demolisher’s main guns had the side effect of generating such manders had the presence of mind to investigate certain large extreme amounts of heat that the crew had to wear specially crates marked “Tractor” that Ryan had brought back from his last designed coolant suits when operating it. If the Demolisher be- “farm equipment purchasing expedition.” No one was more sur- came involved in a sustained firefight, even the crew’s coolant prised than Ryan upon learning that the five “Tractors” were five suits would give out. If they didn’t die from the heat, the crew- Schreks. men were so weakened they could no longer fire and instantly “I can’t imagine how such a mix-up occurred,” Ryan commented became sitting ducks. later. “I suppose we’ll have to return them sometime! Ten years and hundreds of coolant suits later, Aldis Industries The invader‘s force consisted of light and medium ‘Mechs, and announced the release of a vehicle of a size and fire power com- also included several aerospace fighters. Its initial plan was to parable to the Demolisher, but without the heat problems. This completely overwhelm and overrun the strongholds defenders. vehicle was the Schrek PPC carrier. Within thirty minutes, however, the five “Tractors” had reduced the enemy to scrap metal. Capabilities: The Schrek’s main function on the battlefield is to act as long- Variants: range heavy fire support to vehicles and ‘Mechs. The three Hell- Very few variants of the Schrek have come into use. Occasion- Star PPCs allow the Schrek to engage and destroy practically any ally, troops mount external machine guns or small lasers on them, ‘Mech in combat. A light ‘Mech may be able to close with the but this is rare. Schrek, but one hit from the PPCs will usually disable or kill the ‘Mech. By the time heavier ‘Mechs lumber near enough to engage Notable Armor Units and Crews: a Schrek, the Schrek’s PPCs may have already inflicted severe A private in the heavy armor unit of Halsten’s Brigade, Fre- damage on them. Medium-sized ‘Mechs are most dangerous to a derick “Sniper” Jones earned his nickname by his skill in making Schrek, since these ‘Mechs combine both good speed and strong incredible shots. On at least three occasions when his Shreck has fire power capabilities. been battling overwhelming ‘Mech forces, Jones has picked out a The Schrek’s angled, sloped armor and low profile make it a commander and made a kill with a PPC shot to the head. difficult target to spot and destroy. It is, therefore, particularly good for taking fire from hidden gun emplacements. The In summation, we quote Hanse Davion, speaking at the award Schrek’s two treads allow it to move easily over soft terrain. ceremonies held in honor of the 3rd and 5th ISC. In his speech, The Schrek lacks close-range attack capability. The PPCs have Davion commented, “I have sometimes heard ‘Mech pilots sneer difficulty concentrating a particle stream at ranges under 90 at those who act in a ground-support capacity. I have noticed that meters, so a Schrek generally attempts to avoid direct engage- it is often these very pilots who end up fighting alone against ments with an enemy. uneven odds, having been abandoned by those who might have been able to save them. I can only say that these unprofessional Battle History: imbeciles richly deserved their fate. I know more than one ‘Mech- Though understandably reluctant to release any information Warrior who owes his life to his ground support. The smart ones concerning his homeworld, the alleged interstellar pirate Redjak never forget it.”

82 OCTOBER 1986

Randal S. Doering the campaign, but should not be the piv- terms of the die type used, but there are otal factor in the campaign’s evolution. only 20 bullets. If you only give out de- The technology of science fiction and Scenarios that offer technological items vices that use a d10 or d12 to determine the magic of fantasy often meet and min- as a temporary reward give the DM an damage, then the number of damage dice gle in modern literature, and when the excellent opportunity to spice up the cam- allowed to the party should be halved. mixture is blended well the result is more paign by throwing in a curiosity or two. Of course, not all temporary technologi- action and excitement for the reader than Items along this line should be usable only cal items are weapons. When placing either science fiction or fantasy would once or twice, for they are meant only as nondamaging objects or devices, treat have offered by itself. diversions and not as mainstay items. them as you would minor magical items. Can this same mixture be created in the Good examples here are grenades or simi- These miscellaneous devices should not be environment of a role-playing game — lar weapons, containers of medicines, and too powerful and should be discovered specifically the AD&D® game? Yes, it can. oddities (such as food pills that supply a only in moderate numbers. Mixing modern or futuristic technology full day’s nourishment). None of these Another rule of thumb goes like this: into the magic-dominated AD&D multi- items (a single grenade, a dose of medi- The number of miscellaneous temporary verse is certainly possible, but the Dun- cine, a single pill) will last for more than items able to be discovered should be geon Master should not take such a step one use, and the party’s supply of any equal to no more than one-third of the without a lot of careful consideration temporary item should be gone within a total number of party levels. Thus, if our beforehand. This article offers guidelines few adventures at most. party of six 5th-level characters stumbled to the DM who wants to try mixing ma- As a good rule of thumb, all of the tech- into a hoard of technological items, they chine guns and magic missiles, in the nological weaponry a party could find in a would find at most ten minor, miscellane- interest of achieving a good blend in temporary-item scenario should not be ous items and 90 dice worth of damaging which the whole is truly greater than the able to inflict more dice (d6) of damage weaponry. sum of its parts. than three times the party’s total number Most miscellaneous items found should The most important guideline, which of levels. (For multiclassed characters, duplicate the effects of minor magic items underlies any other advice on the subject, average their levels and round to the or spells of no higher than 3rd level. For is this: The DM must maintain control nearest whole number.) Using this rule, a example, medicines should heal 4-10 over the campaign and the technological party of six 5th-level characters (30 levels points of damage (as a potion of healing) items incorporated in it. Certain controls total) should find technological weaponry or possibly allow water breathing (as the should be pre-established, based on com- that can do no more than 90 dice of dam- potion or as the 3rd-level magic-user spell mon sense and the DM’s concept of game age before being used up. This is not as of the same name). A suit might be found balance. Much as with powerful magic much as it might seem; for instance, a that contains chemicals to keep the wearer items, objects of sophisticated technology wand of fire discovered with an average warm in sub-zero temperatures (once); can ruin an otherwise well-made campaign amount of power remaining (90 charges) this suit can be compared to the lst-level if they are misused or overused. But when and then used to simulate 45 fireball spells cleric spell resist cold and is perfectly kept in their proper place, they can add a will inflict 270 dice of damage before allowable, using this guideline. These special zest to the campaign and enhance being exhausted — and it need not be used suggestions and a bit of thought can keep the adventuring experience for everyone up, since the wand can be recharged. minor, temporary technological items well involved. Example: The DM has decided that the under control. party mentioned above has no urgent The question of duration needs, and elects to give them a chance at Permanent items Control starts with the DM’s decisions on obtaining 90 dice worth of technological When the DM decides to make technol- what sorts of technological items will be weaponry. In the upcoming adventure, he ogy a permanent part of his campaign, he added to his campaign world, and this is has placed 30 fragmentation grenades (he is asking for many hours of labor. Many determined largely by the intended dura- has decided that each causes 2d6 damage), questions that did not need to be an- tion of the items. Will the items be tempo- a .44 caliber pistol with 20 bullets (each swered for the temporary-item scenario rary, as are those in TSR Module S3, doing 1d10 damage), and a laser rifle with now must be examined in depth. The Expedition to the Barrier Peaks, or will sufficient power to fire two more times question of origins must be dealt with: they be a permanent part of the cam- (each shot doing 5d6 damage). Where did these items come from? Can paign? This distinction will be of vital The damage die used can vary some- anyone use them (especially the weapons)? import, for the methods of awarding and what, but should be kept to a d6 as much How does a DM deal with the relatively controlling the technological items will be as possible so that the items in question potent miscellaneous items that might vastly different for each case. Temporary can be compared to various damaging become part of a long-lasting campaign? items can be comparatively potent, since spells. In this way, the DM can be confi- they are not supposed to last for more dent of maintaining a good game balance; The origin of technology. If technological than one or two adventures. Permanent it gives him something with which he can items are introduced to the campaign for a items should be much less powerful; such compare his technological weapons. The temporary diversion, then their source an item will have a long-lasting impact on .44 pistol above does heavy damage in will be of little consequence to play. The

84 OCTOBER 1986 items were perhaps lost by an interdimen- the original race are still around, trying to covery process might be shortened or sional traveler or could have belonged to regather their items. simplified for that weapon. Experience an ancient race. Spread a bit of oil of also counts for something; if a fighter has timelessness on an item made of super- Class restrictions. In a scenario involving learned that pulling the trigger will oper- materials, and who can say how long it temporary technological items, the ques- ate a revolver, then he’ll recognize a trig- would last? For temporary technological tion of which character classes can use ger the next time he sees one, and items, the DM can make up nearly any them is not terribly important. The items probably will have little trouble figuring explanation he likes. For a long-range found are not lasting and thus would not out how to work other weapons with campaign inclusion, however, some rea- be around long enough to create a game- similar-looking triggers. sonable explanation as to the origin and balance disturbance. But when such items For devices that the DM feels the charac- purpose of these items must be made. are made part of the campaign, the ques- ter would not know how to operate ahead In this author’s campaign world of Cry- tion becomes important. Obviously the of time, the only way to discover the item’s soberyl, technological items of many sorts entire party cannot be equipped with function is by trial and error. Sages, leg- are a permanent part of the campaign. rifles and grenades, nor could all of the end lore, and similar persons and spells They are very rare and extremely expen- characters use any miscellaneous item. may help but should never reveal all there sive (when they can be bought at all), but Miscellaneous technological devices is to know about a new technological can be found by the lucky and the perse- should be usable by most classes, just as weapon. vering. These items come from a dying are the various potions and miscellaneous city some 6,000 miles out to sea. The peo- magical items. Common sense has to be Technological weapons in the campaign. ple of this city are more than a little de- the guiding factor here. For instance, a When technological weaponry is added to praved and often come to the mainland cleric might not use or sanction the use of the campaign on a permanent basis, the for a bit of “sport” (i.e., tearing up a few healing drugs. A detect magic spell will formula given earlier (designed for use local villages and departing before effec- show such an item to be non-magical; with temporary items) no longer serves as tive resistance can be mustered). Over the therefore, the gods had no hand in its an effective means to control such devices. years, some of these invaders have been making (unlike a potion of healing). A thief Since the technological weapons will be dealt with by the natives, and their items might not use any items that fit over the found right along with magical weapons in tossed with their remains into the nearest hands, and would probably not wear or many cases, there can no longer be as deep hole. Once in a while, some lucky carry any large, bulky items, for this could large a number of them. The old formula adventurer stumbles upon the items again. affect the performance of his dexterity- of “party levels times three” needs to be An alternate scenario: A member of the related skills. changed, reducing the multiplier 3 to 2. troubled technological folk steals a small Technological weapons are another This will reflect the fact that the items are flier, loads it up, and flees to the continent. matter entirely, and a moment’s reflection not temporary; they can be supplemented The flier crashes into the jungle for heroes will show that the fighter class alone is later. to find later. Over the centuries, quite a suited to their use. After all, the fighter is When a number of magical weapons are few of these items have been scattered basically a person who is skilled in weap- to be located in a treasure hoard, the 2 in across the land, so the characters have ons use. Since fighters gain no primary the equation should be reduced to a 1, or some familiarity with them, and they can abilities other than their skill at arms, they no technological weaponry should be expect to find more. They do not know are well suited to taking on a new set of given away at all. If this seems harsh, where these items come from (the natives weaponry. The addition of technological remember that characters will have say from over the sea, but who trusts a weapons to a campaign gives the fighter a chances later to add to their technological stupid barbarian?), but the DM knows, and special ability of his own. In a game where weapons hoard. And, after all, the AD&D the door is open for further adventures. specialty classes have increasing roles, this game is based on magic, not technology. Perhaps variations on these scenarios restriction on who can use technological Technological weaponry should never would work for other DMs. The above weapons will help keep fighters a distinc- become numerous enough to replace reasoning has proven very effective in my tive class. magic weaponry! world because the use of technological Being eligible to use a weapon and When adding technological weapons to items was planned for when the world knowing how to use it are not the same an AD&D game, the DM needs to remem- was designed. If the DM considering the thing. No fighter will be able to find a rifle, ber that all technological weapons have a origin of technological items in his cam- pick it up, and start firing right away weakness — they need ammunition. This paign has already designed his entire (especially if the rifle isn’t loaded to begin ammunition can come in two forms, de- world, it may not initially have room for with). For temporary items that just pop pending upon the sort of weapon used. such a city — but this presents little obsta- up in the middle of an adventure, and for For ballistic weapons such as are used in cle to the inventive DM. most permanent items that are to be a today’s world (pistols, rifles, etc.), the If you can’t change the surface geogra- fixture in the campaign, the would-be user ammunition comes in the form of bullets. phy to account for a place that contains must first figure out how the weapon or With advanced (powered) weaponry, am- technological items, then go beneath the item works. A system for figuring out the munition comes as power cells. Descrip- surface. For instance, it could be that function of an unknown artifact is given in tions of the two ammunition types are these items come from deep inside the the GAMMA WORLD® game rules, and given later. For now they are mentioned as planet, and the subterranean races that another one is provided in issue #100 of a prelude to the upcoming charts. made them have finally all but slaughtered DRAGON® Magazine. The DM can devise For information and examples pertaining one another. The survivors are fleeing his own system, using either of these as a to modern ballistic weapons, the DM is upward, only to meet drow elves, kuo-toa, model; understanding how a technological referred to issue #57 of DRAGON Maga- and other vicious under-dwellers. The item works shouldn’t be impossible, but zine. Therein can be found an article, very few who survive that set of encoun- neither should it be automatic. Even after written by Ed Greenwood, entitled “Mod- ters reach the surface, only to die when a weapon is figured out, the fighter’s non- ern Monsters” (reprinted in the Best of exposed to sunlight. But now, suddenly, proficiency penalty should apply when he DRAGON Vol. V anthology). The most technological items are turning up. In tries to use it. technical aspects of modern weapons are small quantities, yes — but with a bit of For permanent items in a campaign discussed therein. Portions of that article traveling, one might collect quite a few of environment, some of this discovery proc- were reproduced in DRAGON Magazine them. Some must have fallen into the ess may not be necessary. If a fighter or issue #100, in the “City Beyond the Gate” hands of the drow or the tentacles of the another member of the party has seen or module written by Robert Schroeck. mind flayers. Perhaps some members of heard of a certain weapon, then the dis- There is no need for this article to reiter-

DRAGON 85 ate the work already done by others, so no Table I: Powered missile weapons examples of modern ballistic weapons are weight Fire Charges Range included here. Weapon type (gp) Damage * rate per shot S M L The two tables on this page describe Sonic pistol 70 3-18 118 16 24 advanced weaponry (purely of the au- Sonic rifle 90 4-24 1 2 10 20 30 thor’s own invention) in AD&D game Hand atomizer 80 2-20 1 2 5 10 15 terms. The first table includes examples of Heavy atomizer 150 5-30 1 4 7 14 21 powered missile weapons, and the second table powered melee weapons. Additional * — Damage does not vary by target size because the missile is an energy bolt, much examples of powered technological items like a spell effect. given in AD&D terms may be found in the AD&D module S3, Expedition to the Bar- rier Peaks. Table II: Powered melee weapons The weapons described on Table I exist Weight Charges Weapon Space Speed only for purposes of this article and are Weapon type (gp) Damage * per rd. length * * req. (ft.) factor examples only. They share features, how- Forcesword 35 2-16 1 ½/3½ 3 4 ever, that all advanced technological mis- Powermace 60 2-12 2 2/2½ 4 6 sile weapons should have. They are Electroflail 80 5-10 4 4/4 6 6 lightweight, nonreproducible in a medieval society, and very damaging. Until a DM * — As with powered missile weapons, the damage for these devices does not vary has a chance to experiment with such with target size. items in a campaign, he should keep the ** — Weapon length is given in feet, before and after the weapon is turned on. fire rate down to one shot per round. Later the fire rate could be doubled (or halved) if this proves necessary. Finally, and TRAVELLER® games, although these casters can do them one better. A machine the user of one of these items does not will need work before they can be added like the one mentioned above that works need to make a “to hit” roll to strike a to an AD&D game. repeatedly will be rarer and more valu- target. However, the target has a chance to able, and should not be found until the make a saving throw vs. paralyzation to Miscellaneous technological devices. So party is at least 16th level (when the cleric avoid the damage. This saving throw is far this article has concentrated mainly on could top its effects with a resurrection made at a bonus of +2 if the weapon is weapons, damage, and other matters spell). This brings the item to a subservi- used at medium range, or +5 if the target related to combat. Many technological ent position in the party, where it is still is at long range. Other benefits may also items, however, can be of a miscellaneous valuable, but will not dominate the party’s apply, such as a bonus for the wielder’s and helpful nature. Nearly any magical special equipment list. After all, if the lack of proficiency, a bonus for the target effect can come into being. Examples same 8th-level cleric found such a ma- being protected by cover, and perhaps (at would be a pair of powerful binoculars chine, he would probably quit adventuring the DM’s discretion) a bonus for the tar- that are the equivalent of eyes of the and raise dead for a living. This is cer- get’s dexterity if the weapon is used at eagle, mirrored sunglasses that reflect tainly not much of a challenge! medium or long range. (Maybe there’s gaze attacks as a gaze reflection spell, and Finally, remember that exceptionally time to get out of the way, maybe not. . . .) a suit of special cloth that prevents dam- powerful miscellaneous technological The melee weapons described on Table age done by thrusting weapons. All of devices will doubtless require constant II are, again, examples only for this article. these items are very useful and could be attention, rare materials, or vast amounts The forcesword looks like a sword hilt used by nearly everyone. But they bring of power to make them work. Once word until the power is turned on, at which their own distinctive problems to the game of such items circulates, thieves may try to time a forcefield approximately the size of campaign. steal them, nobles may try to buy or take a longsword blade appears. A powermace Controlling miscellaneous technological them, etc. This situation is handled exactly is a rod of mithril. When activated, it items is trickier than controlling techno- as a DM would handle characters with sprouts a 6-inch-diameter sphere of crack- logical weapons. There is no simple con- potent magical items — make sure the ling energy which causes burn damage to version of damage dice, and each item is items are not abused! In the end, such target creatures. Most terrible of all is the different from the others. In this case, potent technological items should break electroflail, a flail made of mithril and there are two helpful hints to aid the DM down, run out of power, or otherwise fail. charged with electricity. The slightest in keeping miscellaneous technological Items like the raise dead machine could touch of this device delivers a severe elec- devices under control. One is for the DM prove fatal to a campaign if used too often, trical shock. to figure out values for for they would make even death an easily All powered melee weapons share char- the items (see the next section for an ex- solved problem. acteristics similar to powered missile planation of how to do this) and award the weapons. They are lighter and a bit faster technological devices as if they were magi- Experience point awards than their archaic cousins, but require just cal items. The other is to compare the item From the problems of technological as much space to use. Damage is increased to a spell it emulates (if possible). The items origins and users, and the different in all cases, but not enough to upset the technological items should be comparable uses of technological items, we go on to game balance. to spells of a level that party spell-casters address the awarding of experience points Powered melee weapons need only hit can throw. If the party cleric can throw for these items. This section has three AC 10 to do damage, discounting armor, 5th-level spells, then a machine that raises categories. The first concerns technologi- but adding dexterity and magical bonuses dead (as the 5th-level cleric spell of the cal weaponry, the second ammunition, and for the target as applicable. Note that same name) would not be too potent for the third miscellaneous technological creatures of magic (i.e., demons) are enti- the party to have. Even if the cleric were items. tled to full armor class when being hit only 8th level, this machine would not be Technological weaponry breaks down with a weapon of this sort. These weapons too powerful to allow the party to find it into powered melee weapons and two may or may not harm creatures requiring — so long as it only worked once, kinds of missile weapons: ballistic and magic to hit; this is up to individual DMs. Generally speaking, permanent techno- powered. Powered melee weapons should More examples of powered melee weap- logical items that approximate spell effects be designed to resemble archaic-type ons may be found in the GAMMA WORLD should not be given out until party spell- weaponry, so that their users have some

86 OCTOBER 1986 basis to relate to them. Weapons such as ages will increase, as well as their ranges. lows one to breathe water, much as a this are then worth as many experience For powered missile rifles, the DM needs water breathing potion. The mask will last points as a + 1 (magical) archaic weapon of to calculate base xp value (such as 800 xp forever (so long as it has power, anyway), the sort they resemble. This relatively low for a sonic rifle) by damage, then double but the potion only lasts a few hours. The value for experience points reflects the this value (because the weapon is a rifle potion is worth 400 xp, so the mask is inferiority of the technological weapons, version of a pistol). Thus, the sonic rifle is worth 800 xp. In the second case, a neck- in the respect that they require power worth 1600 xp. This makes rifles worth lace of adaptation is compared to a dispos- cells to operate. An example of this is the much more experience than pistols and able mask that filters out one dose of powermace mentioned earlier, which should force the DM to make powered poisonous gas. The necklace is worth 1000 compares to a magical mace + 1. The mace rifles more rare than any other sort of xp and is a permanent item. Since the +1 is worth 350 xp, so the powermace is technological weapon, which is as it mask will only work once, it is worth only also worth this experience point value. should be. one quarter as much experience as the The forcesword compares to a sword + 1 Powered missile weapons that can kill or necklace, or 250 xp. This system will prob- and is worth 400 xp, and so on. If a pow- disintegrate their targets with one shot are ably take care of most miscellaneous tech- ered melee weapon has a special ability worth a flat 3000 xp in pistol form, 10,000 nological devices. that compares to a magical function, the xp as a rifle. Needless to say, these items The DM should always try to use the item should be worth half as many experi- should be virtually nonexistent and should above method of awarding experience. It ence points as that item. Thus, if the for- use many charges per shot (half of a keeps new items compared to existing cesword has the ability to sever limbs on a power cell, for instance). items and provides the simplest, most natural roll of 20, it can be compared to a Ammunition is also awarded an experi- direct experience point conversions. Some- sword of sharpness. The experience point ence point value. Bullets are worth 25 xp times, however, this method may not value for a sword of sharpness is 7000 xp, per die of damage they cause. This means work. There may be times when the tech- so the forcesword (which is dependent that a bullet causing 1d6 damage is worth nological item resembles a spell effect upon power cells) is worth 3500 xp. just as much experience as a bullet doing more closely than a magic item. These For technological missile weapons, expe- 1d10 damage, just as a magical crossbow items are awarded experience by the level rience awarded depends on the basic sort bolt + 1 is worth the same experience as a of the spell they emulate. of weapon, i.e., ballistic or powered. Ballis- magical arrow +1. Power cells are worth An item which resembles a spell is tic weapons that can be made by local 20 xp per charge, so a fully charged power worth 150 xp per level of the spell it re- metalsmiths are no different from com- cell with twenty charges is worth 400 xp. sembles. This makes a technological drug mon bows and crossbows and are worth Such low values for experience enable the which allows its user to run for many no experience points. If such a weapon DM to keep the party well supplied with hours without tiring worth 150 xp, for it cannot be bought and must be found, such items. duplicates the effects of the 1st-level however, it should be worth experience to Miscellaneous technological items are magic-user spell run. Items that resemble its user. The exact experience point award the most difficult to classify, due to the multiple spell effects are worth the experi- should be 500 xp for all ballistic pistols vast variety of such items which can oc- ence points of the highest spell level emu- and 100 xp for ballistic rifles (including cur. These items can be divided into three lated and half that of each of the other shotguns). This compares ballistic weapons groups: miscellaneous technological de- spell effects. to a magical bow + 1, which they resemble vices that resemble magical items, those For example, a technological item that in function. The caliber of the ballistic that resemble spell effects, and the devices allows weather control might also allow item in question is no more important that are so unusual that they are like no the user to create lightning (as a call light- than the sort of bow; it is the weapon class sort of magic and must stand alone. The ning spell), gusts of wind, precipitation, which counts here, not individual weap- methods for awarding experience for cloudbursts, and zephyrs. The base experi- ons. Rifle-type ballistics are always worth these, different sorts of items are de- ence for the machine is 900 xp, for the twice the experience points as pistols, for scribed in detail below. 6th-level magic-user spell control weather obvious reasons. Many miscellaneous technological de- is the highest level spell that the machine Grenades and other explosive (ballistic) vices will resemble some sort of already- emulates. The other spell effects are missiles are worth 100 xp per die of dam- existing magical item. If this is the case, worth a total of 900 additional experience age they cause. This low value reflects the the technological item can be awarded points (three 3rd-level spells, a 2nd-level temporary nature of such items and al- experience points as if it were the magical spell, and a 1st-level spell equal 12 spell lows the DM to give out many, of these item, and the situation is easily resolved. levels, times 150 xp per spell level, divided devices. Using this method, a pair of powerful by two because these spell effects are Since powered missile weapons will be binoculars is worth the same experience secondary to the primary control weather more individualistic than ballistic weap- value as eyes of the eagle, or 3500 xp. A function), so the entire machine is worth onry (a laser is nothing like a sonicgun, dose of medicine which cures 2d6 damage 1800 xp. As a rule of thumb, the spell list and so forth), these items must be assigned is like a potion of healing (200 xp), and so used to determine spell level should be the individual experience point values. An forth. magic-user list first, for this list contains item of this sort should be categorized by In many cases, however, the two items most spells of general nature. From here the type of damage it does, i.e., stunning, will be alike but will not have the same the Dungeon Master can go to other spell elemental damage (heat, cold, electricity, duration, In this case, the technological lists as necessary.) etc.), disintegration, etc. The less the dam- item in question must suffer a reduction These values are modified as above for age done by a technological weapon, the in, or be granted more experience value. comparing permanent and temporary less experience it is worth. A stunning For a technological item which is perma- items. Thus, if the weather machine men- item will not harm victims at all, so it nent and which emulates a magical item of tioned above was a permanent item (as it starts the list at a flat 250 xp for a stun temporary nature, the technological item’s would probably be), it is worth 3600 xp. pistol, twice that for a stun rifle (500 xp). awarded xp are double those of the magi- This is not much experience for such a Weapons which do elemental damage are cal item in question. When the technologi- potent item, but then it will need many worth 200 xp per die of damage they cal item is temporary but the magic item power cells and possibly other expensive cause. Thus, a sonic pistol which causes to which it is compared is permanent, the material components to continue operat- 3d6 damage per shot is worth 600 xp. technological item is worth only one- ing. This method of awarding experience The rifle versions of powered missile quarter of the xp value of the magic item. should take care of all save a very few of weapons are different than the rifle ver- For example, take the first case. Com- the technological items which do not fit sions of ballistic weapons, for their dam- pare a technological facemask which al- the guidelines given above.

88 OCTOBER 1986

The item which does not fit either of in small communities, it will take the re- tion. They are nonreproducible in any these categories will be unusual indeed. sources of a city to handle larger techno- medieval society and must be found. The Assigning experience points for an item logical items. This allows opportunity for average power cell should be about the like this is strictly up to each DM, based thieves to steal the item, and may lead to a size of a watch battery and should contain upon the relative power of the item. Com- lot of excitement. Technological items are about twenty charges. Any less than this, pare the item to magic items or spells it just like magical items in the respect that and the fighter will be changing cells too even remotely resembles and work from experience gained is for keeping or selling often! The problem is solved by leaping there, using the suggestions given above. the item — never both! from swords and crossbows, straight into The example for this section is a suit of high technology. ballistic cloth which prevents damage The case for technology This same principle applies to other done by thrusting weapons. This suit is This article has so far discussed only technological weapons in the campaign. slightly akin to a stoneskin spell (4th-level modern or futuristic weaponry. No men- Grenades are converted to plastic explo- magic-user spell) or a periapt of wound tion has been made of weapons such as sives, and plastic explosive bullets replace closure, but is not as potent as either. The the blunderbuss or the musket, nor will all traditional bullets. The chain of events spell effect would make the item worth this article go on to discuss such. There which could have led to a low-technology 1200 xp (150 xp per spell level × 4th-level are two reasons for this. DRAGON Maga- civilization into an advanced one is now spell × 2 because the spell is temporary zine has already published several excel- broken. Characters still have the new and the suit is permanent), while the lent articles on more primitive (or early, if weapons and the DM does not have to magic item would make it worth 1000 xp. preferred): technological weaponry. The worry about characters reproducing am- One solution here could be to average best examples of these are “Firearms” by munition. The characters still have to these two values, to end up at 1100 xp. Ed Greenwood (issue #60) and “A Second depend upon the DM for resupply, so This value should then be halved, because Volley,” by the same author, in issue #70. control stays with the DM. the item is nowhere near as potent as These articles deal very completely with Advanced weaponry is even easier to either the spell or the magic item in ques- the beginning of ballistic weaponry, so no control. Such devices would have thou- tion. The suit ends up being worth 550 xp. repeat performance is necessary. sands of parts, nearly all beyond the ar- There are, of course, other solutions here, Also, it is this author’s opinion that such chaic craftsman’s ability to reproduce. and it is up to each DM to find them. This weaponry does not belong in the AD&D They would be made of high-tech materi- process is a time-consuming bother, so it is game. Once a world is given the secret of, als and could not operate if parts were heartily recommended that the DM not gunpowder, it can be argued that technol- replaced with baser substances. These put in too many items of this sort. ogy will follow the course it did on Earth. devices also take power cells — more [See, however, “All about Krynn’s gnomes,” nonreproducible items. They remain, to Selling technological items in issue #103. — Editor] From crude ballis- the characters, a form of alien magic The selling of technological items is tics such as are noted above, the human which must be supplied by the DM. going to be much easier for characters race has developed a plethora of powerful Miscellaneous technological items are ”than the buying of” such, just as with magic ballistic (and nuclear) weapons. Allowing handled in the exact same way. If the DM items. The value of a technological item is early ballistics in a campaign world makes wants to give away a coffee grinder, he dependent upon its durability. If the item way for advancement down the chrono- needs to make it fully automatic, with is temporary, it is worth three times its logical road, Technological weapons in an forcefields to crush the contents. The experience point value in gold pieces. AD&D campaign world should therefore average miscellaneous technological item Items which need ammunition, power, or be constructed so that the inhabitants of should be beyond all comprehension in its other assistance before they will work are that world cannot reproduce their vital workings, so long as it is usable by those worth five times their xp value in gold. components. who find it. Using advanced technological Technological items of a permanent, non- While the smiths of an AD&D world devices is just one more way for the DM to assisted nature are worth as much gold as would probably be able to reproduce a “stay on top of things” and stave off trou- eight times their experience point value. modern ballistic weapon (if in slightly ble before it begins. This system will not work in every case, poorer quality), the ammunition would be but it is a good general guideline to start another matter. However, given time and Magitek with. It allows for the quick sale of most the aid of a magic-user friend, a clever Undoubtedly, many DMs are already technological items. alchemist could probably solve that prob- thinking about combining magical and Buying technological items is strictly up lem also. Here, then, is the weak link. The technological items to create “magitek” to the DM, if it can be done at all. Ballistic problem is not the weapon (even a ma- items. Unless the DM has much experi- weapons which can be made by local chine gun is nothing except a fancy club, ence, this is not recommended. Upon this craftsmen should sell for about 40-80 gp. without its bullets) but the ammunition. In author’s world of Crysoberyl such experi- This makes them expensive but not un- its modern-day form, ammunition is de- ments were tried, and nearly all of the reachable to low-level parties. As with rived from natural ingredients which are resultant items were simply too powerful. magical items, technological items which easily reproducible in a well-stocked alche- Technological items, as outlined above and can normally only be found should have to mist’s laboratory. in the referenced articles, are potent be traded for (using other technological The solution here is to upgrade the vital enough to stand on their own. The addi- items, magical items, etc.) or bought at component, the ammunition, to such a tion of magical abilities to already-potent prices which are grossly unreasonable (10- point that it cannot be reproduced in a technological items generally creates an 20 times their experience value in gold). medieval society. For the modern-type item which upsets the balance of the Special circumstances may mitigate this. bullet, this could be accomplished by game. As with buying magical items, this entire replacing the cartridge with a wad of For more experienced DMs, there is one process is a field where the DM is pretty plastic explosives. These explosives are small sort of magical-technological blend- much on his own. Skill at handling situa- shaped like a brass cartridge and are ing which could be allowed. Magic-users tions like this comes only with experience, entirely consumed in the firing of the of high enough level to enchant an item and no further explanation can be given in bullet. This leaves no residue for a busy- (12th level and over) could create bullets this article. body alchemist to study, and the explo- or recharge (but not create) power cells. Finally, it is important to remember that sives are so advanced that an alchemist For bullets, this calls for the wizard to to buy or sell technological items, there could not even break them down to study, have dummy bullets made of fine materi- must be a seller and a buyer handy! While much less reproduce them. In powered als, worth a minimum of 100 gp per bullet. some minor items could be bought or sold weaponry, power cells are the ammuni- He then uses the enchant an item spell. If

90 OCTOBER 1986 the spell takes effect, the wizard finishes weapons are impractical. Charge usage effect a 20-foot radius. This is the equiva- the process with a magic missile spell. One will run the weapon out of ammo before it lent of a 5th-level magic-user using a fire- bullet per level of the caster may be thus can be used to create much more than one ball spell. This rule also encompasses such enchanted, with one enchant an item spell. quick spray, and such use would probably devices as artillery, which are also not If the initial saving throw for the bullets slag the weapon’s circuitry. The individual needed. Weapons on this scale promote fails, the entire lot is ruined, and the DM may add such an item perhaps once too much power-playing and make such magic-user must start over with a new or twice, for special missions or such, but activities as seiges and the like too easy. batch of bullets. continued use of automatic powered For special scenarios, the DM may have For power cells, the wizard again uses weapons is strongly discouraged. characters activate a bomb which blows the enchant an item spell. If this takes Automatic ballistic weapons are much up an entire keep or some such, but de- effect, the process is finished with a shock- easier to handle. If the ammunition is kept vices on this scale should never be owned ing grasp spell, one such spell per power to small caliber (such as 5 mm), the bullets by player characters. cell recharged. The wizard may recharge can be given poor armor penetration up to two charges per level of experience bonuses. In addition, automatic fire affects 3. Magic always wins. The AD&D game he has, i.e., a 15th-level magic-user may a 90-degree arc in front of the firer and is world is a magical one, and in such a recharge up to thirty charges. The num- nonselective; like an area-effect spell, world that power should be ultimate. ber of power cells recharged does not friend or foe alike may be hit. Since the When like amounts of magic and technol- matter, so long as the total number of weapon’s user cannot really control each ogy clash on equal terms, the magic will charges restored to all involved power bullet’s flight, “to hit” rolls for all bullets always win. Period. This keeps the game cells is no greater than two per level of the are at -2 on this roll. Automatic weapons focus where it should be and delegates spell caster. Material components for this fire no more than 20 bullets at a burst technology to the secondary status it spell cost 100 gp per charge restored. (that is, per melee round) and should have should have in the game. No other use of “magitek” items should 10%-40% misses before “to hit” rolls even ever be allowed. Powered devices which begin (bullets are removed from play, Last words need no power cells would certainly be unless the firer shot into a crowd). Once a Using technology in an AD&D game can handy, but they defeat the purpose of character uses a magazine or two of hard- give it energy and kindle new excitement, technology in the AD&D game as a sec- won ammunition with penalties like these, but the DM must be sure that he is in ondary diversion. If the DM wants techno- automatic weapons use should be drasti- command of this new element at all times. logical items to replace magical items in cally cut down. Such weapons can never With few established rules to follow, the his world, he is playing the wrong game; be produced by the inhabitants of a medie- DM experimenting with technology has to try the GAMMA WORLD or TRAVELLER val society and must always be found. know what he wants the technology to games! The items created by the magic- Ammunition must be found specifically accomplish, how powerful it is in relation user in the above examples have no “to for these weapons. Again, automatic weap- to the magic of his world, and what can be hit” bonuses or damage bonuses. They ons are not recommended except for done with it. In this article, the DM has merely allow the continued use of techno- special missions in which large numbers of been given some suggestions and refer- logical items which have otherwise run weak creatures would be met. Ammuni- ences to help him find other helpful artic- out of ammunition. They are a minor tion for the weapon would be next to les, but this alone is not enough. He must compromise between two opposite forces impossible to get after such a mission. now sit down and work out his own tech- in the AD&D universe, and should be all nological system. Extensive playtesting the “magitek” a DM needs. 2. No bombs. Grenades should be all of with NPCs will show the DM the strengths the heavy artillery a party needs, as far as and weaknesses of various strategies, so Hints for game balance technological area-affect weapons go. If that the technology introduced will When all is said and done, everything fragmentation grenades doing 2d6 damage strengthen, not damage, his campaign. which has been suggested in this article is do not seem potent enough to a DM, he With the above guidelines in mind, the DM only a set of guidelines. By using such can always add his own grenades which now has a whole new path to explore on guidelines, the DM can avoid many of the do more damage. Maximum damage for a his way to forging a campaign which will mistakes and pitfalls that this author met grenade should be 5d6, maximum area of last a lifetime. when adding technology to his own game world. In this final section are three rules to further aid the DM. They deal with who designed the CALL OF CTHULHU® areas which have been studiously avoided The real thing game, once discovered that a woman had thus far, so that their import could be (From page 3) signed autographs in a nearby bookstore, noted by their position at the end of this don’t, and that’s okay, too — but I want claiming to be “the” Sandy Peterson. “The” article. These problems areas are auto- people to like me or hate me based on the Sandy Peterson is a guy, but the lady ap- matic weapons (machine guns), the use of REAL ME, not some con artist. parently didn’t let that stop her. bombs and other devastating weapons, Why did this person write and tell me Life is complicated enough without and magic versus technology. he’d done this? I suspect he enjoyed crow- having someone run around making it ing about the trick he’d pulled off. He even even more complicated for you. On the 1. Control automatic weapons. Techno- asked if he could get a job with TSR, Inc., other hand, if you feel that impersonating logical weapons, whether ballistic or pow- and he enclosed his address and phone people is a harmless pastime, I would be ered, are quite powerful. When the DM number but not his real name. He was more than pleased to have you write to me decides to add automatic weapons, things quite pleased and amused by the whole and send me your name, address, phone can get out of hand in a hurry. Characters affair. number, and your VISA, MasterCard, and can begin to hoard bullets and power cells Sad to say, I was not amused, and nei- American Express numbers (remember to for that “burst of glory” that will wipe out ther was our legal department, which is include expiration dates). I’d like to go to a a DM’s best creations and ruin an entire eyeing this case with some interest. I spent convention in your honor sometime. adventure. The best way to avoid this a lot of time on the phone, calling people problem is not to allow any automatic that the impostor mentioned in his letter, weapons at all. If, however, a DM desires clearing up all the problems that the im- to add such devices, here is all the help postor generated. this author can offer. I also found that this sort of imperson- Generally speaking, automatic powered ation is not uncommon. Sandy Peterson,

DRAGON 91 titions. Films, open gaming, a dealers’ room, and a costume contest will also be available. Registration is $12. For more details, call: (305) 352-6778.

SCI-CON 8, Nov. 7-9 This science fiction convention will be held at the Sheraton Beach Inn in Virginia Beach, Va. Guests will include C.J. Cher- ryh, Mike Kaluta, Marty Gear, Allen Wold, CHICAGO MODEL AND HOBBY on the RIT campus in Rochester, N.Y. Fea- Kelly and Polly Freas, Colleen Doran, Curt SHOW, Oct. 9-12 tured at this convention will be a variety Harpold, and Kay Reynolds. Sponsored Sponsored by the Radio Control Hobby of events, including wargames, role- events will include panels, movies, videos, Trade Association, this game, model, and playing games, a dealers’ room, movies, open gaming, an art show, a costume hobby show will provide a variety of and tournaments. Registration is $7, and contest, and much more. The cost of a product sales and demonstrations. This $5 for students with ID. For more details, membership is $18. Dealers’ tables are $50 second annual event will be held at the write to: The Rochester Wargamers Asso- (including one membership). For further O’Hare Expo Center. For further informa- ciation and Guild, c/o Student Directorate, information; contact: SCI-CON 8, P.O. Box tion, contact: Susan P. Lind, toll free, at One Lomb Memorial Drive, Rochester NY 9434, Hampton VA 23670. (800)323-5155 (in Illinois and Canada, call 14623, ATTN: William Trainor. (312)299-3131). NEW ENGLAND REGION CONVEN- FALL CON 3, Oct. 25 TION, Nov. 8-9 U-CON 4, Oct. 10-12 This one-day convention will take place This gaming convention, which is spon- Hosted by the Conflict Simulation Associ- at the Athenia Room in the Greencroft sored by the Newburyport Wargamers ation, this convention will be staged at the Center, 500 S. Main St., in Elkhart, Ind. Association, will be held at the D.A.V. hall Coffman Union, Minneapolis Campus, at Featured events include an RPGA™ tourna- on Route 1 in Newburyport, Mass. Events, the University of Minnesota in Minneapo- ment, a WWI naval miniatures battle which include historical miniatures, fan- lis. Admission fees are $5 until Sept. 30, (1:2400 scale), a Civil War naval miniatures tasy role-playing, and other games, will be and $7.50 at the door. For details, contact: battle (1:2400 or 1:1200 scale), and much sponsored from 8 a.m. to 1 a.m. on Satur- Conflict Simulation Association, U-Con 4, more. Registration is $5, and is payable at day, and from 9 a.m. to 5 p.m. on Sunday. University of Minnesota, 235 Coffman the door. For more information, send a For membership information and further Union, 300 Washington Ave., Minneapolis SASE to: Brigade Gaming Group, P.O. Box details, contact: Newburyport Wargamers MN 55455. 252, Elkhart IN 46515, or call (219) 294- Association, Public Relations Office, 88 7019. Purchase St., Newburyport MA 01950. NIANTICON, Oct. 11-12 This gaming convention will be held at OCTOBER FANTASY II, Oct. 25-26 TRICON, Nov. 8-9 the Howard Johnson’s in Niantic, Conn. This second annual gaming event will This comics/gaming convention will be Role-playing games, boardgames, and take place at the downtown Ramada Inn in held at the Dunfey Hotel in San Mateo, miniatures games will be featured, and Milwaukee, Wis. Featured tournaments Calif. Guests include Howard Chaykin and dealers’ displays will be available. Registra- will be a three-round RPGA™ AD&D® Paul Gulacey. Featured activities will in- tion fees are $3 a day and $5 for the week- tourney, a two-round AD&D masters’ clude role-playing games, wargames, and end, if paid before Oct. 7; $4 a day and $7 tourney, a two-round CHILL™ tourney, and boardgames; contests and a dealers’ room for the weekend at the door. For more many other events. Guests of honor in- will also be offered. Pre-registration is $12, details, send a SASE to: NIANTICON, c/o clude and Penny Petticord. and $2 for each tournament. For more Robbins, 20 Red Oak Rd., Groton CT Friday evening will feature the second details, contact: Tricon, 1311 El Camino 06340. annual Halloween party, complete with a Real, #196, Millbrae CA 94030. raw liver toss. Pre-registration is $8 for ADVACON, Oct. 12 the convention, $8 per couple for the CONQUEST V, Nov. 15-16 This gaming convention will be held at party, and $10 each at the door. For more This gaming convention will be held at the Polish Falcon Hall in Depew, N.Y. Fan- information on the convention or on judg- Michigan State University at the MSU tasy and science fiction role-playing ing, send a SASE to: Keith Polster, 1812 Student Union, in East Lansing, Mich. games, board games, and miniatures tour- Morgan Drive, Apt. #6, West Bend WI Events will include role-playing games, naments will be among the featured 53095, or call (414) 338-8498. miniatures events, a miniatures painting events. Preregistration fees are $3, and contest, an auction, a dealers’ room, and $3.50 at the door. For details, contact: The NECRONOMICON ‘86, Oct. 31-Nov. 2 more. For more information, write to: Advacon Fellowship, 101 Floss Ave., Buf- Sponsored by the Stonehill Science Fic- ConQuest V, 2300 N. Grand River Ave., falo NY 14211. tion Association, this convention will fea- Lansing MI 48906. ture Piers Anthony and Frederik Pohl as CONTACT ‘86, Oct. 17-19 guests of honor. Events will include a fan CAROLINA MODEL AND HOBBY This science fiction and gaming extrava- cabaret, a costume contest, a vampire EXPO, Nov. 29-30 ganza will be held at the Ramada Inn in pageant, and an art show. Preregistration The Expo will be staged at The Merchan- Evansville, Ind. Guests include David R. is $10 until Oct. 1. For more information, dise Mart in Charlotte, N.C. Special guests Palmer, Stanley Schmidt, Frank Mentzer, write to: Stonehill S.F. Association, P.O. Box will include Tom DeSalco and Ron Frenz. and Penny Petticord. Other events will 2076, Riverview FL 33569, or call J. David Gaming tables are available for open gam- include RPGA™ tournaments, a miniatures Bennett at (813)973-0038. ing; gamers are invited to bring along their contest, and an art show. Registration fees favorite games and meet a few opponents. are $12 until Oct. 1, and $15 thereafter. DRAGONCON III, Nov. 1-2 Events will include demonstrations of For further information, contact: RCSFA, This convention will be held at the Qual- historical miniatures wargaming, a comics PO. Box 3894, Evansville IN 47737. ity Inn in Orlando, Fla. Prizes will be collectors’ show, model plane, ship, car, awarded to tournament winners in and train displays, and numerous war- RUDICON ‘86, Oct. 17-19 AD&D®, Traveller®, Starfleet Battles, Killer, games. Daily admission for this convention This gaming convention will take place Civilization, Diplomacy®, and Risk® compe- is $2.50 for adults, and $1 for children age

92 OCTOBER 1986 6 through 12. For more details, write to: Alston MA 02134, or call (617) 354-6229 Glicksohn. Events will include filk-singing, Carolina Hobby Expo, 3452 Odell School (days) or (617) 893-3677. videos, and ice cream social, an art show, Road, Concord NC 28025. an auction, a dealers’ room, gaming, par- WARCON 87, Feb. 6-8 ties, and much more. Membership rates MANATEE FANTASY FAIR ‘86, Nov. WARCON 87 will be held at the Texas are $16 until Oct. 31; $18 until April 26, 29-30 A&M University. Events will include role- 1987; and $24 at the door. For more infor- This comic book, fantasy, and science playing camps, boardgames, a miniatures mation, write to: Keycon ‘87, P.O. Box fiction convention will be held at the contest, guest speakers, and a schedule of 3178, Winnipeg, Manitoba, Canada, R3C Manatee Civic Center, which is located at movies. Interested persons are invited to 4E6. the intersection of U.S. Hwy. 41 and the contact: WARCON 87, c/o MSC NOVA, Manatee River in Bradenton, Fla. Doors Texas A&M University, College Station TX MISCON II, May 15-17 open to the public at 10 a.m. each day. 77841, or call (409) 845-1515. This science fiction, fantasy, gaming Admission to this event is $3 a day, or $5 convention will be held at the Quality Inn for both days. Dealers can rent display SIMCON IX, March 20-22 in Missoula, Mont. Guests of honor will be tables for the weekend for $40 for the This convention will once again be held Steve Jackson, Bob Eggleton, Mike and first table, and $35 for each table thereaf- at the University of Rochester’s River Beth Finkbiner, and Marion Zimmer Brad- ter. For further information, contact: The Campus, Events will include role-playing ley. Events will include an RPGA™ Network Time Machine, 3320 Manatee Avenue, W., tournaments, Star Fleet Battles, miniatures tournament, other role-playing games and Bradenton FL 33505, or call Henry Raines events, demonstrations, movies, and a board games, videos, a masquerade, a at (813) 748-4879. dealers’ room. There will also be a cos- dance, an art show, panels, and a writers’ tume party. Registration fees are $7 before workshop. Registration is $12 until Decem- TROPICON V, Dec. 5-7 March 5, 1987, and $10 at the door. For ber 31; $15 until April 15, 1987; and $18 The South Florida Science Fiction Society more information, write to: SimCon IX, thereafter. For further details, contact: will host this weekend event at the Ho- P.O. Box 29142, River Station, Rochester Miscon II, c/o WMSFC, P.O. Box 9363, ward Johnson’s Ocean Resort in Deerfield NY 14627. Missoula MT 59807. Beach, Fla. Gardner Dozois will be the guest of honor. Events will include panels, MAGNUM OPUS CON 2, March 27-29 NEO-VENTION VI, June 5-7 movies, a costume contest, a banquet, an This fantasy and science fiction conven- This gaming convention will be held at art show, trivia, and gaming. Registration tion, which is sponsored by the Middle the Student Union of Kent State University is $10 until Oct. 31, and $15 thereafter. Georgia Society for Fantasy and Science in Kent, Ohio. Sponsored events will in- For further details, contact: SFSFS Secre- Fiction, will be held at the Columbus Iron clude RPGA™ events, miniatures displays tary, P.O. Box 70143, Ft. Lauderdale FL Works and Convention Center in Colum- and gaming, an art show, and numerous 33307. bus, Ga. Events will include a gaming other attractions. For more information, tournament, a miniatures painting work- send a SASE to: NEO-GS, P.O. Box 412, EVECON 4, Jan. 2-4 shop and contest, movies, masquerades, Cuyahoga Falls OH 44222-0412. This fourth annual national convention, open gaming, an art show and auction, which is sponsored by FanTek, will be held and a variety of other activities. For more at the Stouffers Concourse Hotel in Crystal information, contact: MGC(SF)2x, 4315 Pio Guidelines City, Va. Featured events will include all Nono Ave., Macon GA 31206. types of games, Cinemascope movies, If you’re interested in contributing an music, an art show and sale, a Merchants’ COASTCON X, March 28-30 article to DRAGON® Magazine, the Bazaar, and a host of other activities. Pre- This science fiction and gaming conven- first thing you need is a copy of our registration is $15 until Dec. 10, and $20 tion will take place at the Gulf Coast Con- guidelines for writers. Send a self- the day of the event. For further informa- vention Center in Biloxi, Miss. Events will addressed, stamped envelope to tion, send a SASE to: EveCon 4, c/o Bruce include movies, gaming, tournaments, an “Writer’s guidelines,” c/o DRAGON Evry, Box 128, Aberdeen MD 21001, or call art show and art auction, a costume party, Magazine, P.O. Box 110, Lake (301) 422-1235. and a scavenger hunt. Registration is $10 Geneva WI 53147; and we’ll send until Aug. 30, $12.50 until Nov. 30, $15 you back a sheet with all the basic UNIVERSE 87, Jan. 2-4 until Jan. 1, 1987, and $20 at the door. For information you need to make sure This convention will be held at the Air- more details, write Coastcon, Box 1423, your manuscript has the best possi- port Hilton Hotel in Los Angeles, Calif. Biloxi MS 39533, ble chance of being accepted. Over 180 game tournaments will be fea- tured in a variety of role-playing games, AGGIECON 18, April 2-5 wargames, and family games. Other activi- This science fiction and fantasy conven- ties will include a full program of science tion will be held in the Memorial Student fiction and fantasy events, plus exhibi- Center at Texas A&M University. Ben Bova Label your letter tions, seminars, and movies. Admission is will be the Guest of Honor. Events will include gaming, panels, readings, movies, $16.50 until Dec. 13, and $20 thereafter. The address of DRAGON® Magazine For more details, contact: UNIVERSE 87, dances, an art show and auction, a dealers’ is P.O. Box 110, Lake Geneva WI Dept. D, P.O. Box 2577, Anaheim CA room, a masquerade, and much more. Full 53147, and that’s all you need to 92804. convention rates are $10 through Mar. 1, make sure your letter gets here. But and $13 thereafter. For more information, you can help us serve you more HAVOC III, Jan. 17-18 write: Aggiecon 18, Box J-1, Memorial quickly by adding a line at the top of Battlegroup Boston will sponsor this Student Center, College Station TX 77844, the address to tell us what depart- third annual convention, which is being or call (409) 845-1515. ment should receive your letter or held at the Central Middle School, 55 package. Call it a “manuscript sub- School St., in Waltham, Mass. Planned KEYCON ‘87, May 15-17 mission,” “cartoon submission,” events include SFB, Space Marines, Mod- This science fiction and fantasy conven- “query letter,” or any other short ern Micro Armor, WWI Naval, British tion will be held at the Delta Winnipeg at phrase that tells us what’s inside, and Colonial, and a variety of other simula- 288 Portage Avenue in Winnipeg, Mani- it’ll get exactly where it’s supposed tions. To receive information, send name toba, Canada. Guests of honor will be to go. and address to: HAVOC III, P.O. Box 70, Keith Laumer, Ken Macklin, and Mike

DRAGON 93 94 OCTOBER 1986 FORUM (From page 6) On page 31, Mr. Mohan wrote of recapturing the flavor and outlook that the magazine had three or four years ago. I can’t speak for the entire readership, but the articles I enjoy are the ones that give me knowledge or ideas that I can incorporate into my campaign. On thing I forgot to mention before: the gray paper would be put to better use by using for only the science fiction and superhero articles, making them more easily identifiable. Mark Nemeth Ridgecrest, Calif.

I’ve been an avid AD&D player for a little over three years now, and a fan of DRAGON for about two. I am also a member of the Society for Creative Anachronism (SCA), which gives me the proper perspective for AD&D. Over the past three years, I have never had a reason for disputing Mr. Gygax’s rules and guidelines for the game, until now. I was reading through the DMG and found the rule about attacks with two weapons. As stated on p. 70: “Characters normally using a single weapon may choose to use one in each hand. The second weapon must be either a dagger or a hand axe. The use of a second weapon causes the character to attack with his or her primary weapon at -2 and the second weapon at - 4.” It further states that: “The secondary weapon does not act as a shield or parrying device in any event.” This is what I disagree with. From my expereinces of fighting in the SCA, I have found that a fighter using sword and shield is at a distinct disadvantage against some- one with two weapons. A fighter can use two weapons without any penalty to himself, and can easily defend or parry either weapon. Many fighters in the SCA use two swords, axes, dag- gers, or maces in any combination. Some fight- ers are so good, they can attack with both weapons at the same time. Also, there are special weapons, called parrying daggers, which are used for the express purpose of parrying and tangling up the opponents weapon. I don’t know where Mr. Gygax got his ideas for this rule, but, as I have found, he is very wrong. Andy Parris Gray, Tenn.

Index to advertisers

Name of firm or product Page(s) Name of firm or product Page(s) Adventure Systems ...... 31 Iron Crown Enterprises, Inc...... 1, Armory, The ...... 104, back cover inside back cover Mayfair Games ...... 87 Chaosium, Inc...... 5 Milton Bradley...... 7 DBE, Inc...... 15 Palladium Books ...... 29,57,77 Doubleday SF Book Club ...... 11 R. Talsorian ...... 55 DRAGON® Magazine ...... 59 ...... 35 DUNGEON™ Adventures ...... 61 Salem House Publishers ...... 70 Fantasy Games Unlimited ...... 30,31,98 Steve Jackson Games ...... 43 Fantasy-Wear ...... 89 Supremacy Games ...... 63 FASA Corp...... 17 Task Force Games ...... 49 Game Designers' Workshop ...... 25,81 Tharla Enterprises ...... 33 Game Systems Inc...... 24 TSR, Inc...... 42,69,71,83 Gamers' Guide ...... 94-95 TU-E Games ...... 47 Games Workshop U.S...... 41, inside front cover

DRAGON 95 96 OCTOBER 1986 DRAGON 97 98 OCTOBER 1986 DRAGON 99 100 OCTOBER 1986 DRAGON 101 102 OCTOBER 1986 DRAGON 103